Minecraft CoreM mod 2026 download
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minecraft mod CoreM

CoreM

Game Version: 1.16.2
Total Downloads: 594
Updated: Aug 31, 2020
Created: Jun 13, 2020
Download CoreMDownload Earlier Versions

Earlier Versions

Name Size Uploaded Game Version Downloads
CoreM 1.2.1 release 47.98 KB Aug 31, 2020 1.16.2 356 download CoreM CoreM 1.2.1 releaseDownload
CoreM 1.2 release 47.48 KB Aug 30, 2020 1.16.2 20 download CoreM CoreM 1.2 releaseDownload
CoreM 1.1.2 release 36.54 KB Jul 3, 2020 1.16.1 113 download CoreM CoreM 1.1.2 releaseDownload
CoreM 1.1.1 release 33.70 KB Jun 28, 2020 1.16.1 37 download CoreM CoreM 1.1.1 releaseDownload
CoreM 1.1 release 33.69 KB Jun 28, 2020 1.16.1 13 download CoreM CoreM 1.1 releaseDownload
CoreM 1.0.7 release 12.32 KB Jun 22, 2020 1.15.2 12 download CoreM CoreM 1.0.7 releaseDownload
CoreM 1.0.6 release 10.75 KB Jun 19, 2020 1.15.2 7 download CoreM CoreM 1.0.6 releaseDownload
CoreM 1.0.5 release 10.69 KB Jun 18, 2020 1.15.2 4 download CoreM CoreM 1.0.5 releaseDownload
CoreM 1.0.4 release 12.13 KB Jun 18, 2020 1.15.2 6 download CoreM CoreM 1.0.4 releaseDownload
CoreM 1.0.3 release 10.41 KB Jun 17, 2020 1.15.2 5 download CoreM CoreM 1.0.3 releaseDownload
CoreM 1.0.2 release 9.51 KB Jun 17, 2020 1.15.2 4 download CoreM CoreM 1.0.2 releaseDownload
CoreM 1.0.1 release 7.35 KB Jun 17, 2020 1.15.2 4 download CoreM CoreM 1.0.1 releaseDownload
CoreM 1.0 release 5.88 KB Jun 14, 2020 1.15.2 13 download CoreM CoreM 1.0 releaseDownload

Description

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CoreM migrated to the GitHub! All updates you can find only there!

 

Legacy information:

Attention! CoreM 1.2+ is only for 1.15.X and 1.16.X!

 

Don't forget to use resourcepack if you have custom workbench: Google Drive

 


My own datapacks where you can see how I use CoreM:

• Steel Update
• Fauna+
• Potions+

 


CoreM is
 powerful tool for datapacks! 
Right now CoreM has:
• Custom optimized workbench
• Random
• Comfortable math functions
• Raycast
• A lot of tags:

  1. #corem:1.16/pickaxe – all blocks, which can be broken only with pickaxe at 1.16 (you can use any version from 1.13-1.16)
  2. #corem:1.16/shovel – all blocks, which can be broken only with shovel at 1.16 (you can use any version from 1.13-1.16)
  3. #corem:1.16/axe –
all blocks, which can be broken only with axe at 1.16 (you can use any version from 1.13-1.16)
  4. #corem:air –
minecraft:void_air, minecraft:cave_air and minecraft:air
  5. #corem:concrete – all blocks of concrete
  6.
#corem:concrete_powder –
all blocks of concrete powder
  7.
#corem:dead_coral_blocks –
all dead coral blocks
  8.
#corem:dead_corals –
all dead corals
  9.
#corem:terracotta –
all blocks of terracotta
  10.
#corem:glazed_terracotta –
all blocks of glazed terracotta
  11.
#corem:shulker_boxes –
all shulker boxes

 

If you want you can donate me here: https://www.donationalerts.com/r/leonidmem

 

Short documentation:
• (1.0.6-1.1.2) If you want create your own crafts in other datapacks, using functions like here (example without air in recipe):

