Supported MCreator versions
2023.4
2025.3
Downloads:
4189
Upvotes: 22

{Fabric Generator 1.20.1/1.21.8 is Required}
COMPATIBILITY WITH OTHERS: UNKNOWN

Version 1.3 is available on GitHub (newer than this)
- All Mods in this Plugin (1.21.8)
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Architectury API (Liteminer dep)
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Balm Lib
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Enchantment Descriptions
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ETF & EMF
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Fabric API (Of course)
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FixerMods
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AttributeFix
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PacketFixer
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ForgeConfigAPI
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Formations (Structure Lib)
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Fusion
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Huge Structure Blocks
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Just Zoom
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Liteminer (+AmberLib)
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Mod Menu
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Mouse Tweaks
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PerfMods
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Sodium (YES!!)
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FerriteCore
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Lithium
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Clumps
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PrickleLib
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Someaddon's Mods
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FastAsyncWorldSave
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Cupboard
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WorldEdit (YES!!)
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WTHIT
It's recommended to backup your workspace first.
Changelog v1.2:
- Added support for 1.21.8
- Removed/Added mods based on if they support 1.21.8 or not.
License
MIT License
Issue tracker
Source code repository
Plugin downloads
Creators_ Essentials_v1.1 {1.20.1} - Creators_ Essentials_v1.1_0.zip
Uploaded on: 03/14/2024 - 10:39 File size: 8.59 KB
Creators_ Essentials_v1.2 {1.21.8} - Creators-Essentials_v1.2.zip
Uploaded on: 12/20/2025 - 16:59 File size: 1.44 KB
Plugins may contain bugs, break workspaces, or alter the way MCreator operates.
Third-party plugins are provided "as is" and downloaded and used entirely at your own risk.
Comments
There is no reason to update it to 2024; as the fabric generator is also only on 2023.4. You wouldn’t be able to use a later version as fabric isn’t compatible with newer versions. (The creator of fabric has quit, so it won’t be updated until someone else takes it over)
What? Nerdy's Geckolib Plugin is for forge only and this API is for fabric?
How you are ju- jus= wha- what?
Even if you somehow manage to use the Nerdy's Geckolib Plugin in Fabric then why would you use 2 APIs for same purpose.
its like installing a mod for two times of same version... Ofcourse the build will crash...
Either use APIMods or Nerdy's Geckolib Plugin...
Anyways, can you tell me that how you managed to get Nerdy's Plugin in Fabric?
Small question; If I create a mod using this plugin, will the mod require all these mods to run? Or only those necessary/those I actively used to make it? Or none at all? For example: If scale an armor to 50 (cap is 30) I would be actively using AttributeFix to be able to do that, so would the final mod only use AttributeFix, or require more mods to be able to run?