Features that will make MCreator more convenient.

Started by 810Teams on Fri, 10/21/2016 - 16:30

Topic category: Feature requests and ideas for MCreator

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Features that will make MCreator more convenient.
Sat, 10/22/2016 - 16:14 (edited)

Hi! This is my first topic in MCreator forum that I wrote. :D
I have many new feature suggestions for MCreator. I'm sure that most of these features will sure make MCreator more easy and more convenient to use.

Let's get started, these are features I highly suggested:
• Re-arranging mod elements in the workspace - Re-arranging mod elements can make the creative inventory looks better and easier to find the specific item.
Re-naming mod elements
• Better auto-generated crafting code
 - For example: I created a new sword item. The recipe code would be like "X1X","X4X",X7X". I want the system to generate "1","4","7" instead.
Allows shapeless recipe in the item-type mod element - By creating a new item, you can only create a crafting recipe.
• Don't generate crafting recipe code, if the crafting grid is empty - When creating a block or an item, if you ever put an item in the crafting grid, it will generate a recipe code, even you remove all items in later. By having a recipe code like this "XXX","XXX","XXX" will cause a crash when starting Minecraft, but MCreator won't recognize this error by compiling.
• Allows multiple textures to be imported at once
• Allows deleting textures that were imported 
- Sometimes importing wrong texture or imported to wrong section can make the texture selection section looks bad. (If the texture is currently in use, just show the pop-up message and don't delete it.)
• Events can be viewed and edited separately - In the current version of MCreator, created events can't be viewed or edited. There's only 2 options: add new event or delete all events.
• More information when filling the details - For example: Enchantibility, Damage to mobs, Max damage that armor can absorb etc. It was hard and took long time to find out the RIGHT scale. It requires me so many attempts, I think it would be better if there's an information in the MCreator. That would help me save so much time, because starting a test environment also took long time.

These are more features that I think they would be great to add:
 Allows moving mod elements across the workspaces
Allows fluid animation
Allows crop growing stage and using seeds to plant
 

These are some bugs that should be fixed:
[General] - If the texture that is currently in use was deleted. That mod element can't be viewed or edited.
• [Creating an armor] - Armor value gaining is in the wrong order. The text said: "Helmet/Chestplate/Leggings/Boots", but when I filled the details and ran the game with mod. I found out that's actually in this order "Helmet/Leggings/Chestplate/Boots".
[Items Selection] - No Salmon, Cooked Salmon, Clownfish and Pufferfish found. (Edited on 22th October 2016 - 23.15)

Thank you for reading. Please reconsider these changes.

P.S. I'm sorry, if there's any bad English or grammar.

Edited by 810Teams on Sat, 10/22/2016 - 16:14
Last seen on 20:40, 2. Nov 2016
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These are some really good
Sat, 10/22/2016 - 01:01

These are some really good suggestions! I really agree with "More information when filling in details". Nearly everything you can fill in has a little question mark next to it but many of them have no information, and I've had to google and pore over forums to figure things out, sometimes to no avail. Nothing wrong with googling for the results, but I actually wish once I found what I was looking for, I could add that info in myself to MCreator so that in two months when I no longer remember the answer, it will pop up when I hit the question mark. (Side note: Does anyone know if those "help" pop ups have their information stored somewhere I can access in the MCreator file folder? If I can go into the code and add my own explanation/notes for personal use that would help me a ton).

Also, I have to say that I've been getting quite annoyed having to delete and re-create events since they can't be edited, so that's another great suggestion. I wonder if there's a code-based reason why this is tricky to implement? Re-arranging mod elements in the workspace would also help a ton not just for the creative tab purposes, but for personal organization and general sanity; if you have a lot of similar elements you might want to group them together if you originally made them out of order, but right now that can't be done so far as I know.

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All of them are useful but i
Sat, 10/22/2016 - 19:16

All of them are useful but i don't think that renaming mod elements is a realizable ideas because the name of the elment is also the id of the element so if you change it all revipes must be changed. But if Klemen adds this feature some bugs are going to be fixed because there's a texture error when I test the mod and for fixing it I need to delete it and remake it with a different name, and it's veeery annoying... 

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RE:All of them are useful but i
Sat, 10/22/2016 - 19:17

@#2 sorry for bad English but i'm Italian

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RE:All of them are useful but i
Tue, 10/25/2016 - 15:08

@RaolTheBest 

No renaming mod elements is still fine, but at least I need the feature to re-arrange them. My workspace is now really messy. Many kinds of mod are mixing together and it made my creative inventory looks not much good.

I once tried seperating them into different workspaces, but using multiple mods that were created by MCreator would cause even more mess. I tried it, items of different mods are mixing together in a random order, for example:

Mod A: item1, item2, item3, item4
Mod B: item5, item6, item7, item8

It would look similar to this in the creative inventory:  item1, item2, item4, item7, item6, item3, item4, item8
 

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Nice ideas. I would see if
Mon, 04/03/2017 - 19:04

Nice ideas. I would see if the admins would do that.