Minecraft racing game datapack
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Minerace is a racing game for Minecraft. It is made as a datapack, and is thus playable in vanilla Minecraft.

The datapack is currently made for 1.16.5, use in other versions is at your own risk.

Be warned, the datapack is still in early development and may break and change in any way.

There is an official server at

How to play

To play the game, enter the queue and start the race. This may vary depending on your world. If you don't have a world, see the installation section below. Up to eight players can play together in a race.

Item slot 1 makes your kart accelerate. The kart will rotate towards the direction you are facing, but it's not immediate. When you need to brake, select item slot 2. You are recommended to start braking a few blocks before the road turns, so that you have enough time to rotate your kart.


The game has items that are obtained from item boxes. Current items are:

  • gold: increases speed slightly on use.
  • slime: a slime can be placed. Slimes stun things that hit them.
  • turtle: bounces on walls and dies after a timeout, a certain amount of bounces or a stun, whichever happens first.
  • star: increases speed and grants invulnerability. The user's kart will explode and stun anything it hits. Hit karts lose their items.
  • missile: lets players shoot a missile in the direction the user is facing.
  • lightning: all karts ahead of the user will be stunned and lose their items.


If you don't already have a world (no world is provided yet), create a new one, preferably empty, as the superflat preset "The Void" does. Set game rules so that no mobs spawn and no damage is dealt to players. The default gamemode should be adventure mode.

To use the datapack, clone this repository into the desired world's datapacks folder. You are suggested to not use the vanilla datapack as it has annoying advancements. The rest of the features from the vanilla datapack are provided by this datapack, so it can be used alone out of the box. Note that some expectations are made by the datapack, such as a barrel or other container at position 1000 0 0 and in future versions a pillar blocks at 1000 0 where no two adjacing blocks are the same. Chunk 62 0 is expected to be force loaded.

A lobby is expected to be at 0 50 0, with a way to start the race using /function emk:race/launch (for example with a sign). There is a queue area as defined in data/emk/functions/tick.mcfunction, which should be modified to your needs. You may remove the queue area and replace it with your own management. Players are automatically removed from the queue when launching. Up to 8 players in the queue will be launched to a race, so make sure to get a way to enter and leave the queue.

Map locations are defined in data/emk/functions/race/launch.mcfunction and should be modified to your world's needs. You will also need to edit data/emk/loot_tables/map.json to adjust the maximum map ID. More information about maps is found further in this file.

When ready, run /function emk:setup to (hopefully) complete the install. This sets up scores and the queue bossbar used by the game.

Building maps

You are recommended to read through this entire section before building your map. When using your own world, this is usually a good idea, this game is no fun without maps!

The start

When starting a race, all karts are facing south and are expected to pass the finish line once to start the first lap.

Below is a depiction of how the map's start is suggested to be like, with the first line being the southmost position.
# indicates the finish line where the start checkpoint should be. * is the starting position for a kart, facing the finish line.
_ is a road block, which does not have the tag emk:offroad. Edit data/emk/tags/block/offroad.json if the standard setup does not suit you.
! is the starting position, the coordinates of this position will be used later.


Building guidelines

Roads are suggested to be at the very minimum 7 blocks wide. 9-11 blocks width may be challenging, wider makes the map really easy to get through. One may choose to leave a padding of offroad blocks before the player hits walls, but not doing this is fine too.

Karts can drive through two blocks tall spaces, although this makes it hard to see, especially for players using taller karts, so a suggested minimum is three blocks.

Remember that karts can climb terrain - the road does not need to be flat. Handling of half blocks like slabs will be implemented in future versions.

To make the map more interesting, item boxes can be spawned. To do so, use /function emk:box/summon. Misplaced boxes can be removed with /kill @e[tag=emk-box,sort=nearest,limit=1] combined with /kill @e[type=minecraft:end_crystal,sort=nearest,limit=1] (advanced users may adjust the commands to their needs). Do not punch the end crystals - they will explode! (unless you are in adventure mode.)


Maps use checkpoints of wool blocks located at y level 0. Karts need to pass all checkpoints to complete one lap. The order of the checkpoints is the same as in the creative inventory, starting at white (the finish line) and last one being black. Checkpoints are easier to add when there's a finished track.

Building checkpoints should be pretty straightforward. Keep in mind that there should always be a way to drive above checkpoints, so walling the entire track is recommended - otherwise confusion may arise.

Due to checkpoints, a map floor is suggested, but not having one is fine too.

Map testing

Karts can be summoned with /function emk:kart/summon. To destroy a kart, either drive it off into the void or run /kill @e[tag=emk-kart,sort=nearest,limit=1]. The remaining entity may now be safely killed too. Spawning more than one kart per player has unexpected effects.

Finishing the map

Run the command /function emk:race/summon to summon a map entity. All entities belonging to the race are expected to stay within 500 blocks of the map entity. Keep maps far enough away from each other so that there is no overlap of the map entities' radii. Preferably, run the command at the position marked with an !.

Set the map's name with the following command:

/data merge entity @e[tag=emk-map,distance=..500,limit=1] {CustomName:'{"text":"My new map"}'}

Set the map's amount of laps with

/scoreboard players set @e[tag=emk-map,distance=..500] emk-lap N

where you replace N with the desired amount of laps.

Adding maps to the pool

When the map is ready, add it to data/emk/functions/race/launch.mcfunction and adjust data/emk/loot_tables/map.json accordingly so that all maps will be available.

For example, for a world with two maps, launch.mcfunction would look something like this:

execute store result score #tmp emk-id run loot insert 1000 0 0 loot emk:map
execute if score #tmp emk-id matches 1 positioned 5000 50 0 run function emk:race/start
execute if score #tmp emk-id matches 2 positioned 10000 50 0 run function emk:race/start

The first line sets a random number as defined in map.json. The second and third lines define two maps, one at 5000 50 0 and another at 10000 50 0.

To match the maximum map ID of 2, map.json should contain


The shop

The shop is not yet documented.