Generate a build
Build Generator tab → describe anything (up to 50,000 characters — very long specs are auto-chunked and condensed by AI so nothing is lost) → pick a size preset — or 📏 Custom for exact W×H×D dimensions (1-256 each) → Generate. The 3D preview builds live; orbit with mouse/touch, scroll to zoom. Load a professional brief from the Prompt Library card for inspiration.
Quality, interior & functionality
Quality 1-7 controls detail passes: 4-5 add an AI decoration pass, 6 ✨ Ultra and 7 💎 Extreme run three AI passes with build-team-grade directives (micro-detailing, layered roofing, color theory). Interior 0-3 fills rooms with furniture. Functionality 0-3 adds working essentials → full base (enchanting, forge) → automated redstone (sorters, smelters). "Auto" lets the AI decide from your description.
Architectural styles
The Style dropdown forces a design language (medieval, nordic, japanese, gothic, elven…). "Auto" reads the style from your description. Styles control palette family, roof shapes and detailing rhythm.
Real Build tab
Recreates REAL architecture (Eiffel Tower, Taj Mahal, Big Ben…) with true proportions, signature features and honest material translation. Open the Real Build tab, type the landmark's name in its own box, and put YOUR changes (scale, materials, interior…) in the description box — they're applied on top of the faithful recreation. For giant real sites, use Mega Build with the "Real Build mega" checkbox instead.
Mega Build (multi-section sites)
Mega tab → choose grid (2×2 … 4×4) and section size (128 up to 512 per tile, or Custom) → Step 1 designs a master outline with elevation contracts → Step 2 builds each section as its own .mcstructure. Place sections at offsets of the section size. Use the Key Pool for rate-limit rotation, then run the Final continuity review to auto-fix seams.
Mega: visualize & continuity review
Visualize all together stitches every section into one combined 3D preview (downsampled for big grids). Final continuity review compares every seam (floor heights, palettes, border occupancy) and offers one-click AI seam fixes that edit only the border strips.
Map Art & Wall Murals
Map & Wall Art tab → upload any image (or describe one for AI pixel art). Choose the canvas: Flat on ground makes classic map art (place a locked map over it); Vertical wall builds the same image as an upright mural you look at directly — perfect for spawn walls and shop signs. Up to 4×4 sizes, auto-split into tiles.
Sideways & staircase map art
Rotate (90°/180°/270°) pre-turns the art so it reads correctly on maps hung sideways in item frames; add Mirror for glass panes viewed from behind. Staircase shading exploits real map lighting — blocks placed higher than their northern neighbor render brighter, lower renders darker — tripling the color count of flat map art. Fine-tune with the brightness / contrast / saturation sliders, restrict the palette (wool-only, concrete-only, terracotta, natural), and toggle dithering.
Image to Build
Open the Image / Video tab: upload a photo (or drag & drop it onto the card, or just Ctrl+V paste) — a vision AI analyzes massing, materials, colors, features and real-world scale, then rebuilds it in 3D at a matching size. Full design-path controls: scale, fidelity, scope, detail, style override and notes. Needs a vision-capable model (free Gemini flash works).
Blueprint Workspace (2D CAD)
The Blueprint tab is a real top-down CAD editor: draw walls (drag, axis-snapped, live length readout), place doors, windows and stairs, drag out labeled rooms, and manage multiple floors (the floor below shows as a ghost). Every object has stable properties — click with Select to edit window sill height, room label/floor material or stair direction. Compile → 3D converts the drawing deterministically (instant, free, no AI): foundation, framed walls, floor slabs, door/window cuts, real stair blocks and a gable/hip/flat roof in your chosen palette. Then use AI furnish to have the AI decorate the labeled rooms without touching your architecture. Auto-saves, undo/redo, export/import as JSON.
Blueprint Editor
Expand Blueprint Editor → "Draft blueprint" makes the AI propose type/size/floors/roof/features as editable fields → adjust them → "Generate from blueprint" locks your choices as hard constraints. "Instant procedural build" skips AI entirely.
Build DNA & World Context
Every result gets a DNA (palette, style, proportions). "Build another like this" reuses it. World Context stores DNA of multiple builds so new generations match your existing settlement — add the current build or scan an imported .mcstructure.
Workshop (variations, remixing & your library)
Workshop tab: generate variations, mutate a build boldly, or crossbreed two parents into a child that inherits both. The library now saves a 3D thumbnail with every build and supports tags, notes, search and sorting (newest / rating / name / size) — up to 60 builds, with a storage meter. Export/import the whole library as JSON, or share single builds as compact share codes.
Time Budget mode
Pick how long you actually want to spend building in survival — 30 minutes to a 100-day project. Size and quality auto-tune, and the AI is told to keep the material list realistic for that session: a 30-minute build uses only cobble/wood/glass; a weekend build can use bulk copper and terracotta; only a 100-day project gets rare blocks freely.
Prompt Library
Build tab, its own card: pick a category (Castles, Cities, Fantasy, Sci-fi, Survival) and a brief — Use drops a full professionally-written design brief into the description box. Edit anything, then Generate. Reading these briefs is also the fastest way to learn how to write prompts that get architect-quality results.
Theme re-skin (instant, no AI)
Builder utilities → Theme re-skin: swaps every block family in the whole build (walls, roofs, wood, stairs, slabs, doors…) to a new material theme in one click — Desert sandstone, Deepslate gothic, Ocean prismarine, Cherry blossom, End city and more. Shape and stair orientations stay identical. Try the same castle in 10 themes in 10 seconds.
Weathering — age any build
Builder utilities → Weathering: deterministically ages the structure by 10 / 50 / 200 / 1000 years. Moss creeps up from the ground, bricks crack, vines and moss carpets take over, and at 200+ years the upper walls start crumbling into a genuine ruin silhouette. Instant, free, and works on imported structures too.
Director Mode
Open the Director tab → describe the EXPERIENCE you want players to feel ("awe when they round the cliff") — the AI translates emotion into architecture and writes a full build brief; one click sends it to the Build tab ready to generate.
AI Team mode
Quality 5 + team toggle runs an 8-9 stage specialist pipeline: architect → engineer → artist → interior → redstone → terrain → landscape → director merge. Slower but dramatically richer. Watch each stage report in the status line.
Functional Base Designer
The Base tab designs a survival HQ tuned to YOU: pick a playstyle (Hardcore, Redstone engineer, Explorer, Farmer, PvP/SMP, Creative) and a game stage (early/mid/end) — zones, defenses and functionality level adjust automatically. A Hardcore base gets panic rooms and zero dark spots; an Explorer base gets a portal room and elytra launch tower.
Build with what you have
Build or Real Build tab → expand Build with what you have → list the blocks in your chests and how many (e.g. oak_planks × 320) → tick Constrain. The AI designs using ONLY those blocks within those quantities, and after generating, the material list is audited against your inventory — anything over budget is flagged in the warnings box. Copy from last build seeds your inventory from the current build's materials.
Quality Gates (auto-fix pass)
Every generation now runs three deterministic gates before you see it: Gate 1 lifts buried/floating crafting tables, chests, beds and doors onto real walkable floor; Gate 2 validates the entrance — clears obstructions and carves a doorway if the AI forgot one; Gate 3 audits interior furnishing and warns when rooms are emptier than the setting asked for. Free, instant, no AI calls.
Cancel & live pipeline
The loading overlay now shows the real pipeline stage (prompt → AI design → receive → validate → build 3D) and a Cancel build button that actually aborts the network request — no more waiting out a generation you regret. Works for normal and AI-team builds.
Settings tab
The Settings tab controls the app itself: forced single-column layout, viewer height (compact/standard/tall/auto — or drag the handle under the 3D viewer), horizontal panel split (drag the vertical grip between controls and viewer; double-click it or use Settings → Reset to restore), default start tab, autosave & crash recovery (restores your last build after a crash, within 24h), toast notifications, and 3D performance (battery saver → max quality render resolution).
Custom time budget
The Time Budget dropdown now has Custom: type any duration in plain words — "45 minutes", "2 hours", "5 days", "3 weeks" — and the app converts it to play-minutes, auto-tunes size & quality, and writes a matching material-realism instruction for the AI.
Voxel Editor — hand-edit any build
Click the hammer in the 3D preview toolbar. Left-click uses the tool, right-drag rotates the camera. Tools (hotkeys 1-4): Place (green outline shows where the block lands — on the clicked face, or on the ground plane), Remove (red), Paint (blue — swap type in place), Pick (eyedropper — grabs a block from the model as your active block). Full undo/redo (Ctrl+Z / Ctrl+Y, 200 steps). Press Done (or Esc) — materials, block count and the AI-editable plan resync, and every export includes your manual edits.
Region tools — select, copy, mirror, rotate
In the Voxel Editor, pick the Select tool (hotkey 5) and click two corners — a blue box highlights the region. Then: Copy / Cut / Paste (Ctrl+C/X/V — paste lands where you point, and the selection jumps onto the pasted region so you can chain operations), Delete (Del), Fill with the active block, Mirror X/Z and Rotate 90° in place — stairs, doors and facing blocks re-orient correctly. Every operation is ONE undo step. Duplicate a tower to all four castle corners in seconds.
Merge structures
Builder utilities → Merge structures: pastes a second .mcstructure into the current build at an X/Y/Z offset — the canvas grows automatically (negative offsets shift the base). Choose whether the pasted or existing build wins where they overlap. Join a house + garden, dock a bridge to a castle, or assemble a whole village, then export as ONE file.
Workshop exact snapshots
The Workshop now saves an exact byte-perfect snapshot of whatever is in the preview — including hand edits, merges, weathering and imported files (no AI plan needed). Cards with a green cube badge load back exactly as saved. Each card also has Merge (paste that saved build into the current one at an offset — assemble a village from your library) and Download (.mcstructure straight from the card). Share codes (MCB2) and library export/import carry the snapshots too.
Import from a world (.mcworld)
Build tab → Import from a world: open any Bedrock world export (Settings → Export World) and cut a region out of it — your survival base, a village, anything. The world's ZIP + LevelDB database is parsed entirely in your browser (nothing uploaded, world never modified). Enter the corner coordinates and size (same coords as in-game), extract into the 3D preview, then edit it, save it to the Workshop, or export as .mcstructure / .mcpack. Ground level is usually around Y 60–70.
Terrain fit — builds that sit on the land
Merge structures → tick Terrain fit: instead of pasting at a fixed height, the app scans the ground under the build's footprint (ignoring grass, flowers, trees and snow), sets the floor at the median ground level, chops trees and terraces hilltops that stick up into the build, and grows foundation pillars down into dips — each pillar using that column's own surface block so it looks natural. Perfect combo: extract terrain from your .mcworld, then terrain-fit a generated build onto it. Workshop merge supports it too — add t after the offset.
