Origins JS
ModKubeJS integration for Origins.
Type
Mod
Modrinth Downloads
89
Modrinth ID
zDlbRi3N
Last Updated
Jun 1, 2026
Description
Origins JS
This is a KubeJS integration for Origins (NeoForge), allowing you to manage origins and powers via KubeJS.
Note: This is my first time to make a KubeJS addon, most code written by DeepSeek and reviewed by my self. So if you think some APIs are weird or not well-designed, please let me know.
Features
- Origin & Power Management: Grant, revoke, and check origins/powers from JS scripts.
- Custom Actions: Define EntityAction, BlockAction, ItemAction, BiEntityAction in JavaScript.
- Custom Conditions: Define EntityCondition, BlockCondition, ItemCondition, BiEntityCondition, BiomeCondition, DamageCondition, FluidCondition in JavaScript.
- Custom Powers: Create fully scripted Power types with JS callbacks (grant, revoke, tick, active, inactive).
- Data-Driven: All custom types can be referenced in JSON datapacks using the origins_js: namespace.
- Parameters Support: Pass custom parameters from JSON to your JS callbacks for dynamic behavior and high reusability.
Dependencies
Quick Start
1. Install all dependencies, then place your .js scripts in kubejs/server_scripts/.
2. Basic Usage
// Get the holder for a player or entity let holder = OriginsJS.getHolder(event.player); // Manage origins & powers holder.grantPower("origins:origin", "origins:fire_immunity"); holder.revokePower("origins:origin", "origins:climbing"); holder.setOrigin("origins:origin", "origins:human"); // Check state if (holder.hasPower("origins:fire_immunity")) { /* ... */ } if (holder.hasOrigin("origins:human")) { /* ... */ }See examples for more examples including custom actions, conditions, and powers.
Documentation
- API Reference — full type table, HolderWrapper API, and static shortcut methods
- Examples — code examples for origins/powers, custom actions, conditions, and powers
Compatibility
Mod Loaders
Game Versions
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