Nexus Plugins - Procedures

Published by Parlack on
Supported MCreator versions
2023.3
2023.4
2024.1
2024.2
2024.3
2024.4
Tags / plugin type
Procedures
Nexus Plugins - Procedures
Downloads:
20
Upvotes: 2
About the plugin

ABOUT THE PLUGIN

Nexus Plugins is a plugin for MCreator developed to simplify your experience in mod creation. It brings a collection of new procedures that reduce complexity: instead of having to build huge chains to perform an action, you can use just a few blocks and achieve the same result.In addition to optimizing the process, Nexus Plugins also provides support for interaction with other mods, allowing you to create addons, customize existing mechanics, or integrate your mod with external content. The project is open to the community, always seeking feedback, identifying common difficulties, and turning them into practical and intuitive solutions. The goal is to make mod creation more accessible, faster, and more powerful for everyone.

Project Status (Open Beta)

This is my first plugin focused on procedures and it is still under development. It is possible that there are bugs or unexpected behaviors.
I am releasing it in open beta so that you can use it, report issues, and help adjust everything until all functions are stable.
My intention is to listen to the community and add new procedures with each update.

Compatibility

Compatible with MCreator 2023.3, 2023.4, 2024.1, 2024.2, 2024.3, and 2024.4 (for Minecraft 1.20.1).

 

How to use each function of the plugin:

 

BLOCKS

GET BLOCK BY ID

Allows you to directly obtain a block from its full ID (namespace:name). Works with blocks from any mod. 

It can be used, for example, inside procedures such as Get block at x y z to compare if the block found is the same as the given ID.

Note:

This block requires procedures whose trigger provides coordinates or block/world context (e.g.: “Block tick update”, “On block placed”, “Block destroyed”).
It works as a block return/checker, making it ideal to be used in conditions or comparisons.

 

REMOVE BLOCKS (CUSTOM)

This procedure removes blocks in a three-dimensional area defined by width, height, and depth, starting from an origin point (x, y, z).
The excavation is oriented by the player’s look direction: for example, if set to 3×3×3, it will remove a cube in that dimension, always expanding in the direction the player is facing.

To ensure the result is properly aligned, the player needs to look straight at the block they want to break, since depending on the viewing angle, the area may become misaligned.

Additionally, the procedure offers the option “remove only”: when disabled (default), blocks are broken normally and drop their items; when enabled, blocks are only removed without generating drops.

This block is ideal for use with tools that break large areas of blocks, such as hammers or excavators.

Note:
This block requires procedures whose trigger provides entity (for look orientation) and block/world coordinates.
Examples: “When block destroyed with tool”, “Right click block/item”, “Block destroyed”.

 

REPLACE BLOCKS (CUSTOM)

This procedure replaces blocks in a three-dimensional area defined by width, height, and depth, starting from an origin point (x, y, z).
Like the remover, the replacement is oriented by the player’s look direction: for example, if set to 3×3×3, the region will be chosen in the direction the player is facing, so it’s necessary to aim straight at the target block for proper alignment.

The procedure lets you define which block will be used as the replacement and includes additional options, such as keeping or not the original block state (properties like orientation, lighting, etc.) and preserving or not NBT data and inventory of blocks with containers, such as chests.

This feature can be used in various cases, such as creating magical tools or special items that transform a wall into a 3×3×3 diamond wall when right-clicked.

Note:
This block requires procedures whose trigger provides entity (to determine look orientation) and block/world coordinates.
Examples: “When block destroyed with tool”, “Right click block/item”, “Block destroyed”.

 

AUTO-SMELT NATURAL DROPS

This procedure automatically transforms a block’s natural drops into their smelted version, as if they had passed through a furnace.

For example, when used in a custom pickaxe: if the trigger “When block destroyed with tool” is configured, any ore mined with the tool will directly drop its smelted version instead of the raw item.

The system also respects the drop quantity defined by the game or other mods, without losses, ensuring that the same variation of quantity normally obtained is also applied to the smelted item.

Another important detail: this procedure already coordinates the removal of the mined block, so there’s no need to manually add a remove block procedure along with it.

Note:
This block requires procedures whose trigger provides block coordinates (x, y, z) to work correctly.
Examples: “When block destroyed with tool”, “Block destroyed”.

 

X-RAY HIGHLIGHT

This procedure allows you to create a highlight effect on specific blocks, working like an x-ray vision that makes blocks visible through walls.

