promotional bannermobile promotional banner

PackForge

Build recipes and loot tables in game

PackForge

I got tired of alt tabbing to a text editor every time wanted to change one recipe, so made this.

Run /packforge and you get an editor with three columns: the thing you're building on the left, a searchable item list in the middle, live JSON on the right. Drag an item into a crafting slot, set the result, hit Save. The file lands in <world>/datapacks/packforge/ and the game reloads it. No restart, no leaving the world.

Recipes

Shaped, shapeless, smelting, smithing and stonecutting. The 3×3 grid writes the pattern exactly where you put things, no auto-shaping. Ingredient slots take item tags as well as items.

Loot tables

Opens as a plain list of drops: pick a mob or a block, add items, set counts and a percentage chance. If you want the real structure, one button switches to a full tree of pools, entries, functions and conditions, and switching back only works if the table still fits the simple view  it won't quietly throw away parts it can't display.

You can also import what's already loaded. Type skel, hit Import next to minecraft:entities/skeleton, and you get the actual table the server is using right now, other datapacks included. Change one thing, save it back.

The JSON is real

PackForge doesn't build strings. Everything goes through the game's own Recipe.CODEC and LootTable.DIRECT_CODEC  decoded to prove it loads, then re-encoded, and that output is what gets written. If something's wrong you get the game's own error before you save, not broken file afterwards.

Op only

The client sends the document, the server writes it. Every save checks permission level on the server, rate-limits per player, caps the payload, and refuses any path that resolves outside its own datapack folder. Hiding the button isn't the check.

The PackForge Team

profile avatar
  • 4
    Projects
  • 2.4K
    Downloads

More from Skatric_View all