Compatible with Minecraft PE Versions: 0.14.0 - 0.14.3, 0.15.0 - 0.15.10, 0.16.X, 1.0.3
Core Engine is an insane mod engine for Minecraft PE & blocklauncher with huge modding api, allows developers to create far more complicated mods than ModPE scripts and do it much more convenient. For mod players it grants easy installation and full mod compatibility, and not only with no ID conflicts, but with replaceable craft ingredients, interaction with block inventory and much more like this.
Core Engine was inspired by minecraft forge for PC, so many aspects, like mod installation or configuration will be almost similar.
The goal of Core Engine creation was to advance Minecraft PE mod development and playing to next level, make it more like on PC, where tens or even hundreds of mods can be installed and played at the same time, working together, and developers could create huge mods with hundred complicated objects in them without any problems.
Supported MCPE versions: 0.14.X, 0.15.X, 0.16.X, 1.0.X, newest is 1.0.3.
Released 1.17 beta, changelog:
- new UI fixes, optimization, code cleaned
- fixed custom tools and weapons damaging
To install Core Engine just install downloaded Core Engine [...].modpkg file into ModPE scripts section in blocklauncher. After first installation of Core Engine or mod, blocklauncher will be restarted automatically, on some devices it just crashes, so just open blocklauncher again and disable safe mod, if its enabled.
To install Core Engine mod, copy the mod folder to games/com.mojang/mods/, previously delete older version, if its exists. Notice again: Core Engine needs restart after new mod installed, it needed to finish resources installation.
Some mods also requires to install addon, usually for custom block models, like Industrial Craft wire, so you need to install it as usual apk.
Some mods for Core Engine can be downloaded here:
Industrial Craft [1.0.5]
This mod is copy of older versions of classic Industrial Craft on PC, except some blocks and items, its development in progress. This mod also requires installation of addon ICRender.apk from archive. download latest version: https://drive.google.com/open?id=0Bw5ZxkNvZPVbbnpPMEtybWhYZVE
P.S. Forum topics for these mods will be added in short time. Also they are open-source, look in development section.
Configuring Core Engine:
Core Engine config file is located at games/com.mojang/coreengine/config.json, here is some important values:
1. For optimization you need to increase "thread_priority" value ("performance" section) up to 20 (bigger value - less lags, but slower mod work). Also you can decrease "max_updates" value down to 8 to cause same effect on high-loaded worlds.
2. For UI optimization you can set "faster_render" value ("gui" section) to true, but it will decrease its quality.
3. If you are developer and need to see log at every startup, set "show_log_anyway" option ("debug" section) to true, in other way, log will be showed up only in case of some errors.
For now English documentation is not created but I am working on it and it will appear here, in this section, I think it will be presented as list of video tutorials. But at the current moment there are a lot of open source mods so you can study by them very efficiently, because they are a real working examples of Core Engine mods.
And now some basics: 1. Structure
Mod in Core Engine is a folder, that contains some mod files:
- main.js - file with all code of the mod, it must exists, or mod will not be loaded.
- mod.info - contains json with mod information, like name, version, ect.
- resources.json & resources.zip - resources.zip is a texturepack, that contains all mod resources and will be loaded by Core Engine, resources.json will be generated automatically and contains names of texturepacks to load (resources.zip is default).
- launcher.js - file, that contains mod launcher script, to prepare main code to launch, it will be generated automatically.
- config.json - config of the mod, by default, contains options to enable/disable mod, more.options can be added from code.
- gui folder - contains png images for mod gui.
- dev folder - folder for mod development, if exists, must contain .includes file, where you will write file paths from this folder, to build into main.js, so you can create mod structure with it.
Example:
folder dev/ contains files:
(dev/) a.js
(dev/) b.js
(dev/) api/c.js
You need to build them in this order: c, a, b, so .includes file will look like:
api/c.js
a.js
b.js
2. Item & Block Identifiers (IDs)
Core Engine mods use string IDs, instead of numeric, to avoid ID conflicts, so you need to generate ID before use it:
- IDRegistry.genItemID("stringId"); // use ItemID.stringId to access it
- IDRegistry.genBlockID("stringId"); // use BlockID.stringId to access it
String IDs also has useful feature - replacable items, for example 2 mods created item with ID "ingotCopper", so there will be only one copper ingot item, but it will be used in craft recipes of both these mods.
