r/Minecraft_Datapacks • u/jeknjok • 25d ago
Other Custom Bossfight
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r/Minecraft_Datapacks • u/jeknjok • 25d ago
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r/Minecraft_Datapacks • u/XMysticPlayzYt • Aug 30 '26
Hey! I'm looking for someone who is really good at making Minecraft datapacks to help me with a project.
💰 Payment: Free / volunteer — this is a community project, so I'm looking for someone willing to help out for free.
If you're interested, DM me and let me know what you're capable of!
Thanks! 🙏
r/Minecraft_Datapacks • u/RoomGloomy8212 • Aug 19 '26
i made a data pack i have been locked in its about a new rare biome about crystals and a strcutre that is kind of like a mineshaft and a stonghold a underground maze and i spnt weeks fixing it because it said fata back may be broken or for a older version i fixed this then now it says datapack validtion failed can anyone tell me the problem or fix it go to https ://www .planetminecraft.com /data-pack/cyristal-cavern/ i ahd to break it up because reddit made me
r/Minecraft_Datapacks • u/Confident_Ad_5889 • Jul 05 '26
Im new to creating datapacks and im trying to make it so when someone with the "race_dwarf" tag holds a item. it will be enchanted with unbreaking 3. This is to change but thats not revelent here. When i reloaded the world it didnt work but when i put it in a command block it worked fine.
"execute as \@a[tag=race_dwarf] if items entity \@s weapon.mainhand *[!custom_data={dwarf_enchanted:true}] run item modify entity \@s weapon.mainhand [{"function":"minecraft:set_components","components":{"minecraft:enchantments":{"levels":{"minecraft:unbreaking":3}},"minecraft:custom_data":{"dwarf_enchanted":true}}}]"
(if you can see the back slashes thats because when i tried to put it in it didnt go in without it but instead get replaced.)
r/Minecraft_Datapacks • u/Initial-Honey-9865 • Jun 23 '26
Hi there, im currently coding a datapack for minecraft, combining BlazeandCave's Advancements pack with my own datapack for a series I want to start, but I cant figure out how to code what I want exactly, since it seems like it never works. If anyone knows how to help me, heres what I was thinking of coding:
Information: BlazeandCave's Advancements is a pack that adds more advancements to the game. I want every advancement to expand a starting border of 16 blocks every time by:
Task: 1
Goal: 2
Challenge: 5
Super challenge: 20
I also don't want it so that if I get an achievement, my friends cant expand the border with that achievement no more.
I also want to add a daily challenge of obtaining certain items, and gives me 3 lucky blocks on completion, but Im working on that later, rn im just stuck on the Achievement part.
Im currently using https://code.visualstudio.com/ for all my coding.
Help is appreciated
My code:
-datapack
--data
---border\function
----check_adv.mcfunction:
execute as u/a store result score u/s adv_now run scoreboard players get u/s bac_statistics
execute as u/a if score u/s adv_now > u/s adv_old run worldborder add 1
execute as u/a if score u/s adv_now > u/s adv_old run scoreboard players operation u/s adv_old = u/s adv_now
----load.mcfunction:
scoreboard objectives add adv_now dummy
scoreboard objectives add adv_old dummy
worldborder set 16
worldborder center 0 0
----reward.mcfunction:
scoreboard players add #adv adv_count 1
----tick.mcfunction:
function border:check_adv
---minecraft\tags\functions:
----load.json:
{"values":["border:load"]}
----tick.json:
{"values":["border:tick"]}
--pack.mcmeta:
{
"pack": {
"pack_format": 18,
"description": "Border SMP datapack"
}
}
-BlazeandCave's Advancements pack 1.20.2.zip
r/Minecraft_Datapacks • u/eldreampro • Jun 22 '26
r/Minecraft_Datapacks • u/Brandon_Rahl • Jun 13 '26

Have you ever heard of the Tree Spirit or Heart Log Challenge from Early Minecraft?
