Recipes

Create machine recipes using Crafttweaker

Custom machine recipes can be made with Crafttweaker.

Create a .zs file in the scripts folder (ex: custom_machine_recipes.zs).

Then inside the .zs file you can use either <recipetype:custommachinery:custom_machine>.create(machine, time) or <recipetype:custommachinery:custom_craft>.create(machine, output)

Add some requirements to the builder then call .build(); to register the recipe.

You can also use .build(recipe_name); to register the recipe with a custom name. The recipe name can be any string in lowercase and without whitespace or special characters. Also two recipes can't have the same name.

Machine Recipe :

//Create the builder
<recipetype:custommachinery:custom_machine>.create("namespace:machine_id", 20)
// Add requirements here
.build(); //Build and register the recipe
.build(recipe_name); //Same as above but you can set a custom recipe name.

Craft recipe :

//Create the builder
<recipetype:custommachinery:custom_craft>.create("namespace:machine_id", <item:minecraft:diamond>)
// Add requirements here
.build(); //Build and register the recipe
.build(recipe_name); //Same as above but you can set a custom recipe name.

🔴DON'T FORGET THE SEMICOLON ";" AFTER THE BUILD METHOD🔴

Requirements

You can add various requirements by calling the methods below directly on the custom machine recipe builder.

Item

Use one of these methods to add an Item Requirement to the recipe.

.requireItem(IItemStack item)
.requireItem(IItemStack item, String slot)

.requireItemTag(Tag tag)
.requireItemTag(Tag tag, int amount)
.requireItemTag(Tag tag, int amount, IData nbt)
.requireItemTag(Tag tag, int amount, IData nbt, String slot)

.produceItem(IItemStack item)
.produceItem(IItemStack item, String slot)
  • The item param must be an IItemStack. Example : <item:minecraft:diamond> * 5

  • The slot param must be a string corresponding to a slot id defined in a custom machine json Item Component slot property. It is optional and the default value is "" (no specific slot required).

  • The tag param must be a CT item tag brackets. Example : <tag:items:forge:stone>

  • The amount param must be a positive integer.

  • The nbt param must be a IData. Example : {tag1: 1}. It is optional and the default value is no tag required. This param MUST be specified if you want to use the slot param after.

Item transform

Use one of these methods to add an Item transform requirement to the recipe.

.transformItem(IItemStack input)
.transformItem(IItemStack input, IItemStack output)
.transformItem(IItemStack input, IItemStack output, String inputSlot)
.transformItem(IItemStack input, IItemStack output, String inputSlot, String outputSlot)
.transformItem(IItemStack input, IItemStack output, String inputSlot, String outputSlot, nbt as MapData => {return nbt;})

.transformItemTag(Tag tag)
.transformItemTag(Tag tag, int inputAmount)
.transformItemTag(Tag tag, int inputAmount, IData inputNBT)
.transformItemTag(Tag tag, int inputAmount, IData inputNBT, IItemStack output)
.transformItemTag(Tag tag, int inputAmount, IData inputNBT, IItemStack output, String inputSlot)
.transformItemTag(Tag tag, int inputAmount, IData inputNBT, IItemStack output, String inputSlot, String outputSlot)
.transformItemTag(Tag tag, int inputAmount, IData inputNBT, IItemStack output, String inputSlot, String outputSlot, nbt as MapData => {return nbt;})
  • The input and outputparams must be an IItemStack. Example : <item:minecraft:diamond> * 5

  • The inputSlot and outputSlot params must be a string corresponding to a slot id defined in a custom machine json Item Component slot property. It is optional and the default value is "" (no specific slot required).

  • The tag param must be a CT item tag brackets. Example : <tag:items:forge:stone>

  • The inputAmount param must be a positive integer.

  • The inputNBT param must be a IData. Example : {tag1: 1}. It is optional and the default value is no tag required. This param MUST be specified if you want to use the slot param after.

  • The last param can be a function that takes a MapData which is the nbt of the input item (Warning: it can be null), and must return a MapData which will be set as the nbt of the output item.

Durability

Use one of these methods to add a Durability Requirement to the recipe.

.damageItem(IItemStack item, int amount)
.damageItem(IItemStack item, int amount, String slot)

//Don't break the item if its durability reach 0
.damageItemNoBreak(IItemStack item, int amount)
.damageItemNoBreak(IItemStack item, int amount, String slot)

.damageItemTag(Tag tag, int amount)
.damageItemTag(Tag tag, int amount, IData nbt)
.damageItemTag(Tag tag, int amount, IData nbt, String slot)

//Don't break the item if its durability reach 0
.damageItemTagNoBreak(Tag tag, int amount)
.damageItemTagNoBreak(Tag tag, int amount, IData nbt)
.damageItemTagNoBreak(Tag tag, int amount, IData nbt, String slot)

.repairItem(IItemStack item, int amount)
.repairItem(IItemStack item, int amount, String slot)

.repairItemTag(Tag tag, int amount)
.repairItemTag(Tag tag, int amount, IData nbt)
.repairItemTag(Tag tag, int amount, IData nbt, String slot)
  • The item param must be an IItemStack. Example : <item:minecraft:diamond> * 5

  • The slot param must be a string corresponding to a slot id defined in a custom machine json Item Component slot property. It is optional and the default value is "" (no specific slot required).

