File Details
mgmc-neoforge-0.7.1+MC1.21.1.jar
- R
- Jul 11, 2026
- 505.02 KB
- 13
- 1.21.1
- NeoForge
File Name
mgmc-neoforge-0.7.1+MC1.21.1.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
0.7.1
- Editor Settings are now persisted
- Added a FLOAT (numeric) control to Editor Settings: a slider for adjusting values (click or drag).
- Added a "Snap Threshold" setting (range 1–50, default 10): controls how sensitive node auto-snapping is while dragging.
- Added "Highlight Save Button When Unsaved" toggle in Editor Settings: enables or disables the green pulsing highlight on the Save button when there are unsaved changes (enabled by default).
- Fixed node loss caused by the Architectury refactor, restoring the following event nodes:
- Blueprint Called(
on_blueprint_called): Entry event for a called blueprint, receiving the arguments passed by the caller. - Player Leave(on_player_leave): Triggered when a player leaves the game. - Player Move(on_player_move): Triggered when a player moves, outputting precise coordinates and movement speed. - Left Click Block(on_left_click_block): Triggered when a player left-clicks a block. - Item Pickup(on_item_pickup): Triggered when a player picks up an item (NeoForge version only). - Added node descriptions for the following nodes (shown as a tooltip when hovering over a node in the editor):
- Add (+)(
add_float): Returns the sum of A and B. - Subtraction (-)(sub_float): Returns A minus B. - Multiplication (*)(mul_float): Returns A multiplied by B. - Division (/)(div_float): Returns A divided by B. Returns 0 when B is 0 to avoid division by zero. - Modulo (%)(mod_float): Returns the remainder of A divided by B. Returns 0 when B is 0. - Power (AB)(pow_float): Returns A raised to the power of B (AB). - Evaluate Expression(eval_expr): Evaluates an arithmetic expression string supporting +, -, *, /, %, ^ and parentheses. Returns 0 on error. - Absolute(abs_float): Returns the absolute (non-negative) value of the input. - Minimum (Min)(min_float): Returns the smaller of A and B. - Maximum (Max)(max_float): Returns the larger of A and B. - Clamp(clamp_float): Restricts a value to the inclusive range [min, max]. - Round(round_float): Rounds the value to the nearest integer (returned as a float). - Floor(floor_float): Returns the greatest integer less than or equal to the value. - Ceil(ceil_float): Returns the smallest integer greater than or equal to the value. - Random Float(random_float): Returns a random float in the range [min, max). - Random Integer(random_int): Returns a random integer in the inclusive range [min, max]. - Random Boolean (Chance)(random_bool): Returns true with the given probability (0-1), otherwise false. - Vector Add(vector_add): Returns the component-wise (x, y, z separately) sum of vectors A and B. Returns the zero vector (all components 0) if either input is not a vector. - Vector Sub(vector_sub): Returns vector A minus B. Returns the zero vector (all components 0) if either input is not a vector. - Vector Mul (Scalar)(vector_mul): Multiplies each component of vector A by a plain number B (scalar), returning the scaled vector. - Vector Div (Scalar)(vector_div): Divides each component of vector A by a plain number B (scalar). Returns the zero vector (all components 0) when B is 0 to avoid division by zero. - Vector Normalize(vector_normalize): Normalizes vector A (scales it to length exactly 1) into a unit vector (length 1). Returns the zero vector if the input is zero (all components 0). - Vector Length(vector_length): Returns the length (magnitude) of vector A as a plain number (scalar). - Vector Dot Product(vector_dot): Returns the dot product (also called inner product) of vectors A and B as a plain number (scalar). - Vector Cross Product(vector_cross): Returns the cross product (also called outer product) of vectors A and B. - Vector Distance(vector_distance): Returns the straight-line distance (Euclidean distance) between vectors A and B as a scalar. - Play Sound(play_sound): Plays a sound at the given position, with adjustable volume and pitch. - Get Time(get_time): Returns the current in-game time of the world (an integer in ticks, where one in-game day = 24000 ticks). - Set Time(set_time): Sets the world's in-game time to the given value (an integer in ticks, where one in-game day = 24000 ticks). - Get Weather(get_weather): Returns the current weather as one of: clear, rain, or thunder. - Set Weather(set_weather): Sets the current weather to the given type (clear, rain, or thunder), with