Support Tickets
This page is still WIP!
change item texture while keeping base item stats
RedΛngel: I have a dynamic KubeJS script that generates 56 smithing recipes based on 8 base items, those 8 items can be clad in different materials to generate the same item with a different texture:
Custom interactions between modded fluids
Atom Sorcerer: Trying to set up parity and compatability across various mods in my modpack. There's technically two types of blood in my modpack, the blood fluid from Biomes O Plenty, and the blood vials from Iron's Spells And Spellbooks.
Remove block menu without cancelling placements off of it
Fox • Fox💫star: Hello; I have a block with an inventory accessed upon right clicking it (Storage Duct from Caverns and Chasms), which I would like to disable. I had tried to accomplish this using the command
KJS Create - .noMirror() and .kjsMirror(false) don't work for Mechanical Crafting
CelestialAbyss: ```js
KJS Create - .noMirror() and .kjsMirror(false) don't work for Mechanical Crafting
CelestialAbyss: ```js
Issues with client script lang registering
QuinnTheTiger | It/Its: I'm trying to register language keys using a script instead of a lang file but I'm having an issue with everything I try to do it for (Items and fluids) but it isn't working. Code snippet below, screenshots attached.
Armor modifiers help
𝕧𝕒𝕤𝕥𝕝𝕪𝕚𝕤_𝕤𝕒𝕧𝕖𝕕: Trying to modify custom armor in neoforge 1.21.1 and Kubejs is saying the modifiers for the armor protection doesnt exist
Best way to check/setblock with blockstates
jona23: currently making an API that replaces blocks around the player with another block
Iron Spells Kubejs| How do I make a Spell work in the inscription table.
Magenta: Hello I am currently working on a custom project for a server with custom spells. I am fairly new to this and have not been able to find how to get a spell translated into the inscription table to book. I also have not figured out if possible how to make a custom pixel art profile. is anyone able to help?
How do I remove/hide items from EMI? (NOT HOW YOU THINK)
Cashhew: usually I'd remove the recipe IDs that the item is used in, and use the built-in edit mode to hide the item as well, however, it still shows up from other recipes. My example is having 2 mod that adds a flint knife: 1 from "primitivestart" and 1 from "farmersdelight". Even after I removed the main crafting recipe for the primitivestart flint knife (the one I want to remove) it still shows up in other recipes that doesn't really have an ID like repairing on an anvil, or reparing it with a normal flint item. This is annoying because they have different attack values etc. and can confuse players in my modpack. Please, is there a way to fix this?
Struggling to remove recipes and items since I have duplicates from multiple mods
Terrabytez: I created a quick script from the wiki and a YouTube video (placed it in the server scripts folder) and it did literally nothing after running ```/kubejs reload server```. What am I doing wrong? I'm trying to remove all the recipes for the silver chestplate from Werewolves, and also I want to hide it in EMI
turn off survive explosion?
mr_ron: how can i make a block not survive explosion (so it doesn't drop via tnt) ?
Re:Avartia Remove Neutronium Compressor Singularity using KubeJS
Rage: How can you remove say the Coal Singularity from the Neutronium Compressor?
Trying to transfer potion effects to another player
Craftmayham: I'm trying to make a raycast that copies all potion effects on one player and sends them to another but it just crashes? Is there a different way of getting potion effects I'm unaware of?
NeoForge 1.21.1: ServerEvents.recipes() triggers mass Create recipe parse warnings.
FORTSUMTER: When I add a ServerEvents.recipes(event => { }) file on my NeoForge 1.21.1 server with KubeJS 2101.7.2-build.348, the server starts showing a large number of recipe parse warnings specifically for Create mod recipes and Create addon recipes during recipe processing. This happens even if the file is completely empty except for the recipe event. My custom recipes still get added and work in-game, so the issue seems to be warning spam during KubeJS parsing of Create-type recipes rather than the recipes actually failing. The warnings reference recipe types like create:filling, create:mixing, create:deploying, create:compacting, and other Create processing recipes, with messages such as Failed to parse recipe, results: either<fluid_stack, create:processing_output>[], and unknown fluid_stack or fluid_tag keys. If I remove the ServerEvents.recipes() script, the warnings stop. So it looks like simply enabling the KubeJS recipe event causes KubeJS to attempt parsing existing Create processing recipes, then fall back to vanilla, which creates a huge amount of log spam.
