KubeJS Create
Download: CurseForge
Example Recipes
The example scripts are only here 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.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.water(), '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.water(), '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.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, sequence[]).transitionalItem(item).loops(int)
Output
is an item or an array of items. If it is an array:
- The first item is the real output, the remainder is scrap.
- Only one item is chosen, with an equal chance of each.
- You can use
Item.of('create:shaft').withChance(2)
to double the chance of that item being chosen.
Transitional Item
is any item used during the intermediate stages of the assembly.
Sequence
is an array of recipes of the following types:
create:cutting
create:pressing
create:deploying
create:filling
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:
- 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')
})
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.