You can configure the effect’s duration in ticks (with 0 being infinite), set the radius in blocks around the entity, and select the block either using MCreator’s default selector or by Get block by ID to support blocks from other mods.

It is also possible to customize the highlight color using RGBA values (red, green, blue, transparency). The effect draws colored lines around the selected block, allowing it to be seen even behind other blocks.

Note:
This block requires procedures whose trigger provides entity to work, since the effect is applied around the target entity.
Examples: “On player tick update”, “Player right clicks with item”, “Entity hurt”.

 

PARTICLE LASER

The laser procedure generates a beam from particles, allowing you to create visual effects or even attacks.

It works by defining a block as the laser’s origin, and the beam is always emitted from the exact face the player clicks on. For example, if the front of the block is clicked, the laser is emitted forward; if the right side is clicked, it is emitted to the right, and so on.

You can configure duration in ticks (0 for infinite), the distance in blocks the beam can travel, and its thickness.

There are two rendering modes:

  • Dust (RGB): define the beam’s color using RGB values (red, green, blue), ignoring particle type.
  • Particle ID: set any Minecraft or mod particle ID; RGB values are ignored.

It is also possible to define whether the laser deals damage to entities it hits. If set to 0, it causes no damage and works purely as a visual effect.

Note:
This procedure depends on triggers that use world variables and coordinates, therefore requires world, x, y, z, event.

 

LASER REPLACE

This procedure checks if an emitted laser collides with any block within the defined max range. If a collision occurs, the hit block is replaced with the block defined in replace with.

To work correctly, a get block must be used at the start to indicate the origin block where the beam is emitted from.

The laser always follows the player’s look direction at the moment of execution.

Note:
This procedure must be used in triggers that have dependencies on world and coordinates (world, x, y, z, event).

 

LASER STOP

This procedure works as a laser switch, allowing you to stop the emission of particle beams from emitter blocks.

To use it, simply select the block that is emitting the laser, and it will immediately stop.

It is also possible to define a range value: if other blocks of the same type are emitting lasers within the specified radius, they will all be stopped at once.

Note:
This procedure must be used in triggers that have dependencies on world and coordinates (world, x, y, z, event).

 

LASER DESTROYER

This procedure works similarly to the normal particle laser, but with the added ability to destroy blocks along its beam path.

You define the origin block, duration in ticks (0 for infinite), range in blocks, thickness, rendering mode (Dust RGB or Particle ID), and the damage dealt to entities hit.

The new feature is the break force option, which controls how blocks are destroyed:

  • If set to 0, any block hit by the beam is instantly broken and drops normally.
  • If set higher, blocks take longer to break, as if the laser were gradually “mining” them, depending on their durability.

Note:
This procedure must be used in triggers that have dependencies on world and coordinates (world, x, y, z, event).

 

REPLACE CONNECTED (ORIENTED)

This procedure allows mass replacement systems for connected blocks, useful for effects such as secret walls, castle gates, or structures that change dynamically in front of the player.

You define an origin block (the one to be replaced) and a destination block (the one to appear), along with area size (width × height), animation speed, and the maximum number of blocks to be replaced at once.

The anim field defines how replacement happens:

  • Instant: replaces everything at once.
  • Rows (top → bottom): cascades from top to bottom.
  • Rows (bottom → top): cascades from bottom to top.
  • Columns (left → right): replaces vertical columns from left to right.
  • Snake (top → bottom): creates a snake-like descending effect.
  • Snake (bottom → top): same, but ascending.

The speed value controls animation speed (lower values = slower). The limit field defines how many blocks can be affected per step, calculated from the configured area size.

Note:
This procedure depends on triggers that use the world variable.

 

ENTITY

 

GET ENTITY BY ID

This procedure allows you to check if an entity matches the given full ID (namespace:name).
It works in different contexts, such as the event target entity, the source entity, the entity iterator in loops, and the immediate source entity of damage or actions.

This way, you can use this block to create specific conditions in procedures that depend on identifying exactly which entity is involved.

Example IDs:

  • minecraft:zombie
  • minecraft:cow
  • mowziesmobs:frostmaw
  • alexsmobs:grizzly_bear

Note:
This block requires procedures whose trigger provides entity, source entity, entity iterator, or immediate source entity, depending on the context in which it’s used.
Example triggers: “Entity dies”, “Entity attacked”, “Entity tick update”, “Projectile hits entity”.

