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Compile JavaScript-style MDL language or Python API into a Minecraft datapack (1.21+ ready). Features variables, control flow, error handling, and VS Code extension.

Project description

MDL Icon Minecraft Datapack Language (MDL)

A simplified compiler that lets you write Minecraft datapacks in a modern JavaScript-style language (.mdl) with control structures and number variables that actually work.

๐Ÿ“– View Full Documentation - Complete guides, examples, and API reference
๐Ÿ“ฆ View on PyPI - Download and install from PyPI
๐Ÿ”ง VS Code Extension - Syntax highlighting, IntelliSense, and snippets

CI Test Examples Documentation PyPI Release

๐ŸŽฏ SIMPLIFIED JavaScript-Style MDL Language

MDL uses a simplified JavaScript-style language format focused on control structures and number variables:

โœจ SIMPLIFIED Features

  • ๐ŸŽฏ JavaScript-style syntax with curly braces {} and semicolons ;
  • ๐Ÿ“ Modern comments using // and /* */
  • ๐Ÿ”ข Number variables only with var num type (stored in scoreboards)
  • ๐Ÿ”„ Control structures including if/else, while, for loops
  • ๐Ÿ’ฒ Variable substitution with $variable$ syntax
  • ๐Ÿ“ฆ Namespace system for modular code organization
  • ๐ŸŽจ VS Code extension with full IntelliSense and snippets
  • ๐Ÿงช Comprehensive testing with E2E validation
  • ๐Ÿ“š Extensive documentation with examples for every feature

๐Ÿ—๏ธ Core Features

  • โœ… Handles the directory renames from snapshots 24w19a (tag subfolders) and 24w21a (core registry folders)
  • โœ… Easy hooks into minecraft:tick and minecraft:load via function tags
  • โœ… Creates tags for function, item, block, entity_type, fluid, and game_event
  • โœ… Control structures that actually work - if/else, while, for loops
  • โœ… Number variables stored in scoreboards with $variable$ substitution
  • โœ… Multi-file projects with automatic merging and dependency resolution
  • โœ… Simple expressions with basic arithmetic operations

Note: Version 10 uses pack_format 82 by default for the modern JavaScript-style syntax.


๐Ÿš€ Install

Option A โ€” from PyPI (recommended for users)

Global, isolated CLI via pipx:

python3 -m pip install --user pipx
python3 -m pipx ensurepath    # reopen terminal
pipx install minecraft-datapack-language

mdl --help

Virtualenv (if you prefer):

python3 -m venv .venv
source .venv/bin/activate      # Windows: .\.venv\Scripts\Activate.ps1
pip install minecraft-datapack-language

Option B โ€” from source (for contributors)

# inside the repo
python -m pip install -e .

๐Ÿ”„ Update

  • pipx: pipx upgrade minecraft-datapack-language
  • pip (venv): pip install -U minecraft-datapack-language
  • Pin a version: pipx install "minecraft-datapack-language==10.0.0"

๐Ÿ’ป CLI

Modern JavaScript-style MDL (v10)

# Create a new v10 project
mdl new my_pack --name "My Pack" --pack-format 82

# Build JavaScript-style MDL files
mdl build --mdl my_pack/mypack.mdl -o dist --wrapper mypack
mdl check my_pack/mypack.mdl

# Validate generated mcfunction files
mdl check-advanced my_pack/mypack.mdl

# Multi-file projects
mdl build --mdl my_pack/ -o dist      # Build entire directory
mdl build --mdl "file1.mdl file2.mdl" -o dist  # Build specific files

Comments in MDL

MDL supports modern JavaScript-style comments:

// Single-line comments
/* Multi-line comments */

pack "My Pack" {
    function example() {
        // This comment will be properly converted to mcfunction
        say Hello World!
    }
}

Generated mcfunction files will have proper # comments:

# This is a generated comment
say Hello World!

Build a whole folder of .mdl files

mdl build --mdl src/ -o dist
# Recursively parses src/**/*.mdl, merges into one pack (errors on duplicate functions).
# Only the first file should have a pack declaration - all others are modules.

