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 Apr 24, 2013@Flutterwry
The problems I expect for 'rmreload' are that it doesn't (re)load some recipes in certain situations... like when removing recipes, when adding new ones, when moving them from file to file, when editing one file out of many, and many other cases, be aware of how many recipes it loads when you're using 'rmreload' just in case it skips one or something.
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Posted Apr 24, 2013@THDigi
The rmreload command works fine for me. Given though that RM2 alpha 2 is the only plugin on this test server, I cannot say otherwise. I will test it on a heavy plugin loaded server sometime today. But so far it works fine for what little I use it for. I can make changes to test recipes and then craft again without having to rejoin the game or anything like that. The recipes work right off hand as soon as the result is clicked.
Ya, for now I will admit even I am confused a bit what is what.
Also sadly I should have said, by "any" flag I meant Result only flags when I tested @forchance. Sorry for any confusion on that part. I will however today use all flags solo.
http://pastebin.com/tGSr4tue
Mostly the recipes I have been playing with lately. That is only a few of them. Basically crafted items for me will have color to indicate items "value for marketing" as well a brief description of the item if needed.
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Posted Apr 24, 2013@Flutterwry
Not "anything", just result-only flags. The @name flag also has that bit in alpha2 it seems so there's no way to use it like that in that version, in the next version this confusion is fixed already, I only need finish the @mapitem flag which I'm not sure how to proceed on.
You could test the @forchance flag with other flags, recipe-only or shared ones if you want, just to see if it does what you need.
I will make the changes for clear recipes setting to ignore special recipes when removing.
By the way, the 'rmreload' system isn't fully tested, is it working as expected for you ? The 'reload' command would be more reliable actually (I use it extensively while testing to reload the newly exported jar without restarting server)... but that's up to other plugin's behaviours too.
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Posted Apr 24, 2013@THDigi
Attempting anything with @forchance will spit the unstorable, can't be used with permissions error.
I tried @name with forchance and not sure if as well meant by itself or combined with others, but with forchance it throws the unavoidable unstorable error.
On another note however. I was wondering if possible to make the settings like leather-armor-dye: true fireworks: true
To override the clear-recipes when its set to true. What I mean is if clear-recipes is set to true and leather and fireworks is set to true, those recipes still work.
I am not sure if possible really, but it would be kind nice to have those still "enabled" while all other recipes except custom disabled.
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Posted Apr 23, 2013@GermanMataro
You'd have to be more specific, which exact recipes don't work ? But please post a ticket with your problem so we can discuss it there instead.
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Posted Apr 23, 2013I'm using alpha2.
Neither recipe does not work! What am I doing wrong?
Earlier (on 1,4,2) all worked perfectly!
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Posted Apr 23, 2013@Flutterwry
Hmm, yes, I haven't fully changed how item-altering flags work, intially they just modified the result when applied to the recipe and didn't store anything, but with the coming of @forchance/permission I must make them apply the stuff at result request... I belive I've finished @name in alpha2 to work with that, try it out.
The rest should be available in the alpha3 or even beta if I manage to finish the freaking thing =)
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Posted Apr 23, 2013So I managed to come back around to RM configuring after I got frustrated again with Terrain Control again.
Got RM2 Alpha 2 and noticed the @forchance in there.
Though I am curious, I followed the format example from those pms. But no matter what, it keeps saying any flag I try in the group its unstorable flag, can't be used with permissions. There is absolute no permissions or such for this server.
Though maybe just some error on my part "once again". But I am curious if its unfinished or if this is perhaps something that is just perhaps a bug. The "testing" recipe I was using, the only recipe. If need more information or so just ask. Though if its a error and this does all work, then I can really start writing this week or 2 worth of recipes. http://pastebin.com/uFbdp5MC
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Posted Apr 22, 2013@CommodoreAlpha
The old alias system is a bit confusing. Here's how it goes, the GOLD_SHOVEL is an alias of "GOLD_SPADE:0" (or "GOLD_SPADE:*", I can't remember) which means GOLD_SHOVEL:0 is converted to GOLD_SPADE:0:0, that's why it says it can't have amount defined there.
Just replace GOLD_SHOVEL:0 with GOLD_SPADE:0 for now.
And yes, for damageable items it requires an undamaged item.
The newer version has a diferent alias system that act as replacements for individual materials and individual data values for materials.... e.g. wood:oak ... and gold_shovel:0 would be what you expected here.