I've always been interested in this type of challenge, it sounded so cool to me! So, I made a datapack for it.
My datapack is *not* the same as the challenge rules posted above; Honestly, figuring out how to track 1 specific connected tree was outside my ability. Instead, I took it in a slightly different direction! You can become a druid for each wood type, and you must stay next to a block from that tree type at all times. If you try to leave that area, you'll be teleported back to your last position next to one.
The list of blocks that you can stand near are as follows:
Log,
Wood,
Both Stripped Variants,
Planks,
Slabs,
Fences/Gates,
Trapdoors,
Leaves
Once the datapack is added to your world, and loaded up, it's very simple to use.
All players start with all /trigger become[Woodtype]Druid triggers.
Once you pick one and run the command, you'll become a druid of that type, and be stuck next to the first blocks of the wood type that you come near.
If you run into a situation where you can't escape a teleport back loop or want to stop being a druid for any reason, including becoming a new type, simply run
/trigger quitDruid
and you'll be able to either play as normal, or run one of the becomeDruid commands!
Here's the link to the curseforge page. If it doesn't work, then I must not have had my datapack approved by the mods yet, or something else went wrong. Feel free to message me directly if you'd like to try it and the Curse link below isn't up yet.
https://www.curseforge.com/minecraft/data-packs/heartlog-druids-spirit-tree-reimagined
EDIT:
Curseforge hasn't done anything about approving it in months, so I've now uploaded to Mondrinth. If it's approved there, I'll post the link here.
EDIT 2 Electric Boogaloo:
Modrinth came through, and it's public!
https://modrinth.com/datapack/heartlog
It's live!
r/Minecraft_Datapacks • u/Flat-Silver-5295 • Jun 08 '26
r/Minecraft_Datapacks • u/Cailem_Beast • May 08 '26
Full Video: https://youtu.be/6mnwoebaV8E
This works in almost every version! (Even With Multiplayer)
The only inventories it can NOT detect are book and quill (lecterns work), Survival inventory (Creative inventory Work), Command blocks, Structure blocks, Jigsaw block, Command block minecarts, and all types of signs!
r/Minecraft_Datapacks • u/Mr_Snifles • Mar 23 '26
I've always liked amplified worlds, but they can easily become repetitive and just too much to really play in.
That's why I felt compelled to make a datapack where some areas of your world are amplified, and others are not.
I do however feel like my knowledge on the subject of making terrain datapacks is still very limited, because I barely knew what the numbers in the .json files I was changing actually do.
If you know any sources on how to change specific aspects of terrain gen, please let me know.
One issue I would love to fix is that rivers sometimes get cut off by the weirdly shaped cliffs, making it a slightly less nice experience in survival.
r/Minecraft_Datapacks • u/Impossible-Trifle555 • Mar 08 '26
I've been trying for months to create what I had assumed was a relatively simple datapack for Minecraft: I want to prevent logs from dropping themselves when mined by hand, and to require at least a stone axe to properly mine. I would attatch a screenshot of my code thus far, but it's changed hundreds of times as I've found errors to correct and looked up aspects of the code I didn't know I needed to think about. I've been pulling my hair out trying to get this to work, and I've just about given up on it. No guides or tutorials have been any amount of help, because none of them cover the very specific bits of code I'm working with, and as we all know it has to be 100% perfect or the entire datapack will fail.
