Zlex: I build Minecraft mods.

Mostly minigames, mostly for big YouTubers, all running on an engine I built because I got tired of solving the same problems twice. If you’ve got something in mind, let’s build it.

Need a minigame, a full custom build, or the engine underneath? Let’s talk.

discord: email: contact@zlex.me

about

cat about.md

I’m Zlex. I build Minecraft mods for people. It started with one Fabric mod for a creator’s server and never really stopped. These days it’s mostly minigames for big YouTubers. I built the engine that runs under most of them, and I handle a lot of the design and server work too.

The work I care about is the part players never see. A round that starts clean, a reconnect that just works, a server that holds up on a busy night. Get the invisible stuff right and the game feels effortless. Get it wrong and nothing else matters.

I don’t stop at the code, though. I design how the games actually play, and I’ve led the staff team that keeps a live server healthy. The unglamorous stuff is usually where the real work hides.

minigame-mods/

12 shipped minigames.

Drop-in mods, mostly. Run them on a server as-is, or tell me what to change. Nearly all of them run on Conduit, the engine I built so I would stop solving the same problems twice. The ones up top have run in somebody else’s video, so there is footage of them holding up in front of an audience.

Thumbnail of Baablu's video "10 YouTubers VS 1 Secret Liar", played on Sabocraft

played in

10 YouTubers VS 1 Secret Liar

Baablu 950K+ subs 1.2M+ views Aug 2026

10 creators 7M+ subscribers between them

Ten creators, one hidden saboteur, 48 minutes on one server. Every one of them was streaming it to their own audience, so the round had to hold up in front of all of them at once.

Sabocraft

shipped

Find the saboteur

My first crack at Among Us in Minecraft, and it shipped. Up to ten players, one hidden saboteur, emergency meetings, and votes. The trick was hiding everything that gives the game away, like death messages and advancements, so nobody can metagame who died.

  • Hidden-saboteur roles that scale with the player count
  • Emergency meetings and voting that actually resolve a round
  • Death-message and advancement hiding so the bluffing holds up
fabricconduitmc 26.1.2
Thumbnail of Baablu's video "11 YouTubers beat Minecraft using One Color", played on ColorBound

played in

11 YouTubers beat Minecraft using One Color

Baablu 950K+ subs 1.8M+ views Jun 2026

Eleven players, ten colour teams, one run at beating the game. Nobody can gather what their own colour cannot touch, so the whole video runs on people having to trade.

ColorBound

shipped

Survive the spectrum, master your hue

A Paper plugin that rewires Minecraft around colour. You’re locked to one of ten colour teams and can only use blocks and items that match it, so nobody can go it alone. You have to trade. The one non-Fabric thing here.

  • 10 color teams with shared material palettes (Blue → Blue, Cyan, Light Blue…)
  • Live color filtering on held, stored, and dropped items with visual cues
  • Config-driven team→color mappings, editable with no restart
javaspigot/papermc 1.21.10
Thumbnail of Baabtwo's video "Can you beat Minecraft while Damage Shrinks your Inventory", played on Inventory Shrink

played in

Can you beat Minecraft while Damage Shrinks your Inventory

Baabtwo 175K+ subs 165K+ views Jun 2026

Baablu’s second channel. A full run at the game with the inventory closing one slot at a time: the lock order is fixed, so late damage costs the hotbar and the run gets decided by what you are still holding.

Inventory Shrink

shipped

Lose slots, lose focus, lose the game

Take damage, lose inventory slots one at a time in a fixed order until only the leftmost hotbar slot remains. Individual mode for battle royale, shared mode for co-op suffering.

  • Dual modes: individual per-player counter, or one shared global counter
  • Deterministic lock order across 35 slots (offhand → top-right → hotbar right-to-left)
  • Client overlay on locked slots; vanilla clients get silent-fail enforcement
fabricconduitmc 26.1.2

Pad Party

shipped

My party-game pack

The one I build for the public. A party-game pack you drop onto a server and play with friends. It’s where my favourite modes live, and I’m rebuilding its lineup around the three that land best: Simon Says, Red Light Green Light, and Hot Potato.

fabricconduitjava

Block Shuffle

shipped

Find your block before the timer dies

Command-driven elimination game. Each round you get a random block target. Stand on it before time runs out or you’re out. Last player standing wins. Drops into any Fabric server; no lobbies, no custom dimensions.

fabricconduitmc 26.1.2

Potion Shuffle

shipped

Get the effect, any way you can

Sibling to Block Shuffle. Each round assigns a random potion effect. Get it on yourself any way you can before time expires, or you’re out. Last standing wins. Drop-in, no config files.

fabricconduitmc 26.1.2

Sprint Race

shipped

A 60-block foot race, built on the fly

A foot race for 4 to 10 players. Queue at the hub, drop into a 60-block arena the server generates on the spot, and sprint to the line. Top three get the podium and the leaderboard sticks around after a restart. This was an early one, built on the first version of the engine to figure out how the whole match loop should feel.

