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 Jan 18, 2016@NghtShad
If you could create a ticket for this either on this site or github, I'll be able to follow up with this when I get a chance to look into it.
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Posted Jan 18, 2016@haveric
Is there any way to allow SMELT recipes to work with @individualresults. I would really like to be able to make my smelting setup work properly. As described previously I know that this does not work
Chunk of Iron = Brick of Iron SMELT Iron Ingot @override iron_ore % 10
iron_ingot
@name Brick of Iron @ingredientcondition iron_ore | name Chunk of Iron
Silver Ore = Brick of Silver SMELT Silver Ingot @override iron_ore % 8
iron_ingot
@name Brick of Silver @ingredientcondition iron_ore | name Silver Ore
If individualresults could be used on SMELT recipes then I could do
SMELT @individualresults @override iron_ore % 10
iron_ingot
@name Brick of Iron @ingredientcondition iron_ore | name Chunk of Iron
iron_ingot
@name Brick of Silver @ingredientcondition iron_ore | name Silver Ore
And continue the list further down since I would like 5 - 6 differently names items using the iron_ore item.
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Posted Jan 13, 2016@xH3LLRAIZ3Rx
I have a fix for this, but would like to test it some more and make sure all cases are working as they should before releasing it.
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Posted Jan 7, 2016There seems to be a issue with Combine recipes where they use more than one of an item, for example:
The issue is when people have those items with the exact amount of apples then click the result to get the result item, the result item disappears
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Posted Dec 18, 2015@NghtShad
Thank you! Since (you may have already noticed) english isnt my native language, I was having a hard time understanding the flags. That will suffice. Im sorry I cant help you with your problem.
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Posted Dec 17, 2015@Francis502
In your case you should be able to do
CRAFT
@individualresults
stone + dirt
= result 1
@ingredientcondition stone | name "A" | failmsg false
= result 2
@ingredeintcondition stone | name "B" | failmsg false
Note: you may not need the "failmsg false" bit
Craft recipes allow for the @individualresults flag to be used but in my case Smelt recipes are single output recipes only so it cannot be used. If the craft recipes are the exact same not taking into account the @ingredientcondition name being different then yes the second one will not work because the first one is the one being accepted. I will have to do this same thing when it comes to making different types of swords.
My problem is that since Smelt recipes are only capable of single results then how can I make the example I provided previously work when iron_ore could be one of 10+ item names, all with their own results?
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Posted Dec 17, 2015@NghtShad
It also happens with crafts. If i put a crafting that requires a stone block called 'A' and a grass block, and then another one that requires a stone block called 'B' and ALSO the same grass block, only the first one will load. If I try to craft the second one it wont let me, saying that the block needs to be named "A".
It removes a lot of flexibility.
For example, I want some permits that let you use some plugins, so i make them that, when placed on a crafting table, the plugin will add the necesary permissions. I make two different paper items, one with the name "Permit 1: Use plugin X" and the other with the name "Permit 2: Use plugin Y".
Well, when placing the permit 2, it tells me I need to call it "permit 1: use plugin x"
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Posted Dec 16, 2015Also is there a way to add a name definition to a fuel type so that
351:8 ; name Coal Powder will work as fuel and 351:8 will not?
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Posted Dec 16, 2015When I make multiple smelt recipes with the same source block type only one of the smelt recipes work.
//Chunk of Iron = Brick of Iron
SMELT Iron Ingot
@override
iron_ore % 10
= iron_ingot
@name Brick of Iron
@ingredientcondition iron_ore | name Chunk of Iron
//Silver Ore = Brick of Silver
SMELT Silver Ingot
@override
iron_ore % 8
= iron_ingot
@name Brick of Silver
@ingredientcondition iron_ore | name Silver Ore
With these two together only the Silver Ore appears to work and the Chunk of Iron recipe does not. The Furnace just sits idle without any animation. I have been able to force it to start by first putting in cobble and then replacing the cobble with the iron_ore named Chunk of Iron but it completes with no result other then the words "(Furnace World: xxxxx) Chunk of Iron Needs Name: Silver Ore"
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Posted Dec 12, 2015@nashoxx
Use the @permission flag in your recipe : @permission recipemanager.craft.FragileBowl
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Posted Dec 12, 2015Okay so I want to give permissions per craft. Is that possible?
Is this, for example, possible?:
Let's say I have a craft called "FragileBowl", and I want a permission for that<sub> so it would be like: recipemanager.craft.FragileBowl</sub>
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Posted Dec 12, 2015Hi,
I'm using RecipeManager v2.6.4 on kCauldron 1.7.10 and everything works fine, but I can't use the flag @itemname for a brewing recipe result. I know the brewing recipes are currently in beta, but there is a workaround to allow named results in a brewing stand ?
Thanks you in advance for your answer :)
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Posted Nov 23, 2015This is probably related to an earlier crash report I sent you, but I got this server crash.
It appears I'm noticing a general trend of mods fighting with RecipeManager concerning how Furnace recipes are handled. In this case, it was quite unexpected - there is a "gas block" from the Engineer's Toolbox mod which, judging from how it caused a server crash, also messes around with furnace recipes.
Other causes of crashing which I've found (all related to furnaces) is using the Forge from Metallurgy 4 (runs on lava directly) and smelting different types of ores which are distinguished only by their damage value.
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Posted Nov 21, 2015@CommodoreAlpha
I don't know enough about mods to answer this. Perhaps you could ask the mod author?
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Posted Nov 21, 2015Not the most relevant comment to this plugin, but I was wondering what you could make of this.
As you can see, the mob ID is a negative number, something I didn't know was possible. As such, it doesn't show up in the names index html file.
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Posted Nov 16, 2015@haveric
Alright, thank you for the information. I wish you good luck if you ever decide to make the extension and add the food/saturation options! :)
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Posted Nov 16, 2015@YukioJon
While it is possible to do, it requires Listeners on the consume events which makes this not a direct attachment to the item except through an internal plugin storage or a lore attribute. Because of that, it probably won't be included in RecipeManager, but it is a good candidate for an extension of RecipeManager, which I've been considering making for a while.
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Posted Nov 16, 2015@haveric
I don't know any possible way to do that in Vanilla Minecraft. However, there is this plugin which seems to be able to do it. I don't have much knowledge on actually making plugins, so this might not be useful at all to you. This is the plugin I'm talking about; https://www.spigotmc.org/resources/myrecipes.5176/ Also, I can edit the link away, or delete this whole post if you don't wish for other plugins to be linked here! Just give me the word and I'll do it! :)
I'd love to see the ability to change food/saturation of food-items because I'd be a great combo together with all the other possibilities of your plugin! :)
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Posted Nov 16, 2015@YukioJon
That is odd, the order shouldn't really matter. I'll have to look into that.
I don't believe there is a way to configure food/saturation using the Bukkit API. Do you know if this is possible using the /give command with vanilla minecraft?
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Posted Nov 16, 2015@haveric
It's already fixed. Apparently moving the @ingredientcondition tag to the bottom of the list fixed the problem.
Here's what I had first;
And this is the working one I have right now;
Thank you anyways! :) Also; Small question: Do you think you'll ever add a way to configure the food-fill and saturation of food-type items?