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KubeJS Recipes
Custom Machine recipes can be made with KubeJS.
Create a .js file in the kubejs/server_scripts/
folder (ex: custom_machine_recipes.js
).
Then inside the .js file you can use the recipes
kubejs event to get the custom machine recipe builder, pass it the id of the machine you want to make the recipe for and the duration of the recipe (in ticks).
onEvent('recipes', event => {
event.recipes.custommachinery.custom_machine("namespace:machine_id", duration)
})
You can now add various requirements by calling the methods below directly on the custom machine recipe builder.
Items
Use one of these methods to add an Item Requirement to the recipe.
.requireItem(item)
.requireItem(item, "slot")
.requireItemTag("tag", amount)
.requireItemTag("tag", amount, nbt)
.requireItemTag("tag", amount, "slot")
.requireItemTag("tag", amount, nbt, "slot")
.produceItem(item)
.produceItem(item, "slot")
- The
item
param must be created usingItem.of()
KubeJS method. Example :Item.of("minecraft:diamond", 42)
- The
slot
param must be a string corresponding to a slot id defined in a custom machine json Item Componentslot
property. - The
tag
param must be a string starting with # defining a valid tag id. Example :"#forge:stone"
- The
amount
param must be a positive integer. - The
nbt
param must be a map. Example:{nbt1: 1, nbt2: "something"}
.
Durability
Use one of these methods to add a Durability Requirement to the recipe.
.damageItem(item, amount)
.damageItem(item, amount, "slot")
.damageItemTag("tag", amount)
.damageItemTag("tag", amount, nbt)
.damageItemTag("tag", amount, "slot")
.damageItemTag("tag", amount, nbt, "slot")
.repairItem(item, amount)
.repairItem(item, amount, "slot")
.repairItemTag("tag", amount)
.repairItemTag("tag", amount, nbt)
.repairItemTag("tag", amount, "slot")
.repairItemTag("tag", amount, nbt, "slot")
- The
item
param must be created usingItem.of()
KubeJS method. Example :Item.of("minecraft:diamond", 42)
- The
slot
param must be a string corresponding to a slot id defined in a custom machine json Item Componentslot
property. - The
tag
param must be a string starting with # defining a valid tag id. Example :"#forge:stone"
- The
amount
param must be a positive integer. - The
nbt
param must be a map. Example:{nbt1: 1, nbt2: "something"}
.
Fluid
Use one of these methods to add a Fluid Requirement to the recipe.
.requireFluid(fluid)
.requireFluid(fluid, "tank")
.requireFluidTag("tag", amount)
.requireFluidTag("tag", amount, nbt)
.requireFluidTag("tag", amount, "tank")
.requireFluidTag("tag", amount, nbt, "tank")
.produceFluid(fluid, amount)
.produceFluid(fluid, amount, "tank")
.requireFluidPerTick(fluid)
.requireFluidPerTick(fluid, "tank")
.requireFluidTagPerTick("tag", amount)
.requireFluidTagPerTick("tag", amount, nbt)
.requireFluidTagPerTick("tag", amount, "tank")
.requireFluidTagPerTick("tag", amount, nbt, "tank")
.produceFluidPerTick(fluid, amount)
.produceFluidPerTick(fluid, amount, "tank")
- The
fluid
param must be created usingFluid.of()
KubeJS method. Example :Fluid.of("minecraft:water", 1000)
- The
tank
param must be a string corresponding to a tank id defined in a custom machine json Fluid Componenttank
property. - The
tag
param must be a string starting with # defining a valid tag id. Example :"#minecraft:water"
- The
amount
param must be a positive integer. - The
nbt
param must be a map. Example:{nbt1: 1, nbt2: "something"}
.
Energy
Use one of these methods to add an Energy Requirement to the recipe.
.requireEnergy(amount)
.requireEnergyPerTick(amount)
.produceEnergy(amount)
.produceEnergyPerTick(amount)
- The
amount
param must be a positive integer.
Time
Use one of these methods to add a Time Requirement to the recipe.
.requireTime("time")
.requireTime(["time1", "time2", "etc..."])
- The
time
param must be a string or an array of strings. Look at the time requirement wiki page to know what to put here.
Position
Use one of these methods to add a Position Requirement to the recipe.
.requirePosition("position")
.requirePosition(["position1", "position2", "etc..."])
.biomeWhitelist("biome")
.biomeWhitelist(["biome1", "biome2", "etc..."])
.biomeBlacklist("biome")
.biomeBlacklist(["biome1", "biome2", "etc..."])
.dimensionWhitelist("dimension")
.dimensionWhitelist(["dimension1", "dimension2", "etc..."])
