MCreator 1.8.1 - Bug fixes, new features and more

Published by Klemen on
MCreator 1.8.1 - Bug fixes, new features and more

MCreator 1.8.1 is here. After the previous update packed with features, it is time for a more bug fixing oriented update, but we didn't forget about new features in this one too.

Inline procedures

We have added support for inline procedures. This means that procedures can now be defined from the procedure selector like it used to be in the old event system. A standalone procedure is still created. All existing procedures can be edited from the procedure selector too. Check the gif below to see this in action.

Inline procedures in custom block maker

Better element previews

New improved previews have been added for some mod element types including commands, creative tabs, key bindings, dimensions, and some other mod element types. With these new previews, it will be easier to find your mod elements as they now have much more representative icons.

Improved mod element previews

New procedures and improvements

Procedure editor got quite a lot of new features and improvements. New procedure template library has been added with examples of procedures. We will grow this library in the future based on the user suggestions. Procedures can now be exported and imported with a new .ptpl file format. This will make it possible for users to reuse procedures and share them with other users.

New procedure template library for easier procedure creation

These new procedure blocks were added:

  • [#44032] Added entity type compare block to the procedure system
  • [#42909] Added spawn XP orb procedure block
  • [#44596] Added check difficulty of world procedure block
  • [#43935] Added burn and extinguish entity procedure blocks
  • [#44202] Added "call procedure at location" procedure block
  • [#42698] Added "check harvest level of block at" procedure block

Many minor improvements

Many other minor improvements have been made too. One of them is improved mod element search that now supports filters - hover over the search box for usage tips. Multiple mod elements can now be selected at once. Selection can be made by dragging mouse too, which allows you to make a very specific selection of mod elements. You can see this in the action below.

Improved mod element selections

Another new feature is redesigned mod element type selection. Now the selection of new mod element type is easier. When clicking add button, a sorted dropdown of mod element types is shown. We have added new more logical shortcuts for mod element types too, so after pressing + button, mod element type can be selected only by pressing a shortcut letter.

New way of mod type selection

Other new features include improved animation maker, option to skip mob model animation definition, option to define smelting recipe's XP output, generation of custom fluids as lakes, option to make custom food always edible, code editor improvements and many other.

Custom fluid can now be generated as lakes

On the picture above, you can see the lakes made out of custom fluids as this is now an option in custom fluid creation.

Important bug fixes

This update is all about bug fixes. Here is a list of more noticeable and important bug fixes that have been made:

  • [Bugfix #44261] On some Windows computers, MCreator's UI randomly glitched and made MCreator unusable
  • [Bugfix #44383] In some cases MCreator could corrupt workspace and get stuck on Loading workspace data on next launch
  • [Bugfix #44389] Custom armor layer texture file selector was not working
  • [Bugfix #44258] Custom achievement as another's custom achievement's root did not work properly
  • [Bugfix #44216] MCreator could get stuck at Loading mods step when importing a workspace
  • [Bugfix #41948] Custom mob hitboxes did not have a proper size based on the mob model
  • [Bugfix #44631] MCreator failed to compile workspaces with over ~1500 mod elements
  • [Bugfix #44546] If a mod export name that was contained in the code was used, the workspace got corrupt after exporting
  • [Bugfix #44854] Custom blocks in generated structures not spawning in exported mods

Other improvements

The full changelog of this release:

