MCreator 1.9.0 - The potion of the full screen and more

Published by Klemen on
MCreator 1.9.0 - The potion of the full screen and more

MCreator 1.9.0 adds some of the most anticipated features in the history of MCreator including full-screen support, custom potion effects, and custom armor models. Check it out!

New interface

The first thing anyone updating from previous versions will notice is that we have made some notable interface changes. MCreator now has menubar and toolbar with the most commonly used actions close to the mouse cursor. Instead of fixed tabs, MCreator now opens tabs as you open different tools. The interface can now be maximized (full screened) so you no longer need to work in a small window. Now MCreator feels like a true IDE!

New interface with full screen and tab support

We have introduced 3D previews of blocks with the default cube model, so you can now identify your custom blocks much easier in MCreator's interface and block selectors.

3D block previews

Potion mod element

The second most notable addition is a new mod element called potion. With this mod element, you can add new potions and potion effects. You can define procedures on what happens when the potion is applied, active and when it ends. You can define a potion name, color, image, and many other attributes.

Workspaces in folders

MCreator 1.9.0 introduces workspaces in folders. Users no longer need to select a workspace from 3 (or 5 if logged in) slots. Now one can have as many workspaces as he wants. Switching between them is a matter of seconds as each workspace has own gradle instance so no rebuilding is required when switching.

In later versions of MCreator, the user will just need to open the workspace folder with new MCreator. No need for exporting and importing workspaces.

We are also marking .mcr workspace file format legacy at this point. From now on it is not needed anymore as one just opens a workspace in a newer version without exporting it and importing it back. In order to still support moving workspaces, we have added a new sharable zip format which zips your workspace. One can import this zip file on another computer then, but there is no lengthy import process, just the extraction of the zip file.

MCR file format is now obsolete

As MCreator now stores workspaces in folders, .mcr workspace file format is no longer used. One can not export their workspace to .mcr file in MCreator 1.9.0. Upcoming MCreator versions will completely drop support for .mcr file format so if you have any old workspaces that you want to use in later versions, import their .mcr files in MCreator 1.9.0 to convert them to a new workspace in folder format, so you will be able to still work on them in later versions.

Custom armor models

Another important addition in 1.9.0 is support for custom 3D armor models. These models need to be JAVA models (same as for mob or ranged item bullet model). One can assign parts of this model to be parts of the armor model for specific parts of the armor.

Example of custom armor model

Custom armor parts names support is added too. Now you can enable just some of the parts (was possible before) and give them different names than just body, leggings, ... (was not possible before).

Code editor improvements

Code editor got some nice improvements too. Code editor files now open in tabs as any other tool in MCreator 1.9.0. Code editor now features a breadcrumb on top of the editor and you can use this breadcrumb to navigate through files of the workspace.

Improved code editor - IDE

Code editor can now edit any file of the mod element, not just the main Java file. This means that you can lock mod element and edit its JSON files and keep them locked too. When clicking edit code of the mod element button in the workspace, the user is now presented with the list of the files of the given mod element that one can edit.

Editable registry names and IDs

MCreator 1.9.0 adds support to change registry names and IDs of your mod elements. This way one can resolve many conflicts with other mods and change block and item registry names, for example.

Regsitry name and ID editor

No more incompatibility between mods

Due to this registry editor users can reduce the incompatibility probability. To totally resolve this issue, we have made a system that resolves dimension ID conflicts in case if conflicts still happen by assigning a different ID to one of the conflicting dimensions. Now each mod has own Java package too, so incompatibilities due to same mod element names can't happen anymore. The only source of incompatibility now is if two mods have the same modid.

Mob immunity options

This update adds more options to define mob immunity. Before 1.9.0, one could only make mob immune to fire. Now we have extended this system to support immunity to arrows, fall damage, cactus, drowning, lightning strikes, potions, and direct player attack (by hand or sword for example). This way, many new RPG dynamics will be possible and new boss mob types can be made.

Mob immunity options

Improved texture maker

Are you out of ideas for your textures? We have added a new randomizer tool to the texture maker to help you get the inspiration for your textures. Just hold the Randomize button and wait until your dream texture shows up. We have improved the layout of the texture maker UI too and added many new templates to make a variety of textures made with this tool bigger than ever before.

