Minecraft Resource Pack Wiki and Tool Guides

Guides to every tool on the site, plus articles on resource packs, item commands, data packs and running events on a roleplay server.

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What CustomModelData does, where files go inside a pack, and how to name custom items so a growing server keeps track of them.

What is CustomModelData and how does it work?

How one vanilla item can become a katana, mug, chainsaw, or any other model without mods.

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Resource pack structure

Where textures, models, blockstates, armor layers and item definitions belong in a modern pack.

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Unique RP items with string IDs

Why 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.

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How to name custom items without duplicates

A category + family + variant pattern for internal IDs, visible names, and visual hooks that survives a server growing past a handful of items.

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Packs, textures and round builds

The resource pack generator, the skin and texture editors, and the planners for spheres, circles and domes.

How to Use the Minecraft Resource Pack Generator

A step-by-step guide: choose a version, add items, blocks and armor, upload textures, preview the result, and download the ZIP.

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Skin editor

How the classic 64x64 layout works, what the overlay layer is for, and why painting directly on the model helps with sleeves, hats, and boots.

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Texture painter

How texture size changes detail, workload, and readability, and how to move exported PNGs into the resource-pack generator.

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How the Sulfur Cube's texture works

What we found inside the real Minecraft 26.x client jar: two texture layers, no editable model, and how to paint a replacement skin.

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Sphere generator

Choosing between circles, domes, hollow shells and solid spheres, and building them layer by layer.

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Circle & dome planner

How to lock the footprint first, use ring thickness on purpose, and move from a 2D plan to a dome profile without guessing.

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Circle, ring, arch, dome or sphere?

How to tell which part of a build is really round, pick the lighter planner, size the radius and test the outline in game.

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Custom items, potions and trades

Potion and villager trade commands, item model definitions, and a catalog that keeps a growing item list in order.

Custom potions

How to build a potion with potion contents, custom effects, bottle color, lore, CustomModelData, and a give command for the right Minecraft version.

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Custom villager trades

How Offers, Recipes, prices, rewards, limits, CustomModelData, and summon commands work.

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Item model builder

When to use model, select, range_dispatch or condition, and how to place the definition in the items folder cleanly.

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select, range_dispatch or condition?

Choosing the branch type of an item definition: named states, numeric thresholds or yes/no conditions, with three worked examples.

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Custom item catalog

How to keep IDs, display names, base items and pack hooks readable once a server ships more than ten custom items.

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Books, dialogue and event UI

Written books and letters, chat and title messages, and bossbars for state every player shares.

Book & letter builder

Written books, letters, notes and contracts built page by page, with the give command for the version you play.

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Books players actually read

One beat per page, choosing the object before the first sentence, quest props from contracts to clues, and what signing a book changes.

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Dialogue builder

tellraw lines, titles, subtitles and action bar beats for Minecraft scenes, and when each channel fits.

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Dialogue players actually read

Pacing lines during live play, choosing the channel, and keeping scene text readable in a busy chat.

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Readable server announcements

tellraw, title, subtitle and action bar announcements that players can still read in the middle of an event.

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Bossbar builder

What each of the seven /bossbar commands does, colors and styles, where to run them, and how to remove a bar cleanly.

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Bossbars for events and countdowns

When a bar beats chat and titles, four patterns for RP events, and a countdown for command blocks or a data pack.

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Item commands and components

How /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.

Components instead of NBT

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.

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Why your /give command fails

Checking the target version first, the errors that break /give most often, and how to read the red error text.

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Custom item builder guide

Building 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.

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From a Blockbench model to an item

The four parts of a custom model pipeline, where the model lives in the pack, and how the item points to it.

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Custom weapons with their own stats

Choosing the weapon role and base item first, then attack damage, attack speed and a visual that makes it readable.

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Data Components architecture

A deep explanation of how Mojang split visible text, hidden state, and model identity into explicit components.

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Migrating packs to 1.21.4

A practical checklist for moving old NBT-heavy pack workflows into the modern component format.

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Data packs, loot and progression

Loot tables, recipes, advancements and enchantments as data pack files, plus economy and progression design for RP servers.

Data packs vs commands

Why loot tables and recipes cannot be made with a command, and the 1.21 folder rename that silently stops packs from doing anything.

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How loot tables roll

Pools, rolls and number providers, and why weight of 10 is not a 10% chance — the reason most "broken" tables are actually just mispriced.

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Why a recipe does not show up

Pattern padding, item tags as ingredients, and the two JSON format changes that make a copied example fail for no visible reason.

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Advancements as a quest system

Why the trigger that never fires is the backbone of custom quests, and the reward that finally puts a recipe in the recipe book.

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How to randomize Minecraft enchantments & attributes

Basic vs advanced randomization, and /give vs a loot table entry with the ranges baked in as number providers.

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Which enchantments can't combine, and why

Every vanilla incompatibility group, treasure-only enchantments, and why level caps are a command-side choice, not a wall.

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RP economy with custom_data

How to stop forged notes, passes, and tokens from slipping into your villager economy.

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RP progression on a Paper server

Artifacts, upkeep loops, class branches, restrictions and admin controls for progression without client mods.

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Our plugins and mods

Built 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.

Mechanism Plugin

A machine-body RP system with Gear Heart transformation, oxidation upkeep, copper metabolism, jetpacks, lasers, storm charge, and admin tuning.

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DarkMage Plugin

Maximum health as the price of magic, blood bottles, curses, rituals and artifacts. Available on our Patreon.

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HeadHunter Plugin

A progression system built around Hunter's Fang upgrades and dozens of creature powers, with deliberate restrictions and death-loss balancing.

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ArmorHide mod

A client-side Fabric mod that hides or fades the armor on players, so skins and costumes stay visible in RP scenes. On Modrinth.

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Chest Helper mod

A client-side mod that remembers the containers you opened and turns them into a searchable item list. On Modrinth.

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Path Reference

TypePack pathExample name
Itemassets/minecraft/textures/item
diamond_sword.png
Blockassets/minecraft/textures/block
oak_planks.png
Item modelassets/minecraft/models/item
custom_diamond_sword_1.json
Blockstateassets/minecraft/blockstates
crafting_table.json