Build multiple specific .mdl files

mdl build --mdl "src/core.mdl src/features.mdl src/ui.mdl" -o dist
# Parses multiple specific files and merges them into one datapack.
# Only the first file should have a pack declaration - all others are modules.

Validate a folder (JSON diagnostics)

mdl check --json src/

๐Ÿ“ Quick Start - SIMPLIFIED MDL

Create your first simplified MDL project:

// simple_pack.mdl
pack "Simple Pack" description "A simple example" pack_format 82;

namespace "example";

// Number variables only
var num counter = 0;
var num health = 20;
var num level = 1;

function "init" {
    say Initializing...;
    counter = 0;
    health = 20;
    level = 1;
}

function "tick" {
    counter = counter + 1;
    
    // Variable substitution in conditions
    if "$health$ < 10" {
        say Health is low!;
        health = health + 5;
    }
    
    // Variable substitution in strings
    say Counter: $counter$;
    
    // While loop
    while "$counter$ < 10" {
        counter = $counter$ + 1;
        say Counter: $counter$;
    }
    
    // For loop (entity iteration)
    for player in @a {
        say Hello $player$;
    }
}

// Lifecycle hooks
on_load "example:init";
on_tick "example:tick";

Build and test:

mdl build --mdl simple_pack.mdl -o dist
# โ†’ dist/simple_pack/... and dist/simple_pack.zip

๐Ÿ“ Multi-file Support

MDL supports building datapacks from multiple .mdl files. This is useful for organizing large projects into logical modules.

How it works

  • Directory scanning: When you pass a directory to --mdl, MDL recursively finds all .mdl files
  • File merging: Each file is parsed into a Pack object, then merged into a single datapack
  • Conflict resolution: Duplicate function names within the same namespace will cause an error
  • Pack metadata: Only the first file should have a pack declaration (name, description, format)
  • Module files: Subsequent files should not have pack declarations - they are treated as modules
  • Single file compilation: When compiling a single file, it must have a pack declaration

Best practices

  • One pack declaration per project: Only the first file should have a pack declaration
  • Module files: All other files should not have pack declarations - they are treated as modules
  • Single file requirement: When compiling a single file, it must have a pack declaration
  • Organize by namespace: Consider splitting files by namespace or feature
  • Use descriptive filenames: core.mdl, combat.mdl, ui.mdl etc.
  • Avoid conflicts: Ensure function names are unique within each namespace

Example project structure

my_datapack/
โ”œโ”€โ”€ core.mdl          # โœ… HAS pack declaration
โ”œโ”€โ”€ combat/
โ”‚   โ”œโ”€โ”€ weapons.mdl   # โŒ NO pack declaration (module)
โ”‚   โ””โ”€โ”€ armor.mdl     # โŒ NO pack declaration (module)
โ”œโ”€โ”€ ui/
โ”‚   โ””โ”€โ”€ hud.mdl       # โŒ NO pack declaration (module)
โ””โ”€โ”€ data/
    โ””โ”€โ”€ recipes.mdl   # โŒ NO pack declaration (module)

Important: Only core.mdl should have a pack "Name" declaration. All other files are modules that merge into the main pack.

Usage Examples

Build from directory:

mdl build --mdl my_datapack/ -o dist

Build from specific files:

mdl build --mdl "core.mdl combat.mdl ui.mdl" -o dist

Check entire project:

mdl check my_datapack/

Check with verbose output:

mdl build --mdl my_datapack/ -o dist --verbose

Complete Multi-File Example

Here's a complete example showing how to organize a datapack across multiple files:

core.mdl (main file with pack declaration):

// core.mdl - Main pack and core systems
pack "Adventure Pack" description "Multi-file example datapack" pack_format 82;

namespace "core";