  • The tag param must be a CT item tag brackets. Example : <tag:items:forge:stone>

  • The amount param must be a positive integer.

  • The nbt param must be a IData. Example : {tag1: 1}. It is optional and the default value is no tag required. This param MUST be specified if you want to use the slot param after.

Fluid

Use one of these methods to add a Fluid Requirement to the recipe.

.requireFluid(Fluid fluid, long amount)
.requireFluid(Fluid fluid, long amount, IData data)
.requireFluid(Fluid fluid, long amount, IData data, String slotID)

.requireFluidTag(Tag tag, int amount)
.requireFluidTag(Tag tag, int amount, IData nbt)
.requireFluidTag(Tag tag, int amount, IData nbt, String tank)

.produceFluid(Fluid fluid, long amount)
.produceFluid(Fluid fluid, long amount, IData data)
.produceFluid(Fluid fluid, long amount, IData data, String slotID)

.requireFluidPerTick(Fluid fluid, long amount)
.requireFluidPerTick(Fluid fluid, long amount, IData data)
.requireFluidPerTick(Fluid fluid, long amount, IData data, String slotID)

.requireFluidTagPerTick(Tag tag, int amount)
.requireFluidTagPerTick(Tag tag, int amount, IData nbt)
.requireFluidTagPerTick(Tag tag, int amount, IData nbt, String tank)

.produceFluidPerTick(Fluid fluid, long amount)
.produceFluidPerTick(Fluid fluid, long amount, IData data)
.produceFluidPerTick(Fluid fluid, long amount, IData data, String slotID)
  • The fluid param must be a CT Fluid. Example : <fluid:minecraft:water>

  • The amount param must be a positive long.

  • The nbt param must be a IData. Example : {tag1: 1}. If you don't want the item to have a nbt you can pass null.

  • The tank param must be a string corresponding to a tank id defined in a custom machine json Fluid Component tank property. It is optional and the default value is no specific slot.

  • The tag param must be a CT fluid tag brackets. Example : <tag:fluids:minecraft:water>

Energy

Use one of these methods to add an Energy Requirement to the recipe.

.requireEnergy(int amount)

.requireEnergyPerTick(int amount)

.produceEnergy(int amount)

.produceEnergyPerTick(int amount)
  • The amount param must be a positive integer.

Time

Use one of these methods to add a Time Requirement to the recipe.

.requireTime(String time)
  • The time param must be a string that represent a time Range. Look at the Time Requirement wiki page to know what to put here.

Position

Use one of these methods to add a Position Requirement to the recipe.

.requirePosition(String x, String y, String z)
  • The x, y and z params must be a valid range. Use "" if you want to allow any value for an axis.

Biome

Use one of these methods to add a Biome Requirement to the recipe.

.biomeWhitelist(Biome biome)
.biomeWhitelist(Biome[] biomes)

.biomeBlacklist(Biome biome)
.biomeBlacklist(Biomes[] biomes)
  • The biome param must be a biome brackets. Example : <biome:minecraft:ocean>

Dimension

Use one of these methods to add a Dimension Requirement to the recipe.

.dimensionWhitelist(String dimension)
.dimensionWhitelist(String[] dimensions)

.dimensionBlacklist(String dimension)
.dimensionBlacklist(String[] dimensions)
  • The dimension param must be a string defining a valid dimension id. Example : minecraft:overworld

Fuel

Use this method to add a Fuel Requirement to the recipe.

.requireFuel()

.requireFuel(int amount)
  • The amount param must be a positive integer that define the amount of fuel burned each tick of the recipe processing. Default to 1 when not specified.

Command

Use one of these methods to add a Command Requirement to the recipe.

.runCommandOnStart(String command)
.runCommandOnStart(String command, int permissionLevel)
.runCommandOnStart(String command, int permissionLevel, boolean log)

.runCommandEachTick(String command)
.runCommandEachTick(String command, int permissionLevel)
.runCommandEachTick(String command, int permissionLevel, boolean log)

.runCommandOnEnd(String command)
.runCommandOnEnd(String command, int permissionLevel)
.runCommandOnEnd(String command, int permissionLevel, boolean log)
  • The command param must be a string starting by / which will be run as a command.

  • The permissionLevel param must be a positive integer. Default : 2

  • The log param must be a boolean, if true the command will be logged in admin chat as a system command. Default : false

Effect

Use one of these methods to add an Effect Requirement to the recipe.

