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 24, 2013dont think the leather color crafting is enabled... its not a defualt recipe. man that will take forever with all the 10+ colors
edit, I justt read underneath me and feel like an idiot lol! Ok so in fact does this all mean colored leather and fireworks dos not work? i tried setting nothing to my config and it still doesnt generate the leather color recipes (maybe fireworks as well)
-
View User Profile
-
Send Message
Posted Feb 24, 2013@CommodoreAlpha
Why don't you just try it ? :P
If it doesn't work you can use " @command: give item 64 {player} " To give another stack to the player when he crafts.
About the furnace thing, it would most likely never be fixed by Bukkit since it's a game mechanic, that's how the game is designed, I made a pull request last year and it's still ignored, so I doubt it.
-
View User Profile
-
Send Message
Posted Feb 23, 2013If I set an outcome to have more than 64 in the same stack, will it work?
For example, say I add a recipe, where you combine four gold blocks to get 100 stone. Will that work/is that possible? I use a plugin called StackableItems, which lets you stack items beyond 64, and up to 127.
And when is Bukkit going to pay attention to the furnace-not-recognising-the-damage-value issue?
-
View User Profile
-
Send Message
Posted Feb 15, 2013@SheerAwesomeness Or you could just set "existing-recipes" to "nothing" in your config.yml :P
@ZariusT I see, thanks, changed.
-
View User Profile
-
Send Message
Posted Feb 14, 2013Just a note that the link at the top includes the page number so no longer correctly links to post 647 - need to use http://dev.bukkit.org/server-mods/recipemanager/?comment=647 instead.
-
View User Profile
-
Send Message
Posted Feb 14, 2013@SheerAwesomeness
The folder should as you must manually make the recipes and disable vanilla ones you do not want. There was a reason I had to do this, because Fireworks and Colored Leather. Else it would not really work right, so in order to truly make use of the version I made for 1.4.7.
You must disable "config boolean" its control of overriding all recipes with ones in Recipes folder, then from there add vanilla recipes you want in the main folder with the folders Default and Disabled, as well ones you do not want in the Disabled folder.
In simple, here is a zip with the defaults folder from Recipe manager since some reason yours is not making it "have you tried to use Extract command".
https://dl.dropbox.com/s/3gcvicg4tlbos6m/Default%201.4.7%20recipes%20vanilla.zip?token_hash=AAEa0Iu4Gq25z160-hiWnTNDpI2KI6_o7LXtCXZou2trQQ&dl=1
Sorry if confusing, but without extensive and unneeded coding for support for fireworks, colored leather and other 1.4.6+ things it would got a bit annoying.
@seanth
Glad you have no problems so far based on your comment. And sorry if you do not like the nag message after all plugins loaded, but I had to ensure people knew any issues they have are not THDigi's fault and he cannot be held responsible for them as you use the unofficial plugin at your own will.
-
View User Profile
-
Send Message
Posted Feb 14, 2013When I install the unofficial fix to my server, the recpies folder reamins empty. How do I get the furnace and normal crafting recipes etc back?
-
View User Profile
-
Send Message
Posted Feb 13, 2013I just found this and started playing with the unofficial 1.4.7 build. How is this not a standard part of bukkit? Just fantastic. Thanks so much for this.
-
View User Profile
-
Send Message
Posted Feb 13, 2013@THDigi
Sounds like a great solution!
as far as permissions being more complex do you have any use cases in mind?
because anything that I can imagine can be covered by those, and different inheritance options in a permissions manager.
-
View User Profile
-
Send Message
Posted Feb 11, 2013@Byamarro
The problem with that is I must include CraftBukkit (again) and doing so will make the plugin unusable to next major versions if I don't update it... so if they do add new game stuff, the plugin will be unusable anyways and I must update regardless, so when I update I just add a flag for the new feature :P
If you don't know what I'm talking about, this: http://forums.bukkit.org/threads/safeguard-versioning-policy.123435/
-
View User Profile
-
Send Message
Posted Feb 11, 2013@THDigi
Let just add some option to edit NBT values so it will not be problem in future if new NBT variable will be added.
-
View User Profile
-
Send Message
Posted Feb 11, 2013@Byamarro
Yes, yes and yes.
There will be flags for altering the result, colors, firework effects, potion effects, book pages, skull owner, name, lore, etc.
However, they will require specific data.... or some even have some wildcards like @skullowner {player} to make your own head =).
@ryan_the_leach
Not necesarily harder... it would involve using "rmextract" to extract the recipes, I'm gonna add some arguments to that command so it auto-adds flags on each recipes (stuff like @remove) and then you can easily move them from disabled folder to recipes folder.
You may even change @remove with @override to edit the recipe instead, but both flags remove the original recipe, @override just adds the custom one over.
The config option "existing-recipes" would be replaced by what to do with vanilla recipes and mod recipes, if you want them removed automatically or not, by default it will leave them alone...
So basically this plugin shouldn't affect crafting at all until you tell it to.
_______
I have a question for you, the plugin users, ... how complex would you imagine the @permission and @group flag ? I want to allow more condition for them...
