2nd 2023.4 snapshot - True structures, shields, and more!

Published by Klemen on
2nd 2023.4 snapshot - True structures, shields, and more!

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!

2nd 2023.4 snapshot - True structures, shields, and 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!

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Comments

Awesome!
Also, is the new damage procedure so that you can locate who dealt the damage? As using damage procedures does not come from the player and causes entities not to drop xp and items, or is it something else?

Also please add easy ways to make signs and boats, it would help make mods with more wood types complete. :)
Really appreciate the new tree features though, THEY SEEM AMAZING!!!!
It's going to be SOOO much easier to make trees now! :D :D :D

YO, CUSTOM SHIELDS! :D
Plus, I'll finally be able to find my custom structures!
Wonder if it's easier to make custom bows now, too. I'd love to create a tiered bow mod, with iron and gold - and all that jazz.
Plus, I'd love to finally have block states, instead different blocks that swap between each other.

A thing that would be cool is procedural structures (like villages, strongholds) using the jigsaw block

i like the new structure format, but now making custom trees is impossible. maybe combine the new and old ones and make a way to toggle the ability to locate a structure

The old system is still possible using the feature mod element, which has all and many more options than the old structure mod element. Check out https://twitter.com/PyloDEV/status/1705911867326009457 and https://mcreator.net/wiki/mcreator-release-notes

The new generation of structures is great. Unfortunately I haven't figured out how to generate structures underground

Awesome! I've been working on procedural structures for awhile now, and depending on how this works it could really solve a lot of issues I've been dealing with.

...Though upon actually looking into it, this weirdly won't work with the system I'm using, I've made a lot of custom structure blocks to place/modify structures in more specific ways than Jigsaw blocks allow, and that ironically won't work for real structures loaded in during the generation stage that can't run update ticks and procedures when loaded in.

...But if I'm still interested in updating at some point, is there an easy workaround here I might be missing? Or a possibility of still allowing pseudo structures to be their own element?

You can use the feature mod element for this purpose, where you use condition procedure as old "on structure placed" trigger, if this is what you are looking for. We will support jigsaw fully in the future too, but still with the limitations of the system as designed in the vanilla Minecraft data-packs

Interesting! So feature conditions can also actively run code? I always assumed it could only return values. That's... honestly even more game changing than true structures for world generation purposes. I'll definitely look into this.



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