Texture maker randomizer

Block/item selector textures

In order to better comply with copyright terms of Minecraft and Mojang, we have remade all the textures for the block/item selector so we don't use the Vanilla ones. All the textures were made by our graphic designer Matej in hopes to make them as understandable as possible. Some of the missing items such as banners, tall grass, damaged anvils, and some others have been added too. Texture maker textures have been manually remade too.

New remade block and item icons

Important bug fixes

Many bugs were fixed in this update. All the bug fixes are listed in the list below, but more notable bug fixes are:

  • [Bugfix #48170] Switch dimension for entity procedure block crashed Minecraft
  • [Bugfix #49758] Some itemstack related procedure blocks could crash the game
  • [Bugfix #49627] In some cases, procedure mod element could get broken and render itself uneditable
  • [Bugfix #47997] Slot shift-clicking logic in GUIs did not follow the way vanilla one works
  • [Bugfix #46871] Custom trees in custom biomes could spawn on wrong blocks
  • [Bugfix #49663] Custom block and plant drops ignored metadata

Other improvements

As with many recent updates, the article would be too long if we described all the changes and bug fixes in depth, so you can see the full list in the full changelog of this release here:

  • Updated bundled Java to version OpenJDK 8u212
  • Workspaces are now stored in separate folders for each workspace and there is no more workspace number limit
  • Workspaces no longer take a long time to build when switching between them
  • Made the interface more IDE like with closable tabs for all editor types
  • MCreator is now distributed as a proper macOS app bundle
  • Added option to select the main accent color of the user interface in the preferences
  • Improved the look and feel of MCreator to be more uniform across all tools
  • Users can now start working on the mod even if the Gradle setup is not complete yet
  • Textures, 3D models, structures and sounds can now be imported by dragging them in the workspace
  • Improved gradle compile error handling with a better and more user-friendly interface
  • Removed strict Minecraft Forge checking by default for new workspaces
  • MCreator now registers a new file association .mcreator for workspace files
  • On Windows, MCreator is now installed in Program Files by default
  • Added option to change registry names of mod elements with Minecraft registry names (blocks, items, biomes, entities, ...)
  • Improved crash log parsing in the console tab
  • When clicking edit code button, user can now select to edit any mod element related file, not just main Java file
  • Added breadcrumb to the code editor to quickly navigate through mod workspace files
  • Improved the way custom mod elements are identified in MCreator element lists
  • Mob health, movement speed, and attack strength are now applied even if the AI base is used
  • Improved integrated testing server support
  • Improved texture maker and added new templates
  • [#48698] Added itemstack NBT procedure blocks
  • [#46069] Added duplicate mod element functionality to workspace browser
  • [#41291] Added support for maximized window to whole MCreator interface and made most dialogs resizable
  • [#48015] Teleport entity procedure block now supports decimal numbers
  • [#43800] Added support for custom armor models
  • [#49502] Added support for custom armor names
  • [#46451] Added custom potion mod element
  • [#46774] Added option to change mod element ID maps
  • [#48637] Added support for color codes for chat messages
  • [#48026] Has player achievement procedure block now supports checking for vanilla advancements too
  • [#48122] Added option to enable village and stronghold generator in custom biomes
  • [#47993] Added get spawn point coordinates procedure blocks
  • [#49988] Added change entity display name procedure
  • [#48115] Added can item be smelted and get smelting result procedure blocks
  • [#47801] Added option to set default mob armor value
  • [#50220] Added fall damage, player, potions, arrows, fall, drowning, cactus and lightning immunity option for mobs
  • [#48609] Added has entity specific potion active procedure block
  • [#50047] Added duplicate texture in resources browser
  • [#50582] Added on world tick global procedure trigger
  • [#50631] Added swing entity's hand procedure block
  • [Bugfix] When right clicked on mob procedure trigger was called twice
  • [Bugfix] MCreator could get stuck on Preloading resources if invalid image template files were loaded
  • [Bugfix #48117] Strike lightning procedure block did spawn lightning but it was not visible
  • [Bugfix #47875] Structures with offset checked for block restriction on the offset location
  • [Bugfix #47980] Under some conditions shift clicking slots in custom GUIs could still crash Minecraft
  • [Bugfix #48651] Armor texture selector did not properly scale textures
  • [Bugfix #48666] Global variables did not work in GUI and overlay labels in some cases
  • [Bugfix #48713] There was no way to properly duplicate item stack in procedures
  • [Bugfix #48796] Custom plants did not properly render in hand and on the ground
  • [Bugfix #49599] Rideable mods did not work, except in some rare cases
  • [Bugfix #49663] Custom block and plant drops ignored metadata
  • [Bugfix #49675] Growable plants had reed as their creative mode pick item
  • [Bugfix #49758] Some itemstack related procedure blocks could crash the game
  • [Bugfix #49627] In some cases, procedure mod element could get broken and render itself uneditable
  • [Bugfix #48799] Is biome at procedure block did not work with custom biomes
  • [Bugfix #47997] Slot shift-clicking logic in GUIs did not follow the way vanilla one works
  • [Bugfix #46871] Custom trees in custom biomes could spawn on wrong blocks
  • [Bugfix #48596] Itemstack size was not properly set in some cases in procedures
  • [Bugfix #48170] Switch dimension for entity procedure block crashed Minecraft
  • [Bugfix] Other minor bugfixes and stability improvements