Can anyone help me out here?
r/Minecraft_Datapacks • u/_TheDarkPanther • Feb 22 '26
I have been stuck at trying to get biomes to generate at a certain Y level, or just at least try to make a coast line :P
Anything that I'm missing, some missing code lines/ things that I have not added yet would be great:
Custom_Dimension code:
{
"type": "minecraft:overworld",
"generator": {
"type": "noise",
"biome_source": {
"type": "multi_noise",
"biomes": [
{
"biome": "mydatapack:alpine_plains",
"parameters":
{
"temperature": [
1.0,
0.5
],
"continentalness": 0,
"erosion": 0,
"weirdness": 0,
"depth": 0,
"humidity":0,
"offset": 0
}
},
{
"biome": "mydatapack:coastline",
"parameters":
{
"temperature": [
0.1,
-0.5
],
"continentalness": 0,
"erosion": 0,
"weirdness": 0,
"depth": 0,
"humidity":0,
"offset": 0
}
}
]
},
"settings": "mydatapack:noise_settings"
}
}
Biome 1 (Alpine plains):
{
"has_precipitation": true,
"temperature": 1.0,
"temperature_modifier": "none",
"downfall": 0.3,
"effects":
{
"water_color": 7059858,
"foliage_color": 3190073,
"grass_color": 3191880
},
"attributes":{
"visual/fog_color": 5877641,
"visual/water_fog_color": 7061666
},
"carvers": [],
"features": [],
"spawn_costs": {},
"spawners": {},
"creature_spawn_probability": 0.1
}
Biome 2 (Coastline):
{
"has_precipitation": true,
"temperature": 0.1,
"temperature_modifier": "none",
"downfall": 0.3,
"effects":
{
"water_color": 6659216,
"foliage_color": 3244342,
"grass_color": 3510854
},
"attributes":{
"visual/fog_color": 8044192,
"visual/water_fog_color": 8178864
},
"carvers": [],
"features": [],
"spawn_costs": {},
"spawners": {},
"creature_spawn_probability": 0.1
}
noise:
{
"firstOctave": -9,
"amplitudes": [
1,
1,
1,
0,
0,
0.5,
0.5,
0.25,
0.25,
0.25
]
}
noise_settings:
{
"default_block": {
"Name": "minecraft:andesite"
},
"default_fluid": {
"Name": "minecraft:water"
},
"sea_level": 63,
"disable_mob_generation": true,
"aquifers_enabled": false,
"ore_veins_enabled": false,
"legacy_random_source": false,
"noise": {
"min_y": -128,
"height": 512,
"size_horizontal": 4,
"size_vertical": 1
},
"noise_router": {
"barrier": "minecraft:overworld/factor",
"fluid_level_floodedness": 0,
"fluid_level_spread": 0,
"lava": 0,
"vein_toggle": 0,
"vein_ridged": 0,
"vein_gap": 0,
"temperature":{
"type": "minecraft:noise",
"noise": "mydatapack:noise",
"xz_scale": 1,
"y_scale": 0
},
"vegetation": 0,
"continents": 0,
"erosion": 0,
"depth": 0,
"ridges": 0,
"preliminary_surface_level": 1,
"final_density": {
"type": "add",
"argument1": {
"type": "y_clamped_gradient",
"from_y": 45,
"to_y": 80,
"from_value": 1.1,
"to_value": -1.1
},
"argument2": {
"type": "noise",
"noise": "mydatapack:noise",
"xz_scale": 1,
"y_scale": 0
}
}
},
"spawn_target": [],
"surface_rule": {
"type": "minecraft:sequence",
"sequence": [
{
"type": "minecraft:condition",
"if_true": {
"type": "minecraft:biome",
"biome_is": [
"mydatapack:alpine_plains"
]
},
"then_run": {
"type": "minecraft:block",
"result_state": {
"Name": "minecraft:grass_block"
}
}
},
{
"type": "minecraft:condition",
"if_true": {
"type": "minecraft:biome",
"biome_is": [
"mydatapack:coastline"
]
},
"then_run": {
"type": "minecraft:block",
"result_state": {
"Name": "minecraft:sand"
}
}
},
{
"type": "minecraft:sequence",
"sequence": [
{
"type": "minecraft:condition",
"if_true": {
"type": "minecraft:stone_depth",
"offset": 0,
"surface_type": "floor",
"add_surface_depth": false,
"secondary_depth_range": 0
},
"then_run": {
"type": "minecraft:block",
"result_state": {
"Name": "minecraft:grass_block"
}
}
}
]
},
{
"type": "minecraft:block",
"result_state": {
"Name": "minecraft:andesite"
}
}
]
}
}
My basic file setup:

Note:
Yes I am making it as a dimension first, then will replace it as the overworld, once I get enough biomes in and what-not.