// Number variables only
var num system_version = 1;
var num player_count = 0;

function "init" {
    say [core:init] Initializing Adventure Pack...;
    tellraw @a {"text":"Adventure Pack loaded!","color":"green"};
    system_version = 1;
    player_count = 0;
}

function "tick" {
    say [core:tick] Core systems running...;
    execute as @a run particle minecraft:end_rod ~ ~ ~ 0.1 0.1 0.1 0.01 1;
    player_count = player_count + 1;
}

// Hook into vanilla lifecycle
on_load "core:init";
on_tick "core:tick";

combat/weapons.mdl (combat module):

// combat/weapons.mdl - Weapon-related functions
namespace "combat";

var num weapon_damage = 10;

function "weapon_effects" {
    say [combat:weapon_effects] Applying weapon effects...;
    execute as @a[nbt={SelectedItem:{id:'minecraft:diamond_sword'}}] run effect give @s minecraft:strength 1 0 true;
    weapon_damage = weapon_damage + 2;
}

function "update_combat" {
    function core:tick;
    function combat:weapon_effects;
}

combat/armor.mdl (armor module):

// combat/armor.mdl - Armor-related functions
namespace "combat";

var num armor_bonus = 5;

function "armor_bonus" {
    say [combat:armor_bonus] Checking armor bonuses...;
    execute as @a[nbt={Inventory:[{Slot:103b,id:"minecraft:diamond_helmet"}]}] run effect give @s minecraft:resistance 1 0 true;
    armor_bonus = armor_bonus + 1;
}

function "update_armor" {
    function combat:armor_bonus;
}

ui/hud.mdl (UI module):

// ui/hud.mdl - User interface functions
namespace "ui";

var num hud_version = 1;

function "show_hud" {
    say [ui:show_hud] Updating HUD...;
    title @a actionbar {"text":"Adventure Pack Active","color":"gold"};
    hud_version = hud_version + 1;
}

function "update_ui" {
    function ui:show_hud;
    function combat:update_combat;
    function combat:update_armor;
}

Project structure:

adventure_pack/
โ”œโ”€โ”€ core.mdl              # โœ… HAS pack declaration
โ”œโ”€โ”€ combat/
โ”‚   โ”œโ”€โ”€ weapons.mdl       # โŒ NO pack declaration (module)
โ”‚   โ””โ”€โ”€ armor.mdl         # โŒ NO pack declaration (module)
โ””โ”€โ”€ ui/
    โ””โ”€โ”€ hud.mdl           # โŒ NO pack declaration (module)

Build the project:

mdl build --mdl adventure_pack/ -o dist --verbose

This will create a datapack with:

  • Core systems (initialization and tick functions)
  • Combat features (weapon and armor effects)
  • UI elements (HUD display)
  • Cross-module calls (UI calls combat functions)

CLI Options for Multi-file Builds

  • --mdl <path>: Path to .mdl file, directory, or space-separated file list
  • --src <path>: Alias for --mdl (same functionality)
  • -o, --out <dir>: Output directory for the built datapack
  • --wrapper <name>: Custom wrapper folder/zip name (default: first namespace or pack name slug)
  • --pack-format <N>: Minecraft pack format (default: 82 for modern syntax)
  • -v, --verbose: Show detailed processing information including file merging
  • --py-module <path>: Alternative: build from Python module with create_pack() function

Error Handling

  • Missing pack declaration: Single files must have a pack declaration
  • Duplicate pack declarations: Only the first file in a multi-file project should have a pack declaration
  • Function conflicts: Duplicate function names within the same namespace will cause an error
  • Clear error messages: Errors include file paths and line numbers for easy debugging

๐Ÿ“ The SIMPLIFIED .mdl Language

Grammar you can rely on (based on the parser)

  • pack header (required once):
    pack "Name" [description "Desc"] [pack_format N];
    
  • namespace (selects a namespace for following blocks):
    namespace "example";
    
  • number variable declarations (only num type supported):
    var num counter = 0;
    var num health = 20;
    var num level = 1;
    
  • function (curly braces + semicolons):
    function "hello" {
        say hi;
        tellraw @a {"text":"ok","color":"green"};
    }
    