Java ↔ Bedrock converter
Two-way conversion. Java → Bedrock: Import card → open a .schem (WorldEdit/Litematica schematic) — blocks, stairs orientation, doors and slabs are translated to Bedrock automatically; then Download .mcstructure. Bedrock → Java: generate or import anything, then Download .schem with a Java version picker. Any Java-only blocks fall back to the closest Bedrock equivalent and get listed in the import report.
Workshop worlds
Group builds by the Minecraft world they belong to. Workshop tab → New world → name it (e.g. "Survival SMP"). While a world is selected, every save lands in it; the dropdown filters the library per world. Move existing builds with the button on any card. Deleting a world keeps its builds (they become unfiled). World assignments survive library export/import.
Director color psychology
Director mode now maps every emotion to a color story: dread → blackstone + soul-fire blue, comfort → warm spruce + lantern amber, wonder → amethyst violet + light shafts, hope → fresh moss greens + gold dawn accents… The brief commits the whole palette to the feeling, and the result panel shows the "Color story" row explaining which hues carry the emotion and which blocks deliver them.
Base Designer — your wishes
The Base tab now takes your personal input: pick architecture style (medieval, nordic, japanese, modern…) and the biome it sits in (mountainside terraces, swamp stilts, desert courtyards…), then type free-text wishes — "rooftop greenhouse", "no ladders", "40 double chests" — and they're treated as hard requirements. Combine with World Context and the inventory constraint for a base that fits your world and your chests.
Whole-build transforms & undo/redo
Builder utilities → Whole-build transforms: rotate the entire structure 90°, mirror it east↔west or north↔south (stairs, doors, torches and every directional block re-orient automatically), or Hollow out to strip all fully-enclosed interior blocks — a huge material saver on solid builds. Every AI edit, re-skin, weathering pass and variation now supports Ctrl+Z undo and Ctrl+Y redo, 30 steps deep.
Building Code inspection
Result panel → Building Code inspection: an instant, free survival-safety audit — finds sand/gravel that will fall when placed, flammable blocks touching lava or campfires (before your build burns down), mob-spawnable dark interior floors, doors with no ground beneath, deep unsupported overhangs, and survival-unobtainable blocks like bedrock. Get a PASS / VIOLATIONS grade with exact coordinates for every issue.
Layer-by-layer build guide
Result panel → Export layer-by-layer build guide: generates a printable HTML document with one page per layer — a colored top-down grid with a letter symbol per block type, a legend, and per-layer material counts. Print it (or keep it on a second screen) and build any structure by hand in survival, bottom layer up.
Build DNA v2 — the full genome
Every build gets a 12-gene design genome: style, palette, walls/roof materials, traits, plus new v2 genes — roof silhouette (flat/pitched/domed/stepped), era, mood, color usage, detail density and verticality. Click "full genome" next to Build DNA in the result panel to see all of it, and Copy genome as AI style prompt to reuse any build's exact design language in future generations. World Context and "Build another like this" automatically use the richer genome too.
Appearance & themes
Settings → Appearance: pick an accent color (emerald, sky, violet, amber, rose, slate), switch to compact density to fit more on screen, change text size, go square corners for a blocky Minecraft feel, reduce animations for accessibility, and set how long toast notifications stay. Everything applies instantly and is saved in your browser.
3D viewer customization
Settings → 3D viewer customization: drag the field-of-view slider (low = flat architectural look, high = wide-angle drama), pick a lighting preset (studio, noon, golden hour, moody night, flat), hide the ground grid for clean screenshots, switch to flat colors for faster rendering and clean color-checking, and tune camera orbit/zoom speed.
Generation preferences — your taste, every build
Settings → Generation preferences: set your preferred roof style, symmetry, palette bias, window style, foundation type and roof overhang once — every AI generation on every tab silently follows them (your description always wins if it contradicts). Also: default size/quality on open, and a blocks-to-never-use list (e.g. "no copper, no calcite"). Leave anything on Auto for zero influence.
Inspection checks are configurable
Settings → Inspection checks: turn off the survival legality check if you build in creative, and turn off overhang advice if your balconies and floating designs are intentional (overhangs are now style advice only — never counted as a violation). Gravity, fire, mob-lighting and door checks always run because those are real in-game physics.
Workflow & alerts — never babysit a generation again
Settings → Workflow & alerts: a completion chime and/or browser notification fires when a long build finishes (even with the tab in the background), auto-download saves the .mcstructure or .mcpack the moment it's ready, a live generation timer shows elapsed time on the loading screen and in the result status, confirm-before-huge guards against accidental Gianormous/World Wonder jobs, and auto-summary copies a paste-ready build summary (name, size, blocks, top materials) to your clipboard after every generation.
Prompt starters — 24 professional templates
Click Starters above the description box: 24 professionally-written build prompts in 6 categories (Medieval, Fantasy, Modern, Industrial & Redstone, Nature & Cozy, Epic & Mega). Each one demonstrates what a great prompt looks like — specific architecture vocabulary, materials, interior callouts and character details. Load one, tweak it to taste, generate. Great for learning how to write prompts that produce professional results.
Build Card — one-click shareable PNG
Result panel → Build Card: renders your current 3D view into a framed 1200×900 share card — screenshot up top, then the build's name, dimensions, block count, beauty score, a swatch strip of its top 12 materials and the description. Perfect for Discord servers, Reddit posts or a build portfolio. Position the camera the way you like first — the card uses exactly what you see.
Settings search — find any option instantly
The Settings tab now has a search box at the top: type "sound", "camera", "theme", "architect", "backup"… and only matching cards stay visible (collapsed groups auto-open when they contain a hit). With 60+ settings across 10 cards, this is the fastest way to find the one you want. Also reachable from the Ctrl+K command palette ("Search settings").
AI Prompt Architect — write "castle", get a specification
Settings → AI Prompt Architect: pick an expansion level (1 Light → 4 Master Architect) and every generation first passes your prompt through an intelligent expansion stage that turns vague ideas into professional architectural briefs — Minecraft techniques (slab layering, buttresses, hidden lighting), build-type systems (castles get gatehouses and curtain walls, villages get districts and roads), automatic World Context + Build DNA + Ruleset integration. It NEVER changes what you asked for — a small cozy cabin stays small and cozy, just fully specified. A comparison panel shows original vs. expanded (AI additions in green) with edit/copy/save/regenerate controls. Add learning notes so it obeys your standing corrections. Level 0 = off (default).
Structured prompt builder — 19 sections
Prompt Builder tab (its own tab since Update 30): split your idea into professional sections — Overall vision, World context, Exterior architecture, Structural engineering, Interior layout, Individual rooms, Roofs, Towers, Bridges, Landscaping, Terrain, Underground, Lighting, Palette, Redstone, Storytelling, Build DNA, AI design rules and Things to avoid. Fill only what you care about, press Compose and a labeled specification lands in the description box. Sections persist between sessions.
Fantasy mode in Real Build
Real Build tab now has two modes: Real world (Eiffel Tower, Taj Mahal…) and Fantasy / fiction — recreate structures from movies, games, books and legend (Hogwarts, Minas Tirith, Howl's Moving Castle…). Fantasy mode recalls the canonical depiction, spends its best effort on the recognizable signature features, translates fictional materials faithfully (white fantasy stone → quartz/calcite, magical glow → sea lanterns/end rods) and keeps impossible geometry where canon has it. Works in Mega Build too.
Architectural Rulesets — your personal building code
Build tab → Architectural Ruleset: write rules one per line ("every roof gets a 1-block eave overhang", "all balconies need visible supports", "a light every 8 blocks indoors") and every AI generation on every tab treats them as mandatory requirements — like an architect who knows your standards by heart. Toggle the whole set on/off without deleting it, load an example set to start, lines beginning with # are comments. Up to 30 rules, saved automatically.
Workspace Profiles — one-click layouts
Settings → Workspace profile: instantly reshape the whole interface. Beginner hides everything but describe-and-generate; Builder keeps practical tools; Architect shows analysis and inspection in compact density; AI Playground surfaces Director, mutation and DNA tools; Creator is for Map Art and image-to-build; Performance minimizes UI and speeds up rendering; Everything shows it all. A profile just sets the visibility checkboxes — fine-tune anything afterwards.
Command palette & shortcuts
Press Ctrl+K (or the search button in the header) to open the command palette: type a few letters and jump to any tab, tool, download or viewer action — ~30 actions searchable, arrow keys + Enter to run. Press ? anywhere for the keyboard-shortcut cheat sheet.
Prompt history & favorites
The History button above the description box keeps your last 25 generation prompts. Click one to load it back instantly, or press the ⭐ to favorite it forever (favorites never rotate out). Perfect for iterating on a prompt across sessions.
Smart auto mode for overhang advice
Settings → Inspection checks → overhang advice now defaults to Auto: it detects when floating/overhanging design is clearly intentional (a floating island, a sky base) and stays quiet, but still gives support advice on mostly-grounded builds where an overhang is probably a mistake. Set it to Always or Off to override.
Continuity guard — AI edits can't nuke your build
AI edits (Edit with AI, Build Doctor's enact-suggestions, Report a problem, auto-balance) are now double-protected: the server strips any air-carving operation big enough to delete a large part of the structure, and the app dry-runs every edit before applying it — if an edit would remove close to half your blocks without you asking for a demolition, you get a confirmation with exact numbers and can discard it untouched. Undo (↺) still works after every applied edit.
Settings backup & sync
Settings → Settings backup: export ALL your settings, generation preferences and visibility choices to a JSON file, import it on another device or after clearing your browser, or reset everything to defaults with one click. AI keys are never included in the export for safety.
Clean up your interface
Settings → Menu & feature visibility: untick any tab (Map Art, Mega Build, Director…), Build-tab tool (World Context, inventory, imports, Prompt Library, Blueprint Editor, time budget, Create mode, lore) or result-panel tool (Build Doctor, Code inspection, Mutation engine, Expansion planner, DNA tools, Report a problem, Builder utilities) you don't use and it disappears — tick to bring it back anytime. Also in Settings: 6 viewer sizes from Mini to fill-the-window, viewer background colors, an auto-rotating turntable for showcasing builds, and the complete AI configuration (keys, models, per-task keys, key pool, diagnostics) now lives here too.
Key Pool → per-task fill
In AI Settings → Per-task keys, each row now has a pool button that fills that task from your Key Pool (click again to cycle to the next key), and the Key Pool section has Distribute pool across per-task keys — one click round-robins all pool keys across Generate/Enhance/Lore/Analyze so every task gets its own quota.
Edit & Report a problem
After generating: Edit with AI applies text requests ("add a balcony on the south side"). Report a problem describes what's broken ("door leads into a wall") and the AI diagnoses + fixes it directly.
