[SOLVED] Using MCreator as a framework for coded mods

Started by ivanwafles67 on Wed, 02/24/2021 - 22:59

Topic category: Help with modding (Java Edition)

Last seen on 01:01, 7. Apr 2021
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[SOLVED] Using MCreator as a framework for coded mods
Thu, 02/25/2021 - 22:50 (edited)

I am making a mob-related mod of sorts and have run into a wall with my plans as I caught up to MCreator's limit of features. However, I am able to add "custom elements" as well as edit the code of things I've already made. I know that I can potentially use software such as eclipse for making mods straight from raw code, however, I am wondering if it would be possible to use MCreator as a framework for such raw code so that I could utilize MCreator and non-coded features within a single mod. My main reason for wanting such is that I need to make an override of vanilla mob AI. I have decent experience with basic Java coding.

Edited by ivanwafles67 on Thu, 02/25/2021 - 22:50
You could. You can also add…
Thu, 02/25/2021 - 09:42

You could. You can also add entirely custom classes and packages from the file browsers, which expands options beyond custom elements

Last seen on 18:46, 8. Apr 2021
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just wanted to mention, if…
Fri, 02/26/2021 - 19:45

just wanted to mention, if you create custom packages and classes, they don't get saved in the sharable workspace zip. meaning if you import from a sharable workspace zip, it won't include any custom created classes/packages

Last seen on 20:55, 9. Apr 2021
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Wait, does this mean that,…
Wed, 03/03/2021 - 15:19

Wait, does this mean that, once I finally decide to learn how to write code myself, I can still use MCreator to compose a mod entirely out of custom code?

Last seen on 14:35, 10. Apr 2021
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Well you can but why would…
Wed, 03/03/2021 - 17:36

Well you can but why would you need to do that?

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Getting rid of busy work…
Mon, 03/08/2021 - 15:28

Getting rid of busy work with templates. One could make their own styled code, but still have the convenience of mass-producing blocks and items.