2026.1 pre-release - The rise of Minecraft Bedrock Edition

Published by Klemen on
2026.1 pre-release - the rise of Bedrock Edition

The pre-release of 2026.1 is here! This will be the biggest update overall, but also in terms of Minecraft Bedrock Edition add-on features!

Feature collage time

Check the feature collages below to learn about the upcoming features. Can you name them all?

Showcase of features coming to Minecraft mod maker MCreator in version 2026.1

More mod maker features

You can find even more new upcoming features in the collage below!

Showcase of features coming to Minecraft mod maker MCreator in version 2026.1

Yet another feature collage

This update is so big that we had to make three collages to cover just some of the new features. There are many more coming that are not part of those collages, but are mentioned in the changelog below.

Showcase of features coming to Minecraft mod maker MCreator in version 2026.1

Snapshot changelog

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

  • The existing app instance, if available, is used when workspaces are opened from the system explorer
  • Improved image downsizing across the software components
  • Improved the generated code of the block mod element to override fewer methods when possible
  • Improved the delay procedure block to cause less lag when used often
  • Added support for using SemVer mod versioning for supported generators
  • Added an option for custom tools to specify attribute modifiers
  • Added new parameters to custom armor: rarity
  • Added new parameters to custom items: repair items
  • Added new parameters to custom tools: rarity
  • Added new procedure triggers to the tool mod element: on item dropped, on item destroyed
  • Improved wood pack maker: it now also generates signs, hanging signs, boats, supports wood bark color, has improved textures, makes leaves compostable, and more
  • Added a new block base: hanging sign
  • Added global scope support for vector variables
  • Improved leaves block base to drop like vanilla leaves with shears and silk touch support
  • Rotation of custom particles can now be controlled using vector procedures
  • Added support for controlling block luminance using procedures and blockstates
  • Added a new custom block element property: has custom light opacity
  • Added new item procedure blocks: set/get NBT itemstack tag
  • Added new block procedure blocks: set/get NBT itemstack tag
  • Added new entity procedure blocks: set/get NBT itemstack tag
  • [A 1.21.x] Added new Bedrock item parameters: rarity, tool-like rendering, creative tab, item animation, use result item, movement modifier, hide in commands, off-hand use, fuel duration, despawn when dropped, and is stacked by data
  • [A 1.21.x] Added new built-in block model types: single texture, cross
  • [A 1.21.x] Added new Bedrock block parameters: creative tab, hide in commands, generation shape, rotation type, render method, and tint method
  • [A 1.21.x] Added support for importing custom structures
  • [A 1.21.x] Added new mod element: script (like procedures, but for Minecraft Bedrock Edition)
  • [A 1.21.x] Added new script blocks: Minecraft components, basic math, logic, text, and flow blocks, add item to entity, run command in current dimension, run command in selected dimension, explode, play sound, spawn entity, wait, get block at, send chat to all players
  • [A 1.21.x] Added new global script triggers: block placed, entity dies, player interacts with block, player interacts with entity, player ticks, weather changes, world loaded, world ticks, place structure
  • [A 1.21.x] Added new block script triggers: block broken, block placed, player breaks block, player interacts with block, block random tick
  • [A 1.21.x] Added new item script triggers: item used, item consumed, item hits entity, block mined with item, item use finished, item used on block
  • [A 1.21.x] Added support for custom block JSON geometry models
  • [A 1.21.x] Added an option to specify what blocks and on what blocks a custom item can place
  • [A 1.21.x] Added an option to specify what entities and on what blocks a custom item can spawn or dispense
  • [Bugfix] Localizations of a language were sometimes also applied to the language from which they were copied from
  • [Bugfix] Opening a second software instance opened a Chromium window instead of the software
  • [Bugfix] No animation item animation option still caused swing animation to play for custom ranged items
  • [Bugfix] Custom slab blocks did not always drop twice the amount for the double slab configuration
  • [Bugfix] Right-clicking an animal entity without breed trigger items crashed the game
  • [Bugfix] The user interface was very laggy when a background image was used
  • [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.

  • 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
  • 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
  • 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
  • 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
  • [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
  • [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] 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] 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

  • Existing blocks may have custom light opacity handling disabled by the converter if it is estimated that it was not needed
  • 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, tools, and items are converted to Bedrock variants of blocks and items for 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

Good evening. I’ve read the link you’ve given, and obviously it’s not related to the issue that I’ve reported. The issue is when you put multiple vanilla biomes in the custom end type dimension, only one of them will actually generate. The page said “related to temperature and humidity”, and you said “define their weight correctly”, I have Minecraft biome generation knowledge so I know they do matter, but these 3 parameters aren’t shown anywhere in the dimension making UI and it’s impossible to change them(and many others) without directly modifying the code. I generally think the basic part of creating a dimension shouldn’t be this problematic. Really wish this is not ignored.

Still the end type dimension, not only has “1000 blocks void gap problem”, even the end ring exists at the exact same coordinates as vanilla end. I’ll really suggest not to copy vanilla end code, it’s just incomplete and buggy(Mojang actually made this entire dimension with only 2000 lines of code). If the noise generator type using “multi_noise” and get rid of “end_islands”, both issues will solve.

As a 3-year MCreator user, I really enjoy the process of freely making my every Minecraft mod idea actually into the game, even without needing complex programming skills. I really appreciate your hard work of optimizing MCreator and listen to user’s feedback patiently and seriously. Just because of that, I wanna offer some suggestions, to make MCreator better.
First, everytime I modify a mod element, there’s a small chance that one or more than one data will failed to change and rollback to its previous value. This problem has existed for multiple years and forces me have to double check every time I changed something, which is a bit time consuming and tedious. I really hope this can get fixed, to save not only me but numerous amount of user’s time.

Second, MCreator’s dimension generator isn’t complex enough to match various user needs of creating complex, colorful and unique dimensions. For example, in the default built-in end-like dimension type, the dimension automatically generates a 1000 blocks wide ring shape void gap just like the vanilla end dimension. 90% of the “floating island dimension idea” don’t actually want that, but it’s forced to be uncancelable. So can you just add a single option to let users choose whatever they want this gap or not, please?

Nice to see more features for bedrock! Also a suggestion would be for custom armour automatically create all the model files (e.g. custom_chestplate_diamond_trim, custom_chestplate_gold_trim, etc) and maybe custom trim materials/trimmable items?

Plant-type blocks do not seem to support BlockState at present, yet this feature is practical in mod development.

I like new snapshot so much! So happy you guys adding so much functionalities. I was wondering if there could be way to add also some basic AI creating procedures? Or at least more variety of actions for mobs? I am missing features like "this mob can follow other mob" but between spicies. Also another thing, adding some filtering options for items loaded in game? For example "pick random item from tag" or "for every item with saturation in player inventory". Something that would interact with more than one specific item 😅



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