RecipeManager 2

Complex recipes made easy !


NOTE: I will refer to some .html files in here, those files can be found in your /plugins/RecipeManager/ folder after you loaded the plugin the first time. The html files will also be updated automatically on new versions.

  • Add new recipes:
    • Shaped or shapeless recipes with optionally multiple results;
    • Furnace recipes with optional custom cook time and optional special fuel;
    • Fuel recipes with custom burning time or even random time from speciifed range.
    • 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 @overwrite to remove/restrict/overwrite 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;
    • MCStats / Metrics:

Installing or updating

  1. Download the latest version of the plugin
  2. Place the RecipeManager.jar file in the plugins folder and start/restart the server
  3. Now the plugins/RecipeManager/ folder is created which contains configuration files (.yml) and documentation files (.html)

NOTE If you're upgrading from 1.x versions of RecipeManager, please first delete all files and folders except recipes folder from your RecipeManager folder before installing version 2, this will keep your folder clean because alot of files have been renamed and this way will be less confusing.

Also some recipes or flags might not work like in 1.x versions, please re-test your recipes.

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.

Tutorials, example recipes, tips and tricks

User-contributed resources in the Resources forum section.


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 been already reported. Also check the latest file's known caveats (under changelog) before posting a ticket.

Note: I don't support any previous versions other than the absolute latest, so if you used a older version, update and test again :P

Source code

Source code is on github, feel free to look at it, improve on it and provide feedback: If you need, you can use code from my project but please give credits.

Support project

If you feel I deserve:

Thanks for your support !

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  • Avatar of Noxcode Noxcode Feb 01, 2015 at 04:23 UTC - 0 likes

    @haveric: Go

    Works perfectly. Thank you :)

  • Avatar of WhiteNightFury WhiteNightFury Jan 29, 2015 at 21:16 UTC - 0 likes

    @haveric: Go

    Ooooohhhh, I took that differently. Well then, all is right. Thanks

  • Avatar of haveric haveric Jan 29, 2015 at 06:01 UTC - 1 like

    @Noxcode: Go

    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:

    = iron_sword
    @cloneingredient all // clone ingredient
    @enchant durability 2 // add durability as well

    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.

  • Avatar of Noxcode Noxcode Jan 28, 2015 at 22:27 UTC - 0 likes

    Hi, 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.

    Last edited Jan 28, 2015 by Noxcode
  • Avatar of haveric haveric Jan 28, 2015 at 16:30 UTC - 0 likes

    @LordInfinitus: Go

    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.

  • Avatar of LordInfinitus LordInfinitus Jan 28, 2015 at 16:14 UTC - 0 likes

    Always appreciate your quick response and attention to detail.

    Sending you a 'Donation'!

  • Avatar of haveric haveric Jan 27, 2015 at 05:41 UTC - 0 likes

    @LordInfinitus: Go

    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.

  • Avatar of LordInfinitus LordInfinitus Jan 27, 2015 at 00:51 UTC - 0 likes

    I 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:


  • Avatar of Rhiser3ld Rhiser3ld Jan 26, 2015 at 04:49 UTC - 0 likes


    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!


    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!



    Last edited Jan 26, 2015 by Rhiser3ld
  • Avatar of haveric haveric Jan 26, 2015 at 04:03 UTC - 0 likes

    @WhiteNightFury: Go

    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.


Date created
Oct 11, 2011
Last update
Jan 26, 2015
Development stage
  • enUS
GNU Lesser General Public License version 3 (LGPLv3)
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Recent files
  • R: v2.3.2 for 1.8.1 Jan 26, 2015
  • R: v2.3.1 for 1.8.1 Jan 11, 2015
  • R: v2.3 for 1.8.1 Dec 23, 2014
  • R: v2.2.3 for CB 1.7.9-R0.2 Nov 21, 2014
  • R: v2.2.2 for CB 1.7.9-R0.2 Nov 14, 2014



Optional dependency