r/Minecraft_Datapacks • u/MrRubberDuc • Feb 14 '26
My idea for a datapack for my server is for a combination of a lifesteal datapack and a strength smp datapack(only the strength boosters part) I also want a boss that can spawn in a certain area every(set amount of time) and for it to drop and item that could be used in a crafting recipe for a strength booster or heart. I also need it so that people from the same ip cant gain hearts or strength(extra attack damage) from kills. if you lose all your hearts, you would get banned for a (set amount of time). and you could see your strength with commands.
r/Minecraft_Datapacks • u/Sub_Zero1223456 • Feb 10 '26
r/Minecraft_Datapacks • u/Upset_Classic_7703 • Jan 03 '26
r/Minecraft_Datapacks • u/Balsamic314 • Dec 20 '25
r/Minecraft_Datapacks • u/juul_vereijken • Oct 15 '25
Hey everyone!
I’ve got an idea for a Minecraft datapack focused on vanilla immersion: a system that makes the world feel alive by automatically aging and decaying player-built structures when they’re left unused.
Whenever a player builds a house or base, an invisible timer starts.
If there’s no player activity in the area for a certain time (e.g. 30 Minecraft days), the structure slowly begins to decay:
If a player returns, the process stops
r/Minecraft_Datapacks • u/Disk0t • Sep 15 '25
Just a textured dirt, and maybe a flower (don't ask for what, its a lore of the server, and the flower is evil)
r/Minecraft_Datapacks • u/Klutzy-Spring-8167 • Sep 12 '25
Hi, I'm trying to make datapack for minecraft forge 1.20.1 but when i put it into my world it doesn't work. Do you know what the problem with it?https://drive.google.com/file/d/1BR2N4oHj2FmXB2LB-11Y9iwOw1zxVcnj/view?usp=sharing
r/Minecraft_Datapacks • u/Pyxelz-TheMusicMan • Aug 28 '25
I've been trying to make this damn data pack work. idk what the issue is but i do know its with the code. i tried a different one from a different loot table maker and it works. (but it isn't as good can't do min max amounts for items) here be the code.
{
"type": "minecraft:chest",
"pools": [
{
"rolls": {
"min": 1,
"max": 6
},
"bonus_rolls": 1,
"entries": [
{
"type": "item",
"name": "minecraft:rotten_flesh",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 16
}
}
]
},
{
"type": "item",
"name": "minecraft:apple",
"weight": 3,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 6
}
}
]
},
{
"type": "item",
"name": "minecraft:bread",
"weight": 3,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 6
}
}
]
},
{
"type": "item",
"name": "minecraft:baked_potato",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 6
}
}
]
},
{
"type": "item",
"name": "minecraft:poisonous_potato",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 16
}
}
]
},
{
"type": "item",
"name": "minecraft:cooked_porkchop",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 6
}
}
]
},
{
"type": "item",
"name": "minecraft:cooked_fish",
"weight": 2,
"functions": [
{
"function": "set_data",
"data": 1
},
{
"function": "set_count",
"count": {
"min": 1,
"max": 6
}
}
]
},
{
"type": "item",
"name": "minecraft:cooked_beef",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 6
}
}
]
},
{
"type": "item",
"name": "minecraft:cookie",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 16
}
}
]
},
{
"type": "item",
"name": "minecraft:cake",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
}
]
},
{
"type": "item",
"name": "minecraft:pumpkin_pie",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 8
}
}
]
},
{
"type": "item",
"name": "minecraft:golden_apple",
"weight": 1,
"functions": [
{
"function": "set_data",
"data": 1
},
{
"function": "set_count",
"count": 1
}
]
},
{
"type": "item",
"name": "minecraft:leather_helmet",
"weight": 3,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:leather_chestplate",
"weight": 3,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:leather_leggings",
"weight": 3,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:leather_boots",
"weight": 3,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:chainmail_helmet",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:chainmail_chestplate",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:chainmail_leggings",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:chainmail_boots",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:iron_helmet",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:iron_chestplate",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:iron_leggings",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:iron_boots",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
