MCreator for Minecraft 1.11.2 is finally there. We call it MCreator 1.7.5 (yes, we skipped two versions, more about this in full article). It supports importing old workspaces so you can quickly update your mods, the user interface has been improved, field validation system has been introduced and many other changes have been made.
The first thing I would like to discuss is why this version is called 1.7.5 and not 1.7.3. We have decided to leave two version numbers for another Minecraft 1.7.10 and another Minecraft 1.10.2 update. These two updates will retrofit some of the changes of this update so we keep the most popular versions of MCreators up-to-date. We will also be doing some major changes to the website in the future and we will make sure that everything will stay compatible by releasing these updates.
The next thing I would like to point out is improved workspace importing system which now does some corrections to make events and everything compatible with 1.11.2 so you will be able to import all your workspaces in this MCreator without any problems. Code locking system has been added. Now user can lock the mod file and if he does so, MCreator won't touch its code so one can edit the code of the mod and this code will stay intact even when switching workspaces.
We have also done multiple UI changes. Many wizards have improved interface. New field validation system has been added. This system checks all the fields in the form of mod creation wizard to make sure all values are correct. If this is not the case, it will mark incorrect fields so you can quickly identify the problem or incorrect value and fix it faster.
Another important change is offline mode for Gradle. If you have installed MCreator in area with internet connection, but then move somewhere where there is no internet connection (school, vacation, ...), you can tick an option in preferences to enable Gradle offline mode. With this mode on, you can compile and test your mods even if you don't have the internet connection.
We have fixed the code editor so now it works on computers with OSX or Linux. Block generation doesn't crash servers anymore, multitool type of tool now works. Recipe return amount was not saved in previous versions and now this bug is fixed.
You can see the full changelog of MCreator 1.7.5 below:
- Updated Minecraft Forge MDK to recommended version 2228 for Minecraft 1.11.2
- Updated recipe, overlay, fluid, food, achievement, biome, command, structure gen (schematic), armor, creative tab, plant, tool, item, block, GUI, fuel, mob, gun and dimension creation to Minecraft 1.11.2
- Added support for importing old workspaces in this version of MCreator with automatic event and code conversion
- Code can now be locked for MCreator, so it doesn't edit it when the lock is applied (useful for mod elements that have been modified from code editor)
- Improved external software management, MCSkin3D is now downloaded on the request
- Improved mod export process (mod name can now contain spaces)
- Improved Pylo sync screen, now it is not glitched on Unix systems
- Improved input field validaiton system
- MCreator relaunch when logging in or setting up is no more required
- Added option for offline gradle mode - if you setup MCreator with internet connection, you can later enable gradle offline mode in preferences and you can build mods without internet connection
- Many minor user interface improvements to ease mod creation
- Improved integrated image editor
- Improved some UI components
- [Bugfix] Code editor does not work on Mac and Linux computers
- [Bugfix] In some cases, MCreator reports that setup failed even though it has been properly installed
- [Bugfix] Multitool tool type didn't work
- [Bugfix] Block generation crashed Minecraft server
- [Bugfix] Recipe return amount was not saved
Please share this article with your friends so no one will miss this update of MCreator. Also, make sure to leave a comment bellow to tell us what is your favorite change, improvement or bugfix we made in MCreator 1.7.5. Stay tuned for the announced upcoming changes!
Comments
@#57 I think that this is something that could be +- easily done. The reason for the limit is simply that Java has a 64KB (65535 bytes, to be exact) limit per method, and because actual code for setting a BlockState is quite longer, this limit is easy to exceed. But because every single class should handle 65535 methods, you can have over 4GB of methods, if I count right. (By the way, my longest class with over 4,5K lines has just 0.000178GB). So now back to modding. Simply what is needed to do is just split the code generated from .shematics file to methods that would have up to 1000 blocks each one (I used 500 blocks/method). Then the only thing to do is just from the end of each method call next method, with all parameters that are needed, example:
public void generateSurface(World world, Random random, int chunkX, int chunkZ){
//BLOCKS CODE HERE
generateSurfaceB(world,random,chunkX,chunkZ);
}
public void generateSurfaceB(World world, Random random, int chunkX, int chunkZ){
//BLOCKS CODE HERE
generateSurfaceC(world,random,chunkX,chunkZ);
}
public void generateSurfaceC(World world, Random random, int chunkX, int chunkZ){
//BLOCKS CODE HERE
}
@#57.2 This is a nice idea. I might implement something like this, but the problem is that I reuse code schematic generation for multiple parts of MCreator and in some of them it's not possible to add new methods to the mod class because of the limitations of how mod making mechanics are made. I could do this for the schematic mod type alone and possibly for the dimension schematics, but for the events, it can't be implemented right now.
Great update, the UI is slick. However..... I've got that old, weird screen refresh problem again. Like...thus: http://i249.photobucket.com/albums/gg211/xanadian9/Public/whoopsie_zpsgqr6wyw5.png
Also, I cannot figure out how to UN-lock a mod for regular editing.
Thanks!
Klemen, can you help me?
My mod doesn't work with other mcreator mods.
I've tried with lots of mods, all of them worked without RaolCraft but when I tried to put RaolCraft too, Minecraft crashed.
Recently I discovered that a mod is compatible with RaolCraft 3: Merged, the new MOTW!
But why my mod is uncompatible with mcreator mods and why Merged is compatible with my mod?
If you want a crash report, i made a topic.
Thanks in advance
@#59 Custom Particles is a cool idea, Custom Paintings too.