Needed Future MCreator features

Started by Tucky143 on

Topic category: Feature requests and ideas for MCreator

Joined Feb 2024
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Needed Future MCreator features
Wed, 12/04/2024 - 02:35 (edited)
  • Replace Item & Replace Item (keep NBT)
  • Multiple item models used for one item
  • Procedure to change item texture / model
  • Procedure for adding velocity without & with direction (better than current one) w/t ability to change density
  • Jumping movement procedure for AI
  • when stared at aggravate procedure for AI
  • Random dimension gen for dimensions
  • Biome types such as Beach, Islands, Plains, Forest, Mountains, Caves, Flat, Ocean, Sky (floating island) and Default
  • Biome Dimension Toggle for End and Sky
  • Ability to change the water level for dimension
  • Ability to change noise height levels for dimensions and biomes
  • Ability for Mount mob type and default mob type
  • Dimension types such as Islands, Caves, Flat, Ocean only, Sky (floating islands) and Default
  • Select Mode for pencil (or other way around)
  • Mob procedures for individual mobs and not just types
  • Get specific entity procedure
  • Get entity spawn egg procedure
  • Allow shield blocking to be used on swords
  • Ability to use neoforge Minecraft snapshots
  • Import button for mod use in the workspace
  • Import element button
  • Boat element with chest boat toggle.
  • Sign element with hanging sign toggle.
  • At day end global trigger.
  • At day start global trigger.
  • Power block at x y z with power int.
  • Presents for elements such as tools, items, and biomes.
  • Shield and trident options in tools.

And so on...

Minobanana's ideas:

  • The ability to use the villager trade UI freely (e.g. with other entities and triggers)
  • Ability to edit vanilla textures, block properties, item properties 
  • Dynamically changing overlay sizes so that players can make things like progress bars quickly 
  • Ability for blocks and entities to respond to sound similar to scull sensors or Warden
  • This one is slightly much, but the ability to display overlays over blocks or items would be useful. Custom block cracks or visual enchant effects are some use cases. 
  • Custom brushes and pottery sherds.
  • Vanilla tab reordering.
  • Model element compatible with block states and separate textures.
Edited by Tucky143 on Wed, 12/04/2024 - 02:35
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Can someone read this :(
Sat, 08/31/2024 - 18:40

Can someone read this :(

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Updated on 9/17/24
Wed, 09/18/2024 - 00:37

Updated on 9/17/24

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A few of these are already…
Sun, 09/22/2024 - 01:34

A few of these are already doable through MCreator if you know how and a few of these aren't really plausible with Minecraft, for example. Minecraft does not use Biome Types anymore, this is a thing of the past, instead they use Temperature and Humidity to determine what biomes to spawn next to and use Continentalness, Erosion, and Weirdness to decide what type of terrain this biome generates over. Dimension types used by MCreator are Overworld, Nether, and End dimension types. These are Minecrafts only 3 default dimension types. Other dimension types would have to created through Java and JSON files going as far as creating new noise files, carvers, and other dimension features to make up a new dimension that does not mimic a existing Minecraft dimension. 

IF You want a sky island biome that generates separate from your surface biomes you would have to, again, create new Java and JSON files creating new noise, carvers, etc, with special parameters just so you can specify what biomes you want to generate in this type of area. Most of the world generation features you want to see that were available in the past are no longer an easy feat to create due to Minecraft's current world generation. 

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boats? signs? hanging signs?!
Fri, 11/08/2024 - 12:55

boats? signs? hanging signs?!

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I'll add that.
Fri, 11/08/2024 - 20:23

I'll add that.

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Global procedure trigger: at…
Fri, 11/08/2024 - 22:33

Global procedure trigger: at the end of each day. Possible with global variables and such, but it would be cool if it was easier. This workaround is also server-side only.