#Custom Recipe 1:
#Classic craft of enchanted golden apple:
#[{Slot:0b,id:"minecraft:gold_block",Count:1b},
#{Slot:1b,id:"minecraft:gold_block",Count:1b},
#{Slot:2b,id:"minecraft:gold_block",Count:1b},
#{Slot:3b,id:"minecraft:gold_block",Count:1b},
#{Slot:4b,id:"minecraft:apple",Count:1b},
#{Slot:5b,id:"minecraft:gold_block",Count:1b},
#{Slot:6b,id:"minecraft:gold_block",Count:1b},
#{Slot:7b,id:"minecraft:gold_block",Count:1b},
#{Slot:8b,id:"minecraft:gold_block",Count:1b}]

 

#If recipe is true it will play sound
execute as @e[type=area_effect_cloud,name=MWorkbench] at @s if block ~ ~ ~ dropper{Items:[{Slot:0b,id:"minecraft:gold_block",Count:1b},{Slot:1b,id:"minecraft:gold_block",Count:1b},{Slot:2b,id:"minecraft:gold_block",Count:1b},{Slot:3b,id:"minecraft:gold_block",Count:1b},{Slot:4b,id:"minecraft:apple",Count:1b},{Slot:5b,id:"minecraft:gold_block",Count:1b},{Slot:6b,id:"minecraft:gold_block",Count:1b},{Slot:7b,id:"minecraft:gold_block",Count:1b},{Slot:8b,id:"minecraft:gold_block",Count:1b}]} run playsound minecraft:block.anvil.use block @a ~ ~ ~ 1 1 0

 

#If recipe is true it will replace items
execute as @e[type=area_effect_cloud,name=MWorkbench] at @s if block ~ ~ ~ dropper{Items:[{Slot:0b,id:"minecraft:gold_block",Count:1b},{Slot:1b,id:"minecraft:gold_block",Count:1b},{Slot:2b,id:"minecraft:gold_block",Count:1b},{Slot:3b,id:"minecraft:gold_block",Count:1b},{Slot:4b,id:"minecraft:apple",Count:1b},{Slot:5b,id:"minecraft:gold_block",Count:1b},{Slot:6b,id:"minecraft:gold_block",Count:1b},{Slot:7b,id:"minecraft:gold_block",Count:1b},{Slot:8b,id:"minecraft:gold_block",Count:1b}]} run data merge block ~ ~ ~ {Items:[{Slot:4b,id:"minecraft:enchanted_golden_apple",Count:1b}]}

 

or here (example with air in recipe):

#Custom Recipe 2:
#Classic craft of chest:
#[{Slot:0b,id:"minecraft:oak_planks",Count:1b},
#{Slot:1b,id:"minecraft:oak_planks",Count:1b},
#{Slot:2b,id:"minecraft:oak_planks",Count:1b},
#{Slot:3b,id:"minecraft:oak_planks",Count:1b},
#{Slot:4b,id:"minecraft:air"},
#{Slot:5b,id:"minecraft:oak_planks",Count:1b},
#{Slot:6b,id:"minecraft:oak_planks",Count:1b},
#{Slot:7b,id:"minecraft:oak_planks",Count:1b},
#{Slot:8b,id:"minecraft:oak_planks",Count:1b}]

 

#But when the slot is empty, slot deletes automatically
#So, you need to use " *here you detect recipe* … run execute unless block ~ ~ ~ dropper{Items:[{Slot:4b}]} run …"

 

#If you need to check more then 2 slots without items use this construction:
#execute unless block ~ ~ ~ dropper{Items:[{Slot:0b}] unless block ~ ~ ~ dropper{Items:[{Slot:1b}]} run …

 

