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:
@THDigi:
I should have mentioned that I had tried specifying a data value. I though it might work, considering how dyes work, but it did not.
COMBINE
DIAMOND_PICKAXE:0 + DRAGON_EGG + OBSIDIAN
= DIAMOND_PICKAXE | DURABILITY:3
It still accepts the pickaxe at roughly 90% durability.
Thanks again.
@j00borg
Specifying data value of 0 to the tool should only accept the undamaged tool (iron_sword:0).
It's tricky to get the damage value from a ingredient to the result because you can have 9 items xD Hmm, I'll see what I can come up with for that.
It's not yet possible to accept ingredients with enchantments, it needs special treatment :/ again, I'll try and see how much messing up it requires.
@Ferkswe
I didn't call them that, it's Bukkit's material enumeration :P I only added aliases to make things easier in that department.
First I have to say, I love this plugin and am pleased to now see 1.2 (even if it //is// beta). Great work, and thank you. I'd have a hard time going without this one now, for sure.
Now:
Is there a way I can allow only an undamaged tool/armor/weapon, to be used in a recipe?
Might it be possible to use any tool, and copy the damage value over to the output item?
Since a tool with one use remaining always outputs as undamaged, this presents a major abuse problem. Alternatively, I can incorporate new items into the original recipes, but this wont work in some instances where I need five/six extra items crafted with a pickaxe.
I'm looking at allowing using dragon eggs as a source of enchantments, with one egg being the price for each enchantment. A relevant item would be used to define the enchantment.
Example:
CRAFT
DIAMOND_PICKAXE + DRAGON_EGG + OBSIDIAN
= DIAMOND_PICKAXE | DURABILITY:3
Also, the ability to allow only an enchanted item as an input would help with configuration. As it is, my recipe configs are going to be huge. Don't know if this can be done or not, just a suggestion.
@THDigi
Okay, thanks for the reply! I was just a bit confused when it came to dyes but I guess it is perfectly logical to call of them Ink_Sack. I'll take a look at your aliases.
@Ferkswe
Did you read the readme.txt file ? There it clearly states you can use item with data values... ink_sack is the item for dyes and data values for it are the dye colors, 0 beeing the black dye, ink, 15 beeing the white dye, bonemeal, everything in between is color... you can see the colors in the wiki... but you can use the aliases I've already provided for the dyes tough, see aliases.yml.
About FIREBALL:0, you can use it either way because it doesn't have any other data values... but it does matter for, let's say COAL, if you just say "COAL", you can use coal and charcoal, if you say "COAL:0" you can use only coal, if you say "COAL:1" you can use only charcoal :)
About the "OR", requires too much work, you can just make more recipes that makes the soup.
How would I go about to add dyes as a part of crafting? It doesn't seem to have an actual ID nor a name. The same question goes for firecharges. In it's recipe it's called FIREBALL:0 Would I be able to put that as an item in crafting? Or just fireball?
The ability to make an OR item would be nice. So you could have a recepie for making soup and it would require a bowl + apple OR meat OR Mushroom etc.
@Ferkswe Well, there's the known caveats when you download the file... and yeah, break it :P
But please someone test the permissions and world restrictions ! :} I mean more heavy testing, I've tried using one it worked and I moved on =) it needs further testing :}
EDIT: Also, if anyone has some item alias suggetions... well, suggest !
YES! I love you! This is freaking awesome. Thanks for updating it!
What known issues are there in the beta? Or is it good to go? Just make recipes like crazy untill we break it and then report it back to you?
Well, here you go, version 1.2beta :} you'll be able to download it once it's approved...
I noted in the known caveats what's missing.
Please make a ticket to report any issues, thanks.
Why don't you release a beta version?
Downside: people complain about some bugs that may have been left in
Upside: Everybody sees the plugin is active, and you get loads of bug-reports which are supposed to help you fix those bugs (or at least you can track them)
This plugin is gold, I can help confim or create all the recipes if still needed just pm me.
@THDigi
I have been checking this page every day for the last 4 days because I can't start my new server without it. I will help any way I can.
@THDigi
What do you mean, exactly? I'd be willing to help.
Well, I kinda need help creating and testing out all the *default* minecraft recipes, to be sure they work properly.
Anyone up to the task ? :}
I hope this is updated for 1.2.5 soon. Looks like there are currently no custom crafting mods. Also this looks like the best one for usability. Looking forward to it :)
PLEASE I NEED THIS FOR MY TEKKIT PLEASE
@THDigi
damn, alright. hopefully you get it workin soon, meanwhile ill try to hold my players off from crafting diamond stuff xP
@doekia
As far I as I know they already work, but I'm gonna test it out and make them work.
@QBcrusher
I dunno, the latest released version is outdated anyway, I'm working on a new one, but it's developing slowly :/
Hello, my uncraftable recipes suddenly decided to quit workin, and let people craft them. When i was on 1.1, they worked, but now on 1.2, they dont. It still says there is uncraftable recipes when you get to a crafting table, but it still lets you craft them. I have the latest build of recipe manager and spoutplugin. thanks
Hi, Is there any plan for the next release to have map:id supported? Would be a real plus.
Best