an optional duration in ticks. - Float(float): Outputs a fixed number (with optional decimals) that you enter, for use by other nodes. - Integer(int): Outputs a fixed whole number (no decimals) that you enter, for use by other nodes. - Boolean(boolean): Outputs a fixed true/false (yes/no) switch that you set, for use by other nodes. - String(string): Outputs fixed text that you enter, for use by other nodes. - Get Variable(get_variable): Reads the value of a variable (by its name) saved in the current blueprint and outputs it. - Set Variable(set_variable): Saves a value into a variable with the given name (valid only while the current blueprint runs), then continues execution. - Get Global Variable(get_global_variable): Reads the value of a global variable (by its name) and outputs it; the value is saved permanently in the world save. - Set Global Variable(set_global_variable): Saves a value into a global variable (saved permanently in the world save), then continues execution. - Get Entity Variable(get_entity_variable): Reads a value attached to a specific entity (mob/entity) and outputs it; the value is saved per-entity in the world save. - Set Entity Variable(set_entity_variable): Saves a value onto a specified entity (saved per-entity in the world save), then continues execution. - Sin(sin): Returns the sine of the input angle. The input should be in radians (convert from degrees first with the To Radians node). - Cos(cos): Returns the cosine of the input angle. The input should be in radians. - Tan(tan): Returns the tangent (sine divided by cosine) of the input angle. The input should be in radians. - Asin(asin): Returns the arcsine (given a sine value, find the angle). The result is in radians, in the range -π/2 to π/2. - Acos(acos): Returns the arccosine (given a cosine value, find the angle). The result is in radians, in the range 0 to π. - Atan(atan): Returns the arctangent (given a tangent value, find the angle). The result is in radians, in the range -π/2 to π/2. - Atan2(atan2): Returns the arctangent (atan2) of the coordinates (y, x). The result is in radians, in the range -π to π, and correctly identifies the quadrant. - To Radians(to_radians): Converts an angle from degrees to radians, for use with the trig functions. - To Degrees(to_degrees): Converts an angle from radians to degrees. - String Concat(string_concat): Joins two pieces of text (strings A and B) end-to-end into a single string and outputs it. - Multi-String Combine(string_combine): Merges the text from multiple input ports in order (top to bottom) into one string. Use the button to add more input ports. - String Length(string_length): Returns the number of characters in the text (string) as an integer. - String Contains(string_contains): Checks whether the text contains a given substring. - Replace String(string_replace): Replaces every occurrence of some text (old) with another text (new) and outputs the full replaced string. - Substring(string_substring): Extracts the portion of text from character index start to end and outputs that substring. - Change Case/Trim(string_case): Changes the text's case or trims whitespace: UPPER to uppercase, LOWER to lowercase, TRIM removes leading/trailing spaces. - Split String(string_split): Splits a piece of text into multiple pieces using a delimiter (e.g. comma) and outputs a list of strings. - Raycast(raycast): Casts an invisible ray (straight line) from a start point in a given direction, detecting the first block or entity it hits. You can set the max distance and whether to stop at blocks or entities, and it outputs the hit type (MISS / BLOCK / ENTITY), the hit position, the hit entity, the hit block position, and a list of points along the ray. - Equal(compare_eq): Checks whether two numbers A and B are equal. - Not Equal(compare_neq): Checks whether two numbers A and B are not equal. - Equal (Any)(compare_any): Checks whether two values are equal, with three modes: ignore-type (compares only content), loose-type (auto-converts numbers/text before comparing), and strict-type (both type and value must match). - Greater Than(compare_gt): Checks whether number A is greater than B. - Greater Equal(compare_gte): Checks whether number A is greater than or equal to B. - Less Than(compare_lt): Checks whether number A is less than B. - Less Equal(compare_lte): Checks whether number A is less than or equal to B. - Logic AND(logic_and): Logic AND: result is true only when both A and B are true. - Logic OR(logic_or): Logic OR: result is