MCreator 1.7.5 for Minecraft 1.11.2 released

Published by Klemen on
MCreator 1.7.5 for Minecraft 1.11.2 released

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!

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Comments

I've been trying to set up a laptop with this version of MCreator to work in offline mode. I have fresh installed MCreator. Clicked compile for the necessary gradle work, but I get an error stating that execution failed for task compilejava. It then shows a screen saying one of my mods has a recompiling error, but no mods are listed since it's a fresh install. I haven't had this error before, only on this fresh install.

This update is amazing, but please fix the armor issue

I don't even know what features could be added next, perhaps support for multiple MC versions? I know that that would require a lot of forge files though, but that's all I could think of.

Klemen, can you change the rating system? Because it shows the last star value, and not the average star value.
I always had this question... What means MCreator? Minecraft Creator? Mod Creator?
MineCreator? Minecr(aft)eator? I know that it's a stupid question, but I am curious XD

Offline mode still giving me a Gradle error when trying to compile or run a test.

"Gradle task failed!
Gradle task failed and MCreator was not able to detect the reason for the error.
Try to redo your last action again and this time it might work.
If the error persists, look at the Gradle log to examine the error. If you are not able to find the solution, report a bug on ....:

ERROR CODE: GRADLE_BUILD_FAILED [-23]

@#63.1 I was able to figure out a solution. The offline mode works, but I had to create a mod element while online first in order to download the gradle snapshot. After this was compiled, I was able to go offline (in MCreator and Windows) and the console would show that MCreator would use the downloaded gradle snapshot.

Bug: when i am making the recipes of an item, it says recipes of the igniter instead of recipes of the item

Hi...so I've noticed that if I'm switching from one workspace to a new one (that has a lot of mod items in it), or if I'm importing an .mcr that has a lot of mod items in it, MCreator gets hung up at "Loading mods..." I've seen this problem in earlier versions of MCreator...and other versions behaved just fine. Is there a setting I should change to allow MCreator to import/switch to workspaces that contain a lot of mod elements? Or is this a bug?

Thanks!

@#60.1 I see this problem also, I have 8gb of Ram and I allow MCreator to use High Priority. I do have over 700 mods in one of my workspaces, and any switching of workspaces leads to a hang on Loading mods, mind I dont run anything else when using MCreator.

@#60.1 16 GB RAM. I have MCreator set to use (Xmx) 4 GB. Should I be setting the heap space higher?
At any rate, now I have to rebuild the mod from scratch (or find an .mcr that it *will* import, but that will require me to get rid of the errors upon compilation). I also only have *maybe* 80 or so mod elements, btw.

Hey Klemen,

Do you think any of these are possible to do in MCreator:

1. Custom Particles
2. More Biome Types and Custom Biomedical Type
3. Block States and More Properties
4. Mob Armor (Armor for mobs other than those of Booed models)
5. Growable Trees
6. Schematics
7. Liquid Properties
8. Animated Actions determined by contact or whatever
9. Remote Control(ling)
10. Interconnected Mods or Addons or Extended Mods
11. Custom Paintings
12. Custom Stuff
13. Occurrences that can be planned (Like the Valentine's day mod happening on that day)
14. Mob Animations
15. Quick Eating
16. Other Stuff (I have a lot of ideas if you want to know them)



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