
The second MCreator 2025.3 snapshot is here. This time, the focus is on the new features and improvements for a better modding experience. Read on!
Snapshot changelog
This is a full changelog of this snapshot with more notable changes highlighted with bold text.
- Added loot result preview to the loot table mod element editor
- Improved the UX of the plant mod element editor
- Improved the UX of the search and replace tools in the code editor
- Improved wood pack maker: it now also generates doors and trapdoors
- Workspace search can now exclude search filters by adding an exclamation mark to the filter start
- Added a new parameter to custom blocks and plants: experience drop amount
- Added new GUI mod element component type: slider
- Added support for basic animations for items with Java models
- Added an option to specify animations for custom items that are conditionally executed by procedures
- Added entity dependency to the custom block Java model animation conditions
- Send chat procedure block now supports text color, bold, italic, and underlined parameters
- Custom blocks with block bases now get automatically added to the correct tags when applicable
- Copy itemstack data components procedure block now supports copying all or only custom components
- Added new global procedure triggers: entity changes equipment, entity switches hand
- Added new item procedure triggers: every tick while using the item, on dropped item entity destroyed
- Added new entity procedure block: revoke advancement
- Added new block inventory procedure blocks: slot count, slot stack limit, can insert itemstack in slot
- Added vector math procedure blocks: compare vectors, vector components, normalized vector, scaled vector, distance between two vectors, binary vector operators, vector length
- [Bugfix, NF 1.21.8] Entity dependency of block random display tick trigger caused code generation errors
- [Bugfix] Certain procedure blocks did not work in combination with the on GUI opened procedure triggers
- [Bugfix] The make portal procedure block allowed selecting dimensions without a portal
- [Bugfix] Autocomplete auto-filled code in some cases when it shouldn't
- [Bugfix] Creating bonemealable blocks with a custom block base was no longer possible
- [Bugfix] Some other minor fixes and improvements
Release changelog
Below is the changelog of the previous MCreator snapshots, covering changes in the upcoming 2025.3 release.
- Updated NeoForge for 1.21.4 to 21.4.145
- Updated NeoForge for 1.21.1 to 21.1.190
- Minor UX improvements and standardizations
- Workspace file browser now retains expansion state after search is completed
- Dragging the mouse while placing the component now enters resize mode in the GUI editor
- Added Minecraft resource pack generator for 1.21.8
- Added base support for NeoForge 1.21.8
- Added Minecraft data pack generator base for 1.21.8
- [A 1.21.x] Added new Minecraft blocks, items, and entities to data lists
- [DP 1.21.8] Added support for: functions, advancements, biomes, damage types, dimensions, enchantments, loot tables, recipes, structures, features
- [NF 1.21.8] Added support for: key bindings, variables, global triggers, banner patterns, damage types, tags, advancements, enchantments, functions, loot tables, recipes, structures, features, commands, custom code, sounds, paintings, potion effects, particles, potion items, attributes, game rules, villager professions, item extensions, armor, OBJ models, JSON models, Java models, creative tabs, projectiles, villager trades, biomes, dimensions, fluids, tools, overlays, GUIs, items, plants, procedures, living entities, blocks
- [Bugfix, NF 1.21.1] Non-food items with eat or drink animation emitted eating sounds
- [Bugfix] Certain parameters of the quick ore pack and wood pack tools were set incorrectly
- [Bugfix] Vanilla entries in custom game event tags did not work correctly
- [Bugfix] Dragging the mouse while placing a new GUI component placed it at the wrong location
- [Bugfix] If the Blockly editor crashed while saving, the block assembly was lost and became invalid
- [Bugfix] Contents of certain selector dialogs did not get updated in all cases
- [Bugfix] Custom GUI image button display condition did not pass world coordinates
- [Bugfix] Quotation marks in living entity text synced data default value caused build errors
- [Bugfix] An exported mod file was generated even if the workspace build failed
- [Bugfix] Workspace file browser did not refresh in some cases
- [Bugfix] Continue/break loop procedure blocks did not work with certain iteration blocks
- [Bugfix] Structure mod element did not work in data pack workspace types
- [Bugfix] Some other minor fixes and improvements
Release notes
- [Plugins] If multiple plugins define the same YAML file (generator, mod element definition, variable, ...), the contents of those files will be merged (lists and maps merged, scalar entries loaded first only), considering plugin order based on weight. Plugins should update their YAML files to contain minimal changes to templates, not contain full overrides, as was the practice so far.
A snapshot download is available 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 ensure the release is as stable as possible. Leave a comment with your feedback on the update below. Stay tuned and keep on modding!
Comments
Item attributes??? Does this mean that in a future version I might not need to make tools give hidden potion effects? If so, thank you for considering that as a potential future feature. (and just thank you in general for creating such a useful and versatile program, whether or not item attributes get added later)
Could you add three simple procedures?
They would be to execute redstone at a certain position with a certain level, make a mob go or follow a certain position [if that's already possible, please let me know], and generate lighting of a certain level at a certain position.
As an extra I wanted to mention, but I doubt you'll be able to add it, is that you could allow us to add mods to our workspace. This way, upon launch, we can do things like render the game better, combine mods [this way the dependency mechanics work better when a mod is an extension of another mod], or facilitate functions or builds. I don't know if I've explained myself completely, but if I have, please tell me if this function can be added, or if it's implemented, please tell me how to use it.
I really don't like how entity generation works, especially in the biome settings, where entities spawn on foliage and spawn in large numbers over time. I don't know about Overworld, but I've had issues with entity spawning in custom dimensions. I would like to see this fixed in the next update.
Another question, will we ever get a fully build-in custom structure map setting so you can find a map that leads you to a certain structure. I was thinking it could be under the custom items advanced properties tab with a checkbox to see if this item is a structure map and which structure is it for underneath that box. Another idea is to just have a separate addition tab to just make a structure map so that not just any item can become a map but it makes it an item so you can use it in loot tables.
This update is awesome, but can we get Armor Attributes, so you can equip a piece of armor and it increases or decreases an attribute, like what you can do with effects.