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    <title>Scripting on Mini Fish</title>
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    <description>Recent content in Scripting on Mini Fish</description>
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      <title>Bedrock Lab: A Behavior Pack as a Small Rules Sandbox</title>
      <link>https://blog.minifish.org/posts/bedrock-lab-behavior-pack/</link>
      <pubDate>Tue, 02 Jun 2026 09:00:00 +0800</pubDate>
      <guid>https://blog.minifish.org/posts/bedrock-lab-behavior-pack/</guid>
      <description>A project note on Bedrock Lab, a Minecraft Bedrock behavior pack with sprint regeneration, random effects, custom drops, and fishing loot changes.</description>
      <content:encoded><![CDATA[<p>Bedrock Lab is a behavior-only sandbox for Minecraft Bedrock Edition. It packages small gameplay rule experiments into a behavior pack that can be imported and activated without experimental toggles.</p>
<p>The project is not meant to be a large mod. It is a rules sandbox.</p>
<h2 id="what-it-changes">What it changes</h2>
<p>The pack includes features such as:</p>
<ul>
<li>sprint regeneration</li>
<li>random player effects</li>
<li>torch drops on non-player entity death</li>
<li>local snow effect on player death</li>
<li>random material drops from broken blocks</li>
<li>adjusted fishing loot weights</li>
</ul>
<p>These are intentionally playful mechanics. The point is to test how small rule changes affect the feel of a world.</p>
<h2 id="why-behavior-only-matters">Why behavior-only matters</h2>
<p>Keeping the pack behavior-only lowers the setup cost. There is no custom client asset pipeline and no experimental toggle requirement.</p>
<p>That makes it easier to share across devices:</p>
<ul>
<li>package as <code>.mcpack</code></li>
<li>import on iOS or Windows</li>
<li>activate in world settings</li>
<li>play immediately</li>
</ul>
<p>For a small personal pack, install friction matters more than architectural elegance.</p>
<h2 id="the-design-lesson">The design lesson</h2>
<p>Game modding is a good reminder that systems can be fun without being complicated. A simple rule like “breaking blocks produces random materials” changes the entire resource economy.</p>
<p>The engineering lesson is to make each rule easy to remove. If a mechanic stops being fun, it should not be tangled with the rest of the pack.</p>
<h2 id="what-i-learned">What I learned</h2>
<p>Small game experiments should be packaged early. A mechanic that only works in a local development folder is not really tested. It needs to be imported, activated, and played in the actual environment.</p>
<p>Bedrock Lab&rsquo;s value is that it turns ideas into a package quickly. That makes it easier to decide whether a mechanic is worth keeping.</p>
<h2 id="current-status">Current status</h2>
<p>Bedrock Lab is private and small. It is the kind of project that is more useful as a personal sandbox than as a maintained public mod.</p>
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