Support Tickets


This page is still WIP!

KubeJS Code Help

Marwasp: I am trying to add Durability to TACZ Weapons for 1.16.5. Can someone look over my Code and tell me why the Durability is not going down and is not being displayed? The Durability script is in serverscripts and the display in client scripts. The Weapon is gets the Durability tag but nothing else is happening. Or does someone know a Mod / Datapack for Durability for TACZ in 1.16.5 because the Mod that exists is sadly not for 1.16.5.

πŸ’¬ 4 • 1.16.5 • Forge • 

Custom Armour Model textures

renshei: I've made custom textures for my armour (model textures, not item), how do I get them to show up in-game?

πŸ’¬ 1 • 1.20.1 • Fabric • 

changing block texture when the same block is below it

fereroroche: how can you detect if the block below itself is the same and then change their texture based on it (kinda like dripstone but a full block)... thank you.

πŸ’¬ 1 • 1.20.1 • Forge • 

Adding Item Cost To Waystones

Tsukazaki: I was just wondering if it's possible to add an item cost to Waystone use on 1.20.1. I'm just looking to make it cost coins from another mod.

πŸ’¬ 1 • 1.20.1 • Forge • 

World creation bug

μš”ν”Ό: After installing only the KubeJS and Rhino mods and launching the game, if I create a map, exit, and then try to enter the created map, a safe mode pops up and I cannot enter; however, if I try to create a world again, the game crashes.

πŸ’¬ 2 • 1.21 • Forge • 

Issues with Assigning a Modded Item a Custom Display Name

nickfrr: I'm realllllyyy new to kubejs and I have no damn clue what any of the error message says, any help would be much appreciated! :))

πŸ’¬ 7 • 1.20.1 • Forge • 

start up scripts basic js functions not recognized

gem: for some reason it seams like some core js functions arent loaded until the start up script for some reason,

πŸ’¬ 61 • 1.20.4 • Forge • 

Adding Fire Damage To Golden Weapons

cpubutcher: Hello, I am new to KubeJS. I want to give golden weapons a weak fire ability, similar to fire aspect but maybe not as strong, and hopefully without an actual enchantment if possible.

πŸ’¬ 1 • 1.20.1 • Forge • 

Can't remove mod

flawrest: I tried creating a modpack, I have every mod installed that I want in it (its on curseforge just for me and my friends). But I cannot run it, as it keeps saying that the accesstransformer.cfg is missing. When I search that up in the modpack folder, it is in the kubejs folder. The problem is I have removed the mod earlier today, and everything I had related to it. This is the only error that keeps popping up that causes the game to crash.

πŸ’¬ 13 • 1.21 • Forge • 

Renaming/Removing/Hiding Fluids Not Working

CaptainMarTuuk: I have scripts installed intended to accomplish a few things:

πŸ’¬ 9 • 1.21 • Forge • 

EntityJS NBT-based texture

seven: I have a simple entityjs entity that I have multiple "variants" of, all simply consisting of different textures. Is NBT-based retexturing of the entity a thing, or am I better off registering a different entity for each variant?

πŸ’¬ 23 • 1.20.1 • Forge • 

startup problem

rybek: i tried to bootup the game but it didn't work

πŸ’¬ 40 • 1.21 • Forge • 

Weapon damage modification issue

FuzzsterTheSecond: I am trying to modify damage for some weapons and it seems to have worked for the weapons from vanilla minecraft and the ancient elements mod but for mods such as the l2 weaponry throwing weapons that show they have attack damage or even just spartan weaponry weapons, after i use the modifier code that i used for the other weapons, their attack damage does not change, the image is an example of my code which worked for the other weapons but does not work for the spartan weaponry weapons. does anyone know any workarounds?

πŸ’¬ 3 • 1.20.1 • Forge • 

adding swim speed to armor?

Aceplante: Does anyone know what armor attribute aquaculture uses for neptunium armor? I tried forge:swim_speed, but that did not work

πŸ’¬ 30 • 1.20.1 • Forge • 

AnvilUpdateEvent seems to not run when an item in the left most slot is swapped

hyperstitiousdiskordianwarfare: I have this script which does work, but if I put two enchanted books into the anvil, then swap the left input slot with a different item, the enchanted book remains in the output and you are able to take it out and duplicate the book. Is there a different way I should be approaching this?