How to get all items under a tag
Orpheus: Right now I'm trying to modify all items under 'minecraft:logs' and make them require the correct tool but I can't seem to get it to work. This is what I have so far.
Kubejs doesn't load textures
NanChik: I am trying to change vanilla blockstates, models and textures with kubejs and suddenly stops seeing all textures which I've change.
EntityJS Wilted Behaviors FINALE
Berlium: I finally made the creature spawn depending on the level's wilted spawnday and now i am going to finish it's behaviors
how to forbid enchanting an item
VarenayKrevetka: Hello. I'm creating my own modpack. And I would like to forbid enchanting an item for specific enchantments. How can this be done?
recipe deletion is impossible
sisQo: im trying to figure out how to remove ONE recipe from the game but i just cant do it and I DONT KNOW WHY
Change Villager Trades to use currency instead of emeralds
Whimsiwilde: In forge 1.20.1, I am using numismatics as a game currency for everything in my modpack. However, I haven't found a way to replace the use of emeralds from villager trades (modded and unmodded) without completely rewriting every trade. I would love if a simple code could be used to just replace emerald with the value of emeralds for the currency.
Errors being thrown for as far as I can tell, no reason.
MilkMan: I've added a custom liquid and mixing recipe that results in that fluid, and somehow, KubeJS is now convinced that this has broken every single recipe sequence that uses fluids. I have to be clear, it has not, they all still work, but it still throws up these errors, how do I get rid of them? Yes I'm using KubeJS Create.
kubejs issues
Cosmic: hi so im working on a modpack and kubejs is running into issues causing the server to not be able to launch heres some logs that i can give you
Friend tried loading into server and I was able to play normally but she wasnt
Mosey: Message not found
How to get a custom mod recipe to recognize other modded items
sinadee: I'm trying to edit some recipes in my modpack so every instance of mahogany logs (biomes of plenty, hexerei, forestry) and mandrake (hexerei, hexalia, monster girls) are useable within hexerei. The problem is hexerei uses custom recipes for cauldron crafting. When I use the item ids from the other mods, hexerei does not recognize them and I get an error in game. I have probejs, so I thought all the mods in the modpack were already imported. Is there another way to import other modded items into a custom recipe system?
How to disable function of tools
MeeM: Only disable function,NOT deleting completely.
Can I use KubeJS to show on the player inventory how much money they have?
Lucky: I have a mod called Eternal Currencies, and currently they're still developing a GUI to check how much money you have and for now you have to use a command.. I don't want my players to have to do that! The command is:
get rarity of item or get all items of rarity, also hi ^^
gem: me again todays problem:
Spawn a mob once an hour
♡ Yogurt ♡: I was wondering if I could get some help for a script that spawns a mob at 0, 0, 0 once an hour in the nether (and does not despawn).
Adding Loot Table to custom block with inventory
Rebby: Hello, how would I add a loot table to a custom block with a custom inventory, similar to chest inventory?
1.20.1 update recipes for 1.21.1
Wi13Y82: Just getting started updating some Server event recipes from 1.20.1 forge to 1.21.1 neoforge. Looking online it looks like the Server event recipes were not really changed and should still be the same. I thought I'd ask here to see if that's correct.
remove tag from tag
Aceplante: why are nether wood blocks not properly removed from these tags?
Could someone help me with ISS With KubeJS
DarkHunter: Hey, I've tried to make custom items and spells with KubeJS Iron's spells mod, but ended up not going well.
