Recipe Configuration

Type

  • Its the type of crafting station of the recipe

  • Example:

Type: FURNACE

Recipe

  • Its the configuration of each item of the recipe, it divides up to 9 items depending on the crafting station

  • Example:

Recipe:
  item1:
    NBT: '{components:{"minecraft:custom_name":''"pepardo"''},count:1,id:"minecraft:crafting_table"}'
    material: CRAFTING_TABLE
    amount: 1
    durability: 0
    displayName: pepardo
    ExecutableItemsID: ''

Result

  • Its the configuration of the result item of the recipe

  • Example:

Result:
  material: SOUL_LANTERN
  amount: 1
  durability: 0
  NBT: '{count:1,id:"minecraft:soul_lantern"}'
  ExecutableItemsID: ''

Commands

  • Here is the list of commands that are run after the player made the recipe

  • Example:

Commands:
- say hi

RecipeConfig

  • Here you can apply the configuration of how strict the recipe will be

  • Example:

RecipeConfig:
  nbt: 'false' #If you want the items of the recipe must MATCH THE SAME NBT
  name: 'false' #If you care about the name of the recipe
  material: 'true' #If you care about the material of the recipe
  customModelData: 'false' #So on..
  lore: 'false'
  durability: 'false'
  ExecutableItemsID: 'true'

For example ! If you just want the recipe to match the ExecutableItem ID of the recipe item you created, and you don't care if the player changes the name, if the lore is different, anything, you said "I just want that the item input of this recipe must be the EI, the other stuff I don't care" you only enable "ExecutableItemsID" and disable everything else

placeholdersConditions

  • Here you can set up placeholders conditions. If they don't match the result won't be shown.

  • Example:

placeholdersConditions:
  '0':
    Type: STRING
    part1: '%player_name%'
    comparator: EQUALS
    part2: Vayk_

Here you can add luck perms conditions and show different results for the same recipe depending on the group they are. For example for default users a normal sword but for vip users a epic sword.

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