Developer portal
Build on the ecosystem.
API references for every public interface the ecosystem ships, a plugin development guide, integration examples, and the community channels. Transparency first: what isn't live yet is clearly marked — Shipped means it builds on it today, In progress and Planned mean it doesn't.
API reference
Public interfaces, documented as they ship
Each reference below documents a real surface from the product registry. Usage patterns are illustrative; exact signatures ship with each mod JAR's javadoc and README.
The latency-compensation developer API shipped with HeroSync r1.4.0. Register rules for which actions register locally, classify packets the framework should reconcile, and provide state snapshots for consistent rollback points.
- Registration rules. Declare which player actions register locally at zero latency and which defer to the server.
- Packet classifiers. Classify outbound and inbound packets so reconciliation only touches what it should.
- Snapshot providers. Supply state snapshots — the rollback engine reverses only what needs reversing against a consistent point.
- Compatibility adapters. Adapters for common mod interactions, so other mods' actions reconcile cleanly.
// Usage pattern for HeroSyncAPI (signatures ship with the JAR's javadoc).
// 1. Register an action as locally-registered:
herosync.registerAction("my-mod:my-action", RegistrationRule.LOCAL_FIRST);
// 2. Classify a packet the framework should reconcile:
herosync.classifyPacket(direction, packet, PacketClass.RECONCILABLE);
// 3. Provide a snapshot provider for consistent rollback points:
herosync.registerSnapshotProvider(() -> captureState());
// 4. Disable per-mod when rules conflict:
herosync.disableRegistration("my-mod:my-action"); Better Dynamic Crosshair API
The public crosshair API shipped in v1.1.0. Other mods can read what the crosshair is currently targeting and drive their own rendering from the same context.
- CrosshairContext. The current target context — what you are aiming at, and its state.
- CrosshairColor. The colour vocabulary: hostile=red, passive=yellow, player=blue, boss=purple, container=cyan, interactable=green, redstone=orange, ore=gold.
- CrosshairStyle. The style vocabulary driving how the crosshair renders for a given context.
// Usage pattern for the CrosshairContext API (v1.1.0).
// Register a provider that renders alongside the dynamic crosshair:
CrosshairContext ctx = crosshair.currentContext();
switch (ctx.targetType()) {
case HOSTILE -> myOverlay.tint(CrosshairColor.HOSTILE); // red
case PASSIVE -> myOverlay.tint(CrosshairColor.PASSIVE); // yellow
case PLAYER -> myOverlay.tint(CrosshairColor.PLAYER); // blue
case BOSS -> myOverlay.tint(CrosshairColor.BOSS); // purple
case CONTAINER -> myOverlay.tint(CrosshairColor.CONTAINER); // cyan
case ORE -> myOverlay.tint(CrosshairColor.ORE); // gold
}
// Combat conditions surface through the same context:
if (ctx.attackCharged()) myOverlay.glow(CrosshairStyle.ATTACK_CHARGED); The public API, EventBus and provider system shipped with README.md r1.2. Other mods can extend book rendering, subscribe to book events, and ship content through the provider system — with 15 bundled templates for common documentation layouts.
- Public API. Open and manipulate README.md works from other mods.
- EventBus. Subscribe to book lifecycle events (created, edited, saved, synced).
- Provider system. Register custom render providers and content sources that extend the Markdown pipeline.
- 15 templates. Bundled templates for common documentation layouts — start books from any of them.
// Usage pattern for the README.md public API (r1.2).
// Subscribe to book events:
readmemod.events().subscribe(BookEvent.SAVED, book -> {
log.info("Book saved: " + book.name() + " (" + book.wordCount() + " words)");
});
// Register a custom provider that extends the Markdown pipeline:
readmemod.providers().register("my-mod:callout", new RenderProvider() {
@Override public String render(String body) {
return "{{callout}} " + body + " {{/callout}}";
}
});
// Start a book from a bundled template:
readmemod.newBook("Server Rules", Template.GUIDE); Redstone Debugger surface
The command and export surface shipped with Redstone Debugger 1.0.0: the /rdebug suite, plain-language diagnostics (/rd explain, /rdebug diagnose <n>), world and HUD overlays, and a recording export format for sharing and re-analysis. A deeper SDK is in progress — this is what ships today.
- /rdebug suite. Recorder, timeline, clear, export and perf commands — headless control from chat.
