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Compile a tiny MDL language or Python API into a Minecraft datapack (1.21+ ready).

Project description

MDL Icon 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.

๐Ÿ“– View Full Documentation - Complete guides, examples, and API reference
๐Ÿ“ฆ View on PyPI - Download and install from PyPI

CI Test Examples Documentation PyPI Release

  • โœ… Handles the directory renames from snapshots 24w19a (tag subfolders) and 24w21a (core registry folders) for you.
  • 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… VS Code extension for syntax highlighting, linting, and quick compile.
  • โœ… Conditional blocks with proper if/else if/else logic and efficient execution.

Default pack_format is 48 (Java 1.21). Set --pack-format 47 to emit the legacy plural layout for older versions.


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==1.1.0"

๐Ÿ’ป 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).
# 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“ 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 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/
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]
    
  • 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"}
    
  • 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
    
  • 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 #. 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 way mcfunction normally 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.


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
  • Commands inside conditional blocks must be indented with 4 spaces
  • 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
  • Commands inside while blocks must be indented with 4 spaces
  • 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
  • Commands inside for blocks must be indented with 4 spaces
  • 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:

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 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: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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