KubeJS Create
This page is still WIP!
Download: CurseForge
Example Recipes
The example scripts are only there to show how to create the recipes. They are not meant to be used with the items shown.
Compacting
Syntax: compacting(output[], input[])
Features:
- supports multiple inputs and outputs
- supports
.heated()
and.superheated()
- can have a fluid output as long as it has another item output
- supports chance-based output
- uses the Mechanical Press, Basin, and optionally a Blaze Burner
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.of('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:
- supports multiple chance-based outputs
- supports
.processingTime()
- uses the Crushing Wheels
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:
- supports multiple chance-based outputs
- supports
.processingTime()
- uses the Mechanical Saw
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:
- supports multiple chance-based outputs
- requires exactly two inputs, the second input is what the Deployer is holding
- supports
.keepHeldItem()
- uses the Deployer
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:
- requires one input and two outputs, the outputs must be an item and a fluid
- uses the Item Drain
ServerEvents.recipes(e => {
e.recipes.create.emptying([Fluid.of('water', 1000), 'bucket'], 'water_bucket')
})
Filling
Syntax: filling(output, input[])
Features:
- requires two inputs and one output, the inputs must be an item and a fluid
- uses the Spout
ServerEvents.recipes(e => {
e.recipes.create.filling('water_bucket', [Fluid.of('water', 1000), 'bucket'])
})
Haunting
Syntax: haunting(output[], input)
Features:
- supports multiple chance-based outputs
- uses the Encased Fan and Soul Fire
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:
- mostly identical to the default Shaped Crafting
- supports up to 9x9 grid size
- uses the Mechanical Crafter
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:
- supports multiple chance-based outputs
-
uses the Millstone
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:
- supports multiple chance-based outputs
- supports fluid inputs and outputs
- supports
.heated()
and.superheated()
- uses the Mechanical Mixer, Basin, and optionally a Blaze Burner
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.of('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:
- supports multiple chance-based outputs
- uses the Mechanical Press
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:
- supports chance-based output
- uses any item tagged with
create:sandpaper
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)
WIP Section
Splashing/Washing
Syntax: splashing(output[], input)
Features:
- supports multiple chance-based outputs
- uses the Encased Fan and Water
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')
})
This section is copied from the old wiki. It is still WIP!
Sequenced Assembly
Syntax
event.recipes.create.sequenced_assembly(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 recipe types are:
- create:cutting
- create:pressing
- create:deploying
- create:filling
- 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
onEvent('recipes', event => {
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, 'minecraft:hanging_roots']),
event.recipes.createFilling(inter, [inter, Fluid.of('minecraft:water',420)]),
event.recipes.createDeploying(inter, [inter, 'minecraft: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 completely recommended.
If you wish to make your own transitional item, it's 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 client scripts and not in an event.
//makes the varribles used
let MysteriousItemConversionCategory = Java.loadClass('com.simibubi.create.compat.jei.category.MysteriousItemConversionCategory')
let ConversionRecipe = Java.loadClass('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'))
Preventing Recipe Auto-Generation
If you don't want a smelting, blasting, smoking, crafting, or stone-cutting to get an auto-generated counterpart, then include manual_only
at the end of the recipe id.
Example
onEvent('recipes', event => {
event.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.