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 18, 2013Can this plugin make custom brewing recipes as well?
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Posted May 17, 2013I'm getting an issue with something. I have a random chance craft and apparently when you do it, it doesn't take the item, so you can keep crafting using the same items over and over again.
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Posted May 15, 2013THDigi
IT'S THE BEST PLUGIN IN THE MINECRAFT WORLD!!!!!
Thank YoU!!!!!
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Posted May 15, 2013I've renamed the "Share recipes" forum section into "Resources", if you have any recipes, tutorials or tips/tricks you want to share there, please do :P I will do some myself but currently I'm focusing on finishing the actual plugin xD
@octagami
I fixed the @ingredientcondition flag issues and updated the git repo.
Also, if you want to support any strength potion I belive you can use data &9.
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Posted May 15, 2013@GermanMataro
There's a ticket about furnace chances already, but it's not implemented and I didn't say it was, in 'basic recipes.html' the smelt recipe doesn't have chance in syntax.
To disable existing recipes, create the recipe (or grab it from 'rmextract' result file) and use @remove or @restrict on it, make sure you do not place it in 'disabled' folder, that folder is ignored by the recipe loader.
@octagami
Yes there are permissions to skip flags, see 'permissions & commands.html' for full list.
And about the second issue, I've screwed up the logic there, fixing :}
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Posted May 15, 2013How can I disable one of default recipes?
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Posted May 14, 2013Testing further, there seem to be a few problems with @ingredientcondition and data values.
Result: (Recipe) Potion:8201 needs data values: ! 8201
Result: (Recipe) Potion:9 needs data values: 0
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Posted May 14, 2013@THDigi
I think the issue is permission related. I'm using GroupManager and was testing with a player with the '*' permission node. After demoting myself to a normal player rank, the recipe works as expected.
Is there a permission that bypasses required flags for recipes?
Now that the recipe is working I do see the exception when trying to craft with an unnamed item. Edit: Just saw your fix, tested again, no more exception. Awesome.
I'm on Craftbukkit 1.5.2-R0.1 beta.
The syntax highlight is java. It looks like it's coloring the RM flags like notations.
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Posted May 14, 2013In last version @needexp works good, but @givexp - only in workbench
% RESULT in furnance don't working?
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Posted May 14, 2013@octagami
The recipe is correct, it also works properly for me, if the clay ball item is not named or if it has a diferent name it tells me that it wants the name and won't craft, also the result cookie is named when I craft it with Dough clay ball.
EDIT: actually if the item has no name it throws an error O.o are you getting an error ?
I'm not sure what problem you have there... first of all, are you using CraftBukkit server ? If you do, which build ? (I tested on 1.5.2-R0.1 beta build btw).
Secondly, are you crafting using inventory/workbgen
PS: What syntax highlight did you used there ? It looks nice for recipes.
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Posted May 14, 2013I'm experimenting with @ingredientcondition to require ingredients to have specific names, and @itemname to name the crafting result. So far I'm not having any luck with either. The recipes I add work no matter if the items are named or not, and the result isn't named at all.
Can you tell me if my format is correct for these flags?
I'm on alpha3, but I also tried the latest from the git repo (5/14) with the same results.
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Posted May 14, 2013@GermanMataro
I found the issues and they're fixed for the next version.
@Faldonboy
There's no way to disable that, sorry :/ It's not an actual feature for the release version so I didn't provide a way to disable it, but I've completly removed it in the next version.
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Posted May 13, 2013Is there a setting or some way to turn off the furnace debug messages in alpha3? They spam so much that my computer runs out of memory(not an easy thing to do) trying to open the server log if it hasn't been cleared in the last 48 hours because of how much it fills it up.
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Posted May 13, 2013@GermanMataro
I am experiencing the same issue.
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Posted May 13, 2013Just found this plugin, looks great! Very OtherDrops style on all of the flags you can use. I love that. Hope to test this out soon and help with bugs/features.
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Posted May 13, 2013Yes
In workbench recipes @givexp works perfectly but @needexp - no :(
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Posted May 12, 2013@ryan_the_leach
Really all I just remove is EE3, and reduce some values of power to make things a bit more balanced. As for modding my own version, I'd go mad with that sort of power THE POSSIBILITIES!!!
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Posted May 12, 2013@Natesky9
Ever thought about making a custom private modpack using one of their servers? the other option is to just remove and disable everything you don't want, without adding anything extra people can join with the standard modpacks
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Posted May 12, 2013@CommodoreAlpha
I've designed the flag system so I can easily add new flags without much code modification... but it still depends on the actual request, if it needs to do some exceptional stuff (like @remove does) it needs additional code.
@Natesky9
Well making a old MC compatible version would be extremely difficult since alot of the current code relies on current-version stuff which has changed dramatically since MC 1.2.5, both in the game and in Bukkit API.
This will all be easier when the official Plugin API arrives from Mojang.
@GermanMataro
The @needexp was actually broken, checking exact experience instead of minimum. And @giveexp would've worked fine but the problem is smelting system is glitchy, I need to work more on it to get a reliable system.
@KevinABC96
As output you can use flags on the result to change its name, enchants, etc.
For input you'd have to use @ingredientcondition flag... you can either use it on the recipe or if you want a specific result for a specific condition then use it on the results.
@Natesky9
To get 2 or more items you'd have to use /give through @command yes... but for ingredients you can now keep ingredients in the crafting grid using @keepitem flag.
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Posted May 11, 2013@ryan_the_leach
The reason that I prefer tekkit classic over the other modpacks, is because it focuses mainly on just 1 aspect of the game, Equivalent Exchange left neglected. I'm pretty much just looking for Buildcraft and Industrialcraft, and maybe a few other minor mods as well, but I quickly lose interest when mods just add too many nonsense things into it, just for the sake of adding in junk to appease everyone. I run a challenge server, and I heavilly modified nearly about everything to make it more challenging, to focus on exactly the aspect of what I wanted.
FeedTheBeast and the new Tekkit do exactly the opposite of what I want. They cram too many things into the game to try and make it all shiny and exciting, while they overlook many key aspects that make it less of a sandbox game and more of an adventure game instead. I don't want to have unlimited items, if I want to play for an adventure. I'll turn on creative if I want to do that.
I agree that mod/plugin makers have a definitive handful when it comes to different versions of the game. I also support their cause to adding to the game, in whichever way that they can, be it as a hobby, or as a job. I really appreciate all that all he does to continue to update his work to keep up with minecraft, and I'm surprised that It's worked for this version so far.