minecraft-scripting-toolchain
v0.1.0
Published
Productivity tools for making Minecraft Bedrock Edition mods
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minecraft-scripting-toolchain
Helps with some common tasks when building a minecraft mod for Bedrock edition:
- builds an mcaddon directory (incomplete)
- installs the mod into Minecraft for Windows 10's development folders
- watches for file changes and reinstalls as neccessary
- has extension points to do transpilation
- (not implemented) build a .mcaddon
Prerequisites
| Software | Minimum | Recommended | | ----------- | ------------------------------------------- | --------------------------------------------------------- | | Minecraft | Minecraft on your Windows 10 device | Minecraft on your Windows 10 device | | Storage | 1.0 GB of free space for text editor, game, and scripts | 3.0 GB of free space for Visual Studio, game, and scripts | | Node.js | 8.x | 10.x |
Getting Started
Ensure you have a package.json file present in your development directory, if you do not, you can create a minimal valid package with the following contents:
{
"private": "true",
}
install the package (It's not currently available on NPM, you'll have to use the Github repository)
npm install --save-dev github:minecraft-addon-tools/minecraft-scripting-toolchain
This will automatically install gulp vNext (4.0.0)
Create a gulpfile.js gulp configuration
use the following as a template for your gulpfile.js, replacing <yourmodname>
with the name of your mod, which will be used on the filesystem to identify your mod
const MinecraftModBuilder = require("minecraft-scripting-toolchain")
const modBuilder = new MinecraftModBuilder(<yourmodname>);
module.exports = modBuilder.configureEverythingForMe();
The MinecraftModBuilder object can be used to create your own tasks, but the default tasks configured by configureEverythingForMe()
should be sufficient for simple mods.
Next, update your packge.json with appropriate scripts, here are some useful scripts
"scripts": {
"build": "gulp build",
"installmod": "gulp install",
"rebuild": "gulp rebuild",
"watch": "gulp watch"
},
- use npm run build to create the directory structure for a .mcaddon
- use npm run installmod to install the mod into Minecraft for Windows 10
- use npm run rebuild to clean the build directory and rebuild it
- use npm run watch to:
- build the project
- deploy it to to Minecraft for Windows 10
- monitor for changes on the filesystem
- automatically rebuilds and deploys the project.
Conventions
These scripts will assume a certain directory structure by default. These can be overridden by altering properties on the MinecraftModBuilder
object in your gulpfile.js.
| directory | purpose | config property | |-----------|---------|-----------------| | .\src\scripts | Any JavaScript/TypeScript/etc files that make up the code | scriptsDir | | .\src\behaviors | files that are part of the behaviors | behaviorDir | | .\src\resources | files that are part of the resources | resourceDir | | .\built | the constructed mcaddon directory | outDir |
an example of changing the build directory would look something like this:
const MinecraftModBuilder = require("minecraft-scripting-toolchain")
const modBuilder = new MinecraftModBuilder(<yourmodname>);
modBuilder.outDir = "./out"
Using with TypeScript
It is recommended if you use TypeScript to use the minecraft-scripting-types
packge to give better code hints, see minecraft-addon-tools/minecraft-script-types for more details. The following steps will assume this is also installed.
Install the prerequisites to get started
npm install --save-dev gulp-typescript
Now edit your gulpfile.js
and add typescript to the scriptTasks setting on the MinecraftModBuilder (again remembering to replace <yourmodname>
as appropriate):
const ts = require("gulp-typescript");
const MinecraftModBuilder = require("minecraft-scripting-toolchain")
const modBuilder = new MinecraftModBuilder(<yourmodname>);
compileTypeScript = () => ts({
module: "ES6" //Must be ES6 because otherwise code gets generated that Minecraft doesn't support
noImplicitAny: true,
types: [ "minecraft-scripting-types" ] // You won't need this line if you're not using the types
});
modBuilder.scriptTasks = [compileTypeScript];
module.exports = modBuilder.configureEverythingForMe();
Note that compileTypeScript is a function, not just a call to ts
failing to do this will result in gulp and gulp-typescript trying to re-use a completed set of files and failing.