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 Jun 15, 2012@THDigi
when is the release date? :D
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Posted Jun 15, 2012I'll also add a @groups flag for recipes but it requires Vault to get the groups and stuff since they're not in bukkit like permission nodes...
But apart from that, anyone wants anything more from Vault added ?
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Posted Jun 14, 2012@THDigi
Can't wait!!! Thank you so much!!!
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Posted Jun 14, 2012@skullonroses
I think I can add that option in the config.yml next to allow-repair.
But to make an entirely custom recipe.. I'd have to add some options to the "combine" recipe to allow durability values to be copied over or something...
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Posted Jun 14, 2012Hm would you if its possible add something like custom repair function? When doing regular repair (alla combining 2 same tools) Instead of destroying enchant can it preserve it?
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Posted Jun 13, 2012New minor version 1.22b (mostly fixes)
Download here if not yet approved: http://dev.bukkit.org/media/files/598/45/RecipeManager_v1.22b.zip
@octagami Events added for the API, they're pretty streightforward, some methods and classes have javadocs in the source so description should popup when you highlight them.
I've also added some examples in the Developer API page.
And thanks :}
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Posted Jun 13, 2012@THDigi
I suspected something like that was the case. It's great to hear that you're working on the API. I'll check back later when it's available and see if I can make it work for my use case.
Again great plugin. I look forward to tinkering with recipes again in the near future. I put in a donation. Let me know in case it doesn't go through.
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Posted Jun 13, 2012Well I am using the bukkit classes to add recipes (except fuels because bukkit doesn't have that) but the reason for result placeholders is that I want to quickly find recipes added by my plugin in the events so I can provide the additional stuff this plugin offers... permissions, world restrictions, rewards, requirements, commands, chance of failure and multiple results won't be possible without finding my own recipes, and this seemed like a very eficient way... altough through time it seems to have compatibility issues with other plugins.
I have thought about changing the system lately, but I want to first focus on fixing the bugs and making a stable release... after that I think I'll try some new ways to get custom recipes without changing their result... even tough I've done a fair amount of research before I applied this method.
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Posted Jun 13, 2012Ok... Got a question. Why do you use placeholders like dead grass? Can't you just take over the crafting directly, by adding recipes using the bukkit classes? It seams the place holding method causes more plugin conflicts than a plugin should. Or is there things the bukkit classes wont let you do?
I know it wouldn't allow the bells and whistles of your current plugin. Like percent of success or multiple outputs. But are there other reasons for not using the bukkit classes?
I am just trying to understand the inner workings a bit more. This is so I can explain why people should hook into your API.
Have you ever thought of making a barebones more compatible version? As far as I have found, you are making the only recipe manager currently updated.
Thanks, :)
P.S. You posted while I was writing this... Power keeps going out at home every time I tried posting LOL
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Posted Jun 13, 2012@octagami
The thing is I modify the results, so that's why that plugin can't detect it... however, with the new API they can detect it... but not *yet* for the crafting event as I need to make a custom event because it won't work properly with random items, so in the next version they can hook the event.
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Posted Jun 12, 2012I saw you made an API... so I asked the creator of MachinaCraft if she would hook into it. Heres hoping.
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Posted Jun 12, 2012This is a great plugin, I really enjoy the flexibility it provides.
Unfortunately, I had to disable it recently due to a conflict with the Jobs plugin. RecipeManager seems to prevent Jobs from detecting when items are crafted, so it doesn't award players income or xp towards their Job.
Is this something that you can fix, or does it need to be fixed by the Jobs plugin author? I would really like to use your plugin but can't unless I can find a solution.
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Posted Jun 11, 2012@Snazzie
This plugin is only for workbench and furnace recipes/fuels, I didn't start changing the potion recipes because of one big issue: you can't place other items in the ingredient slot... so it's kinda pointless to just swap results and only using the same ingredients from default recipes :/
I also tried to forcefully place the item in the ingredient slot, it still doesn't want to allow it there, client and server limitation it seems.
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Posted Jun 11, 2012Hello!
Can you direct me to the potion recipes? I found the "craft brewing" document in the download, but it doesn't have any actual potions in it - only things like the brewing stand, cauldron, and some of the ingredients like fermented spider eyes. I'm looking for the actual recipe for awkward potion which is just a water bottle and netherwart.
Thanks!
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Posted Jun 10, 2012Uploaded version 1.22 !
Get it here if it's not yet approved: http://dev.bukkit.org/media/files/597/621/RecipeManager_v1.22.zip
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Posted Jun 10, 2012@cancabron
I didn't understand much... but I'm only going to change the default recipes when original minecraft changes them as well.... or you can always use existing-recipes: nothing to not replace them in the first place...
But you'll have to rephrase that tough because I didn't really understand.
@skullonroses
I removed the shift+click restriction and I did as I said, shift+leftclicking any item in the inventory will send it in the ingredient slot and shift+rightclicking any item in the inventory will send it in the fuel slot, this will allow you to quickly place stuff in the furnace :}
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Posted Jun 10, 2012your you could add an option that would allow the default crafting and crafting to add new updated versions when you have to modify the files again.
regards
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Posted Jun 10, 2012@skullonroses
It's available for all furnace activities, furnace fuels and furnace smelting recipes... and I can't really tell if you did or did not change the default recipes so I can't re-enable shift clicking and check for default ingredients that easily...
Still, what are you using shift click in furnace for mainly ? Maybe I can force a default action on all items... like shift clicking something in inventory places it in the ingredient slot regardless of type... or I dunno. EDIT: And I could also enable shift+rightclick to place any item in fuel slot as well :-?? Too bad this doesn't work for brewing stands for some reason (I've tested it xD)
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Posted Jun 10, 2012@THDigi
Can you add an option to enable it if I don't using custom fuels?
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Posted Jun 9, 2012@ryanwagner
I don't use github and I don't release dev versions because they're mostly unusable until I finish them properly :} But yeah, I'm still finalizing stuff... but I think I'm going to release a beta since it's not fully tested and I've changed alot of code :/
@MxRacer100
Remove an item ? O.o This is a manager for recipes not items :P but yeah, if you don't want players to be able to craft it, remove the recipe from the default folder.... those are only the vanilla MC recipes tough. Working with Tekkit is tricky, depends on mods... see the last added known issue, that's with modded servers.