RecipeManager
RecipeManager 2
Complex recipes made easy !
Features
NOTE: I will refer to some .html files in here, those files can be found in your /plugins/RecipeManager/ folder after you load the plugin the first time. The html files will also be updated automatically on new versions.
- Add new recipes (or remove existing ones):
- Shaped or shapeless recipes with optionally multiple results
- Furnace (+ Blast Furnace and Smoker) recipes with optional custom cook time and optional special fuel
- Fuel recipes with custom burning time or even random time from specified range
- Anvil, Brewing, Campfire, Stonecutting, and Compost recipes
- NEW: Grindstone and Cartography recipes with configuration for disabling default functionality
- See 'basic recipes.html' for more info.
- Making recipes more special with flags, featured flags:
- @permission to limit a recipe (or result) to specific permission node(s)
- @remove, @restrict and @override to remove/restrict/override existing recipes, including Minecraft recipes.
- @ingredientcondition to make extra requirements from ingredients like enchantments, ranged data values, stack amounts, etc
- @keepitem to keep an ingredient from using up and optionally damaging it in the process
- @modmoney/@reqmoney and their experience and level counterparts to require/give/take money/exp/level from crafter
- @cooldown to limit the usage of the recipe
- And a lot more, see 'recipe flags.html' for all of them including documentation.
- Flags can also be added to results to make them more special, some featured result flags:
- @cloneingredient to clone an ingredient's features over to the result, like data value, amount, enchantments, etc
- @itemname and @itemlore to edit a result's display name and description with colors
- @potionitem and @fireworkitem to design your custom potions and fireworks
- @getrecipebook to get a RecipeBook as result, ones generated by this plugin with recipes in them
- And a lot more, see 'recipe flags.html' for all of them including documentation.
- Flexible recipe files to add your recipes in:
- You can use any kind of spacing and letter casing you want in recipe files, also supports comments
- Design your file names and folder structure as you want in the 'recipes' folder
- Auto-generated recipe books with high customization:
- Pick which recipes to be added and to what volume
- Re-arrange them as you like
- Books that players have are automatically updated when edited by admin and reloaded
- For more information see 'recipe books.yml' file.
- Other features:
- Local documentation files for ease, the .html files that will be generated the first time you run the plugin
- Customizable settings, messages and item/data/enchant aliases in their respective YML files
- Supports Vault for economy and permission groups
- API for plugin developers, custom events and utility methods for most features
Installing or updating
- Download the latest version of the plugin
- Place the RecipeManager.jar file in the plugins folder and start/restart the server
- Now the plugins/RecipeManager/ folder is created which contains configuration files (.yml) and documentation files (.html)
Using the plugin
- Run the plugin at least once to allow the .html files to be generated, then start with 'basic recipes.html'.
- Plugin settings can be configured in "plugins/RecipeManager/config.yml"
- When you're done editing, type rmreload in server console to reload everything without a server restart.
- Commands and permissions can be found in 'commands & permissions.html' file.
Changelog
In the jar file, auto-extracted when first ran to plugins/RecipeManager/changelog.txt and on GitHub.
Having problems, found bugs ?
If you have any issues or found some bugs, please create a ticket. But first you should check other tickets if the issue has already been reported and then check out the Discord server below to ask for help.
Note: I don't support any previous versions other than the absolute latest, so if you used an older version, update and test again.
Source code
Source code is on github, feel free to look at it, improve on it and provide feedback: https://github.com/haveric/RecipeManager2 If you need, you can use code from my project but please provide credits to haveric and THDigi.
