Nerdy's New Curios API Plugin

Supported MCreator versions
2025.2
EAP 2025.3.42611
Tags / plugin type
API support
Java plugin
Procedures
curiosapi
Downloads:
28194
Upvotes: 225
About the plugin

Upgraded and improved, Nerdy's New Curios API plugin introduces new mod elements to MCreator that allow for creating Curios compatible slots and baubles that can provide both visual model rendering and functionality.


While Curios API must always be enabled in the workspace, it does not become a required dependency, remaining completely optional. When Curios is not loaded alongside your mod, your baubles only lose their Curios functionality and your mod is able to be loaded alone.

Java plugins must be enabled for this plugin to load

How to use?

First of all, despite being optional when loading the mod, Curios API must be enabled in your workspace so the Curios code can compile. You will need to do this in workspace settings.


You can then create a curios bauble and select the item element you want to turn into a bauble.


To render a model when equipping the bauble, you will need to make a java model the same way you would for an armor, and select the pieces so they can match the movement of the player model


Showcase


With the curios slot mod element, you can also create new slots for your baubles not included in curios. The texture should match the size of the slot. If not, it will be stretched and resized to fit.

 

Changelog

v1.1.1
-Fixed baubles always adding slots even if the option is not selected

v1.1
-Ported to MCreator 2025.3
-No 1.21.8 support as Curios API has not been updated to that version

v1.0
-Plugin rewrite for 2025.2
-Old legacy versions of the plugin are not compatible with this version

Legacy versions archive
Old v4.5.1 for 2023.1
Old v4.6 for 2023.2
Old v4.7 for 2023.3
Old v4.9 for 2023.4
Old v5.0 for 2024.1
Old v5.2 for 2024.2
License
MIT License

Plugin downloads
Nerdy's New Curios API Plugin v1.1.1 (MCreator 2025.2 ONLY) - Nerdys_New_CuriosAPI_Plugin_0.zip Uploaded on: 10/23/2025 - 08:30   File size: 55.09 KB
Nerdy's New Curios API Plugin v1.1.1 (MCreator 2025.3 ONLY) - Nerdys_New_CuriosAPI_Plugin.zip Uploaded on: 10/23/2025 - 08:28   File size: 55.16 KB

Comments

So I am basically making a mod that adds vests as Vic's Modern Warfare mod used to do. I can't find any way to make a procedure that just increases armor protection. Also, for some reason the custom vest model, when on the body slot, does not show the armor behind it.

So, i wonder if there's any way to increase slots with in-game built progression? Like via procedures or player persistent variables, e.g. +1 slot for rings after using certain item or so.

hi, I just made a test model for the player model and when I equipped the model it was not visible on the player, I checked all the boxes and loaded the model into my block

When using the "Does event/target entity have a ITEM equipped" procedure the code doesnt compile

how do i make any accessories for the Arms follow the idle animation?

I've been working with this plugin for a little bit, but I ran into a new problem that I don't understand. I have a procedure running for an effect every tick, and I want it to check if the player as a curios item equipped. If not, it runs the rest of the procedure for the effect that tick, and if so, it prevents the effect from being active. But every time I try to implement "does entity have curios item equipped" as a condition, the procedure breaks and returns an error, preventing it from compiling.
Does anyone know why this is?

I did a test, and I figured out that it fails to compile when I put a "not" in front of the "Does event/target entity have a ___ equipped".
It compiled without too much issue when it was only the "Does entity have __ equipped", and while I can work with that, the logic would be a little awkward to write out since the idea in my mod is that the curio item protects you against negative effects and the effect only happens if the item is not present. So I am both curious and confused why something so simple as just having the "not" present made the procedure fail to compile.

I also ended up having trouble in other procedures using the curio procedure components even when the "not" is not present. Do I need to be using a specific global trigger for curio components to work? I am merely trying to check if the player has a certain curio equipped or not, and if not to perform an action but if so to do nothing.
Am I missing something in this? I can provide screenshots or examples if it helps. I am working in 1.18.2 with the latest version of the Curios API plugin on MCreator 2023.1.

After some fumbling and bumbling (and some days off), I think I may have. I re-downloaded the plugin, and I think I had the wrong one for the version of MCreator I was using. Perhaps that's your problem too? Just check which version of MCreator you're using and pay attention to Nerdy's "MCreator 20__._ ONLY" on each version of the plugin to get the right one. I think I messed up and didn't remember to swap which version I had when moving from one version of MCreator to another.

I added a bauble head gear with a 3d model, but the pivot point in game is on my feet. The model pivot points are in 0, 24, 0. And I also tried to change the pivot points in the model, doesn't seem to make any difference. Is the problem in the code?

Is there any way to lock a cell and when, say, the 10th lvl vanilla has, 2 slots open?

when launching the client with the irons_spellbooks mod the game says "mod irons_spellbooks requires curios 5.4.7+1.20.1 or above
currenty, curios is 5.4.2+1.20.1"