Features
Everything Kore covers, grouped by area. Each entry links to its guide, and hovering one previews it in game.
Generated output
The Kotlin you write next to the exact files Kore generates from it. Nothing else ships.
Commands & functions
Every vanilla command as a typed Kotlin call. Your IDE lists every item, block and effect, and the compiler rejects a typo before /reload ever sees it.
function("reward") {
give(self(), Items.DIA
}
Game data, typed
Build an item once with its name, lore and components, then reuse it anywhere an item is expected.
Data-driven resources
Each resource is a Kotlin builder that serializes to the exact vanilla schema and lands in the right folder.
World generation
Custom dimensions, biomes and structures, down to density functions and noise, without hand-editing thousand-line JSON.
Gameplay objects
The oop module turns teams, timers, boss bars and events into handles you create once and call like regular objects.
Ready-made helpers
Raycasts, particle shapes, trigonometry on scoreboards, menus and text rendering, written and tested so you don't have to.
Build & ship
Every save rebuilds the pack, copies it into your worlds and reloads the server. When it's ready, export it anywhere.
Ecosystem & interop
Kore plays well with the datapacks, mods and editors around it.
Limits
What Kore does not do, so you know before picking a tool.
Resource packs
Kore generates datapacks only. Textures, models and sounds still live in a separate resource pack.
Runtime speedups
Output is the same vanilla commands you would write by hand, so it runs exactly as fast, no faster.
Zero-setup editing
You need a JDK and Gradle, and a build step sits between editing and /reload.
Rough edges are tracked in Known Issues, and Why Kore covers when another tool fits better.
