Basic Plugin Pack

Note Don't edit the Plugin Pack inside the Plugin Pack editor or it will disappear from your current Plugin Packs, this is a really big problem in recent version (from 0.30.x)

Also, Mini World (with this new Plugin Pack bug) will also delete all your installed Plugins Packs, to solve this you should move the Plugin Pack to the world where you want to use it.

iOS usually can't make this normally because the files can't be access in a normal way.

This article will show you how to make your own old-style Plugin Pack for using in your map/worlds.

Requirements

 * A text editor
 * Windows: Built in Notepad or Visual Studio Code (https://code.visualstudio.com/), Notepad++ (https://notepad-plus-plus.org/)
 * Android: DroidEdit (http://www.droidedit.com/)
 * A File Explorer
 * Windows: Built-in Windows Explorer
 * Android: ES File Explorer (Extra: the app also have a built-in text editor) (https://apkpure.com/es-file-explorer-file-manager/com.estrongs.android.pop)

Getting Started
The first thing you'll need to do is make a folder, the folder structure goes like this:

(your folder/pack name)

(behavior plugin, how the game is interpreted)

(monsters/animals plugins/

(blocks plugins)

(items plugins) (non specificated)

(craft plugins)

(resources folder, it's useless at the moment)

(.obj models)

(shaders, no file extension found)

(.ogg sounds)

(.png_ images)

(textures for blocks)

(textures for entitys)

(the plugin icon, showed on the Plugin Library)

(the file that handles the metadata)

Where  is where you will store all your plugins and

where you will store your resources (not fully implemented)

The  and   folder is optional, use it if you want to

add more features (the api is not fully released yet).

Do not change the order of the folders or the pack will not work properly, remember this structure.

icon.png_ can be of all the sizes, but it will look cropped, the recommended size is 256 x 144

pack_manifest.json and his components
The pack_manifest.json is the file that handles all the metadata of your pack, add this to your pack_manifest.json file:





Which  has your own UUID (Universal Unique Identifier) (that you can generate from the Online UUID Generator Tool site:, use Version 4) and it's your in-game UID. it's your in-game username (actually, you can edit that just to anything).

(Note: Replace the X characters with the respective info only)

Moving and Testing your Plugin Pack
To start using your plugin pack, you'll need to move your Plugin Pack folder to your folder, this folder is in the directory of the game. And there you go! Your first plugin pack, now you'll need to make plugins to put on your folders, start with this basic plugin:
 * Windows: do Win+R and put, then search for the folder miniworddata410 (for PC version) and miniworddata402 (for Steam version), then go to   and finally to   then paste the file.
 * Android: Open your File Explorer and search for the folder called, then  ,   and finally   then paste the file.

(call the file  to make it work)





and that's all you need to make simple plugin pack.

The final step is testing, go to you new World, go to the Resource Library then Main Library, after that, press the Manage button, choose your Plugin Pack then press Import. The game will ask you to restart the map and just restart it.

Or maybe you can just put it into a map by using a file explorer (find your map by checking the time of the map and the file usually will be in this format: ) then go to   and then paste your Plugin Pack there.

Basic Plugin Pack Template
MWH.json has made a Plugin Pack template to start making your own, the files are in the GitHub repo (https://github.com/MWH-json/plugin-pack-template), the tutorial is in the README.md file, you must read it to start using the template.

This template has the ability to be a Texture Pack or a Plugin Pack, you just need to adjust the  (the x can be changed to numbers in table below:) Remember to edit the  and the  /  to be able to share it!