1st MCreator 2025.4 snapshot - Dual snapshot

Published by Klemen on
1st MCreator 2025.4 snapshot - translucent armor, cave biomes in custom Minecraft dimensions and much more!

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 JavaFX uses a WebKit-based editor that is slightly outdated by today's standards, has rendering issues on some computers, becomes slow with large procedures, and even crashes on some computers.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:

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!

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Comments

hey, if possible, please add a 'skybox element' element- custom textures in the sky, rendering clouds with custom textures/heights, custom fog, stars, etc.. it's a lot to ask for but it'd be so useful

I have asked this many times, but I ask again. In understanding that signs and hanging signs are some sort of half entity half block hybrids I still would ask that a block base be added for them. I know it is complex trust me I know I have done it with code. Maybe even a knew element type would be implemented for these kinds of blocks. I have several reasons for asking so many times. I am not trying to hate I love mcreator and appreciate the work klemen and the team does for it. It seems to me one of the most obvious give aways that a mod is made in mcreator is incomplete woodsets. I think mcreator is an awesome application but other people do not think that and will purposely exclude all mods made from it. This is unfortunate and I think to sway them this is an important step to giving these mods more polish. And I also would just love to have my mods feel complete and well rounded.

That said I don’t think folks who already had a negative view of MCreator will drop those stereotypes just because it adds support for some new elements. So just don't care about them.
MCreator has introduced a revolutionary and incredibly convenient new way to make mods. Whether a mod is good isn’t about the tool used to build it; instead it's about the creator. Rational players know that, too.

We do plan them, don't worry :) Please also check our socials and especially https://mcreator.net/changelog. We have just announced boats to complete wood packs better :)

For negative view of mods, it is definitely not due to missing wood sets but rather because some people are stuck in the past. Modern MCreator versions make mod code as efficient as custom code and even better compared to some other hand-written mods

These people are stuck in the past. It's already a good evolution not having to rely on Geckolib to make custom animations, and yet people have become complacent in thinking they have to use Geckolib because, in their opinion, the MCreator system is too difficult.

It is a problem once you get used to something, an alternative approach may seem scary, but using the return value procedures is something users should learn anyway, as this concept is used across the whole software a lot.

It would be nice add a way to locate the coordinates of a specific block or structure, something like the magnetite or the treasure maps

Can we get a custom tree design option? I'm pretty new to all of this, but I wasn't able to generate unique tree shapes (my mod is based on a book, and one of the trees in the setting had branched limbs, similar to some cacti irl).



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