Repository navigation
Install Scripts
Home / Installing scripts
BetaMoon creates .minecraft/betamoon/scripts when it starts. It accepts:
- a single
.luafile directly in that folder; - a packaged Lua mod directory containing
betamoon.mod.json; - a packaged mod ZIP containing
betamoon.mod.jsonat the ZIP root.
- Copy the package's Lua files into
betamoon/scripts. - Copy accompanying assets, keeping their directory structure. Texture paths resolve from
betamoon/scripts. - Include required dependency scripts. The package or example comments identify them.
- Open BetaMoon's Scripts screen and check the load status and reported errors.
For example:
.minecraft/
betamoon/
scripts/
03_adv_07_gui_showcase.lua
gui_showcase/
panel.png
state_on.png
...
For a packaged mod, copy its complete directory or ZIP into betamoon/scripts without extracting or rearranging its
internal paths. A ZIP must have betamoon.mod.json at its archive root. See Packaged Lua mods.
Use Reload on the Scripts screen or Ctrl+Shift+R after editing. Reload on save is optional; enable it with scripts.hotReloadOnFileChange=true in .minecraft/config/betamoon.cfg. The setting defaults to disabled and is read at startup. Persistent structural content requires a restart after changes; see Hot reload and compatibility.
Use scripts written for the version shown on Home. Check content IDs when combining packages and preserve saved-world identities when updating installed content.
The example index groups the existing scripts by topic and complexity. For your own script, start with Getting started.
- Installation
- Install scripts
- Getting started
- VS Code and LuaLS
- Examples
- Reload and compatibility
- Troubleshooting
- Changelog
Scripts and shared values
- Script lifecycle
- Packaged Lua mods
- Modules
- References and stacks
- Queries
- Overrides
- Minecraft constants
- Chat and positions
- Structured data
- Script configuration
- Particles
Blocks and items
- Multiblocks
- Blocks
- Block state and placement
- Block shapes and rendering
- Block callbacks
- Block ticks and redstone
- Items
- Fluids
- Item callbacks
- Tools and armor
- Materials
- Textures
Entities
- Entities
- Entity access and movement
- Entity lifecycle and data
- Entity health and loot
- Entity inventories and relationships
- Projectiles and pickups
- Entity presentation and sounds
- Living entities and AI
- Entity parts and sensors
Assets and audio
- Assets
- Models and animations
- Built-in Minecraft models
- Model appearances
- Blockbench workflow
- Audio
- Texture-pack overrides
Events and world actions
World generation
World systems
Inventories and screens
Recipes