The pre-release of one of the biggest updates to date is here. This update adds a lot of major and popular features, so make sure to check it out!
Upcoming features
Check the feature collages below to learn about the upcoming features. Can you name them all?
And some more features in another collage below, this update will be really massive!
This time, we also have a third feature collage due to the sheer number of features being added! đź‘€
Snapshot changelog
This is a full changelog of this snapshot with more notable changes highlighted with bold text.
- Added new workspace type: resource pack
- Added vanilla resource pack editor tool that makes it possible to override resource files from the mod
- Added easy-to-use placement generator utility to the feature mod element editor
- Added CPU and memory consumption charts to the Gradle console for mod performance monitoring
- Certain preferences such as project browser state and element sorting are now stored per-workspace
- Added an option to reference mod elements from third-party mods in tags
- Order of custom creative tabs can now be configured
- Added support for a new plant type: sapling
- Added an option to make custom plants waterloggable
- Added option for custom blocks to implement vanilla block state properties
- Added new dimension mod element parameters: fixed time, coordinate scale, infiniburn blocks tag, sea level, generate ore veins, generate aquifers, horizontal/vertical noise size, use the default/custom effects, has clouds, cloud height, sky type, does sun height affect fog, ambient light, piglin safe, has raids, monster spawn (block) light limit
- Potion effects can now specify attribute modifiers that are applied to the entity while the potion is active
- Split custom biome fog and air color into separate parameters
- Added new entity procedure blocks: is the entity currently aggressive
- Added new world procedure blocks: for each entity with optional exclusions between two points, get a specific (block/sky) light level
- [DP 1.21.1] Added support for running test Minecraft client with data pack loaded in all worlds
- [Bugfix, NF 1.21.1] Using slot dependency on certain GUI procedure triggers caused build errors
- [Bugfix] Adding custom entity animations has overridden existing model-specific animations
- [Bugfix] Setting itemstack variables did not work correctly in some cases
- [Bugfix] Java plugin events could trigger after the action they were listening to happened in some cases
- [Bugfix] Some other minor fixes and improvements
Release changelog
Below is the changelog of the previous snapshots, covering all the changes in the upcoming 2024.4 release.
- Some minor UI and UX improvements
- Added a button to lock custom GUI and overlay components from moving in the WYSIWYG editor
- Added an option to import custom Java model animations
- Added new procedure local variable type: action result
- Added new damage source procedure blocks: return damage source, call procedure and get damage source return value, custom damage source dependency
- Added new fluid parameters: has fog, fog color, fog start and end distance, submerged overlay texture
- Added an option to specify animations for custom entities that are conditionally executed by procedures
- Added an option to specify walking animations for custom entities that are optionally conditional
- Added image sprite GUI component type for GUI and overlay mod element types
- Loot table mod element editor now shows suggestions for overriding custom block and entity loot tables
- Item and block special info entries are now translatable
- Item and block special info based on string procedures now support multi-line strings
- Added an option to specify infinite effect duration for potion item mod element
- Added new text procedure block: new line
- [Bugfix] It was possible to define more block state property combinations than what Minecraft can handle
- [Bugfix] Index of string procedure block caused build errors in some cases
- [Bugfix] Index of string and string length procedure blocks specified wrong numeric return type
- [Bugfix] Some other minor fixes and improvements
Release notes
- The music disc mod element type was merged into the item mod element type. Existing mod elements will be converted automatically
- Certain dimension mod element parameters were split into more granular parameters. Existing mod elements will be converted automatically
A snapshot download is possible on the Download page under the Snapshot downloads section.
Make sure to download and install the pre-release so you can test it out. This way we can make sure the release can be as stable as possible. Leave a comment with your feedback on the update below. Stay tuned and keep on modding!
Comments
Could you pls add the possibility to choose/create any folder if you use "Custom" Mod Element (with coding only)?
I think it's time to add this possibility and no manually creating files works but MCreator doesn't allow inside of the mod package and that is dumb to prevent something for moddders.
I mean look at this example:
me.sparklearts.examplemod (MCreator generated)
me.sparklearts.examplemod_api (Manually created to create manually files)
I mean this looks absolutely dumb. pls provide us the possibility to create "Custom" Mod Elements or Files inside of the MCreator generated package with custom folders(not the mod element folders, there are only visual. I mean actually folders in the project folder that get created by MCreator but we can choose where we want to create the folder).
Unfortunately, any folder could technically be MCreator owned, say due to some plugin adding files to this folder, so by design of the generator system, this may be really hard or even impossible to achieve without some major overhauling of the generation system.
When workspace is being regenerated say due to MC switch, the only reliable way to prepare base for newly generated files is to delete old ones. At the time of deletion, MCreator may no longer have reference to old generator and what files belonged to certain MEs. Issue becomes even more complex when plugins get involved.
It is purely cosmetical that separate package needs to be used
I have a tree structure. It is saved as a feature with its' own spawning conditions. I created a sapling for the tree and added the structure to the sapling spawning. Normally the trees spawn into the new biome with no issues using the features. The dirt forms under the sapling, and when walking towards the sapling, there are invisible blocks. So it is placing the structure, but the structure is not rendering for some reason.
It is either not implemented yet, or you can achieve the same result with some other tree variant and some modifications