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KubeJS Visual Editor
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Visual editor for KubeJS with support for most popular tech mods.
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Description
KubeJS Visual Editor Usage Guide
Author: LiangYing_FX
Minecraft 1.21.1 · NeoForge 21.1.x
Currently in the development phase; Vanilla and MEK should work as expected.
Made by DeepSeek.
What is this
An in-game visual recipe editor for KubeJS. Pick a mod, pick a recipe type, fill in the items, watch the script generate live, then write it into kubejs/server_scripts/. It can also register custom items with your own PNG texture.
Installation
-
Install NeoForge 1.21.1 and KubeJS 2101.x
-
Drop
kubejs-editor-0.1.0.jarintomods/ -
Install the matching KubeJS addon for the mod you want to edit (e.g. KubeJS-Mekanism for Mekanism)
-
Launch the game
Mods without their addon are marked with
*in the list.
Opening the editor
Press K by default. Rebind it in Options → Controls → Key Binds.
Workflow
-
Pick a mod on the left, a recipe type in the middle
-
Fill the fields on the right; fields with
...open the item picker (search by id or name) -
You can also drag ingredients straight from JEI onto a field or a crafting slot
-
The preview below updates live
-
Use "Add to Queue" to collect several entries, or hit "Save All"
-
Run
/reloadin game
Crafting grid
Shaped recipes use a 3×3 grid plus an output slot. The pattern is derived automatically: identical items share a letter, empty cells become spaces. Right-click a cell to clear it.
Where files go
One folder per mod, one file per recipe type, so a broken file only affects itself. Saving is a merge: the existing file is parsed back, duplicates are skipped, then rewritten. Nothing gets wiped.
kubejs/server_scripts/visual/mekanism/crushing.js kubejs/server_scripts/visual/create/mixing.js kubejs/server_scripts/visual/minecraft/shaped.js kubejs/server_scripts/visual/removals.js ← all removals are collected here
Removing recipes
Pick the recipe type, fill the input item, press "Delete Recipe" and save. It emits event.remove({ type: '...', input: '...' }) into visual/removals.js.
Registering items
-
Press "New Item" at the top
-
Fill namespace, item name, display name
-
Drop a PNG into
kubejs_editor/imports/, then pick it with "Pick PNG" -
Saving writes
kubejs/startup_scripts/editor_items.jsand copies the image tokubejs/assets/<ns>/textures/item/<name>.png -
Restart the game — startup scripts are not reloaded by
/reload
The client runs headless, so there is no system file dialog; textures are picked from a folder.
Changes panel
"Changes" at the bottom-left lists every modified script, including hand-written ones. All of them have a delete × on the right. Text-range deletion keeps your comments and formatting intact. There is a search box at the top.
| Color | Source | Deletable |
|---|---|---|
| Green | Generated by this mod | ✓ |
| Blue | Your hand-written scripts | ✓ (deletes only that text range, keeps comments and formatting) |
| Yellow | Registered items | ✓ |
| Grey | Calls we cannot model (event.custom etc.) |
✓ |
Supported mods
12 groups, 86 recipe types: Vanilla, Mekanism, Create, AE2, Modern Industrialization, Evolved Mekanism, Mekanism Sun, MekMM, Occultism, EnderIO, Powah, Oritech.
Adding your own mods
Drop JSON into config/kubejs_editor/, ship resources/kubejs_editor/recipes.json inside another mod, or call KubeJSEditorApi from a KubeJS script. See README for the format. Always name files after the English id, never the translated UI label.
Troubleshooting
Recipe does nothing
-
Is the matching KubeJS addon installed?
