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.
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.
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.
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.
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.
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.
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.
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.
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.