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 6, 2013@MrKorvic
This plugin shouldn't affect stacking... you should really test the glitch with one plugin enabled at a time and let me know if you're sure that my plugin causes that so I can look for the problem... and also tell me the steps of reproducing the problem as well.
-
View User Profile
-
Send Message
Posted Feb 5, 2013Is it just me, or is everyone's inventory stacking all weird? I think it may be this plugin conflicting with it's own saved values for different items, or it's ItemRenamer. I'm going to post there as well, but they're both essential plugins and I would like it if it could be fixed somehow. (Might not be this plugin though.) If possible, while you re-write the plugin you could try a hook into it or something of the sorts because it might be that they're conflicting with each other.
-
View User Profile
-
Send Message
Posted Feb 5, 2013@ryan_the_leach
It's a client side thing, for example you can't place cobblestone in the brewing stand's ingredient slot, I've even tried to listen to the click and server-sidely set the slot's contents to whatever was in the cursor, but that didn't work either,
unless that's been fixed and I can actually do it now :}(still can't place other items in stand's slot, just tested)... which leaves the rest of the system which is completly new to me since I kinda never played with potion brewing =)I just tested the double step bug and it seems to've been fixed, I can craft all doublestep blocks with data value from 0 to 7.
@ryan_the_leach
It already has metrics =) There's a tiny link under features list :P I'll move it up in the features.
-
View User Profile
-
Send Message
Posted Feb 5, 2013also, could you add metrics to this plugin, it would be great to see how many other servers use it.
-
View User Profile
-
Send Message
Posted Feb 5, 2013@THDigi
unsure about the restriction on what can be placed in brewing stands, I just saw the pending pull request.
as far as what people use recipemanager for I can't speak for anyone else, but I've been using it to change the recipe for gold blocks and emerald blocks as we use it as a currency system with gringotts, our users were struggling with everything being based off of 9's so made it based off of 5's.
I also add recipes for mossy cobble, and a cheaper powered rail recipe, to encourage minecart use, sponge.
if the double slab bug doesn't exist still, I'd make a recipe for the bugstep as everyone absolutly loves it.
Can't say i use the furnace recipes at all. or most of the flags, but can understand others wanting to.
I'm also tempted to make an obsidian recipe.
theres less recipes then i might have added once, now that silktouch exists.
another server i had planned on using soon would involve removing all the recipes, then adding a few back, sort of like minez adventure style, where only limited block breaking happens.
The remove flag would be awesome it would prevent the headache of making sure all the vanilla recipes were in the correct files and having to keep them updated each version. Actually the way that I have been coping with 1.4 was to make override recipes for 9 ingots to return 9 ingots.
that way the map cloning and armor dying would still work.
-
View User Profile
-
Send Message
Posted Feb 5, 2013I've found out that I can accurately detect the 4 new special recipes (leather armor dye, fireworks, map cloning and extending) so I'll add a feature to enable/disable them in the config... altough the cloning system I'd like to implement myself.
@ryan_the_leach
Did the MC devs remove the limitation of what you can place as ingredient in the brewing stand ? Because that's one big flaw with customizing brewing stuff :/
I'm curious on what scale do you edit/remove recipes, I want to make that system as best as possible for you guys without screwing too much with the game, is the current system fine or do you have any other ideas ? Like a @remove flag (would be similar to @override) ? Or... I dunno.
I will ofc still include the "rmextract" command which will give you all the server's recipes in RM's format so getting the accurate recipes shouldn't be a problem.
@gnarlerman
I didn't add a result filter because it can restirct more recipes at once because you can have more ingredient combination make the same result :P But I will add that restriction style as a new recipe type to quickly restirct the making of a specific item.
-
View User Profile
-
Send Message
Posted Feb 5, 2013I would say the easiest way to proceed that would do the most good would to set the plugin to ADD recipes based on what is put in the recipes file.
Then, add in a new feature to simply block pulling a certain item out of the crafting GUI, so you could block the DIAMOND_BLOCK item, instead of having to rely on the whole 9 diamond crafting recipe dependency. Instead of "removing the crafting recipe" just add in a prevent that keeps people from obtaining the certain item. Same end result and possibly easier to code.
Or, what might be even easier, is having an overwrite addition, overwriting the crafting recipes, so you get 1 air (or stick) from 9 diamonds, and most players would refuse to make that trade, so again, objective completed.
Diamond block here was used as an example of one certain recipe.