 

SPAWN ENTITY BY ID

This procedure allows you to spawn a single entity from its full ID (namespace:name) at specific world coordinates (x, y, z).

It works for both vanilla entities and entities from other mods. It is useful for creating custom events, such as spawning an enemy, an animal, or even bosses in defined locations.

Note:
This block requires procedures whose trigger provides world coordinates (x, y, z).
Unlike the entity-based version, it does not work with triggers based only on entities, such as “Entity dies” or “Entity attacked”.
Correct usage examples: “Player right clicks block”, “Block destroyed”, “On block placed”.

 

SPAWN ENTITY BY ID AMOUNT

This procedure allows you to spawn any entity from its full ID (namespace:name) at specific world coordinates (x, y, z).

Additionally, it lets you define the amount of entities to be spawned at once. It works for both vanilla entities and entities added by other mods.

Note:
This block requires procedures whose trigger provides world coordinates (x, y, z).
It does not work with triggers based only on entities, such as “Entity dies” or “Entity attacked”.
Correct usage examples: “Player right clicks block”, “Block destroyed”, “On block placed”.

 

ITEM

 

GET ITEM BY ID

This procedure allows you to check if an item matches its full ID (namespace:name). It can be used with both vanilla and modded items, making it extremely versatile. It’s useful in many situations, such as checking what item the player is holding in their main hand, verifying if the player clicked a block while holding a specific item, or confirming if the player is equipped with a specific armor from another mod.
This enables the creation of restrictions or special abilities based on items.

Note:
This block requires procedures whose trigger provides an item or item check context.
Examples: “Item in main hand”, “Player right clicks block/item”, “Entity killed by player”.

 

HAS DROPPED ITEM IN LIQUID

This procedure checks if an item has been dropped into water or lava within a defined range. It allows comparison of the number of items found using operators (=, ≠, <, ≤, >, ≥). The range parameter determines the cubic area size around the specified coordinates.
For example:

  • Range 4 covers about 2 blocks per side (~4x4x4).
  • Range 8 covers ~4 blocks per side (~8x8x8).
  • Range 10 ≈ ~5 blocks (~10x10x10).
  • Range 20 ≈ ~10 blocks (~20x20x20).

This makes it possible to create precise checks, such as verifying if a player threw 64 diamonds into water to trigger a transformation or special event.

Note:
This block requires procedures whose trigger provides world coordinates (x, y, z).
Examples: “On player tick update”, “Block tick update”, “Right click block/item”.

 

HAS DROPPED ITEM IN BLOCK

This procedure checks if a specific dropped item is inside a specific block. Unlike the liquid-only version (water or lava), here you can choose any block, either via MCreator’s standard block selector or with the plugin’s Get block by ID, allowing the use of modded blocks (including custom liquids).

You can also define:

  • The quantity of items to check.
  • The comparison operator (=, ≠, <, ≤, >, ≥).
  • The verification range.

Note:
This block requires procedures whose trigger provides world coordinates (x, y, z).
Examples: “On player tick update”, “Block tick update”, “Player right clicks block”.

 

DESPAWN DROPPED ITEM IN LIQUID

This procedure removes dropped items that are in water or lava within a defined range and quantity. It is usually used with Has dropped item in liquid to create trade or ritual conditions.
Example: check if there are 64 diamonds dropped in water within an 8-block radius, and if true, remove them and spawn another item in exchange.

Important: avoid despawning items that modify XP inside continuous ticks, as this may cause crashes depending on the context.

Note:
This block requires procedures with world coordinates (x, y, z).
Examples: “On player tick update”, “Block tick update”, “Right click block/item”.

 

DESPAWN DROPPED ITEM IN BLOCK

This procedure removes dropped items inside a specific block within a defined range. Unlike the liquid-only version, here you can select any block, either via MCreator’s block selector or the plugin’s Get block by ID. This allows working with blocks and liquids from other mods as well.

You can define:

  • Which item will be removed.
  • The amount.
  • The search range around the coordinates.

Note:
This block requires procedures whose trigger provides world coordinates (x, y, z).
Examples: “On player tick update”, “Block tick update”, “Player right clicks block”.

 

SPAWN ITEM (CUSTOMIZED)

This procedure allows spawning a specific item at given world coordinates (x, y, z) with additional options like amount, delay before appearing, and lifetime until despawn.
It is extremely versatile: you can configure mob loot drops or automatic rewards in events or rituals.

