![2nd 2023.4 snapshot - True structures, shields, and more!](/sites/default/files/styles/article_picture/public/2023-10/mcreator-2023.4-minecraft-mod-maker-custom-shields-trees-structures-locate-command.png?itok=CFYStQY4)
The second snapshot of the MCreator 2023.4 update is here. The release will be a truly feature-packed update and this snapshot makes sure to prove this further. Check it out!
A big feature update
2023.4 will be all about new features, and this snapshot builds on this idea. In the video grid below, you can see just some of the examples of the new features coming in this snapshot, including, but not limited to, true structures with terrain adaptations and locate command support, new custom tree feature types, overlay anchors, custom Minecraft shields, and much much more!
Snapshot changelog
This is a full changelog of this snapshot with more notable changes highlighted with bold text.
- Improved macOS DMG with an installer with license and applications link
- Restructured procedure blocks into sub-categories for some toolbox categories
- Improved procedure search bar results display to show the sub-categories structure
- When exporting mod for distribution, a file name based on the modid and version number is suggested
- Added new living entity parameters with optional logic procedure input: can breathe underwater, is pushed by fluids
- Redesigned structure mod element to be a true structure (see release notes)
- Custom structures can now be located using the locate command
- Added support to create a key binding without a default trigger key specified
- Added new tool mod element type: shields
- Split ranged item to projectile and item mod elements
- Custom item mod element can now define ranged action with either custom or vanilla projectiles
- Added support for specifying anchor points of GUI components in custom overlays
- Added support for tags in breedable items parameter of custom living entities
- Added support for custom multiplayer or singleplayer only commands, and for client-side commands
- Added new armor parameter to make it neutral to piglins
- Added support for tree features: fancy oak, (mega) pine, (mega) spruce
- Added new tree feature decorator: replace nearby ground
- Added new damage procedures toolbox category
- Added new damage-related procedures: damage source of type with cause (direct or indirect), damage source entity (direct or indirect) accessors, getters for damage type parameters
- Added new entity data procedures: can the entity be attacked, is the entity underwater, get frozen percentage of the entity
- [Bugfix, FG 1.20.1] Custom music disc special information parameter did not work
- [Bugfix] Keyboard shortcuts did not display key icons properly on macOS
- [Bugfix] MCreator menu entry was shown twice on the native macOS menu bar
- [Bugfix] Certain procedure templates did not work
- [Bugfix] GUI components in custom GUIs could be misaligned or offset ingame in some cases compared to the editor
- [Bugfix] It was not possible to use air blocks in loot table entries
- [Bugfix] Some other minor fixes and improvements
Release changelog
Below is the changelog of the previous snapshots, covering all the changes in the upcoming 2023.4 release.
- 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
- Existing structure mod elements will be converted to the feature mod element, as old structures are effectively a feature. If the structure uses structure generated procedure trigger, the call of that trigger needs to be manually added to the condition procedure.
- Ranged item mod elements from old workspaces will be automatically converted to projectile and item mod element pairs
A snapshot download 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!
Comments
Hey there its me again :D
Got a new question about te feature placement....
so I made sone custom tree builds and because of some branches the tree structure turned out very large thus leading to them spawning in the air. So my question is: it possible to move the area, where the structure checks for a solid face below, to the point where the tree is starting?
here is a screensot for refference...
https://ibb.co/6YK6rDj
I only want to check for a solid ground below that ONE block below the log.
so lets say for the tree on the left:
the offset from the corner block would be in +6in Z-Direction and +6 in X_Direction to be directly under the log. this is shown with te blue and yellow wool below the structure.
So Is there a way to do this or is it not possible yet?
Reordering items in the creative menu when, I really want to seperate materials made from biome A and biome B. That brings me to another idea. What about creative menu seperators or groups? There could be a new property in blocks, items, etc. that lets you choose a subcategory from your creative tab. That would be so nice as my creative tab name is too long for a search bar to look nice.
You can already make torches in MCreator.
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
[Bugfix] GUI components in custom GUIs could be misaligned or offset ingame in some cases compared to the editor
I've been facing this issue in my mod, using text to display temperature, on right side of the hunger bar, however it ends up being at the middle of the screen, however if I lower my resolution it goes to the right place, is this the bug that was fixed?
How exactly do I do that ?
Im in the snapshot and when I click import feature the nbt file doesnt show up only ftpl files.