Removing features by biome?
VenatorGaming999: Hi there. im trying to edit the worldgen for a modpack im working on with a friend. We want to remove certain features from certain biomes. Is there a way to filter the "removeFeatureById" event to a certain biome. specifically im trying to remove windswepts holly trees from snowy taigas.
Get Item IDs by Regex
Eldritch Ewe: In my startup script I want to get all Cobblemon berries (already have the regex done) and run some code for each using of the item IDs, how would I go about doing this?
How can I make Tinker Tools not take durability on use?
Lucky: I specifically don't want to make them unbreakable, since I am using a mod that has items lose durability on death, unfortunately Tinkers ignores the mod disabling item durability on use, so tinkers just loses durability on use and on death! How great!
How to change Tacz attachments recipes?
oygurd: It seems tacz attachments arent the same as regular items in minecraft, the script doesnt read it as a 'result' for some reason
Blockstate dependent bounding box
UselessRobot: I'm trying to make a block where the bounding box is dependent on the blockstate, like snow layers. I had a look through previous questions about this but they're a little old and say it's not possible so I was wondering if there's been any change or someone found a way to do so.
having trouble allowing a kubejs item to receive trident enchantments like impaling and riptide
valurae: ServerEvents.tags('item', event => {
I don't seem to grasp modules
Rundas: Hello, I'm using javascript modules to get some order into the different scripts. Modules are defined in a separate file:
[PR review required] I've created a feature PR for kubejs_thermal
Tsukimaru: *See also: [KubeJS-Mods/KubeJS-Thermal#22](https://github.com/KubeJS-Mods/KubeJS-Thermal/pull/22)*
Help. How do I create my own command?
Lord Zif Tech: I was trying to figure out how to set up my own team, but I didn't quite get it.
Effect that deals damage over time that scales with movement
Bruh_Brother_: I’m trying to add an effect that damages an entity every 3 seconds or so, and if the entity moves, it takes damage more frequently based on how fast they are moving. Higher levels deal more damage. I’ve never done something like this before, so I’m a bit lost.
Custom Tier Tools compatible with silent gear?
ChouKpop: I wanted to ask if it's possible to make the script compatible with creating gear for Silent Gear. The new tier would be DESH, Tier 5
Disabling the hurt animation when lowering max health attribute? Or when decreasing health at all?
PARVUS 𝑮𝑬𝑳𝑼◆🌸🌼🌹: Is there a way to note have the hurt animation play when you lose hp or health? Is that something we can do?
How to create a custom effect that applies when the player interacts with a chest in a structure?
Cr0w37: Hey I want to make an effect that summons a mob when the player opens a chest.
ProbeJS dump incomplete
UselessRobot: I'm not exactly sure what's going on but whenever I use the dump command for ProbeJS, some entries end up missing. I'm not able to test it but it seems to be deterministic, in that the same classes aren't dumped. I've cleared the ProbeJS cache and turned on aggressive probing to see if that would help but no dice. I do have a number of optimisation mods and I'm wondering if that might be the cause.
How can I change food properties of an already existing food item without changing anything else?
Darkus: I tried to run this command bellow, but when I reloaded the game the minecraft:baked_potato gained .alwaysEdible and .fastToEat property, even though I didn't write anything regarding them.
Adding the possibility to strip logs to farmers delight knives
Lemmy: Just wondering how to make it so farmers delight knives are able to strip down logs like an axe could, or if I need to do a custom crafting recipe for it
Tool tier modification overrides Quark
Kevin: Quark adds the ability to give tools a baked enchant. Golden tools are also given a higher mining tier through quark.
Disabling a specific json in a mod's data
Mesrszmit: I'm trying to disable Seed Oil and Ethanol being a fuel for Create: Diesel Generators, i tried replacing the .jsons with empty (just {}) files, but that causes crashing
Botany Pots script not accepting seed item
Puffer: So for context I have gotten the lead block to be considered a valid soil type and go into the botany pot. Sadly the ingot refuses to be considered a seed type and cant even be put into the botany pot. I'm not a pro at coding so I have no idea what I'm missing. I have checked that the item names are correct as well as their place in the script, but I may be wrong. Go figure right?