true if at least one of A and B is true. - Logic NOT(logic_not): Logic NOT (inverts): flips true to false and false to true. - Logic XOR(logic_xor): Logic XOR (exclusive): true when exactly one of A and B is true, false when both match. - Get List Item(get_list_item): Reads the element at the given index (starting from 0) from the list and outputs it. - Add to List(list_add): Appends an item to the end of the list and outputs the new list. - Remove from List(list_remove): Removes the element at the given index from the list and outputs the new list. - Get List Length(list_length): Returns the number of elements in the list as an integer. - List Contains(list_contains): Checks whether the list contains a given item. - Set List Item(list_set_item): Replaces the element at the given index with a new value; if the index equals the list length, the item is appended instead. Outputs the modified list. - Join List(list_join): Joins all list items into a single text using the given delimiter (default comma). - Random from List(random_list_item): Picks a random element from the list and outputs it. - Give Item(give_item): Gives the specified item (with optional count and NBT) to the target player, then continues execution. - Clear Item(clear_item): Removes the specified item from the target player's inventory, with an optional count (a count of 0 clears all). - Get Item Count(get_item_count): Returns the total count of a given item in the target player's inventory as an integer. - Has Item(has_item): Checks whether the target player's inventory contains a given item. - Get Item Info(get_item_info): Queries an item's properties (max stack size, max damage, whether it is food, whether it is a block item) by its ID and outputs them. - Get Inventory Item(get_inventory_item): Reads the item in a given slot (by index, starting from 0) of the target player's inventory and outputs its item ID, count, and NBT. - Get Entity Info (by UUID)(get_entity_info_byuuid): Looks up an entity in the world by its UUID and outputs its UUID, name, type, registry name, position, health, max health, and whether it is a living entity, a player, online, and its permission level. - Get Entity Info (by Entity)(get_entity_info_byentity): Takes an entity as input and outputs its UUID, name, type, registry name, position, health, max health, and whether it is a living entity, a player, online, and its permission level. - Get Entity by UUID(get_entity_by_uuid): Looks up the entity with the given UUID in the world and outputs the entity object (outputs empty if not found). - Self (Current Mount)(self): Outputs the entity that the current blueprint is attached to (and its UUID); useful for referring to itself inside a blueprint. - Get Entities in Range(get_entities_in_range): Finds all entities within the given radius around a position, optionally filtered by type (registry name), and outputs the entity list. - Get Entity Look Direction(get_entity_look_direction): Gets the current look direction (unit vector) of the given entity and outputs it. - Cast (Convert)(cast): Converts a value to the selected target type (chosen on the node) and outputs it. - Float to Integer(to_int): Converts a number (float) to an integer and outputs it. - Break XYZ(break_xyz): Splits an XYZ position (vector) into its x, y, and z components and outputs them separately. - Make XYZ(make_xyz): Combines three numbers (x, y, z) into a single XYZ position (vector) and outputs it. - Branch(branch): Follows the True or False branch depending on whether the condition holds, then continues that path. - Switch(switch): Jumps to the branch matching the input control value; falls back to the default branch when nothing matches. - For Loop(for_loop): Loops the loop body from the start index to the end index, outputting the current index each round. Use Break Loop to stop early; the Completed branch runs when finished. - Wait (Ticks)(wait_tick): Pauses execution for the given number of game ticks, then continues. - Wait (Seconds)(wait_s): Pauses execution for the given number of seconds (1 second = 20 ticks), then continues. - Timer Start(timer_start): Starts a timer (by timer ID); if already running, it is left unchanged. Then continues. - Timer Stop(timer_stop): Stops the timer (by timer ID) and accumulates the elapsed time. Then continues. - Timer Reset(timer_reset): Resets the given timer (by timer ID) to zero. Then continues. - Timer(timer_get): Reads the given timer's accumulated ticks, seconds, and whether it is running, and