Build Doctor
Click Build Doctor in the result panel. A free structural scan verifies real issues (floating blocks, flat monotone walls, pancake roofs, missing lighting), then an AI critique scores 9 design categories. Works on imported .mcstructure files too. One click enacts all fixes via an AI edit pass.
Presentation: flythrough & stats
In the 3D preview toolbar: the clapperboard runs a 24s cinematic flythrough (establishing orbit → hero swoop → spiral reveal); the record dot saves it as a WebM video clip for showcasing. In the result panel, Build statistics gives instant free numbers: density, interior volume, light count, survival build-time estimate and shulker boxes needed.
Video to Build
In the Image / Video tab, choose Upload video clip: a walkaround/drone clip is sampled into 4-10 frames (your choice) in your browser, and the vision AI merges all angles — including sides a single photo can't show — into one 3D structure at faithful scale. Longer orbit clips benefit from 8-10 frames.
Scale-faithful vision builds
The #1 fix in Update 29: image and video builds no longer come out miniaturized. The default Match source scale mode makes the AI estimate the subject's real-world size from visual cues (door ≈ 2 m, storey ≈ 3 m, humans, vehicles) and translate at 1 block = 1 metre — a large military base, castle or cathedral uses the full footprint budget (up to 240 blocks). You can also force any tier from Small to World Wonder, or reuse the Build tab's size selector including exact custom W×H×D.
Design brief — analyze, review, approve
With Review design brief ticked (default), vision builds run in two steps: a cheap analysis first returns a design brief — what the AI sees, its real-scale estimate with confidence level, a proposed W×H×D, the material → block palette mapping, key features and how hidden sides will be extrapolated. Adjust the size boxes or edit the brief text, then Approve → build: the approved size is enforced exactly (it becomes a custom-size instruction). Untick the box for the old one-shot behavior.
Vision → Mega Builder bridge
When the analysis decides a subject's faithful scale exceeds a single structure file (footprint beyond ~240 blocks, or a multi-structure compound), the brief shows a Send to Mega Builder button: the full brief — subject, scale, massing, palette, features — is written into the description box and you land in the Super Mega Ultimate-Build planner to build it as a sectioned multi-file site. Honest note: the mega planner works from the brief text; the images themselves aren't re-sent to it.
Mega build checkbox — in every generator
Build and Real Build tabs now have a Mega build checkbox right next to the Size selector. Tick it and the full Super Mega Ultimate-Build menu (grid, section size, cooldown, master outline planner) appears inline — no tab hopping. Your description and settings stay where they are; press Step 1: Design master outline in the menu to plan the multi-section site, then Step 2 builds every section. The normal Generate button still makes a single structure, so you can compare both paths. The state of the checkbox is remembered.
Real Build deep research pass
Real Build tab → Deep research pass (on by default): before building, a dedicated AI research call produces a factual dossier — real dimensions in meters, proportion ratios, storey/tier counts, EXACT counts of signature features (4 minarets, 3 platforms…), facade window rhythm, material-to-block translations and the mistakes builders usually make. The dossier is injected into the build prompt as mandatory facts, shown in an editable panel (your edits are used on the next Generate) and cached per landmark so repeat builds cost nothing extra. Works for fantasy mode too, using canon depictions. It also feeds Real Build mega plans.
Prompt Builder — now its own tab
The 19-section Structured prompt builder moved out of the Build tab's collapsed panel into its own Prompt Builder tab with full-page room. Fill only the sections you care about (vision, exterior, interiors, roofs, lighting, palette, things to avoid…) and press Compose into description — the labeled specification lands in the Build tab's description box and you jump straight there ready to generate. Sections persist between sessions; hide the tab in Settings → Visibility if you don't use it.
Smart 429 wait — rate limits stop killing runs
Free AI tiers allow only a few requests per minute; hitting the limit returns error 429. Previously that failed your generation — now a smart wait kicks in: a live countdown (75s, then 120s on a second hit — matching the 1-2 minute free-tier reset window) and an automatic retry. The Stop/Cancel button works during the wait, including Mega Build's per-section stop. Applies to normal generation, Real Build, research passes and the mega planner/section loop — on top of the existing Key Pool rotation, which is still tried first. Toggle via command palette: “Smart 429 wait”.
Biome Designer — your own terrain
Mod Creator → Biome Designer (also in Ctrl+K): design a custom biome visually — temperature 0-2 (below 0.15 it snows automatically) and downfall set the climate bucket the biome generates in, a 4-layer surface stack (top / under / deep / sea floor) accepts vanilla names or your own custom block ids, and sky, water, grass and foliage colors tint the world with live swatch previews. A vegetation profile (plains, forest, dense forest, desert, barren, snowy) inherits matching decorations. Honest limits, stated up front: custom biomes require the Custom Biomes experiment toggle in world settings, only generate in newly explored chunks, and biome-specific fog uses the standard plains fog for now — the health check and export reminder both repeat this so nobody is surprised in-game.
World Gen Studio — ores & scatter
Mod Creator → World Gen Studio: make the world generate your content. Ore veins: pick the block (your custom ore or any vanilla one), the host rock it carves into (stone, deepslate, netherrack, end stone, sandstone), vein size 1-16, attempts per chunk 1-20 and a Y height band — the form suggests vanilla analogues (diamond: 8 per vein, Y -64..16; iron: 9, Y -24..56) so your ore feels balanced. Surface scatter: sprinkle plants, crystals or markers on grass/sand/stone with 1-in-N chunk rarity. Every feature can be restricted to biome tags (including your custom biomes) or left everywhere. The compiler emits real Bedrock feature + feature-rule JSON pairs; features apply to newly generated chunks.
Spawn your builds in world generation
The killer integration: generate any build in the Build tab, then in World Gen Studio pick type Structure and press “Use current build as the structure” — the exact 3D model is packed as a .mcstructure inside the behavior pack and wired to a structure-template feature that generates it naturally in new chunks: grounded on the surface, randomly rotated, with a 1-in-N chunk rarity you control and optional biome filtering. Scatter your custom shrines across a custom biome, drop ruined towers through the overworld, or seed a village of your own AI-generated houses. Fair warning from Bedrock itself: worldgen structures place as-is — terrain isn't smoothed around them, so compact builds (≤48³) work best.
AI worldgen + health & Auto-fix
The AI mod designer speaks worldgen now: “a crimson biome with glowing crimsonite ore deep underground and scattered blood crystals” yields a themed biome plus matching ore and scatter entries, with sensible heights and rarities — the server sanitizer clamps every number, fixes flipped Y bands and rejects invalid host rocks. The AI never invents structure features (those are yours to attach), and it restricts themed features to the biome it designed. The health check byte-verifies each biome ships both server + client JSON, every feature has its feature-rule partner, structure features carry their .mcstructure payload, and the experiment requirement is surfaced as an info line. Auto-fix repairs flipped Y bands, drops features with dangling structure refs and clamps out-of-range climate values — then re-checks.
Quests — objectives, progress & rewards
Mod Creator → Gameplay Studio (also in Ctrl+K): give your mod real progression with up to 6 quests. Pick an objective — kill (any mob id), mine (any block, including your custom ores) or collect (hold N of an item) — a target count up to 500, and an item reward with count. In-game, every step flashes live actionbar progress (“[Zombie Slayer] 7 / 10”) and completion pays the reward once, remembered per player by the world via dynamic properties. Kill and mine quests track instantly through Script API events; collect quests scan the inventory every 5 seconds. Custom items work both as targets and rewards — “collect 5 rubies, get the ruby sword” just works.
World events — the world fights back
Up to 4 recurring world events fire on real timers (1-120 minutes): mob surge spawns a wave of any mob around a random online player, item rain drops items from the sky above them, lightning storm strikes the ground nearby, and announcement posts a chat line — each event can carry its own herald message (“The horde approaches…”). Events skip cleanly when nobody is online and survive chunk unloads. Combine with quests for emergent gameplay: a zombie-surge event every 10 minutes plus a “kill 50 zombies” quest turns any world into a siege-survival mode.
Armor set bonuses & starter kits
Set bonuses (up to 3): list 2-4 armor piece ids — usually the full custom set the AI made — and pick a persistent effect (resistance, speed, strength, regeneration, fire resistance, jump boost, night vision) at level 1-3. The script checks worn equipment every 4 seconds and quietly re-applies the effect while the full set is on; take a piece off and it fades. The Studio lists your mod's armor ids so you don't have to remember them. Starter kit: a one-per-player gift on first join — up to 9 item lines (“bread x 8”, custom ids fine) plus an optional welcome message, remembered forever by the world so re-joins never double-pay.
How gameplay compiles — stable Script API
Everything Gameplay Studio makes lands in ONE generated scripts/main.js inside the behavior pack, using only the stable @minecraft/server 1.9.0 module — no Beta APIs toggle, no experiments, works on Minecraft 1.20.70+ (the same module that powers weapon lifesteal and right-click abilities since Update 34). The AI mod designer speaks the whole schema: “a ruby mod with a mining quest line, hourly meteor showers and a full-set speed bonus” yields quests + events + set_bonus in one shot, sanitized server-side (counts 1-500, intervals 1-120 min, max 6/4/3 systems). The health check opens the built .mcaddon and verifies each system actually landed in the script; Auto-fix drops set bonuses with fewer than 2 pieces and clamps out-of-range numbers.
Share links — builds that travel as URLs
Every Workshop build’s Share button is now a menu: Copy link, Copy code, or your device’s native Share… sheet. A share link packs the ENTIRE build — exact block-for-block snapshot included — into the URL fragment (gzip + base64): no server ever stores it, no account needed, and the part after # is never even sent over the network. Opening the link shows a consent prompt, then imports straight into the recipient’s Workshop. The Copy share link button under Download does the same for the current build without saving it first. Big builds make long links — the app warns past ~8 KB because some chat apps truncate URLs; fall back to the plain code or a library file.
Mod share links — whole add-ons in a URL
In the Mod Creator, Copy mod share link wraps your full spec — items, blocks, recipes, textures, biomes, worldgen, gameplay — into a #modshare= URL. The recipient opens it, confirms, and the exact add-on loads into THEIR Mod Creator, ready to tweak, health-check and download as .mcaddon. It shares the recipe (the spec), not the baked file, so they can remix it — change the namespace to avoid clashes if you both install it. Also new: the Workshop’s “Import share code” box now accepts pasted links, not just codes — it strips the URL wrapper automatically.
Build + add-on bundle (.zip)
One friend-ready file: Build + add-on bundle (Mod Creator, next to the share link button) zips your current build’s .mcstructure, your add-on’s .mcaddon and a README.txt with install steps for each piece. Works with either half alone — just a build, or just a mod. The .mcaddon installs with a double-click; the .mcstructure loads via a structure block (or use the .mcpack export for 1-click). Everything is compiled in your browser at download time, so the bundle always matches what the preview shows.
