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Guide

How to Write the Perfect Mod Description (For AI Generators)

AI mod generators are only as good as the descriptions you give them. Vague input produces vague output. Specific input produces exactly what you want. The difference between "make a cool mob" and a well-structured description is the difference between a generic zombie reskin and a fully realized custom creature with unique behaviors, balanced stats, interesting drops, and crafting chains.

This guide is specifically about writing descriptions for AI generators like BlockSmith. These principles apply to any AI tool that converts text into Bedrock addons.

The Golden Rule: Be Specific About Everything

AI generators don't have your vision. They can't read your mind. When you write "a strong mob," the AI doesn't know if you mean 20 health or 200 health, 5 damage or 50 damage, spawns in plains or spawns in the End. It will guess — and its guess probably won't match what you imagined.

Every detail you specify is a detail the AI gets right. Every detail you leave out is a detail the AI guesses at.

Element 1: Entity Names

Names matter more than you think. The AI uses your mob name to infer theme, behavior, and appearance.

Before and After

Vague:

  • "Add a new monster"

Result:

  • The AI creates a generic hostile mob with default zombie-like behavior. No personality, no theme, nothing memorable.

Specific:

  • "Add a Frost Wraith — an undead spirit mob"

Result:

  • The AI infers ice/cold theme, spectral appearance, undead category, and hostile behavior. The name alone gives it enough to generate something coherent.

Naming tips:

  • Use two-word names that combine a theme with a creature type: "Shadow Wolf," "Crystal Golem," "Magma Serpent"
  • Avoid single-word names that are too generic: "Monster," "Beast," "Creature"
  • Avoid excessively long names: "The Ancient Dark Shadow Flame Warrior of the Forgotten Realm" — just call it a "Dark Flame Warrior"

Element 2: Behavior Descriptions

Behaviors are the most important thing to specify. A mob's behavior determines the player's experience with it. Without explicit behavior instructions, the AI defaults to basic attack-on-sight behavior.

Before and After

Vague:

  • "A wolf that attacks players"

Result:

  • A hostile wolf that targets the nearest player and attacks. Boring. It's just an aggressive wolf.

Specific:

  • "A Shadow Wolf that spawns in packs of 2-4 in dark forest biomes at night. Neutral until one is attacked, then the entire pack aggros. They circle the player before attacking. Below 30% health, they retreat and howl, calling more wolves from nearby. Drops 1-2 Shadow Fangs on death."

Result:

  • The AI generates pack spawning behavior, neutral-until-provoked AI, circling movement patterns, retreat logic with a summoning mechanic, and proper loot tables. The encounter is dynamic and interesting.

Behaviors to specify:

  • Aggression: Hostile (attacks on sight), neutral (attacks when provoked), passive (never attacks), or conditional (hostile at night, passive during day).
  • Movement patterns: Does it fly? Swim? Climb walls? Sprint? Teleport? Burrow underground?
  • Group behavior: Pack hunter? Solitary? Herds that flee together?
  • Special actions: Explodes? Poisons? Heals nearby allies? Summons minions? Steals items?
  • Reactions: What does it do at low health? When hit by fire? When a player has specific items?

Element 3: Stat Values

If you don't specify stats, the AI picks defaults. Sometimes those defaults are fine. Sometimes your "epic boss dragon" spawns with 20 health and dies in three hits.

Reference Stats from Vanilla

  • Zombie: 20 health, 3 damage, slow speed
  • Skeleton: 20 health, 2-5 damage (bow), medium speed
  • Creeper: 20 health, explosion damage (varies), medium speed
  • Iron Golem: 100 health, 7-21 damage, slow speed
  • Wither: 300 health (Bedrock), 8 damage, flies
  • Ender Dragon: 200 health, 10 damage, flies

Use these as anchors. A "strong but not boss-level" mob might be 40-60 health with 5-8 damage. A boss should be 100+ health. A weak swarm mob should be 8-12 health.

Before and After

Vague:

  • "A strong boss mob"

Result:

  • AI might give it 50 health (a pushover) or 500 health (unkillable). You won't know until you test it.

Specific:

  • "Crystal Warden boss. 150 health, 10 melee damage, moves at zombie speed. Attacks with a ground slam every 15 seconds that does 6 damage in a 5-block radius."

Result:

  • The AI generates exactly that. Health, damage, speed, and special attack are all defined. No guessing.

Stats to specify:

  • Health (in half-hearts or full hearts — specify which)
  • Attack damage
  • Movement speed (use comparisons: "faster than a zombie," "same speed as a spider")
  • Knockback resistance (for tanky mobs)
  • Special attack damage and cooldown

Element 4: Crafting Chains

Specify your recipes in full. Don't just say "craftable" — say exactly what ingredients, what pattern, and what quantity.

Before and After

Vague:

  • "The Shadow Sword should be craftable"

Result:

  • AI generates a recipe using whatever materials seem thematically appropriate. Might use diamonds + sticks (boring). Might use custom materials that aren't defined (broken).

Specific:

  • "Shadow Sword: crafted from 2 Shadow Ingots + 1 Stick in a sword pattern. Shadow Ingots are crafted from 1 Shadow Fang (dropped by Shadow Wolf) + 1 Iron Ingot in a shapeless recipe. Shadow Sword does 9 damage and applies Darkness effect for 3 seconds on hit."

