
The 1st MCreator 2025.3 snapshot is available, supporting the latest Minecraft version. It also contains many other improvements and bug fixes.
3 Minecraft versions?
As we often do when porting to a new Minecraft version, the 1st MCreator 2025.3 snapshot supports Minecraft 1.21.1, Minecraft 1.21.4, and Minecraft 1.21.8 at the same time. In the next snapshots and in the full release, we will only support two versions.
Snapshot changelog
This is a full changelog of this snapshot with more notable changes highlighted with bold text.
- Updated NeoForge for 1.21.4 to 21.4.145
- Updated NeoForge for 1.21.1 to 21.1.190
- Minor UX improvements and standardizations
- Workspace file browser now retains expansion state after search is completed
- Dragging the mouse while placing the component now enters resize mode in the GUI editor
- Added Minecraft resource pack generator for 1.21.8
- Added base support for NeoForge 1.21.8
- Added Minecraft data pack generator base for 1.21.8
- [A 1.21.x] Added new Minecraft blocks, items, and entities to data lists
- [DP 1.21.8] Added support for: functions, advancements, biomes, damage types, dimensions, enchantments, loot tables, recipes, structures, features
- [NF 1.21.8] Added support for: key bindings, variables, global triggers, banner patterns, damage types, tags, advancements, enchantments, functions, loot tables, recipes, structures, features, commands, custom code, sounds, paintings, potion effects, particles, potion items, attributes, game rules, villager professions, item extensions, armor, OBJ models, JSON models, Java models, creative tabs, projectiles, villager trades, biomes, dimensions, fluids, tools, overlays, GUIs, items, plants, procedures, living entities, blocks
- [Bugfix, NF 1.21.1] Non-food items with eat or drink animation emitted eating sounds
- [Bugfix] Certain parameters of the quick ore pack and wood pack tools were set incorrectly
- [Bugfix] Vanilla entries in custom game event tags did not work correctly
- [Bugfix] Dragging the mouse while placing a new GUI component placed it at the wrong location
- [Bugfix] If the Blockly editor crashed while saving, the block assembly was lost and became invalid
- [Bugfix] Contents of certain selector dialogs did not get updated in all cases
- [Bugfix] Custom GUI image button display condition did not pass world coordinates
- [Bugfix] Quotation marks in living entity text synced data default value caused build errors
- [Bugfix] An exported mod file was generated even if the workspace build failed
- [Bugfix] Workspace file browser did not refresh in some cases
- [Bugfix] Continue/break loop procedure blocks did not work with certain iteration blocks
- [Bugfix] Structure mod element did not work in data pack workspace types
- [Bugfix] Some other minor fixes and improvements
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!
Comments
hi i love how MCreator is coming along and i had an idea so if possible to be able to make armour trims and one way you can do it is by every colour is black or white depending on how bright or dark the colours are going to be and just to help people texturing that there's an armour texture underneath that doesn't get effected by the saved texturing and just for fun being able to change the armour texture that's underneath to different armour sets just take this as an idea
Hello! I don't remember if I've recommended this before, but there's a very small bug that I want you to fix: When adding overlays, I want you to make it so that in gameplay, the positions of the images and everything are adjusted according to how we have placed them in the GUI, because when putting full screen, or changing the size of the window, the position of those images does not change, making that for those who add life bars or other things they only look good if the screen is in an exact size, or you can fix that with very complicated codes, when a simple fix for that bug can solve it in a simpler way. Just that, thanks [and maybe you can also add the option to add buttons and other things to existing GUIs like the inventory, crafting tables, and so on]
I had a very simple idea, but it was VERY NECESSARY:
Custom Raids and Weather
Raids could be defined in procedures: how to start them, what mobs you would have, how many phases they would reach, etc. This would make them much easier to create, since code and procedures aren't simple at all.
Weather would be like rain, snow, and so on. You could choose their particles, how the environment and sky would look, their events, their probability of appearance, and so on, which would be too useful for events.