Sharing’s honest limits — why no .mcworld
Straight talk: this app does not export .mcworld files. A Bedrock world is a LevelDB database — a binary key-value store with compressed sub-chunk records that a browser cannot write reliably; a broken one corrupts on open. The bundle .zip covers the same need honestly: import the pieces into any world you own. Other limits worth knowing: share links live entirely in the URL, so there’s no central gallery — a link only exists where you paste it (that’s also why it’s private); chat apps may truncate links past a few KB (use codes or library files for mega-builds); and links from a future app version always import, but very old MCB1 codes carry plans only, no hand-edits.
Keyboard block hotbar — edit at Minecraft speed
The 3D editor now has a hotbar, just like the game: every block you pick (typed, eyedropper, or clicked) joins a most-recently-used bar of 9 swatches in the editor toolbar. Shift+1–9 swaps the active block instantly (plain 1–5 still switch tools), [ and ] cycle through the bar without reshuffling it, and clicking a swatch works too — if you were on Remove or Select, it flips you to Paint so the pick is immediately useful. The bar persists in the browser, so tomorrow’s session starts with today’s palette. Combine with the eyedropper (4): sample a block from the model, place a few, Shift+2 back to the previous one — no typing.
Version history — saving over keeps the past
Saving a build with the same name + description used to silently replace it. Now the Workshop keeps up to 3 prior versions: the card grows a ⏲ badge — click it for each version’s date, size and a block-count diff against the current save, plus a Restore button that loads that exact snapshot back into the 3D preview (press Save afterwards and today’s build becomes a version itself — that’s your redo). Bonus fix: saving over now carries your tags, notes, rating and world filing forward — they used to be wiped. Honest storage math: each kept version is a full snapshot in IndexedDB, and old ones beyond 3 (plus everything on delete) are freed properly — a leak that existed before this update.
Printable shopping list — gather with checkboxes
Printable shopping list (under the materials panel) exports a single self-contained HTML file: every block with its count, stack math (×64 + remainder) and a shulker-box column for bulk hauls, plus a checkbox per row. Open it on any device — phone next to your console works great — and tick blocks off as you gather; checked rows strike through, a progress counter tracks you, and the state is remembered by that browser (localStorage keyed to the build name). Hit Print for a clean paper copy — the button hides itself, checkboxes print. No app needed to use the file, ever.
Startup performance — what actually changed
Honest engineering notes: the app is 15+ ES modules, and browsers normally discover imports one file at a time as each downloads — a waterfall. Update 34 adds modulepreload hints for the whole static import graph, so everything fetches in parallel from the first byte of HTML. What was already fast stays honest too: the world importer (mcworld.js) only loads when you actually import a world, and the local AI’s model runtimes (WebLLM / llama.cpp WASM, tens of MB) download only when you enable local AI — never at startup. What this does NOT change: AI generation speed (that’s the model), and the service worker already made repeat visits near-instant — this mainly helps first visits and post-update reloads.
Keyboard & screen-reader pass — what Update 35 fixes
The app now plays properly with keyboards and assistive tech: a Skip to main content link appears when you press Tab on a fresh page, every focused control gets a visible green outline (:focus-visible, so mouse clicks stay clean), the tab bar exposes real tab/tablist roles with aria-selected, and status messages + toasts are live regions — screen readers announce them without stealing focus. The command palette (Ctrl/Cmd+K) is now a proper combobox: arrow keys move a highlighted option that assistive tech tracks via aria-activedescendant, Tab is trapped inside while it's open, and when you close it focus returns to where you were — no getting dumped at the top of the page.
Reduced motion — now follows your system setting
Settings → Motion has a new default: Auto, which reads your operating system's "reduce motion" preference live (prefers-reduced-motion) — flip it in Windows/macOS/iOS/Android accessibility settings and the app reacts instantly, no reload. When motion is reduced (by Auto or by choosing Reduced explicitly), UI transitions and pulse animations stop and the 3D preview's auto-rotate is forced off — a slowly spinning build is exactly the kind of ambient motion the OS setting is asking apps to avoid. You can still orbit manually with the mouse; reduced motion never takes away control, it only removes movement you didn't ask for.
Storage & diagnostics — see and free what the app stores
Settings now ends with a Storage & diagnostics panel that itemizes everything this app keeps on your device: Workshop entries, version-history snapshots (the real byte sizes from IndexedDB), drafts & histories (mod autosave, prompt history, favorites, learned style), settings, API-key entries (counted, never shown), and offline caches. Each row shows a human-readable size so you know what's big before you clear it. The buttons are surgical: Clear drafts wipes autosaves/histories but never touches your Workshop; Clear caches deletes the offline cache (next visit re-downloads, nothing of yours is lost); Download report saves a JSON snapshot of settings + storage + recent errors for debugging — with every secret replaced by [redacted].
Honest limits — the error log & accessibility scope
Straight talk about Update 35's reliability tooling: the error log is session-only and on-device — it captures uncaught errors and failed promises while the tab is open, and resets on reload; nothing is ever sent anywhere unless you download the report and share it yourself. The diagnostics report deliberately excludes key values (only counts), and browser storage estimates are approximations — localStorage sizing assumes UTF-16 and cache totals come from the browser's own estimate(), which varies by engine. On accessibility: this pass covers focus, overlays, live regions, and motion — but not every icon-only button got a bespoke aria-label; most rely on their existing title text, which readers do announce, just less elegantly. More polish will come; we won't pretend a checklist is done when it isn't.
Local AI on low-end laptops — Eco & CPU-lite
Update 36 adds two tiers built for weak hardware. Eco (~0.3GB) runs Qwen 0.5B on your GPU when WebGPU exists and automatically drops to SmolLM2-360M on CPU when it doesn't — made for machines like an old 8GB-RAM Dell with a 4GB GPU. CPU-lite (~0.26GB) is the tiniest model and runs on literally any modern browser, no GPU at all. Pick them in Settings → AI → Local model, or press Detect my GPU / open the Model setup wizard and let the app recommend one — the recommendation now also considers your RAM (navigator.deviceMemory), capping big models on 8GB machines. Honesty: small models write simpler JSON and weaker lore than the 3B/7B tiers — that's the physics of the size; the procedural engine still backs them up if output parsing fails.
Resource use levels — how the heat control actually works
Settings → AI → Resource use has three levels. Eco: 2 CPU threads, half the context window, 75% of the answer length, and a 1.5s cooling pause between AI calls. Balanced (default): half your cores, short pauses. Max: everything the machine has. Changing it unloads the model; the new limits apply on the next load. Straight talk: a web page cannot read your CPU/GPU temperature — no browser exposes it. What Eco really does is duty-cycling: fewer threads and smaller batches mean less sustained load, which is what actually makes a hot laptop cooler and quieter. Anyone claiming an in-browser "temperature monitor" is guessing; we'd rather give you the real lever.
Model setup wizard & fixing failed downloads
After you install the app (PWA), a setup wizard offers to pre-download local AI model(s) — tick one or several, and they download in sequence with a progress bar; the last one becomes your active tier. Reopen it anytime via Settings → AI → Model setup wizard. Downloads got tougher in Update 36: every model load retries automatically on a dropped connection, resumes from the browser cache (you don't restart a 5GB download from zero), and if huggingface.co is blocked on your network the CPU models try a mirror. Errors are now in plain language — "not enough browser storage" points you at Storage & diagnostics, "GPU out of memory" tells you to pick a smaller tier. Wizard downloads are per-browser: clear site data and they're gone.
Lifesteal game mode — permanent hearts, the honest way
The Gameplay Studio's new lifesteal system is the full game mode servers play: kill a player (optionally mobs too) and you permanently gain bonus hearts (1-3 per kill, capped 2-20); die and you lose some (0-3). Hearts persist per player in the world's dynamic properties and re-apply on every respawn. How it really works: Bedrock add-ons cannot change a player's max health attribute — the accepted community technique (which we use) is a permanent-duration Health Boost effect at the right amplifier, re-applied on spawn. That means bonus hearts appear above the vanilla row, and drinking milk clears them for a moment until the next re-apply tick. The old on-hit "lifesteal" weapon effect (heal yourself when you hit) still exists and is a different, simpler thing.
Custom effects — invent your own status effects
Update 36 lets mods add new effects (max 3 per mod). In the Gameplay Studio pick custom effect: give it a name, an aura particle (hearts, flames, souls…), up to 3 built-in effects it layers on (e.g. speed II + resistance I), and an optional pulse that heals or damages up to 3 hearts every 2 seconds for 5-60s. Then attach it to gear: in the item builder's on-hit or right-click power dropdowns your effects appear as custom:<id> — on-hit lands it on the target, on-use on yourself. Honest limit: Bedrock's vanilla effects HUD (the icons by your hotbar) is hard-coded — no add-on can put new icons there. Your effect shows itself through its particles and an actionbar label with its name, which is exactly how the big marketplace add-ons do it.
Settings sub-tabs & the iOS white-screen fix
Two quality-of-life fixes in Update 36. Settings sub-tabs: the chips at the top of Settings now filter — click AI and you see only the AI card instead of scrolling a mile; All restores the classic long page, your choice is remembered, and searching temporarily shows everything so results can't hide. iOS first-open: the app's styling loads from a CDN script, and on a fresh iPhone/iPad visit the page could paint before it arrived — a white screen with every panel visible at once. Now a tiny built-in stylesheet keeps the dark layout correct from the first frame and a loading splash covers startup; if startup genuinely fails you get the actual error with a Reload and a Reset-settings link instead of an endless spinner. Already-installed apps pick this up on their next update check.
Reporting a bug (beta testers, this one's for you)
Settings → Diagnostics now has a Report a bug button (also in the command palette). It opens a small form — what happened, steps to reproduce, what you expected — and packages your answers together with a diagnostics snapshot: app version, browser, device memory, active tab, AI mode and tier, recent errors. Honesty first: nothing is ever sent automatically. The app has no telemetry — you get a JSON file to download or a text summary to copy, and you hand it to whoever is collecting reports. API keys and other secrets are explicitly excluded from the snapshot, so the file is safe to share.
The getting-started checklist
New users now see a small Getting started checklist at the top of the Build tab: generate a structure, download a file, save something to the Workshop, build a mod, open the tutorials, install the app. Each step ticks itself off from real activity — it watches your build history, downloads and Workshop saves rather than just being clicked away. It disappears on its own once all six are done, or you can dismiss it early with the × button. Dismissed it and want it back? Open the command palette and run Getting-started checklist to restore it.
