RecipeManager

Workbench

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:
    • 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 specified 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 @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
    • @[email protected] 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: http://mcstats.org/plugin/RecipeManager


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)


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.


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. 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 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 RecipeManager useful and want to help support future development and faster updates, please donate:

https://www.paypalobjects.com/en_US/i/btn/btn_donate_SM.gif

Thanks for your support!

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  • Avatar of haveric haveric May 22, 2016 at 16:22 UTC - 0 likes

    @xH3LLRAIZ3Rx: Go

    I don't believe there is a way to make any item consumable. This might make more sense as an extension plugin in the future though.

  • Avatar of haveric haveric May 22, 2016 at 01:34 UTC - 0 likes

    @negrocarnecaliente: Go

    Use air instead of null.

    That api uses NMS, which can potentially break between versions of Minecraft. I use the Bukkit API only. Some of the work I'm doing now may allow for me to add these in a safer way, but I will not be adding NMS code into the base plugin.

  • Avatar of negrocarnecaliente negrocarnecaliente May 22, 2016 at 00:53 UTC - 0 likes

    @haveric there s an api for item attributes https://www.spigotmc.org/resources/item-attribute-modifier-api-library.22747/

    i use it to get attributes from item like 10 damage and add 2 damage to it so the damage of an item is 12

  • Avatar of negrocarnecaliente negrocarnecaliente May 22, 2016 at 00:51 UTC - 0 likes

    hi why is 0 not allowed to be null? and how do i make the recipe like this with it? if i was to do this i would set/leave 0 null

    null EMERALD null null DIAMOND_SWORD null null null null

    setIngredient

    /**

    • Sets an ingredient slot to material with specific data value.<br>
    • Slots are like:<br>
    • <code>
    • | 0 1 2 |<br>
    • | 3 4 5 |<br>
    • | 6 7 8 |</code> <br>
    • Null slots are ignored and allow the recipe to be
    • used in a smaller grid (inventory's 2x2 for example)<br> <br>
    • <b>NOTE: always start with index 0!</b> Then you can use whatever index you want up to 8.<br>
    • This is required because ingredients are shifted to top-left corner of the 2D matrix on each call of this method.
    • @param slot
    • start with 0, then use any index from 1 to 8
    • @param type
    • @param data
    • /
    Last edited May 22, 2016 by negrocarnecaliente
  • Avatar of xH3LLRAIZ3Rx xH3LLRAIZ3Rx May 12, 2016 at 01:10 UTC - 0 likes

    @haveric: Go

    ok, can you add a feature to where I can make consumable heads? heads that you right click and you can consume them to give you your hunger back and also potion effects

  • Avatar of haveric haveric May 10, 2016 at 02:33 UTC - 0 likes

    @xH3LLRAIZ3Rx: Go

    I have messed around a bit with ProtocolLib and it seemed to work at first, but I ran into issues with it (specifically, it not being able to tell what attributes were set on an item already). I will probably revisit it once I refactor some of the project to be extendable.

  • Avatar of haveric haveric May 05, 2016 at 03:29 UTC - 0 likes

    @xH3LLRAIZ3Rx: Go

    Those attributes are for entities/players, not items. The ItemMeta.Spigot is only useful if you are building against the Spigot API. I do not plan to support Spigot specific API at this time.

  • Avatar of haveric haveric May 04, 2016 at 21:40 UTC - 0 likes

    @tutur1004: Go

    Potions changed in 1.9. The next release should make these functional again.

    @BSeeker69: Go @tutur1004: Go

    These aren't supported in the Bukkit API yet as far as I'm aware.

    @xH3LLRAIZ3Rx: Go

    It looks like you're just trying to have two different skulls in a recipe. So some of the skulls should have the Power Crystal name and some should have the Electromagnet name. What's happening right now is that your recipe is expecting them all to have both, which clearly isn't possible. To fix this, you can add the "needed" flag to each to add the amount of each that needs to be met. For example:

    craft
    gold_ingot:0 + skull_item:3 + gold_ingot:0
    skull_item:3 + skull_item:3 + skull_item:3
    gold_ingot:0 + skull_item:3 + gold_ingot:0
    = paper:0:1
    @name §6Magical Magnetism Paper
    @lore §7
    @lore §a§oUsed to make a Magnetism Enchantment Book
    @ingredientcondition skull_item | name §c§lPower Crystal | needed 2
    @ingredientcondition skull_item | name §cElectromagnet | needed 3
    @ingredientcondition gold_ingot | name §bAluminum Brass Ingot
    

    The downside with this is that you can't choose the order they have to be in, but the recipe will now require two of the skulls to have Power Crystal and 3 to have Electromagnet. You can change the needed amounts as desired, but as long as you don't want all items of a type (ex: skull) to have the same conditions, you need to apply the needed attribute to each condition. Since the gold ingots condition's are applying to all gold ingots in the recipe, it works as it should and doesn't require the needed attribute.

    Let me know if there's any issues or confusion with this.

Facts

Date created
Oct 11, 2011
Categories
Last update
Mar 16, 2016
Development stage
Release
Language
  • enUS
License
GNU Lesser General Public License version 3 (LGPLv3)
Curse link
RecipeManager
Downloads
56,838
Recent files
  • R: v2.7.3 for 1.9 Mar 16, 2016
  • R: v2.7.2 for 1.8.1 Mar 01, 2016
  • R: v2.7.1 for 1.8.1 Mar 01, 2016
  • R: v2.7 for 1.8.1 Feb 27, 2016
  • R: v2.6.4 for 1.8.1 Nov 04, 2015

Authors

Relationships

Optional dependency
Vault