Compile a tiny MDL language or Python API into a Minecraft datapack (1.21+ ready).
Project description
Minecraft Datapack Language (MDL)
A tiny compiler that lets you write Minecraft datapacks in a simple language (.mdl) or via a clean Python API, and then compiles to the correct 1.21+ datapack folder layout (singular directories) automatically.
๐ View Full Documentation - Complete guides, examples, and API reference
- โ Handles the directory renames from snapshots 24w19a (tag subfolders) and 24w21a (core registry folders) for you.
- โ
Easy hooks into
minecraft:tickandminecraft:loadvia function tags. - โ
Creates tags for
function,item,block,entity_type,fluid, andgame_event. - โ VS Code extension for syntax highlighting, linting, and quick compile.
Default pack_format is 48 (Java 1.21). Set
--pack-format 47to emit the legacy plural layout for older versions.
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 .
Update
- pipx:
pipx upgrade minecraft-datapack-language - pip (venv):
pip install -U minecraft-datapack-language - Pin a version:
pipx install "minecraft-datapack-language==1.1.0"
CLI
mdl new my_pack --name "My Pack" --pack-format 48
mdl check my_pack/mypack.mdl
mdl build --mdl my_pack/mypack.mdl -o dist --wrapper mypack --pack-format 48
# โ dist/mypack/... and dist/mypack.zip
# Multi-file examples
mdl check my_pack/ # Check entire directory
mdl build --mdl my_pack/ -o dist # Build from directory
mdl build --mdl "file1.mdl file2.mdl" -o dist # Build specific files
mdl build --mdl my_pack/ -o dist --verbose # With detailed output
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).
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.
Validate a folder (JSON diagnostics)
mdl check --json src/
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.mdlfiles - File merging: Each file is parsed into a
Packobject, 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
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
- Organize by namespace: Consider splitting files by namespace or feature
- Use descriptive filenames:
core.mdl,combat.mdl,ui.mdletc. - Avoid conflicts: Ensure function names are unique within each namespace
Example project structure
my_datapack/
โโโ core.mdl # โ
HAS pack declaration
โโโ combat/
โ โโโ weapons.mdl # โ NO pack declaration (module)
โ โโโ armor.mdl # โ NO pack declaration (module)
โโโ ui/
โ โโโ hud.mdl # โ NO pack declaration (module)
โโโ data/
โโโ recipes.mdl # โ 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 48
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/
โโโ core.mdl # โ
HAS pack declaration
โโโ combat/
โ โโโ weapons.mdl # โ NO pack declaration (module)
โ โโโ armor.mdl # โ NO pack declaration (module)
โโโ ui/
โ โโโ hud.mdl # โ NO pack declaration (module)
โโโ data/
โโโ recipes.mdl # โ 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.mdlfile, 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 withcreate_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
The .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"
- function (colon + indented commands, 4-space indents only):
function "hello": say hi tellraw @a {"text":"ok","color":"green"} - 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 optionalreplaceflag on the header (e.g.tag function "minecraft:tick" replace:) but replacement behavior is controlled by the pack writer. - comments start with
#. Hashes inside quoted strings are preserved. - whitespace: empty lines are ignored; indentation must be multiples of four spaces (tabs are invalid).
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 comments in a way that matches how Minecraft actually interprets them:
- Full-line comments (a line starting with
#) are ignored by the parser. - Inline
#characters are preserved inside function bodies, so you can still use them the waymcfunctionnormally allows.
Example:
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!
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 # never makes it into the .mcfunction, but the inline ones do.
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:
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"}
FULL example (nested calls + multi-namespace)
# mypack.mdl - minimal example for Minecraft Datapack Language
pack "Minecraft Datapack Language" description "Example datapack" pack_format 48
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:innerinsidefunction "hello"). - Multiple namespaces (
example,util) calling each other with fully-qualified IDs. - Lifecycle hooks (
on_load,on_tick) on bothexample:helloandutil:boss. - Function tags to participate in vanilla tags (
minecraft:load,minecraft:tick). - Data tags (
item,block) in addition to function tags.
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
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
- Download from GitHub Releases
- Install the
.vsixfile:- Open VS Code/Cursor
- Go to Extensions (Ctrl+Shift+X)
- Click "..." โ "Install from VSIX..."
- Choose the downloaded
.vsixfile
Features
- Syntax highlighting for
.mdlfiles - Real-time linting with error detection
- Build commands:
MDL: Build current fileandMDL: Check Workspace - Workspace validation for multi-file projects
Development Setup
cd vscode-extension/
npm i
# Press F5 to launch the Extension Dev Host
CI & Releases
- CI runs on push/PR across Linux/macOS/Windows and uploads artifacts.
- Release is triggered by pushing a tag like
v1.0.0or via the Release workflow manually. - Versions are derived from git tags via setuptools-scm; tag
vX.Y.Zโ package versionX.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"
Project details
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