It can be used standalone or combined with Get item by ID, letting you also work with modded items.
Example: spawn 5 minecraft:diamond, 1 mekanism:atomic_disassembler, or even a rare relic from mods like Mowzie’s Mobs.

Note:
This block requires procedures whose trigger provides world coordinates (x, y, z).
Examples: “Entity dies” (for special drops), “On block placed”, “Player right clicks block”, “On player tick update”.

 

HAS DROPPED ITEM IN CAULDRON

This procedure checks if a specific item has been dropped into a cauldron at a certain water level: EMPTY, level 1, level 2, or full (level 3).
You can also define the quantity of items and comparison operators (=, ≠, <, ≤, >, ≥).

It works with both standard MCreator item selectors and custom IDs via Get item by ID, enabling use of modded items.

Note:
This block requires procedures with world coordinates (x, y, z).
Examples: “On player tick update”, “Right click block/item”, “Block destroyed”.

 

DESPAWN DROPPED ITEM IN CAULDRON

This procedure removes dropped items inside a cauldron at a specific water level (EMPTY, 1, 2, or 3). You can define both the water level and the quantity of items to be removed.
It works with both vanilla and modded items via Get item by ID.

Example: in a magic ritual, detect if 5 diamonds were dropped in a full cauldron (level 3), then remove them and combine with another block to spawn a rare item.

Note:
This block requires procedures with world coordinates (x, y, z).
Examples: “On player tick update”, “Right click block/item”, “Block destroyed”.

 

SET CAULDRON LEVEL

This procedure allows you to manually set the water level of a cauldron at specific world coordinates. You can choose between EMPTY, partially filled (level 1 or 2), or completely full (level 3).

This can be used for various mechanics, such as alchemy systems, rituals that consume or fill cauldrons automatically, puzzles that require adjusting water levels, or special events where the player interacts with the cauldron.

Note:
This block requires procedures with world coordinates (x, y, z).
Examples: “Right click block/item”, “Block destroyed”, “On player tick update”.

 

PLAYER

 

REPLACE IN INVENTORY

This procedure replaces existing items in an entity’s inventory with other items while keeping the same amount and slot position. To work, it requires specifying the target entity, such as the player or any entity with an inventory.

It’s highly versatile and can be used in various actions:

  • When the entity is hurt, check if the player has diamonds and replace them all with dirt.
  • When the player right-clicks a block with a specific item, instantly transform that item into another.

This allows the creation of interesting mechanics for minigames, trade systems, traps, or even custom progressions inside the game.

Note:
This block requires procedures whose trigger provides an entity, since the action depends on accessing and modifying the specified entity’s inventory.
Examples: “Entity is hurt”, “Player right clicks with item”, “Entity dies”.

 

WIND BURST

This procedure grants the target entity the ability to release a wind burst, creating an invisible wall in front of it. You can configure the wall’s width, height, and force, which determines how far entities are pushed.

Examples:

  • Force 5: entities are thrown ~5 blocks back.
  • Force 20: entities are launched much farther, following a natural fall arc.

There is also an option to enable/disable the wind sound when activated. Once triggered, all entities within the defined area are pushed back as if hit by a strong gust of air.

Note:
This block requires procedures whose trigger provides an entity to serve as the wind’s origin.
Examples: “Player right clicks with item”, “On player tick update”, “Entity hurt”.

 

BLOCK BREAK COUNTER

This procedure is used to create conditions based on the number of blocks broken by a player. It allows you to check if the target entity has broken a specific number of a chosen block. Once the target number is reached, any action can be executed.

Examples:

  • Breaking 20 diamond ore blocks with a diamond pickaxe grants the player another pickaxe.
  • Breaking 10 gold ore blocks gives a special reward or triggers a custom effect.

It also includes an auto-reset option:

  • Enabled: the counter resets whenever the goal is reached, allowing repeated rewards (e.g., every 10 blocks broken).
  • Disabled: the condition is valid only once, so the action happens only the first time.

This is ideal for creating progressions, achievements, or custom reward mechanics in the game.

Note:
This procedure requires triggers that provide world, x, y, z, and blockstate variables.
Examples: “A block is broken”, “When block destroyed with this tool”.