- Diagnostics. /rd explain and /rdebug diagnose <n> — 12 analysis algorithms (signal tracing, dependency chains, root cause, SCC cycles, critical path, clock detection) over 25 event types.
- Export format. Export a recorded event timeline; the recipient can replay and re-diagnose without your world.
- AI insights (optional). Optional providers including local Ollama explain circuit behaviour — every core diagnostic runs offline.
# Command surface (shipped in 1.0.0)
/rd help # the full command suite
/rdebug recorder start # begin recording a circuit (or press R)
/rdebug recorder stop # stop and capture the timeline
/rdebug diagnose <n> # run the 12-algorithm analysis on event n
/rd explain # plain-language explanation of the recording
/rdebug timeline # step through recorded events tick by tick
/rdebug export # export the recording for sharing
/rdebug perf # profiler, metrics, caching and memory monitor Pack Merger headless suite
The /packmerge command suite shipped with Pack Merger 1.9.1 — headless, server-side and scripted merging for pipelines and server owners. Merge strategy, conflict scanning and version-correct export all run from chat.
- Scan & conflicts. /packmerge scan and /packmerge conflicts — detect and classify every collision across packs without merging.
- Merge & export. /packmerge merge <a> <b> and /packmerge export — combine packs and write the version-correct pack_format.
- Strategy & resolution. /packmerge strategy sets the automatic resolution; /packmerge resolve overrides per asset.
- Import & clear. /packmerge import and /packmerge clear — manage the working set for scripted pipelines.
# Headless merge pipeline (shipped in 1.9.1)
/packmerge import my-pack.zip
/packmerge scan # classify conflicts first
/packmerge strategy priority # list order wins by default
/packmerge merge pack-a.zip pack-b.zip
/packmerge export # version-correct pack_format baked in
/packmerge clear # reset the working set The /j2b suite shipped with J2B MC 3.2.1 — cross-edition connectivity and mechanic control from chat. The RakNet client (ECDH + AES-256-CFB8) connects Java to Bedrock servers, and 27 flags govern the 161 sub-systems.
- /j2b connect. Connect Java → Bedrock servers via the native RakNet client. Online auth is still being verified against real servers.
- /j2b command suite. Explore and control the mod in-game; the config screen (B key / Mod Menu) exposes the 27 flags.
- Bedrock-ify flags. 161 sub-systems across 13 phases, each governed by one of 27 individually toggleable flags.
- .mcworld import. Import Bedrock .mcworld files into Java worlds.
# Cross-edition connectivity (shipped in 3.2.1)
/j2b connect <host> <port> # Java → Bedrock via RakNet (ECDH + AES-256-CFB8)
# Config screen (B key / Mod Menu): 27 flags over 161 sub-systems
# e.g. keep Bedrock combat while leaving Java redstone alone Hero Client command framework & plugin framework
Shipped in v2.2: a command framework with a parser, a namespaced registry (namespace+trie), a completion engine and a middleware pipeline, plus config validators (range, enum, TTL cache, diagnostics). The developer plugin framework — where developer features plug in — is in progress; plugin APIs will be documented here as they stabilise.
- Command framework. Parser, registry with namespace+trie lookup, completion engine, middleware pipeline — wired into the mod via CoreCommandBridge.
- Config validators. Range and enum checks, TTL cache and diagnostics — invalid config is caught, not silently ignored.
- Plugin framework. Developer features are added via the plugin framework — in progress; public plugin APIs will land here.
- Feature registry. Every feature carries a real lifecycle (stable/beta/experimental) from the mod's own FeatureRegistry.
# Command framework surface (shipped in v2.2)
/hero # Hero Client command root
# The parser, namespaced registry (namespace+trie), completion engine
# and middleware pipeline power every /hero command.
# Plugin APIs: in progress — watch this page as they stabilise. Hero Agent model router
The shared AI backbone — internal today. The model router (BYOK across OpenAI, Anthropic, Gemini, Groq, OpenRouter and Ollama, with capability inference and rate limiting) exists as scaffolding; public API access arrives with the developer portal. CraftPilot's assistant is the first planned consumer.
- BYOK routing. User-provided keys by design; Ollama supports fully local inference.
- Capability inference. The router chooses a model suited to the task.
- Rate limiting. Per-provider rate limiting guides which model handles each request.
- Public API access. Planned with the developer portal — not yet public.
