Topic category: Feature requests and ideas for MCreator
Hello, Pylo! I have a few feature suggestions that I feel would be a great addition to MCreator!
1) Bow Element: Not just a gun, but a bow. Something that you can pull back to determine the power of the arrow. I am pretty sure this has been requested already, but here it is again :D
2) Special Blocks: This would include blocks like grass (that plants can be planted on), webs, leaves (that disintegrate and can drop saplings/fruit), stairs/slabs/fences, etc. This would be an amazing feature!
3) Pre-set GUIs: This includes GUIs for chests (would be the most useful)
4) Tabs for mod elements: I saw on the roadmap for MCreator 2 that there would be easier organization for mod elements, and this is just an idea (sorry if you have already implemented it); to have tabs for the different mod elements. So there would be a tab for crafting recipes, blocks, items, plants, food, etc. etc.
5) Special Plants for Certain Biomes: This would somewhat go with the special grass block type; our custom plants would be able to be planted in our custom biomes; not just everywhere. or in an already existing Minecraft biome.
6) Crops: Crops can be planted with a special seed added to our mods, and have different growth stages. There would be 3 stages; each stage would allow us to select another growth texture.
Sorry to ask so much of you, but these would be amazing features to add, and I just want to say to your team: Keep up the amazing work!
You can already do all of these things in MCreator.
Um. You cannot, that's why I requested it.
You can already make 2 and 6.
2)
For the grass, choosing grass material should work.
For the webs, just make an uncollidable block, add a procedure to "when entity collides this block" : (add potion effect to player: slowness). For the material you should choose web.
For the leaves, you can make the rare drops, but the leaves will still drop themselves when harvested with silk touch and for the disintegrate thing, well, a lot of procedures will still be bugged so you cannot do it.
6)
Make the crop item (the item dropped when destroying the crop)
You need to make a block for every crop stage.
The material of the crops will be plant (it's important).
Add custom drop to all the crops: ungrown crops will drop 1 crop item and grown ones 3.
Add this procedure to all the crops:
When block placed:
If NOT (get block at x, y-1,z = farmland)
remove block at x, y, z with drop
Add this procedure to all the crops except the final one:
Random tick rate
Add block at x, y, z (next crop stage)
Now make the seeds item
Set "Can item be dropped as grass seed? " to yes
Add recipe to the seeds
Make a procedure: when item right clicked on block
If (get block at x, y, z = farmland) and (get block at x, y+1, z = air)
Add block (crops stage 1)
Remove item in inventory (seeds)
I hope it helped
Sorry for bad English
Your suggestion for #2 is kind of redundant.
Also just because I suggested them, doesn't mean they don't already have a way to make them, but I suggested them so they *could* add an easier way to implement them, like the crops.
Also the grass material thing doesn't work at all
You have to override Block#canSustainPlant() to be able to determine what plants can grow on the block of yours.