What is CustomModelData and how does it work?
How one vanilla item can become a katana, mug, chainsaw, or any other model without mods.
Read articleGuides to every tool on the site, plus articles on resource packs, item commands, data packs and running events on a roleplay server.
What CustomModelData does, where files go inside a pack, and how to name custom items so a growing server keeps track of them.
How one vanilla item can become a katana, mug, chainsaw, or any other model without mods.
Read articleWhere textures, models, blockstates, armor layers and item definitions belong in a modern pack.
Read articleWhy a giant list of numbered CustomModelData values breaks down, and how a readable string ID in custom_data fixes it without giving up the model hook.
Read articleA category + family + variant pattern for internal IDs, visible names, and visual hooks that survives a server growing past a handful of items.
Read articleThe resource pack generator, the skin and texture editors, and the planners for spheres, circles and domes.
A step-by-step guide: choose a version, add items, blocks and armor, upload textures, preview the result, and download the ZIP.
Read guideHow the classic 64x64 layout works, what the overlay layer is for, and why painting directly on the model helps with sleeves, hats, and boots.
Read articleHow texture size changes detail, workload, and readability, and how to move exported PNGs into the resource-pack generator.
Read articleWhat we found inside the real Minecraft 26.x client jar: two texture layers, no editable model, and how to paint a replacement skin.
Read articleChoosing between circles, domes, hollow shells and solid spheres, and building them layer by layer.
Read guideHow to lock the footprint first, use ring thickness on purpose, and move from a 2D plan to a dome profile without guessing.
Read guideHow to tell which part of a build is really round, pick the lighter planner, size the radius and test the outline in game.
Read articlePotion and villager trade commands, item model definitions, and a catalog that keeps a growing item list in order.
How to build a potion with potion contents, custom effects, bottle color, lore, CustomModelData, and a give command for the right Minecraft version.
Read articleHow Offers, Recipes, prices, rewards, limits, CustomModelData, and summon commands work.
Read articleWhen to use model, select, range_dispatch or condition, and how to place the definition in the items folder cleanly.
Read guideChoosing the branch type of an item definition: named states, numeric thresholds or yes/no conditions, with three worked examples.
Read articleHow to keep IDs, display names, base items and pack hooks readable once a server ships more than ten custom items.
Read guideWritten books and letters, chat and title messages, and bossbars for state every player shares.
Written books, letters, notes and contracts built page by page, with the give command for the version you play.
Read guideOne beat per page, choosing the object before the first sentence, quest props from contracts to clues, and what signing a book changes.
Read articletellraw lines, titles, subtitles and action bar beats for Minecraft scenes, and when each channel fits.
Read guidePacing lines during live play, choosing the channel, and keeping scene text readable in a busy chat.
Read articletellraw, title, subtitle and action bar announcements that players can still read in the middle of an event.
Read articleWhat each of the seven /bossbar commands does, colors and styles, where to run them, and how to remove a bar cleanly.
Read guideWhen a bar beats chat and titles, four patterns for RP events, and a countdown for command blocks or a data pack.
Read articleHow /give changed with data components in 1.20.5 and again in 1.21.4, why old commands break, and custom items without hand-written JSON.
What changed in item commands in 1.20.5, an old command next to its component version, and what breaks first on a live server.
Read articleChecking the target version first, the errors that break /give most often, and how to read the red error text.
Read articleBuilding a custom item command step by step: base item, name and lore, a hidden ID in custom_data, item_model and model slots, and checking the item in game.
Read guideThe four parts of a custom model pipeline, where the model lives in the pack, and how the item points to it.
Read articleChoosing the weapon role and base item first, then attack damage, attack speed and a visual that makes it readable.
Read articleA deep explanation of how Mojang split visible text, hidden state, and model identity into explicit components.
Read articleA practical checklist for moving old NBT-heavy pack workflows into the modern component format.
Read articleLoot tables, recipes, advancements and enchantments as data pack files, plus economy and progression design for RP servers.
Why loot tables and recipes cannot be made with a command, and the 1.21 folder rename that silently stops packs from doing anything.
Read articlePools, rolls and number providers, and why weight of 10 is not a 10% chance — the reason most "broken" tables are actually just mispriced.
Read articlePattern padding, item tags as ingredients, and the two JSON format changes that make a copied example fail for no visible reason.
Read articleWhy the trigger that never fires is the backbone of custom quests, and the reward that finally puts a recipe in the recipe book.
Read articleBasic vs advanced randomization, and /give vs a loot table entry with the ranges baked in as number providers.
Read articleEvery vanilla incompatibility group, treasure-only enchantments, and why level caps are a command-side choice, not a wall.
Read articleHow to stop forged notes, passes, and tokens from slipping into your villager economy.
Read articleArtifacts, upkeep loops, class branches, restrictions and admin controls for progression without client mods.
Read articleBuilt for the Cube in Square server. ArmorHide and Chest Helper are public on Modrinth, DarkMage and Mechanism are available on our Patreon, and HeadHunter runs only on our server.
A machine-body RP system with Gear Heart transformation, oxidation upkeep, copper metabolism, jetpacks, lasers, storm charge, and admin tuning.
Read articleMaximum health as the price of magic, blood bottles, curses, rituals and artifacts. Available on our Patreon.
Read articleA progression system built around Hunter's Fang upgrades and dozens of creature powers, with deliberate restrictions and death-loss balancing.
Read articleA client-side Fabric mod that hides or fades the armor on players, so skins and costumes stay visible in RP scenes. On Modrinth.
Read articleA client-side mod that remembers the containers you opened and turns them into a searchable item list. On Modrinth.
Read article| Type | Pack path | Example name |
|---|---|---|
| Item | assets/minecraft/textures/item | diamond_sword.png |
| Block | assets/minecraft/textures/block | oak_planks.png |
| Item model | assets/minecraft/models/item | custom_diamond_sword_1.json |
| Blockstate | assets/minecraft/blockstates | crafting_table.json |