Why iPhones stopped zooming into every text box
iOS Safari auto-zooms the whole page whenever you tap an input whose text is smaller than 16px — which was most of ours, so every prompt box tap lurched the layout sideways. Update 37 bumps inputs, selects and textareas to 16px on small touch screens only (desktop keeps its compact sizing), which switches the zoom off at the source rather than fighting it with viewport hacks. We also capped the pixel-art editor's height so its buttons can't slide off the bottom of a phone screen — it scrolls inside its own panel now, like every other overlay.
Mod export hardening — fewer silent failures
Exporting a mod now fails loudly and early instead of producing a broken .mcaddon. An empty mod (no items, blocks, recipes or gameplay rules) is refused with a plain-language message; so is an invalid namespace — it must start with a letter and use only lowercase letters, numbers and underscores, and minecraft itself is reserved by the game and rejected. The health check also got stricter: it flags duplicate ids across items and blocks (Bedrock silently drops the second one — a classic "where did my sword go?" bug), bad namespaces, and display names over 40 characters that get clipped in the inventory UI.
Writing a bug report that actually gets fixed
A quick guide for beta testers: the best reports have three parts. 1) What happened — one sentence, specific ("the .mcaddon downloaded but Minecraft says it's invalid"), not "it's broken". 2) Steps to reproduce — the exact clicks, starting from a fresh tab if possible; a bug we can reproduce is a bug half-fixed. 3) What you expected — sometimes the "bug" is actually a Bedrock engine limit (see the honesty cards in this list), and knowing what you expected tells us whether to fix code or fix documentation. Attach the diagnostics JSON from the Report-a-bug form — it answers the "what device, what version, what mode" questions before we have to ask.
Full backup & restore — your safety net
Settings → Storage & diagnostics → Download full backup produces one JSON file containing everything: settings, prompt history, mod drafts, learning notes, and your whole Workshop including the exact byte-perfect snapshots stored in the browser database. Restore backup loads it onto any device (it asks before replacing anything, then reloads). Honesty notes: API keys are deliberately excluded — a backup file might be shared or synced, and keys never should be, so re-enter them after a restore. And since builds live only in your browser, a backup file on a real disk is the one copy a cleared cache or lost phone can't take from you — make one before big experiments.
The blueprint-editor crash — what happened
Transparency card: a tester's iPhone reported "undefined is not an object (evaluating f.openings.length)". The cause: the blueprint editor's status line counts the objects on the current floor, but the counter was written against an old data shape — floors store separate doors and windows lists, and there is no "openings" list, so the counter threw an error on every single redraw. Update 38 fixes the counter to read the real lists (defensively, so a missing list can never crash it again). This is exactly why the Report-a-bug flow exists — one line from a real device found a bug that every desktop test had walked past.
Why the app starts faster now
Before Update 38, the very first thing startup did was wait for the 651-block catalog to download before wiring up a single button — on a slow phone connection that meant seconds of dead interface. Now the catalog loads in the background: the UI is interactive immediately, and anything that genuinely needs the catalog (generating, importing a .mcstructure, map art) quietly waits for it — you'll see "Loading block catalog…" for a moment at worst. A failed download also retries once automatically before showing an error, which forgives the classic flaky-mobile-network blip.
Workshop paging for big libraries
A full 60-build Workshop renders roughly 600 wired buttons, thumbnails and star rows in one go — phones noticed. Update 38 renders the first 24 builds instantly and puts the rest behind a single "Show all" button at the bottom of the grid. Nothing is hidden from search or filters: searching, tag chips, world folders and sorting all still consider your entire library — only the initial card rendering is capped, and one click expands it for the session. Load, Merge, Share and every other card action work identically on paged and expanded views.
The beta welcome screen
First-time visitors now see a short orientation before anything else: what to test (generate builds, install mods in a real world, use it on a phone, try to break it), how to report problems (the Report-a-bug flow — nothing auto-sent, you deliver the file), and the honest limits that are engine facts rather than bugs — custom effects living on the actionbar, Bedrock's add-on boundaries, everything being stored in your browser. It ends with a choice: start the guided tour or explore freely. Dismissed it and want it back? Ctrl/Cmd+K → Beta welcome & testing guide, or the button in Settings → About this build.
About this build — knowing exactly what you're running
Settings → Storage & diagnostics → About this build shows the update number, the offline-cache version the service worker is serving, whether you're in the installed app or a browser tab, and your browser identity. Why it matters for beta testing: "it's broken" on an old cached version is a very different bug from the same report on the newest build — Copy version info puts the whole line on your clipboard so every report starts with the answer. If the cache version looks old, the app updates itself on the next load with internet; a hard refresh (Ctrl+Shift+R) forces it.
Errors that tell you what to do next
Browsers report failures in developer-speak: "Failed to fetch" means the network dropped, "QuotaExceededError" means storage is full, a JSON parse error usually means the AI hiccuped once. Update 39 translates these at the moment they happen: a network failure now says to check your connection or firewall, a full-storage error points at the exact Settings panel that frees space, and an AI formatting hiccup says to simply press Generate again. Where a message is already specific (mod health-check findings, namespace rules) it stays untouched — translation is only applied to the cryptic cases.
The release-candidate wiring audit
Before opening the doors, Update 39 ran a full static cross-check of the app's plumbing: all 13 tabs verified against their content panels (no button leads to an empty page), all 23 API calls in the front-end verified against real server routes (no request can 404 by design), and the long-running id sweep confirming every element the code touches actually exists in the page — zero dangling references, zero duplicate ids. None of this proves the app is bug-free (that's what you're here for!), but it does mean the failures you find will be real logic bugs worth reporting, not broken wiring.
Update 40's speed shortcuts
Three tiny habits that make the app feel twice as fast. Ctrl/Cmd+S saves whatever build is on screen straight into the Workshop — no menu hunting (if nothing is generated yet it tells you so instead of silently doing nothing). Double-click the 3D viewer to instantly reset the camera so your build fits the frame again after you've orbited off into space. And Esc now closes every overlay — including the bug reporter, the beta welcome screen and the AI setup wizard — so you're never trapped behind a dialog. All three are listed in the shortcut sheet (press ?).
Offline & online toasts — what they mean
Since Update 40 the app tells you the moment your connection drops or comes back. Being honest about what that means: generating new builds and mods needs internet — the AI runs on a server, not on your device. What still works offline: viewing already-generated builds, browsing your Workshop, the blueprint editor, the 3D editor, and re-downloading files you already made this session. If a generation fails right after an "offline" toast, that's your network — not a bug worth reporting. If it fails while you're clearly online, that IS worth a bug report.
Workshop: Duplicate before you experiment
The new Duplicate button on each Workshop card makes an independent copy — including the exact block-for-block snapshot — named "… (copy)". Use it before risky edits: duplicate first, load the copy, and hack away knowing the original is untouched. Copies count against the same 60-entry cap, so the oldest unpinned entries still roll off when full. Bonus micro-feature: your Workshop search text and sort order now persist between visits, so if you always sort by name, it stays sorted by name.
Mod Creator: the dice and the live namespace check
Stuck for a mod idea? The Surprise me dice next to the idea box fills it with one of 16 curated starters — edit it freely before generating, it's a starting point, not a commitment. And the namespace field now validates as you type: a ✓ means it's a legal Bedrock namespace (starts with a letter, only a-z, 0-9 and _, 2-16 chars), a ❌ explains exactly what's wrong — including the reserved words "minecraft" and "minecort" which the game itself refuses. Catching a bad namespace before generation beats a broken .mcaddon after.
Three new copy buttons for beta testers
Copy last error (Settings → diagnostics) puts the newest error message + stack trace on your clipboard — paste it into a bug report and the developer sees exactly what broke. Copy beta invite text gives you an honest one-paragraph invite for recruiting fellow testers; nothing is auto-sent or tracked — you paste it wherever you choose. And Copy build stats (Ctrl/Cmd+K → "Copy build stats") produces one line with your build's block count, unique block types and dimensions — perfect for sharing or comparing builds. All three copy to your clipboard only; the app sends nothing anywhere on its own.
The app now beta-tests itself (and what that does NOT cover)
Since Update 41, every release is checked by an automated browser that loads the app, clicks all 13 tabs, opens the palette and shortcut sheet, runs the Workshop, blueprint editor and Mod Creator checks, and blocks the release if any JavaScript error occurs. Being honest about the boundary: automation proves the app doesn't crash — it cannot judge whether a generated castle looks majestic, whether the app feels good on your phone, or whether a .mcstructure imports into your copy of Minecraft. Those three things are exactly why human beta testers matter, and why your bug reports are gold.
One-click Retry after a failed generation
When a generation fails, a Retry generation button now appears under the status message for 30 seconds. It re-runs the exact same request — same description, size, style, everything — with one click. Use it when the error message suggests a temporary cause: network hiccup, a busy AI provider, or a timeout. If the same generation fails twice in a row, the problem is probably not temporary — read the error text, and if it doesn't make sense, that's a bug worth reporting.
The honest time estimate on the loading screen
The loading overlay now shows something like "usually 20–55s on this device". Where that number comes from: your own last 8 generations on this device — not a marketing number, not a global average. That's why it's blank at first: the app refuses to guess before it has at least two real data points from you. Big builds, higher detail levels and slower AI providers all push the real time up, so treat it as a rough range, not a promise.
Checking for updates manually
The app updates itself automatically — the offline cache version quietly advances when you're online. But if you've just been told a fix shipped and want it now, use Settings → About → Check for updates. It asks the browser's service worker to look immediately and tells you plainly: either "you are on the newest version" or "update found — reload to use it". Nothing installs silently mid-session, and the About panel always shows exactly which update you're running.
Release notes — what changed, in plain words
Settings → About → Release notes (or Ctrl/Cmd+K → "Release notes") opens a plain-language summary of the recent updates — no changelog jargon, just what each release actually added and why. The list covers the last dozen releases; the complete history back to day one lives in the project README. The What's New banner at the top of the app still announces each new release once — the release notes screen is where you go when you want to look back further, or when you dismissed the banner too fast.
The beta questionnaire lives in the app now
Settings → About → Beta questionnaire (or Ctrl/Cmd+K) opens the full 38-question tester survey: first impressions, your device setup, the text-to-build core, the "moment of truth" import into real Minecraft, the Mod Creator, honesty checks and a feature ranking. Copy all questions puts it on your clipboard; Download as .md saves a file you can answer in any text editor. Nothing is submitted automatically and there is no form talking to a server — you answer at your own pace and send it back however you normally reach the developer. Skip anything that doesn't apply; specific beats polite.
Moving to another device — the safe way
Settings → About → Move to another device walks you through it: download a full backup (one .json file: all settings, the Workshop, exact snapshots — API keys deliberately excluded), move the file by email/USB/cloud, then on the new device use Settings → Storage & diagnostics → Restore backup. An honest warning worth repeating: while we're in beta the app's web address is temporary, and browsers key their storage to the address — if the address changes at launch, your data does not follow it on its own. A recent backup file makes that a non-event: restore it at the new address and everything is back.
