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 May 16, 2012@THDigi
Thanks for your work!
Just here to say that v1.21b seems to fix the bug I experienced, where people with 0 XP couldn't craft wood planks, torches, or most basic items.
Also, wanted to add that I'm glad you didn't go with YAML for the recipe files. I think YAML is great for key-value configuration files; I know some people may disagree with me on that. However, YAML would be a pain for hand-crafted recipe files. I don't even want to think about how deeply-nested a recipe in YAML would look like, and how unnaturally formatted it would end up being.
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Posted May 16, 2012Minor version released for bugfixes and it has some new stuff too :P
Link until approved: http://dev.bukkit.org/media/files/593/845/RecipeManager_v1.21b.zip
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Posted May 16, 2012@Faldonboy
I dislike the limitations of YAML, expecially for spacing... I wanted to allow people to format their files freely and easily.
I actually considered of making every other .yml file into a custom .txt configuration system... but that would require extra work with testing and people are used to YML for basic configurations anyway so YAML is fine for that since I have an easy API available.
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Posted May 16, 2012@THDigi
Awesome :D
I have a question, it's not important or anything I'm just curious. Why do you use .txt instead of YAML for the recipes? I've never seen a plugin use them for anything before, do they load faster or is it just a preference?
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Posted May 16, 2012@Faldonboy
Oh, that's a great ideea... I was thinking of manually hooking into such plugins to allow giving exp and stuff but with commands it's alot easier. Yeah I'll add {item}, {player} and I'll see what other replaceables I can add :} but first to release the fixed version...
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Posted May 16, 2012@THDigi
The server I help manage is starting to turn towards a more rpg aspect(we've always been a bit rpg but we want to take it a bit farther) being able to have a command run could help out(at least for us) by making it so we can give exp from external plugins(mcMMO) for successful crafts, give out special quests by crafting something with a high failure rate, adding in a sort of "Random Event" system to crafting by attaching warping, killing, health draining commands etc Might even engineer it so crafting something can give you permission for another plugin.
On the note of replaceable text a {player} one would be helpful too, it would be replaced by the name of whoever is doing the crafting.
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Posted May 16, 2012@Faldonboy
Those are kinda done, I'm not sure if they work tough, I want to test first.
I'll add the command flag too... I could also add some replaceable text for commands (like {item} will be replaced with result item), what would you use it for ? It would give me ideas :P
And sure, I'll change the code to accept any enchantments on any item then.
@numerials
I know, it's been reported and fixed for the next version which I'll release soon enough.
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Posted May 16, 2012I'm having trouble crafting ANYTHING. even default recipes When I try to turn a log into 4 wooden planks it gives me the error "This recipe costs 0 experience to craft it!" in red
After killing a pig with my fists and getting some XP that error message went away and a new one popped up still preventing me from crafting: "This recipe costs 0 levels to craft it!"
Is there a way to make 0 cost TRULY = 0 cost? Do you have a field somewhere thats "<=" when it should be "<" ?
I read below another was having similar issues with some sort of world permission thingy but I'm using default world all settings default and im OP. Wondering if that will help narrow down the issue.
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Posted May 16, 2012When will you have a fix for the two flags you forgot to add in? Also, what about a command flag? It would allow you to specify a command to be run when you successfully craft something, and you could tell it to either run the command as the player, console or as op
Edit* Is it possible for you to add unsafe enchantments? I'd love to be able to craft enchanted items from external plugins such as enchantmore If you go to enchantmores dev page it tells you how to hook into it should you choose to do this
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Posted May 16, 2012@sabbo2001
If the result doesn't appear and no message is printed and you have all messages enabled then I belive something else is blocking it... but if you find it to be an issue with this plugin, make it a ticket so we can discuss more there.
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Posted May 16, 2012@THDigi
It APPEARS that my user was not explaining that they were getting the 0XP thing. Sorry for the time waste.
Continuing - the users don't even see the recipe output in the custom worlds, I'm still tinkering to see what else it could be.
Ok I've just checked it - normal users can't seem to custom craft in worlds other than the default one, even on items without permission nodes. Investigating, will inform you of my results.
Only world and world_nether work for my users to craft. I can craft in all worlds. I'm going to tinker with multiverse and see if it has anything messing with it.
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Posted May 16, 2012@sabbo2001
There's no permission for world restrictions, there's only world restriction. All recipes are by default craftable anywhere.
If you use @worlds the recipe will only be craftable in those worlds. If you use @permission the recipe will only be crafted if player has that permission node. The recipe will be checked against each of those things, if any of them doesn't met the criteria, then it's not craftable.
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Posted May 16, 2012I'm having a slight issue getting custom recipes to work outside the default worlds, are the recipes "all world" by default? I (as op) can make the item everywhere, but my users can only make it in one world. Is there a seperate permission for other world crafting?
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Posted May 16, 2012@Faldonboy
No that's not it.
The "global" syntax is like this:
As I stated in the readme, you can set global flags at the beginning of the file and/or in the recipes.
@javifugitivio
It's not, It seems the game itself doesn't support data values for furnace ingredients, it only accepts the ID of the ingredient and I can't seem to be able to fake it :/
@bladedpenguin
Well, I'm going to add special code to make mob spawners work properly when placed and accept data values like eggs, however, I can't make them print the creature name in the item, it will always be "mob spawner".
@peter3200
What ?
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Posted May 16, 2012[url=http://mcserverstatus.com/action/viewserver/10265][img]http://mcserverstatus.com/10265_1.png[/img][/url]
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Posted May 16, 2012@THDigi
I HAVE monster eggs. they're much harder to use for traps, and a grinder is out of the question entirely :(
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Posted May 16, 2012Wonderful job!
I have a question: What is the current situation of using Sub-Ids in the furnace? Like Flint:XXX etc.?
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Posted May 15, 2012@THDigi
Thanks for that reply! I didn't know that! I really do appreciate the plugin so far though, it's exactly what I would want in a recipe manager. :) With that info, I shall add crafting table recipes for the potions and add them to my game then. Thanks!
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Posted May 15, 2012Figured it out!
for some reason it only works if it's done like this
the readme was saying to do it the opposite way
However, doing it the way I showed causes every recipe after that to also give xp(it's not working properly if you try and put it on an individual recipe)
The text telling you that you got xp for the recipe isn't showing colors properly though you can see the <cyan> tag but the text is green.
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Posted May 15, 2012@THDigi
Tried everything I could think of, on several different recipes, the recipe works fine but it doesn't give or subtract any xp