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 6, 2013@CommodoreAlpha
Oh, no, I mean the item ID doesn't exist in the list therefore there's no item information to get.
I've tried your sent recipes and settings and I don't get any error at all at startup :/
So I can't replicate the issue, can you re-teste with only this plugin running ?
And with your configuration I get the 'null' version nessages, apparently they were because the update checker is disabled.
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Posted Jun 5, 2013@THDigi
When you say "data value that doesn't exist," do you mean a literal item that doesn't exist (e.g. an item ID of 56789 doesn't exist), or do you mean the "damage value" of an item that isn't found in vanilla Minecraft (e.g. an EYE_OF_ENDER with a "damage value" of "1"; usually written as "EYE_OF_ENDER:1")?
If it's a literal item you're talking about, I'm pretty sure I haven't put in any "nonexistent" items, but if it's non-vanilla damage values on items that you're talking about, I'm afraid I have to say that my recipes are just absolutely full of it. And not abusing damage values is simply not an option for me.
Regardless, I will send you my recipes, AND my configuration by email.
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Posted Jun 5, 2013@Ajaxan
I don't really know, it shouldn't provided the game expects that to happen but... you never know, try it on a copy of a server locally or something :P
@CommodoreAlpha
It monitors when chunks are loaded and grabs all furnaces from that chunk so it can monitor and store data for them... this allows the plugin to know who placed what ingredient and fuel and also force the furnace to smelt faster or slower.
The first error seems to be because it tries to get the data value of a material that does not exist... can you post your recipes, it's most likely an issue there and I need to track it down :}
The 2nd error is because of an unresolved issue in Bukkit that basically spits out errors when I simply request all tile entities from the chunk, I made a workaround that is slower than that by iterating through each individual block but it should work.
@CronosusCZ
The 'recipe flags.html' should provide enough documentation for that flag, it has alot of possible arguments and I've provided a few examples as well, try those out and you'll understand :P
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Posted Jun 4, 2013THDigi: i have only ansver about @summon (perfect flag), how this flag work? i have ingame command /spawnmob a this command spawnin mobs without weapons (very bad :(... ) i want create new command (or script) and your help are welcome.
thanx in advance
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Posted Jun 4, 2013is there a way to remove recipes with this
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Posted Jun 5, 2013Yes, @remove flag.
I also noted this in the features:
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Posted Jun 3, 2013Does RecipeManager have anything to do with furnaces and chunks? (I'm sure the answer is yes, but I want to confirm.)
Right after I get this message:
07:33 PM [INFO] Done (834.265s)! For help, type "help" or "?"
(Yes, I run that many plugins. Don't ask.)
There's a huge lag that lasts for a minute or so, then I get this error, along with this message:
http://pastebin.com/rKvt0fmb
I hope this plugin doesn't do anything screwy with chunks that include furnaces. But I always keep backups, so I'm not afraid.
EDIT: On a side note, I wonder if/how this plugin would work with DwarfForge. This is because DwarfForge lets you alter smelt times of items, and this plugin lets you do that too. I should probably contact that developer to see what he thinks, though he doesn't ever seem to pay attention to that plugin. Oh well.
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Posted Jun 3, 2013@THDigi
Do you believe that opening the furnace could cause a server crash? I'll find it and replace it though see if the crashes stop. I'm also going to check and see if the error started occurring around the time the crashes started happening or not. Thanks!
EDIT: I have found the cause of the server crash. It was Extra Hard Mode. Also, the error seemed to disappear. I'll let you know if it comes back
@Flutterwry
Alrighty, I'll list my plugins. I am running a decent amount which is why I didn't suspect that it had to be RM2, but an error is always good to report.
BloodMoon v0.24-SNAPSHOT-b80, bPermissions v2.10.4, Buycraft v5.3, Essentials vPre2.11.1.6, ExtraHardMode v3.3.2 (This may be causing the crash, after disabling it, no crashes have occurred), Information v0.6, mcMMO v1.4.06-beta5, Multiverse-Core 2.5-b641 (beta), Multiverse-NetherPortals 2.4-AB, Random Spawn v2.6 SU, RecipeManager 2 v2.0, Ships v3.1.6.1, SimpleBackup v1.5, SupaChat v2.6.4, TerrainControl v2.4.12, WorldEdit v5.5.6, WorldGuard v5.7.5, and ZavAutoMessager v2.5.
As I said, it is a fair amount. Let me know if there is anymore info you need. I'm doing a lot of my own testing to see if I can get the crashes to stop by disabling different plugins. Thanks!
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Posted Jun 3, 2013@THDigi OK, it all works, thanks for help and this great plugin! There is just a little bug with 1HP damage with crafting table explosion, but in my situation it doesn't matter. Greetings from MaRPG Team :)
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Posted Jun 3, 2013@THDigi
I see about the API business and brewing then.
