minecraft-mod-architecturelisted
Install: claude install-skill ibrohim1234567881717/game-dev-ai-skills
# Minecraft Mod Architecture
## Purpose
Everything a mod adds must be *registered*, at the right time, on the right
side, through the loader's own mechanism. Get the timing wrong and the registry
is frozen and throws; get the side wrong and the dedicated server dies with
`NoClassDefFoundError` on a class that only exists on the client. This skill
gives the structural rules that make both classes of failure impossible by
construction, on each loader separately.
## When to use
- Setting up a new mod, or adding the first block, item, entity or block entity
and needing somewhere for it to live.
- A crash occurs during mod loading, or the game logs "registry is frozen",
"Registry object not present", or a null static field at startup.
- The dev client runs but `runServer` crashes, or players report the server
crashing while the single-player world is fine.
- Deciding where a class belongs when it touches both game logic and rendering.
## When NOT to use
- The loader, version and mappings are not yet resolved. Run
`minecraft-project-conventions` first; this skill assumes the triple is known.
- The question is about a specific content type's own API surface. Use
`minecraft-blocks-items`, `minecraft-entities-mobs` or `minecraft-gui-screens`
for those; this skill covers only where they plug in and when.
- Cross-loader abstraction of a mod that must ship on both. That is
`minecraft-loader-portability`.
## Required context
- **Loader** (Fabric or NeoForge), **Minec