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@mcm
Last active November 13, 2024 16:02
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/*
For use with KubeJS. Allows for filling jetpacks and tanks via Spouts in Create.
Also depends on PowerfulJS.
Save this as a startup_script in your KubeJS directory.
Capacity is mapped in a way that is equivalent to manual filling, e.g. each bucket
fills by 100.0 "units", so a small tank requires 8 buckets to fill, and a large
tank requires 32 buckets to fill.
You'll also need to create two new fluid tags, `create_sa:jetpack_water` and
`create_sa:jetpack_fuel`. Basic versions of the files needed are included, you can
add these to `kubejs/data/create_sa/tags/fluids` inside your Minecraft game
directory.
*/
var tanks = [
{'id': 'create_sa:small_filling_tank', 'type': 'water', 'capacity': 8000},
{'id': 'create_sa:medium_filling_tank', 'type': 'water', 'capacity': 16000},
{'id': 'create_sa:large_filling_tank', 'type': 'water', 'capacity': 32000},
{'id': 'create_sa:small_fueling_tank', 'type': 'fuel', 'capacity': 8000},
{'id': 'create_sa:medium_fueling_tank', 'type': 'fuel', 'capacity': 16000},
{'id': 'create_sa:large_fueling_tank', 'type': 'fuel', 'capacity': 32000},
]
var jetpacks = [
{'id': 'create_sa:andesite_jetpack_chestplate', 'type': 'fuel'},
{'id': 'create_sa:brass_jetpack_chestplate', 'type': 'both'},
{'id': 'create_sa:copper_jetpack_chestplate', 'type': 'water'},
]
ItemEvents.modification(event => {
tanks.forEach((tank) => {
event.modify(tank['id'], (item) => {
item.attachCapability(
CapabilityBuilder.FLUID.customItemStack()
.withCapacity(tank['capacity'])
.onFill((container, fluid, simulate) => {
if (tank['type'] == 'water' && !fluid.hasTag(`create_sa:jetpack_water`)) {
return 0
} else if (tank['type'] == 'fuel' && !fluid.hasTag(`create_sa:jetpack_fuel`)) {
return 0
}
let nbt = container.getOrCreateTag()
let stock = nbt.getDouble('tagStock') * 10.0
let amount = fluid.getAmount()
if (fluid.hasTag(`create_sa:jetpack_fuel`) && tank['type'] == 'fuel') {
// TODO: Strong and weak fuels
/* if (fluid.hasTag(`create_sa:weak_jetpack_fuel`)) {
amount /= 2
} else if (fluid.hasTag(`create_sa:strong_jetpack_fuel`)) {
amount *= 2
} */
}
let filled = Math.min(amount, tank['capacity'] - stock)
if (!simulate) {
nbt.putDouble('tagStock', (stock + filled) / 10.0)
container.setNbt(nbt)
}
return filled
})
)
})
})
jetpacks.forEach((jetpack) => {
event.modify(jetpack['id'], (item) => {
item.attachCapability(
CapabilityBuilder.FLUID.customItemStack()
.withCapacity(16000)
.onFill((container, fluid, simulate) => {
let nbtKey = null
if ((jetpack['type'] == 'water' || jetpack['type'] == 'both') && fluid.hasTag(`create_sa:jetpack_water`)) {
nbtKey = 'tagWater'
} else if ((jetpack['type'] == 'fuel' || jetpack['type'] == 'both') && fluid.hasTag(`create_sa:jetpack_fuel`)) {
nbtKey = 'tagFuel'
} else {
return 0
}
let nbt = container.getOrCreateTag()
let stock = nbt.getDouble(nbtKey) * 10.0
let amount = fluid.getAmount()
let filled = Math.min(amount, 16000 - stock)
if (!simulate) {
nbt.putDouble(nbtKey, (stock + filled) / 10.0)
container.setNbt(nbt)
}
return filled
})
)
})
})
})
{
"values": [
"minecraft:lava"
]
}
{
"values": [
"minecraft:water"
]
}
@mcm
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mcm commented Nov 10, 2024

@Herozia-Wrier do you have PowerfulJS installed?

@Herozia-Wrier
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I forgot to install it, then I did install it the games does not longer crash but the tank or jetpack aren't refilled by the spout, the log state that your script did start :
image
image
i did create the fuel and water tag for the other script to use put it in the right folder and also put the refilling script in the startup script but nothing seem to work (: ty for the help you are providing it's really nice of u (:

@mcm
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mcm commented Nov 11, 2024

Hey sorry, looks like that instruction wasn't particularly clear. The folder doesn't need "directory" in the name. Try renaming "fluids directory" to just "fluids" and restart, see if that works.

@Herozia-Wrier
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men ty so much it work perfectly fine, that's so much better

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