πŸ’¬ 4 • 1.20.1 • Forge • 

Hello! Need a tip about how to create UI shop using KubeJS

PuFon: I want to create shop with KubeJS but i cant use .openChestGui - cos its not supported in 1.21.1

πŸ’¬ 1 • 1.21 • Forge • 

How do I make a recipe that returns an item used in it, damaging it

RΠΎΠΊΠ°: I want to make a recipe that, for example, uses a wooden hoe and damages its durability by 1 after crafting

πŸ’¬ 17 • 1.20.1 • Forge • 

How to get ItemStack mining tier

Chubbachoo: ~~I want to change loot tables based on what harvest level the tool is (i.e. iron pickaxe gives diamond, diamond pickaxe gives netherite). Is there a way to do this?~~ Is there a way to get the mining tier of a given itemstack?

πŸ’¬ 3 • 1.20.1 • Forge • 

Entity JS - A Creaking Clone

Berlium: I attempted to use the onhurt but i can't make it play an animation

πŸ’¬ 21 • 1.20.1 • Forge • 

How do I make an item enchantable in KubeJS

Alvring: This sword can't be enchanted in anyway (sharpness, looting, etc), is there a way that make it possible to put sword specific enchantment on it ?

πŸ’¬ 14 • 1.20.1 • Forge • 

Need help adding buffs to trimmed armor

ChubbyUnicorn: Hey everyone! I am trying to have each trim give a specific buff when applied to an armor. However, whenever I run the game nothing happens. Am I going about the right way of identifying what trim an armor piece has?

πŸ’¬ 8 • 1.21 • Forge • 

Script Update Help

RedΛngel: I am maintaining a modpack that someone else made and I am attempting to update to 1.21.1 (from 1.20.1) and I am running into some issues.

πŸ’¬ 24 • 1.21 • Forge • 

Exposure ftb quests

Wi13Y82: Does anyone know of a modpack or have an example of how to use kubejs to do scripts for ftb quests for pictures from the exposure mod? An example would be a quest to take a selfie with the warden. But ftb quests would have to recognize you actually got the warden in the picture.

πŸ’¬ 1 • 1.21 • Forge • 

EntityEvent.hurt error

Inflitraz: I trying to make a event to apply slowness, poison to mob target or heal the player with entityHurt, but it's giving the erro "Unknown event 'EntityEvents.hurt' Someone can help?

πŸ’¬ 9 • 1.21 • Forge • 

Removing Oreganized and Caverns & Caverns attributes

EinBurgerMeister: I've been trying to remove life steal from sanguine armor and magic protection from silver armor but haven't been successful yet

πŸ’¬ 6 • 1.20.1 • Forge • 

Updated wiki

Guygun: is there a 1.21.1 wiki for iron spells addon and for entity js

πŸ’¬ 44 • 1.21 • Forge • 

custom block texture

Π΄Π·ΡŽΡ€Ρ‡ΠΈΠΊ: is there a way to change a custom block's texture/model depending on graphics settings like leaves?

πŸ’¬ 2 • 1.20.1 • Forge • 

Tag Script not Working?

Yez: Is the simpleplanes tag taking priority over kube's changes? How do i change it if so?

πŸ’¬ 23 • 1.21 • Forge • 

How to make armor not anger piglins

anna: ```js

πŸ’¬ 8 • 1.21 • Forge • 

cancel entity interact not working?

Aceplante: I am using the easyvillagers mod but there is no config to disable the "instant-pick-up-villagers-as-items" mechanic. I can successfully detect when i shift click on a villager, but the event is not canceled for some reason

πŸ’¬ 18 • 1.20.1 • Forge • 

Custom block texture issue

seven: I am declaring custom block data like

πŸ’¬ 5 • 1.20.1 • Forge • 

Custom MobBucketItem bad arguements

𝔽𝕝𝕒𝕓𝕠𝕣π•₯: I don't care if this item can pick the squid back up, but I want a bucket of squid that when used, places a squid in the world.

πŸ’¬ 127 • 1.20.1 • Forge • 

Industrial Foregoing Generator fuels

Nova: I'm not sure if anyone can help with this, but I am trying to adjust some things used as fuels for the IF pitiful generator. I have the KubeJS addon for IF, but I can't find any reference on how to handle fuels. I have checked the IF mod, the addon, and the main KubeJS wiki, but I couldn't determine how to change things. Any help/advice is appreciated.

