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mcdatapacker's Introduction

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MCDatapacker is a Minecraft datapack creator and editor for Minecraft 1.15 – 1.20.4.

MCDatapacker provides a unified interface for making and editing datapacks. It allows you to create new datapacks, open existing datapacks, manage files, and edit them quickly and conveniently.

Features

  • Create and open any datapacks from 1.15 to 1.20.4;
  • Add, rename, and delete files via the left-side tree view;
  • Multi-tab interface;
  • Code editor with syntax highlighting, error checking for function and JSON files, smart code completion for function files;
    • Ctrl+Click to follow namespaced ID under cursor;
    • Accept user-defined command syntaxes;
  • Integrated side editors:
  • View images (such as the pack.png) directly in the program.
  • Other useful tools:
    • Statistics of file and command usage in a datapack;
    • Visual editor for raw JSON text (a.k.a text component);
    • Top-down advancement trees viewer;
  • Dark mode, with automatic detection on Windows;
  • Lightweight in terms of storage and memory.

Screenshots

Download

The program currently supports 1.15 - 1.20.4 data packs, and it run on Windows (tested on Windows 7 and Windows 11) and Linux (tested on Ubuntu 20.04.5).

Warning: This program may contains errors. Use it with your own risk.

Download link: https://github.com/IoeCmcomc/MCDatapacker/releases/latest

Windows

Download the zip file, extract it to a folder and run the MCDatapacker.exe file.

Sometimes, when you run the executable, a SmartScreen warning saying that "Windows protected your PC" may appear. In this case, click the "More info" link and then "Run anyway" to proceed.

Linux

Download the .AppImage file, make it executable and run it.

Contributing

To report issues and suggest features or enhancements, please go to Issues page. For questions and general suggestions, the Discussion page is the right place. If you don't have a Github account, you can also reply on this Planet Minecraft page.

If you prefer to ask anonymously, you can fill in this form instead.

To-do

  • Fully implement side editors (predicate, loot table and item modifier editors);
  • Add interactive formatting and custom font support to raw JSON text editors;
  • Add semantic error checking for function files;
  • Add integration with Command-Debug-DevKit mod.

Disclaimer

Minecraft is a trademark of Mojang Synergies AB.

This program is not affiliated with Mojang Studios.

All Minecraft textures and other materials are copyrighted by Mojang Studios.

Some content in the program is from Minecraft Wiki, whose content (except Mojang-owned images, art, and lore) is licensed under the CC BY-NC-SA 3.0 license.

mcdatapacker's People

Contributors

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Watchers

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Forkers

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mcdatapacker's Issues

Ability to modify icons & color scheme?

Doesn't even have to be like a full blown thing like vs code. Something similar to making mc resource packs would honestly work perfectly imo.
Something like you can change the png (like a resource pack) of an icon, and for color schemes you could have a file for the general types of keywords, like commands (e.g. execute would be blue), numbers / data types, and then the corresponding color.
Also, if this does get added, the ability to modify the color of any keyword manually, or, like mentioned above, the type of keyword it is.

Bug with saving / loading datapacks

Sometimes when I close a datapck, the contents of one file will overwrite the contents of either all the others in the same namespace, or everything in the datapack. I don't know how to replicate this though

Support for modded items

Hello there, is it possible to add modded items to the recipe creator? If not this would be a very welcome feature. The easiest way to implement this would probably be to pair it with a mod the exports all items to a json file, though to get icons it'd have to export those too which might be a little harder.

Program crashes when first character in a .mcfunction file is a "#"

What: When starting off a .mcfunction file with a comment, the program freezes and crashes. This is a bit annoying, since every function file must now have some random command before I can annotate my code.
Where: Any .mcfunction file in the datapack function folder. I haven't tested it in any other space.
How to replicate: Create a new .mcfunction file and type a # as the first code character

[Crash] Game version 1.19

Changing the game version to 1.19 causes the program to restart as notified. On restart the program crashes without an error or log. Attempting to reopen it causes the window to flash up on screen, then crash again.

Show item/tag id in recipe editor when no icon is available

Currently tags are shown as a # character and modded items are shown as a missing texture, this isn't very useful as you need to hover over the item to see the id.

Even if the text gets quite small I think it'd be more useful to show the item id with a fairly high maximum amount of characters. The entire gui could be scaled up to compensate for the small text as well.

typing # on the first character of code crashes the program

in my datapack i was writing away, when i did the following:
some command here that does something and is valid

then some place in the text i press enter:
some command here that
|does something and is valid

Now my cursor is bottom left. Then i go to the first line to edit something:
|some command here that
does something and is valid

That's all well and good, but when i comment that first line, instead of this:
#|some command here that
does something and is valid

it just crashes.
!!! This only happens on the first line and only when i make a comment, off the top of my head i think the loop to color the text green give the string.find() function an adress of 0 and the exit condition is i == str.find() but str. find give -1 and it just keeps going and going into leaked memory
image

Add replace and refactor tools [FEATURE REQUEST]

Pushing Ctrl+R or CMD+R should open up a GUI to replace elements. The refactor is important because oftentimes, you might want to rename something. So instead of painfully looking through all of your scripts to make sure they match your change, a refactor button will do it all for you, preventing many errors down the line

Recipe editor item keys

Just like what in the JSON happens, it'd be nice if we could define our keys and pattern separately. This would be especially useful if you have a lot of a single item in a recipe.

Edit existing recipe

Is there a way to easily edit an existing recipe? If not, could this be added? The way I envision this is by selecting a recipe from a list and it'll automatically put it in the correct namespace, name it correctly and fill the file with the current recipe(s).

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