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 Mar 6, 2013@Obscurmtimat
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Posted Mar 6, 2013Fisrt: Sorry for my english i'm french Congratulation good plugin i love it.
Second: How to whrite this in the recipe.txt?
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Posted Mar 6, 2013@THDigi
When should the WIP version be released? I've been anticipating an update since last year :(
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Posted Mar 5, 2013Ok fourth time. cannot get this to work and cannot figure out why. so i deleted everything in my default and disabled. changed config to nothing. reloaded server, and was all stock. could even make colored armor.
so good. run rmextract in console, and it makes a txt file in the disabled folder. i turn off the server. now i change config to replace, and move that text file into the default folder.
so now i start the server. cannot make coloured armor. it pops up in the box for a split second then disappears.
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Posted Mar 4, 2013@slimpyman
They should be... have you looked for the duplicate leather helmet recipe with result amount 0 ? That's for the colored leather, it's a special recipe.
The same for map, firework and empty_map, if they have result amount 0 they're special.
File/folder naming and placement is just for organization, has no effect on the recipes, all .txt files are loaded from all sub-folders (except folders named "disabled").
@Dinastya
The current WIP doesn't fully work, has missing pieces that I must code, so it would be totally pointless to make releases of it.
On github it's another repository, RecpeManager 2, I do not recommend using it at all, but if you want to check out the code and maybe suggest some things go ahead.
Be patient until I finish it and I'll release a beta version for public testing :P
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Posted Mar 4, 2013So can we download the work in progress version somewhere? There doesn't seem to be another branch on github and can't find it anywhere on jenkins.
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Posted Mar 4, 2013@THDigi
i just did that and it seems literally like the 1txt file it did was every recipe but the colored leather and fireworks still arent in there. with the extracted recipe it seems its 1 text file. will i need to break it up in smaller txt files like smelt weapons, or was that just for personal orginization? argh. minecraft servers soup up so much time.
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Posted Mar 3, 2013@slimpyman
Ehh... your custom recipe files won't be affected, I said delete the "default" folder, the one that holds the vanilla recipes, if you added recipes there, you shouldn't have, I also specified this in the readme file :P
Custom recipes are made by creating a new .txt file and start writing in it, you don't have to edit the current files, this is also mentioned in the readme file.
If you did add your recipes to the files of "default" folder, you should get them out of there and into a separate file(s) inside the recipes folder or whatever folder you want, except default :P because that would be highly outdated and will be totally removed in the next version as the next version has a bit of overhaul on its hands since it goes from version 1 to 2.
@Beauseant
As Flutterwry said, it's not present in the latest release.
In the work-in-progress version it is possible to set a custom name, lore, firework, color, etc with flags, flags will always be optional, so don't worry about it CommodoreAlpha :P
The use of custom names/lore/etc in recipes would be more useful make unique items rather than renaming all items, which ItemRenamer would be better at.
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Posted Mar 3, 2013To be honest, if item renaming is added, I'd rather see it completely optional (e.g. used as flags), because I'd prefer Item Renamer to do the job. I could just assign different names to differing damage values, then use those damage values in RecipeManager. I also think Item Renamer would make custom item names less of a hassle than configuring it through RecipeManager.
But I'm not saying the feature shouldn't be implemented. It would provide useful for those who don't want ItemRenamer + ProtocolLib.
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Posted Mar 3, 2013@Beauseant At moment no, but this wouldn't be entirely difficult to add. However it is entirely possible to make crafted items have different names, as in the RPG system I work on and with, we have 2 different types of "snow" blocks. One is clouds and crafted differently, the other is normal snowballs.
But this would be quite a interesting thing to see, I think we only had to use 2 blocks of code, about a total of 10 lines each iirc.
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Posted Mar 2, 2013@Beauseant
I would like to see this feature as well. Custom lores and descriptions.
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Posted Mar 1, 2013@THDigi
Is there a way for me to give items different names?
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Posted Feb 28, 2013@THDigi
wont that delete all my current custom recipes? id probably have to manyually go through all the recipe files and copy all the custom one and remember all the ones i removed?
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Posted Feb 28, 2013@slimpyman
Try using existing-recipes:nothing then use "rmextract" in-game to extract all vanilla recipes (including the special leather,firework,etc), then delete all files from default folder and move your newly extracted recipes out of the disabled folder and use existing-recipes:replace again :P
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Posted Feb 28, 2013@CommodoreAlpha
youre a good man, thank you!
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Posted Feb 27, 2013@slimpyman
An item's (or more specifically, a tool's) durability depends on its damage value. All fresh, clean tools start out with a damage value of 0. When they take more damage, the damage value goes up. So find the max durability of the item you want to set, then multiply that by 80% (or 100 - 20) to get your durability. Once you calculate that, set that as your item's damage value.
e.g. If a diamond sword has a max durability of 1562, and you want a durability of 20% left upon crafting, make the result this: "DIAMOND_SWORD:1250"
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Posted Feb 27, 2013@THDigi
if i put exisiting recipes nothing, it will geenrate the colored leather fix? thing is, i want to disable a few recipes, so going completely vanilla isnt really a good optuion at this time.
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Posted Feb 27, 2013can you craft items with custom durability? like 20 percent left (im not looking to increase durability, just make second class tools with crap durability
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Posted Feb 27, 2013This is a random commentar because I hate the number "666". Thanks. :D
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Posted Feb 25, 2013@slimpyman
existing-recipes: nothing is the solution, it doesn't need to generate anything because it just ignores the vanilla recipes, does not touch them.
Try a full server restart if you only did "rmreload" after changing the config.
I am working on the next proper version that won't have this sort of problems and hopefully no other major problems either.