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Addon Templates
These are complete source starter projects, not extra mod jars to drop into
mods/. Download and unzip one into a working directory, then follow its README.
Both target Divinity Engine 1.12, Forge 1.20.1 / 47.4.2.
Use the full 1.12 bundle for the Java project, not an older or slim jar.
| Project | Download | What you get |
|---|---|---|
| JSON + KubeJS | Download starter ZIP | Aster god/statue, JSON blessing/trial, working server callback, translations, installation layout and focused script tests |
| Java / Forge | Download starter ZIP | Standalone Gradle project, wrapper, local dependency importer, Haven god/statue, Java blessing, trial, recipe and translations |
Checksums and file inventory
identify each archive. Source lives in
templates/.
The ZIPs contain no game saves, cached dependencies, Minecraft binaries, or API keys.
The Java archive includes the Gradle wrapper and its third-party license notices.
Starter example code is MIT-licensed for reuse; that permission does not extend
to the separately obtained game or library dependencies.
JSON + KubeJS: you want an addon/modpack without compiling Java. JSON declares your IDs, god, blessing metadata and phased trial. KubeJS programs the blessing's custom server behavior. Install KubeJS, Rhino and Architectury separately; Divinity does not bundle them. Follow the complete JSON + KubeJS tutorial.
Java: you want arbitrary Forge events, custom god or trial logic, curses, objective handlers or renderers. The starter imports development dependencies from a full Divinity jar you already obtained, so private Maven repositories are not required. JDK 17 is required. Follow the complete Java tutorial.
The examples use different god namespaces. Still choose one route for your own content: never register the same god or blessing through both JSON and JavaScript or Java. Neither starter automatically creates a story, shrine worldgen, or mechanical specialization merely because a god exists. Those are explicit next steps in Stories and Upgrades and Assets and Localization.
| Route | Development input | Player/server deliverable |
|---|---|---|
| JSON + KubeJS | The editable starter folder | Documented instance-folder overlay, with matching definitions on both sides, scripts on server and resource pack on clients |
| Java | The Gradle source project | Reobfuscated addon jar from build/libs/, installed on both sides with the full Divinity bundle |
Do not redistribute other mods without their licenses permitting it. Tell users which dependencies to obtain and which exact builds you tested. Keep personal worlds out of development and distribution folders.
From the Divinity source repository, python3 tools/package_addon_templates.py
rebuilds the two deterministic ZIPs and inventory. Use --check to verify that
committed downloads match the source. The packaging script explicitly excludes
development outputs and imported dependency jars. It does not compile or test
Minecraft; see each tutorial's verification checklist.