Good PromptsvsBad Prompts
The difference between a mediocre mod and an amazing one often comes down to how you describe what you want. Learn to write prompts that get results.
Start CreatingSee the Difference
Each example shows how a vague prompt can be transformed into one that produces exactly what you want.
“Make a powerful weapon”
“Create a diamond sword called 'Frostbite' that applies Slowness II for 3 seconds when hitting mobs, and has a 10% chance to freeze enemies in place for 1 second”
Why it works: Specify the base item, name, exact effects with durations, and any probability mechanics. 'Powerful' means different things to everyone.
“Give players stuff when they join”
“When a player joins for the first time ever, give them a stone pickaxe, 16 torches, and 8 cooked beef. Returning players should just get a welcome back message in chat”
Why it works: Distinguish between first-time and returning players. Specify exact items with quantities and any messages to display.
“Add a teleport command”
“Add a /spawn command that teleports the player to world spawn with a 5-minute cooldown. Show a countdown message and play an enderman teleport sound on arrival”
Why it works: Define the command name, what it does, cooldown restrictions, and feedback (messages, sounds). Commands need clear boundaries.
“Make zombies stronger”
“Zombies should have 30 health instead of 20, move 20% faster, and have a 25% chance to spawn wearing iron armor at night”
Why it works: Use specific numbers and percentages. 'Stronger' could mean more health, damage, speed, or armor - specify which ones.
“Better drops from mobs”
“When a player kills a zombie with a sword, there's a 5% chance to drop a 'Zombie Heart' item that can be eaten to gain 30 seconds of Strength I”
Why it works: Specify the mob, kill condition, drop chance, item name, and what the item does. Create the complete gameplay loop.
“Make survival harder”
“Players lose hunger 50% faster, hostile mobs spawn in light level 9 or below instead of 0, and players drop all items on death instead of keeping inventory”
Why it works: Break down 'harder' into specific, measurable changes. Each tweak should be something that can actually be configured.
“Ban players who use hacks”
“When a player breaks more than 50 blocks in 5 seconds, send a warning message to all online operators with the player's name and coordinates”
Why it works: Mods can detect events and notify - but banning, anti-cheat, and server administration are outside what a gameplay mod should handle.
“Add a whole new dimension with custom biomes, mobs, and bosses”
“Create a custom boss mob called 'The Corrupted Guardian' with 200 health that spawns when a player places 4 end crystals in a square pattern. It should shoot fireballs and summon zombie minions”
Why it works: Entire dimensions require massive scope. Focus on one well-defined feature - a boss fight, a new mob, or a specific mechanic - not everything at once.
Quick Tips for Better Prompts
Keep these principles in mind every time you create a new mod.
Use Numbers
Replace vague words like 'stronger' or 'faster' with specific values: 20% faster, 30 health, 5-second cooldown.
Complete the Loop
If you're adding an item, explain how to get it AND what it does. Don't leave gaps in the gameplay.
One Feature at a Time
Focus on a single, well-defined feature rather than asking for multiple complex systems at once.
Know the Boundaries
Mods handle gameplay mechanics - not server admin tasks, anti-cheat, or external integrations.
Ready to Create Something Amazing?
Now that you know how to write effective prompts, put your skills to the test. Head to the Creator Hub and bring your ideas to life.
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