1st 2023.4 snapshot - Trees, tags, and much more!

Published by Klemen on
1st 2023.4 snapshot - Trees, tags, and more!

The first snapshot of the last release of the year 2023 is here. 2023.4 will be a feature update, and this snapshot is already packed with many new features. Check it out!

Snapshot changelog

This is a full changelog of this snapshot with more notable changes highlighted with bold text.

  • Updated bundled Java to version OpenJDK 17.0.8
  • Updated Minecraft Forge for 1.20.1 to recommended build 47.2.0
  • Updated Minecraft Forge for 1.19.4 to recommended build 45.2.0
  • Added tag type indication with text and color to the tag selectors
  • Tag selectors now list all custom tags as suggestions in the dropdown
  • Improved item glow parameter and condition selector
  • Added item glow procedural condition support to music disc mod element
  • Added Blockly block brightness and saturation settings to help users with color deficiency
  • Improved texts of some procedure blocks to improve UI accessibility
  • Special information parameters of item-like mod elements can now be provided with a text return value procedure
  • Tag mod element of type block, item, entity, or biome can now reference other tags to be part of the new tag
  • Improved general compile and runtime performance of block ore and plant features (check release notes)
  • Living entity model shaking and transparency conditions now accept fixed values
  • Added new AI tasks: find and move towards the air, climb on top of powder snow, follow the boat, try and find water
  • Added support for undecorated custom GUI buttons
  • Added immediate source entity dependency to some living entity procedure triggers
  • Added support to cancel damage caused to a custom entity with procedure return value
  • Added new entity procedures: get entity UUID, set entity invisibility
  • Replaced structure dropdowns in Blockly editor with selector dialogs
  • Added new feature block: feature from NBT structure definition
  • Added basic tree feature support to the feature mod element
  • Added support for tree decorators and root placers for tree feature
  • Added biome tags support to block ores feature and plant feature biome restrictions parameter
  • Added biome tags support to the structure and feature mod element biome restrictions parameter
  • Added biome tags support to the entity spawn biomes parameter
  • Added a new string list field and applied it to the mod dependencies parameters in the workspace settings
  • [Bugfix] Some entry lists in the UI did not scroll properly when enough content was added
  • [Bugfix] Some entry lists did not update the data when mod elements were added or removed
  • [Bugfix] Some other minor fixes and improvements

Snapshot release notes

  • Removed additional generation conditions from blocks and plants. Existing blocks and plants using those conditions will be automatically converted to fully equivalent feature mod elements
  • Dimension restriction parameters were removed. Instead, biome restrictions with tags should be used when needed. Existing workspaces will be converted for cases of single-dimension restriction. For multiple-dimension restrictions, a new biome tag with biomes or biome tags from these dimensions needs to be manually added.
  • [Plugins] Custom Blockly categories can declare their parent category, supporting a tree-like toolbox

A download of the snapshot is possible on the Download page under the Snapshot downloads section. 

Make sure to test the snapshot out so we can fix any potential bugs you find out. Leave a comment with your feedback on the update below. Stay tuned and keep on modding!

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Comments

do you think you will ever add support for armor trims and pottery sherds?

Can there be a support for entities on datapacks? Plz????? Plzzzzz????????????

Would it be possible to incorporate support for tree saplings and crops in the new version? I would greatly appreciate it

Tree saplings can be achieved using procedures, similar to the crops, although crops currently require multiple blocks for multiple stages.

I suggest you check our tutorials collection playlist on our YouTube channel which contains many examples and tutorials that can help you get started with MCreator: https://www.youtube.com/playlist?list=PLAeL-oIFIEngE6jRgFYeFMfuj8WQsO3Ei

I have a question.
Is it possible to make a feature that allows you to make a custom dimension world gen, not the Normal, Nether and End like world gens but completely custom ones?
Is this possible to implement this into mcreator?

@klemen:

https://media.discordapp.net/attachments/304339452925313024/1162090503773356092/image.png?ex=653aac1e&is=6528371e&hm=5ca5d576f46ca44b9177c558065f7aa8a5c268d9798b919f47287319ada15784&=&width=1533&height=814

where is custom condition at? I obviously use features and structures and blocks. Where do I put if dimension is sky_zone, do this?

The custom condition is "additional generation condition" and is provided in a format of procedure returning logic value. Please open forum topic if you need more assistance as comments here are not a suitable place for this

@klemen like how do we do the tag. that explanation is vague. Like in my mod I use standard vanilla biomes in my dimension. If I did what you said, then they'd still happen in overworld, which is unwanted. Please make a tutorial on this tag if you are going to go down this route, your explanation did explain anything to me as I don't understand tags like you all do. We need a dedicated tag tut and no linking old videos, they are outdated and don't align with what we need.

If you use vanilla biomes in custom dimension and don't want a feature in vanilla too, then you will need to make a feature mod element and use custom condition.

Use of vanilla biomes or biomes from another dimension is advised against in new worldgen settings in Minecraft and thus the reason this no longer works the way it used to

Not sure if intended or not but the ability to change dimensions in features, ore gen, structures was useful and now it's not in this one, instead it adds a tag for overworld, but not for custom dimension you made. Kinda makes it hard with no tutorial how to fix this is intended so we can place our features, structures, and blocks in the proper dimension. It doesn't tag our dimension in them like it did the overworld



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