.dimensionBlacklist("dimension")
.dimensionBlacklist(["dimension1", "dimension2", "etc..."])
- The
position
param must be a string or an array of strings. Look at the position requirement wiki page to know what to put here. - The
biome
param must be a string defining a valid biome id. Example :minecraft:ocean
- The
dimension
param must be a string defining a valid dimension id. Example :minecraft:overworld
Fuel
Use this method to add a Fuel Requirement to the recipe.
.requireFuel()
.requireFuel(amount)
- The amount param must be a positive integer that define the amount of fuel burned each tick of the recipe processing.
Default to 1 when not specified.
Command
Use one of these methods to add a Command Requirement to the recipe.
.runCommandOnStart("command")
.runCommandOnStart("command", permissionLevel)
.runCommandOnStart("command", log)
.runCommandOnStart("command", permissionLevel, log)
.runCommandEachTick("command")
.runCommandEachTick("command", permissionLevel)
.runCommandEachTick("command", log)
.runCommandEachTick("command", permissionLevel, log)
.runCommandOnEnd("command")
.runCommandOnEnd("command", permissionLevel)
.runCommandOnEnd("command", log)
.runCommandOnEnd("command", permissionLevel, log)
- The
command
param must be a string starting by/
which will be run as a command. - The
permissionLevel
param must be a positive integer. Default :2
- The
log
param must be a boolean, if true the command will be logged in admin chat as a system command. Default :false
Effect
Use one of these methods to add an Effect Requirement to the recipe.
.giveEffectOnEnd("effect", time, radius)
.giveEffectOnEnd("effect", time, radius, level)
.giveEffectOnEnd("effect", time, radius, filter)
.giveEffectOnEnd("effect", time, radius, level, filter)
.giveEffectEachTick("effect", time, radius)
.giveEffectEachTick("effect", time, radius, level)
.giveEffectEachTick("effect", time, radius, filter)
.giveEffectEachTick("effect", time, radius, level, filter)
- The
effect
param must be a string defining a valid effect id. Example :minecraft:regeneration
- The
time
andradius
params must be a positive integer. - The
level
param must be a positive integer. Default :1
- The
filter
param must be an array of string defining a valid entity id. Example :["minecraft:cow", "minecraft:pig"...]
Default :[]
Weather
Use one of these methods to add a Weather Requirement to the recipe.
.requireWeather("weather")
.requireWeatherOnMachine("weather")
- The
weather
param must be a string defining the required weather. Valid values :clear
,rain
,snow
,thunder
Redstone
Use one of these methods to add a Redstone Requirement to the recipe.
.requireRedstone(power)
.requireRedstone(power, "comparator")
- The
power
param must be a positive integer. - The
comparator
param must be a string defining a valid Comparator Mode. Default :>=
Light
Use one of these methods to add a Light Requirement to the recipe.
.requireSkyLight(amount)
.requireSkyLight(amount, "comparator")
.requireBlockLight(amount)
.requireBlockLight(amount, "comparator")
- The
amount
param must be a positive integer between 0 and 15. - The
comparator
param must be a string defining a valid Comparator Mode. Default :>=
Entity
Use one of these methods to add an Entity Requirement to the recipe.
.requireEntities(amount, radius, filter, whitelist)
.requireEntityHealth(amount, radius, filter, whitelist)
.consumeEntityHeathOnStart(amount, radius, filter, whitelist)
.consumeEntityHealthOnEnd(amount, radius, filter, whitelist)
.killEntitiesOnStart(amount, radius, filter, whitelist)
.killEntitiesOnEnd(amount, radius, filter, whitelist)
- The
amount
andradius
params must be a positive integer. - The
filter
param must be an array of string defining a valid entity id. Example :["minecraft:cow", "minecraft:pig"...]
Default :[]
- The
whitelist
param must be a boolean, if true the filter will be a whitelist, if false it will be a blacklist.
Block
Use one of these methods to add a Block Requirement to the recipe.
.requireBlock(filter, whitelist, startX, startY, startZ, endX, endY, endZ)
.requireBlock(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount)
.requireBlock(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount, comparator)
.placeBlockOnStart("block", startX, startY, startZ, endX, endY, endZ)
.placeBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount)
.placeBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ)
.placeBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount)
.breakAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ)
.breakAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount)
.breakAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount, filter)
.breakAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount, filter, whitelist)
.breakAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ)
.breakAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount)
.breakAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount, filter)
.breakAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount, whitelist)
.destroyAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ)
.destroyAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount)
.destroyAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount, filter)
.destroyAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount, filter, whitelist)
.destroyAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ)
.destroyAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount)
.destroyAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount, filter)
.destroyAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount, filter, whitelist)
.destroyBlockOnStart(filter, whitelist, startX, startY, startZ, endX, endY, endZ)
.destroyBlockOnStart(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount)
.destroyBlockOnEnd(filter, whitelist, startX, startY, startZ, endX, endY, endZ)
.destroyBlockOnEnd(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount)
.breakBlockOnStart(filter, whitelist, startX, startY, startZ, endX, endY, endZ)
.breakBlockOnStart(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount)
.breakBlockOnEnd(filter, whitelist, startX, startY, startZ, endX, endY, endZ)
.breakBlockOnEnd(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount)
- The
block
param must be a string defining a valid blockstate.
