resourcepack.ai
DOCS

Building

Generating with AI

Generation exists to get you past the blank grid. What comes back won't always be perfect, and that's fine: the editors are there for the finishing touches.

Where it lives#

Everything starts from Add asset on the pack page. First you choose how to start (Generate, Draw or Upload), then what you're making, and the fields underneath change with the type: which vanilla block or item you're replacing, a resolution for pixel art, an event name for a sound.

Not every type is behind every option:

GenerateDrawUpload
Block.png .jpg .webp
Model.json .bbmodel
Item.png .jpg .webp
GUI
Icon.png .jpg .webp
Sound.ogg

GUIs can't be generated yet: the AI isn't capable of drawing a good screen, and we're working on it. Sounds can't be drawn, since there's nothing to draw.

Reference images#

Blocks, items, models and icons can take a reference image alongside the prompt: drop a picture on the Generate form and the AI works from it as well as your words. A model built from a reference picks up its shape and palette, which is often the shortest route to "like this, but Minecraft".

Writing a prompt#

Be specific about material, colour and structure. Be vague about pixels: the model can't count them for you, and asking it to will cost you the parts it's good at.

GoodBadWhy
weathered copper roof tiles, blue-green patina, strong diagonal graina nice block, 4px border, dark at the bottom, make it popMaterial and wear beat pixel instructions and "make it pop"
oak market stall, striped red canopy, crate of apples on the countera detailed medieval shop with lots of decorationsNamed parts give the builder something to build; "detailed" doesn't
golden key item, ornate bow, three teethcool keyThe parts you name are the parts you get
heavy iron door slamming, echo in a stone hallscary soundDescribe what's making the noise and where it happens
a red potion bottle glyph, thick dark outlinetiny detailed potion icon with sparkles and reflectionsAt glyph sizes, detail turns to noise; silhouette first

Some things worth naming explicitly:

  • The material. "Oxidised copper" gets you further than "green metal".
  • The wear. New, weathered, cracked, mossy. This is most of what makes a texture look like it belongs in Minecraft.
  • The structure. Planks, tiles, bricks, panels, woven. Give the eye a repeating unit.
  • What it sits next to. "reads next to deepslate" is a real constraint and the model will use it.

Prompt for the thing, not for the fix. If a texture is close but too busy, say "same block, fewer distinct colours, calmer surface" rather than trying to describe the finished pixels.

Iterating#

You can send an existing asset back for another pass with a new instruction. For a texture, that pass sees the current pixel grid, so it edits rather than starts over. That's usually better than re-rolling the original prompt: you keep the palette and silhouette you already liked. For a model, Edit with AI is more targeted still: the builder inspects the model's structure first and changes only what the instruction asks, instead of regenerating the whole thing.

Iterating still costs a generation, and a texture pass can drift. If you've painted a texture by hand, duplicate it first: that path edits the whole grid, not just the part you mentioned.

Notifications#

A model can take up to ten minutes, and you are not meant to sit and watch it. Turn on a notification and close the tab: anything that runs longer than two minutes gets one, and anything faster doesn't, since it lands while you're still looking at it. In practice that means models.

All three channels live on your account page, under Notifications, and they're independent:

ChannelNeeds
EmailThe address on your account, verified
DiscordDiscord connected under Sign-in methods, and you in our Discord
In gameYour Minecraft account linked; the message arrives where you're standing on

The Discord DM needs both halves

A bot can only message people it shares a server with; that's Discord's rule, not ours. Connect Discord and join ours, or the switch sits there looking on while no message ever arrives. If DMs still aren't landing, check Privacy Settings → Direct Messages in the server.

You're told about both outcomes, not just the good one: a model that failed after twenty minutes is exactly the thing you need to hear about, and the message links you to the Retry button. Failed generations refund their credits automatically. The in-game message isn't queued if you're offline; turn on email as well if you want one that waits for you.

Knowing when to stop generating#

The honest rule: once the silhouette and palette are right, switch to the editor. Hand-fixing eight pixels takes fifteen seconds and gets you exactly what you meant; three more prompts take two minutes and get you something slightly different each time.