And Terrain Control and RecipeManager 2 should ""Never"" have conflicts. The two really shouldn't in any form. As much as I have used Terrain Control and Recipe Manager 1 together, they should work no matter what nicely with one another. After all Terrain Control is just a terrain generator.
It is why I kinda want to know if that is only plugins he is using. Because I never had issues, then again it could be a block placement issue. The latest Terrain Control, version I have not used with RM2, can interact with inventories a bit now. Such as making custom generating dungeon chests with customized loot.
I would as well myself want to ensure this possible bug gets smashed, as it would affect me if it is one later.
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Posted Jun 3, 2013@Ajaxan
That error says that the API couldn't get the furnace's inventory, it is probably a furnace set internally by a map editor or something that didn't add its tile entity for the inventory, I wonder what happens if you open it and try to place items in it...
Does TerrainControl create furnaces ? That would explain it...
Anyway, I'm not sure if I can check for that, I'll add a possible fix and hopefully it will work, you'll see in the next version.
But my recomendation is that you fix that furnace... by simply smashing it and placing a new one instead, or using some reliable map editing program/plugin/mod/etc.
@Flutterwry
It's yet to be pulled, features get pulled verry slowly in Bukkit API, I've made the feature for supporting data values in furnace recipes over a year now and I've kept updating it and it still hasn't been pulled.
And to allow items to be placed it needs a hackish way I belive, the similar methods I tried using the API weren't succesful.
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Posted Jun 2, 2013@THDigi
Hum, I thought there was a brewing plugin/API somewhere mentioned way back in comments somewhere. Thought was something about it that prevented it from being used, so probably best to forget it and hope someone comes about with such sometime.
But yes, I use noItems to control brewing for now. By what I am aware there is no compatibility issues as it only prevents a person from brewing/crafting using permissions, and not directly interacting or modifying crafting itself.
@Ajaxan
Given my Eclipse is not setup at moment or updated at all with RM2 source. I would be happy to look and see what is pointing at what. But however since I cannot, I cannot offer help for such. But I can say that is most likely a RM2 issue being furnaces probably are or were still finicky.
Can you give a list of plugins and versions you are using to ensure though?
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Posted Jun 2, 2013My server crashed today. This error was coming up a lot. I don't believe it caused a crash as the server didn't stop when it happened, but whenever something says severe error I like to report it. It says it is a ChunkLoadEvent error, so I think I should mention that I am using a custom Generator plugin more specifically TerrainControl. Also the world created is floating islands. I do not know what action is causing the error though. Sorry, wish I could give you more info.
http://pastebin.com/J9TAVTHa
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Posted Jun 2, 2013@CommodoreAlpha
Yes, remove the 2nd recipe... or the first, they're the same :P
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Posted Jun 2, 2013@THDigi
Ah, but even if it's not a real issue, RecipeManager still spams the console for every instance this happens.
I'm not sure if I understood clearly, but this basically means I don't need to "mirror" recipes?
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Posted Jun 2, 2013@CommodoreAlpha
Ah, that's not an issue, it's a game mechanic, shapes work if are placed horizontally mirrored as well, so they're basically the same recipe.
The previous version just didn't check for that and didn't show an error, but you still could craft the recipe with its shape horizontally reversed...
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Posted Jun 2, 2013Here's a paste.
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Posted Jun 2, 2013@CommodoreAlpha
That's most likely an issue, can you post the recipes ?
@Marcoral
Because @explode does not have a chance argument anymore because I've added a @chance flag that can be used with almost any other flag, including @explode.
And the 1hp damage must be a problem with Bukkit or something because all I do is ask Bukkit to create an explosion, that's it... or probably because it's "spawning" inside a block ? Can you test with a recipe crafted in your inventory (which will explode inside you =) ) and see if the damage is the same ?
And what's not visible on power 70 ?
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Posted Jun 2, 2013Thanks for your next reponse, I had to change some things, but now it works almost as well as before. Anyway not perfectly. I think there is a bug, but I I did everything according to the instructions, but console still shout to me, that "flag @explode has unknown argument: chance 100%." I have this line in the recipe file: @explode power 7 | nobreak | chance 100% Did I do something wrong?
OK, I have solved the problem, but there is the next one - why the explosion of this recipe makes only the 1HP damage of the player? :/ I thought that it is the explosion power problem, but if I set the 70 instead of 7 damage is still not visible. Do you know it is a bug?
Sorry, but I think messages config file is bugged, when I paste 'false' in line (fe. prefix: recipe: 'false' i have critical error ingame - PrepareItemCraftEvent cancelled due to error: (null). Am I making something wrong? :/
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Posted Jun 2, 2013For some reason, if I have two (or more) recipes with the same result, the plugin will only load the first one, despite the two having differing recipes. Is there something I can do to get it to load both? The 1.x versions would load recipes with the same result seamlessly as long as they had different recipes.