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 17, 2013Edited announcement description.
@ryan_the_leach
I'm curious, why remove iConomy support ?
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Posted Mar 16, 2013Based off of v1.26b
Removed iconomy support, Vault works fine.
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Posted Mar 16, 2013Anyone created a 1.5 unofficial yet?
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Posted Mar 15, 2013@Lostferret13
The unofficial version is working fine for me on MCPC+ including all my mod's modded recipes.
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Posted Mar 14, 2013@slimpyman
I can't guarantee anything as I am making this for Bukkit API, it's complicated as is with all the bukkit plugins, adding tekkit and server mods to the mix would make this very hard to do, I'll just hope they work and I'll try to make fixes if you have problems.
@FuSe18
That's the point of the "disabled" folder, to easily disable recipes instead of deleting them. You can move the files outside of that folder if you want to enable them, file/folder structure inside the "recipes" folder is flexible, you can name them and arrange them however you want.
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Posted Mar 13, 2013@FuSe18
If something is in the 'disabled' folder, it means you don't want the plugin to read it, therefore the plugin skips over it. Having the plugin read what's inside the 'disabled' folder would render the point of having a 'disabled' folder useless in the first place.
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Posted Mar 12, 20130:02 [FINE] [RecipeManager] Loading 'recipes' folder... 2013-03-12 17:50:02 [FINE] [RecipeManager] Skipped the 'default' folder (due to config's 'existing-recipes' set to 'nothing') 2013-03-12 17:50:02 [FINE] [RecipeManager] Skipped the 'disabled' folder 2013-03-12 17:50:02 [FINE] [RecipeManager] Total loaded: 2013-03-12 17:50:02 [FINE] [RecipeManager] 0 crafting recipes 2013-03-12 17:50:02 [FINE] [RecipeManager] 0 combining recipes 2013-03-12 17:50:02 [FINE] [RecipeManager] 0 smelting recipes 2013-03-12 17:50:02 [FINE] [RecipeManager] 0 fuels
how do i make it not skipp the Disabled folder?
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Posted Mar 11, 2013does this have future compatibility with tekkit lite?
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Posted Mar 10, 2013@Lostferret13
So it worked before ?
And can you be more specific, like code errors, recipe errors, anything ?
Tried item IDs instead ?
I can't really offer much support for server mods since I never used any and they're all complicated and have alot of issues and conflicts on their own, it's a total headache xD
@adventuretc
Yes but you can't re-add the special ones, unless you're using the extra plugin I made or "existing-recipes: nothing".
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Posted Mar 10, 2013@THDigi I'm sorry, I only noticed the comment and the link after making the kind of fixes, I thought it might be useful for 1.4.6 users. I was adding recipes to the files in the default folder, now they work in the recipes folder :D
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Posted Mar 9, 2013Unless I have done something terribly wrong, neither UNOFFICIAL VERSION will work on 1.4.7 MCPC+. While i can restrict and make recipes, it won't let me create other mod's items (read: IRONCHEST) without putting the recipe directly into RecipeManager.
I've set the value to "nothing" and have tried running an rmextract then switching the files over. Bummer :( this was my go-to crafting plugin.
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Posted Mar 9, 2013@slimpyman
About data values:
I am unsure, I will test it and get back to you :P However, you can't test it yourself because the current version limits the data value to -1 for ingredients (which makes it match any data value) and 0 for results. The next one will not have this limit.
About buynodes plugin and permissions:
You misunderstood the = for permission, that sets the default asignment, true means asign to all players, op means to operators and false or no value at all means asign to nobody.
In short: use @permission: flesh.smithing = false :P
@adventuretc
That's not an actual fix, it will only make it run, there are more severe bugs by just jumping it like that.
Also, see the plugin description, I've linked a comment where someone already released a quick-fixed version.
The custom recipes should load just with any "existing-recipes" mode... did you add recipes to "default" folder ? In "existing-recipes: nothing" the "default" folder is ignored.