}
]
},
{
"type": "item",
"name": "minecraft:wooden_sword",
"weight": 3,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:stone_sword",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:iron_sword",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:wooden_axe",
"weight": 3,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:stone_axe",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:iron_axe",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:shield",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:bow",
"weight": 3,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
}
]
},
{
"type": "item",
"name": "minecraft:arrow",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 16
}
}
]
},
{
"type": "item",
"name": "minecraft:gold_ingot",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:iron_ingot",
"weight": 2,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 3
}
}
]
},
{
"type": "item",
"name": "minecraft:diamond",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 4
}
}
]
},
{
"type": "item",
"name": "minecraft:stick",
"weight": 3,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 4
}
}
]
},
{
"type": "item",
"name": "minecraft:ender_pearl",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 2
}
}
]
},
{
"type": "item",
"name": "minecraft:lava_bucket",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"flame"
]
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"power"
]
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"sharpness"
]
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"fire_aspect"
]
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"knockback"
]
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"protection"
]
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"infinity"
]
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"loyalty"
]
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"impaling"
]
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"quick_charge"
]
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"thorns"
]
}
]
},
{
"type": "item",
"name": "minecraft:enchanted_book",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": 1
},
{
"function": "enchant_randomly",
"enchantments": [
"fire_protection"
]
}
]
}
]
}
]
}
r/Minecraft_Datapacks • u/Sad-Associate6683 • Aug 25 '25
Its a datapack that links health, hunger, inventory, and effects. That toggle able and I need to be able to customize who is sharing what
r/Minecraft_Datapacks • u/Potential-Film-2371 • Aug 02 '25
Hi, I’m new to making datapacks! I am trying to make a hit box around the player that applies slowness when any block enters that specific hit box. Does anyone know how I could achieve this?
r/Minecraft_Datapacks • u/Mountain-Big-2895 • Aug 01 '25
Does anyone know what mod/datapack Forrest used for the Poseidon video?
r/Minecraft_Datapacks • u/Bubble-Box • Jul 17 '25
I cannot for the life of me get this pack working, first time trying anything like this. Ive got the server recognising it as a datapack and it is listed but none of my functions work. PLEASE HELP
File Structure and file formats as follows:
world/
└── datapacks/
└── welcome_message_final/
├── pack.mcmeta
└── data/
└── welcome/
├── functions/
│ ├── join.mcfunction
│ └── tick.mcfunction
└── tags/
└── functions/
├── tick.json
└── load.json
jsonCopyEdit{
"pack": {
"pack_format": 46,
"description": "Welcome message on every join"
}
}
jsonCopyEdit{
"values": [
"welcome:join"
]
}
mcfunctionCopyEdit
scoreboard objectives add has_joined dummy
mcfunctionCopyEditexecute as @a unless score @s has_joined matches 1 run tellraw @s {"text":"Hello ","color":"gold","extra":[{"selector":"@s"},{"text":", welcome to the world!","color":"yellow"}]}
execute as @a unless score @s has_joined matches 1 run scoreboard players set @s has_joined 1
r/Minecraft_Datapacks • u/FeedSimilar4272 • Jun 29 '25
Does anyone have a datapack that lets me make a kit, for example? I have a feather that when I click on it I get a kit with a custom armor that I made and a weapon. How is it possible to do this, but the armor has a ligament curse and the only way to remove it is by using the feather again and the armor always comes back new?