πŸ’¬ 6 • 1.20.1 • Forge • 

remove villager profession

Aceplante: I am currently not using MoreJS and hoping this is possible without it. I simply wish to completely remove a villager POI/profession, lets say the fisherman. While I have another mod that could allow me to remove all the trades, i dont want that block to be chosen as a valid jobsite at all.

πŸ’¬ 2 • 1.20.1 • Forge • 

need help with creating an item with a component

Anonymous: I want to make a custom item for the mod Dyson Cube Project and realised that with this command :

πŸ’¬ 7 • 1.21 • Forge • 

Has a way to apply enchants on a item on create startupevent ?

Inflitraz: I want to make a class of tools that ever has a enchant, has a way to make that?

πŸ’¬ 1 • 1.21 • Forge • 

How to change Mod Display Names?

Rblx_Jannis: Greetings I am totaly new to KubeJS and saw this feature on the wiki, but when I use this code:`Platform.mods.botania.name = 'Plant Tech Mod' `"

πŸ’¬ 23 • 1.20.1 • Forge • 

trying to create multiple crushing/milling recipes for very similar inputs/outputs

apollo: Hey, I'm currently working on my create modpack and I'm trying to integrate a specific mod (smokeleaf industry). smokeleaf uses tags that group all the buds, weeds, and seeds into their own respective tags, i was wondering if i could use the tags to create a singular recipe but with outputs relating to respective inputs? currently, i have it set up like this:

πŸ’¬ 1 • 1.21 • Forge • 

I need help with changing a furnace craft

Anonymous: I'm playing with a few mods including kubejs and I dont know how I'm supposed to change a furnace recipe while using the craft recipe exporter addon and I dont know how to code at all please help

πŸ’¬ 8 • 1.21 • Forge • 

any way to force biomes to only generate past a certain distance from x0 z0?

soup can: would like to prevent certain biomes from appearing within x distances from the world spawn, as they'll be far harder to be in in this modpack.

πŸ’¬ 1 • 1.21 • Forge • 

How do you block players from entering the nether unless they do an advancement

§ Turtle Zen: I want to be able to do it on kubejs where players cant go into the nether unless they do an advancement or pickup something

πŸ’¬ 6 • 1.20.1 • Forge • 

Wanting loot to drop when a crop reaches a certain stage

Nova: As of right now, when ever I brake the hemp crop, it always drops straw regardless of it's growth stage, so hypothetically I could place and break it an endless number of times to get lots of straw.

πŸ’¬ 2 • 1.21 • Forge • 

Cutting Board Inventory

ryan: Ive been trying to access the cutting board inventory and ive only realized that its inventory is structured differently to other minecraft inventories. Chests just have `Items : []` and then fills the array while farmers delight specifies the size of the inventory and then the items via `Inventory: {Size: 1, Items [ ] }.` How do i go around this and access the inventory

πŸ’¬ 3 • 1.20.1 • Fabric • 

remove by ouput and input

Aceplante: I need to remove all ingots output by recipes that input nuggets. I attempted to use the following but it did not work:

πŸ’¬ 6 • 1.20.1 • Forge • 

Remove loot not working

tln_: ```js

πŸ’¬ 7 • 1.20.1 • Forge • 

I can create a bandana like that with kubejs?

nicho_bibf: i want to create a bandana special cosmetic

πŸ’¬ 13 • 1.20.1 • Forge • 

Custom gems apotheosis

bαΊ‘n: Hello everyone, I'm currently customizing gems for the Apotheosis mod 1.21.1.

πŸ’¬ 2 • 1.21 • Forge • 

mob's griefing control

Anonymous: Hello, I’m using Jujutsu Craft, and its mobs are exploding and destroying blocks everywhere. Is there a way to control a specific group of mobs so they don’t grief, without affecting other mobs? I just want to reduce the destruction caused by Jujutsu mobs because it’s getting annoying. I looked through all the entity types but couldn’t find any property that controls griefing.

πŸ’¬ 4 • 1.20.1 • Forge • 

My logger is breaking, send help

UltraPuPower1: It is not hindering me, but it is making me really confused

πŸ’¬ 14 • 1.21 • Forge • 

How can I open a LDLib UI with a keybind?

Kimaris: Hello, I am trying to make a script that makes a LDLib UI open upon pressing a keybind, but I'm having trouble to register it in the first place.

