2.0 for double the scale) or use procedures to provide the desired scale. Those two new parameters can have fixed numeric values (e.g. One can now specify the scale of the model and of the bounding box in the living entity editor. The first one is new support for dynamic living entity scale. Now to the uses of the entity synced data. Of course, this system comes with complementary procedure blocks to set and get values of those data entries. This extends the options for NBT feature placements with all the placement goodies of the feature mod element, so the options are now limitless.ĭid you have problems using living entity NBT because it is not synced to the client-side, and thus has limited uses with visual effects of custom entities? This is no longer a problem as one can now define any number of additional data entries for the entity that are synced between server and client and also stored in the world data and thus recovered when the world is reloaded. For this purpose, a new NBT feature was added that allows one to place an NBT structure on the feature location. What will happen with current structures? The answer to this is, that they will be automatically converted to the feature mod element, as all current structures were in-practice features. The implementation of the new structure mod element leaves us with one question, though. Ignore blocks now also support any block, not just air and structure blocks. One can define generation stage and ground detection as before, but can also now define terrain adaptation and terrain projection type. Even more structure mod element goodies are planned for the future too )īelow you can see the interface for the structure definition. Additionally, structures can now adapt to the terrain or place additional ground blocks to match the terrain, fixing problems with floating structures. As MCreator now utilizes the vanilla Minecraft structure system, structures are also supported in the data pack mod types. In practice, this means that custom Minecraft structures can now be located using the locate command. This update is changing the structure mod element so the structures are true structures and not features that place NBT. We have improved the macOS MCreator installer so now instead of just opening a DMG, a nice installer that allows you to just drag and drop the MCreator into the Applications folder is shown. We are introducing a new tool type that you have been asking us for: shields! You can now make custom shields with customized blocking texture, or even custom item model with custom position if desired. On deleting the texture, for example, you will also be warned in case you are deleting a texture that is still used by a particular mod element. In the video below, you can see us checking where a group of textures is being used. You can use this system to check where a certain texture, structure, model, or localization key, or sound is being used too. In the video below, you can see this system in action. This system detects such cases and warns you, which helps with making sure to not break the workspace when deleting workspace mod elements. If you deleted DEF, recipe ABC would break because it still references the now-deleted block DEF. If you check the usages of block DEF, it will show you recipe ABC, because this recipe uses/references block DEF. For example, you have a recipe ABC that as a result gives a block DEF. The most important part of this feature is its ability to detect where a particular mod element is being used. We have written a whole article about the new element references system if you want to get more into the details. This update is introducing a system to search for workspace element usages.
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