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KubeJS Create project artwork

Modrinth · Minecraft mod

KubeJS Create

KubeJS Create integration

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which KubeJS Create release should I use?

Updated 11 months ago
Latest stable file 2001.3.0-build.8+forge
Game version 1.20.1
Loader Forge

KubeJS Create 2001.3.0-build.8+forge targets 1.20.1 with Forge. Installation on the client is optional. Installation on the dedicated server is optional. 1 required mod needs checking.

Where it goes

Is KubeJS Create required on the client, server, or both?

Installation on the client is optional. Installation on the dedicated server is optional.

Client Optional
Dedicated server Optional
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source marks this as usable on both the client and server.

What else does KubeJS Create 2001.3.0-build.8+forge need?

2001.3.0-build.8+forge. Change the file and its required mods may change too.

1 required mod needs checking

Install Create, KubeJS, project lhGA9TYQ, Rhino first. 1 required mod still needs checking for this exact setup. 2 come through another mod in the chain.

2 listed on this file 2 pulled in by those mods
Create Needed by KubeJS Create 2001.3.0-build.8+forge
required
Matching file found Matched file: mc1.20.1-6.0.8
KubeJS Needed by KubeJS Create 2001.3.0-build.8+forge
required
Matching file found Matched file: 2001.6.5-build.26+forge
Project lhGA9TYQ Needed by KubeJS
pulled in
Still checking
Rhino Needed by KubeJS
pulled in
Matching file found Matched file: 2001.2.3-build.10+forge

2 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add KubeJS Create without breaking your instance.

Built for KubeJS Create 2001.3.0-build.8+forge. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 2001.3.0-build.8+forge. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Create, KubeJS, project lhGA9TYQ, Rhino first. 1 required mod still needs checking for this exact setup. 2 come through another mod in the chain.

  3. 03

    Put it on the correct side

    Installation on the client is optional. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 2001.3.0-build.8+forge. It opens that exact file at the source.

About this project

What does KubeJS Create add?

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.

Supported recipe types:

  • createCrushing
  • createCutting
  • createMilling
  • createBasin
  • createMixing (supports .heated() and .superheated())
  • createCompacting (supports .heated() and .superheated())
  • createPressing
  • createSandpaperPolishing
  • createSplashing (Bulk Washing)
  • createDeploying
  • createFilling
  • createEmptying

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

event.recipes.createCrushing(output[], input[])
Output doesn't have to be an array. It can be either items or fluids
Input doesn't have to be an array. It can be either ingredients or Fluid.of('minecraft:water', 1000) or {fluidTag: 'some:fluid_tag', amount: 1000}

createMechanicalCrafting

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

This recipe type is the same as regular crafting table shaped recipe

event.recipes.createSequencedAssembly(output[], input, sequence[]) 
// output[] are your output items
// input is your input item
// sequence[] is an array of sequences. These sequences are "regular" recipes that are supported.

Examples

event.recipes.createCrushing([
  '2x minecraft:cobblestone',
  'minecraft:redstone',
  Item.of('minecraft:redstone').withChance(0.5)
], 'minecraft:redstone_ore')
event.recipes.createMixing('create:chromatic_compound', [
  '#forge:dusts/glowstone',
  '#forge:dusts/glowstone',
  '#forge:dusts/glowstone',
  'create:powdered_obsidian',
  'create:powdered_obsidian',
  'create:powdered_obsidian',
  'create:polished_rose_quartz'
]).superheated()
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')
event.recipes.createMechanicalCrafting('minecraft:piston', [
  'CCCCC',
  'CPIPC',
  'CPRPC'
], {
  C: '#forge:cobblestone',
  P: '#minecraft:planks',
  R: '#forge:dusts/redstone',
  I: '#forge:ingots/iron'
})
event.recipes.createSequencedAssembly([ // start the recipe
 Item.of('6x create:large_cogwheel').withChance(32.0), // have this item be an output with a certain chance
 Item.of('create:brass_ingot').withChance(2.0), // have this item be an output with a certain chance
 'minecraft:andesite', // have this item be a guaranteed output
 'create:cogwheel', // have this item be a guaranteed output
 'minecraft:stick', // have this item be a guaranteed output
 'minecraft:iron_nugget' // have this item be a guaranteed output
], 'create:brass_ingot', [ // 'create:brass_ingot' is the input.
// the transitional item set by "transitionalItem('create:incomplete_large_cogwheel')" is the item that will be used during the recipe as the item that the input is using to transition to the output.
 event.recipes.createDeploying('create:incomplete_large_cogwheel', ['create:incomplete_large_cogwheel', '#minecraft:planks']), // 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_large_cogwheel', ['create:incomplete_large_cogwheel', '#minecraft:wooden_buttons']), // like a normal recipe function, is used as a sequence step in this array. Input and output have the transitional item
 event.recipes.createCutting('create:incomplete_large_cogwheel', 'create:incomplete_large_cogwheel').processingTime(50) // like a normal recipe function, is used as a sequence step in this array. Input and output have the transitional item
]).transitionalItem('create:incomplete_large_cogwheel').loops(6) // set the transitional item and the loops (amount of repetitions)

If you want to use your own transitional item in sequenced_assembly recipes, you must register it in startup event:

onEvent('item.registry', event => {
  // Texture for this item goes in kubejs/assets/kubejs/textures/item/my_part.png
  event.create('my_part', 'create:sequenced_assembly').displayName('My Part')
})

Then you would use ...transitionalItem('kubejs:my_part')...

Note! Mysterious Conversion recipes are client side only, so the only way to add them currently is using reflection with this code in client scripts (outside any event):

let MysteriousItemConversionCategory = java('com.simibubi.create.compat.jei.category.MysteriousItemConversionCategory')
let ConversionRecipe = java('com.simibubi.create.compat.jei.ConversionRecipe')

MysteriousItemConversionCategory.RECIPES.add(ConversionRecipe.create('minecraft:apple', 'minecraft:carrot'))
MysteriousItemConversionCategory.RECIPES.add(ConversionRecipe.create('minecraft:golden_apple', 'minecraft:golden_carrot'))

Project description from Modrinth.

Pick your setup

KubeJS Create by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

12 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

KubeJS Create versions and loaders

51 of 51 releases match

Looking for an older file? The official Modrinth project page is in Resources.