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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) v10

A powerful compiler that lets you write Minecraft datapacks in a modern JavaScript-style language (.mdl) or via a clean Python API, and then compiles to the correct 1.21+ datapack folder layout automatically.

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

๐Ÿ†• Version 10 - JavaScript-Style MDL Language

Version 10 introduces a completely new JavaScript-style MDL language format with modern programming features:

โœจ New Features in v10

  • ๐ŸŽฏ JavaScript-style syntax with curly braces {} and semicolons ;
  • ๐Ÿ“ Modern comments using // and /* */
  • ๐Ÿ”ข Variable system with num, str, and list types
  • ๐Ÿ”„ Advanced control flow including switch, try-catch, break, continue
  • ๐Ÿ“ฆ Import 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”„ Migration from v9

  • Version 9 and below used a different MDL format with indentation-based blocks
  • Legacy documentation is available for users still using the old format
  • Automatic migration tools are provided for converting old projects

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… Unlimited nesting support for complex control flow structures
  • โœ… Multi-file projects with automatic merging and dependency resolution
  • โœ… Error handling with try-catch blocks and custom error messages
  • โœ… Type system with number, string, and list variables
  • โœ… Function system with parameters, return values, and recursion

Note: Version 10 uses pack_format 82 by default for the new JavaScript-style syntax. Legacy projects can still use pack_format 48.


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

New 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

# 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

Legacy MDL (v9 and below)

# For legacy projects, use pack-format 48
mdl build --mdl legacy_pack.mdl -o dist --pack-format 48

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 - JavaScript-style MDL (v10)

Create your first JavaScript-style MDL project:

// my_pack.mdl
pack "My First Pack" description "A simple example" pack_format 82;

namespace "example";

// Global variables
var num counter = 0;
var str message = "Hello World";

function "init" {
    say Initializing...;
    counter = 0;
    message = "Ready!";
}

function "tick" {
    counter = counter + 1;
    
    if "score @s counter matches 10" {
        say Counter reached 10!;
        counter = 0;
    }
    
    for player in @a {
        effect give @s minecraft:speed 1 0;
    }
}

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

Build and test:

mdl build --mdl my_pack.mdl -o dist
# โ†’ dist/my_pack/... and dist/my_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 min_format [82, 0] max_format [82, 1] min_engine_version "1.21.4";

namespace "core";

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

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;
}

// 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";

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;
}

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

combat/armor.mdl (armor module):

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

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;
}

function "update_armor" {
    function combat:armor_bonus;
}

ui/hud.mdl (UI module):

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

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

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

data/recipes.mdl (data module):

// data/recipes.mdl - Custom recipes
namespace "data";

// Custom recipe for a special item
recipe "special_sword" {
    {
        "type": "minecraft:crafting",
        "pattern": [
            " D ",
            " D ",
            " S "
        ],
        "key": {
            "D": {"item": "minecraft:diamond"},
            "S": {"item": "minecraft:stick"}
        },
        "result": {
            "item": "minecraft:diamond_sword",
            "count": 1
        }
    }
}

// Function tag to run UI updates
tag function "minecraft:tick" {
    add "ui:update_ui";
}

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”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)

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)
  • Custom data (recipes and tags)
  • 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: 48 for 1.21+)
  • -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 .mdl language

Grammar you can rely on (based on the parser)

  • pack header (required once):
    pack "Name" [description "Desc"] [pack_format N] [min_format [major, minor]] [max_format [major, minor]] [min_engine_version "version"];
    
  • namespace (selects a namespace for following blocks):
    namespace "example";
    
  • function (curly braces + semicolons):
    function "hello" {
        say hi;
        tellraw @a {"text":"ok","color":"green"};
    }
    
  • conditional blocks (if/else if/else statements):
    function "conditional" {
        if "entity @s[type=minecraft:player]" {
            say Player detected!;
            effect give @s minecraft:glowing 5 1;
        } else if "entity @s[type=minecraft:zombie]" {
            say Zombie detected!;
            effect give @s minecraft:poison 5 1;
        } else {
            say Unknown entity;
        }
    }
    
  • while loops (repetitive execution):
    function "countdown" {
        scoreboard players set @s counter 5;
        while "score @s counter matches 1.." {
            say Counter: @s counter;
            scoreboard players remove @s counter 1;
        }
    }
    
  • for loops (entity iteration):
    function "player_effects" {
        for player in @e[type=minecraft:player] {
            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";
    }
    
    The parser accepts an optional replace flag on the header (e.g. tag function "minecraft:tick" replace {) but replacement behavior is controlled by the pack writer.
  • 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.


Control Flow

MDL supports conditional blocks and loops for advanced control flow.

Conditional Blocks

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

function "conditional_example" {
    if "entity @s[type=minecraft:player]" {
        say Player detected!;
        effect give @s minecraft:glowing 5 1;
    } else if "entity @s[type=minecraft:zombie]" {
        say Zombie detected!;
        effect give @s minecraft:poison 5 1;
    } else if "entity @s[type=minecraft:creeper]" {
        say Creeper detected!;
        effect give @s minecraft:resistance 5 1;
    } else {
        say Unknown entity;
        effect give @s minecraft:slowness 5 1;
    }
}

Rules:

  • Conditions must be valid Minecraft selector syntax
  • 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" {
    scoreboard players set @s counter 5;
    while "score @s counter matches 1.." {
        say Counter: @s counter;
        scoreboard players remove @s counter 1;
        say Decremented counter;
    }
}

Rules:

  • Conditions must be valid Minecraft selector syntax
  • 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" {
    tag @e[type=minecraft:player] add players;
    for player in @e[tag=players] {
        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 FULL example (nested calls + multi-namespace)

// mypack.mdl - minimal example for Minecraft Datapack Language
pack "Minecraft Datapack Language" description "Example datapack" pack_format 82 min_format [82, 0] max_format [82, 1] min_engine_version "1.21.4";

namespace "example";

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

function "hello" {
    say [example:hello] Outer says hi;
    function example:inner;
    tellraw @a {"text":"Back in hello","color":"aqua"};
}

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

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

function "helper" {
    say [util:helper] Helping out...;
}

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.

๐Ÿ Python API equivalent

from minecraft_datapack_language import Pack

def build_pack():
    p = Pack(name="Minecraft Datapack Language",
             description="Example datapack",
             pack_format=48)

    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', '48'])
PY

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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