3. Unlimited API
In the last version of MCPE there is only 50 free block IDs, but Core Engine can use them very efficient and create about 500 blocks at them, using metadata.
There is 16 possible meta values for each block and when you define block with ModPE, it has all 16 metas, but if you define block with 1 variation on some ID with Core Engine it will define only 1 data of real block, so on same real block ID it could be defined up to 16 different blocks, that allows to define much more blocks, than in usual ModPE.
4. GUI
Core Engine has complicated GUI Engine, that allows to create and dynamicly change GUI, using description object.
- Containers - objects, that allows to easy bind inventory to GUI and control it, also they are easy to save and could be used in any game objects from blocks to mobs.
Dont worry, it was not completed yet, so it is not bad that i have removed it from there. For now I really want one thing - give Core Engine to people, so they can play its mods and create new ones I hope (maybe even you can try it), these mods were attached more like an examples.
And may you tell me please how to contact original Thaumcraft 4 creator? It will help a lot.
Hey, this is really nice, good job on it. I currently have IndustrialCraft installed, however i was wondering how to (if possible) install the other mods you have provided at the same time. Whenever I follow your instructions of "To install Core Engine mod, copy the mod folder to games/com.mojang/mods/", It rewrites files, which i don't believe is the best course of action for the previously installed mods to continue working.
However, i could be wrong, and have misread or missed something here. Either way, including it not being possible to install multiple of the mods you have provided, i am going to +1 this. Thank you for your time.
If you installed industrial craft correctly, in folder games/com.mojang/mods you will have folder called industrial_craft, which is mod folder, if you wish to install other mod, copy its folder too, like its done on screenshot, where several mods are installed, so you dont need to replace industrial craft folder.
Maybe you downloaded mods from github, where all mod folders called "mod", so rename it to any name you like
Hey so I'm wondering about multiplayer with these mods I have industrial craft installed but when another player joins my server over lab they crash upon open inventory or break any blocks...
Yes I made sure both players have the mod installed please help
In some versions of Factorization I have made LAN multiplayer support, so I know how to do it, but as I said earlier, its really complicated to do and causes more lags.
Hey! First of all, great work on this! It looks like an amazing mod! I was wondering if I could use this mod in my soon-to-be public modpack. The no conflict ID feature would be essential for my modpack! Anyway, have a great day!
Do you have permission for copying the ThaumCraft mod? I am developing a magic mod and I'm just p*ssed that someone posted a new one. Sorry, you have done a great job but I need to know.
Blocklauncher Mod? Industrial craft seems Mojang has a go on third party Modders. Minecraft.net permitted third party
updates labeled no association with mojang. DL mods that have no connection with Mojang.
You are excused if you have bad English but it is really hard to understand part of what you have typed. In this case we were talking about the ThaumCraft mod and it's creator allowing for permission to recreate their mod and label it with the same title. Mojang has nothing to do with this, of course I know that Mojang allows third party mods that are not connected with it, otherwise we would not have this forum.
If Mojang allowed 3rd party then minecraft.net also acquiesed then the Mods used in the game itself are guaranteed bug free
rendering our game experience bug free.Our devices are protected legally bug free from 3rd party Mods.
Why are you saying this exactly, we were never talking about bugs. 'Protected legally bug free' - that doesn't make much sense, you cannot be 'legally' protected from these mods because Mojang would not take any responsibility for these mods as they were not made by Mojang and you cannot expect any type of programme to be bug free. Getting back to the point: We are talking about the creator of ThaumCraft and him giving permission for the recreation of his mod.
Thaumcraft has legit deals with Mojang, regarding the use of the original Mod with the creators expressed approval
however Mojang will be responsible for PE gamers who found their devices exposed to many bugs from third party Mods. , because
Mojang did not create the Mods. Should Mojang allow us too use Mods in MCPE if Mojang knew of possible bug caused by using this
indie Mods.
