GroovyScript
Rank 182
Rank 113 among mods

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GroovyScript

By brachyOwner , Rongmario
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2 ratings (67%) · 4.5★
1 rating (33%) · 5.0★
0.5★ 5★
Gameplay
0.0
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0.0
Performance rating distribution
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3.0★ (no reviews)
1 review (100%) · 3.5★
4.0★ (no reviews)
4.5★ (no reviews)
5.0★ (no reviews)
0.5★ 5★

A powerful scripting mod like CraftTweaker or KubeJS based on Groovy.

No Theme
No Genre
QoL & Tweaks
Modpack Customization Tool
API/Library
Mod Loaders
Forge
Minecraft

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4.5
Wizzerinus

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Total 100 hrs MC 1.12
The version(s) the reviewer played
Performance
3.5

Absolutely phenomenal mod for modpack developers. For complex packs it is very important that you can program stuff in a sane way, allow code reuse etc. and Groovyscript supports that much better than every other scripting mod, while not making learning the baseline hard. Having builtin support for every major mod is icing on the cake. I also had good amount of fun contributing more support stuff. The only issue is that sometimes old stuff is incompatible because the mod periodically breaks its public API, but even then the lead dev often would go out of his way to contribute an update to another mod updating its API if possible

0
0
Posted July 25, 2026 at 8:02:18 PM UTC
4.5
Wizzerinus

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 100 hrs MC 1.12
The version(s) the reviewer played
Performance
3.5

Absolutely phenomenal mod for modpack developers. For complex packs it is very important that you can program stuff in a sane way, allow code reuse etc. and Groovyscript supports that much better than every other scripting mod, while not making learning the baseline hard. Having builtin support for every major mod is icing on the cake. I also had good amount of fun contributing more support stuff. The only issue is that sometimes old stuff is incompatible because the mod periodically breaks its public API, but even then the lead dev often would go out of his way to contribute an update to another mod updating its API if possible

0
0
Posted July 25, 2026 at 8:02:18 PM UTC
4.5
Wizzerinus

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

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About reputation ranks
Posted July 25, 2026 at 8:02:18 PM UTC
Total 100 hrs MC 1.12
The version(s) the reviewer played
0
0
5.0
kasapin1997

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MC 1.12
The version(s) the reviewer played

Completely replaces crafttweaker among other things, can do anything. Thing that definitely makes it superior is ability to reload scripts while ingame.

0
0
Posted July 25, 2026 at 7:39:47 PM UTC
5.0
kasapin1997

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
MC 1.12
The version(s) the reviewer played

Completely replaces crafttweaker among other things, can do anything. Thing that definitely makes it superior is ability to reload scripts while ingame.

0
0
Posted July 25, 2026 at 7:39:47 PM UTC
5.0
kasapin1997

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
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Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted July 25, 2026 at 7:39:47 PM UTC
MC 1.12
The version(s) the reviewer played
0
0
4.5
Enderman

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Total 100 hrs MC 1.12
The version(s) the reviewer played

You would need CraftTweaker and a billion add-ons to mimic all the features groovyscript ships by default. Only thing missing for now are mixins. Hope these will become a feature in the near future. It also comes with its own resource loader so no need for another one, when making a modpack.

Also as a developer myself adding support for groovyscript is much easier in comparison to CraftTweaker.

1
0
Posted July 13, 2026 at 2:59:26 AM UTC
4.5
Enderman

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 100 hrs MC 1.12
The version(s) the reviewer played

You would need CraftTweaker and a billion add-ons to mimic all the features groovyscript ships by default. Only thing missing for now are mixins. Hope these will become a feature in the near future. It also comes with its own resource loader so no need for another one, when making a modpack.

Also as a developer myself adding support for groovyscript is much easier in comparison to CraftTweaker.

1
0
Posted July 13, 2026 at 2:59:26 AM UTC
4.5
Enderman

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted July 13, 2026 at 2:59:26 AM UTC
Total 100 hrs MC 1.12
The version(s) the reviewer played
1
0

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Available Platforms

Compatibility

Supported Environments

Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
GNU Lesser General Public License v3.0 only
Latest Version
GroovyScript − 1.4.3

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Modrinth ID

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About

Description

A scripting / tweaking mod that allows you to alter various game mechanics without having to set up a mod.

Most of the time it is used to create new recipes.