  • conditional blocks (if/else if/else statements):
    function "conditional" {
        if "$health$ < 10" {
            say Health is low!;
            effect give @s minecraft:glowing 5 1;
        } else if "$level$ > 5" {
            say High level player!;
            effect give @s minecraft:speed 5 1;
        } else {
            say Normal player;
        }
    }
    
  • while loops (repetitive execution):
    function "countdown" {
        var num counter = 5;
        while "$counter$ > 0" {
            say Counter: $counter$;
            counter = counter - 1;
        }
    }
    
  • for loops (entity iteration):
    function "player_effects" {
        for player in @a {
            say Processing player: @s;
            effect give @s minecraft:speed 10 1;
        }
    }
    
  • function calls (one function invoking another with fully qualified ID):
    function "outer" {
        say I will call another function;
        function example:hello;
    }
    
  • hooks (namespaced ids required):
    on_load "example:hello";
    on_tick "example:hello";
    
  • tags (supported registries: function, item, block, entity_type, fluid, game_event):
    tag function "minecraft:tick" {
        add "example:hello";
    }
    
  • comments start with // or /* */. Hashes inside quoted strings are preserved.
  • whitespace: empty lines are ignored; explicit block boundaries using curly braces { and }; statement termination using semicolons ;.

Inside a function block, every non-empty line is emitted almost verbatim as a Minecraft command. Comments are stripped out and multi-line commands are automatically wrapped. See below for details.

Comments

MDL supports modern JavaScript-style comments:

  • Full-line comments (a line starting with //) are ignored by the parser.
  • Block comments (/* */) are supported for multi-line comments.
  • Inline # characters are preserved inside function bodies, so you can still use them the way mcfunction normally allows.

Example:

// Comment Demo - Testing comments
pack "Comment Demo" description "Testing comments";

namespace "demo";

function "comments" {
    // This whole line is ignored by MDL
    say Hello; // This inline comment is preserved
    tellraw @a {"text":"World","color":"blue"}; // Inline too!
    
    /* This is a block comment
       that spans multiple lines
       and is ignored by the parser */
}

When compiled, the resulting function looks like:

say Hello # This inline comment is preserved
tellraw @a {"text":"World","color":"blue"} # Inline too!

Notice how the full-line // and block comments never make it into the .mcfunction, but the inline ones do.


SIMPLIFIED Variables and Data Types

MDL supports number variables only for simplicity and reliability:

Number Variables (num)

var num counter = 0;
var num health = 20;
var num experience = 100;

// Arithmetic operations
counter = counter + 1;
health = health - 5;
experience = experience * 2;

// Variable substitution in strings
say Health: $health$;
say Experience: $experience$;

Variable Substitution: Use $variable_name$ to read values from scoreboards in strings and conditions.

SIMPLIFIED Control Flow

MDL supports conditional blocks and loops for control flow.

Conditional Blocks

MDL supports if/else if/else statements for conditional execution:

function "conditional_example" {
    var num player_level = 15;
    var num player_health = 8;
    
    if "$player_level$ >= 10" {
        if "$player_health$ < 10" {
            say Advanced player with low health!;
            effect give @s minecraft:regeneration 10 1;
        } else {
            say Advanced player with good health;
            effect give @s minecraft:strength 10 1;
        }
    } else if "$player_level$ >= 5" {
        say Intermediate player;
        effect give @s minecraft:speed 10 0;
    } else {
        say Beginner player;
        effect give @s minecraft:jump_boost 10 0;
    }
}

Rules:

  • Conditions use $variable$ syntax for variable substitution
  • Explicit block boundaries: Conditional blocks use curly braces { and }
  • Statement termination: All commands must end with semicolons ;
  • You can have multiple else if blocks
  • The else block is optional
  • Conditional blocks are compiled to separate functions and called with execute commands
  • Proper logic: else if blocks only execute if previous conditions were false