Result:

  • The AI generates the complete chain: wolf drops fang, fang + iron = ingot, ingots + stick = sword. Both recipes, the loot table, and the weapon's on-hit effect are all properly connected.

Recipe details to include:

  • Exact ingredients (using vanilla item names or your custom item names)
  • Shaped or shapeless
  • Pattern (for shaped recipes): "sword pattern" or "top row: X X X, middle row: _ Y _, bottom row: _ Y _"
  • Yield quantity
  • Any smelting/furnace recipes: input, output, cook time

Element 5: Spawn Rules

Where and when your mob spawns defines how players discover it. Be explicit or the AI will guess — and generic spawn rules produce generic experiences.

Before and After

Vague:

  • "Spawns in the wild"

Result:

  • AI sets broad spawn rules. The mob appears everywhere, in every biome, at all times. It feels generic and unfocused.

Specific:

  • "Spawns in dark forest and roofed forest biomes. Night only (light level below 7). Spawn weight 15 (somewhat uncommon). Packs of 2-4. Maximum 6 in loaded chunks."

Result:

  • The mob has a home biome, appropriate conditions, balanced rarity, pack behavior, and a density cap. Finding one feels like an event, not random noise.

Spawn details to include:

  • Biomes (be specific: "dark forest" not just "forest")
  • Time of day or light level
  • Rarity (use descriptors: "common," "uncommon," "rare" or numbers: "weight 10")
  • Group size
  • Any special conditions ("only during thunderstorms," "only below Y=0")

Element 6: Scope Management

AI generators handle focused mods better than sprawling ones. Each additional entity, item, and system compounds the complexity and the chance of something not working correctly.

The Sweet Spot

  • 1-3 custom entities (one main mob, maybe a baby variant and/or a boss variant)
  • 2-5 custom items (a few drops, a crafted weapon/tool, maybe an armor piece)
  • 2-4 recipes (connecting drops to crafted items)
  • 1 spawn rule per entity
  • 1 loot table per entity

This scope is small enough that every piece gets proper attention, and large enough to create a complete, playable experience.

Before and After

Too broad:

  • "Create a complete ocean overhaul with 20 new fish species, coral variants, underwater temples, a mermaid civilization, trident upgrades, diving equipment, underwater farming, and a kraken boss."

Result:

  • The AI either produces a shallow version of everything (20 identical fish with different names) or focuses on part of it and ignores the rest. Nothing feels complete.

Focused:

  • "Create a Kraken boss that spawns in deep ocean biomes. Very rare. 200 health, attacks with tentacle slams (8 damage, 5-block range) and ink blasts (blindness for 5 seconds). Drops 3-5 Kraken Ink and 1 Kraken Heart. Kraken Ink + prismarine shard = Abyssal Shard. 5 Abyssal Shards + 1 Kraken Heart = Trident of the Deep (12 damage, Loyalty III, shoots lightning on throw during rain)."

Result:

  • One boss with clear stats, two attack types, meaningful drops, a crafting chain, and a unique reward weapon. Complete and playable.

Complete Example: Before and After

Let's transform a vague description into a generator-optimized one.

Before (vague):

  • "I want a vampire mod with a vampire mob and some vampire items."

After (specific):

  • "Create a Vampire mob. Humanoid, 30 health, 6 melee damage with lifesteal (heals 2 HP on hit). Spawns in dark forest and plains biomes at night only. Light level 0-4. Weight 12 (uncommon). Always spawns alone. Burns in sunlight (takes 1 damage per second in light level 12+).
  • Drops: 1-2 Vampire Fangs (always), 0-1 Blood Vial (50% chance, killed by player only), rare Vampire Cape (5% chance, gives the player Speed I at night when worn as chestplate).
  • Recipes: 2 Vampire Fangs + 1 Iron Ingot + 1 Stick = Vampire Dagger (7 damage, lifesteal 1 HP per hit, but only works at night — does 4 damage during day). 3 Blood Vials + 1 Glass Bottle = Blood Potion (restores 8 hunger + Regeneration II for 10 seconds, but gives Weakness I for 30 seconds)."

The specific version gives the AI everything it needs: a complete entity with stats, behaviors (lifesteal, sunlight vulnerability), spawn conditions, three types of drops with defined probabilities, and two crafting recipes with balanced tradeoffs. The result will be a playable, balanced, interesting mod.

Quick Reference Checklist

Before submitting your description to any AI mod generator, check that you've included:

  • A clear name for every entity and item
  • Health, damage, and speed for each entity
  • Behavior description (aggression, special actions, reactions)
  • Spawn biome, time, rarity, and group size
  • Drop items with quantities and probabilities
  • Complete crafting recipes with exact ingredients
  • Any special effects or mechanics (on-hit effects, auras, taming methods)
  • Scope limited to 1-3 entities and 2-5 items

You don't need to know JSON or scripting. You just need to know what you want — in detail.


Put It Into Practice

Take these principles and write your mod description. Then paste it into BlockSmith and see what comes out. The more specific you are, the closer the result matches your vision. Your perfect mod is one detailed description away.