MCreator 2

With this update, stages 2 and 3 of the MCreator 2 update roadmap were completed. We are now quite far into the roadmap for MCreator 2.

MCreator 2 - stages 2 and 3 are complete

Leave a comment below and tell us what is your favorite feature and/or bug fix in MCreator 1.9.0. Make sure to share this post with all your modder friends so no one will miss this update.

PATCH UPDATE 29. 6. 2019, 19:00 CET

There were some bugs found in MCreator 1.9.0 so we decided to release a patch update. If you are having one of the following bugs and downloaded MCreator before the time of the patch, consider reinstalling version 1.9.0:

  • [#50676] Could not type uppercase S and C in MCreator due to shortcuts being assigned to them
  • [#50710] Missing references to blocks or items that were not properly deleted in previous MCreator version could cause Minecraft to crash
  • [#50711] Trees were still generating in lakes in custom dimensions
  • [#50688] MCreator did not work on computers with the language set to Turkish
  • [#50705] MCreator could fail to save workspace on some slower hard drives
  • [#50705] In some cases users could not create a new workspace
  • If one closed the main window while Gradle was running and canceled the close, the window closed nonetheless
  • One could close MCreator while the Gradle workspace was setting up
  • Fast clicking on the build, run client or run server button repeated this task multiple times
  • Added a notice about supported model types in the UI

To apply the patch (fix these bugs), uninstall MCreator 1.9.0, download it again and install it again.

PATCH UPDATE 1. 7. 2019, 16:40 CET

There were some bugs found in MCreator 1.9.0 so we decided to release a patch update. If you are having one of the following bugs and downloaded MCreator before the time of the patch, consider reinstalling version 1.9.0:

  • [#50791] Custom armor model textures were not properly applied
  • Some other minor bugfixes and additions

To apply the patch (fix these bugs), uninstall MCreator 1.9.0, download it again and install it again.

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Comments

: [ No Vanilla textures you need to talk about the textures with microsoft {owners of Minecraft]}

I seen on one of the pictures that the chosen mod is RaolCraft , but on Klemen's computer , is this normal ?

Yes. Some users share their workspaces with us so we use them for testing and demos and for exchange they are guaranteed that their workspaces will 100% work with new MCreator updates since we test it with these workspaces.

Hi, I have an idea because they do not make a program to create models for minecraft or mcreator, as an example Techne but I would like with an improved interface to create your own animations different from your model to have more realism to create models for a mod , I wish I could choose some formats that can be exported to have your model created for your mod, because the Techne program or application can only export tulle models in java format, but if I want to make a model for a block or a item or a tool or a ranged item for a mod but it asks me for the json or obs model format but the Techne program does not have these two fortamtos, how can I make a model for a block with the Techne program because it uses java format does not use format json or obs.

- Mob Suggestion : Immune to a specific effect.
- Procedures Suggestion : Make Entities immune to a specific effect.
EX : While you have this item in inv, You are immune to Explosion/Lightning/Effect/....
- "World management" Procedures : Spawn Effect Cloud with specific Radius/Effect/... ( Basically like https://mcstacker.bimbimma.com/#!33816)

I started to make a mod and I'd like to have to updates of 1.9 Is there a way to export from Mcreator 1.8.3 to Mcreator 1.9 ?

Best !!!!!!! It would be more incredible if we can make player immune to those things while item in inventory !!! Oh wait where is the Explosion Immunity ? and why we can summon cloud effect :((



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