While Loops

MDL supports while loops for repetitive execution:

function "while_example" {
    var num counter = 5;
    while "$counter$ > 0" {
        say Counter: $counter$;
        counter = counter - 1;
        say Decremented counter;
    }
}

Rules:

  • Conditions use $variable$ syntax for variable substitution
  • Explicit block boundaries: While loops use curly braces { and }
  • Statement termination: All commands must end with semicolons ;
  • While loops continue until the condition becomes false
  • Important: Ensure your loop body modifies the condition to avoid infinite loops

For Loops

MDL supports for loops for iterating over entity collections:

function "for_example" {
    for player in @a {
        say Processing player: @s;
        effect give @s minecraft:speed 10 1;
        tellraw @s {"text":"You got speed!","color":"green"};
    }
}

Rules:

  • Collection must be a valid Minecraft entity selector
  • Explicit block boundaries: For loops use curly braces { and }
  • Statement termination: All commands must end with semicolons ;
  • For loops iterate over each entity in the collection
  • Efficient execution: Each conditional block becomes a separate function for optimal performance

Multi-line Commands

Long JSON commands can be split across multiple lines with a trailing backslash \.
MDL will join them back together before writing the final .mcfunction.

Example:

// Multi-line Demo
pack "Multi-line Demo";

namespace "demo";

function "multiline" {
    tellraw @a \
        {"text":"This text is really, really long so we split it",\
         "color":"gold"};
}

When compiled, the function is a single line:

tellraw @a {"text":"This text is really, really long so we split it","color":"gold"}

๐ŸŽฏ SIMPLIFIED example (control structures + number variables)

// simple_pack.mdl - simplified example for Minecraft Datapack Language
pack "Simple Pack" description "Simplified example datapack" pack_format 82;

namespace "example";

// Number variables only
var num counter = 0;
var num health = 20;
var num level = 1;

function "inner" {
    say [example:inner] This is the inner function;
    tellraw @a {"text":"Running inner","color":"yellow"};
    counter = counter + 1;
}

function "hello" {
    say [example:hello] Outer says hi;
    function example:inner;
    tellraw @a {"text":"Back in hello","color":"aqua"};
    
    // Variable operations
    health = health + 5;
    level = level + 1;
    
    // Variable substitution
    say Health: $health$;
    say Level: $level$;
    
    // Control structures
    if "$health$ > 15" {
        say High health!;
        effect give @s minecraft:strength 10 1;
    }
    
    while "$counter$ < 5" {
        say Counter: $counter$;
        counter = counter + 1;
    }
    
    for player in @a {
        say Hello $player$;
        effect give @s minecraft:speed 5 0;
    }
}

// Hook the function into load and tick
on_load "example:hello";
on_tick "example:hello";

// Second namespace with a cross-namespace call
namespace "util";

var num helper_count = 0;

function "helper" {
    say [util:helper] Helping out...;
    helper_count = helper_count + 1;
    say Helper count: $helper_count$;
}

function "boss" {
    say [util:boss] Calling example:hello then util:helper;
    function example:hello;
    function util:helper;
}

// Run boss every tick as well
on_tick "util:boss";

// Function tag examples
tag function "minecraft:load" {
    add "example:hello";
}

tag function "minecraft:tick" {
    add "example:hello";
    add "util:boss";
}

// Data tag examples across registries
tag item "example:swords" {
    add "minecraft:diamond_sword";
    add "minecraft:netherite_sword";
}

tag block "example:glassy" {
    add "minecraft:glass";
    add "minecraft:tinted_glass";
}

What this demonstrates

  • Nested-like function composition (function example:inner inside function "hello").
  • Multiple namespaces (example, util) calling each other with fully-qualified IDs.
  • Lifecycle hooks (on_load, on_tick) on both example:hello and util:boss.
  • Function tags to participate in vanilla tags (minecraft:load, minecraft:tick).
  • Data tags (item, block) in addition to function tags.
  • Number variables with $variable$ substitution.
  • Control structures that actually work - if/else, while, for loops.
  • Modern syntax with curly braces and semicolons.

