Multi-phase bosses
Finite-state machines you can read at a glance. A phase change is a single wire between two states.
Free · runs in your browser
Draw the logic as boxes and wires. A compiler turns your canvas into the JSON and scripts Bedrock actually accepts.
Free account · nothing to install · the game loads the exported pack.
Why a canvas
The boss is finished in your head: three phases, a second form under half health, the works. Then you open the files. Component groups. Events that add and remove component groups. An animation controller in a separate file, referencing everything by string. One misplaced comma and the mob silently fails to load.
A two-phase boss, the way Bedrock wants it.
{ "minecraft:entity": { "component_groups": { "acme:base": { "minecraft:movement": { "value": 0.25 }, "minecraft:movement.basic": {}, "minecraft:navigation.walk": { "can_path_over_water": true }, "minecraft:jump.static": {}, "minecraft:behavior.nearest_attackable_target": { "priority": 1, "entity_types": [ { "filters": { "test": "is_family", "subject": "other", "value": "player" }, "max_dist": 32 } ] }, "minecraft:behavior.move_towards_target": { "priority": 2, "within_radius": 32 }, "minecraft:environment_sensor": { "triggers": [ { "filters": { "test": "target_distance", "operator": "<", "value": 3 }, "event": "acme:go_slam_attack" } ] } }, "acme:slam_attack": { "minecraft:timer": { "time": 1.5, "time_down_event": { "event": "acme:go_base" } } } }, "events": { "acme:go_base": { "add": { "component_groups": [ "acme:base" ] }, "set_property": { "acme:state": "base" }, "remove": { "component_groups": [ "acme:slam_attack" ] } }, "acme:go_slam_attack": { "add": { "component_groups": [ "acme:slam_attack" ] }, "set_property": { "acme:state": "slam_attack" }, "remove": { "component_groups": [ "acme:base" ] } }, "minecraft:entity_spawned": { "trigger": "acme:go_base" } }, "description": { "identifier": "acme:magma_golem", "is_spawnable": true, "is_summonable": true, "properties": { "acme:state": { "type": "enum", "values": [ "base", "slam_attack" ], "default": "base", "client_sync": true } } }, "components": { "minecraft:health": { "value": 400, "max": 400 }, "minecraft:physics": {} } }, "format_version": "1.21.0"} The same boss, the way you thought it.
The graph is the source of truth: the compiler writes the file on the left.
You draw the logic instead of writing it. "When HP drops below 50%, switch to phase two" is a wire between two states, in a finite-state machine you can actually see. The canvas is the add-on: a compiler turns the graph into the JSON and scripts the game accepts, with no braces to balance and no files to keep in sync by hand.
What it covers
Entities and multi-phase bosses. Blocks with states and permutations. Items, recipes, loot tables. World logic and phases. Server UI forms. Multi-layer animation controllers. Even Discord slash commands, wired from the same canvas.
Finite-state machines you can read at a glance. A phase change is a single wire between two states.
Build with a friend on one shared graph. Edits merge automatically, so nobody overwrites anyone's work.
States and permutations, crafting recipes and drop tables, drawn on the same canvas as the mob that uses them.
In-game menus and forms, wired like everything else.
Slash commands for your server, built from the same graph.
A real code editor for the edge cases, with the VS Code engine, official Mojang schemas and raw components.
Your mob's geometry and texture, rendered in the browser before the game ever loads it.
Built for crews
You and a friend on the same graph at the same time, live cursors and all, like a Google Doc that compiles. You wire the boss while your mapmaker wires the loot. Made for mapmaking teams and server crews who currently collaborate by sending each other zip files.
Bring your own AI
Your project is an MCP server. Connect the AI you already use (Claude, Cursor, Claude Code, any MCP client) and it reads and edits the same canvas with real tools instead of pasted code blobs. It even appears as a live cursor next to yours.
MCP server · real read/write tools
For the edge cases
Some edge cases deserve raw JSON. CrashPanel ships a real code editor (the VS Code engine with official Mojang schemas) plus raw components for anything the canvas shouldn't pretend to know better. The actual files are always one click away. And you can preview your mob's geometry and texture in 3D, right in the browser, before the game ever loads it.
The output
One click gives you a working .mcaddon that the game
just loads. Running a proper toolchain? There's a Regolith filter
and a CLI, so CrashPanel becomes one stage in your existing build.
Design in the browser and ship the way you already do.
Questions
Free account, in the browser. Nothing to install: the game just loads the pack.
free · in the browser · exports .mcaddon