KubeJS 6.1 Update
For script and pack developers
- Scheduled events now take in durations (especially strings such as
200 t
for tick durations as well) for their delays! NetworkEvents.fromServer
andNetworkEvents.fromClient
have been merged intoNetworkEvents.dataReceived
, which will handle incoming data from the corresponding side based on the script type.- Registry:
event.custom(T)
is nowevent.createCustom(() => T)
, which takes in a supplier rather than an object directly in order to avoid possible early loading of other registry elements it might depend on. Note that custom still exists, but is HEAVILY discouraged for this very reason! - Event
.cancel()
now exits event block - This may be a small change but it may affect some scripts. Previously it would only mark event as cancelled and didn't do anything, but now it will act as return; call as well. - Event results have been added! You now have more granular control over how events work, closer to how they are handled on the Architectury / Minecraft side as well! For example:
Right now, this new system is only actively used for item right click events, but will be expanded to more events as time goes on (obviously without breaking scripts, and just usingItemEvents.rightClicked('minecraft:stick', event => { // (note that only one of these will work at a time since they all immediately return!) event.cancel() // cancels the event and prevents the click from going through event.success() // cancels the event and forces the click to go through event.exit() // cancels the event without setting a result // in events that support custom results like item stacks, you can also do the following: event.success('minecraft:apple') // success + the result is an apple 🍎 })
event.cancel()
will still work just fine)! - Massive backend rewrites, improved performance a lot - Lat did another pass over the recipe event and has reworked the way recipes are parsed, as well as fixed async recipe operations, so you should generally notice a decrease in reload times if all works as intended! In some cases, recipes should now load even faster with KJS than they do with just vanilla!
- No more tag workarounds! (hopefully) - We have fixed resolving tag ingredients during the recipe event on first world load and generally improved the way recipe filters work, so you shouldn't have to use hacky double-reload workarounds anymore (please just... stop using them already :ioa:)
- Registries have been fixed on both Forge and Fabric - We have ironed out some issues with the registry events, so you should now again be able to properly register Fluids, modded registries, etc.
- Renamed kubejs/logs files from .txt to .log - So you can now have formatting in VSCode, etc.
- Fixed resource and data pack order - User added resource packs and datapacks will now be above KJS generated packs, so you should be able to change textures and other things with them.
- Added .zip loading from kubjes/data and kubejs/assets - You simply drop a .zip file in that folder and it will force-load it (above KJS, under user packs)
- Moved
debugInfo
config fromkubejs/config/common.properties
tolocal/kubejsdev.properties
. No idea why it was in common properties in first place, its a debug config for devs. - Moved
Platform.mods.modid.name = 'Custom Name'
toPlatform.setModName('modid', 'Custom Name')
. It also now supports any mod id, not just existing. So if your pack was adding items with custom namespace likeftbstoneblock:custom_block
you can now usePlatform.setModName('ftbstoneblock', 'FTB StoneBlock 3')
for custom name under items. Currently has integration with ModNameTooltip and REI, JEI soon. - Better recipe integration with ProbeJS - Because of new schema system in KJS, probe is able to much better display what ingredients go where, with less hacks!
- .stage(string) recipe function no longer requires Recipe Stages to work.
- Fixed flowing fluid textures on Fabric and other fluid related issues.
- Fixed errors being way too long in logs - Believe or not, KJS was not supposed to spit out 150 lines of errors for each recipe.
- Added a new wrapper
FluidAmounts
for... fluid amounts! For those of you who can't remember just how many blocks, ingots and nuggets are needed to make a bucket, or who just want to have cross-platform script compatibility with their scripts (since Fabric uses "81000 droplets" rather than "1000 mB" for more precise fluid measurements) - Added custom toast notifications - You can use
player.notify(title)
,(title, subtitle)
or(Notification.make(...))
. - Added /kubejs reload config command - No longer you have to restart the game to update configs!
- Added /kubejs packmode [mode] command - Same as above, but you don't have to mess with files at all.
- Added /kubejs help command - Useful links directly in-game.
- Removed /kjs_hand command - Instead added /kjs hand (with space) redirect. Some might hate this change, but _ is much harder to reach than space, and I'm sure you'll get used to it quickly and like it better.
For addon mod developers
(see also the corresponding announcement message on Discord - (link))
- Complete rewrite of recipe system - Recipes now use recipe schemas, a new system that (almost) fully replaces the old RecipeJS objects. More on that in the Discord announcement or here (link TBA)
- Events now have results for more precise control over return values and we've added a
hasListeners()
check for performance reasons. The most noticeable change for you is going to be that your own events will need to return aEventResult
, as well. - Fixed datagen issue - KJS should no longer keep datagens from closing game forever in dev environment. We truly live in an age of wonders!