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PROMPT GUIDE

Good prompts vs bad prompts.

Strong prompts are specific, measurable, and complete.

R/01Name the exact feature you want
R/02Use numbers for chances, timers, and cooldowns
R/03Describe trigger, behavior, and player feedback
01
TRANSFORMATIONS

Turn vague into concrete.

Custom Items01 / 08
Bad prompt

“Make a powerful weapon”

Good prompt

“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

Specify the base item, name, exact effects with durations, and any probability mechanics. ‘Powerful’ means different things to everyone.

Player Join Events02 / 08
Bad prompt

“Give players stuff when they join”

Good prompt

“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

Distinguish between first-time and returning players. Specify exact items with quantities and any messages to display.

Custom Commands03 / 08
Bad prompt

“Add a teleport command”

Good prompt

“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

Define the command name, what it does, cooldown restrictions, and feedback such as messages and sounds. Commands need clear boundaries.

Mob Behavior04 / 08
Bad prompt

“Make zombies stronger”

Good prompt

“Zombies should have 30 health instead of 20, move 20% faster, and have a 25% chance to spawn wearing iron armor at night”

WHY

Use specific numbers and percentages. ‘Stronger’ could mean more health, damage, speed, or armor: specify which ones.

Loot & Drops05 / 08
Bad prompt

“Better drops from mobs”

Good prompt

“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

Specify the mob, kill condition, drop chance, item name, and what the item does. Create the complete gameplay loop.

Game Rules & Balance06 / 08
Bad prompt

“Make survival harder”

Good prompt

“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

Break down ‘harder’ into specific, measurable changes. Each tweak should be something that can actually be configured.

Outside Mod Scope07 / 08
Bad prompt

“Ban players who use hacks”

Good prompt

“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

Mods can detect events and notify, but banning, anti-cheat, and server administration are outside what a gameplay mod should handle.

Realistic Scope08 / 08
Bad prompt

“Add a whole new dimension with custom biomes, mobs, and bosses”

Good prompt

“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

Entire dimensions require massive scope. Focus on one well-defined feature, such as a boss fight, a new mob, or a specific mechanic, not everything at once.