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m4bwav edited this page Oct 30, 2026 · 2 revisions

Does minewright download or install anything by itself?

No. The skills are instructions, and the two scripts run on your machine. mw_check.py runs your project's own Node tools with npx --no-install, so a missing tool is a skip, not a download. Only --mct-npx fetches Mojang's Creator Tools from npm (about 160 MB once). bds_run.py downloads Bedrock Dedicated Server from minecraft.net only with --download, into your user cache; without it, a missing version stops the run with exit 2 (Checks and the BDS harness). minewright has no server and collects nothing. Bedrock Dedicated Server itself signs in to a Microsoft signalling service at start; the console says Signed in to signaling service successfully.

Why not use the Beta APIs, or GameTest?

Turning on any experiment, Beta APIs included, marks a world experimental for good: it cannot be turned back. Experiments also do not work on Realms gameplay servers, and consoles reach add-ons only through a Realm. @minecraft/server-gametest has never had a stable release, so it needs that experiment too. The skills default to stable modules and a /scriptevent self-test read from the server console (Live server tests).

Will my world still earn achievements?

No world with a custom add-on earns achievements, experiments or not; only Marketplace add-ons do. The workflow skill says so before you build on a survival world you care about, and suggests a copy of the world.

I double-clicked the .mcaddon and nothing happened

On the current Windows (GDK) build, importing while Minecraft is running silently fails (bug MCPE-227874). Close the game completely and double-click again, or copy the packs into the com.mojang folder by hand. The folder moved with the GDK build: Platforms and install.

How do I get an add-on onto an Xbox, PlayStation or Switch?

Through a Realm. Consoles cannot import files: build the world with the add-on active on Windows or a phone, upload it to a Realm, and open the Realm on the console (Platforms and install).

My entity spawns but is invisible, and there is no error

Usually it has no client entity in the resource pack, or its client entity points at a texture, geometry or render controller that does not exist. mw_check.py's identifiers check catches all four (Static checks). If the entity does not spawn at all, check its components against its format_version: from 1.26.10 minecraft:pushable makes the whole entity fail to load, and only Bedrock Dedicated Server reports it.

The checks pass. Why does the server say the script never loaded?

Static checks read files; they cannot prove the script runs. A module version the server lacks, a runtime error, or a bundle that was never built shows up only on a server. The unbuilt example is a clear case: the server starts, lists the pack, and prints does not contain main file [main.js] (Checks and the BDS harness).

Can Bedrock Dedicated Server test my HUD or textures?

No. It loads the behavior pack's logic and has no client. Its pack stack does not even list the resource pack. HUD, textures, render controllers and sounds always need a person in the game; the skills say when that playtest is still owed.

Does it work on macOS?

The skills and mw_check.py do, and CI runs them on macOS. Bedrock Dedicated Server ships for Windows and Linux x64 only, so live tests on a Mac need a Linux VM or container. The Linux build has not been run with bds_run.py yet; only Windows has.

Dependabot wants to bump ESLint to 10 in the example. Should I merge it?

Not yet. eslint-plugin-minecraft-linting 2.0.13 depends on eslint ^9.17.0, and typescript-eslint 8.72.1 allows only TypeScript below 6.1.0, so the example pins ESLint 9.39.5 and TypeScript 5.9.3 (Project and packaging). Three Dependabot pull requests were open on 2026-10-27: ESLint 10.13.0, @eslint/js 10.0.1 and @types/node 26.6.5. None was tested for this wiki.

Should I use Mojang's Creator Tools instead?

Use both. Creator Tools scaffolds mobs, items and blocks, validates packs, and ships an MCP server and its own agent skills. minewright covers what sits around it: design before code, the build and packaging, a server self-test, and the HUD. mw_check.py --mct runs Creator Tools' validator as one more check and files its three known false positives as noise.

What about Java Edition?

Out of scope for now. If it comes, it gets its own minewright-java-* skills rather than branches inside the Bedrock ones.

Is there a release I can download?

Yes. Each GitHub release attaches a zip of the skills and the example's .mcaddon (Development and release). Players can also get the add-on from CurseForge: The Given (given.jar).

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