The road to v5.0 — where the app is heading
The next milestone is the public v5.0 release: a stable web address, sign-in-protected beta access and fair per-user rate limits on generation. After that, the direction (not a promise — beta feedback outranks any roadmap): a Texture Pack Studio, landscape & terrain tools, an asset library, and longer-term "world intelligence" — the app understanding your whole world so districts, materials and build order fit together. Two things stay true the whole way: honesty about Bedrock's hard limits (add-ons cannot add true new dimensions — that's an engine restriction, not a missing feature), and everything you make staying yours, in your browser.
Create Engineer mode
Tick Create Engineer mode to design builds like Create-mod kinetic factories: water wheel / windmill power zone, ceiling shaft spine, framed machine bays in a production line, copper-brass-andesite palette. Honest note: Create blocks don't exist on Bedrock — this builds the aesthetic and layout with vanilla blocks, with open bays sized for real Create components on Java.
Lore generation
Tick Generate lore before generating: you get a title, backstory, design philosophy, eras, inhabitants, secrets, room stories and adventure hooks — plus Minecraft-book-ready pages (≤256 chars each) to paste in-game.
Animated build mode & layers
The play button in the preview toolbar replays construction block-by-block. The layer slider shows one Y-slice at a time — combine with the layer-by-layer build guide download to hand-build in survival (HoloPrint-style).
Local AI (no key, offline)
AI Settings → mode Local. Tiers: Max (Llama 8B HQ / Qwen 7B, ~6.5GB VRAM — RTX 5080/5090/4080-class), Ultra (8B, RTX 3080+), Quality (3B), Fast (1B), CPU+ (1.5B) and CPU (0.5B — runs with no GPU at all). One-time download, then fully offline.
Cloud providers & keys
10 providers: Gemini (free), Groq (free), Cerebras (free + fastest), Mistral (free tier), OpenRouter (free models), OpenAI, DeepSeek, Together, xAI, Fireworks. Add a key in AI Settings, press Load models to list exactly what your key can use. Per-task keys let different features use different providers.
Key Pool (rate-limit rotation)
AI Settings → Key Pool: paste several keys (one per line, provider:key). When one hits a 429 rate limit the server rotates to the next automatically — essential for Mega Builds on free tiers.
AI diagnostics
AI Settings → Diagnostics tests your main key, task keys, key pool, local AI and the built-in service, with latency and clear error hints ("key invalid", "model 404", "out of quota"). Run it whenever generation misbehaves.
Import .mcstructure
Expand Import → load any existing .mcstructure to preview it in 3D, analyze it, add it to World Context, or edit it with AI. Great for fixing or extending builds you made in-game.
Export: .mcpack, .mcstructure & build guide
.mcpack = double-click import (recommended, and the only easy path on iOS). .mcstructure = raw file for the world's structures/ folder. Build guide = printable layer-by-layer text plan with materials. Mega builds also export ALL sections in one .mcpack.
Beauty score & auto-critique
Every build is measured (silhouette, depth, palette, lighting, boring zones) into a beauty score. The critic AI reads the metrics and auto-improves weak areas. See the analysis panel for the breakdown.
iOS & iPadOS install
Safari → Share → Add to Home Screen → full-screen app with icon, offline-capable. Import structures via .mcpack from the Files app. Local CPU AI works on any recent iPhone; WebGPU models need iOS 18+. Android: Chrome → Add to Home screen.
Java Edition export (.schem)
Next to the downloads: Java Edition .schem exports a Sponge schematic with automatic Bedrock→Java block translation (doors, stairs, logs, lanterns keep orientation). Pick your Java version, then load with WorldEdit (//schem load name → //paste) or import in Litematica.
Desktop app & installers
Install as PWA from Chrome/Edge (Install app button) on Windows/macOS/Linux — or build native installers with the included Tauri project (see DISTRIBUTION.md; GitHub Actions builds .msi/.dmg/.deb automatically).
Reverse engineering (3D → Blueprint)
Loaded any structure — AI-generated or imported .mcstructure/.schem? Blueprint tab → From 3D build extracts editable architecture: floors, wall runs, doors, windows (with sill heights), roof type and material palette all become CAD objects. Edit parametrically, then Compile → 3D rebuilds it deterministically. The full loop: generate → reverse → edit → recompile.
Blueprint CAD hotkeys & drag editing
Work like a pro drafter: V/W/D/N/R/S/E switch tools (select, wall, door, window, room, stairs, erase). With Select: drag objects to move them, arrow keys nudge (Shift = 5 cells), Ctrl+D duplicates, Del deletes. Click any object to edit exact coordinates in the inspector. Invalid moves (door dragged off a wall) auto-revert.
Custom exact sizes
Size → 📏 Custom reveals W × H × D inputs (1-256 each) — the AI is instructed to make the plan exactly that volume and fill it purposefully. Works in text generate, AI Team, image-to-build and video-to-build. The Blueprint grid has its own Custom… W×D option (8-128) for non-standard floor plans.
Ultra & Extreme quality (6-7)
Quality 6 ✨ Ultra mandates micro-detail in every wall region, 3-material roofs with dormers, weathering gradients and designed grounds. 7 💎 Extreme adds structural storytelling, window mastery, interior scenes and 60/30/10 color theory at the full 3000-op budget. Both run three AI passes — expect 5-10 minutes and the best results the AI can produce.
Viewer performance & render modes
Settings → Viewer: Render mode "auto" only draws frames when something changes (huge battery/GPU saving on laptops and phones); "always" renders continuously for recording. Color jitter toggles per-block shade variation. Show render stats reveals draw calls, triangles and instancing counts — useful before recording cinematics of gianormous builds.
Theming & UI customization
Settings → Appearance: accent color presets or a custom color picker, font size, UI density, corner roundness, layout width. Toasts: position (4 corners), duration, sounds. Set a default tab and default size/quality so the app opens ready-to-go. Every setting exports/imports as JSON for moving between devices.
Safety nets: leave-confirm, autosave, undo
A loaded structure warns before you close the tab (Settings → toggle). The Blueprint editor auto-saves continuously and keeps full undo/redo history. 3D editor edits support Ctrl+Z/Ctrl+Y. Generation defaults, hidden features and your whole workspace survive refreshes via localStorage — export Settings JSON as a backup.
Block names: what the AI can use
The engine knows 650+ Bedrock blocks and auto-translates Java names (colored beds → bed, crimson_wood → crimson_hyphae), strips [state] suffixes, fixes plurals and hyphens. Truly unknown names fall back material-aware (cherry-ish wood → cherry log, copper stairs → matching oxidation stage) with a warning listed under the preview.
Mod Creator — make a Bedrock add-on
The Mod Creator tab turns an idea into a working Bedrock Add-On: describe your mod ("a ruby mod with glowing ore, a super sword and recipes"), pick a size (small/medium/large) and texture vibe, hit Generate Mod. The AI designs custom items (food with real hunger/effects, swords with damage & durability, tools), custom blocks (hardness, blast resistance, light emission, flammability) and crafting recipes linking them to vanilla materials. Every item and block gets a unique procedurally-drawn 16×16 pixel texture. Review the preview cards, then Download .mcaddon. Set your own mod name and namespace before generating, or open Customize spec after — a full JSON editor where you can change any name, color, damage value, texture pattern or recipe and instantly refresh the preview.
Installing your .mcaddon
Open the downloaded .mcaddon file — Minecraft Bedrock imports the behavior + resource packs automatically (Windows, Android, iOS; consoles need a file manager workaround). Create/edit a world → Behavior Packs → activate your mod (the resource pack comes with it). Get items with /give @s yourmod:item_id or from Creative inventory; recipes work in the crafting table immediately. Tip: each generation uses a unique namespace, so multiple mods can be installed side by side.
Mod Converter (Bedrock ⇄ Java)
Mod Creator tab → Mod Converter card: import an existing .mcaddon/.mcpack (Bedrock) or Fabric .jar/source .zip (Java) — items, blocks, crafting recipes and the original textures are recovered into an editable spec, and for Java mods the declared dependencies are scanned and classified (platform / library / external mod) with install notes. Edit anything in Customize spec, then export for the other edition. The report is honest: data-driven content converts; compiled Java code and Bedrock scripts (custom entities, GUIs, events, world-gen) can't be auto-translated — they're itemized under “Not carried over”.
Mod spec save / load & example ideas
Save spec (.json) stores your whole mod design as a file — reload it any time with Load spec to keep iterating, share it, or keep versions. The example chips above the idea box (💎 Ruby, 🥐 Bakery, 🌌 Void, 🔨 Copper) drop a well-written mod brief into the box — the fastest way to learn what detail level gets the best mods.
Java Edition & Modrinth export
The Mod Creator also exports for Java 1.21.1: Fabric source (.zip) is a complete compilable mod project — Java registration code, item/block models, blockstates, your procedural textures, Java-format recipes, lang file and a GitHub Actions workflow that builds the jar automatically (upload the folder to a GitHub repo → Actions tab → download the jar artifact; or build locally with JDK 21 + Gradle). Modrinth pack (.mrpack) imports straight into the Modrinth App, Prism Launcher or ATLauncher (“Add instance → Import”) and sets up a Fabric instance with the mod's resource pack pre-installed.
GPU detection & local AI tiers
AI Settings → Detect my GPU probes your graphics card via WebGPU and recommends the best local model with one-click apply. Tiers now cover every card class: Max (16GB — RTX 5080/5090/4080/5060 Ti 16GB) runs Llama 8B high-precision, the new Gamer tier (8-12GB — RTX 5060 Ti, 4060 Ti, 5070, 3060 12GB) runs Qwen 7B — the strongest JSON model that fits mid-range VRAM, Ultra/Quality/Fast cover 4-6GB and iGPUs, and CPU modes work with no GPU at all.
Phone & tablet interface
The mobile UI is tuned for touch: 42px+ touch targets, inputs sized so iOS never auto-zooms, the tab bar swipes with snap and shows a fade hint when more tabs are off-screen (the active tab auto-scrolls into view), the 3D preview keeps a usable height, and notch/home-indicator safe areas are respected. Prefer a specific layout? Settings → Layout → force Mobile or Desktop mode.
Settings reference — how to use this section
The cards below document every single setting in the Settings tab — what each option does, its default, and when to change it. Fastest routes: every settings card has a ? button in its corner that jumps straight to its reference card here, the quick-nav chips at the top of Settings jump between cards, and the settings search box filters by keyword. All settings save instantly to your browser (localStorage), never to a server, and all of them travel in the Settings backup JSON.