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Posted Mar 9, 2013im currently trying to get buynodes plugin to work with this... I read somewhere in this readme that a permission is always overwritten from other plugins..
Would this explain why i cant make an artifical "node"? I am trying to get a recipe only available if they buy the node flesh smithing... I added @permission: flesh.smithing = true and even if i dont buy the node, it seems to be crafting. Thanks in advance
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Posted Mar 9, 2013I've started learning java yesterday, but I found out that I could fix this... So here it is (I actually haven't seen post #647 before creating it xD) Anyway, I made one for 1.4.7 and 1.4.6 as well. (both tested w/ the corresponding version)
1.4.7 R1.0 (I think works onyl w/ R1.x)
https://dl.dropbox.com/s/7ubch4mymi6ym40/RecipeManager126b%281.4.7%29.zip?token_hash=AAEhYv1LQE2DObrv8PpprtLjlpIF8ECN3Bf7HTqroxQjOg&dl=1
1.4.6 R0.4 (works w/ all 1.4.6)
https://dl.dropbox.com/s/qlu9ks5tey39obq/RecipeManager126b%281.4.6%29.zip?token_hash=AAENQ0jj-XL1VvseoG-_pYpIYhj3zbysq7soVw2ll_qBtw&dl=1
Just one last thing, I could only activate custom recipes by setting "existing-recipes: clear". (other modes loaded 0 recipes)
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Posted Mar 8, 2013Do you know if when im making a recipe with a specific damage value, if i use a negative value, will it essentially be "bonus" durability? like a -100 would mean you have 100 uses before it starts taking damage
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Posted Mar 7, 2013@THDigi
that worked great! goodness i really appreciate you going out of your way. most other devs would have told me i was nuts. :)
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Posted Mar 7, 2013@slimpyman
I've made you a small plugin that will re-add the special recipes if they are not found.
It will print a message if it added them, but you'll still have to test them in-game.
Also, after you use "rmreload" you must use "readdrecipes" to make this plugin re-add the special recipes since RecipeManager will remove the special ones because they are in the vanilla recipe list and therefore are default recipes.
I've uploaded it in the post, if that won't work use http://s000.tinyupload.com/index.php?file_id=06035684062162225276
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Posted Mar 7, 2013so any suggestions? i can make a bunch of stores but with all the 16 colors and 4 armor slots, thats a crapton of shops :)
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Posted Mar 7, 2013@slimpyman
I think I know what the problem is... the recipe isn't exported properly because it has amount 0 and the exporter checks if it has more than 1 amount to define the amount.
But even if you defined the amount to 0 it won't work because it's limited to minimum 1 inside the codo, so you can't re-define the special recipes currently :/
@Obscurmtimat
poiNt3D gave you a valid recipe but you should read readme.txt so you can understand how to make them yourself, it's quite easy :P
@Flutterwry
It would get very complicated with that furnace feature but it would also be nice.
I'll make some experiments to see if I can add that in.
Also, forget about the special recipes, it's an internal limtation that won't allow them to be added, see below.
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Posted Mar 7, 2013@ THDigi
I poked at the Recipe Manager 2 source, well what is there so far. I must say you really are going far out with 2. I kinda like some of what I see. Though looking at furnace part (smelting), I cannot really understand that part "never used furnace hooks much", but think you could find if not already, a way to say like you put so much of 1 item in a furnace top slot, and it creates 1 item of another.
Example, say I put 9 iron ingots in the furnace, throw in something to fuel for 1 item. After waiting, it used all 9 iron ingots in furnace smelt event and made 1 iron block.
That is a rough example sadly, or here is a better one maybe.
Instead crafting, perhaps say i make a recipe where it takes 2 Blaze Powder to smelt into 1 rod again. The furnace would take 2 blaze powder per smelt event/rod made.
If this is confusing then I am sorry, but this would quite a interesting feature.
@slimpyman
I am sorry you are having trouble. However not entirely sure why you are having so much trouble, its a fairly simple setup. If need and you wanted, I could give you a example zip of the setup needed for now to allow RM 1 to work.