-
Check
logs/latest.logforUnknown recipe type -
Run
/reloadand watch the chat for errors
JEI panel missing
-
JEI must be installed and not covered by another screen
-
The first time you open the editor it may not show; open the item picker once and go back to refresh
UI is English
-
Follows the game language; both
zh_cnanden_usare provided
KubeJS Visual Editor 使用说明
作者: LiangYing_FX
Minecraft 1.21.1 · NeoForge 21.1.x
目前正在开发阶段,原版以及 MEK 应该可以正常使用。
由 deepseek 制作。
这是什么
游戏内的 KubeJS 可视化配方编辑器。不用手写 JS,选模组、选配方类型、填物品,实时生成脚本并写入 kubejs/server_scripts/。还能注册自定义物品(带本地贴图)。
安装
-
安装 NeoForge 1.21.1 和 KubeJS 2101.x
-
把
kubejs-editor-0.1.0.jar放进mods/ -
想编辑哪个模组的配方,就装对应的 KubeJS 附属(例如 Mekanism 需要 KubeJS-Mekanism)
-
启动游戏
没装附属时,对应模组在列表里会带
*。
打开界面
默认按 K。可在「选项 → 控制 → 按键绑定」里改。
工作流
-
左列选模组,中列选配方类型
-
右侧填参数;带
...的字段可以打开物品选择器(搜索 ID 或名称) -
也可以直接从 JEI 把物品拖到输入框或九宫格上
-
下方预览实时更新
-
点「加入队列」攒多条,或直接「保存全部」
-
游戏里
/reload生效
工作台九宫格
有序合成是 3×3 网格 + 输出槽。图案由编辑器自动推导:相同物品自动共用字母,空格自动留空。右键格子清空。
保存到哪
按模组分文件夹、按配方类型分文件,一个文件坏了只影响它自己。保存是合并的:读已有文件、解析回配方、去重后重写。不会覆盖你之前保存的内容。
kubejs/server_scripts/visual/mekanism/crushing.js kubejs/server_scripts/visual/create/mixing.js kubejs/server_scripts/visual/minecraft/shaped.js kubejs/server_scripts/visual/removals.js ← 所有删除操作集中在这里
删除配方
选好配方类型,填上输入物品,点「删除配方」,再保存。会生成 event.remove({ type: '...', input: '...' }),全部集中到 visual/removals.js。
注册物品
-
顶部「注册物品」
-
填命名空间、物品名、显示名
-
把 PNG 放进
kubejs_editor/imports/,点「选择 PNG」从中挑 -
保存后会生成
kubejs/startup_scripts/editor_items.js,并把图片复制到kubejs/assets/<ns>/textures/item/<name>.png -
必须重启游戏,startup 脚本不走
/reload
客户端是 headless 的,系统文件对话框用不了,所以用目录选择。
已更改面板
左下角「已更改」,列出所有被改过的脚本——包括你手写的。右侧都有删除 ×。按文本范围删除时会保留注释和排版。顶部有搜索框,可按配方名、物品名、文件名过滤。
| 颜色 | 来源 | 可删 |
|---|---|---|
| 绿 | 编辑器生成的 | ✓ |
| 蓝 | 你手写的脚本 | ✓(只删那一段文本,保留注释和排版) |
| 黄 | 注册的物品 | ✓ |
| 灰 | 解析不了的调用(event.custom 等) |
✓ |
支持哪些模组
内置 12 组、86 种配方类型:Vanilla、Mekanism、Create、AE2、Modern Industrialization、Evolved Mekanism、Mekanism Sun、MekMM、Occultism、EnderIO、Powah、Oritech。
加别的模组
把 JSON 放进 config/kubejs_editor/,或写进别的 mod 的 resources/kubejs_editor/recipes.json,或从 KubeJS 脚本调 KubeJSEditorApi。格式见 README。命名文件用英文 id,不要用界面上的翻译名。
常见问题
配方没生效
-
对应模组的 KubeJS 附属装了吗?
-
看
logs/latest.log有没有Unknown recipe type -
试
/reload后看聊天栏是否报错
JEI 不显示
-
需要 JEI 已安装且未被其他界面遮挡
-
打开编辑器第一次可能不显示,进一次物品选择器再返回可刷新
界面是英文
-
跟着游戏语言走;
zh_cn和en_us都有
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