1st snapshot of MCreator 2025.4 is here, and it is packed with useful features. This is also a first snapshot of its kind, more on why in the article!
2 snapshots at once?
That is correct. This time, we are doing two snapshots at once. This is because we are testing a new backend for Blockly editors in MCreator.
In the past, we have used JavaFX webview to render Blockly editor, used for editing procedures, AI tasks, world gen features, and many other components in MCreator. JavaFX uses a WebKit-based editor that is slightly outdated by today's standards, has rendering issues on some computers, becomes slow with large procedures, and even crashes on some computers.
There are very few alternatives, but the main one is the JCEF framework, which uses the CEF library, which is a library that allows one to embed the Chromium webview engine in Java applications. We are testing whether this could be a viable alternative that would allow better performance and more future features.
Therefore, each snapshot uses a different backing engine:
- EAP 2025.4.51616 - uses JavaFX (existing webview engine)
- EAP 2025.4.51613 - uses JCEF/Chromium (new experimental engine)
We highly recommend that you try both, but especially the snapshot with the new Chromium engine. Please let us know here in the comments or on GitHub issues about your experiences with the new engine, if you find it more snappy, and most importantly, if you find any bugs. It is extremely important that the community provides as much feedback here as possible, so we can make an informed decision. This is a great chance to make sure the new engine will run smoothly on your device.
Some areas of testing we recommend: creating, editing, and saving procedures and AI tasks; using multiple editors at once; focus transfer between other fields in the editor and Blockly (e.g., living entity AI editor, advancement trigger editor, ...), rendering glitches, and performance compared to the old engine.
2025.4 or 2026.1?
This snapshot is called 2025.4, but its second snapshot will most likely be 2026.1 as we are approaching the end of the year. We have more very cool features in the feature queue that we want to include before the full release, including more testing of the new Chromium engine for Blockly, so we have enough data to decide which one to use. Community feedback matters to us! :)
Snapshot changelog
This is a full changelog of this snapshot with more notable changes highlighted with bold text.
- Console tab scroll lock is now released automatically when scrolled to the bottom
- The texture selection dialog now opens much faster for large workspaces
- Applied several improvements to the generated code to make mods faster and more efficient
- Improved image editor layer resize canvas adaptation algorithm
- Improved validation for certain feature mod element blocks
- Added new Blockly preference entries: max trashcan capacity, start zoom scale
- Added vertical and horizontal flip tools to the image editor
- Add support for mouse buttons in the keybind mod element
- Added support for specifying cave biomes in custom dimensions
- Added text shadow parameter to labels in custom GUIs and overlays
- Add an option for armor models to support translucent textures
- Added custom cave biome depth range parameter
- Opening bound GUI of an item is now optional and can be controlled with logic procedures
- Added a new global session scope variable type: entity
- Added a new command argument type: resource location with suggestion
- Added new advancement triggers: player crafts recipe, player unlocks recipe
- Added new entity procedure blocks: get the number of ticks an entity has existed for, get session ID of entity, get entity from session ID, get entity from UUID string, get fall distance
- Added a new advancement item selector: any item in the list
- [A 1.21.x] Created a special Bedrock Item mod element type with parameters specific to this game edition
- [Bugfix, NF 1.21.8] Custom Java animations referencing Java model parts that didn't exist crashed the game
- [Bugfix, A 1.21.x] The Bedrock addons inside the test environment did not work with the new launcher
- [Bugfix, A 1.21.x] The Minecraft Bedrock Edition game test environment did not work with the new launcher
- [Bugfix] Procedure block search was slow with many plugins installed
- [Bugfix] Item damaged advancement trigger damage range predicate did not work correctly
- [Bugfix] Procedure selector ordering did not honor the workspace sorting setting, but was instead random
- [Bugfix] When changing variable type, it was possible to switch into unsupported scope combinations
- [Bugfix] Texture selection dialog sometimes unexpectedly shuffled texture order
- [Bugfix] Console tab scroll lock did not work correctly
- [Bugfix] Buckets of custom fluids did not work correctly with fluid tanks of other mods in some cases
- [Bugfix] Item components in item arguments of commands were not applied to the provided item stack
- [Bugfix] Custom enum block state properties showed uppercased names in some cases
- [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
until it happens, you can make a work-around by having something like a wand item etc. that when you right-click with it on the appropriate blocks, it opens a custom menu identical to the normal one (or spice it up with some flair as an excuse as to why normal interactions won't work in this mode), and you can add logic to it with procedures, creating actual recipes the long way.
I'm just wondering if there could be a way to attach armor models (and maybe scale them), in a similar way to the handling of skeletons and zombies in vanilla MC, or if that is also more difficult than it seems to somebody (like me) who doesn't know how Minecraft's rendering code works. So not quite a full system of making custom armors or majorly changing models, but if you have a roughly humanoid model, you can bind parts of the armor to parts of the model, and set rotation, scale and translation manually.
Also if held items could be handled in a similar way to what I just suggested for armors.
Again, I don't really know much about what I'm talking about, and you already said that at least some types of armor rendering is highly complex, so no worries if neither of these are in-scope currently.
Yep, in other words, you could choose where to render entity models' wielding on both of entities' main and off hands and have the freedom to change its dimensions, similarly to armor, which you can choose where each of the 4 armor pieces go to.
If not sure, I'm talking about the vanilla method of this type of rendering, which already happens to players, zombies and skeletons for example. Even villagers, vindicators, pillagers... render their held items, just in a different way. Pillagers and skeleton even animate their weapons while attacking.
if all else fails (assuming you're not using a bipedal model), you can open up blockbench and make a custom model & a modified texture to match, and then add that texture as a model layer with the following dependencies.
1. when player right-clicks on entity: IF player is holding [armor piece], DO copy item to [armor slot] and delete from player hand, ELSE IF player hand is empty (reverse order, etc. this would return whichever armor piece is listed first)
2. model layer logic: return true if slot has [armor piece] (this will require a different model layer for EACH piece of armor).
in my mod i have bipedal guards and gave them a custom inventory and simply copied items from their inventory slots to their real slots (i also made them able to pick up items! if you're curious, i'm happy to share how i did it)
Heya! I noticed two features about armor not existing for a long time, would it be possible that you look into it?
1) The first one is that the "body part" of leggings are missing in the models. We can put the left leg, the right leg, but there is no slot for the body part like vanilla leggings
2) The second one is that it's missing a boolean for making the items unbreakable, I tried many things to make it unbreakable but it always ends up breaking, or I have to make a unoptimized procedure resetting the damages each frame.
If you have solutions for both that I am not aware of, I would gladly try them!
instead of making it reset each tick, you can actually add the unbreakable tag with a command procedure block. i actually did this exact thing to test if a custom dog-like entity was sitting, so i could change the model layer to the sitting version. here's the command and procedure blocks:
Execute command / "execute if data @s {Sitting:1b}" in the name of Event/target entity and get result "Test passed, count:1"
for your thing, you can just run it whenever the player's inventory is open or something, starting with IF [player is wearing special armor], DO... etc.
Yay thanks!