Uploaded December 2019 | Updated September 2026, 2 weeks ago
In this video I go over my base64 converter. A few notes: this is only half of a system, someone else is working on a string extrapolator that converts a string to an array of strings that this will rely on. the primary use of this system is for cape detection for a map that I am helping out on. This version also does not handle padding properly, the updated version I am working on will handle it properly so it doesn't output nul bytes at the end of the byte array.
In this video I go over my base64 converter. A few notes: this is only half of a system, someone else is working on a string extrapolator that converts a string to an array of strings that this will rely on. the primary use of this system is for cape detection for a map that I am helping out on. This version also does not handle padding properly, the updated version I am working on will handle it properly so it doesn't output nul bytes at the end of the byte array.

![Minecraft datapack tech - Testing a basic json parser
This is a rudimentary json parser that separates json objects into name value pairs in an array, somewhat similar to how minecraft stores json data in .dat files.
The format: {Value:[], Type:, Name:[]}
Currently it can only parse basic name value pairs like strings or numbers, and cannot handle objects or arrays. It also doesnt convert numbers into an actual number or array of numbers just yet.
The rest of the tech in this video can be found at the 2 links below
https://www.youtube.com/watch?v=lm7nVRARKI0
https://www.youtube.com/watch?v=VcP-yAfj27o
(also I know I spelt parser wrong in the namespace, it is too late to go back now) Minecraft datapack tech - Testing a basic json parser](https://i.ytimg.com/vi/WMYrEEWuZqA/mqdefault.jpg)
![Minecraft Datapack Tech - better projectile utility
In this video I showcase an updated projectile firing utility that can display what entity fired the projectile, also sorry about the delayed game audio, I am still getting everything in working order
to use you need a jukebox at 0 0 0 with an item in it and to have the chunk at 0 0 be forceloaded
the function:
# summoning entities
execute positioned 0.0 0.0 0.0 run summon minecraft:area_effect_cloud ^ ^ ^2 {Tags:[arrow_motion]}
execute anchored eyes run summon minecraft:arrow ^ ^ ^0.1 {Tags:[arrow_new],Color:-1}
# writing uuid data
data modify block 0 0 0 RecordItem.tag.uuid.OwnerUUIDMost set from entity @s UUIDMost
data modify block 0 0 0 RecordItem.tag.uuid.OwnerUUIDLeast set from entity @s UUIDLeast
# data writing to arrow
data modify entity @e[tag=arrow_new,limit=1] Motion set from entity @e[tag=arrow_motion,limit=1] Pos
data modify entity @e[tag=arrow_new,limit=1] {} merge from block 0 0 0 RecordItem.tag.uuid
# termination
kill @e[tag=arrow_motion,limit=1]
tag @e[tag=arrow_new] remove arrow_new Minecraft Datapack Tech - better projectile utility](https://i.ytimg.com/vi/WNbVYE0b-Qk/mqdefault.jpg)







