• 10/30/25 7:44 pm
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Hello, Everyone!
This is my first article from the new blog: "Fan Suggestion": I think, what I welcome in this game, and write article about this.
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I request a new department of scripting in the game: Scripts.
Scripts are writes on Programming Language, like TypeScript or Java, and executes in game by commands.
Best language for fast scripting is TypeScript, which uses in Minecraft BE. But BE version has written on C++ (if I not forgot), yet JE version has written on Java. Best language for JE is Java, including all thoughts upper.
Scripts are stores in datapacks by this path: "root/<namespace>/script". Scripts are static and they reloads, when datapack reloads (for example: by `/reload` command).
Now to `/script` command.
Arguments:
+ `/script compile <name>` - Compiles script to byte-code for faster executing. Byte-code saves to path `world/compiled/scripts/<name>` after compiling. On compile error, displays message about error (example: "SyntaxError (14:23): Expected `;`").
+ `/script run <name>` - Runs byte-code by name. On runtime error, displays message about error (example: "RecursionError: Recursion limit was crossed"). Display error if byte-code didn't found ("FileError: "Byte-code didn't found").
+ `/schedule script <name> <delay>[t | s | d] [append | replace]` - Extension for the `/schedule` command for scripts. Same errors.
+ `/script clear <name>` - Deletes byte-code in world folder, if script not need.
Matter: Optimization, non tick-time, extended functional, more comfortable, more readable, scalable. Even without good API, scripts are more comfortable than mcfunctions in hard cases.
This is fine.
Thanks for reading! You can discuss this and send your thoughts and opinion about this article.
Sorry for my English. I am B1-B2.
Goodbye!
Hello, Everyone!
This is my first article from the new blog: "Fan Suggestion": I think, what I welcome in this game, and write article about this.
---
I request a new department of scripting in the game: Scripts.
Scripts are writes on Programming Language, like TypeScript or Java, and executes in game by commands.
Best language for fast scripting is TypeScript, which uses in Minecraft BE. But BE version has written on C++ (if I not forgot), yet JE version has written on Java. Best language for JE is Java, including all thoughts upper.
Scripts are stores in datapacks by this path: "root/<namespace>/script". Scripts are static and they reloads, when datapack reloads (for example: by `/reload` command).
Now to `/script` command.
Arguments:
+ `/script compile <name>` - Compiles script to byte-code for faster executing. Byte-code saves to path `world/compiled/scripts/<name>` after compiling. On compile error, displays message about error (example: "SyntaxError (14:23): Expected `;`").
+ `/script run <name>` - Runs byte-code by name. On runtime error, displays message about error (example: "RecursionError: Recursion limit was crossed"). Display error if byte-code didn't found ("FileError: "Byte-code didn't found").
+ `/schedule script <name> <delay>[t | s | d] [append | replace]` - Extension for the `/schedule` command for scripts. Same errors.
+ `/script clear <name>` - Deletes byte-code in world folder, if script not need.
Matter: Optimization, non tick-time, extended functional, more comfortable, more readable, scalable. Even without good API, scripts are more comfortable than mcfunctions in hard cases.
This is fine.
Thanks for reading! You can discuss this and send your thoughts and opinion about this article.
Sorry for my English. I am B1-B2.
Goodbye!
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