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:


-
View User Profile
-
Send Message
Posted Feb 16, 2015@AshvaleStaff
What is the point of having them craft something and then return nothing in the Fragile Stone Pickaxe case?
I feel like it would be better to check for the opposite and only allow the crafting when it's not a Fragile pick:
Without testing, I'm not sure why your recipe isn't working. You could try adding the not (!) version of the ingredientcondition flag above to the second part of your recipe.
@xH3LLRAIZ3Rx
Are you seeing these messages with only RecipeManager running? If so, send me your RecipeManager folder zipped up so that I can test it.
-
View User Profile
-
Send Message
Posted Feb 15, 2015im getting this popup when crafting a Custom Item http://i.imgur.com/NYGJnYr.png
-
View User Profile
-
Send Message
Posted Feb 15, 2015I'm trying to make it so crafting a Stone Pickaxe with 3 Cobblestone returns the same Pickaxe with full durability, but if the pickaxe is named "Frail Stone Pickaxe" it returns nothing. I thought this would be a viable way to do it, but it's giving a 50% chance to return the pickaxe and a 50% chance to return nothing. Is there an alternate method?
Thanks in advance!
-
View User Profile
-
Send Message
Posted Feb 4, 2015@pilvimaa
Send me a server log and your recipe files and I'll see if I can figure out what's going on.
-
View User Profile
-
Send Message
Posted Feb 4, 2015It seems that now using rmreload bugs out somehow and shows some internal RecipeManager lore data on crafted items (which makes them unable to stack and unable being identified properly by chest shops, custom code etc). Restarting the server fixes this but it used to be very handy being able to use rmreload.
-
View User Profile
-
Send Message
Posted Jan 31, 2015@haveric
Works perfectly. Thank you :)
-
View User Profile
-
Send Message
Posted Jan 29, 2015@haveric
Ooooohhhh, I took that differently. Well then, all is right. Thanks
-
View User Profile
-
Send Message
Posted Jan 28, 2015@Noxcode
Take a look at the clone ingredient flag in the recipe flags html file that should be in your RecipeManager folder. I believe it can do what you're asking for. Something like:
I'm not sure if there's anything currently to get the enchants from a book, but you could always do ingredientcondition and handle every case you'd like to work. I'll look into if there's a way to get book's enchantments or I may have to add something for it.
Furnaces have a few issues in the latest version that I am looking into fixing.
-
View User Profile
-
Send Message
Posted Jan 28, 2015Hi, I've a weird question.
Do you know if it's possible to make a recipe which enchants a tool / armor ?
I mean, the same issue as in an anvil, when you combine a enchanted book and an equipement, but in a crafting table with the tool and another item ?
Like saying the result of the craft is "This" + "Enchantment".
(Because the tool needs to keep its damage and enchantments it already has).
I think that is not feasible but you can maybe contradict me.
Thank you in advance. :)
Edit: btw the plugin can't stack result items in furnace, and there's no error in the consol. It's problematic.
-
View User Profile
-
Send Message
Posted Jan 28, 2015@LordInfinitus
There are some issues in the latest version with furnace recipes that will be fixed in the next release. Note that I may be wrong on only forchance working in fuel recipes, I haven't done extensive testing on them. I might test that out now that I've fixed the main issue with furnaces breaking.
-
View User Profile
-
Send Message
Posted Jan 28, 2015Always appreciate your quick response and attention to detail.
Sending you a 'Donation'!
-
View User Profile
-
Send Message
Posted Jan 26, 2015@LordInfinitus
I don't believe fuel recipes support anything outside of @forchance. I do agree though that the explosion should happen after burning through the fuel item, so I will certainly be looking into that.
-
View User Profile
-
Send Message
Posted Jan 26, 2015I have written a recipe to have a 33% chance to explode immediately when using sulphur. (works fine)
I am trying to modifiy it to explode at the end of the smelting process, Is it possile to write the recipe that way?
attached is my pastebin attempt: http://pastebin.com/0hh91Pxb
Thanks
-
View User Profile
-
Send Message
Posted Jan 25, 2015Hello,
Is it possible with this plugin to create a recipe that has different results depending on the permissions the player has?
For example, if the player has permission A and they try to craft something, it will give them item B. However, if the player has permission C it will give them item D.
EDIT: I figured this out, and it's a little tricky so I'll share it with others!
Configuration: http://pastebin.com/R6Fwp2ef
Explanation: I used the example of a wood pickaxe. If you have the NOVICE permission, you'll make 1 pickaxe. If you have the ADEPT permission, you'll make 2 pickaxes. And if you have the EXPERT permission, you'll make 3 pickaxes. So I made 3 different results for the wood pickaxe recipe - one for each number of pickaxes. Normally, the plugin will randomly chose one result to use, which isn't what we want. So I added @permission flags to each result so that only one was possible at any time. I also added a @displayresult flag to the entire recipe, so that the user would see the result of a pickaxe in the crafting menu (instead of the chest and breakdown of % chances that you normally see when you use multiple results). I hope this is useful for everyone!
Cheers,
Rhis
-
View User Profile
-
Send Message
Posted Jan 25, 2015@WhiteNightFury
Repair works as vanilla does, with two tools of the same type. There is an option to preserve metadata, but that is all that it does. You could set up custom repairing with recipes though and if that's what you're talking about, you'd have to provide the recipe you are trying out.
-
View User Profile
-
Send Message
Posted Jan 24, 2015How does the repair stuff work, Iron Pickaxe + iron in crafting table does nothing (or do I need to put it on false for it to be enabled in config?)
-
View User Profile
-
Send Message
Posted Jan 20, 2015@haveric:
Thanks for your support! I just donated a few bucks for your time.
-
View User Profile
-
Send Message
Posted Jan 19, 2015@LanToaster
I would check out the @cloneingredient flag, I believe you can do @clone enchants, but I am not entirely sure if that works across books to other items. I'm not able to test this right now, but that looks the most promising.
Let me know if that works or if you run into any issues. I'll look into this more and test it when I get a chance tonight or tomorrow.
-
View User Profile
-
Send Message
Posted Jan 19, 2015Is there a way to Transfer Enchantments from One Item to another? (For Example from a Book to an Sword)
-
View User Profile
-
Send Message
Posted Jan 19, 2015@nashoxx
They should, I've been trying to make sure it is backwards compatible. You may get a couple warnings about missing items on startup, otherwise it should work as normal.
It looks like it only shows the newest compatible version on the homepage, but if you click on the file, it will show all the game versions I've selected for that file: 1.7.9, 1.8, 1.8.1. There is no 1.7.10 option, so I've been leaving it at 1.7.9.
Let me know if you run across any issues with it.