Settings reference — Interface
Workspace profile: one-click layouts — Everything (default, all tools), Beginner (only describe & generate), Builder (practical tools, no AI extras), Architect (analysis/pro tools + compact density), AI Playground (Director/mutation/DNA), Creator (Map Art/image/cinematics), Performance (minimal UI + fast rendering). It just sets the visibility checkboxes + density — fine-tune afterwards. · Layout mode: Auto detects your device; Desktop forces the two-column split with the draggable divider; Mobile forces single-column stacking with bigger touch targets. · Reset panel split: restores the default controls/viewer width if you dragged the divider too far. · 3D viewer height: Mini 320px → Huge 860px, Max fills the window, "Match content" tracks the left panel; the drag handle under the viewer and the ↕ toolbar button set the same thing. · Viewer background: 6 presets + Custom with a full color picker (affects the 3D canvas only). · Auto-rotate: slow/normal turntable until you grab the camera — showcase mode. · Default tab on open: "Remember" reopens your last tab; or pin Build / Base / Workshop / Tutorial. · Session auto-save + Auto-save interval (15s/30s/1min/2min): crash-recovery snapshot of description + build; after an unexpected reload you're offered a restore (24h window). · Slim header: shrinks the title bar to a thin strip. · Scroll-to-top button: floating ↑ after you scroll one screen down. · Notifications: floating toasts vs. status-line only. · Preview performance: Quality (full resolution) / Balanced (capped pixel ratio) / Fast (low res — weak GPUs, battery saving).
Settings reference — Workflow
All six live in Workflow & alerts, made for long generations you don't want to babysit. Completion sound: Off / Soft chime (two notes) / Level-up arpeggio (four rising notes) — plays when any generation finishes; picking one previews it instantly; loudness comes from Appearance → Sound volume. · Browser notification: "Only in background" pings you just when the tab isn't focused (recommended); "Always" pings every time; first use asks browser permission; shows the build's block count and elapsed time. · Auto-download: Off / .mcstructure / .mcpack — every successful generation immediately saves the chosen file with zero clicks (mcpack is the 1-click Minecraft import). · Generation timer: shows a live elapsed clock on the loading overlay and stamps the total in the result status — useful for judging model speed. · Confirm before huge generations: asks before Gianormous / World Wonder jobs so you never accidentally launch a 5-minute quota-hungry mega build. · Copy summary: after each generation, a paste-ready summary (name, size, block count, top materials) lands on your clipboard for Discord or notes.
Settings reference — Appearance
Accent color: recolors every primary action button — 6 presets (emerald default, sky, violet, amber, rose, understated slate) or Custom with a full color picker. · UI density: Compact tightens paddings/margins ~35% to fit more on screen — pairs well with small text. · Text size: Small 14px / Normal / Large 17.5px — scales the whole app. · UI font: Inter (default), System (your OS font — fastest, no webfont download), Monospace (terminal look), Serif (book-like). · Corner style: Rounded or Square — square gives a blocky, Minecraft-flavored UI. · Animations: Reduced kills all transitions/animations — accessibility (vestibular comfort) and snappier feel on slow devices. · App background tint: Charcoal / True black (OLED battery saver) / Midnight blue / Deep forest / Dark violet / Warm coffee — tints the page behind cards, independent of the 3D viewer background. · Toast duration (1.8s / 3.5s / 6.5s), Toast position (4 corners + top center), Toast style (Standard icon+border, Minimal plain text, Bold solid-fill) — picking a position shows a demo toast right there. · Sound volume: Quiet / Normal / Loud for the completion chime. · Leaving with unsaved work: Warn asks before closing the tab while a structure is loaded; Off closes silently. · Tab bar style: Full / Icons only (all 12 tabs on one row, hover for names) / Compact. · Zen mode: hides footer, banners & session stats. · Custom app title & subtitle: rename the header (and browser tab) to anything; clear to restore defaults. · Guided tour: replay the 7-step first-visit walkthrough.
Settings reference — 3D viewer
Everything applies live, no rebuild. Field of view (30-100°): low ≈ flat orthographic architecture-drawing feel, 50° default, high = wide-angle drama for cinematics. · Lighting preset: Studio (warm key + cool fill, default), Noon (bright neutral — true colors), Golden hour (warm sunset key), Moody (dim blue night), Flat (shadowless — best for checking palette colors). · Ground grid: hide it for clean screenshots and Build Cards. · Block rendering: Textured (procedural noise + per-block variation, Minecraft look) or Flat colors (solid tones — faster and better for reading the palette). · Camera speed: slow/normal/fast multiplies orbit + zoom rates. · Render mode: On-demand renders a frame only when something changes — huge CPU/battery saver (default); Continuous renders every frame — pick it when recording smooth video. · Per-block color variation: the subtle HSL jitter that makes walls look natural; off = uniform colors and slightly faster rebuilds. · Render statistics: click Measure now for draw calls, triangles, instanced mesh and instance counts, plus frames rendered this session — check before recording cinematics of gianormous builds.
Settings reference — Generation preferences
Your standing architectural taste — set once, every AI generation on every tab silently obeys unless your description contradicts it (your text always wins). Leave anything on Auto for zero influence. Roof style: steep pitched (stairs), hipped/low-slope, flat modern with parapets, domed/curved, pagoda tiers. · Symmetry: symmetric formal facades vs. asymmetric organic massing. · Palette bias: warm woods & earth, cool stone & gray, bright & light, dark & dramatic, or colorful accents (terracotta/wool). · Window style: tall multi-pane, small cottage with flower boxes, floor-to-ceiling glass, arched, or castle arrow slits. · Foundation: raised stone + entrance steps, ground-level entry, or stilts/piers. · Roof overhang: generous 1-2 block eaves vs. flush roofline. · Default size / Default quality on open: pre-select your usual size preset and quality level every time the app opens. · Blocks to never use: comma-separated blacklist (e.g. "calcite, copper, purpur") — the AI is told to avoid them in every build, and it's honored by re-skins too.
Settings reference — Inspection
Controls which Building Code checks run on the result panel. Survival legality: On flags survival-unobtainable blocks (bedrock, barriers, command blocks) as violations — turn Off if you build in creative and anything goes. · Overhang / floating advice: Auto (default) mutes the advice when the floating look is clearly intentional (many balconies, floating islands); On always comments on deep unsupported sections (as advice, never a violation); Off never mentions overhangs. · The non-negotiables — gravity blocks that will fall when placed, flammables touching lava/campfires, mob-spawnable dark floors, and doors with no ground — always run because they're real in-game physics, not style opinions. Every finding comes with exact block coordinates.
Settings reference — Visibility
Menu & feature visibility hides what you don't use — nothing is deleted, untick to hide and tick to bring back. Three groups: Tabs (Map & Wall Art, Mega, Real Build, Director, Base, Blueprint, Image/Video, Workshop, Tutorial — Build Generator and Settings can never be hidden, and if you hide the tab you're on, you hop home to Build), Build-tab tools (Ruleset, Structured prompt builder, World Context, Inventory constraint, both import cards, Prompt Library, Blueprint Editor, Time budget, Create Engineer mode, Lore option) and Result-panel tools (Build Doctor, Code inspection, Mutation engine, Expansion planner, DNA tools, Report a problem, Builder utilities). Workspace profiles set these checkboxes in bulk; your manual choices stick until you pick another profile. Hidden state exports with Settings backup.
Settings reference — Backup
Export settings (JSON) downloads every setting, generation preference, ruleset, architect learning notes, structured-prompt drafts, workspace profile and visibility choice as one file — AI keys are never included (they stay only in your browser). Import settings loads such a file and applies everything instantly — move between devices or restore after clearing browser data. Reset everything to defaults wipes all settings and preferences after a confirm — AI keys and your saved Workshop builds are kept. Tip: export once whenever you've dialed in a setup you like; the file is tiny and diff-able.
Settings reference — AI configuration
AI mode: Auto (cloud if a key is saved, else local), Local (your GPU via WebGPU/WASM — private, free, no key) or Cloud. · Local model: 8 tiers from Max (Llama 8B HQ, 16GB cards) through Gamer (Qwen 7B, 8-12GB), Ultra, Quality, Fast, down to CPU modes that need no GPU — or press Detect my GPU for a WebGPU probe with a one-click recommendation. · Provider + key: 10 providers (Gemini, Groq, Cerebras and Mistral have FREE tiers); the key lives in localStorage and is sent only with generate requests. Load models fetches the models your key can actually use. · Per-task keys: separate keys for Generate / Enhance / Lore / Analyze so heavy tasks never eat your generation quota (4 free Gemini keys = 4× daily budget). · Key Pool: multiple keys (provider:key per line) with automatic rotation whenever one hits a 429 rate limit — essential for Mega Builds; Distribute pool spreads pool keys across the per-task rows. · Diagnostics: test the main key, per-task keys, pool, local AI, built-in AI and the deterministic engine — each test costs ~1 token. Run ALL before a big job.
Armor sets (Mod Creator)
The Mod Creator now builds wearable armor: ask for "a ruby armor set" and the AI designs matching helmet, chestplate, leggings and boots with themed 16×16 textures. Each piece gets a real Bedrock wearable component (correct equip slot) and an armor protection value (1-10 points; chestplates highest, sensible defaults per piece). Armor always stacks to 1 and gets its own durability. Craft it with the classic recipe shapes the AI includes, equip it from your inventory, and the protection applies in survival. In the preview each piece shows 🛡️ +N armor. Java exports register armor as items — the generated README explains how to extend to full ArmorItem stats.
Weapon powers & lifesteal (Mod Creator)
Weapons can now have real on-hit powers: ask for "a lifesteal sword" or "a flaming poison blade" and the AI adds an on_hit power — lifesteal (heals you 1-10 hearts per hit, with heart particles), fire (ignites the target), poison / wither / slowness / weakness (applies the effect for 1-30s). Because Bedrock's stable item format can't do this declaratively, the compiler generates a Script API gameplay module (scripts/main.js + @minecraft/server dependency) inside the .mcaddon that listens for your hits and applies the power — food effects work the same way now (the old declarative food-effect path silently did nothing on current Bedrock; this fixes it). Requirements: activate the behavior pack and keep "Beta APIs" OFF — it uses the stable 1.9.0 script module. Powers show in the preview as 🩸 or 💫.
Pixel-art texture editor
Every item and block card in the Mod Creator preview has a ✏️ button that opens a full 16×16 pixel editor loaded with the current texture. Tools: Paint (drag to draw), Erase (transparent pixels), Fill (flood-fill an area), Pick (eyedropper) — plus a color picker, 12 quick swatches seeded from your mod's palette, Undo (40 steps), Clear, and Regenerate from colors to start over from the procedural texture. Works with touch on phones. Save texture embeds your pixels into the spec (as png_b64) so they're used in EVERY export — .mcaddon, Fabric, NeoForge and .mrpack — and survive spec save/load. Your art, in the game, exactly pixel for pixel.
