EventMaker
No reviews yet
Invisible triggers for packs — datapack/KubeJS commands, shared IDs, creative-only visibility.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Community voices
Reviews
Click once to include, again to exclude, again to clear
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
Resources
External Links
About
Description
Event Maker turns invisible triggers into datapack-driven events. Place walk-through volumes, or paint IDs onto normal blocks. When a player activates a gate, your commands run as that player — with multiplayer-safe one-shots built in.
Built for modpacks, adventure maps, and event servers that need scripted gates without command-block spaghetti.
Features
- Event Trigger — no collision, invisible in Survival, cyan wireframe in Creative
- Event Wand — inject a trigger ID onto any block without replacing it
- Shared IDs — many blocks, one logical gate (doors, corridors, floors)
- ID inheritance — newly placed Event Triggers reuse the last ID you set
- Three activation modes — walk through, side touch, or step on
- One-shot or persistent — fire once per player, or re-fire after leave + re-enter
- Server-ready — one-shots are per player; markers stay so others can still activate
- Datapack / KubeJS — define commands in JSON under
event_trigger/ - Admin commands — reset, check, or mark one-shot progress
Quick start
- Creative → Event Maker tab → place Event Trigger blocks (or use the Event Wand on existing blocks)
- Set an ID, e.g.
welcomeormypack:arena_enter - Add matching datapack data (examples below)
- Switch to Survival and activate the gate — commands run for that player
Event Wand
- Shift + right-click — set the wand’s trigger ID
- Right-click a block — assign that ID (Event Trigger, or inject onto any other block)
- Left-click an injected block — clear the ID and outline (block stays)
Activation
| Field | Values | Default |
|---|---|---|
activation |
walk_through, touch, stepped_on |
walk_through |
persistent |
true / false |
false |
commands |
list of command strings | required |
walk_through— player enters the block volumetouch— player bumps the block from the sides (not from above)stepped_on— player stands on top of the blockpersistent: false— fires once per player; markers stay for everyone elsepersistent: true— markers stay; fires again after that player fully leaves, then contacts again
Commands run as the triggering player (permission 2). Chat output is suppressed. @s is that player.
Datapack / KubeJS
Put files under:
data/<namespace>/event_trigger/
Or with KubeJS:
kubejs/data/<namespace>/event_trigger/
Run /reload after editing.
All IDs in one file (recommended)
Filename is arbitrary (e.g. events.json):
{
"welcome": {
"activation": "walk_through",
"persistent": false,
"commands": [
"title @s actionbar {\"text\":\"Welcome!\",\"color\":\"green\"}",
"give @s minecraft:bread 1"
]
},
"pressure": {
"activation": "stepped_on",
"persistent": true,
"commands": [
"title @s actionbar {\"text\":\"Stepped\"}"
]
},
"bump": {
"activation": "touch",
"commands": [
"playsound minecraft:entity.experience_orb.pickup player @s"
]
}
}
Keys become IDs in that namespace (eventmaker:welcome, …). Full namespace:path keys work too.
One file per ID
data/eventmaker/event_trigger/welcome.json:
{
"activation": "walk_through",
"commands": [
"title @s actionbar {\"text\":\"Welcome!\",\"color\":\"green\"}"
]
}
File path is the ID. For mypack:arena_enter, use data/mypack/event_trigger/arena_enter.json.
Server commands
Permission level 2. Manage per-player one-shot progress:
/eventmaker reset <players> [id]— clear progress for players (all IDs, or one ID)/eventmaker resetall [id]— clear progress for everyone/eventmaker check <player> [id]— list consumed IDs, or check one ID/eventmaker mark <players> <id>— mark an ID as already consumed
IDs accept path or namespace:path. Reset also clears contact state, so a player still standing in the gate can fire again immediately.
Requirements
- Minecraft 1.21.1
- NeoForge
Screenshots
Gallery
Versions
Files
Relations
Project Relations
More like this
Similar Mods
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.
On ModDex
Community snapshot
By the numbers
Statistics
Want to reach Minecraft players?
We're looking for a server hosting partner to feature here and other parts of the site. Interested? Send us a message!
Get in touchGet it on
Available Platforms
On ModDex
Community snapshot
By the numbers
Statistics
Resources