Minecraft guides — page 3 — page 3
Practical write-ups on commands, datapacks, building and server performance — each one paired with the tool that does the work.
Converting .mrpack to a normal modpack zip — and why extractors fail
A .mrpack is a manifest, not an archive of mods. Unzipping it gives you a JSON file and no jars. Here is what is actually inside and what a converter has to do.
pack.mcmeta: pack_format numbers and the \"incompatible\" warning
One wrong integer makes Minecraft grey out your pack. Here is the format-to-version mapping, the supported_formats range that avoids the whole problem, and where the file must sit.
Finding a stronghold with two Eye of Ender throws
Triangulation works with two throws, not six eyes of guesswork. Here is the technique, the two mistakes that make it fail, and the coordinate maths behind it.
Banner patterns: the six-layer limit, loom order, and copying a design
A loom allows six layers but a give command allows more. Here is how layers stack, which patterns need a banner pattern item, and how to duplicate a banner exactly.
Why your mob farm is slow: spawn caps, not spawn rates
Mobs stop spawning because the cap is full of something else, somewhere else. Here is how the per-category cap works, what counts toward it, and how to empty it.
/locate: finding structures, biomes and why it sometimes says nothing is nearby
locate searches a bounded radius and gives up rather than looking forever. Here is the difference between structure, biome and poi, and what to do when it fails.
Datapack not loading? The folder structure and the three names that must match
A datapack that does not appear in /datapack list has a path problem, not a code problem. Here is the exact tree, the namespace rule, and the folders that got renamed.
Custom enchantments without mods: the data-driven enchantment format
Enchantments became datapack JSON, so a custom one needs no mod. Here is the file shape, the effect components that actually do something, and how to make it obtainable.
/particle: what delta and speed really mean, and the count=0 trick
The four numbers after the position are not a direction. Here is what delta and speed do, why count=0 behaves completely differently, and how to aim a particle.
Player heads by username: how the profile component works and why heads go blank
A head stores a skin snapshot, not a live link. Here is the profile component, why an old head shows the wrong skin, and how UUID lookup fits in.
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