Here are some key features of GroovyScript (short GrS):

Features:

  • 1. Groovy: a powerful and tested scripting language
  •    - Java-compatible syntax + interoperable code
    •    - Static compilation
    •    - Optional dynamic typing
    •    - Metaprogramming
    • 2. Sandboxed: scripts are effectively ran in a sandbox, with sensitive operations blacklisted from being called or referenced
    • 3. Reloading: able to test script changes within the game without restarting
    •    - Most if not all Forge Registry objects can be reloaded on the fly
    •    - Most mod registries are supported natively
    • 4. Events: Easily listen to Forge's EventBuses with Groovy Closures
    • 5. Familiarity: Bracket handlers for those that are familiar with CraftTweaker (currently implemented, may be removed in the near future)
    • 6. Informational: commands to display rich information for the item in your hand and more
    • 7. Optimized: Making sure no compromises are being made while delivering features with efficient code
    • 8. API: Great catalogue of code for other mod authors to make their mods compatible with GroovyScript such as package/class/method/field blacklists

Mod Compat

Technically there is already mod compat for every mod possible, since you can access all code directly. However GroovyScript does add helper methods to make everything cleaner and easier.

Reloading for recipe registries must be implemented manually by us and its very tedious. We currently support a few mods for reloading recipes, but we would very much appreciate if anyone can help adding compat and/or writting wiki pages.

FaQ

Does it have support for X mod? Can do X from X mod?

  • Groovy can access almost every java code. This means almost everything is "supported", if you know how to do it. Stuff like recipes are not reloadable. We would need to add support manually for that specific recipe type.

Can you add support for X mod?

  • Probably. We intent to make it work with pretty much every mod. If your desired mod is not yet supported you can ask us about it on the Discord.

Why is the mod file so large?

  • In order for the mod to work we need to inlcude the Groovy libraries, which are decently sized.

Is this compatible with CraftTweaker and KubeJS?

  • Yes, but there is no point in doing that (exept that CraftTweaker currently supports more mods.)

Why would i use this over CraftTweaker?

  • All the reasons are mention above in the Features. Being able to reload scripts on the fly is the biggest argument for GroovyScript imo.

Join our Discord

Official Wiki

A scripting / tweaking mod that allows you to alter various game mechanics without having to set up a mod.

Most of the time it is used to create new recipes.

Here are some key features of GroovyScript (short GrS):

Features:

  1. Groovy: a powerful and tested scripting language
    • Java-compatible syntax + interoperable code
    • Static compilation
    • Optional dynamic typing
    • Metaprogramming
  • Sandboxed: scripts are effectively ran in a sandbox, with sensitive operations blacklisted from being called or referenced
  • Reloading: able to test script changes within the game without restarting
    • Most if not all Forge Registry objects can be reloaded on the fly
    • Most mod registries are supported natively
  • Events: Easily listen to Forge's EventBuses with Groovy Closures
  • Familiarity: Bracket handlers for those that are familiar with CraftTweaker (currently implemented, may be removed in the near future)
  • Informational: commands to display rich information for the item in your hand and more
  • Optimized: Making sure no compromises are being made while delivering features with efficient code
  • API: Great catalogue of code for other mod authors to make their mods compatible with GroovyScript such as package/class/method/field blacklists

Mod Compat

Technically there is already mod compat for every mod possible, since you can access all code directly. However GroovyScript does add helper methods to make everything cleaner and easier.

Reloading for recipe registries must be implemented manually by us and its very tedious. We currently support a few mods for reloading recipes, but we would very much appreciate if anyone can help adding compat and/or writting wiki pages.

FaQ

  • Does it have support for X mod? Can do X from X mod?

    Groovy can access almost every java code. This means almost everything is "supported", if you know how to do it. Stuff like recipes are not reloadable. We would need to add support manually for that specific recipe type.

  • Can you add support for X mod?

    Probably. We intent to make it work with pretty much every mod. If your desired mod is not yet supported you can ask us about it on the Discord.

  • Why is the mod file so large?

    In order for the mod to work we need to inlcude the Groovy libraries, which are decently sized.

  • Is this compatible with CraftTweaker and KubeJS?

    Yes, but there is no point in doing that (exept that CraftTweaker currently supports more mods.)

  • Why would i use this over CraftTweaker?

    All the reasons are mention above in the Features. Being able to reload scripts on the fly is the biggest argument for GroovyScript imo.

Join our Discord

Official Wiki

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~720,000
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