Support project
If you find my plugins useful and want to help support future development and faster updates, please consider donating and fueling my need for coffee:


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Posted Sep 12, 201307:32:48 [INFO] [DEBUG]Events.java:1390 findFurnaces() Loading error for chunk a t -23, 6, attempting workaround... 07:32:48 [SEVERE] Could not pass event ChunkLoadEvent to RecipeManager v2.0 org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.ja va:427) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav a:62) at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.j ava:477) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j ava:462) at net.minecraft.server.v1_6_R2.ChunkProviderServer.getChunkAt(ChunkProv iderServer.java:138) at net.minecraft.server.v1_6_R2.ChunkProviderServer.getChunkAt(ChunkProv iderServer.java:84) at net.minecraft.server.v1_6_R2.PlayerList.a(PlayerList.java:172) at net.minecraft.server.v1_6_R2.PlayerList.c(PlayerList.java:221) at net.minecraft.server.v1_6_R2.PlayerList.a(PlayerList.java:102) at net.minecraft.server.v1_6_R2.PendingConnection.e(PendingConnection.ja va:133) at net.minecraft.server.v1_6_R2.PendingConnection.d(PendingConnection.ja va:43) at net.minecraft.server.v1_6_R2.DedicatedServerConnectionThread.a(Dedica tedServerConnectionThread.java:41) at net.minecraft.server.v1_6_R2.DedicatedServerConnection.b(SourceFile:2 9) at net.minecraft.server.v1_6_R2.MinecraftServer.t(MinecraftServer.java:5 90) at net.minecraft.server.v1_6_R2.DedicatedServer.t(DedicatedServer.java:2 26) at net.minecraft.server.v1_6_R2.MinecraftServer.s(MinecraftServer.java:4 86) at net.minecraft.server.v1_6_R2.MinecraftServer.run(MinecraftServer.java :419) at net.minecraft.server.v1_6_R2.ThreadServerApplication.run(SourceFile:5 82) Caused by: java.lang.NullPointerException at org.bukkit.craftbukkit.v1_6_R2.inventory.CraftInventory.getItem(Craft Inventory.java:49) at org.bukkit.craftbukkit.v1_6_R2.inventory.CraftInventoryFurnace.getFue l(CraftInventoryFurnace.java:19) at ro.thehunters.digi.recipeManager.Furnaces.set(Furnaces.java:98) at ro.thehunters.digi.recipeManager.Events.findFurnaces(Events.java:1429 ) at ro.thehunters.digi.recipeManager.Events.chunkLoad(Events.java:1354) at sun.reflect.GeneratedMethodAccessor29.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.ja va:425)
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Posted Sep 12, 2013This is a great plugin, I've already written some "equipment upgrade" recipes for making better equipment slightly cheaper on resources, but there is a huge possibility of making minecraft more realistic and fun with crafting through the recipe flags and I have some ideas for that. I am wondering about several things though.
First, I don't exactly get the @setblock flag, does it actually change the block type of whatever you're crafting with or does it only change the visual material? I.E. if you change an anvil (will this work with an anvil?) to a crafting table will it drop a crafting table if you chop it with an axe or go, "Poof! It's actually an anvil!" and drop an anvil? If you don't set the noinv argument with this, it will "set the block at player location too" but which block is this? The one below the player or can it be one directly above or adjacent in another direction? Will the noinv argument just prevent the one item from being crafted, or will it disable the ability to craft items from the new block permanently after changing the block?
Is it possible to detect what kind of "crafting table" is being used and call another result or set of results based on that, or will it only work to differentiate between forge/fuel recipes and workbench/crafting table recipes by defining the type at the beginning of the recipe?
Is it possible to define a set of results based on a condition, and then have a completely different set based on another condition with a different "total probability"?
Finally, is it possible to create a formula to say for instance level 'z' enchanted book + level 'z' enchanted book = level 'z' + 1 enchanted book (up to its max level)? Or maybe even to detect what current enchantments a book or item has and combine two or more of them to create a stronger version? (specific version recipe rather than abstract)
tldr: I have a lot of questions about the possibilities, so if anyone knows whether this stuff is possible or if I would have to make source code changes I would appreciate it if anyone could point me in the right direction. I've programmed in Java and other languages for a few years so I'm not afraid of tweaking the source.
