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What is EaglerForge Builder?
EaglerForge Builder is a browser-based tool for creating EaglerForge mods for Eaglercraft using Scratch-like block coding. Instead of writing JavaScript by hand, you assemble a mod visually from blocks such as text labels, text/number/boolean/color inputs, and advanced inputs like angle, matrix, note, image, and enum. The interface also includes Save, Load, Copy, and Download actions for mod code, plus links to Discord and GitHub.
It is aimed at people who want to make Eaglercraft mods but are more comfortable with drag-and-drop logic than a code editor—for example, a student building a small block or item mod for a class server. The trade-off is control and stability: complex mods may hit limits of the block system, and the page itself warns that the builder is in development and project files may break as the code changes.
A practical next step: open the builder, create a tiny test mod with one text label and one input, then use Save and Download to confirm your workflow before investing in a larger project. Keep backups of project files, since breakage is explicitly possible during development.
How do I create an EaglerForge mod with block coding instead of writing JavaScript?
Use the block editor on EaglerForge Builder to assemble a mod visually, then export the generated code as a project file. The page describes it as a Scratch-like block-coding tool for building EaglerForge mods, with blocks for text, numbers, booleans, colors, angles, matrices, notes, images and empty inputs, plus enum selection. It also shows Save, Load, Copy and Download actions for the mod code, and a warning that the builder is still in development, so project files may break as the code changes.
A practical workflow
- Plan the mod on paper first. Decide what changes in-game: a new block, an item, a command, a HUD element. Block editors are easiest when each behavior is a small, named unit.
- Build one behavior at a time. Add a text label for the mod name, then input blocks for values such as a block ID, display name, color, or numeric setting. Use enum blocks where the builder offers fixed choices.
- Test early and often. After each small addition, use Copy to inspect the generated code and Download to keep a versioned copy. Because the builder warns that files may break during development, keep each working download rather than relying on a single saved project.
- Use Load to iterate. Reload a saved project, change one block group, and export again. This keeps a rollback point if a later change fails.
Where block coding helps, and where it doesn't
| Situation | Block coding fit | Trade-off |
|---|---|---|
| Simple blocks, items, labels, fixed-value inputs | Strong | Fast to assemble; little syntax to learn |
| Mods with many conditional branches or loops | Moderate | Large block stacks become hard to read |
| Custom algorithms, performance-sensitive logic | Weak | Hand-written JavaScript gives finer control |
| Sharing with non-coders | Strong | Visual structure is easier to review than code |
A concrete example: a reader who wants a colored decorative block can add a text label for its name, a color input for its appearance, and a number input for hardness, then download the result. Someone building a mod with complex world-generation rules will likely find the block stack unwieldy and should expect to move to JavaScript for those parts.
Decision criterion
Choose block coding when the mod's logic can be expressed as a short sequence of inputs and fixed choices, and when you value quick iteration over fine control. If you find yourself needing deep nesting or repeated custom calculations, treat the block version as a prototype and plan to hand-edit the exported code. For general EaglerForge documentation and community examples, check the official project resources rather than relying on the builder alone.
Can I save and reload my mod project in EaglerForge Builder, and will it still work after the tool updates?
Yes, you can save and reload a mod project in EaglerForge Builder: the interface includes Save and Load controls alongside Mod Code, Copy and Download. What the tool does not promise is that a saved project will keep working across updates. The page states the builder is in development and that "some project files may break due to code changing all the time." Treat save/load as a way to resume work, not as a guarantee of long-term compatibility.
Practical workflow
- Save before you experiment. The block palette (text, number, boolean, color, angle, matrix, note, image and enum inputs) invites quick changes; keep a known-good copy before adding advanced blocks.
- Export the generated code too. Use Copy or Download on the Mod Code so you have a plain-text fallback if a project file stops loading.
- Keep versions dated. If you maintain several mods, store each save with the date and a short note on which blocks it uses, so you can tell which file to rebuild first after a breaking change.
- Test after each tool update. Reload the project, check that every block is still recognised, then test the mod in game before sharing it.