#If recipe is true it will play sound
execute as @e[type=area_effect_cloud,name=MWorkbench] at @s if block ~ ~ ~ dropper{Items:[{Slot:0b,id:"minecraft:oak_planks",Count:1b},{Slot:1b,id:"minecraft:oak_planks",Count:1b},{Slot:2b,id:"minecraft:oak_planks",Count:1b},{Slot:3b,id:"minecraft:oak_planks",Count:1b},{Slot:5b,id:"minecraft:oak_planks",Count:1b},{Slot:6b,id:"minecraft:oak_planks",Count:1b},{Slot:7b,id:"minecraft:oak_planks",Count:1b},{Slot:8b,id:"minecraft:oak_planks",Count:1b}]} run execute unless block ~ ~ ~ dropper{Items:[{Slot:4b}]} run playsound minecraft:block.anvil.use block @a ~ ~ ~ 1 1 0

 

#If recipe is true it will replace items
execute as @e[type=area_effect_cloud,name=MWorkbench] at @s if block ~ ~ ~ dropper{Items:[{Slot:0b,id:"minecraft:oak_planks",Count:1b},{Slot:1b,id:"minecraft:oak_planks",Count:1b},{Slot:2b,id:"minecraft:oak_planks",Count:1b},{Slot:3b,id:"minecraft:oak_planks",Count:1b},{Slot:5b,id:"minecraft:oak_planks",Count:1b},{Slot:6b,id:"minecraft:oak_planks",Count:1b},{Slot:7b,id:"minecraft:oak_planks",Count:1b},{Slot:8b,id:"minecraft:oak_planks",Count:1b}]} run execute unless block ~ ~ ~ dropper{Items:[{Slot:4b}]} run data merge block ~ ~ ~ {Items:[{Slot:4b,id:"minecraft:chest",Count:1b}]}

 

When you created recipes, go to data/minecraft/tags/tick.json and edit this files to this:

{

    "values": [

        "your_datapack_name:name_of_the_first_function_with_recipe(s)",

        "your_datapack_name:name_of_the_second_function_with_recipe(s)_if_exists"
    ]
}

 

• (1.2+) If you want create your own crafts in other datapacks, using functions like here:

# You should change tag "corem.recipe.1" to "datapack_name.recipe.item_you_crafted" for no bugs
# All tags in all recipes should be unique for no bugs!
# For example, if you have 2 crafts for dirt in datapack "Example", you can change tag to "example.recipe.dirt.first" and "example.recipe.dirt.second"

execute if block ~ ~ ~ barrel{Items:[{Slot:2b,id:"minecraft:gold_block"},{Slot:3b,id:"minecraft:gold_block"},{Slot:4b,id:"minecraft:gold_block"},{Slot:11b,id:"minecraft:gold_block"},{Slot:12b,id:"minecraft:apple"},{Slot:13b,id:"minecraft:gold_block"},{Slot:20b,id:"minecraft:gold_block"},{Slot:21b,id:"minecraft:gold_block"},{Slot:22b,id:"minecraft:gold_block"}]} run tag @s add corem.recipe

 

execute if entity @s[tag=corem.recipe,scores={corem.workbench=0}] run data modify block ~ ~ ~ Items[{Slot:15b}] set value {Slot:15b,Count:1b,id:"minecraft:enchanted_golden_apple",tag:{Tags:[corem.clear,corem.recipe.1]}}

 

execute if entity @s[tag=corem.recipe] run scoreboard players set @s corem.workbench 2

 

execute if entity @s[tag=!corem.recipe] if data block ~ ~ ~ Items[{Slot:15b,id:"minecraft:enchanted_golden_apple",tag:{Tags:[corem.recipe.1]}}] run scoreboard players set @s corem.workbench 0

 

tag @s remove corem.recipe

execute if block ~ ~ ~ barrel{Items:[{Slot:2b,id:"minecraft:gold_block"},{Slot:3b,id:"minecraft:gold_block"},{Slot:4b,id:"minecraft:gold_block"},{Slot:11b,id:"minecraft:gold_block"},{Slot:12b,id:"minecraft:apple"},{Slot:13b,id:"minecraft:gold_block"},{Slot:20b,id:"minecraft:gold_block"},{Slot:21b,id:"minecraft:gold_block"},{Slot:22b,id:"minecraft:gold_block"},{Slot:15b,id:"minecraft:barrier"}]} run tag @s add corem.recipe.crafted

 

execute if entity @s[tag=corem.recipe.crafted] run clear @a[distance=..6] enchanted_golden_apple{Tags:[corem.clear]}

 

execute if entity @s[tag=corem.recipe.crafted] run give @p enchanted_golden_apple

 

execute if entity @s[tag=corem.recipe.crafted] run function corem:custom_wb/count

 

execute if entity @s[tag=corem.recipe.crafted] run scoreboard players set @s corem.workbench 0

 

tag @s remove corem.recipe.crafted

 

I advise you to use one file for one recipe.