Using the formatnamespace:block_id[property1=value1,property2=value2...]{tag1: value1, tag2: value2...}
(The [] and {} are optional)
This is the block that will be placed. - The
filter
param must be an array of string defining a valid blockstate.
This is the blocks that can/can't be break by the machine depending of the whitelist property. - The
whitelist
param is a boolean, if true the filter list will be a whitelist, if false a blacklist. Default to false when not specified. - The
startX
,startY
,startZ
,endX
,endY
,endZ
must be integer values defining the box where the machine will search for blocks.
You can use the in-gameBox Creator
to select a box and put the values here. - The
amount
param must be a positive integer.
This is the minimal amount of blocks that must be destroyed/placed. Default to 1 when not specified. - The
comparator
param must be a string defining a valid Comparator Mode. Default :==
Structure
Use this method to add a Structure Requirement to the recipe.
.requireStructure(pattern, keys)
-
The
pattern
param must be an array of array of strings. See pattern.
Example:[["aaa", "aaa", "aaa"], ["aaa", "ama", "aaa"], ["aaa", "aaa", "aaa"]]
Define a 3x3x3 box around the machinem
-
The
keys
param must be a map of string -> string. See keys.
The keys of the map must be single characters (exceptm
which is reserved for the machine) and the values must be a block ID with the format:namespace:block_id[state1=value,state2=value]
(states are optional).
Example:{"a": "minecraft:stone", "b": "minecraft:diamond_block"}
.requireStructure([[
"aaa",
"a a",
"aaa",
" m "
]], {"a": "minecraft:stone"})
A 3x1x3 hollow ring of stone behind the machine.
Loot Table
Use one of these methods to add a Loot Table Requirement to the recipe.
.lootTableOutput("loot_table")
.lootTableOutput("loot_table", luck)
-
The
loot_table
param must be a string path that point to a loot table. The loot table file must be loaded with a datapack or a loader mod.
Example:custommachinery:my_test_loottable
point to a file indata/custommachinery/loot_tables/my_test_loottable.json
-
The
luck
param must be a float. Default is 0.0 and it can be used in the loot table to alter the quantity of generated items.
Drop
Use one of these methods to add a Drop Requirement to the recipe.
//Check for a specific item.
.checkDrop(item, amount, radius)
//Check for any item.
.checkAnyDrop(amount, radius)
//Check for a list of items.
.checkDrops(filter, amount, radius)
.checkDrops(filter, amount, radius, whitelist)
.consumeDropOnStart(item, amount, radius)
.consumeAnyDropOnStart(amount, radius)
.consumeDropsOnStart(filter, amount, radius)
.consumeDropsOnStart(filter, amount, radius, whitelist)
.consumeDropOnEnd(item, amount, radius)
.consumeAnyDropOnEnd(amount, radius)
.consumeDropsOnEnd(filter, amount, radius)
.consumeDropsOnEnd(filter, amount, radius, whitelist)
.dropItemOnStart(item)
.dropItemOnEnd(item)
- The
item
param must be an item created usingItem.of()
. Example :Item.of("minecraft:dirt")
- The
amount
param must be a positive integer, it represents the amount of items checked/consumed. - The
radius
param must be a positive integer, it represents the maximum distance to the machine the items will be searched. - The
filter
param must be an array of items. Example :[Item.of("minecraft:diamond"), Item.of("minecraft:cobblestone")
. It represents a whitelist of items to search. - The
whitelist
param must be a boolean, if set tofalse
the filter will be a blacklist instead of a whitelist.
Function
Use one of these methods to add a function that must be processed by the machine to continue the recipe.
Note: This has nothing to do with MC functions (or commands), this requirement allow you to make your own code in JavaScript and pass it to be executed by the machine.
//Executed when the machine is idle and search a recipe to process.
//Returning success will allow the machine to process this recipe (if all other requirements allow it as well).
//Returning error will prevent the machine to process this recipe (the machine will keep searching for another valid recipe).
