Back to mods
Custom Player Data project artwork

Modrinth · Minecraft mod

Custom Player Data

A useful mod for Minecraft servers or framework for mod developers.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Custom Player Data release should I use?

Updated today
Latest stable file 3.0.1
Game version 1.20.6
Loader Fabric

Custom Player Data 3.0.1 targets 1.20.6 with Fabric. Installation on the client is optional. Installation on the dedicated server is optional. All 1 required mods have matching files.

Where it goes

Is Custom Player Data required on the client, server, or both?

Installation on the client is optional. Installation on the dedicated server is optional.

Client Optional
Dedicated server Optional
Loader for this release Fabric
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source marks this as usable on both the client and server.

What else does Custom Player Data 3.0.1 need?

3.0.1. Change the file and its required mods may change too.

All 1 required mods have matching files

Install Custom Server Data first. We found matching files for this game-version and loader setup.

Custom Server Data Needed by Custom Player Data 3.0.1
required
Matching file found Matched file: 1.0.3

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Custom Player Data without breaking your instance.

Built for Custom Player Data 3.0.1. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 3.0.1. It targets 1.20.6 with Fabric; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Custom Server Data first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    Installation on the client is optional. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 3.0.1. It opens that exact file at the source.

About this project

What does Custom Player Data add?

Custom Player Data

Version Loader Status

Fabric Framework 1.20.6 for managing persistent and synchronized player data.

This mod allows you to define custom variables attached to each player, which are saved in Minecraft's native player.dat file and automatically synchronized between the server and the client.


Features

  • JSON Schema: Define your variables in a player_data_schema.json file automatically generated in the map folder.
  • Native persistence: Data is stored directly in player.dat via Mixin — zero data loss, even after a crash.
  • Automatic synchronization: All variables are sent to the client upon connection and with every change (ideal for HUDs).
  • Developer API: Can be used as a dependency by other mods to inject and manipulate variables programmatically.
  • Custom types: Create your own complex data types (e.g., Power, Skill, Quest...).
  • Admin commands: /playerdata get and /playerdata set for operators.
  • Validation: Min/max for int, null checks, runtime type verification.

For Server Administrators

Installation

  1. Place the .jar file in the mods/ folder of your Fabric 1.20.6 server.
  2. Start the server for the first time—the player_data_schema.json file will be generated in your world folder (next to level.dat).
  3. Modify the JSON as needed, then restart.

JSON Schema Format

{
  "note": {
    "type": "int",
    "defaultValue": 0,
    "maxValue": 5,
    "minValue": 0,
    "null": false
  },
  "hudColor": {
    "type": "string",
    "defaultValue": "light_blue",
    "null": false
  },
  "powers": {
    "type": "Power",
    "array": true,
    "defaultValue": null,
    "null": true
  }
}
Parameter Description Required
type int, string, boolean, or a registered custom type Yes
defaultValue Default value for new players No
maxValue Maximum value (int type only) No
minValue Minimum value (int type only) No
null Allows null (false by default) No
array The variable is an array (false by default) No

Important: If a variable has “null”: false and no defaultValue, an error will be logged at startup.

Commandes

Command Description Permission
/playerdata get <variable> <joueur> Displays the current value OP level 2+
/playerdata set <variable> <joueur> <valeur> Modifies the value (primitive types only) OP level 2+

Examples :

/playerdata get note Steve
/playerdata set hudColor Steve red
/playerdata set note Steve 3

Developer Guide — Using Custom Player Data as an API

1. Add the dependency

In your build.gradle file, add the JAR as a local dependency (or via a Maven repository if published):

dependencies {
    // add this one
    modImplementation files("libs/custom-player-data-1.0.0.jar")
}

In your fabric.mod.json file, add the following dependency:

{
  "depends": {
    "custom-player-data": ">=1.0.0"
  }
}

2. Create a custom type (optional)

If you need to store complex data, implement ICustomDataType:

package com.myMod.data;

import fr.hdi.api.ICustomDataType;
import net.minecraft.nbt.NbtCompound;

public class Skill implements ICustomDataType {

    private String name = "";
    private int xp = 0;
    private boolean unlocked = false;

    public Skill() {}

    public Skill(String name, int xp, boolean unlocked) {
        this.name = name;
        this.xp = xp;
        this.unlocked = unlocked;
    }

