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.
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Changelog
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
Comments
I cannot say that I have tried this... but I'd imagine it is still possible with a custom procedure. Try checking to see what block the player is standing on, and if it is powered snow AND the player has the bots equipped, then move the player to the correct position each tick.... something like that.
Part One:
Well, I have no idea why that is, I have my account to show requests from anyone. I am pretty new to how discord works so I'll just try to explain below:
First: I am running Neoforge, 1.21.1 and Mcreator 2024.3
1. You need to create your GUI with input slot(s). Start with just one slot to make troubleshooting easier.
2. Make a "Player Persistent" variable - with the "itemstack" type. Make it start as empty. I called mine Ring_Slot_0 since I am making a jewelry making mod and that is what I'll refer to from now on.
3. Make the GUI keybind. I am using "U" but you can use whatever you want
4. Create the keybind procedure and set it to the GUI "On Key Pressed" trigger.
This procedure will do the following:
If the GUI is currently open = false{
Open the GUI for target entity,
Set 1 (get item stack from player variable Ring_slot_0 for target entity, in slot 0 of the event entity.)
}
Else{ } //nothing goes here
Part One:
Well, I have no idea why that is, I have my account to show requests from anyone. I am pretty new to how discord works so I'll just try to explain below:
First: I am running Neoforge, 1.21.1 and Mcreator 2024.3
1. You need to create your GUI with input slot(s). Start with just one slot to make troubleshooting easier.
2. Make a "Player Persistent" variable - with the "itemstack" type. Make it start as empty. I called mine Ring_Slot_0 since I am making a jewelry making mod and that is what I'll refer to from now on.
3. Make the GUI keybind. I am using "U" but you can use whatever you want
4. Create the keybind procedure and set it to the GUI "On Key Pressed" trigger.
This procedure will do the following:
If the GUI is currently open = false{
Open the GUI for target entity,
Set 1 (get item stack from player variable Ring_slot_0 for target entity, in slot 0 of the event entity.)
}
Else{ } //nothing goes here
Part 2
Repeat that third line for more slots with the respective slots and variables for additional slots.
In simpler terms: We check to make sure the GUI is open, and then if it is we are setting the saved variable item into the slot. (We will set that variable in the next step)
5. Create a procedure that will run "While the GUI is open tick". That trigger can be found by clicking the little "expand" text near the bottom left of the GUI screen page"
This procedure will do the following:
If the GUI is currently open = true AND Get the number of items in GUI slot 0 =0 {
SET itemstack global (ring_slot_0) to "empty itemstack" for event/target entity}
else{SET itemstack global (ring_slot_0) to "get item from slot (0) of the currently open GUI etc..." for event/target entity}
Part 3
Or in simpler terms: We are checking to see if the slot has an item. If not, we set the variable to nothing. If it does have an item, we are setting the variable to whatever is in that item slot.
And then if you have more slots, copy this If/else statement and copy it to the bottom of the first statement, and change the slot numbers and variable names.
That pretty much sums it up. Pretty simple actually. I was running into issues when I tried to use the slot triggers. If your item grants a buff, you can do this with a third procedure that gets the variable, and then depending on what it is, does whatever you want it to do... Hope that helps.
I see. So I don't think this can help me, because "being able to walk on powder snow" is not a buff a procedure can grant, I have tried millions of ways. Literally the only way is to have the rights boots in the boots armour slot, but I want to give them the ability without overriding their actual boots slot.