![]() ![]() Some key bindings did not work properly with the command key on macOS.Fixed some cases where MCreator would hand or freeze on macOS.Ore generation did not work and caused errors to be logged when loading a world.Some mod element editor inputs were disabled but should be not.Added new scoreboard procedure blocks: add the entity to the team, create/delete team, get the team of entity, is friendly fire enabled for a team, remove the entity from a team, enable/disable friendly fire for a team.Added new item procedure blocks: is the item on cooldown for a given entity, get the remaining item cooldown percentage.Added new entity procedure blocks: is entity left/right-handed, get item entity is using, get number of ticks the entity is using an item for. ![]() Added search functionality to more dropdowns in mod element editors and improved it.Improved the layout of the advancement mod element editor.A warning dialog is now shown when deleting a mod element that is still used by other mod elements.Added a system to visually display in a list by what other mod elements a mod element, texture, model, sound, structure, variable, or localization key is being used.Improved internal mod element reference-finding system.The structure mod element can now define any block or list of blocks that are excluded when generating the structure.Added new living entity parameters that can have fixed or procedure-specified values: model scale, bounding box scale.Added procedures to set and get entity synced data of type: logic, integer, string.Added support for synced and stored data for custom living entities of type: logic, integer, string.Living entity mod element can now define additional model layers that can have a different model, texture, glow, and optional display conditions.Added a procedure block to check if the current damage source type is tagged in a certain damage type tag.Added new mod element type: damage type.Improved dialog that shows mod elements that cause build errors.Generated JSON for crafting recipes now only defines the key once per ingredient type.Crafting grid in custom recipe mod element now supports block dragging and deletion with middle-click.Added new music disc mod element parameter: item rarity.Added a button to replace a texture in the resources tab with a different texture file.Added support for an optional smithing recipe template slot input.Added new image editor features: layer merging, added square selection tool, copy/cut/paste support for layers and selections, support for pasting from external clipboard, added new pasted layers, tools now only operate on the selection.Added wiki links in the help tips of more mod element editor types.More complex mod element editors now open faster.Improved mod element editor page scrolling experience on smaller screens.UI experience is now much more responsive with large workspaces.Updated bundled Java to version OpenJDK 17.0.9.I even made the main entity despawn first, before getting its HP parameters, and it doesnt crash so i conclude that there is some cash info about it savings within the procedure.This is a full changelog of this snapshot with more notable changes highlighted with bold text. Here is the morphing entity function for comparison(entity tick): It works now, it works without buggs or crashes, but i just dont like how un-logic it looks like and want to find the answer. I guess I thought that this way "the entity will ALREADY exist" when I select it. How can it be?įor some reason i added wait 1 tick in here, i even dont remember why. Exectly the same procedure works and doesnt works in different triggers. I already made another creature that morphs to another with setting its current HP to newly spawned entity(the main entity despawns, and after that, new entity spawns at its position, then i pick it by get nearest and set it's current HP to main entity's HP) - and it works fine with 2 or 4 blocks cube size parameter, never crashes. ![]() I made it this way(item right-click trigger):īut for some reason, if i try to get nearest in cube lesser than 64, the game crashes like because "no data exist"(no entity found, i think) Yes, i made an item that summons minions, and i have to add an NBT tag to newly summoned creature to set his owner, so after that i could easely pick each entity around, check it's owner and set their's attack target when the owner attacks somebody.
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