2nd 2026.1 snapshot - the biggest snapshot to date!

Published by Klemen on
2nd 2026.1 snapshot - Minecraft mod maker update - block states, boats, signs

The 2nd snapshot of MCreator 2026.1 is here. This is very likely the biggest snapshot we released to date in terms of features. Read on!

Refreshed look

One of the most noticeable changes is a refreshed look. MCreator now contains a side button strip with toggles to enable and disable "docks" like the project browser, console, debugger, and generated code viewer. Layout is stored per-workspace, so you don't need to set up your desired layout every time from the scratch.

The color scheme of the default theme has also been darkened, to work better on OLED monitors with nicer contrast. The whole UI has also been slightly flattened for a more modern look.

Block editor, and new docks in MCreator MInecraft mod maker update

New Blockly webview engine

Together with the new Blockly webview engine, we have also updated the Blockly panel to fit with the new color scheme and the flattened look.

Updated procedure editor look and feel based on Blockly

The refreshed look was also updated to work seamlessly with the background images. Side button strip becomes transparent, and the transparency of tabs has also been improved to work better when background images are used.

New updated Minecraft mod maker look still supports transparent background images

Snapshot changelog

This is a full changelog of this snapshot with more notable changes highlighted with bold text.

  • Redesigned the default UI dark theme for better contrast and usability
  • Added a side strip for easier access to the project browser, console, debugger, and code viewer
  • Improved the tool mod element editor UI experience and layout
  • Changed the default monospaced font for the console and code editor to JetBrains Mono
  • Added support for enabling font ligatures in the code editor
  • Added an option for custom items with melee damage to specify the attack speed
  • Improved variable and localization edit performance
  • Added a new block base: sign
  • Added an option for custom items to specify attribute modifiers
  • Added new item type to the item type check procedure block: tool
  • Added an option to disable particle size variation for custom particles
  • Added special entity mod element type that allows creation of custom boats
  • Added an option to make custom projectiles remain on the ground after landing
  • Custom blocks now support block states (models, textures, bounding box) based on state property values
  • Custom shears and special tools can now specify repair items
  • [NF 1.21.8] Added support for configuring particle type and chance for the custom leaves block base
  • [A 1.21.x] Created a special Bedrock block mod element type with parameters specific to this game edition
  • [Bugfix] Flying entities flew slowly, no matter the specified flying speed
  • [Bugfix] Pack maker tools could cause build errors in fresh workspaces
  • [Bugfix] If variables were edited while the search was active, non-visible variables were deleted
  • [Bugfix] Variable, tag, and localization search functionality was case sensitive
  • [Bugfix] Image editor sometimes opened with the tool panel collapsed and zoomed fully out
  • [Bugfix] Animal-based AI bases generated the wrong offspring type in custom living entities
  • [Bugfix] In some rare cases, it was possible to make multiple mod elements share the same names
  • [Bugfix] Some other minor fixes and improvements

Release changelog

Below is the changelog of the previous MCreator snapshots, covering changes in the upcoming 2026.1 release.

  • Chromium/JCEF WebView for Blockly - significantly improved Blockly performance and stability
  • Console tab scroll lock is now released automatically when scrolled to the bottom
  • The texture selection dialog now opens much faster for large workspaces
  • Applied several improvements to the generated code to make mods faster and more efficient
  • Improved image editor layer resize canvas adaptation algorithm
  • Improved validation for certain feature mod element blocks
  • Added new Blockly preference entries: max trashcan capacity, start zoom scale
  • Added vertical and horizontal flip tools to the image editor
  • Add support for mouse buttons in the keybind mod element
  • Added support for specifying cave biomes in custom dimensions
  • Added text shadow parameter to labels in custom GUIs and overlays
  • Add an option for armor models to support translucent textures
  • Added custom cave biome depth range parameter
  • Opening the bound GUI of a custom item is now optional and can be conditioned with logic procedures
  • Added a new global session scope variable type: entity
  • Added a new command argument type: resource location with suggestion
  • Added new advancement triggers: player crafts recipe, player unlocks recipe
  • Added new entity procedure blocks: get the number of ticks an entity has existed for, get session ID of entity, get entity from session ID, get entity from UUID string, get fall distance
  • Added a new advancement item selector: any item in the list
  • [A 1.21.x] Created a special Bedrock item mod element type with parameters specific to this game edition
  • [Bugfix, NF 1.21.8] Custom Java animations referencing Java model parts that didn't exist crashed the game
  • [Bugfix, A 1.21.x] The Bedrock addons inside the test environment did not work with the new launcher
  • [Bugfix, A 1.21.x] The Minecraft Bedrock Edition game test environment did not work with the new launcher
  • [Bugfix] Procedure block search was slow with many plugins installed
  • [Bugfix] Item damaged advancement trigger damage range predicate did not work correctly
  • [Bugfix] Procedure selector ordering did not honor the workspace sorting setting, but was instead random
  • [Bugfix] When changing variable type, it was possible to switch into unsupported scope combinations
  • [Bugfix] Texture selection dialog sometimes unexpectedly shuffled texture order
  • [Bugfix] Console tab scroll lock did not work correctly
  • [Bugfix] Buckets of custom fluids did not work correctly with fluid tanks of other mods in some cases
  • [Bugfix] Item components in item arguments of commands were not applied to the provided item stack
  • [Bugfix] Custom enum block state properties showed uppercased names in some cases
  • [Bugfix] Some other minor fixes and improvements