πŸ’¬ 1 • 1.20.1 • Forge • 

make all zombies spawn with helmet?

hazelfan913: hello! im trying to make all zombies spawn with: 'candlelight:cooking_hat' and i havent been successful. here are the scripts i tried:

πŸ’¬ 1 • 1.20.1 • Forge • 

How to make a copy of another block with different textures?

leepicgamer: title is kind of self explanatory. I'd like to make a block that works identically to pink petals, but with a different texture.

πŸ’¬ 15 • 1.21 • Forge • 

how do i make new eyes of ender that go to different structures

valurae: this is my current script but it does not work.

πŸ’¬ 14 • 1.20.1 • Forge • 

trying to make a 3D item and its giving me a hard time with the model

silent_hunter_7286: I'm having treble getting KubeJS to read the Json file for the models and the PNG file for the textures. if anyone has any info for me to work with it would be apperceived

πŸ’¬ 4 • 1.21 • Forge • 

How do I remove recipe that results in an item with a component?

Chrys / Cotton / Gossy: Iron's Restrictions adds a manuscript item which has dynamic recipes generated based on the spell school.

πŸ’¬ 9 • 1.21 • Forge • 

Different results of RecipeViewerEvents.removeEntries in client vs server scripts.

Luna Lycan: Quark adds a "Seed Pouch" and displays a variant of it for ALL holdable seeds in EMI. Which can quickly fill up with mods since it allows for example `#c:seeds`, `#c:mushrooms`, `#minecraft:saplings` and more (vanilla + quark alone already amounts to 35 additional entries).

πŸ’¬ 1 • 1.21 • Forge • 

Preset command string options

seven: Is there a way to add "preset" options for an argument of type STRING in a custom command? My command looks like this:

πŸ’¬ 6 • 1.20.1 • Forge • 

Examples for Custom Spells for Irons Spells

Nexar/Mushroomu: Hello, I am having trouble making custom spells for Irons. Right now, I am just trying to make copies of the existing spells for practice, but I've come across multiple problems as the spells are written in java and kubejs is well in javascript. Before I state my problems, I should preface this that I'm not that well-versed in javascript and its quirks, so the limits of my knowledge is basically the wiki. At the end of the day, I would just like examples of custom spells using kubejs as I learn best reading from examples (I would also prefer if they were in the style of the way the wiki does it.) To continue, my problem is that I don't know how to get the targetEntity from the spell. Iron Spells does it like this in Java:

πŸ’¬ 3 • 1.20.1 • Forge • 

Help on Seawater Implementation

Midnighttigger: I want to implement a more realistic thirst system related to water, making water resources into (River) and (Saline) varieties based on their biome and making them only renewable in those biomes. The modlist includes mods such as create and toughasnails.

πŸ’¬ 3 • 1.20.1 • Forge • 

Need help with recipe with components

Pecora Irlandese: I have a recipe and want to use an item with a specific nbt (or tooltip text), I can't find any way to do it on the wiki, how can I do?

πŸ’¬ 4 • 1.21 • Forge • 

Immersive Engineeering

NadienDEV: Port 1.21.1 Kubejs Immersive engineeering

πŸ’¬ 3 • Unknown • Forge/Fabric • 

add nbt to items on startup

Aceplante: I would like to add an attribute modifier to items on startup, so thats I can do it once instead of for all output recipes. How do I add nbt tags to items through startup modification?

πŸ’¬ 8 • 1.20.1 • Forge • 

Couple How-To's I need help with.

PotatoBro: 1. How can I detect if an area is pressurized/has an atmosphere with the mod Ad Astra (https://www.curseforge.com/minecraft/mc-mods/ad-astra)

πŸ’¬ 8 • 1.20.1 • Forge • 

Is it possible to make mobs spawn in a specific structure when it initially generates?

Gambleputty: about as the title says, tried looking into the methods of doing so thru datapacks but couldnt rlly make sense of it. Any advice?

πŸ’¬ 7 • 1.20.1 • Forge • 

Trying to join my friend's server, I keep getting this when I try to join

♥ ~ π’œπ‘’π“‡π“Žπ“ˆπ’Άπ’Ύ ~ ♥: Message not found

πŸ’¬ 6 • 1.21 • Forge • 

Entityjs Knockback Proyectile

InfiinityMC: hope everyone's doing well! I was wondering if there's a way to add knockback to a geckolib projectile in EntityJS. I know it's possible with the arrow projectile builder using .setKnockback(), but is there any equivalent for entityjs:geckolib_projectile? Thanks in advance!