# Hero Agent — internal backbone (planned public API)
# Providers: OpenAI · Anthropic · Gemini · Groq · OpenRouter · Ollama (local)
# Status: model router + specialist agent suite exist; public API access
# arrives with the developer portal. Nothing here is assumed live. Command reference
Every command suite, one table
The in-game command surfaces the ecosystem ships — from chat, no external tooling required.
| Product | Command surface | Status |
|---|---|---|
| Hero Client | /hero — command root; framework with parser, namespace+trie registry, completion and middleware | In progress |
| HeroSync | /herosync status · transaction list · registration info · stats · debug overlay · reload | Shipped |
| Redstone Debugger | /rd help · /rd explain · /rdebug recorder|timeline|diagnose <n>|export|perf | Shipped |
| Pack Merger | /packmerge import|list|conflicts|strategy|resolve|merge|scan|export|clear | Shipped |
| J2B MC | /j2b connect <host> <port> · /j2b command suite · config screen (B key / Mod Menu) | Shipped |
| README.md | /readme new · open <name> · save · search <term> · sync | Shipped |
| Hero Agent | Agent CLI / API — internal today; public access with the developer portal | Planned |
Plugin development guide
The conventions behind every integration
The ecosystem grows through shared standards and clear processes. Whether you are wiring a mod into HeroSync, extending README.md's book pipeline, or shipping a DPT-flavoured pack, these are the rules that keep everything coherent.
Standards every Hero Studios project follows
- HBBML license — every project applies the same license so the ecosystem stays consistent (see /license).
- Lifecycle & status model — stable means CI-built and tested; nothing is advertised as shipped when it isn't.
- Multi-version build conventions — one JAR per Minecraft version, matched to the exact Fabric Loader, Fabric API and Java version.
- Quality and testing bar — tests, cross-version builds and a truthful status on every feature.
Configuration conventions
- Human-readable JSON / JSON5 in config/ — JSON5 tolerates comments and trailing commas, so hand-editing is safe.
- Edit config files while the game is closed; most reload on next launch (HeroSync supports /herosync reload).
- Config validators (Hero Client) catch range and enum violations with diagnostics instead of silently breaking a module.
- Document every key on the product's docs page — the docs template renders a Configuration reference per product.
How to integrate with a product
- Check the API reference above — only Shipped interfaces are stable to build on.
- Match the mod build to your Minecraft version; keep your integration tested against the product's version matrix.
- Use the public extension points: HeroSyncAPI (registration rules, packet classifiers, snapshot providers), CrosshairContext/CrosshairColor/CrosshairStyle, README.md's EventBus and provider system.
- Report integration issues through the support portal with your mod list and versions.
Integration examples
How the pieces connect
Real integration paths across the ecosystem — each one grounded in what the product data actually ships. Status chips on the API reference above tell you what you can build on today.
HeroSync → Hero Client
Latency compensation inside the client (planned as a first-class module)
DPT packs → Pack Merger
Combine DPT colour themes into one clean pack — never stack resource packs
Better Dynamic Crosshair → Any mod
CrosshairContext API — read the current target and render from it
README.md → Any mod
EventBus + provider system — extend the book pipeline
Redstone Debugger → Any player
Export recordings — recipients replay and re-diagnose without your world
Hero Agent → CraftPilot / Hero Client
Shared AI backbone (in development)
Build an integration now: read the API reference above, match the mod build to your Minecraft version, and test against the product's version matrix. Hit a wall? The support portal routes integration issues to the right place.
Community resources
Where developers gather
Channels for questions, reports, collaboration and custom work — each routed to the right inbox.
Discord
Community chat, support and early milestone announcements — @herobrokenbrine.
Support portal
Guided bug, crash and feature requests — every message is tagged and answered from support@herostudios.dev.
Documentation
Every product's docs page — overview, quick start, configuration reference and FAQ in one place.
Tutorials
Deep, product-specific walkthroughs — install, configuration, common problems and tips.
Dedicated inboxes
Every flow has its own address — route your message once and it lands where it should.
| Purpose | Address | Routed to |
|---|---|---|
| Developer portal, API, and integration requests | dev@herostudios.dev | /developers |
| Feature ideas and suggestions | feedback@herostudios.dev | /support-portal |
| Security reports and bug bounty | security@herostudios.dev | /support-portal |
| Custom commissions and special projects | commissions@herostudios.dev | /support-portal |
| Licensing, permissions, and takedown requests | legal@herostudios.dev | /license |