Entity js questions
Monkonpo: Can I give my entity glowing eyes and is it possible to also give them a custom spawn animation
how to detect if a player has a specific item in their inventory?
Arborescent: hi. I'm trying to write a script that will only continue if the player has the `kubejs:food_dex` item in their inventory. But I don't even know how to access a player's inventory? I tried looking through some of the code here but so far nothing is working, I can't even get a single item id. What do I do? This is what little I have rn
Hard Remove Tooltips
KateBulka: I know there was a user-made script on 1.20.1<= that allowed to remove tooltips based on their lang key, but I haven't found anything like that for 1.21.1 🤔 Has anyone tried to do that?
How to make tools consumable after crafting?
JustTroniusPlay: I have crafting recipe that use Gregtech Tools. Most tools in the mod used for crafting and not being consumed fully. I found there **.damageIngredient()** to essentially consume a tool durability, but when I craft ALL tools disappear even when I specify: .damageIngredient('gtceu:bronze_' + tool, 9999).
Having trouble editing the configs of a mod through KubeJS
swifswaf: I don't entirely know if Sinytra Connector has anything to do with this, but I'm trying to edit the config of a cloud mod depending on the dimension the player is in. The code is from two different threads, but for some reason it can't recognize the setting I'm trying to change.
Directional block does not shift texture at all when axis is changed
ScarlettFrost: I'm probably missing something VERY obvious, but I'm not really sure what and I can't find the right info on the wiki
attack damage not changing on some weapons
Pie: I want all wooden weapons in my world to do no damage, yet it only works for wooden swords and nothing else in the spartan weapondry mod.
setting body rotation of an entity
Po: .setpitch() seems to alter the pitch of the head of an entity fine but .setYaw() doesn't work on the head or body for some reason
looking to add a recipe in the circut slicer from Extended AE
SwiftPawn35: i can seem to find the callback needed for the process for it, any ideas?
Using Fancy Menu and KubeJS to create a GUI for the Source Relays in Ars Nouveau
Rebel86: I would like to use Fancy Menu and KubeJS to create a GUI for the Source Relays in Ars Nouveau. I know that it's possible, and where to get started, but nothing about the more complicated details.
custom gui
Monkonpo: i have this custom gui for my power that i want to be used for the energy and health if anyone could help it would be very helpful and later on i also want to put a icon in the circle this is for a palladium kingdom hearts mod
curios editing
leon: i want to edit the nbt of a curios item but i dont know how because the player is wearing it
swing item in off hand
imBL4CK: I'm making an item similar to Flint and Steel, but with its own unique features. It's usable in the off-hand, but when used, it swings the main hand instead of the off-hand. Could someone help me with this?
Create Kubejs Keep NBT?
Berlium: I have a sequenced assembly that i use but idk if is possible for it to keep nbt when creating an item.
Trying to modify the harvest level of an existing block
AcaGamer5: I'm trying to modify an existing block from a mod to be at the wood mining level instead of stone. I've tried using hltweaker and kubejs, kubejs yielded results, but they weren't what I was trying to do.
Does Kubejs have support for editing/removing valid fuel sources for Create Bulk Blasting?
tehswordninja: In my specific case I want to remove lava as an option for any and all Bulk Blasting recipes, leaving only heated Blaze Burners as the way to do Bulk Blasting.
Recipe component key 'fluid' not found
radzo73: I'm working on backporting KubeJS integration for [Create Wells](https://github.com/radzo73/Create-Wells/tree/1.20.1-kubejs). However, any custom recipes don't get added, and the base recipes break with this error:
Need help with a block interaction (again)
Jay: Trying to have this consume the jar, play the sound, and shoot the message. but its not playing the sound... and if I have the sound event in it doesnt shoot the message unless I put it above the failing sound event.