Currently I've set @permission and @group to set a single perm/group then @nopermission and @nogroup to set a single anti-perm/group (if player has perm/group he can't craft)... but I dunno, I feel like it should be more complex...
You guys can just 'draw' it in direct syntax that you would use.
The same question applies to @world too.... and maybe some new ideas for requirements ? :P
-
View User Profile
-
Send Message
Posted Feb 10, 2013@thdigi when you say you are going to get rid of the pre written vanilla recipes, does that mean that you will be unable to remove all recipes easily?
Not that this affects me, but it seems a major draw to your plugin would be for total conversion servers like minez to remove all recipes and add their own.
-
View User Profile
-
Send Message
Posted Feb 10, 2013@THDigi
Few questions:
1. You back?! Hell yeah!
2. Is it possible to set crafting for player head? I want to craft Ludi95's head because it looks like mini wood.
3. Will this plugin support fireworks and leather armor painting?
-
View User Profile
-
Send Message
Posted Feb 9, 2013I posted another text-wall of ideas as a ticket, seeing as reading it in comment form hurt my eyes.
-
View User Profile
-
Send Message
Posted Feb 8, 2013Also, if you guys want to monitor or help I've set up another git: https://github.com/THDigi/RecipeManager2
But I hate git for its confusing naming of actions... like "discard changes" = "delete the file without confirmation or even notifying you that it's physically erased" :/
Anyway, alot of code is still in design and incomplete, if you got any suggestions (theory, code, changes, optimizations, new structure, etc) don't hold back :P
-
View User Profile
-
Send Message
Posted Feb 8, 2013@CommodoreAlpha
I've read it before but didn't got a chance to reply, now here's my wall-of-text reply :P
Bukkit API erradicates any unrecognized NBT tag so I can't pass any custom tag though recipes but I can add custom tags in the final result where I replace the result with the final product... which I will give you guys the option with @meta flag if I can find a easy way to make it work since tags must have a specific data type and stuff XD
In the current WIP version I'm adding a description line to the result item to identify the recipe and I'll add a feature to get rid of the description line if some other plugin crafts my recipes and you get them by accident.
And I'm currently also getting rid of the default recipes already written out and focusing on @override and @remove.
The rest of your previous post I belive talks about configuring the new special recipes... that's way complicated for now and it has a very limited range of options because you may only color leather armor and you may only mix fireworks... which you could do in a basic recipe with @color for leather and @clone for cloning items like maps... but I dunno about map extending and fireworks yet.
About brewing, you can't place any other item in the brewing stand so that ruins the customization options right from the start, I recently tried to forcefully place dirt in that brewing stand slot using code and even that didn't work, so I just dropped it xD
I'll add a @fire flag to set fire to the crafter or even the surroundings but that may require some block checking and stuff...
Feel free to share the rest of your ideas, it's best for me to know them before I finish the plugin because it will be harder to change it later if it's a very complex feature code-wise.
-
View User Profile
-
Send Message
Posted Feb 7, 2013@THDigi
Could you consider some of the suggestions I had in my post that's about a page back? (I would copy and paste, but I don't want to make another text wall.)
I don't know how feasible these would be, but I'm sure it could give you an idea on how to flexibly handle the "special NBT-tag items".
I've got many ideas for this plugin at the moment, but I don't want to flood you when you're busy with... stuff. But one (doable) idea I do have is a setfire flag, which would set the player on fire. It would work nearly like the explode flag, pretty simple in my opinion. I feel like you've already implemented this, but I can't find this, so sorry if this suggestion just wasted your time.
And very great plugin, one of the many I rely heavily on. It's also nice to see that you're back and well. :)
@Faldonboy
Could you describe this stacking problem to me in a PM? I have most of the plugins you listed there, and I would like to see what this "issue" is. (I don't know any code at all, but I can use logical deduction to find out which plugin may be causing it and why.)
-
View User Profile
-
Send Message
Posted Feb 6, 2013Oddly all i've been hearing from servers lately using this is that stacking problem but I have no issues at all with this being one of our core plugins for both a Tekkit server and a normal server. I'm also using some of the plugins people "think" may be the cause.(stackableitems, itemrenamer/protocolLib, newer Essentials versions, Craftbook)
This is without a doubt the best plugin for custom recipes, none of the other plugins come even close to the level of customization this one does, so, thank you. :)
-
View User Profile
-
Send Message
Posted Feb 6, 2013@MrKorvic
It def shouldn't have issues with item stacking. Even if you say are using the unofficial builds I made, there is no changes that would affect a players inventory at all, its the same code THDigi had. The only changes that ever were made was to match material public member functions changes where needed as well NMS/OCB.
@ryan_the_leach
As THDigi said, it has metrics. By the testing each time I made updated to unofficial builds it worked by what I can tell, or did for me anyway.
@THDigi
I was thinking to add a small block for the fireworks to just have a Boolean config for them, on or off. Given how many different recipes for different ones.
However I am glad you are back at this now. You should be able to easy tell what changes are needed to fix for OCB and NMS as well material member changes. Also to say, thanks for keeping your code organized and clean, was very easy to understand how you had things setup.
With that, good day or night and look forward to upcoming changes.