Introduction and Installation Installation Install the mod and its two dependencies Architectury and Rhino . Make you use the most resent version of each mods for your version. If you are using 1.16 fabric then use this instead. When you first install KubeJS, you will need to launch Minecraft with the mods (and the game not crashing) to generate the some folders and files. The kubejs folder Finding it Everything you do in KubeJS in located in the kubejs folder in your instance. In PolyMC the file structure will look like polymc > instances > instance name > minecraft > kubejs In CurseForge launcher the file structure will look like curseforge > minecraft > instances > instance name > kubejs In all of the above cases the instance name is the name of the instance In the normal Minecraft launcher it will be .minecraft > kubejs , unless you changed the instance folder. From now on this will be referenced as the kubejs folder. The contents of it startup_scripts Scripts that get loaded once during game startup Used for adding items and other things that can only happen while the game is loading Can reload code not in an event with /kubejs reload_startup_scripts To reload all the code you must restart the game client_scripts Scripts that get loaded every time client resources reload Used for: JEI events tooltips other client side things Can reload code not in an event with /kubejs reload client_scripts Can reload all the code in client_scripts with F3+T server_scripts Scripts that get loaded every time server resources reload (world load, /reload ) Used for modifying: recipes tags loot tables handling server events Can reload code not in an event with /kubejs reload server_scripts Can be all the code in server_scripts with /reload exported Data dumps like texture atlases end up here config KubeJS config storage. This is also the only directory that scripts can access other than world directory assets Acts as a resource pack you can put any client resources in here, like: textures Example: assets/kubejs/textures/item/test_item.png models lang etc. Can be reloaded by pressing F3 + T Can reload only the lang files (so faster) /kubejs reload lang Read more about it here . data Acts as a datapack you can put any server resources in here, like: loot tables Example: data/kubejs/loot_tables/blocks/test_block.json functions etc Can be reloaded with /reload Read more about it here . README.txt Contains the information here You can find type-specific logs in logs/kubejs/ directory Other Useful Tools Code is just a language that computers can understand. However, the grammar of the language, called syntax for code, is very precise. When you code has a syntactical error, the computer does not know what to do and will probably do something that you do not desire. With KubeJS we will be writing a lot of code, so it important to avoid these errors. Luckily, there are tools called code editors, that can help us write code correctly. We recommend installing Visual Studio Code as it is light-ish and has great built in JS support. Now when you edit you java script files, it will not only warn you when you make most syntactical errors, but also help you prevent them in the first place.