The 2nd snapshot of MCreator 2026.1 is here. This is very likely the biggest snapshot we released to date in terms of features. Read on!
Refreshed look
One of the most noticeable changes is a refreshed look. MCreator now contains a side button strip with toggles to enable and disable "docks" like the project browser, console, debugger, and generated code viewer. Layout is stored per-workspace, so you don't need to set up your desired layout every time from the scratch.
The color scheme of the default theme has also been darkened, to work better on OLED monitors with nicer contrast. The whole UI has also been slightly flattened for a more modern look.

New Blockly webview engine
Together with the new Blockly webview engine, we have also updated the Blockly panel to fit with the new color scheme and the flattened look.
The refreshed look was also updated to work seamlessly with the background images. Side button strip becomes transparent, and the transparency of tabs has also been improved to work better when background images are used.

Snapshot changelog
This is a full changelog of this snapshot with more notable changes highlighted with bold text.
- Redesigned the default UI dark theme for better contrast and usability
- Added a side strip for easier access to the project browser, console, debugger, and code viewer
- Improved the tool mod element editor UI experience and layout
- Changed the default monospaced font for the console and code editor to JetBrains Mono
- Added support for enabling font ligatures in the code editor
- Added an option for custom items with melee damage to specify the attack speed
- Improved variable and localization edit performance
- Added a new block base: sign
- Added an option for custom items to specify attribute modifiers
- Added new item type to the item type check procedure block: tool
- Added an option to disable particle size variation for custom particles
- Added special entity mod element type that allows creation of custom boats
- Added an option to make custom projectiles remain on the ground after landing
- Custom blocks now support block states (models, textures, bounding box) based on state property values
- Custom shears and special tools can now specify repair items
- [NF 1.21.8] Added support for configuring particle type and chance for the custom leaves block base
- [A 1.21.x] Created a special Bedrock block mod element type with parameters specific to this game edition
- [Bugfix] Flying entities flew slowly, no matter the specified flying speed
- [Bugfix] Pack maker tools could cause build errors in fresh workspaces
- [Bugfix] If variables were edited while the search was active, non-visible variables were deleted
- [Bugfix] Variable, tag, and localization search functionality was case sensitive
- [Bugfix] Image editor sometimes opened with the tool panel collapsed and zoomed fully out
- [Bugfix] Animal-based AI bases generated the wrong offspring type in custom living entities
- [Bugfix] In some rare cases, it was possible to make multiple mod elements share the same names
- [Bugfix] Some other minor fixes and improvements
Release changelog
Below is the changelog of the previous MCreator snapshots, covering changes in the upcoming 2026.1 release.
- Chromium/JCEF WebView for Blockly - significantly improved Blockly performance and stability
- 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 the bound GUI of a custom item is now optional and can be conditioned 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
Release notes
- Flying entities now fly with the correct speed. If you set very high flying speeds in an attempt to fix this bug, entities will fly very fast, and the movement speed parameter may need to be manually adjusted.
- Addon blocks and items are converted to Bedrock variants of blocks and items for a more specialized editors that match Minecraft Bedrock edition features
- Removed custom biomes from addons, as Minecraft Bedrock Edition no longer supports them at this time
- [Plugins] API plugins can now specify a version range parameter for mod dependencies they declare
A snapshot download is available 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 ensure the release is as stable as possible. Leave a comment with your feedback on the update below. Stay tuned and keep on modding!
Comments
Next update ideas:
1. Moving items in a tab "globally." What I mean is that items added ia a mod always appear in the bottom of vanilla tabs. There would be a checkbox/toggle to switch from "local" to "global" item movement. Items from the mod will have lighter background and vanilla ones will have the normal one. You can move custom wool blocks to the wool blocks, tools to the tools, etc. You could also move vanilla items, too (their background can slightly get lighter if they are moved);
2. Adding counters to advancements. There could be an option to add counter to achievements (0/1 type) like in the "A Balanced Diet" advancement.You could change the counter in the procedures with "Set/Add (number value) to the (player value)'s (advancement selection) counter value". There could be also trigger "When counter is filled" that will trigger if counter becomes full (1/1 type). There can also be "Get (player value)'s (advancement selection)'s counter value";
Open a support ticket here: https://github.com/MCreator/MCreator/issues. Include as much details as possible including OS details, MCreator version and generator type, any potential plugins in use, crash logs, mcreator.log logs, and/or screen recordings, so we can provide you with better assistance.
Is there a plan to be able to specify attribute modifiers to tools and armor?