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The Crush recipe type is what the Drygmy uses when it breaks down items or blocks into loot. With KubeJS you can define exactly what a crushed input produces.
Basic Crush Recipe
Call event.recipes.ars_nouveau.crush(input, lootTable, dropInWorld). The input is the block or item being crushed, given as an ID string. The loot table is an array of entries — each entry can be a plain item or an object with a chance and maxRolls field. For example, Item.of("minecraft:sand").withChance(0.5) gives a fifty-percent drop, and adding maxRolls lets the same entry roll multiple times. The final boolean decides whether drops spawn in the world or go straight into an inventory.
Controlling Drops
- Mix guaranteed drops (plain items) with chance-based ones for interesting loot.
maxRollsmultiplies how many times that entry is rolled, so a low-chance item with several rolls becomes common.- Keep the loot table short; overly long tables make balancing hard.
After saving, run /reload. Test by feeding the input to a Drygmy setup and confirm the drops match what you scripted. If nothing drops, verify the input ID matches the exact block or item being processed.