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Posted Sep 9, 2013@lordmalachi
If you want more specific help, try posting the relevant snippet(s) of your config(s) so I can help guide you. But for now, I'll do my best.
Why do that? That's completely redundant. Just specify "COAL:1" which is charcoal. Renaming plain coal to charcoal won't make it coal, the same way calling a goose a duck won't make it a duck. Unless you have some special reason to do this...
Make sure you throw in a colour code somewhere in there; if you want the name to remain white, use the "reset chat effect". This is to prevent the possibility that a player can rename their charcoal to "Coal Chunk" which is basically a form of duping.
Well, what did you try? The two things I would've tried are these (disregard the comments which have "#" in them):
If neither of these work, then you would either need to play around with the recipe flags until you find a solution, or it simply ain't possible. I've a feeling, syntactically, they should work, but given that fuels aren't actual recipes and aren't treated as such, the "rules" may not apply to them.
A "coal chunk" is a renamed charcoal, if I'm not mistaken. Just have the product set as "9 charcoal" or more precisely, "COAL:1:9", and rename this to "Coal Chunk" via the "@itemname" flag, like so:
If that doesn't work, I may have made a small mistake on my part, and you will probably have to tweak it a little to get it to work, but the general concept is there.
Now, as for replacing vanilla recipes with your own, try adding the "@override" flag to those recipes.
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Posted Sep 8, 2013So, I'm feeling pretty dumb, and the forum for this looks pretty empty. So anyone wanna give me a hand on redoing some vanilla things? I'm repurposing some items, charcoal and coal blocks specifically, to somewhat copy IC2's diamond production. I've set it up so smelting logs turns into coal with @name charcoal. And 9 coals makes a charcoal with @name Coal Chunk. I can't seem to change charcoal's fuel time. Moving up, 9 Coal Cunks now become a Coal Block. I also can't change the coal block's fuel time. Second issue is breaking things down. I can make the Coal Chunk break down into 9 coals, but I can't seem to make the coal block break down into 9 chunks. I'm currently just breaking it into 81 coals as a substitute.
I know I'm doing something wrong in the area of removing the vanilla recipes, I just don't know what, or how to fix it...
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Posted Sep 7, 2013I guess it's this plugin's biannual hiatus coming about. :P
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Posted Aug 28, 2013@altobo123
If you're old-fashioned like I am, and prefer to use a more "stable" crafting recipe, I'd utilise damage values instead of item names (via NBT tags). Then combine that with Item Renamer. There's a lot of subtle issues you can experience by using names that you won't experience using damage values. In short, damage values are a more secure (and easier) way of introducing "new" items.
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Posted Aug 28, 2013@Folas1337
No problem. :)
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Posted Aug 28, 2013@jhs232
My big mistake then. There must have been a bug in 2.0beta... Thanks for the hind.
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Posted Aug 28, 2013@altobo123
No, but it's possible via multiple recipes. Minecraft does not support an amount of ingredients per slot (in the crafting grid) that is higher than 1. This means that you can't create recipes with more than 9 items.
First off, you'd want to remove the normal recipe for TNT (as you don't want people making TNT the easy way).
Then (this is just an example) you make a recipe for what we can call a "Gunpowder Brick":
This allows you to combine to gunpowder into a gunpowder brick. Next off we make the following recipe, which is for what we can call a "Gunpowder Block"
This then combines 5 "Gunpowder Bricks" into a "Gunpowder Block". Now you've used 10 Gunpowder to make 1 "Gunpowder block". Now, we'll use these "Gunpowder Blocks" to make 1 TNT:
This makes a TNT as you would normally, however it uses "Gunpowder Blocks" (item 36) instead of the gunpowder. Now TNT requires 50 gunpowder and 4 sand in order to be made. Do note that if you only want 2 recipes instead of 3, that is possible, but then TNT will only require 45 gunpowder (actually up to 81, but I'm assuming you only want 5 items that are acting as gunpowder, and not more). Now if you download the plugin and read the .html files, you'll learn a lot more about this plugin and how it works.