 

PROTECTIVE GLOBE BARRIER

This procedure grants the target entity a power that creates a protective globe-shaped barrier around it. You can configure the duration in ticks (0 = infinite), barrier radius, particle type, amount of particles, and particle size.

There is also a lock option that changes the visual behavior:

  • Disabled: particles follow the player’s movement, leaving a dynamic trail.
  • Enabled: particles remain fixed around the player, forming a stable globe even while moving.

Important: This block is not yet adjusted for use with the “On player tick update” trigger. Avoid using it in that context until future updates.

Note:
This block requires procedures whose trigger provides an entity, such as “Player right clicks with item”, “Entity hurt”, “Entity dies”, or any other that makes an entity available.

 

CLIMB WALL POWER

This procedure grants the target entity the ability to climb walls, working like a special power similar to Spider-Man. You can configure the duration in ticks (0 = continuous mode while the procedure is running) and the climbing speed.

  • Lower values result in slower climbing.
  • Higher values increase climbing speed.

For reference:

  • 0.10 ≈ ~2 blocks per second (slow).
  • 0.20 ≈ ~4 blocks per second (natural, smooth).
  • 0.30 ≈ ~6 blocks per second (fast).

The most realistic range is between 0.15 and 0.25. Above 0.35, the behavior may cause jitter or even trigger anti-cheat systems on servers.

Note:
This block requires procedures whose trigger provides an entity, such as “On player tick update”, “Player right clicks with item”, “Entity hurt”, or “Entity dies”.

 

WORLD

 

CUSTOM EXPLOSION (SHAPE)

This procedure creates custom explosions at specific coordinates (x, y, z). You can configure:

  • Power (explosion strength).
  • Shape (round or square).
  • Whether blocks drop items or not.

This allows creating unique visual effects. For example, when right-clicking a diamond block, you can generate a perfect round crater with radius 10, complete with an explosion sound. It can be used for weapons, spells, or even world events, producing different results from Minecraft’s default explosion system.

Note:
This block requires procedures whose trigger provides world coordinates (x, y, z). Examples: “Player right clicks block”, “Block destroyed”, “On player tick update”.

 

PLACE SHAPE

This procedure generates hollow structures around a point in the world (usually near the player). Shapes available: round, square, triangle.

You can configure:

  • Size of the structure.
  • Block type (from MCreator selection or by ID, allowing modded blocks).

This opens possibilities for creative mechanics, such as:

  • Temporary arenas.
  • Cages or prisons.
  • Protective barriers.
  • Trap systems.

Note:
This block requires a trigger that provides both a player as reference and world coordinates (x, y, z). Works correctly with: “Player right clicks block/item”, “Block destroyed”, “Entity dies”.

 

REPLACE GROUND SHAPE

This procedure replaces ground blocks with another chosen block, forming shapes on the floor. Shapes available: round or square.

You can configure:

  • Size (power) of the area.
  • Block type (via default MCreator selector or block ID checker).

Creative uses include:

  • Creating a lava lake with radius 10 when a specific entity dies.
  • Instantly turning the ground into ice when a block is broken.
  • Setting traps that combine terrain replacement with spawning hostile mobs.

Note:
This block requires procedures whose trigger provides world coordinates (x, y, z). It works in both player events (“Player right clicks block/item”, “Block destroyed”) and entity events (“Entity dies”).

 

SPAWN PARTICLES (SHAPES)

This procedure is an advanced particle generator, usable in almost any context (ticks, entities, blocks, or world events). It depends on world coordinates (x, y, z) to create the effect.

Configurable options:

  • Duration (0 = infinite).
  • Shape: Sphere, Ring, Expansion Ring (animated expanding ring), or Cylinder (animated vertical column).
  • Particle type (vanilla or modded).
  • Particle count, scale, rotation (spin effect), and movement speed.

This allows creating dynamic visuals like magical auras, explosions, rings, or animated fields.

Note:
This block requires procedures whose trigger provides world and coordinates (x, y, z). Examples: “On entity tick update”, “Entity dies”, “Block destroyed”, “On player tick update”.

License
MIT License

Plugin downloads
Only for 1.20.1 - Nexus_Plugins - Procedures.zip Uploaded on: 09/15/2025 - 16:27   File size: 65.14 KB

Comments

hiii, is it possible to make the block glowing this on players, idk if its only shown to the player that triggers it as i havent tested the plugin yet but, if its only shown to the player, can you make it show others players through walls as well?