
The second snapshot of what will most likely be the biggest update ever is here! Make sure to check it out, because it is loaded with new features!
Snapshot changelog
This is a full changelog of this snapshot with more notable changes highlighted with bold text.
- Updated bundled Java to version OpenJDK 21.0.7
- Increased font size of some components that were hard to read on certain screen resolutions
- Added search parameter functionality to the mod element editors
- Double-clicking the shift key focuses a relevant search bar if a tab containing a search is currently active
- Image editor layer and selection information now persist with the saved texture
- Added an option to specify animations for custom blocks that are conditionally executed by procedures
- Increased the stack size parameter limit to 99 in most places across the interface
- Added a new parameter to the projectile mod element to disable the gravity effect on them
- Added an advanced parameter for procedures to skip the null dependency check when enabled
- Added an option to disable the block item of custom blocks and plants
- Added some new block and plant item parameters: rarity, immune to fire, and stack size
- Custom items and tools can now specify an alternative inventory/item frame/dropped display texture
- GUI text field and checkbox value procedures now work on both client- and server-side
- GUI text field and checkbox procedures now operate in any context where entity dependency is available
- Added new loot table type: archaeology
- Added support for using tags for the "can be placed on" parameter of custom plants
- Added new entity procedure block: is entity attack swinging
- Added new world management procedure block: trigger game event
- [Bugfix, NF 1.21.4] Fluids with light opacity set to 0 caused build errors
- [Bugfix] In some cases, tag entries added by mod elements were not correctly removed
- [Bugfix] Software frames had rendering problems in some cases with certain GPUs on Windows
- [Bugfix] UI had some rendering issues on certain Linux X11 configurations
- [Bugfix] Player right-click global procedure triggers fired inconsistently in some cases
- [Bugfix] One could add custom block state enum properties with a single value that crashed the game
- [Bugfix] Has entity attribute procedure block did not work correctly in some cases
- [Bugfix] Some other minor fixes and improvements
Release changelog
Below is the changelog of the previous MCreator snapshots, covering changes in the upcoming 2025.1 release.
- Updated bundled Java to version OpenJDK 21.0.6
- Minor UX improvements and standardizations
- Simplified image editor shortcuts and added some new ones
- Improved the UX of the user input dialogs so they reopen after showing the error message
- Added support for Java models for custom block mod element
- Added support for basic animations for blocks with Java models
- Added color indicator to the block map color selector
- Added new mod element type: banner patterns
- Added an option for custom blocks to detect vibration events and trigger procedures on them
- Added new parameters to blocks: is ignited by lava, note block instrument, block set type for block bases
- Added a new parameter to items: banner patterns this item provides
- Custom living entities with a villager or witch vanilla model now render the main hand item
- Increased the maximal stack size of the item mod element to 99
- External and tag entries in custom tags are now optional, making soft mod dependencies possible
- Added a new procedure block to check if a certain value is or is not null
- [NF 1.21.1] Added support for basic animations for projectiles with custom Java models
- [Bugfix, NF 1.21.4] Stonecutting recipes with tags as an ingredient did not work
- [Bugfix, NF 1.21.1] Disabling armor parts with custom model caused build errors
- [Bugfix] Custom GUI buttons did not reappear after visibility state changes
- [Bugfix] Custom entities with biped model had incorrect mount offset when riding other entities
- [Bugfix] Removed duplicate and stale block and item list entries
- [Bugfix] Procedure external trigger dependency check did not work in some cases
- [Bugfix] Big custom projectiles did not detect block collisions correctly
- [Bugfix] Some other minor fixes and improvements
Release notes
- Removed guistate dependency. It is now implicitly obtained from entity dependency. Existing procedures will be converted automatically.
- The block legacy material setting was removed. Material will be automatically converted to other parameters.
- Duplicate and stale block and item list entries were removed. Manual replacement is needed if these are still in use.
- [Plugins] Custom variable types can now specify required_apis that they depend on
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!
This may seem like a dumb question, but I am newer to MCreator. I'm not really sure how to format my attack animation's code. I tried just putting the block "is entity attack swinging" under the start block (it had the condition of entity is attacked), but that just made the animation play once and wouldn't play again. It lined up with the attack, but I need it to play the animation EVERY time it attacks. How would I go about this? (PS, I know this is a question, but I figured maybe I could get help straight from the source)