1st 2024.3 snapshot - Minecraft 1.21.1 support

Published by Klemen on
1st MCreator 2024.3 snapshot - Minecraft 1.21.1 support

MCreator fully supporting Minecraft 1.21.1 is here. Alongside the new Minecraft support, we improved Gradle performance, fixed many bugs, and also added some new features. Read on!

3 Minecraft versions?

As we often do when porting to a new Minecraft version, MCreator 2024.3 snapshot supports Minecraft 1.20.1, Minecraft 1.20.6, and Minecraft 1.21.1 at the same time. In the next snapshots and in the full release, we will only cover two versions, depending on the results of the community vote and internal factors.

Snapshot changelog

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

  • Updated bundled Java to version OpenJDK 21.0.4
  • Improved Gradle tooling API integration
  • Added parameter to the flood fill tool in the image editor to fill the color globally and not only the adjacent pixels
  • Added searchable data list selector support to the procedure global trigger selector
  • Added support for enchantment tags
  • Updated NeoForge for 1.20.6 to 20.6.119
  • Added base support for NeoForge 1.21.1
  • Added Minecraft data pack generator for 1.21.1
  • Updated Minecraft Bedrock Edition add-on generator to version 1.21.x
  • [DP 1.21.1] Added support for: functions, tags, recipes, damage types, dimensions, structures, biomes, loot tables, advancements, enchantments, features
  • [NF 1.21.1] Added support for: procedure base, custom code, functions, sounds, variables, global procedure triggers, tags, key bindings, commands, creative tabs, JSON models, Java models, OBJ models, armor, potion items, GUIs, potion effects, villager professions, villager trades, particles, game rules, overlays, recipes, paintings, music discs, item extensions, projectiles, items, tools, living entities, AI tasks, fluids, damage types, plants, dimensions, structures, blocks, procedures, biomes, loot tables, advancements, enchantments, features
  • [NF 1.21.1] Significantly increased speed of workspace setup and build times
  • Added a procedure block to check if the world has a chunk at given coordinates
  • [Bugfix] Certain wildcard blocks and items did not work
  • [Bugfix] "For each slot in entity inventory" procedure block caused build errors in some cases
  • [Bugfix] Certain parts of the UI could cause the software to crash on macOS 14.4+ in some cases
  • [Bugfix] Certain UI parts could be rendered incorrectly on HighDPI screens on Windows
  • [Bugfix] Some other minor fixes and improvements

Snapshot release notes

  • Redesigned enchantment mod element editor to fit modern enchantment definition. Some fields were removed and some will be automatically converted. We recommend manually verifying and correcting existing enchantments in your workspace if necessary.
  • The plant type procedure block has been removed. Existing blocks will be converted to logic blocks with the value false. We recommend using custom tags for plant type checks from now on.
  • Certain itemstack procedure blocks now require world dependency. It will be automatically added to existing procedures.
  • [Plugins] API plugins can now specify additional texture reference sources, allowing modders to reference textures from other mods in their mods

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!

Share this on:

Comments

Is it possible to have conditions for which you can ride or tame an entity, My overall goal is to create a huge scale rpg mod.

can you do forge i use it for all my mods. it would be good if you kept forge but didn't update it as often

Is entity model animation support something you're planning on in the near future? Like what wardens and camels use-

Hey, btw would it be possible to disable the automatic name ending additions for classes? It's been somewhat of a headache to work with sometimes as my procedures and the real classes behind the procedures have different names with the added procedure behind it or it automatically adding Mod behind the internal modID. (ex TestClass = TestClassProcedure & MyMod = MyModMod & MyTestOverlay = MyTestOverlayOverlay)

Awesome. MCreator is getting closer to catch up with the new mainstay game version again.
Do you think for the full release there'll be a way to shoehorn in a feature to allow multiple passengers on a living entity, like with the vanilla camel?



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.