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Posted Apr 21, 2013Though I'm still using the unofficial 1.5.1 version of RecipeManager, I get this "error":
File: recipes\default\Blocks.txt
line 17 Item 'GOLD_SPADE' can't have amount defined in this recipe's slot, amount ignored.
But line 17 reads this:
GRAVEL + GRAVEL + GRAVEL
...and this is the entire recipe:
CRAFT
@command: give {player} 284
GRAVEL + GRAVEL + GRAVEL
GRAVEL + GOLD_SHOVEL:0 + GRAVEL
GRAVEL + GRAVEL + GRAVEL
= FLINT:0:3
GOLD_SHOVEL:0 specifies a clean gold shovel, right?
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Posted Apr 19, 2013For people using the alpha2 build, it has an issue with writing documentation to the 'recipe flags.html' file therefore I've uploaded the file it should have generated:
https://www.dropbox.com/s/c4tx5rsrhmaiavw/recipe_flags_docs_v2.0alpha2.zip
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Posted Apr 17, 2013RM v2.0alpha2 is out for testing: http://dev.bukkit.org/server-mods/recipemanager/forum/rm2test/50514-dev-build-releases/#p3
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Posted Apr 13, 2013@Flutterwry
I'm not sure what you mean at the end there, please post a topic in the forum (or ticket if you want) with the recipes you're having problems with.
Furnaces are implemented but they're broken =) I need to re-evaluate that system so I can warp my head around it.
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Posted Apr 13, 2013@THDigi
Not yet good sir, just merging all of these over. To say I have quite a lot to move over and edit later. Though given you are curious if I need to edit any, I will test run before changing using new flags such as Lore and Name.
Ah, now I remember on the brewing and it has been brought up before about the pull and API.
That's kinda awesome then, and glad I could suggest a new use for it as well. I def have use for cooldown then.
Edit: Recipes work fine without any changes really, had to remove @override from top of some because no longer needed for them it seems (was throwing errors).
Basically using alpha at moment to just work with what is there and find bugs as it goes. So far I can say the recipes I have, quite a bit of custom and quite a bit of disabled, and then just some tweaks, all work fine.
Course I cannot test furnace because as said not really implemented yet.
Edit 2: Some reason even with cobblestone tool recipes in Disabled properly, I am still able to craft using cobblestone when it changed the recipes themselves to Stone. Other words disabled cobblestone recipe, and instead made smooth stone ones. Though despite cobble stone recipes being in disabled, they some reason are not.
In mid test, none of my disabled recipes seem to work or to say be disabled. Some appeared so "luck maybe", but some reason they are not.
Not sure entirely what is going on here.
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Posted Apr 12, 2013@Flutterwry
I'm curious, did you have to edit any of your old recipes to make them work with this one ?
I don't have anything on brewing, there's an API on standby in the pull requests for brewing stuff made by someone, hopefully it will get pulled because currently it's not really possible to change much from brewing system.
The @cooldown flag is per-player, yes. A global cooldown could be an idea as well, I think I'm going to add that too as optional.
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Posted Apr 12, 2013Well testing and merging recipes over to RM2 alpha, just to have them ready and so forth and do a bit of playing and testing.
I must say you are going quite a bit far out with this one compared to first one, I like it quite alot to say.
Though I sadly do not remember if you ever said anything about brewing control or if at all ever a idea.
There is absolute no good really plugins out there that I have found to control brewing. NoItem can disable, but not add technically. Mostly I rather have a all in 1, adding is not really something I care about, but being able to remove/disable is something badly needed for my case.
While its on my mind, does the @cooldown apply per player, or is it global. By global, if one player crafts something with a cooldown flag set, no other player can craft that till the cooldown time is reached.
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Posted Apr 12, 2013@Faldonboy
Yes, debug messages, already discussed, see forum :P
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Posted Apr 11, 2013Was testing out your alpha version in my test server and this spammed hundreds of times within 3 seconds when trying to cook a fish
02:21:15 [INFO] Events.java:851 furnaceBurn() BURN EVENT-
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Posted Apr 11, 2013@THDigi
A lot of thanks! :D
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Posted Apr 10, 2013@cancabron
After some tests I've found out what the problem is, it happens with any plugin that adds new recipes (which client doesn't predict) in combination with StackableItems, it's an inventory update issue, I've notified the author of StackableItems.