KubeJS Create

Download: CurseForge, Modrinth

The example scripts are only here to demonstrate the recipes. They are not meant to be used with the items shown.

Compacting

Syntax: compacting(output[], input[])

Features:

ServerEvents.recipes(e => {
  e.recipes.create.compacting('diamond', 'coal_block')
  e.recipes.create.compacting('diamond', 'coal_block').heated()
  e.recipes.create.compacting('diamond', 'coal_block').superheated()
  e.recipes.create.compacting([Fluid.water(10), 'dead_bush'], ['#minecraft:saplings', '#minecraft:saplings'])
  e.recipes.create.compacting(['diamond', Item.of('diamond').withChance(0.3)], 'coal_block')
})

Crushing

Syntax: crushing(output[], input)

Features:

ServerEvents.recipes(e => {
  e.recipes.create.crushing('diamond', 'coal_block')
  e.recipes.create.crushing('diamond', 'coal_block').processingTime(500)
  e.recipes.create.crushing(['diamond', Item.of('diamond').withChance(0.5)], 'coal_block')
})

Cutting

Syntax: cutting(output[], input)

Features:

ServerEvents.recipes(e => {
  e.recipes.create.cutting('diamond', 'coal_block')
  e.recipes.create.cutting('diamond', 'coal_block').processingTime(500)
  e.recipes.create.cutting(['diamond', Item.of('diamond').withChance(0.5)], 'coal_block')
})

Deploying

Syntax: deploying(output[], input[])

Features:

ServerEvents.recipes(e => {
  e.recipes.create.deploying('diamond', ['coal_block', 'sand'])
  e.recipes.create.deploying(['diamond', 'emerald'], ['coal_block', 'sand']).keepHeldItem()
  e.recipes.create.deploying(['diamond', Item.of('diamond').withChance(0.5)], ['coal_block', 'sand'])
})

Emptying

Syntax: emptying(output[], input)

Features:

ServerEvents.recipes(e => {
  e.recipes.create.emptying([Fluid.water(), 'bucket'], 'water_bucket')
})

Filling

Syntax: filling(output, input[])

Features:

ServerEvents.recipes(e => {
  e.recipes.create.filling('water_bucket', [Fluid.water(), 'bucket'])
})

Haunting

Syntax: haunting(output[], input)

Features:

ServerEvents.recipes(e => {
  e.recipes.create.haunting('soul_campfire', 'campfire')
  e.recipes.create.haunting(['wheat', 'oak_sapling'], 'potato')
  e.recipes.create.haunting(['wheat', Item.of('oak_sapling').withChance(0.2)], 'potato')
})

Mechanical Crafting

Syntax: mechanical_crafting(output, pattern[], keys{})

Features:

ServerEvents.recipes(e => {
  e.recipes.create.mechanical_crafting('emerald', [
    ' DDD ',
    'D   D',
    'D   D',
    'D   D',
    ' DDD '
  ], {
    D: 'dirt'
  })
})

Milling

Syntax: milling(output[], input)

Features:

ServerEvents.recipes(e => {
  e.recipes.create.milling('diamond', 'coal_block')
  e.recipes.create.milling(['diamond', 'emerald'], 'coal_block')
  e.recipes.create.milling(['diamond', Item.of('diamond').withChance(0.5)], 'coal_block')
})

Mixing

Syntax: mixing(output[], input)

Features:

ServerEvents.recipes(e => {
  e.recipes.create.mixing('diamond', 'coal_block')
  e.recipes.create.mixing('diamond', 'coal_block').heated()
  e.recipes.create.mixing('diamond', 'coal_block').superheated()
  e.recipes.create.mixing([Fluid.water(10), 'dead_bush'], ['#minecraft:saplings', '#minecraft:saplings'])
  e.recipes.create.mixing(['diamond', Item.of('diamond').withChance(0.3)], 'coal_block')
})

Pressing

Syntax: pressing(output[], input)

Features:

