![]() T ry to make it unique to avoid conflicts with other plugins. Id (Mandatory): This is the ID of your plugin. Let's take a look at an existing plugin.json file. It contains all of the necessary data for MCreator to properly read your plugin. Plugin.json is the most important part of your plugin. At the time of writing the supported Minecraft versions for MCreator is 1.14.4 and 1.15.2. This is where all the Freemarker files for generating code are stored(Procedures, AI tasks, Triggers, everything) for the specified Minecraft version in the "x.xx.x" part of the directory name. The "forge-x.xx.x" directories: This is where all the magic happens. Note that this only stores the "formats" and the visuals for AI tasks, not the actual code it generates. "aitasks" directory (not shown here): This is where the Blocky JSON data for AI tasks are stored. Note that this only stores the "formats" and the visuals for the global triggers, not the actual code it generates. "triggers" directory: This is where the JSON data for global triggers are stored. Note that this only stores the "formats" and the visuals for procedure blocks, not the actual code it generates. "procedures" directory: This is where the Blocky JSON data for procedures are stored. ![]() The next section will explain the exact specifications of the plugin.json file. ![]() This file contains the basic metadata of the plugin, like the author, the version of the plugin, the supported MCreator version, the weight of the plugin (the plugin loading priority), and most importantly, the ID of the plugin. Plugin.json (Mandatory): All plugins must include this file. Let's take a look at what these files do. The basic plugin structure looks somewhat like this: Or you should get a text editor that supports Git :D If you want multiple people work on a plugin at the same time, you have to get a Git client to help you do version control to your Git repository. You can't start making MCreator plugins the first day after you discovered them XD ![]() ftl files which would make the code generation part of plugin development much easier.Īn intermediate understanding of how MCreator and Forge functions. It has beautiful UI, built in Git and Github support, and most importantly a variety of addons (named "Packages") that could ease your workflow even more and even add support for new file types, like Freemarker. You could use Notepad++, Visual Studio Code, Sublime Text, but I prefer using Atom. Although you could use the text editor provided with your operating system (Like TextEdit for mac), you should probably get a professional one with code suggestion and syntax highlighting. There are some vital resources that you need while developing MCreator plugins.Ī text editor. Of course Java knowledge is also required, and you should know how to do code a feature before attempting to implement it in the form of MCreator plugins. Reading this page is strongly recommended for learning the creation of new procedure blocks. To follow the tutorials, you must have some basic knowledge of JSON as well as Google's " Blocky" visual programming system that MCreator utilizes to make the procedure system possible. Adding new parameters to existing mod elements are NOT possible. Hi there :D This is a tutorial on how to make MCreator plugins.īefore I start explaining how to make a plugin, you must understand that they are quite limited and they could only add new procedure blocks, ai tasks, global triggers, and code generators to MCreator. ![]()
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