MCreator 2025.1 pre-release is here

Published by Klemen on
MCreator 2025.1 pre-release is here

The first pre-release of the year is here. Supporting Minecraft 1.21.4, having new UX improvements, features, and fixes, it is worth checking out!

Upcoming features

Check the feature collages below to learn about the upcoming features. Can you name them all?

And some more features in another collage below 👀

Snapshot changelog

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

  • Minor UX improvements and vectorized some more icons
  • Unified sorting of dropdowns and list selectors across the UI to follow ordering in the workspace tab
  • Added new workspace panel keyboard shortcuts for easier mod element manipulation
  • Added support for making resource packs for mods and loading mods into the resource pack maker
  • Added sentiment parameter to the attribute mod element
  • Added automation inventory slot place/take procedure conditions
  • Added new tag type: structure tags
  • Added new tag type: game event tags
  • Added new potion effect mod element procedure triggers: on entity death, on entity hurt
  • Added new potion effect mod element parameters: effect particle, sound effect when added
  • Added new worldgen feature block: place at a list of given coordinates
  • [NF 1.21.4] Added an option to schedule block tick after placing it in a simple block feature
  • [Bugfix] Placement offset of NBT-based worldgen features did not rotate with structure rotation and mirror
  • [Bugfix] NBT-based features placed ghost blocks when placed from procedures, saplings, or using commands
  • [Bugfix, NF 1.21.4] Big workspaces that built in previous versions failed to build on 1.21.4 in some cases
  • [Bugfix, NF 1.21.4] Block/item from registry name procedure blocks caused build errors
  • [Bugfix] Some other minor fixes and improvements

Release changelog

Below is the changelog of the previous MCreator snapshots, covering changes in the upcoming 2025.1 release.

  • Updated bundled Java to version OpenJDK 21.0.5
  • Updated NeoForge for 1.21.1 to 21.1.92
  • Added user code block to access transformer files
  • Added option to edit ordering of certain entry lists in the software
  • Added some new tags to the add common tags tool
  • Improved performance and reliability of Gradle project loading
  • Added support for multiline procedure-based tooltips in custom GUIs
  • Added a context menu item to the Blockly editor to clean up unused blocks
  • Added option to make both opaque and translucent particle types have emissive light rendering
  • Greatly improved procedure mod element generated code clarity and performance
  • Added Minecraft resource pack generator for 1.21.4
  • Added base support for NeoForge 1.21.4
  • Added Minecraft data pack generator base for 1.21.4
  • [A 1.21.x] Added new Minecraft blocks, items, and entities to data lists
  • [DP 1.21.4] Added support for: functions, damage types, loot tables, tags, structures, advancements, advancement triggers, recipes, enchantments, dimensions, biomes, worldgen features
  • [NF 1.21.4] Added support for: custom code, functions, damage types, loot tables, tags, structures, sounds, advancements, advancement triggers, recipes, enchantments, villager trades, biomes, paintings, game rules, attributes, potion items, villager professions, variables, global triggers, commands, worldgen features, key bindings, creative tabs, armor, JSON models, Java models, OBJ models, item extensions, dimensions, particles, overlays, GUIs, projectiles, living entities, AI tasks, Java animations, tools, potion effects, blocks, fluids, plants, procedures, items
  • [NF 1.21.4] Custom projectile Java models now support basic animations
  • [Bugfix, A 1.21.x] Custom blocks did not load correctly in some cases
  • [Bugfix, A 1.21.x] Custom blocks did not appear in the creative mode item selector
  • [Bugfix] On 4K screens, MCreator window size was not correct for list elements in some cases
  • [Bugfix] Old mods.toml and mcmod.info files were not removed when switching to the NeoForge generator
  • [Bugfix] Sprite GUI mod element component with equal width and height could glitch the UI editor
  • [Bugfix] Filter in resource pack editor file browser stopped working in some cases
  • [Bugfix] Projectiles with non-default bounding box size did not collide correctly in some cases
  • [Bugfix] It was possible to import armor textures with an empty name
  • [Bugfix] Some other minor fixes and improvements

Release notes

  • Removed "at every position carved by carvers" placement. Existing uses of this placement in feature mod elements will be converted to "with uniform height distribution" placement.
  • Removed lit particle type. Instead, there is now a checkbox to allow any particle type to have emissive light rendering. Existing particle mod elements will be converted automatically.
  • Cured by milk and by totem potion effect properties were removed and are now always enabled by default
  • Get fuel power of item procedure block now requires world dependency
  • Enchantability can no longer be 0 for armor and tools. Existing elements will have 0 values converted to 1 automatically.
  • [1.21.4] Certain procedure triggers and procedure blocks now only run on the server side

A snapshot download 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!

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Comments

Please, I beg you to add support for making mods for older versions, such as some classic ones like 1.12.2, 1.16.5, 1.18.2, etc., since people like me and my friends either do not support the most current versions, or we simply want to make mods in more classic versions, and the generators for those versions have errors that ruin those experiences, and do not allow compatibility with other plugins. Please do it

Okay, I get it, but at the same time, could you at least fix some bugs for the generators? how to make them at least compatible with other plugins, or solve certain errors (for example, I was about to finish a mod in a 1.16.5 generator, but due to
A problem that the creator told me with MCreator, biomes could not be created because in the end they did not compile, and that could be solved by modifying MCreator in general. Something technically impossible for someone like me or others who know nothing about how to modify an engine in general)

Post Data: Small idea that I give for a new procedure, is to do a "emit redstone signal of level [number] in position [x] [y] [z]". This would work with entities, blocks, and other things, and I think several people could get a lot of use out of it.

Hi, I have some ideas for the version. I'll leave each idea below the comment for a body error or something like that:

1.- I would like to be able to put animations for the blocks' models as well as the chests and bells, although I don't know how you can do it since in blockbench you can animate block models in the usual way, so I imagine that the blocks allow ".java" models and animations or that you allow ".json" animation files since possibly ".json" animations can be put on ".obj" models although if you can make it compatible with ".json" block models it would be perfect for me.

And add an element of creating armor patterns, where you can create custom patterns or add a new item (vanilla or mod) with a color palette for patterns and maybe add an element of adding custom animations to the player

Will Attribute modifiers be added? They used to be in the Attributes plugin but since some got added it doesn't seem like it will be updated again. Modifiers are very nice to have since you do very rarely want to change the base values of attributes when modding as that will ruin compatibility with other mods that do the same thing.

I hope you add a way to filter my json models page as well, because... this is starting to be complicated to navigate.

https://i.imgur.com/a40isKh.png

I have a problem. I've searched everything, YouTube, online, I've Googled it, nothing. Could you please help me make a custom textured boss bar for a boss I made?



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