๐Ÿ Python API equivalent

from minecraft_datapack_language import Pack

def build_pack():
    p = Pack(name="Simple Pack",
             description="Simplified example datapack",
             pack_format=82)

    ex = p.namespace("example")
    ex.function("inner",
        'say [example:inner] This is the inner function',
        'tellraw @a {"text":"Running inner","color":"yellow"}'
    )
    ex.function("hello",
        'say [example:hello] Outer says hi',
        'function example:inner',
        'tellraw @a {"text":"Back in hello","color":"aqua"}'
    )

    # Hooks for example namespace
    p.on_load("example:hello")
    p.on_tick("example:hello")

    util = p.namespace("util")
    util.function("helper",
        'say [util:helper] Helping out...'
    )
    util.function("boss",
        'say [util:boss] Calling example:hello then util:helper',
        'function example:hello',
        'function util:helper'
    )

    # Tick hook for util namespace
    p.on_tick("util:boss")

    # Function tags
    p.tag("function", "minecraft:load", values=["example:hello"])
    p.tag("function", "minecraft:tick", values=["example:hello", "util:boss"])

    # Data tags
    p.tag("item",  "example:swords", values=["minecraft:diamond_sword", "minecraft:netherite_sword"])
    p.tag("block", "example:glassy", values=["minecraft:glass", "minecraft:tinted_glass"])

    return p

Build it:

python - <<'PY'
from my_pack_module import build_pack
from minecraft_datapack_language.cli import main as M
# write to dist/ with a wrapper folder name 'mypack'
p = build_pack()
M(['build', '--py-object', 'my_pack_module:build_pack', '-o', 'dist', '--wrapper', 'mypack', '--pack-format', '82'])
PY

๐Ÿ”ง Development System

MDL includes a comprehensive development system that allows you to work with both stable and development versions simultaneously.

Quick Setup

Linux/macOS:

./scripts/dev_setup.sh

Windows (PowerShell):

.\scripts\dev_setup.ps1

Development Commands

  • mdl - Stable, globally installed version
  • mdlbeta - Local development version for testing changes

Development Workflow

  1. Make changes to the code
  2. Rebuild the development version:
    ./scripts/dev_build.sh
    
  3. Test your changes with mdlbeta:
    mdlbeta build --mdl your_file.mdl -o dist
    
  4. Compare with stable version:
    mdl build --mdl your_file.mdl -o dist_stable
    

Testing

Test the development environment:

# Linux/macOS
./scripts/test_dev.sh

# Windows (PowerShell)
.\scripts\test_dev.ps1

For more details, see DEVELOPMENT.md.

๐Ÿ”ง VS Code Extension

Get syntax highlighting, linting, and build commands for .mdl files in VS Code, Cursor, and other VS Code-based editors.

Quick Install

  1. Download from GitHub Releases
  2. Install the .vsix file:
    • Open VS Code/Cursor
    • Go to Extensions (Ctrl+Shift+X)
    • Click "..." โ†’ "Install from VSIX..."
    • Choose the downloaded .vsix file

Features

  • Syntax highlighting for .mdl files
  • Real-time linting with error detection
  • Build commands: MDL: Build current file and MDL: Check Workspace
  • Workspace validation for multi-file projects

Development Setup

cd vscode-extension/
npm i
# Press F5 to launch the Extension Dev Host

๐Ÿš€ CI & Releases

  • CI runs on push/PR across Linux/macOS/Windows and uploads artifacts.
  • Release is triggered by pushing a tag like v1.0.0 or via the Release workflow manually.
  • Versions are derived from git tags via setuptools-scm; tag vX.Y.Z โ†’ package version X.Y.Z.

Local release helper

# requires GitHub CLI: gh auth login
./scripts/release.sh patch  "Fixes"
./scripts/release.sh minor  "Features"
./scripts/release.sh major  "Breaking"
./scripts/release.sh v1.2.3 "Exact version"

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