-
View User Profile
-
Send Message
Posted Feb 4, 2013@THDigi
honestly its almost perfect the way it is now, just bug fixing, some maintenance, and the option to remove / leave fireworks, armour dyeing and map cloning would be enough.
the addition of potion brewing would be mad, theres bukkit pull requests at the moment to add the API you would probably need.
The reason I use recipemanager over other plugins still, is BECAUSE it can edit and remove recipes, other plugins seem to only add new recipes.
-
View User Profile
-
Send Message
Posted Feb 4, 2013@diannetea
Hmm, do you mean what the "rmextract" command already does ?
-
View User Profile
-
Send Message
Posted Feb 4, 2013Well I love the ability to import recipes from other plugins.
-
View User Profile
-
Send Message
Posted Feb 4, 2013Hello, so I've been looking to resume this project and I'm still catching up, the main issue is that I don't really know how to proceed with the recent crafting changes...
I'll most likely rewrite this actually so any ideeas would be of help :P Recipes, new features, removal of features even =) I'm curious if anyone edited/removed vanilla recipes btw.
I guess the new MC features (item names/descriptions, book titles/contents, heads styles/owners, etc) could be added using individual flags for results... need to get to that to see if there would be any problems...
-
View User Profile
-
Send Message
Posted Feb 4, 2013An update would be really really nice, this is something that I wouldn' experiment on the server.
-
View User Profile
-
Send Message
Posted Feb 2, 2013on my server, the latest unofficial build requires a /reload for any custom recipes to work.
-
View User Profile
-
Send Message
Posted Feb 2, 2013Forgot to post this, made it "compiled with 1.4.7 API/server", but forgot to post.
Same rules apply from the 1.4.6 comment that is located here.
This is unofficial meaning use at your own risk "though nothing changed or so, just NMS/OCB".
1.5 MC will break this plugin no doubt and will force some true fixing.
http://dev.bukkit.org/server-mods/recipemanager/?comment=617
Edit: Edit 2: Furnaces work fine by what I can tell with custom/disabled fuels. If anyone has issues, then not sure what is wrong.
The 1.4.6 Unofficial version. As well the same statements apply to this version.
-
View User Profile
-
Send Message
Posted Feb 1, 2013I absolutely beg of you, please update this, or could someone, anyone, take over this project? This is an invaluable part of my server, and right now it's not working.
-
View User Profile
-
Send Message
Posted Jan 31, 2013id be willing to donate to get this fixed.....
-
View User Profile
-
Send Message
Posted Jan 30, 2013Respectfully requesting an update to 1.4.7 please. Official or not, as long as it works.
Please and Thank you!!!!!!
-
View User Profile
-
Send Message
Posted Jan 26, 2013You know, the developer could probably take a different approach to items concerning NBT tags (which also happen to have a high amount of combinations) and as a result, tweak how the "disable all non-custom" recipes works.
The "Disable all vanilla recipes" could ignore any recipe having to do with NBT tags, an easy-sounding solution, but I wouldn't know how hard that would be to implement, perhaps.
And instead of the usual "put in x item(s); get out y item(s)" he could tackle the issue differently, in a unique manner depending on the item. For example, on firework rockets, he could make a config option like this "fireworkstaritem:1" which would mean that instead of firework stars used in crafting, it would be (oddly) stone blocks. I already have an idea on how to specifically deal with most of the NBT-tag related items, but I don't know how to do it because, unfortunately, I don't know any Java (which also means I don't know how realistic my ideas would be).
Here's another example (of my idea) concerning dying leather armour. Add an option for each of the 16 dyes; "Potency:<insert-integer>" to determine how potent applying one of that dye is, when mixing colours. It probably won't affect using one colour, but it will change colour mixing. You could also do this: "ReplaceWhiteDyeWith:<insert-blockID>" in which you can replace white dye with another item, when it comes to leather dying only. However, I don't know how possible this would be to implement, I'm just considering the ease of configuration.
Custom brewing would be awesome, too. Instead of making golden carrots cost golden blocks, I could just instead place a heavier cost on brewin' invisibility potions, which is a much better solution.
-
View User Profile
-
Send Message
Posted Jan 25, 2013cookbook also supports names, lore and other entity data.
Still a pity, recipe manager has quite a few advantages over those two. Still hope it's being continued.
I think the current approach of disabling all recipes and recreating the vanilla ones within the plugin is a dead end, too much has changed in minecraft. Lots of the newer recipes rely on entity data and are too complex to recreate in a simple config. For example there are millions of different fireworks you could craft... and think about dyeing...
-
View User Profile
-
Send Message
Posted Jan 24, 2013@SpaceEmotion
:D I'm actually preparing to use this, just waiting for the xp feature :D