Topic category: Feature requests and ideas for MCreator
New Trigger Events
On Chunk Generation
- What It Does: Fires when a new chunk is generated in the world.
- How It Works: This could allow for custom terrain modifications, structure placements, or biome-specific changes before a player loads the chunk.
On Chunk Load (Not Generation)
- What It Does: Triggers when a chunk is loaded into memory (not when it is generated).
- How It Works:
- Useful for dynamic events such as weather-dependent terrain changes or corruption spreading.
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Could trigger entity behaviors, like waking up sleeping mobs when a chunk loads.
Procedure: Apply Redstone Power to Location (x, y, z)
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Options:
- {Permanent} – Redstone power stays applied even if the object (lever, button, etc.) that originally powered it is removed.
- [Temporary] – Redstone power only applies while the original power source exists; if the source is removed, power stops.
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How It Works:
- Permanent Mode (
p
)- The block at
(x, y, z)
is forced to remain powered even if the initial redstone source is removed. - Could work by setting a persistent power state in NBT or World Data.
- Example: A door remains powered open even after the lever that powered it is removed.
- The block at
- Temporary Mode (
t
)- The block at
(x, y, z)
only remains powered while the original source is present. - Once the powering object is removed (e.g., lever broken), the block loses power.
- Example: A lamp stays on as long as a redstone torch is nearby, but turns off if the torch is broken.
- The block at
-
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Potential Use Cases:
- Custom Power Systems – Creating redstone-based machines that stay active even after power sources disappear.
- Logic Circuits – Useful for advanced redstone automation, toggling circuits, or "smart" blocks that react dynamically.
- Magic or Tech Mechanics – Could be used to simulate magical energy sources or sci-fi power grids.
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MCreator Implementation Ideas:
- NBT Data Storage – Store
"ForcedPowerState"
in a block’s NBT to make power persistence work across chunk loads. - Custom Redstone BlockState – Create a procedure that modifies a block's "powered" property directly.
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Ticking Update Hook – If in permanent mode, have a procedure that continuously applies power unless manually removed.
Proposal: Add Underground Layer Editing to Biome Elements
Summary:
Currently, users have to manually create a feature to modify underground layers, then add that feature to a biome using feature that seems to never work, with like 1 stone replaced out of the 120 you wanted. Instead, add a built-in underground layer editor inside the Biome Element so users can customize stone, ores, and other underground blocks without needing separate features.
Implementation Suggestion:
Option 1: Built-in Underground Editor for Biomes
- Inside the Biome Element, add a new tab: “Underground Layers”
- Allow users to define underground layers (similar to how the Overworld naturally generates different stone types).
- Users could choose:
- Base block (e.g., stone, deepslate, netherrack, custom block)
- Secondary materials (e.g., diorite, granite, andesite % chance)
- Ore distribution (similar to how ores are added in features, but built-in)
- Depth settings (where each material generates, like custom layers)
Option 2: Improved Feature Integration in Biomes
If fully integrating underground layers into the Biome Element isn’t possible, then make Feature integration easier by allowing:
- A direct “Underground Generation” section in the Biome Editor where users can add custom features directly without needing to manually register them in Feature elements.
- A button inside the Biome Editor that says “Create New Underground Feature” → Automatically creates a pre-linked feature without needing to exit the biome settings.
Why This Would Be Useful:
✔ Faster Underground Customization – No need to manually create separate features just to change basic underground blocks.
✔ More Accessible for Beginners – Right now, creating a biome does not allow direct control of the underground layers, making it difficult for new users.
✔ More Control Over Biome Generation – Helps creators design unique underground worlds (e.g., biomes with custom caves, special deep layers, or fantasy underground terrain).
Some interesting features, but I am not sure how feasible they are in practice with limitation of what can be easily changed