vred's DP Lib
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🔍 Analysis
- 👍 0.1% endorsement rate
- 🏆 #1717 of 2025 datapack mods in this game by downloads
📋 About This Mod
**vred's Data-Pack Library** (vred's DP Lib for short) is the first Data-Pack library I've ever made. The main scope of this project is to add useful tools for creating custom items faster and more easily. This tools is split into different sections: - **Data Components** - **Behaviour Components** - **Function Tags** - **Misc** > **Data Components** These define information about the item. Which will be quite important! ## As general rule, every vred's DP lib component goes in the "..." part ## <code>custom_data={vred_lib:{...}}</code> <details> <summary>Component: <code>id</code></summary> **string** This one doesn't really do anything important, just defines the <code>id</code> of an item. **Example:** ## <code>give @s stick</code> </details> <details> <summary>Component: <code>weapon_id</code></summary> **string** This one very important, as it's required for upcoming components. <code>id</code> contains 2 parts, one of these is the <code>weapon_id</code>, which is the part after the ":". It requires a folder named from <code>weapon_id</code> in the current datapack. As for the namespace, it will be taken from the next component, <code>namespace</code>. **Example:** ## <code>give @s stick</code> This item won't do anything yet. </details> <details> <summary>Component: <code>namespace</code></summary> **string** This one is also very important, as it's required for upcoming components too. <code>id</code> contains 2 parts, one of these is the <code>namespace</code>, which is the part before the ":". It requires a folder named from <code>namespace</code> in the current datapack. **Example:** ## <code>give @s stick</code> This item won't do anything yet. </details> > **Behaviour Components** These will run functions in a specific condition. These require a certain slot to work with: <code>mainhand:{...}</code> in mainhand. <code>offhand:{...}</code> in offhand. <code>head:{...}</code> head slot. <code>chest:{...}</code> chest slot. <code>legs:{...}</code> legs slot. <code>feet:{...}</code> feet slot. <code>all:{...}</code> all the previous slots. <code>hand:{...}</code> either hand. <code>armor:{...}</code> any armor slot. <details> <summary>Component: <code>on_hit_effect</code></summary> **boolean** This will run a command on hit. The function that will be run is this: ``` data/<namespace>/function/<weapon_id>/on_hit.mcfunction ``` **Example:** ### <code>give @s bow</code> <code> # data/example/function/fast_bow/on_hit.mcfunction give @s arrow say I hit an entity! </code> When hitting an entity (either arrow or hand) it will give an arrow to the player. </details> <details> <summary>Component: <code>entity_hit_effect</code></summary> **boolean** This will run a command when recieving a hit. The function that will be run is this: ``` data/<namespace>/function/<weapon_id>/entity_hit.mcfunction ``` **Example:** ### <code>give @s stick</code> ``` # data/example/function/strong_shield/entity_hit.mcfunction effect give @s resistance 4 1 true execute rotated as @s on attacker run tp @s ^ ^ ^2 ``` While holding the shield in offhand, recieving a hit from an entity will push it away by 2 blocks. </details> <details> <summary>Component: <code>on_kill</code></summary> **boolean** This will run a command when kiling an entity. The function that will be run is this: ``` data/<namespace>/function/<weapon_id>/on_kill.mcfunction ``` **Example:** ### <code>give @s iron_sword</code> ``` # data/example/function/bloodlust/on_kill.mcfunction effect give @s strength 10 1 true ``` After killing an entity, the user will get strength 2 for a few seconds. </details> <details> <summary>Component: <code>double_sneak_effect</code></summary> **boolean** This will run a command when pressing the sneak button twice in a small amount of time. The command will be run as such: ``` data/<namespace>/function/<weapon_id>/double_sneak.mcfunction ``` **Example:** ### <code>give @s stick</code> <code> # data/example/function/very_cool_stick/double_sneak.mcfunction effect give @s speed 2 2 </code> This will make the stick give speed 3 when tapping the sneak button twice in quick succession(while holding the item in either hand). </details> <details> <summary>
vred's Data-Pack Library (vred's DP Lib for short) is the first Data-Pack library I've ever made. The main scope of this project is to add useful tools for creating custom items faster and more easily. This tools is split into different sections: - Data Components - Behaviour Components - Function Tags - Misc
> Data Components
These define information about the item. Which will be quite important!
## As general rule, every vred's DP lib component goes in the "..." part
## custom_data={vred_lib:{...}}
Component:
id
string
This one doesn't really do anything important, just defines the id of an item.
Example:
## give @s stick
Component:
weapon_id
string
This one very important, as it's required for upcoming components. id contains 2 parts, one of these is the weapon_id, which is the part after the ":".
It requires a folder named from weapon_id in the current datapack. As for the namespace, it will be taken from the next component, namespace.
Example:
## give @s stick
This item won't do anything yet.
Component:
namespace
string
This one is also very important, as it's required for upcoming components too. id contains 2 parts, one of these is the namespace, which is the part before the ":".
It requires a folder named from namespace in the current datapack.
Example:
## give @s stick
This item won't do anything yet.
> Behaviour Components These will run functions in a specific condition. These require a certain slot to work with:
mainhand:{...} in mainhand.
offhand:{...} in offhand.
head:{...} head slot.
chest:{...} chest slot.
legs:{...} legs slot.
feet:{...} feet slot.
all:{...} all the previous slots.
hand:{...} either hand.
armor:{...} any armor slot.
Component:
on_hit_effect
boolean
This will run a command on hit. The function that will be run is this:
```
data/
Example:
### give @s bow
# data/example/function/fast_bow/on_hit.mcfunction
give @s arrow say I hit an entity!
When hitting an entity (either arrow or hand) it will give an arrow to the player.
Component:
entity_hit_effect
boolean
This will run a command when recieving a hit. The function that will be run is this:
```
data/
Example:
### give @s stick
``` # data/example/function/strong_shield/entity_hit.mcfunction effect give @s resistance 4 1 true execute rotated as @s on attacker run tp @s ^ ^ ^2 ```
While holding the shield in offhand, recieving a hit from an entity will push it away by 2 blocks.
Component:
on_kill
boolean
This will run a command when kiling an entity. The function that will be run is this:
```
data/
Example:
### give @s iron_sword
``` # data/example/function/bloodlust/on_kill.mcfunction
effect give @s strength 10 1 true ```
After killing an entity, the user will get strength 2 for a few seconds.
Component:
double_sneak_effect
boolean
This will run a command when pressing the sneak button twice in a small amount of time. The command will be run as such:
```
data/
Example:
### give @s stick
# data/example/function/very_cool_stick/double_sneak.mcfunction
effect give @s speed 2 2
This will make the stick give speed 3 when tapping the sneak button twice in quick succession(while holding the item in either hand).
📊 Mod Details
- Game
- Minecraft Data Packs
- Author
- vred_
- Version
- 0.1.2
- Downloads
- 872
- Endorsements
- 1
- Category
- datapack
- Created
- 3/16/2026
- Updated
- 3/12/2026
- Game Versions
- 1.21, 1.21.1
- Tags
- equipment, library, utility
🔧 How to Install Minecraft Data Packs Mods
Download from Modrinth. Use Prism Launcher or drop into your mods folder.
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Visit the official mod page for specific installation instructions for this mod.
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❓ Frequently Asked Questions
Which Minecraft Data Packs versions does vred's DP Lib support?
The author lists 1.21, 1.21.1. Other versions may work but are untested by the author.
What is the latest version of vred's DP Lib?
Version 0.1.2, published 2026-03-12 with 872 downloads recorded at the source.
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