MCreator 2020.5 pre-release

Published by Klemen on
MCreator 2020.5 pre-release

The pre-release of the last feature update of MCreator is here. Adding particles, bedrock edition 1.16.x support, new statement procedure blocks, it is one of the biggest snapshots to date.

I would like to say one huge thanks to all the contributors and translators, they really helped shape this update as we see it now. I felt really bad when I had to announce we need to cut the line with PRs, seeing the enthusiasm of contributors, but it had to be done at one point, or the release would never come ;)

EAP 2020.5.43719 changelog

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

  • Added custom particle mod element
  • Updated Blockly to 2020 Q3 patch 3
  • Updated Minecraft Bedrock Edition add-on generator to version 1.16.x
  • Added structure X and Z offset parameters to structure spawn mod element
  • Added apply bone meal action at location procedure block
  • Improved previews of some of the mod elements in the workspace view and added procedure previews
  • Added procedure block that switches the current world to another world/dimension
  • Added for each entity in range procedure statement block
  • Added parameter to specify optional custom food eating result item
  • Added for each item in the inventory of entity procedure statement block
  • Local variables of procedure templates and imported procedures are now automatically added to the procedure
  • Added break blocks of type AI task for custom entities
  • Improved custom fluid lake generation options with biome condition, frequency, and custom condition support
  • Added option to specify global trigger result action if supported by the selected global trigger
  • Added support for itemstack return value type and itemstack type custom dependency to procedures
  • Added wood pack maker quick pack tool
  • Added custom plant mod element item texture parameter
  • Added direction offset procedure blocks
  • Added pickup delay and do-not-despawn parameters to spawn gem procedure block
  • Added option to hide fluid texture from the block when submerged in the water
  • Added new procedure blocks: number of players in the world / on the server, and for each player in the current world
  • Added new fluid procedure blocks: is block waterloggable, get fluid at, is block a fluid, is block a fluid source, convert fluid to the bucket, convert bucket to fluid
  • Added new entity procedure blocks: is entity immune to fire, is entity immune to explosions, get absorption health level, set sprinting/sneaking to true/false, is the entity of creature type, get food saturation level, set food saturation level
  • Added new global procedure triggers: entity sets its attack target, entity about to grief, player XP amount/level changes, player deals a critical hit, zombies siege a village, farmland is trampled, crop attempts to grow
  • Added option to specify a separate particle texture for blocks and plants
  • Added new procedure triggers to plant mod element: on plant added, on a block placed by, random display tick
  • Added direct entity comparison procedure block
  • Added water entity creature type option for custom entities
  • Added custom code output procedure block alongside existing procedural custom code block
  • [Bugfix] Plugins that hardcoded procedure block texts and did not use texts.properties file failed to load
  • [Bugfix] Advancement and armor dropdowns did not work in localized environments
  • [Bugfix] Armor boots could not select "From armor" texture
  • [Bugfix] Water did not flow out of waterlogged blocks when neighbor blocks changed
  • [Bugfix] Biomes from older workspaces could fail to import properly
  • [Bugfix] Some other minor fixes and improvements

Release notes

  • [Plugins] Added Blockly statement input with optional dependency contexts support

Note for contributors

Once again, thank you for all your feature contributions. Now it is time to test things out. Because in the past I learned the hard way new features after pre-release are not wise, I will learn from this mistake this time. This means that now only PRs fixing bugs introduced during work on this version will be accepted. PRs with new features will have to be ignored or closed. Even if 2020.6 happens, it will be oriented on bug fixing and 1.16.x support only.

Testing is as important as adding new features, so if you have time to do some testing and bug fixing, it would be awesome.

The future?

Many people are asking me if 2020.6 is a thing or not. The answer is I don't know for sure yet as well :D I will post an article on all this after the final 2020.5 release and after things like patches and such settle down. Then, I will announce my final plans in the article on this website, as I already hinted in the previous article.

Feature overview video

If you would like to see all the most important features of the upcoming 2020.5 update collected in a video, check it out below.

 

Users of MCreator, make sure to test the snapshot out so the last feature release will be a stable one, thank you in advance! Leave a comment with your feedback on the update below. Stay tuned and keep on modding! ;)

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Comments

If there is one thing I wish this could get before development ends, it would have to be a sort of "if mod namespace loaded" procedure block. Other than that, I'm sure I want the update to come out quickly as much as most of the other users of MCreator, but since it's the final update, I don't want you to rush. I want you to take your time and ensure that everything is perfect.
With all that said, I wish you the best of luck with everything, to both you and your best friend. You said this project was your baby, and I know the feeling; I write songs and sing them. Those songs mean a lot to me, and I'm sure MCreator is the same for you. I promise to treat this program with only the utmost level of care; if I were letting go of my songs, I'd expect the same. We all love MCreator, and we love you guys who worked on it all these years. Thank you for sticking around as long as you did, we'll miss you.

Hey I understand that your going to stop working on MCreator as of now, I was wondering about some things if you don't mind.

1) will folders ever come to MCreator? and if so could we get folders inside of folders?

2) Is it possible to give fences, gates, etc side textures? And maybe could we get a way to choose how textures are shown on each face of a block type? these would help me personally because textures like grass don't exactly work with stairs and slabs.

3) I've had trouble with damage and things dealing an extra 2, so if I want a sword to deal 0.5 damage it deals 2.5, could a fix be done for this?

Hi, Klemen, I'm going to ask you some questions,
the first question: is there an interface that can specify the height of a dimension?

The second question: is there an interface that can put music inside a structure? Because I wanted to put a structure that has a music when the player is inside the structure.

the third question: is there an interface that can put music in the biomes ?, because the new biomes of the nether have their own music.

the fourth question, is there an interface that can specify that
Foods mobs dislike ?, Example if a player gives a chocolate chip cookie to a parrot, the parrot that ate the chocolate chip cookie begins to have the effect of poison.

idk but i will keep my old version(1.15.2) items and blocks and produceres and guis and overlays? :3 if no i will be sad

Man that's AMAZING!! Nice work, I use MCreator a lot, and I'm having fun creating my mods :)

what i will do to have custom animation creator or editor for entity in MCreator, so even without coding make great mod



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