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KubeJS Create

Create integration for KubeJS. This mod allows you to add and properly edit recipes of Create mod in KubeJS scripts. All supported recipe types and examples are below. See Recipes page for more info.

Simple Recipe Types

    createCrushing createCutting createMilling createBasin createMixing
      supports .heated() and .superheated() createCompacting
        supports .heated() and .superheated() Can have any number of inputs Used basin createPressing
          Only has one item input Used on any surface createSandpaperPolishing createSplashing
            AKA Bulk Washing createDeploying createFilling createEmptying
            createHaunting

            Note: Bulk Smoking = vanilla smoking and Bulk Blasting = vanilla blasting recipe types.

            Syntax

            event.recipes.create.mixing(output[], input[])
            or
            event.recipes.createMixing(output[], input[])

            Output can be an item, fluid, or an array of multiple.

            Input can be an ingredient, fluid, or an array of multiple.

            Examples
            event.recipes.createCrushing([
            	'2x bone_meal',
            	Item.of('5x bone_meal').withChance(0.5)
            ], 'bone_block')
            
            event.recipes.create.mixing(Fluid.of('create:builders_tea',500),[
            	Fluid.of('milk',250),
              	Fluid.of('water',250),
            	'#leaves'
            ]).heated()
            
            event.recipes.createFilling('create:blaze_cake', [
            	'create:blaze_cake_base',
            	Fluid.of('minecraft:lava', 250)
            ])
            
            event.recipes.createEmptying([
            	'minecraft:glass_bottle',
            	Fluid.of('create:honey', 250)
            ], 'minecraft:honey_bottle')

            Mechanical Crafter

            Syntax

            event.recipes.create.mechanicalCrafting(output, pattern[], {patternKey: input})
            or
            event.recipes.createMechanicalCrafting(output, pattern[], {patternKey: input})

            This recipe type is the same as regular crafting table shaped recipe, however the pattern can be up to 9x9, instead of 3x3.

            Examples
            event.recipes.createMechanicalCrafting('minecraft:piston', [
            	'CCCCC',
            	'CPIPC',
            	'CPRPC'
            ], {
            	C: '#forge:cobblestone',
            	P: '#minecraft:planks',
            	R: '#forge:dusts/redstone',
            	I: '#forge:ingots/iron'
            })

            Sequenced Assembly

            Syntax

            event.recipes.create.sequencedAssembly(output[], input, sequence[]).transitionalItem(transitionalItem).loops(loops)
            or
            event.recipes.createSequencedAssembly(output[], input, sequence[]).transitionalItem(transitionalItem).loops(loops)

            Output is an item or an array of items.

            If it is an array:

              The first item is the real output, the remainder are scrap. Only one item is chosen, with equal chance of each. You can use Item.of('create:shaft').withChance(2) to double the chance of that specific item to being chosen.

              Input is an ingredient.

              Transitional Item is any item* and is used during the intermediate stages of the assembly.

              Sequence is an array of recipes.

              The only legal recipes are:
                createCutting createPressing createDeploying createFilling The transitional item needs to be the output of each of these recipes. The transitional item needs to be the an input of each of these recipes.

                Loops is the number of time that the recipes repeats. Calling .loops() is optional, and defaults to one.

                Examples
                event.recipes.createSequencedAssembly([ // start the recipe
                	Item.of('create:precision_mechanism').withChance(130.0), // this is the item that will appear in JEI as the result
                	Item.of('create:golden_sheet').withChance(8.0), // the rest of these items will part of the scrap
                	Item.of('create:andesite_alloy').withChance(8.0),
                	Item.of('create:cogwheel').withChance(5.0),
                	Item.of('create:shaft').withChance(2.0),
                	Item.of('create:crushed_gold_ore').withChance(2.0),
                	Item.of('2x gold_nugget').withChance(2.0),
                	'iron_ingot',
                	'clock'
                ],'create:golden_sheet',[ // 'create:golden_sheet' is the input
                	// the transitional item set by "transitionalItem('create:incomplete_large_cogwheel')" is the item used during the intermediate stages of the assembly
                	event.recipes.createDeploying('create:incomplete_precision_mechanism',['create:incomplete_precision_mechanism','create:cogwheel']),
                  	// like a normal recipe function, is used as a sequence step in this array. Input and output have the transitional item
                	event.recipes.createDeploying('create:incomplete_precision_mechanism',['create:incomplete_precision_mechanism','create:large_cogwheel']),
                	event.recipes.createDeploying('create:incomplete_precision_mechanism',['create:incomplete_precision_mechanism','create:iron_nugget'])
                ]).transitionalItem('create:incomplete_precision_mechanism').loops(5) // set the transitional item and the loops (amount of repetitions)
                
                
                // for this code to work, kubejs:incomplete_spore_blossom need to be added to the game
                let inter = 'kubejs:incomplete_spore_blossom' // making a varrible to store the transition item makes the code more readable
                event.recipes.createSequencedAssembly([
                		Item.of('spore_blossom').withChance(16.0), // this is the item that will appear in JEI as the result
                		Item.of('flowering_azalea_leaves').withChance(16.0), // the rest of these items will part of the scrap
                		Item.of('azalea_leaves').withChance(2.0),
                		'oak_leaves',
                		'spruce_leaves',
                		'birch_leaves',
                		'jungle_leaves',
                		'acacia_leaves',
                		'dark_oak_leaves'
                	],'flowering_azalea_leaves', [ // 'flowering_azalea_leaves' is the input
                		// the transitional item is a varrible, that is "kubejs:incomplete_spore_blossom", and is used during the intermediate stages of the assembly
                		event.recipes.createPressing(inter, inter),
                		// like a normal recipe function, is used as a sequence step in this array. Input and output have the transitional item
                		event.recipes.createDeploying(inter, [inter, MC('hanging_roots')]),
                		event.recipes.createFilling(inter, [inter, Fluid.of(MC('water'),420)]),
                		event.recipes.createDeploying(inter, [inter, MC('moss_carpet')]),
                  		event.recipes.createCutting(inter, inter)
                	]).transitionalItem(inter).loops(2) // set the transitional item and the loops (amount of repetitions)

                Transitional Items

                As mentioned earlier, any item can be a transition item. However this is not completly recomended.

                If you wish to make your own transitional item, its best if you make the type create:sequenced_assembly

                1.16 syntax
                onEvent('item.registry', event => {
                	event.create('incomplete_spore_blossom').displayName('Incomplete Spore Blossom').type('create:sequenced_assembly')
                })

                1.18 syntax

                onEvent('item.registry', event => {
                	event.create('incomplete_spore_blossom','create:sequenced_assembly')
                })

                Mysterious Conversion

                Mysterious Conversion recipes are client side only, so the only way to add them currently is using reflection

                Example

                Goes inside of client scripts and not in an event

                //makes the varribles used
                let MysteriousItemConversionCategory = java('com.simibubi.create.compat.jei.category.MysteriousItemConversionCategory')
                let ConversionRecipe = java('com.simibubi.create.compat.jei.ConversionRecipe')
                
                //adds in the recipes
                MysteriousItemConversionCategory.RECIPES.add(ConversionRecipe.create('minecraft:apple', 'minecraft:carrot'))
                
                MysteriousItemConversionCategory.RECIPES.add(ConversionRecipe.create('minecraft:golden_apple', 'minecraft:golden_carrot'))