Good Prompts vs Bad Prompts

The mod you get is only as clear as the prompt you type. Eight real before-and-after prompts for items, commands, mobs, loot, and game rules, and the three rules behind them.

Player Games4 min readUpdated

The difference between a mod that works and one that doesn't usually comes down to the prompt. "Make a powerful weapon" means something different to everyone. "A diamond sword that applies Slowness II for 3 seconds on hit" means one thing.

Three rules cover most of it:

  1. Name the exact feature. The item, the command, the mob, the rule.
  2. Use numbers. Chances, timers, cooldowns, health, damage, distances.
  3. Describe the trigger, the behavior, and what the player sees. When does it fire, what happens, and what message, sound, or particle tells the player it worked.

#Before and after

Each pair below is a prompt people actually typed, next to the version that gets a build you can use.

Custom items

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 it works: Base item, name, exact effects with durations, and the chance. Nothing left to guess.

Player join events

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 it works: First-time and returning players are different cases. Exact items, exact counts, and the message.

Custom commands

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 it works: Command name, what it does, the cooldown, and the feedback. Commands need clear edges.

Mob behavior

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 it works: 'Stronger' could mean health, damage, speed, or armor. Say which, with numbers.

Loot and drops

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 it works: The mob, the kill condition, the drop chance, the item name, and what the item does. A complete loop.

Game rules and balance

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 it works: 'Harder' broken into three measurable changes, each one something the game can actually be told to do.

Outside what a mod should do

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 it works: A mod can detect and notify. Banning, anti-cheat, and server administration are jobs for your staff and your admin tools.

Realistic scope

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 it works: A whole dimension is dozens of features at once. One boss fight is one feature, and it will come out right.

#The shape of a good prompt

You don't need a template, but this order works:

  1. What it is. "A server plugin that adds a /home system."
  2. The trigger. "When a player runs /sethome..."
  3. The rules. "...save their location. /home teleports them there after a 3-second warmup. Moving cancels it. 60-second cooldown."
  4. The feedback. "Show 'Teleporting in 3...' in the action bar and play a portal sound on arrival."
  5. The limits. "One home per player. OPs can have five."

That's five short sentences, and it produces a plugin you can put on a server tonight.

Numbers beat adjectives

Replace "stronger", "faster", "rare", and "a bit" with a value: 30 health, 20% faster, 5% drop chance, 5-second cooldown. If you don't know the number, guess. You can change it in the next message.

Close the loop on items

If you add an item, say how the player gets it (recipe, drop, command) and what it does. An item with no way to obtain it is a bug you asked for.

One feature per project

Ask for one well-defined feature, get it working, then add the next one in the same thread. Ten systems in one prompt come back half finished.

#What mods can't do

Mods and plugins change gameplay. They do not run your server for you. Keep these out of your prompt:

  • Banning, anti-cheat, and moderation decisions
  • Anything that connects to an outside website or bot you haven't set up
  • "Make it good" with no definition of good

If your idea is about running the server rather than changing the game, that's what Warp is for.

Before you hit generate

Build it yourself

Turn an idea into a working Minecraft mod

Describe it in plain English. Download the build. Drop it in your mods folder. No coding.

Start building

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