For a concrete case: a student building a small block-adding mod for an Eaglercraft server can save progress between sessions, but should export the mod code at the end of each session and keep that export as the version they actually distribute.
As general advice rather than a feature of this tool, projects built on fast-moving block editors tend to survive best when the logic is simple and documented; heavily nested custom inputs are the first things to break when the underlying code changes.
What kinds of inputs and blocks can I add to a custom EaglerForge mod, such as text, numbers, colors, or enums?
EaglerForge Builder lets you add these input types to a custom mod: text labels, text inputs, number inputs, boolean inputs, color inputs, and under "Advanced Inputs" angle, matrix, note, image label, empty input, and enum name. So yes: text, numbers, colors, and enums are all supported, alongside a few more specialized ones.
What each input is for
- Text label / image label: display-only elements, useful for headings, instructions, or visual cues in your mod's interface.
- Text input: free-form strings, such as names or messages.
- Number input: numeric values, such as counts or coordinates.
- Boolean input: on/off toggles.
- Color input: pick a color value for your mod to use.
- Angle input: values expressed as angles, handy for rotations.
- Matrix input: structured numeric data for transformations or similar uses.
- Note input: musical note values.
- Empty input: a placeholder slot you can use for spacing or layout.
- Enum name: define a named set of options and let users pick from it.
A practical next step
Sketch your mod's settings panel before building. For example, a "teleport" mod might use a text input for the player name, a number input for coordinates, a boolean for "keep momentum," and a color input for a highlight marker. Then open the Advanced Inputs menu only for needs like angles or matrices, since those add complexity most simple mods don't require.
The builder is still in development, and its own page notes that project files may break as the code changes—so save and download your mod code regularly rather than relying on a single in-browser session.
How do I export or download the generated mod code and use it in Eaglercraft?
Use the Download button in EaglerForge Builder's toolbar to save the generated mod as a project file, or use Copy to take the mod code directly — the page shows both controls alongside Save and Load. The builder is still in development, so keep a copy of your work before making large changes.
Getting the code out
- Copy puts the generated code on your clipboard, ready to paste into a code editor or a file.
- Download saves the project so you can reopen it later and keep editing.
- Save/Load store and restore projects in the builder itself; they are for working on a mod, not for installing it.
Using it in Eaglercraft
EaglerForge is the modding layer for Eaglercraft, so the generated code is meant to run as an EaglerForge mod rather than being pasted into the game's chat or console. In practice, you place the exported mod file in Eaglercraft's mods folder and load the game with EaglerForge enabled. Check the EaglerForge project's own documentation for the exact folder path and file naming it expects, since that depends on your client build.
If you are unsure whether the export is complete, test with the smallest possible mod first — a single text label or one block added — before building something larger. That way, if the game does not load it, you know the problem is in packaging rather than in your code.
Where to look next
- GitHub — the builder links to a GitHub repository, which is usually where the current install instructions and known issues live.
- The builder's Discord link is the fastest place to ask about export format changes while the tool is still in development.
Keep your downloaded project files as backups: because the code is changing frequently, a project that works today may need small fixes after an update.
Where can I get help or report issues with EaglerForge Builder through Discord or GitHub?
Use the Discord and GitHub links on the EaglerForge Builder page itself. The page lists both as its support channels, so they are the intended places to ask for help and report problems.
- Discord: best for quick questions, explaining what you were building, and checking whether someone else has hit the same block or input problem.
- GitHub: best for a reproducible bug, especially one that breaks a project file, since it can be tracked and fixed.
Reporting an issue that gets a useful response
Because the page notes the builder is in development and project files may break as the code changes, include enough detail for someone to reproduce the failure:
- What you were doing (for example, adding an Enum input or adding a Color input).
- Whether the problem appeared on Save or Load, or when copying or downloading the mod code.
- The steps in order, plus what you expected and what happened.
- Your browser and any error message shown.
If a project file breaks, say so plainly and describe which blocks it contained. That helps distinguish a coding bug from a file-compatibility change.
For a first stop when you are unsure whether something is a bug or expected behaviour, ask in Discord; once it is confirmed and reproducible, file it on GitHub.
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