When you created recipes, create folders and JSON file in this path: data/corem/tags/functions/custom_recipes.json and edit this files like this:

{

    "values": [

        "datapack_name:path_to_recipe"
    ]

}

 

• (1.0.6+) If you want use random in any function use function "corem:random/(number: 5, 10, 20, 50, 100)" like here:

#Don't forget to give tag to target!
tag @s add corem.random

function corem:random/5

#You can use any command instead "say":

execute as @s[scores={corem.random=1}] run say 1
execute as @s[scores={corem.random=2}] run say 2
execute as @s[scores={corem.random=3}] run say 3
execute as @s[scores={corem.random=4}] run say 4
execute as @s[scores={corem.random=5}] run say 5

#Don't forget to reset score "corem.random"
#P.s. Tag will be removed automatically

execute as @s[scores={corem.random=1..}] run scoreboard players reset @s corem.random

 

• (1.0.4+) If you want use math functions use it like here:

#Firstly, you need to define your numbers

 

scoreboard players set corem.num1 corem.math 205

scoreboard players set corem.num2 corem.math 100

 

#Secondly, use function add / rem / div / mod / mult

 

#All results of this functions will be saved in corem.num in score corem.math:

 

#Add (+):

 

function corem:math/add
tellraw @a {"score":{"name":"const.num","objective":"const.math"}}
#Output: 305

 

 

#Remove (-):

function corem:math/rem
tellraw @a {"score":{"name":"const.num","objective":"const.math"}}
#Output: 105

 


#Division (/):

 

function corem:math/div

tellraw @a {"score":{"name":"const.num","objective":"const.math"}}

#Output: 2, because Minecraft scoreboard supports only integer numbers

 

#Module (%):

 

function corem:math/mod

tellraw @a {"score":{"name":"const.num","objective":"const.math"}}

#Output: 5

 

 

#Multiplication (*):

 

function corem:math/mult

tellraw @a {"score":{"name":"const.num","objective":"const.math"}}

#Output: 20500

 
• (1.0.6+) If you want to check version of CoreM in any function you can do it this way:

#10006 – is needed version (10006 = 01 00 06 – this is version of CoreM 1.0.6)

scoreboard players set 10006 corem.version 10006

execute if score corem.version corem.version = 10006 corem.version run say All is fine, needed version of CoreM is installed!
execute if score corem.version corem.version > 10006 corem.version run say Install needed version of Corem or datapack may not work correctly!
execute if score corem.version corem.version < 10006 corem.version run say Install needed version of Corem or datapack will not work correctly!

 

• (1.0.7+) If you want use raycast use it like here:

#Give tag to one entity
tag @e[type=zombie,limit=1] add corem.raycast
function corem:raycast/start

#OR

execute as @e[type=zombie,limit=1] run function corem:raycast/start

 

 

#Then we can check all needed conditions:
execute as @e[type=area_effect_cloud,tag=corem.raycast.point,limit=1] if block ~ ~ ~ minecraft:ice run say It's ice!

 

execute as @e[type=area_effect_cloud,tag=corem.raycast.point,limit=1] if block ~ ~ ~ minecraft:grass run say It's grass!

 

execute as @e[type=area_effect_cloud,tag=corem.raycast.point,limit=1] if block ~ ~ ~ #corem:air run say It's air, cave air or void air!

#In the end you should kill area effect cloud with tag "corem.raycast.point", but if you will use again function "corem:raycast/start", it will kill area
kill @e[type=area_effect_cloud,tag=corem.raycast.point,limit=1]

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