The difference between a mod that works and one that doesn't often comes down to the prompt. Good prompts are clear, specific, and measurable. Instead of telling the AI what you want in vague terms, describe the exact behavior, values, and feedback you expect. The more precise your prompt, the closer the result will be to what you imagined.
Before diving into examples, keep these three rules in mind:
- Name the exact feature you want
- Use numbers for chances, timers, and cooldowns
- Describe trigger, behavior, and player feedback
Prompt Transformations
See how vague prompts become powerful, actionable ones with just a little more detail.
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: Specify the base item, name, exact effects with durations, and any probability mechanics. 'Powerful' means different things to everyone.
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: Distinguish between first-time and returning players. Specify exact items with quantities and any messages to display.
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: Define the command name, what it does, cooldown restrictions, and feedback (messages, sounds). Commands need clear boundaries.
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: Use specific numbers and percentages. 'Stronger' could mean more health, damage, speed, or armor - specify which ones.
Loot & 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: Specify the mob, kill condition, drop chance, item name, and what the item does. Create the complete gameplay loop.
Game Rules & 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: Break down 'harder' into specific, measurable changes. Each tweak should be something that can actually be configured.
Outside Mod Scope
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: Mods can detect events and notify - but banning, anti-cheat, and server administration are outside what a gameplay mod should handle.
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: 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
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.