NeoForge export (Java)
Alongside Fabric, the Mod Creator now exports a complete NeoForge 1.21.1 source project (.zip): Gradle build with the official ModDev plugin, neoforge.mods.toml, a generated Java class using DeferredRegister (the idiomatic NeoForge registration API), the same models/blockstates/lang/recipes as the Fabric export, and a GitHub Actions workflow that compiles the jar for you — push the folder to a repo, open the Actions tab, download the artifact, drop it in mods/. Custom pixel-edited textures carry over automatically. Same mod, three ecosystems: Bedrock (.mcaddon), Fabric and NeoForge.
Guided tour
First time here? A 7-step interactive walkthrough starts automatically on your first visit: it spotlights the tab bar, the description box, the Generate button, the 3D preview, the Mod Creator, this Tutorial tab and Settings — with a dimmed backdrop and a glowing ring around each element. Next/Back to navigate, Skip or click the backdrop to exit; it never auto-shows again once finished. Replay any time from Settings → Appearance → Replay the interactive tour, or via Ctrl+K → "Start the guided tour".
Add-on not working? Troubleshooting checklist
1) Remove old copies first: in Minecraft go to Settings → Storage → Behavior/Resource Packs and delete previous versions of your mod, then re-import the fresh .mcaddon (downloads now update in place, but pre-Update-23 copies must be deleted once). 2) Apply BOTH packs to the world: the behavior pack auto-links its resource pack, but verify both show under the world's pack lists. 3) No experiments needed — exports use only stable APIs; weapon powers need Minecraft 1.20.70+. 4) Missing texture / dead lifesteal usually means an old pack copy is still applied — see step 1. 5) Pros: enable Settings → Creator → Content Log GUI to see any load errors on world start. 6) Run the 🩺 Health check button in the Mod Creator — it builds your .mcaddon and validates its internal structure with a pass/fail report before you ever leave the app.
Right-click abilities (wands, talismans & charms)
Non-food items can now carry a right-click ability: ask for "a healing wand", "a speed talisman" or "an invisibility charm" and the AI adds an on_use power — heal (restores 1-10 hearts instantly, with heart particles) or a timed buff: speed, jump boost, fire resistance, invisibility, regeneration, night vision, strength (1-60s). Every ability has a cooldown (1-120s) enforced by the gameplay script AND shown as the vanilla cooldown overlay on the hotbar slot (via minecraft:cooldown). Abilities appear in the preview as ⚡ lines and live in the same scripts/main.js module as weapon powers — stable APIs only, no experiments. Requires Minecraft 1.20.70+.
Add-on health check & guaranteed block drops
The 🩺 Health check button (Mod Creator, next to the export buttons — or Ctrl+K → "Run add-on health check") compiles your .mcaddon, unzips it right in the browser and validates every structural guarantee: manifests + BP↔RP link, auto-bumping pack version, script module wiring + engine pairing, every item icon↔atlas↔PNG chain, armor attachables, recipe-book unlock arrays, block loot tables, lang entries and pack icons — then shows a ✅/❌ checklist. Also new: custom blocks always drop themselves when mined — the compiler emits a loot table per block (BP/loot_tables/blocks/) wired via minecraft:loot, so no more silent empty drops.
Shovels & hoes — full tool sets
The Mod Creator now covers all five vanilla tool types: sword, pickaxe, axe, shovel, hoe. Ask for "a complete emerald tool set" and the AI generates matching pieces with the same colors, each with its own hand-drawn pixel pattern (🪩 scoop blade, 🌾 bent hoe blade) and the right dig speeds: shovels break dirt/sand/gravel/snow fast, hoes shred leaves and plants, pickaxes handle stone/metal, axes chop wood — all via minecraft:digger tag queries. Shovels and hoes can also carry on-hit powers (a lifesteal shovel is entirely legal). Recipes use the classic vanilla shapes automatically.
Power levels I–III — stronger effects
Weapon powers (on_hit) and right-click abilities (on_use) now support an effect level from 1 to 3, mapped to the Bedrock effect amplifier (level 2 = "Poison II" etc.). Just ask: "a blade that inflicts Wither III" or "a charm with Speed II for a minute". The AI keeps level 1 unless you ask for something strong/OP, the server clamps levels to 1-3, and the preview shows roman numerals on the 💫 and ⚡ stat lines. Note lifesteal and heal scale with hearts (1-10) instead of levels, and fire scales with duration.
Settings reference — Mod Creator
Creator name (author credit): type your name once and every export carries it — .mcaddon behavior + resource pack manifests get a metadata.authors entry, Fabric's fabric.mod.json and NeoForge's mods.toml list you as the author (visible in mod menus and pack screens). Max 40 characters; clear the field to fall back to the default credit. Auto health check: when On, every Generate run is followed by the full structural validation (same as the 🩺 button) — the pass count lands in the status line and the detailed ✅/❌ report only pops up when something fails. Both settings live in Settings → Mod Creator (or Ctrl+K → "Mod Creator settings") and apply to generated, imported and pixel-edited mods alike.
Mobile experience — bottom nav, swipe & haptics
On phones the app now feels native: turn on Tab bar position → Bottom (Settings → Mobile) and the tabs pin to the bottom of the screen above your thumb, with iPhone safe-area padding and toasts moving out of the way automatically. Swipe navigation (on by default) switches tabs with a quick horizontal flick — it deliberately ignores swipes over the 3D viewer, text boxes, the pixel editor and other scrollable areas so it never fights your controls. Optional haptic feedback adds a tiny vibration on tab switches and toasts (Android; iOS Safari has no vibration API). Also applied everywhere: 16px inputs so iOS stops zooming in on focus, 44px minimum touch targets in the tab bar, and momentum scrolling with snap points.
Settings reference — Mobile
Tab bar position (phones): Top (default) keeps the classic layout; Bottom fixes the tab bar to the bottom edge on screens ≤ 640px — desktop is never affected. Swipe between tabs: On (default) lets a horizontal swipe (≥ 70px, mostly horizontal, under 600ms) move to the next/previous visible tab — hidden tabs are skipped, and swipes starting on canvases, inputs, selects, text areas or horizontally scrollable strips are ignored. Haptic feedback: Off by default; when On, tab switches and toasts trigger a ~10ms vibration via navigator.vibrate where supported. All three apply instantly — no reload — and can be reached via Ctrl+K → "Mobile settings".
Custom item builder — full property control
Mod Creator → Add custom item opens a form where you hand-craft an item without touching JSON: name, category, texture pattern + colors, stack size 1-64, attack damage, durability, furnace fuel seconds (coal burns 80s, blaze rods 120s), rarity (uncommon = yellow, rare = aqua, epic = light purple name color), enchantment glint and a lore line. Category-specific sections appear automatically: food gets nutrition/saturation/eat-effects, armor gets protection points, tools get on-hit powers, and every non-food item can carry a right-click ability with cooldown. The item is appended to your current spec (or starts a fresh one) — then repaint its texture with the ✏️ pixel editor or fine-tune values in Customize spec. Also reachable via Ctrl+K → "Add custom item".
Mod drafts — offline-first saves
Never lose a mod again: Save draft stores the current spec in your browser (up to 20 drafts), and every preview refresh also writes an auto-saved session — both work fully offline thanks to the PWA. Open Drafts to see the list with item/block/recipe counts and age (“3h ago”), then Load one to continue exactly where you left off or Delete old experiments. Drafts are per-browser; for a portable file that moves between devices use Save spec (.json) instead. Texture edits made in the pixel editor are included, since they live inside the spec.
Block shapes, sounds & translucency
Blocks are no longer limited to full cubes. Ask for “a ruby slab”, “a soft wool carpet” or “a crystal post” and the AI sets a shape: slab (half height), carpet (thin 1-pixel layer) or post (slim 4×16×4 pillar) — each ships real Bedrock geometry with matching collision and selection boxes, so you walk on half-slabs and step over carpets correctly. translucent: true renders the block glass-like (blend) and lets light pass through, and the sound field picks the footstep/break family: stone, wood, grass, metal, glass, sand, wool or gravel. All editable in Customize spec; the preview shows ◧ shape, 🫧 translucent and 🔊 sound badges. The health check verifies non-cube shapes ship their geometry models.
Custom block builder — hand-craft any block
Mod Creator → Add custom block (also in the Ctrl+K palette): a visual form with 9 shapes — cube, slab, stairs, fence, wall, pane, pillar, carpet, post — each shipping real Bedrock geometry with matching collision. Set mining time, explosion resistance, light emission (0-15), friction (0.1 = ice-slippery), footstep sound family, flammability and translucency, plus a texture pattern (planks/bricks/ore/gem/swirl/noise/tiles/pillar) with base + accent colors. Blocks land in the working spec exactly like AI-generated ones: preview card, pixel-editor repainting, drafts, health check and .mcaddon export all just work.
Recipe Studio — every crafting station
Mod Creator → Recipe Studio: visual recipes for all 8 data-driven stations — shaped 3×3 grid (letters + pattern are generated automatically, empty rows/columns trimmed), shapeless, furnace, blast furnace, smoker, campfire (one input → one output), stonecutter and smithing table (base + addition + template). Bare names auto-prefix: your mod's content gets its namespace, everything else minecraft:, and the input dropdown suggests your mod ids + common vanilla items. Click any id on a preview card to copy it. Brewing recipes aren't data-driven on Bedrock, so no add-on can add them — that's a Mojang limit, not ours.
Edit-in-place, duplicate & Auto-fix
Every preview card now has ⚙️ edit (reopens the item/block builder or Recipe Studio prefilled — the id stays stable so recipes keep working, painted textures survive), ⧉ duplicate and 🗑️ delete (deleting content also removes recipes that reference it). The health check gained spec-level rules: duplicate ids and recipes pointing at missing content are caught before compiling, and every station type is byte-verified in the built .mcaddon. When something fails, press Auto-fix in the report: it renames duplicate ids, removes broken recipe references, clamps armor stacks to 1 and restores sane block physics — then re-checks automatically.
Tab styles, zen mode & custom title
Three more Appearance settings: Tab bar style — Full (icons + labels, default), Icons only (all 12 tabs fit one row on narrow screens; hover a tab for its name) or Compact (smaller labels, tighter spacing). Zen mode hides the footer, What's New banner and session stats for a distraction-free workspace — toggle it instantly from Ctrl+K → "Toggle zen mode". Custom app title & subtitle rename the header to anything — your server name, "Steve's Build Lab"… the browser tab title follows, and clearing the field restores the default. All three export/import with Settings backup and apply instantly.