ServerEvents.recipes(e => {
  e.recipes.create.pressing('diamond', 'coal_block')
  e.recipes.create.pressing(['diamond', 'emerald'], 'coal_block')
  e.recipes.create.pressing(['diamond', Item.of('diamond').withChance(0.5)], 'coal_block')
})

Sandpaper Polishing

Syntax: sandpaper_polishing(output, input)

Features:

ServerEvents.recipes(e => {
  e.recipes.create.sandpaper_polishing('diamond', 'coal_block')
  e.recipes.create.sandpaper_polishing(Item.of('diamond').withChance(0.5), 'coal_block')
})

Sequenced Assembly

Syntax: sequenced_assembly(output[], input, sequence[]).transitionalItem(item).loops(int)

Output is an item or an array of items. If it is an array:

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

Sequence is an array of recipes of the following types:

The transitional item needs to be the input and output of each of these recipes.

Loops is the number of times that the recipe repeats. Calling .loops() is optional and defaults to 4.

ServerEvents.recipes(e => {
	e.recipes.create.sequenced_assembly([
		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 be 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
		e.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
		e.recipes.createDeploying('create:incomplete_precision_mechanism', ['create:incomplete_precision_mechanism', 'create:large_cogwheel']),
		e.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 number of loops

	// for this code to work, kubejs:incomplete_spore_blossom needs to be added to the game
	let inter = 'kubejs:incomplete_spore_blossom' // making a variable to store the transitional item makes the code more readable
	e.recipes.create.sequenced_assembly([
		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 be 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 variable, that is 'kubejs:incomplete_spore_blossom' and is used during the intermediate stages of the assembly
		e.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
		e.recipes.createDeploying(inter, [inter, 'minecraft:hanging_roots']),
		e.recipes.createFilling(inter, [inter, Fluid.water(420)]),
		e.recipes.createDeploying(inter, [inter, 'minecraft:moss_carpet']),
		e.recipes.createCutting(inter, inter)
	]).transitionalItem(inter).loops(2) // set the transitional item and the number of loops
})
Transitional Items

As mentioned earlier, any item can be a transition item. However, this is not completely recommended.

If you wish to make your own transitional item, it's best if you make the type create:sequenced_assembly.

StartupEvents.registry('item', e => {
	e.create('incomplete_spore_blossom', 'create:sequenced_assembly')
})

Splashing/Washing

Syntax: splashing(output[], input)

Features:

ServerEvents.recipes(e => {
  e.recipes.create.splashing('soul_campfire', 'campfire')
  e.recipes.create.splashing(['wheat', 'oak_sapling'], 'potato')
  e.recipes.create.splashing(['wheat', Item.of('oak_sapling').withChance(0.2)], 'potato')
})


Mysterious Conversion

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

Goes inside client_scripts and not in an event.

//reference the classes used for the recipe
let MysteriousItemConversionCategory = Java.loadClass('com.simibubi.create.compat.jei.category.MysteriousItemConversionCategory')
let ConversionRecipe = Java.loadClass('com.simibubi.create.compat.jei.ConversionRecipe')

//add the recipes manually
MysteriousItemConversionCategory.RECIPES.add(ConversionRecipe.create('apple', 'carrot'))
MysteriousItemConversionCategory.RECIPES.add(ConversionRecipe.create('golden_apple', 'golden_carrot'))

Preventing Recipe Auto-Generation

If you don't want smelting, blasting, smoking, crafting, or stonecutting to get an auto-generated counterpart, then include manual_only at the end of the recipe id:

ServerEvents.recipes(e => {
	e.shapeless('wet_sponge', ['water_bucket', 'sponge']).id('kubejs:moisting_the_sponge_manual_only')
})

Other types of prevention, can be done in the create config (the goggles button leads you there).

If it is not in the config, then you can not change it.


Revision #10
Created 27 January 2023 21:22:54 by Lat
Updated 31 August 2023 21:13:33 by Nat