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 Jul 7, 2016@TheClubMC
You can't set a specific slot for a shaped craft (at least with this plugin, I can't remember offhand if vanilla does the same behavior). RecipeManager will reduce the size to the smallest needed size so that the shape can be applied anywhere and not be confusing to the end users creating the recipes.
Shift click does work for multiple crafting, but it is disabled on some more complex flags, such as ingredient condition as the results are too complex to handle at this time.
I could probably add an option to toggle the display of those, but they were added to help end user's to be aware of what's happening when crafting items. Is there a particular reason you'd like them hidden, such as a custom message?
item-datas.yml explains what it does in the header of the file. If you are not using a modded server (client side mods, not server), you can most likely ignore that file altogether.
@Draconic_Flame The best way right now would be to use @command with the MoreItems command: /mi create <Item Identifier> and then add the @noresult flag to prevent the normal item being created.
I don't have any plans to add other plugin support at this time, but I'm working on making the plugin more extendable so that in the future, there can be addons to RecipeManager that work to add that kind of functionality.
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Posted Jul 7, 2016Hello. I was wondering if you could add an option to craft an item from the MoreItems plugin. Yes, it already has a recipe creator, but it would be nice to be able to use all of the RecipeManager flags such as only being able to craft the "ThunderSword" when it was storming. Or being able to summon a mob. Speaking of which, you should consider being able to summon mobs from the MythicMobs plugin.
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Posted Jun 24, 2016Hello, First of all it's excellent plugin and I need some help and advice. Recipe Config
As you can see in the pastebin link, I tried to make diamond enchant recipe and use them to craft the diamond sword. It seem to work but I was wondering and have a few question.
Thank you and sorry for my bad English.
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Posted Jun 23, 2016@Francis502
It's a complicated issue that I haven't found a perfect solution for yet. Vanilla Minecraft only supports material and data for recipes, so whenever a recipe is created with extra conditions such as your case, the conditions should be caught and handled by RecipeManager, but any material and data that matches will still produce the base result (ignoring any RM conditions). I think it will need to have partial multi-result support implemented in order to handle things differently, but it still wouldn't be a perfect solution.
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Posted Jun 23, 2016I read that bukkit doesn't check for item names or lore, only item id and data, on furnace recipes. Tried this. Doesn't work. Doesn't matter the head, as long as it is a player head it gives me an emerald (which doesn't have any name nor lore, idk why lol)
So, is there anything you could do to make it check for names and lore, or is it a bukkit problem and only spigot could do something?
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Posted May 22, 2016@xH3LLRAIZ3Rx
I don't believe there is a way to make any item consumable. This might make more sense as an extension plugin in the future though.
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Posted May 21, 2016@negrocarnecaliente
Use air instead of null.
That api uses NMS, which can potentially break between versions of Minecraft. I use the Bukkit API only. Some of the work I'm doing now may allow for me to add these in a safer way, but I will not be adding NMS code into the base plugin.
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Posted May 21, 2016@haveric there s an api for item attributes https://www.spigotmc.org/resources/item-attribute-modifier-api-library.22747/
i use it to get attributes from item like 10 damage and add 2 damage to it so the damage of an item is 12
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Posted May 21, 2016hi why is 0 not allowed to be null? and how do i make the recipe like this with it? if i was to do this i would set/leave 0 null
null EMERALD null null DIAMOND_SWORD null null null null
setIngredient
/**
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Posted May 11, 2016@haveric
ok, can you add a feature to where I can make consumable heads? heads that you right click and you can consume them to give you your hunger back and also potion effects
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Posted May 9, 2016@xH3LLRAIZ3Rx
I have messed around a bit with ProtocolLib and it seemed to work at first, but I ran into issues with it (specifically, it not being able to tell what attributes were set on an item already). I will probably revisit it once I refactor some of the project to be extendable.
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Posted May 9, 2016@haveric
alright, maybe this? https://bukkit.org/threads/util-edit-itemstack-attributes-adding-speed-damage-or-health-bonuses.158316/
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Posted May 4, 2016@xH3LLRAIZ3Rx
Those attributes are for entities/players, not items. The ItemMeta.Spigot is only useful if you are building against the Spigot API. I do not plan to support Spigot specific API at this time.
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Posted May 4, 2016@haveric
Btw it looks like attributes are supported by the API
Spigot https://hub.spigotmc.org/javadocs/spigot/org/bukkit/attribute/Attribute.html
Bukkit https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/attribute/Attribute.html
Spigot https://hub.spigotmc.org/javadocs/spigot/org/bukkit/inventory/meta/ItemMeta.Spigot.html
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Posted May 4, 2016@tutur1004
Potions changed in 1.9. The next release should make these functional again.
@BSeeker69 @tutur1004
These aren't supported in the Bukkit API yet as far as I'm aware.
@xH3LLRAIZ3Rx
It looks like you're just trying to have two different skulls in a recipe. So some of the skulls should have the Power Crystal name and some should have the Electromagnet name. What's happening right now is that your recipe is expecting them all to have both, which clearly isn't possible. To fix this, you can add the "needed" flag to each to add the amount of each that needs to be met. For example:
The downside with this is that you can't choose the order they have to be in, but the recipe will now require two of the skulls to have Power Crystal and 3 to have Electromagnet. You can change the needed amounts as desired, but as long as you don't want all items of a type (ex: skull) to have the same conditions, you need to apply the needed attribute to each condition. Since the gold ingots condition's are applying to all gold ingots in the recipe, it works as it should and doesn't require the needed attribute.
Let me know if there's any issues or confusion with this.
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Posted May 4, 2016@BSeeker69
Unbreakable + hide flags ^^
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Posted Apr 30, 2016How do I do something like this without it breaking:
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Posted Apr 29, 2016Hi, can you add a flag @unbreakable for recipe result?
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Posted Apr 21, 2016How to give effect to a potion ? It's say me an error when i /rereload with the attribute @potion (i have copy you'r exemple and it's say error to) (in a smelt craft!)
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Posted Apr 11, 2016@pilvimaa
If I haven't said elsewhere, this will need updating for 1.9 potion handling. I haven't had a chance to handle some of the updates yet, but it is on my todo list.
@Xenigraph
It looks like you have a configuration issue. Can you pastebin your recipes so that I can verify that the recipes are configured correctly?
@slimpyman
RecipeManager doesn't have any custom enchantments. It should pickup enchantments added by other plugins though. You should be able to find any added in the ".html" files in your RecipeManager folder
@Kontacraft
These aren't currently supported by the Bukkit/Spigot API as far as I'm aware. You can use the @command flag along with @noresult though to give an item via command and ignore the normal result.
@OmiRG9
The latest release (v2.7.3 at this time) still supports 1.7.x versions.