πŸ’¬ 1 • 1.20.1 • Forge • 

need help with loading a piece of the mod

rybek: can someone help me with that ?

πŸ’¬ 3 • 1.21 • Forge • 

Custom Aether Gloves

Pafeu: Not much to say I'm trying to create custom Gloves using Aether's Class.

πŸ’¬ 30 • 1.20.1 • Forge • 

Font renderer, text width

n1xx1: I'm doing some rendering in kubejs (I know... I will eventually bring it to a mod)

πŸ’¬ 2 • 1.20.1 • Forge • 

Intercepting and cancelling sprinting and jumping

seven: As title says, I'm trying to prevent sprinting and jumping for players, based on an arbitrary flag in players' persistent data. I saw a client snippet that intercepts the keybind for sprinting somewhere as well as a forgeevent being listened for in regards to jumping but I can't find any of these two snippets. Can someone point me in the right direction to achieve this?

πŸ’¬ 14 • 1.20.1 • Forge • 

im just trying to make a create modpack for me and my freinds

Beanssssssssss: but i cant sem to find out what the issue is

πŸ’¬ 42 • 1.21 • Forge • 

Is it possible to intercept the spawning of a structure during world generation?

Rynareen: Is it possible to intercept the spawning of a structure during world generation—whether modded or not—check if it is at a certain distance from the spawn point, and then cancel or allow the spawn using KubeJS? <:hmmm:609911633078124558>

πŸ’¬ 4 • 1.20.1 • Forge • 

1.20.1 Item modification

definitely not a Darkosto fan: I am trying to make this weapon (boomerang) get damaged per use (effectively hit a mob), is this right?, I didnt understand if there is something missing even i read the website guide:

πŸ’¬ 19 • 1.20.1 • Forge • 

spawning structures from one mod into a another mods dimension

MelodicBoyGaming: iam trying to take the structures from the fossils and Fossils and Archeology: Revival and Forgotten Ruins into the Tropicraft dimension to make like a jurasic park dimention for my mod pack. iwas just wondering idf there was a wahy to do that or no. I am using forge 1.20.1 for it

πŸ’¬ 4 • 1.20.1 • Forge • 

.noShrink not functioning

Spooky.sys (Ping on reply!): Heyo! Code is below. Did it get phased out? I can't find any documentation on it besides on the legacy wiki and I assume that's not up to date.

πŸ’¬ 4 • 1.21 • Forge • 

Tab creating help

milo: i tried grouping all supplementaries items together in one tab but i get this and i am getting confused

πŸ’¬ 6 • 1.20.1 • Forge • 

multiple things related to spell combos

Dracoruff1211: ^

πŸ’¬ 24 • 1.20.1 • Forge • 

afterExplosionEvent.removeAffectedBlock does not work

Rebby: When I put the exact same block as I got from event.getAffectedBlocks().get(...) it does not remove it. It does not detect the block despite it being the same block. Ran several tests to no avail. I think it's a bug.

πŸ’¬ 1 • 1.20.1 • Forge • 

Script Improvements [Create KubeJS]

CaptainMarTuuk: How would I modify this script to allow for multiple outputs (line 18) and tag-based inputs (lines 19 and 20) as part of this custom recipe? I know it's possible based on the Create KubeJS documentation for custom bulk processing recipes from base Create, but I don't know how to actually make such a recipe from scratch.

πŸ’¬ 22 • 1.21 • Forge • 

Apotheosis Gem Cutting Recipes

Iannazzone: Does anyone know if the gem cutting recipes can be modified? I want to make it so mythic and above can only be created with the max rarity material.

πŸ’¬ 1 • 1.20.1 • Forge • 

Checking for an item moving in or out from an inventory

seven: Trying to work out a system that's gonna modify a piece of player's persistentData whenever an item moves in or out from the inventory. `pickedUp` and `dropped` events don't quite work; they ignore movements between inventories like chests and block GUIs. `inventoryChanged` doesn't work either, as it would require to have a parameter for `event` that somehow points to the slot the item came from, which is not a thing AFAIK. Can this be achieved with just complex code logic (a thing I haven't been able to get done so far) or am I just missing something?