outputs them. - Break Loop(break_loop): Requests to break out of the enclosing loop, ending it early. - Call Other Blueprint in Save(call_blueprint): Calls another blueprint in the same world with a list of arguments, then outputs the result list and continues. - Return List to Calling Blueprint(return_to_caller): Returns the result list to the blueprint that called the current one (used inside a called blueprint, and must be paired with When Called by Other Blueprint). - Get Block(get_block): Gets the block ID at the given coordinates (e.g. minecraft:stone). - Set Block(set_block): Places a block at the given coordinates. - Break Block(break_block): Breaks the block at the given coordinates (optionally drops items). - Fill Area(fill_area): Fills the cuboid region defined by two points with the specified block. - Print to Chat(print_chat): Sends a chat message to the triggering player (broadcasts to all players if none). - Print to Console(print_log): Outputs the message to the console, log file, and the /mgmc log cache. - Run Command as Player(run_command_as_player): Runs a command as the given player (or the triggering player). - Run Command as Server(run_command_as_server): Runs a command as the server (console). - Play Effect(play_effect): Plays a particle effect once at the given coordinates. - Explosion(explosion): Triggers an explosion at the given coordinates (power set by radius). - Teleport Entity(teleport_entity): Teleports the entity to the given coordinates. - Add Potion Effect(add_potion_effect): Applies a potion effect to a living entity (with duration, amplifier, and particle display). - Kill Entity(kill_entity): Immediately kills the entity. - Damage Entity(damage_entity): Deals the specified amount of damage to an entity. - Heal Entity(heal_entity): Restores the specified amount of health to a living entity. - Set Entity on Fire(set_entity_on_fire): Sets the entity on fire for the given number of seconds. - Apply Impulse(apply_impulse): Sets an instantaneous velocity (impulse) on the entity. - Clear Potion Effects(clear_potion_effects): Removes all potion effects from the entity. - Show Client Toast(client_show_toast): Shows a toast notification (title and message) on the client screen. - Open Web Page(client_open_url): Opens a web URL in the client's default browser. - Blueprint Called(on_blueprint_called): Entry event for a called blueprint, receiving the arguments passed by the caller. - Player Leave(on_player_leave): Triggered when a player leaves the game. - Player Move(on_player_move): Triggered when a player moves, outputting precise coordinates and movement speed. - Left Click Block(on_left_click_block): Triggered when a player left-clicks a block. - Item Pickup(on_item_pickup): Triggered when a player picks up an item (NeoForge version only). - Run /mgrun(on_mgrun): Triggered when the /mgrun command is run; outputs the command name, argument list, trigger entity, trigger name, and coordinates. - Break Block(on_break_block): Triggered when a player breaks a block; outputs the block position, block ID, and the player entity. - Place Block(on_place_block): Triggered when a player places a block; outputs the block position, block ID, and the player entity. - Interact Block(on_interact_block): Triggered when a player right-clicks (interacts with) a block; outputs the block position, block ID, and the player entity. - Player Join(on_player_join): Triggered when a player joins the game; outputs the player entity and name. - Player Death(on_player_death): Triggered when a player dies; outputs the death position, the player entity, and the entity that dealt the damage. - Player Respawn(on_player_respawn): Triggered when a player respawns; outputs the respawn position and the player entity. - Player Hurt(on_player_hurt): Triggered when a player takes damage; outputs the damage amount, the player entity, and the source entity. - Use Item(on_use_item): Triggered when a player uses an item; outputs the item ID and the player entity. - Player Attack(on_player_attack): Triggered when a player attacks another entity; outputs the victim entity and the player entity. - Entity Death(on_entity_death): Triggered when any entity dies; outputs the death position, the entity, and the entity that dealt the damage. - Entity Hurt(on_entity_hurt): Triggered when any entity takes damage; outputs the damage amount, the entity, and the source entity. - Entity Spawn(on_entity_spawn): Triggered when any entity spawns; outputs the spawn position and the entity.