I'm on the latest playstore version. Importing the 1.17 beta into blocklauncher gives me an error. Help?
org.mozilla.javascript.EcmaError: TypeError: Cannot call method "split" of null (CoreEngine [1.17 beta].modpkg#20)
at org.mozilla.javascript.ScriptRuntime.constructError(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.constructError(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.typeError(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.typeError2(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.undefCallError(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.getPropFunctionAndThisHelper(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.getPropFunctionAndThis(Unknown Source)
at org.mozilla.javascript.Interpreter.interpretLoop(Unknown Source)
at script(CoreEngine [1.17 beta].modpkg:20)
at script(CoreEngine [1.17 beta].modpkg:471)
at script(CoreEngine [1.17 beta].modpkg:473)
at org.mozilla.javascript.Interpreter.interpret(Unknown Source)
at org.mozilla.javascript.InterpretedFunction.call(Unknown Source)
at org.mozilla.javascript.ContextFactory.doTopCall(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.doTopCall(Unknown Source)
at org.mozilla.javascript.InterpretedFunction.exec(Unknown Source)
at net.zhuoweizhang.mcpelauncher.ScriptManager.initJustLoadedScript(ScriptManager.java:271)
at net.zhuoweizhang.mcpelauncher.ScriptManager$ParseThread.run(ScriptManager.java:196)
at java.lang.Thread.run(Thread.java:761)
It does not support multiplayer yet, because its very diffucult to make and I have other, more important tasks.
Here is a useful code to support multiplayer...
var entArr = Entity.getAll();
var plyArr = [];
var arrLen = entArr.length - 1;
for(var i = 0;i<=arrLen;i++) {
if(Entity.getEntityTypeId(entArr[i][i])== 63) {
plyArr.push(entArr[i]);
}
}[/i]
Core Engine is an insane mod engine for Minecraft PE & blocklauncher with huge modding api, allows developers to create far more complicated mods than ModPE scripts and do it much more convenient. For mod players it grants easy installation and full mod compatibility, and not only with no ID conflicts, but with replaceable craft ingredients, interaction with block inventory and much more like this.
Core Engine was inspired by minecraft forge for PC, so many aspects, like mod installation or configuration will be almost similar.
The goal of Core Engine creation was to advance Minecraft PE mod development and playing to next level, make it more like on PC, where tens or even hundreds of mods can be installed and played at the same time, working together, and developers could create huge mods with hundred complicated objects in them without any problems.
Supported MCPE versions: 0.14.X, 0.15.X, 0.16.X, 1.0.X, newest is 1.0.3.
Released 1.17 beta, changelog:
- new UI fixes, optimization, code cleaned
- fixed custom tools and weapons damaging
- minor fixes
Also here comes Industrial Craft PE major update.
Full method dump of Core Engine is now available here: https://drive.google.com/open?id=0Bw5ZxkNvZPVbM0VaYjZCcGg5dnM
Current version download:
1.17 beta: https://drive.google.com/file/d/0Bw5ZxkNvZPVbb1oyTlNINkVWNEU
Older downloads:
1.15 beta: https://drive.google.com/open?id=0Bw5ZxkNvZPVbM19JdnlrWXJvbUk
1.14 beta: https://drive.google.com/open?id=0Bw5ZxkNvZPVbbUY3ZmNTc2V3V2c
1.13 beta: https://drive.google.com/open?id=0Bw5ZxkNvZPVbOGFsUHdhRTJmZkE
1.12 beta: https://drive.google.com/open?id=0Bw5ZxkNvZPVbOGFsUHdhRTJmZkE
To install Core Engine just install downloaded Core Engine [...].modpkg file into ModPE scripts section in blocklauncher. After first installation of Core Engine or mod, blocklauncher will be restarted automatically, on some devices it just crashes, so just open blocklauncher again and disable safe mod, if its enabled.
To install Core Engine mod, copy the mod folder to games/com.mojang/mods/, previously delete older version, if its exists. Notice again: Core Engine needs restart after new mod installed, it needed to finish resources installation.
Some mods also requires to install addon, usually for custom block models, like Industrial Craft wire, so you need to install it as usual apk.