πŸ’¬ 5 • 1.20.1 • Forge • 

How to make the script repeat iteself

Anonymous: I figured out some of the most basics but thats to advanced for me

πŸ’¬ 12 • 1.19.2 • Forge • 

issue with making custom Farmer's delight

Wither: I tried to make a iron-diamond knife tiering going from Netherite Knife to Netherite-Diamond Knife but the base damage does not increase at all

πŸ’¬ 1 • 1.21 • Forge • 

Stop Item Use Animation

Hajsori: How can I stop/cancel the item use animation?

πŸ’¬ 3 • 1.20.1 • Forge • 

Unable to remove ore features in any shape or method

DerpyGuy: `Minecraft version: 1.21.1`

πŸ’¬ 8 • 1.21 • Forge • 

Automatic Weapon Recycling

Anonymous: I'm trying to implement a system where a player can only carry one instance of a specific weapon (e.g., a Glock 17). If they pick up a second one, it should be deleted and replaced with ammunition.

πŸ’¬ 1 • 1.20.1 • Forge • 

chaoszpack support

Anonymous: hi, i have a modpack that uses chaoszpack, and i want to add custom loot to it, but idk if kubejs has support to lost cities/chaoszpack, and i dont know how to make JS code to add loot for chaoszpack, if anyone know how to do this pls help

πŸ’¬ 2 • 1.20.1 • Forge • 

How do I add an effect to a food item?

imBL4CK: I tried using the item modification event and changing the foodProperties as in version 1.20.1, but without success.

πŸ’¬ 4 • 1.21 • Forge • 

How can I do this?

MyFlameKeeper: Is there any way to make a script that will prevent mobs from burning in the sun?

πŸ’¬ 3 • 1.20.1 • Forge • 

How do i make so that when player eat a specific food item it will run a command?

Rat wizard: What are the script for that?

πŸ’¬ 3 • 1.20.1 • Forge • 

How can I hide multiple recipes with the same recipe ID from JEI?

fuckass ghost themed username: This is my script:

πŸ’¬ 3 • 1.20.1 • Forge • 

help with making a big block

Monkonpo: For my mod i want to make a space pod (just a decorative one rn I would like later down the line to make it actually usually) from Dragon Ball, but I can't get it to work this is for my alien evo mod addon any help would be greatly appreciated

πŸ’¬ 11 • 1.20.1 • Forge/Fabric • 

Are there any example scripts for shooting items other than arrows with bows?

swifswaf: Like for replacing the arrow projectile. So you could use torches as ammo for the bow for example, and shoot them onto the ceiling.

πŸ’¬ 9 • 1.20.1 • Forge • 

I added a sword blade with the tooltip “Unpolished.” I want it so that when you right-click on the g

bunnua: but it doesn't work

πŸ’¬ 6 • 1.21 • Forge • 

End gateway style block

Toastr125: Is it possible to make a block that renders a particular background texture regardless of view angle like what end gateways do in vanilla?

πŸ’¬ 1 • 1.20.1 • Forge • 

Passing NBT from recipe ingredient to result

Spooky.sys (Ping on reply!): Trying to make a notebook for Create that you can tear pages out of and put pages back in. I'm using durability to track how many pages have been torn out, and i'd like a recipe surrounding the notebook with paper to refill it, whilst keeping the atlas nbt that tells the item which map it is. Is there a way to lift the nbt from the ingredient and merge it with the nbt of the output? Thanks!

πŸ’¬ 2 • 1.21 • Forge • 

Accessories Compat Mod for 1.21?

vivi: Is there a mod like KubeJS Curios for the Accessories API? I want to make a custom accessory and it would be a lot easier if there was an addon that did it manually so I didn't have to do a ton of NBT wrangling manually

πŸ’¬ 2 • 1.21 • Forge • 

Smarter Mobs without other mods

Adolla: is it possible to make zombies husks etc to be able to break doors/blocks and have a higher vision range? and is it possible to make all the pillager mobs open doors using entityjs?

πŸ’¬ 10 • 1.20.1 • Forge • 

Globally boost loot chest roll numbers with LootJS

|QuantumKraken|: I want to multiply the roll numbers of every loot chest by 1.5 at startup using LootJS, is this possible?

πŸ’¬ 1 • 1.21 • Forge • 

Is it possible to disable the use of a keybind unless you're holding an item?

SkippyZii: For instance, I want to disable the ability to cast spells entirely from Iron's Spells and Spellbooks, unless you're holding a `staff` item in main hand, or any other item I set to require. (because in that mod you can cast spells as long as you have a spellbook equipped)

πŸ’¬ 9 • 1.21 • Forge • 

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