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KubeJS Create
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KubeJS Create

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KubeJS Create integration

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Create-focused
Mod Addon
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Forge
NeoForge
Fabric
Minecraft

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4.5
smeagle-0

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Posted: June 1, 2026 at 11:30:04 PM UTC
MC 1.21
The version(s) the reviewer played
Performance
4.0

Adds some very well documented create compatibility for KubeJS. Supports all crafting means from create and reload capability.

Only not 5 stars due to the lack of Mysterious Conversion support

2
0
Last edited: June 1, 2026 at 11:31:41 PM UTC
4.5
smeagle-0

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: June 1, 2026 at 11:30:04 PM UTC
MC 1.21
The version(s) the reviewer played
Performance
4.0

Adds some very well documented create compatibility for KubeJS. Supports all crafting means from create and reload capability.

Only not 5 stars due to the lack of Mysterious Conversion support

2
0
Last edited: June 1, 2026 at 11:31:41 PM UTC
4.5
smeagle-0

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: June 1, 2026 at 11:30:04 PM UTC
MC 1.21
The version(s) the reviewer played
2
0

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Project Details

Type
Mod
License
GNU Lesser General Public License v3.0 only
Latest Version
KubeJS Create NeoForge 2101.3.1-build.18
Authors
CurseForge
Modrinth

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Description

  1. 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 array. It can be either items or fluids
Input doesn't have to be 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

- createSequencedAssembly

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'))

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'))

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