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Posted Aug 28, 2013Hello, sorry for bothering, but is there any way to change the TNT recipe from 5 powder to 50? 10 each from the 5 ( 5x10)?
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Posted Aug 28, 2013@CommodoreAlpha
When I did it, it returned a poison splash potion with the following lore:
Fire Resistance III (1:20) Strength potion.potency.4 (1:20) Speed II (1:20)
So lore DOES come up on custom potions. I used the following:
Note: Level 4 strength grants + 650% attack damage. Potion scales are exponential.
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Posted Aug 28, 2013@Folas1337
I tried it with version 2.0 (NOT beta), craftbukkit 1.6.2 and this:
works perfectly. It's probably because you have 2.0beta and not 2.0. Update the plugin and it should work. I've linked a screenshot, to proove that it actually works.
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Posted Aug 27, 2013@Folas1337
I see you've either ignored or missed my response to your comment. No worries, I'll repost it again. :)
"Unfortunately, I have no experience with using the @potionitem flag. You could try my example to see if it works, but I doubt it will. :|
And just a heads up warning, I believe (not sure though) level one Strength increases your firepower by 130%, so... watch out for that. You might end up increasing player melee firepower by 520%, if my guess is right. Also, you'll want to add the "@lore" flag (or something related) if you want the other potion effects to show up within the lore. Otherwise it won't show up in the lore, but the effects will still (probably) be there."
Also, just because you get a water bottle doesn't mean the process is broke. Have you tried drinking it? Or did you assume it was "just" a water bottle? Thorough testing is always a helpful habit. I'm not saying you're wrong however, I just wanted to point these things out.
Anyhow, remember that if you don't define the "basic potion type", it will appear as a water bottle, and the basic potion type determines the potion's colour. This is taken directly from the documentation, though I don't know how true it may be in your case.
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Posted Aug 27, 2013@jhs232
The problem is that this "so easy" recipe does not work in practice...
I just put that in my crafting txt but all it gives me is a water bottle, try it yourself.
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Posted Aug 27, 2013@Folas1337
Here you go:
Not saying I/somebody else wont help you next time, but maybe you should have read the .html files and the errors in the console. This is even an easy recipe.
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Posted Aug 27, 2013I'll try posting my question again because the answer didn't work:
I want to make recipe for a potion which should give "Fireresist III 1:20", "Strength IV 1:20" and "Speed II 1:20" how do I do that exactly? I've tried to work with the @potionitem flag but never got it to work really. If someone could paste the recipe I'd appreciate it a lot :D
What I have so far is:
but this just doesn't want to work. :(
I think it's a bug or something that doesn't allow it to work :D
/ver RecipeManager -> 2.0beta
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Posted Aug 27, 2013Nailed it !
So now it works. If height < 200 the two top recipes are ignored, it shows the first item (318:1364 =0% ) but always explode.
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Posted Aug 27, 2013@Blacklands
Understood. Thank you for your time. If I find any way to make this work, I'll tell you. ;)
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Posted Aug 26, 2013@flatbmx
Just tried it with Chainmail Boots, and it worked fine. /rmextract yielded this recipe:
So I added this:
Could it be that you accidentally did not add the asterisk (*) after the "fire" blocks? Because without them, it most likely wont work because it isn't the exact same recipe as in vanilla MC then.
@Merlimont
I'm sorry, but I can't help you with that because just from looking at it, I don't see what's wrong with it. I agree that it should work, so most likely you've got the order of the flags and results wrong, but I don't have the time to try finding a working recipe at the moment. :/
I suggest you just try out some different setups of the recipe and maybe you'll find the right one. Maybe I can also try it out later when I've got more time.
Of course, it could also be that you've found another one of the numerous bugs and/or things that don't work as intended in the plugin, and there is no way to make it work. I really don't know without trying it myself.
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Posted Aug 26, 2013@Merlimont
I have done the disable/override method but it still says it cannot find the specified recipe.