Some mods for Core Engine can be downloaded here:
Industrial Craft [1.0.5]
This mod is copy of older versions of classic Industrial Craft on PC, except some blocks and items, its development in progress. This mod also requires installation of addon ICRender.apk from archive.
download latest version: https://drive.google.com/open?id=0Bw5ZxkNvZPVbbnpPMEtybWhYZVE
P.S. Forum topics for these mods will be added in short time. Also they are open-source, look in development section.
For now English documentation is not created but I am working on it and it will appear here, in this section, I think it will be presented as list of video tutorials. But at the current moment there are a lot of open source mods so you can study by them very efficiently, because they are a real working examples of Core Engine mods.
And now some basics:
1. Structure
Mod in Core Engine is a folder, that contains some mod files:
- main.js - file with all code of the mod, it must exists, or mod will not be loaded.
- mod.info - contains json with mod information, like name, version, ect.
- resources.json & resources.zip - resources.zip is a texturepack, that contains all mod resources and will be loaded by Core Engine, resources.json will be generated automatically and contains names of texturepacks to load (resources.zip is default).
- launcher.js - file, that contains mod launcher script, to prepare main code to launch, it will be generated automatically.
- config.json - config of the mod, by default, contains options to enable/disable mod, more.options can be added from code.
- gui folder - contains png images for mod gui.
- dev folder - folder for mod development, if exists, must contain .includes file, where you will write file paths from this folder, to build into main.js, so you can create mod structure with it.
Example:
folder dev/ contains files:
(dev/) a.js
(dev/) b.js
(dev/) api/c.js
You need to build them in this order: c, a, b, so .includes file will look like:
api/c.js
a.js
b.js
2. Item & Block Identifiers (IDs)
Core Engine mods use string IDs, instead of numeric, to avoid ID conflicts, so you need to generate ID before use it:
- IDRegistry.genItemID("stringId"); // use ItemID.stringId to access it
- IDRegistry.genBlockID("stringId"); // use BlockID.stringId to access it
String IDs also has useful feature - replacable items, for example 2 mods created item with ID "ingotCopper", so there will be only one copper ingot item, but it will be used in craft recipes of both these mods.
3. Unlimited API

In the last version of MCPE there is only 50 free block IDs, but Core Engine can use them very efficient and create about 500 blocks at them, using metadata.
There is 16 possible meta values for each block and when you define block with ModPE, it has all 16 metas, but if you define block with 1 variation on some ID with Core Engine it will define only 1 data of real block, so on same real block ID it could be defined up to 16 different blocks, that allows to define much more blocks, than in usual ModPE.
4. GUI
Core Engine has complicated GUI Engine, that allows to create and dynamicly change GUI, using description object.
- Containers - objects, that allows to easy bind inventory to GUI and control it, also they are easy to save and could be used in any game objects from blocks to mobs.
5. About 20 more API modules and 1000 methods to develop mods, many of them you will learn from this open source projects:
- Industrial Craft: https://github.com/zheka2304/industrial_core
- Buildcraft: https://github.com/zheka2304/buildcraft
- Thaumcraft PE: https://github.com/zheka2304/thaumcraft-pe
- Harvester: https://github.com/zheka2304/harvester_mod
CREDITS & SUPPORT
Core Engine is created and updated by zheka_smirnov:
vk: vk.com/zheka_smirnov
twitter: @zheka2304
youtube channel: youtube.com/c/TopMCPE
Special thanks for blocklauncher crator - @zhuowei
If you really enjoy core engine and want to support me:
patreon: www.patreon.com/coreengine
P.S. This post can contain some mistakes, so excuse me for my English.
It is not copy, it just has some similar mechanics and name.
Ok, I will remove it of course, if its against the rules.
Dont worry, it was not completed yet, so it is not bad that i have removed it from there. For now I really want one thing - give Core Engine to people, so they can play its mods and create new ones I hope (maybe even you can try it), these mods were attached more like an examples.