fabricjava

Pillars

shipped

Last one off the void wins

Hub-and-lobby knockback game. Players stand on isolated bedrock pillars with random knockback items; last player not punched into the void wins. Concurrent lobbies spin up on demand via the engine’s instance pool, with walk-in onboarding and in-world config.

fabricconduitjava

Hot Potato

shipped

Pass the bomb or burn

Melee-tag elimination. One player holds a ticking bomb and must pass it by hitting someone before it detonates. Cinematic countdowns, live scoreboards, a shrinking arena, and podium celebrations across best-of-N rounds.

pad partyfabricconduit

Red Light, Green Light

shipped

Freeze when the doll turns

A Squid-Game-style freeze race. Sprint toward the line while a giant Chicken doll sings; move on RED and you’re eliminated. Survive to the finish to win a best-of-N match.

pad partyfabricconduit

Simon Says

shipped

Obey the caller, trick your reflex

Points race where you execute orders prefixed “Simon says” and dodge the traps that aren’t. Golden orders pay double; combos demand two actions at once; streaks bank bonuses.

pad partyfabricconduit

MobWheel

shipped

Spin the wheel, become the mob

Every 15 minutes the game pulls everyone into a wheel room and the clock stops. You spin three times, pick one of three mobs, and you ARE that mob for the next round: its abilities, its stats, Identity-style. Whatever you pick drops out of your wheel, so the pool drains as the game goes on. This was my first Fabric mod, and the reason I ended up building engines at all.

fabricjava

tools/

Built for the pipeline. Some escape it.

When the hand-work gets slow, I build a tool instead of slowing down, and the tools outlive the project that caused them. The ones worth handing to other people get cleaned up and cut loose; the rest stay internal and follow me from build to build.

standalone/

release pending

Build Paster

Huge builds into a running server, precisely

A tiny web UI that drives an in-game bot to paste WorldEdit/FAWE schematics exactly where you want them, with undo, rotate, flip, and drift-proof anchoring so a misclick never shifts a city by one block. Started as a one-off island paste bot for a client build, generalized into a standalone tool once it proved out. Getting its public release ready now.

web uimineflayerfawe

internal/ same engine lineage, pipeline only

Structure Finder

internal tooling

Answers "is this seed any good?" without launching Minecraft

A top-down render of the engine’s structure-placement algorithm: real biomes, the spacing grid, every candidate coloured by the verdict that rejected it, and the surviving hit with its distance. The trick is what it does not do: it never boots a Minecraft server. A small Java oracle loads the game’s worldgen with no world on disk, no chunks and no tick loop, and answers placement and biome questions for any seed in about 30 ms. It also refuses to reimplement the algorithm; it compiles Conduit’s own StructureScan and calls Minecraft’s real biome and structure classes, so the picture cannot drift from what the engine actually does. A differential test re-checks it against vanilla on demand.

javanodeworldgen

The tuning studios

internal tooling

Change the game while it is running

A family of browser editors over one live server: economy and enemy stats, the global gameplay config, the third-person fist combo, and NPC dialogue trees. They exist because balancing a game through rebuild-and-relaunch is how a day disappears. Each writes the real config or a shadow datapack and the change lands on the running server in about a second. No restart, no rebuild, players still connected. The combo editor plays the whole chain on a 3D model before it ships; the dialogue editor simulates the conversation, then starts it on the nearest player to test it for real.

web uihot-reloadrcondatapacks

Hub Layout Editor

internal tooling

Decide where a pad goes, on a map

Places a hub’s anchors by hand on a top-down map and writes the layout file the runtime reads. Six anchor kinds in their in-game marker colours: click to place, drag to move, scroll to zoom, with the facing lines and the derived spawn yaw drawn as you go. Pad order is a first-class control rather than a detail, because games bind to pads in declaration order, so the index is drawn on the map and the list is drag-to-reorder. It exists because the old marker scan blanked every marker as it read it and nothing persisted the result, so a hub survived exactly one boot.

nodeweb uizero deps

AI Fighters Trainer

internal tooling

A cockpit for teaching fighters to fight

The control surface for a reinforcement-learning rig that trains Minecraft combat AI. It starts and stops a headless duel arena, launches PPO runs with the full config (hyperparameters and reward-shaping weights), and lets a run be paused, resumed and killed with checkpoints written automatically, while reward curves, throughput and log tails stream back live. The arena runs unthrottled and detached from the tick clock so training moves at machine speed rather than play speed: the reference smoke test clocks 495× realtime.

pythonpytorchstable-baselines3fabric

Deck

internal tooling

Sat down to working, in one click

The cockpit the rest of this list is launched from. Every project is an entity with its own workspace: opening one boots its dev server, restores the tools that were open, and starts the session timer. Inside are the answers to the questions that eat a morning (is the built jar stale against source, what version is actually deployed, is the working tree clean, how far ahead of the remote am I), with commit and push in reach. Server lifecycles are tied to the session, which is why orphaned processes stopped piling up.

