The big 2023.4 update pre-release is here!

Published by Klemen on
The big 2023.4 pre-release is out, adding element usages, Minecraft living entity model layers, damage types, and much more!

The pre-release of the update that some will argue is the biggest update to date is here. And it is once again packed with tons of new features. Read on!

Many new features

We have collected some of the more notable features of this snapshot in the video grid below, so you can quickly see a summary of just some of the new features coming in this 3rd snapshot of MCreator 2023.4.

Some of the new features coming in 3rd MCreator Minecraft mod maker snapshot including better smithing recipes, search usages, dynamic living entity size, living entity dynamic textures and models and more!

Snapshot changelog

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

  • Updated bundled Java to version OpenJDK 17.0.9
  • UI experience is now much more responsive with large workspaces
  • Improved mod element editor page scrolling experience on smaller screens
  • More complex mod element editors now open faster
  • Added wiki links in the help tips of more mod element editor types
  • Added new image editor features: layer merging, added square selection tool, copy/cut/paste support for layers and selections, support for pasting from external clipboard, added new pasted layers, tools now only operate on the selection
  • Added support for an optional smithing recipe template slot input
  • Added a button to replace a texture in the resources tab with a different texture file
  • Added new music disc mod element parameter: item rarity
  • Crafting grid in custom recipe mod element now supports block dragging and deletion with middle-click
  • Generated JSON for crafting recipes now only defines the key once per ingredient type
  • Improved dialog that shows mod elements that cause build errors
  • Added new mod element type: damage type
  • Added new tag type: damage type
  • Added a procedure block to check if the current damage source type is tagged in a certain damage type tag
  • Living entity mod element can now define additional model layers that can have a different model, texture, glow, and optional display conditions
  • Added support for synced and stored data for custom living entities of type: logic, integer, string
  • Added procedures to set and get entity synced data of type: logic, integer, string
  • Added new living entity parameters that can have fixed or procedure-specified values: model scale, bounding box scale
  • The structure mod element can now define any block or list of blocks that are excluded when generating the structure
  • Improved internal mod element reference-finding system
  • Added a system to visually display in a list by what other mod elements a mod element, texture, model, sound, structure, variable, or localization key is being used
  • A warning dialog is now shown when deleting a mod element that is still used by other mod elements
  • Improved the layout of the advancement mod element editor
  • Added search functionality to more dropdowns in mod element editors and improved it
  • Added new entity procedure blocks: is entity left/right-handed, get item entity is using, get number of ticks the entity is using an item for
  • Added new item procedure blocks: is the item on cooldown for a given entity, get the remaining item cooldown percentage
  • Added new scoreboard procedure blocks: add the entity to the team, create/delete team, get the team of entity, is friendly fire enabled for a team, remove the entity from a team, enable/disable friendly fire for a team
  • [Bugfix, A 1.20.x] Some mod element editor inputs were disabled but should be not
  • [Bugfix, A 1.20.x] Ore generation did not work and caused errors to be logged when loading a world
  • [Bugfix] Fixed some cases where MCreator would hand or freeze on macOS
  • [Bugfix] Some key bindings did not work properly with the command key on macOS
  • [Bugfix] Generated code preview did not update properly in some cases
  • [Bugfix] Ground or underground blocks of certain vanilla biomes did not generate in custom dimensions
  • [Bugfix] The ranged item projectile item was not properly converted for the projectile mod element in some cases
  • [Bugfix] Dependencies of a procedure being called by another procedure were not correctly recursively updated
  • [Bugfix] One could create multiple recipe mod elements with the same registry name, overriding one another
  • [Bugfix] Larger workspaces could break in rare cases if one edited mod elements too fast after opening
  • [Bugfix] Some other minor fixes and improvements

Release changelog

Below is the changelog of the previous snapshots, covering all the changes in the upcoming 2023.3 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 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
  • 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 (see 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, 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 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

  • Custom living entities with a glow texture specified will have this parameter converted to a model layer with a glow

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

Make sure to download and install the pre-release so you can test it out. This way we can make sure the release can be as stable as possible. Leave a comment with your feedback on the update below. Stay tuned and keep on modding!

Share this on:


It would be great to have an option to hide the primary model of entities, showcasing only select layers. This feature could be incredibly useful, especially for incorporating seated entity models.

Can You add a feature that lets you give a mob multiple animations for certain actions. like for Movement, Opening, running, Procedures, etc.

Can there be a feature which you can restrict mobs from spawning in certain dimensions?

Make procedure that returns logic value that is true when entity is in overworld and false when not and select this procedure as additional spawning condition in entity UI. Please use forums for more elaborate support requests

Will we finally be able to edit sky object's textures? Otherwise, it looks great!

Donate to MCreator

By donating to developers you can speed up development, as with more resources, we can dedicate more time to MCreator. It is a free project made by developers working on it in their free time.