And may you tell me please how to contact original Thaumcraft 4 creator? It will help a lot.
thanks
Hey, this is really nice, good job on it. I currently have IndustrialCraft installed, however i was wondering how to (if possible) install the other mods you have provided at the same time. Whenever I follow your instructions of "To install Core Engine mod, copy the mod folder to games/com.mojang/mods/", It rewrites files, which i don't believe is the best course of action for the previously installed mods to continue working.
However, i could be wrong, and have misread or missed something here. Either way, including it not being possible to install multiple of the mods you have provided, i am going to +1 this. Thank you for your time.
If you installed industrial craft correctly, in folder games/com.mojang/mods you will have folder called industrial_craft, which is mod folder, if you wish to install other mod, copy its folder too, like its done on screenshot, where several mods are installed, so you dont need to replace industrial craft folder.
Maybe you downloaded mods from github, where all mod folders called "mod", so rename it to any name you like
Hope I have helped you.
Hey so I'm wondering about multiplayer with these mods I have industrial craft installed but when another player joins my server over lab they crash upon open inventory or break any blocks...
Yes I made sure both players have the mod installed please help
It does not support multiplayer yet, because its very diffucult to make and I have other, more important tasks.
In some versions of Factorization I have made LAN multiplayer support, so I know how to do it, but as I said earlier, its really complicated to do and causes more lags.
not good
Hey! First of all, great work on this! It looks like an amazing mod! I was wondering if I could use this mod in my soon-to-be public modpack. The no conflict ID feature would be essential for my modpack! Anyway, have a great day!
Image Removed
Blocklauncher Mod? Industrial craft seems Mojang has a go on third party Modders. Minecraft.net permitted third party
updates labeled no association with mojang. DL mods that have no connection with Mojang.
If Mojang allowed 3rd party then minecraft.net also acquiesed then the Mods used in the game itself are guaranteed bug free
rendering our game experience bug free.Our devices are protected legally bug free from 3rd party Mods.
Thaumcraft has legit deals with Mojang, regarding the use of the original Mod with the creators expressed approval
however Mojang will be responsible for PE gamers who found their devices exposed to many bugs from third party Mods. , because
Mojang did not create the Mods. Should Mojang allow us too use Mods in MCPE if Mojang knew of possible bug caused by using this
indie Mods.
I'm on the latest playstore version. Importing the 1.17 beta into blocklauncher gives me an error. Help?
org.mozilla.javascript.EcmaError: TypeError: Cannot call method "split" of null (CoreEngine [1.17 beta].modpkg#20)
at org.mozilla.javascript.ScriptRuntime.constructError(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.constructError(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.typeError(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.typeError2(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.undefCallError(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.getPropFunctionAndThisHelper(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.getPropFunctionAndThis(Unknown Source)
at org.mozilla.javascript.Interpreter.interpretLoop(Unknown Source)
at script(CoreEngine [1.17 beta].modpkg:20)
at script(CoreEngine [1.17 beta].modpkg:471)
at script(CoreEngine [1.17 beta].modpkg:473)
at org.mozilla.javascript.Interpreter.interpret(Unknown Source)
at org.mozilla.javascript.InterpretedFunction.call(Unknown Source)
at org.mozilla.javascript.ContextFactory.doTopCall(Unknown Source)
at org.mozilla.javascript.ScriptRuntime.doTopCall(Unknown Source)
at org.mozilla.javascript.InterpretedFunction.exec(Unknown Source)
at net.zhuoweizhang.mcpelauncher.ScriptManager.initJustLoadedScript(ScriptManager.java:271)
at net.zhuoweizhang.mcpelauncher.ScriptManager$ParseThread.run(ScriptManager.java:196)
at java.lang.Thread.run(Thread.java:761)
Does someone know how to create mods using the Core Engine's API?
Here is a useful code to support multiplayer...
var entArr = Entity.getAll();
var plyArr = [];
var arrLen = entArr.length - 1;
for(var i = 0;i<=arrLen;i++) {
if(Entity.getEntityTypeId(entArr[i][i])== 63) {
plyArr.push(entArr[i]);
}
}[/i]
Core Engine only support 0.16.0 - 1.0.3.
Why don't you update CoreEngine
It was the most API but we can't use now!