taurinodeweb ui

Voxel Forge

internal tooling

Minecraft textures in, voxel formations out

Reads item and block textures straight out of the cached client jars, decodes them with a hand-written PNG decoder, and re-emits each sprite as a formation of spinning voxel cubes beside the source texture. Sprite mode keeps the silhouette; solid mode builds a full cube. The output is a paste-ready coordinate and palette block for the Modplex landing page, which has a hard ceiling of 72 cubes, so anything that would not drop in cleanly is flagged before it leaves the tool rather than after.

nodeweb uipng decoding

World Manager

internal tooling

Click a map, it appears in-game

A top-down world editor in the browser: click a real rendered map of the world and the thing you placed is standing in the live server a second later. Enemies, NPCs, whole builds. Drag to move, batch your changes, apply, with a toggle between local and remote servers. Whenever a project needs hundreds of hand-placed things, this is how they get placed. Drives the same streaming paste-engine lineage Build Paster spun out of.

web uipython rendererfabric

Animation Studio

internal tooling

Pose a limb, press play, it runs in-game

A browser animation studio for player animations: a custom three.js rig with drag-limb posing and gizmo rings, per-part keyframe timelines, a full easing set, onion skins, and FX tracks for particles and sounds. Save → hot-reload → the move plays on the live character about a second later. Every combat animation in the big builds goes through it.

three.jsweb uifabric

Skin Builder

internal tooling

Whole casts skinned without leaving the browser

A workbench for mob and character skins: live 3D preview, preset part layers (fins, wings, horns, armor), and a pixel editor, with a save that lands directly on the target mob. Any project with a custom cast comes through here; a full enemy roster is an afternoon, not a week in an image editor.

web uiskinview3d

bigger-mods/

The big builds.

Full games with progression, custom combat, and worlds of their own. The builds that take months, not weekends.

Blox Fruits in Minecraft

in dev

A Roblox giant, rebuilt block by block

Recreating the Sea 1 progression loop of Blox Fruits inside Minecraft for a 4M-subscriber YouTuber’s series: 13 themed islands, levels 1 to 700, tiered enemies with custom skins, a boss roster, a Devil-Fruit-style power, and a leveling curve fit so each quest turn-in lands you at the next island’s gate. Ships as a public mod and map when it’s done.

  • First-person combat verified in-game: invisible fists, 3-hit combos, multiplayer sync
  • Data-driven quest system: all 26 First Sea kill quests seeded from one JSON file
  • Custom-skinned enemy roster placed by hand with my own World Manager tooling
  • Standalone Fabric build, the deliberate exception to my own engine rule
fabricmc 1.20.1java 17

Cataclysm

shipped

Minecraft, but the world turns on you

A catastrophe engine, built for a YouTuber’s video: every few minutes the scheduler rolls a dramatic set-piece (meteor storm, tsunami, black hole, a fightable UFO invasion) while persistent “curses” quietly rewrite the rules underneath (sprinting creepers, exploding beds, tripled projectiles). Runs on Conduit. Delivered and client-tested.

  • 8 scheduled set-piece events + 13 persistent world-rule curses
  • Custom GeckoLib mobs: aliens, UFO mothership fight, cave monster, shark
  • Progression-triggered chaos: milestones unlock curses, events chain into events
fabricconduitgeckolib

Blade Clash

next up

A katana duel game where the budget goes to feel

A melee-combat experience in the spirit of Roblox’s Dueling Grounds: free-for-all grounds, button-triggered 1v1 arena duels, and an entire build budget spent on animations and sound. Dual M1/M2 combos, hold-to-block with guard-break stuns, dash-dodges, lock-on, and a cinematic ultimate. Concept locked; kickoff scheduled. Ships standalone on Modrinth.

  • Hit-react animations on the victim, the differentiator nobody does
  • Combos authored in my own Animation Studio, FX via its sidecar system
  • Bo3 duel arenas: two pressure plates, a countdown, a dropped barrier
fabricmc 1.20.1better combat

beyond the code/

Not just the code.

Code is half of it. The other half is whether the game is actually fun, and whether the server holds together once real people are on it.

01 The math under the fun

Game & systems design

The systems that keep people playing after the novelty wears off. Economies that don’t inflate to nothing, risk-reward that stays tense, numbers that hold up once players start min-maxing them.

  • In-game economies
  • Risk-reward mechanics
  • Balancing across live servers
02 Features players remember

Content design

Coming up with the stuff players actually talk about afterwards: quests, events, and mechanics that give people a reason to log back in instead of moving on.

  • Quests & events
  • Gameplay mechanics
  • Player-engagement systems
03 Keeping live servers honest

Server management & QA

I led the staff team on live Minecraft servers and owned the whole bug pipeline: reproduce it, test it, figure out what’s actually urgent, and get it in front of the devs so it gets fixed.

  • Led the staff team
  • Owned bug tracking & triage
  • QA + dev coordination

$ connect

Got something you want built?
Let’s talk.

Discord is the fastest way to reach me. Add me (zlexo) or hop in the Conduit server and tell me what you want built. Prefer email? contact@zlex.me works too. I read everything.

Prefer the receipts? Browse the shipped games, or ask for a live demo of any of them.