Some stuff we Really need

Started by BattleForge on

Topic category: Feature requests and ideas for MCreator

Joined Dec 2023
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Some stuff we Really need
Wed, 05/07/2025 - 12:20 (edited)

There's a series of things we really need:

  1. More Projectile Support: A lot of us want to add things like spears/tridents, throwable items (eg. snowballs) and custom arrows. It would be really useful if we had the options to:

         - toggle an "arrow" option that allows the projectile to work with bows/crossbows

         - make projectiles that stick in the ground, like an arrow or trident to be collected

         - toggle a "use in hand" option that allows you to drain the held item stack (like snowballs)

         - use other projectiles, like fireballs and wither skulls

  2. Dispenser Support: Currently, it's hard to do mush with dispensers, especially shooting items. It would be nice if with the item extension element, we could fire projectiles.
  3. Mob AI problems: It's a pain trying to make entities breedable when they're mobs, plus it would be nice if we could let them shoot more of Minecraft's default projectiles (fireballs, etc.)
  4. Armor Trims: While custom trim patterns would be nice, I feel that custom trim materials would be more useful right now, allowing us to make new ores that fit in with the rest of Minecraft's materials.
Edited by BattleForge on Wed, 05/07/2025 - 12:20
Joined Apr 2023
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Most of this is already…
Wed, 05/07/2025 - 12:43

Most of this is already possible with procedures.

The 'arrow' option, the projectile sticking support, and the armor trims are not, but everything else you said (except for maybe half of the mob AI problems because I haven't done enough with breedable mobs recently to know exactly what you are talking about) is doable.

For use in hand, you can make a procedure on the when item finished using trigger that shrinks provided itemstack for 1, plays a shooting sound at X, Y+1, Z, and shoots a projectile from event/target entity with shooter event/target entity.

The Y+1 for the sound is so that the sound plays nicer.

For other projectiles, see the section on use in hand but damage the item instead of shrinking it, and shoot a fireball type projectile instead of an arrow type projectile. Also, use event/target entity's look X value, look Y value, and look Z value for the X, Y, and Z acceleration of the fireball.

For dispenser support, get the facing direction of the dispenser in the dispenser procedure, then, based on that, fire a projectile of your choosing from the dispenser's block (possibly with an offset so that it fires from the middle of the front of the dispenser) and set the speed/direction/whatever it is called in the procedure block to be based off of the facing direction of the dispenser.

To make entities shoot vanilla fireball-type projectiles (which includes wither skulls), have an entity tick update procedure that checks if the entity is targeting a living entity for attack(very important to avoid crashes), and if so, have an nbt value increase by 1. Then, another if block that checks if the nbt value is above a certain number(this is the attack cooldown system, so you choose the number), set it back to 0, make the entity look at its attack target's X, Y, and Z coordinates, possibly increasing Y by 1, then shoot a projectile like the section on other projectiles.

That should cover most of it, in general terms. You will likely need to experiment some to find the exact values and methods that work for you.