    @Override
    public void writeNbt(NbtCompound nbt) {
        nbt.putString("name", name);
        nbt.putInt("xp", xp);
        nbt.putBoolean("unlocked", unlocked);
    }

    @Override
    public void readNbt(NbtCompound nbt) {
        this.name = nbt.getString("name");
        this.xp = nbt.getInt("xp");
        this.unlocked = nbt.getBoolean("unlocked");
    }

    public String getName() { return name; }
    public int getXp() { return xp; }
    public boolean isUnlocked() { return unlocked; }
    public void setXp(int xp) { this.xp = xp; }
    public void setUnlocked(boolean unlocked) { this.unlocked = unlocked; }

    @Override
    public String toString() {
        return "Skill{" + name + ", xp=" + xp + ", unlocked=" + unlocked + "}";
    }
}

3. Register your types and variables

In your mod's onInitialize() method:

package com.myMod;

import com.myMod.data.Skill;
import fr.hdi.api.TypeRegistry;
import fr.hdi.schema.SchemaManager;
import fr.hdi.schema.VariableDefinition;
import net.fabricmc.api.ModInitializer;

public class myMod implements ModInitializer {

    @Override
    public void onInitialize() {
        // 1. Register custom Type
        TypeRegistry.register("Skill", Skill::new);

        // 2. Register variables schema all possibilties
        SchemaManager.registerVariable(
            VariableDefinition.builder("level", "int")
                .defaultValue(1)
                .minValue(1)
                .maxValue(100)
                .build()
        );

        SchemaManager.registerVariable(
            VariableDefinition.builder("clan", "string")
                .defaultValue("none")
                .build()
        );

        SchemaManager.registerVariable(
            VariableDefinition.builder("hasCompletedTutorial", "boolean")
                .defaultValue(false)
                .build()
        );

        SchemaManager.registerVariable(
            VariableDefinition.builder("skills", "Skill")
                .array(true)
                .nullable(true)
                .defaultNull()
                .build()
        );
    }
}

4. Reading and Writing Player Data

Use PlayerDataStore to access data from anywhere in your server code:

import fr.hdi.api.PlayerDataStore;
import net.minecraft.server.network.ServerPlayerEntity;

// Read classic type
int level = PlayerDataStore.getInt(player, "level");
String clan = PlayerDataStore.getString(player, "clan");
boolean done = PlayerDataStore.getBoolean(player, "hasCompletedTutorial");

// Read with default value
String color = PlayerDataStore.getString(player, "color", "red");

// Read custom type
Skill skill = PlayerDataStore.getCustom(player, "mainSkill", Skill.class);

// List reading
List<Skill> skills = PlayerDataStore.getList(player, "skills", Skill.class);

// Generic reading
Object raw = PlayerDataStore.getData(player, "level");


// set basic variables
PlayerDataStore.setData(player, "level", 42);
PlayerDataStore.setData(player, "clan", "Dragons");
PlayerDataStore.setData(player, "hasCompletedTutorial", true);

// write custom type array
Skill newSkill = new Skill("Archery", 150, true);
List<Skill> skillList = new ArrayList<>();
skillList.add(newSkill);
PlayerDataStore.setData(player, "skills", skillList);

5. Reading data on the client side

Data is automatically synchronized to the client. Use CustomPlayerDataClient:

import fr.hdi.CustomPlayerDataClient;

int level = CustomPlayerDataClient.getClientInt("level");
String color = CustomPlayerDataClient.getClientString("hudColor");
boolean done = CustomPlayerDataClient.getClientBoolean("hasCompletedTutorial");

Project description from Modrinth.

Pick your setup

Custom Player Data by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

2 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Custom Player Data versions and loaders

16 of 16 releases match

Looking for an older file? The official Modrinth project page is in Resources.