  • Updated supported Minecraft Forge MDK to the recommended version 2768 for Minecraft 1.12.2
  • On Unix systems, the user does not need to set JAVA_HOME anymore if Java JDK 8 is used for launching
  • Added support for inline creation and editing of procedures
  • Added procedure template library with procedure examples in procedure editor
  • Improved jump-to-declaration tool in the code editor to support more declaration types
  • Added option to select multiple mod elements in workspace view at once
  • Improved mod element search with support for advanced search filtering
  • Added many minor changes that improve the workflow inside MCreator
  • Improved previews of mod elements in workspace panel
  • Added reload code from file system button to the code editor
  • [#44593] Added option to lock saturation and lightness in armor texture maker
  • [#44032] Added entity type compare block to the procedure system
  • [#44197] Model animation wizard in custom mob model importer can now be skipped
  • [#43963] Added option to make custom food always edible
  • [#44294] Added custom biome temperature parameter
  • [#42909] Added spawn XP orb procedure block
  • [#43635] Added option to enable texture interpolation in animation maker
  • [#44238] Custom smelting recipe's XP reward amount can now be selected
  • [#44596] Added check difficulty of world procedure block
  • [#43935] Added burn and extinguish entity procedure blocks
  • [#44202] Added "call procedure at location" procedure block
  • [#42698] Added "check harvest level of block at" procedure block
  • [#44913] Custom fluids can now be generated as lakes if selected
  • [#43774] Custom blocks can now have additional descriptions similar to items
  • [#43414] Added option to export and import separate procedures
  • [#44825] Animation maker can now import custom texture strips as animations
  • [Bugfix] Fixed some minor bugs with block/item texture selector window
  • [Bugfix #44257] MCreator did not lowercase custom JSON model names, therefore some custom models do not work
  • [Bugfix #44261] On some Windows computers, MCreator's UI randomly glitched and made MCreator unusable
  • [Bugfix #44383] In some cases MCreator could corrupt workspace and get stuck on Loading workspace data on next launch
  • [Bugfix #44389] Custom armor layer texture file selector was not working
  • [Bugfix #44311] Growable plants could spawn higher that max height specified
  • [Bugfix #44276] Biome height variation parameter was not being set in code properly
  • [Bugfix #44299] In some cases preferences window would not open
  • [Bugfix #44262] Custom dimension portal without sound defined crashed the game
  • [Bugfix #44258] Custom achievement as another's custom achievement's root did not work properly
  • [Bugfix #44216] MCreator could get stuck at Loading mods step when importing a workspace
  • [Bugfix #44313] Cross render type did not set light opacity to 0 so cross blocks were dark if opacity was not set manually
  • [Bugfix #41948] Custom mob hitboxes did not have a proper size based on the mob model
  • [Bugfix #44631] MCreator failed to compile workspaces with over ~1500 mod elements
  • [Bugfix #44546] If a mod export name that was contained in the code was used, the workspace got corrupt after exporting
  • [Bugfix #44937] Custom mod logo for exported mod did not work
  • [Bugfix #44854] Custom blocks in generated structures not spawning in exported mods
  • [Bugfix #44979] Hoppers could insert in custom GUI output slots
  • [Bugfix #44635] Floating endstone islands were spawning in end based custom dimensions
  • [Bugfix #45104] Inherited inventory was not shown in the GUI editor when editing the GUI for the first time
  • [Bugfix #45202] In some cases names of custom key bindings showed as machine names
  • [Bugfix] Other minor bugfixes and stability improvements

Leave a comment below and tell us what is your favorite feature and/or bug fix in MCreator 1.8.1. Make sure to share this post with all your modder friends so no one will miss this update! And stay tuned as we are working on the website update too!

UPDATE (7.11. 19:45 CET)

We have released a patch update which fixes some minor bugs, improves import compatibility for broken workspaces and adds some minor UI improvements.

UPDATE (11. 11. 17:10 CET)

We have released another patch update. This one fixes issues #45327 and #45312 and adds minor improvement to the code locking system. If you would like to have these fixes and have downloaded MCreator 1.8.1 before this notice was posted, you can download and install MCreator again to get them. If you downloaded MCreator after the time of this notice, you don't have to do anything.

 

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Comments

That workspace was originally a 1.8.0 workspace (well, actually a 1.7.8 workspace that was updated) that was was imported multiple times in different 1.8.1 folders because of the multiple patches. So it was a (unpatched) 1.8.1 workspace imported in (patched) 1.8.1.
(I'm sorry for my bad English)

I don't know when was the tick rate lost, since when I was able to only use the latest patched MCreator 1.8.1 version.
Anyways, it seems that after editing a mod element the tick rate resets again.

This is rather strange as this does not happen to me. Is there an option that you send me the workspace you are using and I can import it and try to edit the same mod element you are trying to edit. This should help me replicate the bug. Thanks! :)

I have imported in the latest version of 1.8.1 patch and the tick rate was set to proper values (non default). After I set it to another value, the value got stored. I am not sure why this does not work for you. If I find out, I will let you know.

I have a feature suggestion, Is that possible to create our own particles? like the Mod Botania which add flower new particles



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