BlockEvent.broken How to detect attached blocks/objects
jasonmbrown: I need to detect when a block is broken due to another block being broken.
Assets loading priority
Salad: hello, i was curious if there is a way to influence which assets gets loaded first and if the kubejs assets folder is "above" the normal resource packs
Create kubejs + Mekanism kubejs
GroeneWolf: So I made this little recipe with two version for superheated and normal heated. Both steel related. I wanted the super heated one to go twice as fast but when i time them ingame they're the exact same speeds. Ill paste the code down here.
Blacklist items from all creative tabs
UltraPuPower1: How would I go about getting a list of all creative tabs, so I can use `StartupEvents.modifyCreativeTab('mod:tab', event => {})` on all of them?
Detecting and interacting with "weird" block behavior
seven: Quickly prefacing this by saying that my knowledge on blockstates is close to zero (if even blockstates are what's going on here). I have a block that changes its model upon being interacted with. How would I get this block "behavior" and interact with it (apply it to an existing block, set a block with a specific "stage", etc.) in KJS?
Mining Power / Mining Power Requirement
Rherican: How do I edit a tool's mining power and a block's mining power requirement?
Looping with a for each using a struct that uses both items and tags, only items working
snarkbait66: I'm trying to redo the potionsmaster recipes to use oritech machines to make them a little harder. Potions master uses kubejs now to register it's items in a server script like this:
How would i Set a block on Fire
Owen: i specifically would like to set a block on fire, not the entity
How do I set a specific item to have a certain potion effect when equipped in KubeJS?
MC-Nirvana: So, does anyone know if KubeJS itself can perform this operation? I’ve seen tutorials that require PowerfulJS, but the latest version conflicts with Create 6.0.8+ and causes the game to crash. Plus, the author’s last update was six months ago.
Add kubjs specif auto-completion/suggestion on visual studio code
Alvring: https://www.youtube.com/watch?v=XEhrgorh7sw&list=PLbocrCqD3FS6An49Fswn8C0kHEolQmsmx&index=2 I'm following this tutorial, and i saw that when it enter for example Loot, the software automatically suggest Lootjs. How can i have that on my side to ?
Rotate Block hitbox
imBL4CK: Is it possible to do what a registered block does with kubejs and rotate its hitbox according to the facing?
Is there an event that detects when the server is reloaded?
swifswaf: Like with the /reload command. ServerEvents.loaded() doesn't do this.
Help with Entity Spawn Control (EntityJS)
MistaUnlucky: Yo, I'm tinkering with entity spawn control. And I was able to make it spawn to a specific biome (Mushroom Fields) but they seem to be spawning in too much in a short amount of time and not stopping (Comes to the point it spawns about 6k in like 2-5 minutes).
Modifying every item in a mod
Toastr125: Is there a way to loop through every item in a mod during startup ItemEvents? I have a particular mod where I want to make the same change to all of its items and I don't want to have to manually do it for each one if I don't have to
How to make a block behave like dripstones?
fereroroche: I'm making this pillar block which has similar properties to dripstones, with a base, middle and top.
Problem with ModID
Rimu': Hello, I'm making a Modpack and i have a problem with my modid, my custom items have the ID like this. If anyone has any idea how to fix this, I'd appreciate it.
how do i disable a specific enchanted book?
valurae: since they all have the same tag i'm having trouble figuring out how to do this
How to put Structure in data folder
Vnator (ping me 4 replies): I'm tring to load a custom structure into the game by putting it in the `kubejs/data/<namespace>/structure/` folder, but it isn't being read by dimensional dungeons or when I try to call `/place template <namespace>:structure`
custom entity and rotation
Po: i want to create a shield entity similar to the ISS shield spell but idk how to give an entity that type of colision using entityjs, also how do i set the yaw and pitch an an entity? is it;