2nd 2020.4 snapshot - Enchantments, conditions, ...

Published by Klemen on Mon, 07/06/2020 - 08:32
2nd 2020.4 snapshot - Enchantments, conditions, entity inventories, and much more.

The second snapshot of the huge 2020.4 update adding many heavily requested features is here. It adds enchantments, conditions, entity inventories, and much more. Check it out!

More in-app tips help needed

Since the 2020.3 update, many new help tips were added and they are missing the help text. All procedure selectors now have help tips support too. We are asking for anyone interested to contribute the text for these boxes to check this issue tracker ticket for more details on how to contribute. Big big thanks in advance!

EAP 2020.4.28114 changelog

Major new features in this snapshot are highlighted with bold text.

  • Added in-app help tips support to procedure selectors
  • Biome air, water, and grass colors can now be selected separately while others can be left at default values
  • [#43839] Added enchantment mod element type
  • [#51470] Added option to specify inventory of a custom entity and bind GUI to it
  • [#62332] Added entity inventory slot set/get procedures
  • [#49202] Added option for procedures to return a value
  • [#49202] Added "call procedure and get return value" procedure blocks
  • [#49202] Added support for conditions: block, structure, entity, and plant spawning, dimension portal use, and placement, should ranged item fire condition
  • [#49202] Added support for conditions in entity AI builder for AI tasks and goals
  • [#55403] Custom armor models now support specifying body armor arm parts
  • [#63401] Added option to add a new folder to resources folders from the project file browser
  • [#61677] Custom blocks and plants can now use emissive rendering for a glowing effect
  • [#62204] Added special info (description) fields to armor
  • [#61934] Custom blocks can now specify beacon beam color modifier
  • [#61361] Global variables can now be shown in labels in integer format
  • [#56963] Added tile entity support to plants
  • [#62187] Added "place portal for a dimension if properly shaped" procedure block
  • [#60909] Custom GUIs can now pause the game if specified
  • [Bugfix] Set variable procedure block could cause build errors in combination with the player and local variables
  • [Bugfix] Entity spawning was not properly synced to clients in some cases
  • [Bugfix #63146] Custom dimensions could have more and more caves in some cases
  • [Bugfix #63262] Custom doors dropped twice
  • [Bugfix #63320] Backspace key did not work in text fields of custom GUIs

EAP 2020.4.25621

  • Improved navigation of mod element editor
  • The special tool tool-type now acts as a hand when breaking incompatible blocks
  • Added "convert item entity to itemstack" procedure
  • Added list view to the workspace mod elements browser
  • Improved texture editor performance
  • Entity x, y, and z dependencies are now passed with floating-point accuracy
  • Added new global triggers: sapling grows, entity struck by lightning, player fishes item, entity healed
  • Improved font rendering and font handling with characters of specific non-English languages
  • Added support for Git branches to remote workspace system
  • Added many new plugin features (check release notes)
  • Added breed AI task for breedable living entities
  • Added doors block base
  • [#55702] Added new player lifetime and player persistent variables that are synced with client-side
  • [#61280] Added keyboard shortcuts to the integrated image editor
  • [#47617] Added "get entity in range" procedure block
  • [#61741] Added "when an entity jumps" global procedure trigger
  • [#61503] Added "before entity hurt" global procedure trigger
  • [#51650] Added tameable entity support
  • [#53075] Added option to specify inventory item texture for custom blocks
  • [#42538] Added FE energy support to blocks and procedures
  • [#50757] Added fluid tanks support to blocks and procedures
  • [#58891] Improved biome entity spawn list editor
  • [#59113] Added option to damage custom items in crafting recipes instead of consuming them
  • [#61928] Added option to export deobfuscated mods
  • [Bugfix] Right-click and left-click global triggers triggered twice
  • [Bugfix] Pressing E key while text field was in focus closed custom GUIs
  • [Bugfix] Shoot ranged item procedure caused build errors with the floating-point speed in some cases
  • [Bugfix] Custom commands did not work in contexts without a player (eg. command blocks and some procedures)
  • [Bugfix] Source code of mod elements with locked code was reformatted on code regeneration
  • [Bugfix] Custom OBJ model textures did not work in some cases
  • [Bugfix, B 1.14.x] Changing add-on modid/namespace corrupted workspace
  • [Bugfix #61686] Custom ranged items did not inherit some parameters when used with custom living entities
  • [Bugfix #61897] Eating particles of food with custom model had broken texture
  • [Bugfix #61951] Custom ranged entities did not stop shooting under some conditions
  • [Bugfix #62307] Custom creature mobs did not spawn on custom grass material blocks
  • [Bugfix #62504] Mobs spawned with procedures did not receive on initial spawn event
  • [Bugfix #61924, FG 1.15.2] Player spawned outside custom dimension portal sometimes, portals could duplicate
  • [Bugfix] Some other minor fixes and improvements

Release notes

  • Existing custom biomes might need to have custom colors cleared to use default colors
  • Overlay and particle spawning conditions need to be redefined using the new condition system

Make sure to tell us what you think about the update in the comments, test out the snapshot, and report bugs of the snapshot on the tracker.

Survey on contributors

As we announced, we are considering open-sourcing MCreator. As this alone without contributors does not make much sense, we made this survey to find out how many users willing to contribute we have.

If we go this route, we would release MCreator under GPL-3.0 license with exception to allow mods made with it use custom licenses. Contributors would have to sign CLA similar to the one we use for existing projects.

Keep in mind this survey is informative and not binding in any way, but please fill this survey only if you can and would contribute to the project so we can get a real insight into the status of contributors.

Link to the survey: https://forms.gle/y3HdteiCXhw9q1SN7

Keep on modding and stay tuned!

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This is the best version ever, good job on such progress!
Also 2 questions:
- will items be chargeable with FE?
- will there be actual crops that grow like the vanilla ones? Because making a bunch of the technically same blocks isn't really making a crop, if you know what I mean.

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