.requireFunctionToStart(ctx => {return Result.success()})
//Executed the first tick of the crafting process.
//Returning success will allow the machine to continue to process this recipe.
//Returning error will put the machine in error status and display the provided error message.
.requireFunctionOnStart(ctx => {return Result.success()})
//Executed each tick of the crafting process.
//Returning success will allow the machine to continue to process this recipe.
//Returning error will put the machine in error status and display the provided error message.
.requireFunctionEachTick(ctx => {return Result.success()})
//Executed the last tick of the crafting process.
//Returning success will allow the machine to continue to process this recipe.
//Returning error will put the machine in error status and display the provided error message.
.requireFunctionOnEnd(ctx => {return Result.success()})
- The passed function MUST return a Result.
- Valid results are :
Result.success()
andResult.error("Error message")
- Context has various methods for interacting with the machine, see it's wiki page
- The function can be delayed, put
.delay(delay)
directly after any.requireFunctionXXX()
call to make the function be executed at the specified delay.
Example :
onEvent('recipes', event => {
event.recipes.custommachinery.custom_machine("custommachinery:power_crusher", 200)
.requireFunctionEachTick(ctx => {
var remaining = ctx.machine.addItemToSlot("output1", Item.of("minecraft:diamond", 2), true);
if(item.count == 0) {
ctx.machine.addItemToSlot("output1", Item.of("minecraft:diamond", 2), false);
return Result.success();
}
return Result.error("Can't add 2 diamonds in output slot");
})
})
Some requirements (almost all) have various properties that can change its behaviour.
To set these properties you must call one or several of the methods below immediatly after the desired requirement. The properties will only be applied on the latest added requirement when the method is called.
If the latest added requirement doesn't support the property an error will be logged and nothing will happen (the property will be ignored).
Chance
.chance(chance)
- The
chance
param must be a double between 0.0 and 1.0 included.
- Command
- Drop
- Durability
- Energy
- Energy Per Tick
- Fluid
- Fluid Per Tick
- Item
Delay
The requirement will only execute its action after the specified delay.
.delay(delay)
- The
delay
param must be a double between 0.0 and 1.0 excluded. 0 represent the start of the recipe and 1 represent its end.
- Block
- Command
- Drop
- Function
Use the method below to set the priority of the recipe.
If this method is called several times only the latest will be used.
If this is called AFTER .jei()
(no need to be immediatly after) this will act as the "jeiPriority" instead, defining the priority of the recipe to show in jei instead of the priority to be checked in the machine.
If no priority is set, the default value : 0
will be used.
.priority(priority)
- The
priority
param must be an integer value.
If the method below is called, all requirements added after that will be added to the jei
property requirement list.
.jei()
This action cannot be inverted, you must add all your recipe requirements before calling it.
Requirements added after this method will only be displayed in jei but executed by the machine. Learn more here.
Example 1
A 100 tick recipe that use 5mB of water, 5mB of any fluid with tag lava and 20FE per tick to create a stone.
onEvent('recipes', event => {
event.recipes.custommachinery.custom_machine("custommachinery:stone_generator", 100)
.requireFluid(Fluid.of("minecraft:water", 5))
.requireFluidTag("#minecraft:lava", 5)
.requireEnergyPerTick(20)
.produceItem(Item.of("minecraft:stone", 1))
})
Example 2
A 200 tick recipe that use 1 item with tag stone and 20FE per tick to create 1 cobblestone, 1 gravel with 50% chance and 1 sand with 10% chance.
onEvent('recipes', event => {
event.recipes.custommachinery.custom_machine("custommachinery:power_crusher", 200)
.requireItemTag("#forge:stone", 1)
.requireEnergyPerTick(20)
.produceItem(Item.of("minecraft:cobblestone", 1))
.produceItem(Item.of("minecraft:gravel", 1)).chance(0.5)
.produceItem(Item.of("minecraft:sand", 1)).chance(0.1)
})
3. Machine GUI
- Dump Element
- Energy Element
- Fluid Element
- Fuel Element
- Player Inventory Element
- Progress Bar Element
- Reset Element
- Slot Element
- Status Element
- Text Element
- Texture Element
5. Catalysts
- Biome Requirement
- Block Requirement
- Command Requirement
- Dimension Requirement
- Drop Requirement
- Durability Requirement
- Effect Requirement
- Energy Requirement
- Energy Per Tick Requirement
- Entity Requirement
- Fluid Requirement
- Fluid Per Tick Requirement
- Fuel Requirement
- Item Requirement
- Light Requirement
- Loot Table Requirement
- Position Requirement
- Structure Requirement
- Redstone Requirement
- Time Requirement
- Weather Requirement