Release notes

  • Flying entities now fly with the correct speed. If you set very high flying speeds in an attempt to fix this bug, entities will fly very fast, and the movement speed parameter may need to be manually adjusted.
  • Addon blocks and items are converted to Bedrock variants of blocks and items for a more specialized editors that match Minecraft Bedrock edition features
  • Removed custom biomes from addons, as Minecraft Bedrock Edition no longer supports them at this time
  • [Plugins] API plugins can now specify a version range parameter for mod dependencies they declare

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!

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Comments

Suggestions:
Dimension overhaul!
- Instead of continentalness, erosion, etc properties being defined in the biomes, they are defined in the dimension, like how vanilla does it. This would come with overhaul of the biome spawning, more like an entry list rather than a raw list. This includes biome size if it exists, and depth, allowing for cave biomes and sky biomes in any dimension.
- End biomes! A plugin did it, so it should be doable.
- Surface rules. We need more than just a top, dirt, and filler layer. This would allow for the implementation of deepslate layers and deeper dirt layers, and more. Surface rules can be applied to only be in certain biomes (like sandstone only for deserts) or for all biomes (like the deepslate layer).
- More features! It seems a lot of vanilla features are missing, such as chorus plants.

- Noise settings. Oh my gosh, this would be so cool! There would be normal presets (nether, end, overworld, maybe floating islands preset?) and a blockly or entry editor that is kinda like the JSON used in dimensions. With presets if its blockly of course. One of the presets could take the floating islands noise from the 2024 april fools update, as it is like a vertical version of end islands.
- Zombie, and skeleton entity models. Self explanitory. And maybe a guide for the bones for models but I think that can be obtained from the minecraft wiki
- More field explanations. A lot of fields are unexplained and ambiguous.

- Block replacers in structures. Structures and jigsaw components can have a custom ruleset for having random blocks replaced, such as in Strongholds with mossy cobble. Doesn't have to be complex, a random chance of repalcing a block is good.
- If custom noise settings and editors cannot be implemented, maybe there would be a feature of locking a certain file, but not its element. Possibly even a certain section of the file. Locked files can be edited but won't be overwritten.

Overall, I like this update! Signs and boats are very good!
Ok, i'll admit i didn't ready all of the changelog before writing this, but I just realized they let you set cave biomes depth and set it to be in custom dimensions. Unsure if it lets you set different depths for dimensions, but that could be implemented with the custom biome editor above. And to note, the biomes are still seperate, but their generation would be handled by dimensions.

I would like to suggest several possible improvements for MCreator.

First idea:
A new variable type that can store a generated entity instance. This would allow procedures to directly access and modify the entity after it is created.

Second idea:
A procedure block that returns the result item of a crafting or smelting process.

Third idea:
A procedure block that opens a trading interface similar to the vanilla trading system. The trades and conditions should be configurable.

Fourth idea:
Better control over GUI element positioning and built-in scroll bar support.

P.S.: I literally had to use GPT chat for half an hour to send that message because some moderation team was flagging it as incorrect even though it wasn't argumentatively incorrect or inappropriate, so I think they should look into that...

Hello, i think i heard you're planning something with the minecarts too, right? Anyway congrats, keep it up :)



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