.giveEffectOnEnd(Effect effect, int time, int radius)
.giveEffectOnEnd(Effect effect, int time, int radius, int level)
.giveEffectOnEnd(Effect effect, int time, int radius, int level, Entity[] filter)

.giveEffectEachTick(Effect effect, int time, int radius)
.giveEffectEachTick(Effect effect, int time, int radius, int level)
.giveEffectEachTick(Effect effect, int time, int radius, int level, Entity[] filter)
  • The effect param must be a Effect brackets. Example : <effect:minecraft:regeneration>

  • The time and radius params must be a positive integer.

  • The level param must be a positive integer. Default : 1

  • The filter param must be an array of entity types. Example : [<entitytype:minecraft:cow>, <entitytype:minecraft:pig>"] Default : []

Weather

Use one of these methods to add a Weather Requirement to the recipe.

.requireWeather(String weather)

.requireWeatherOnMachine(String weather)
  • The weather param must be a string defining the required weather. Valid values : clear, rain, snow, thunder

Redstone

Use one of these methods to add a Redstone Requirement to the recipe.

.requireRedstone(String power)
  • The power param must be a valid range that define the acceptable redstone signals to start the recipe.

Light

Use one of these methods to add a Light Requirement to the recipe.

.requireSkyLight(int amount)
.requireSkyLight(String range)

.requireBlockLight(int amount)
.requireBlockLight(String range)
  • The amount param must be a positive integer between 0 and 15.

  • The range param must be a string defining a valid Range.

Entity

Use one of these methods to add an Entity Requirement to the recipe.

.requireEntities(int amount, int radius, Entity[] filter, boolean whitelist)

.requireEntityHealth(int amount, int radius, Entity[] filter, boolean whitelist)

.consumeEntityHeathOnStart(int amount, int radius, Entity[] filter, boolean whitelist)

.consumeEntityHealthOnEnd(int amount, int radius, Entity[] filter, boolean whitelist)

.killEntitiesOnStart(int amount, int radius, Entity[] filter, boolean whitelist)

.killEntitiesOnEnd(int amount, int radius, Entity[] filter, boolean whitelist)
  • The amount and radius params must be a positive integer.

  • The filter param must be an array of entity types. Example : [<entitytype:minecraft:cow>, <entitytype:minecraft:pig>"...] Default : []

  • The whitelist param must be a boolean, if true the filter will be a whitelist, if false it will be a blacklist.

Block

Use one of these methods to add a Block Requirement to the recipe.

.requireBlock(filter, whitelist, startX, startY, startZ, endX, endY, endZ)
.requireBlock(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount)
.requireBlock(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount, comparator)

.placeBlockOnStart("block", startX, startY, startZ, endX, endY, endZ)
.placeBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount)

.placeBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ)
.placeBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount)

.breakAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ)
.breakAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount)
.breakAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount, filter)
.breakAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount, filter, whitelist)

.breakAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ)
.breakAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount)
.breakAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount, filter)
.breakAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount, filter, whitelist)

.destroyAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ)
.destroyAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount)
.destroyAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount, filter)
.destroyAndPlaceBlockOnStart("block", startX, startY, startZ, endX, endY, endZ, amount, filter, whitelist)

.destroyAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ)
.destroyAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount)
.destroyAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount, filter)
.destroyAndPlaceBlockOnEnd("block", startX, startY, startZ, endX, endY, endZ, amount, filter, whitelist)

.destroyBlockOnStart(filter, whitelist, startX, startY, startZ, endX, endY, endZ)
.destroyBlockOnStart(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount)

.destroyBlockOnEnd(filter, whitelist, startX, startY, startZ, endX, endY, endZ)
.destroyBlockOnEnd(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount)

.breakBlockOnStart(filter, whitelist, startX, startY, startZ, endX, endY, endZ)
.breakBlockOnStart(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount)

.breakBlockOnEnd(filter, whitelist, startX, startY, startZ, endX, endY, endZ)
.breakBlockOnEnd(filter, whitelist, startX, startY, startZ, endX, endY, endZ, amount)
  • The block param must be a string defining a valid blockstate. Using the format namespace:block_id[property1=value1,property2=value2...]{tag1: value1, tag2: value2...} (The [] and {} are optional) This is the block that will be placed.

  • The filter param must be an arrays of string defining a valid blockstate. This is the blocks that the machine can/can't break depending on the whitelist property.

  • The whitelist param must be a boolean, if true the filter property will be a whitelist, if false a blacklist. Default to false when not specified.

  • The startX, startY, startZ, endX, endY, endZ must be integer values defining the box where the machine will search for blocks. You can use the in-game Box Creator to select a box and put the values here.

  • The amount param must be a positive integer. Default : 1

  • The comparator param must be a string defining a valid Comparator Mode. Default : ==

Loot Table

Use one of these methods to add a Loot Table Requirement to the recipe.

.lootTableOutput(String loot_table)

.lootTableOutput(String loot_table, float luck)
  • The loot_table param must be a string path that point to a loot table. The loot table file must be loaded with a datapack or a loader mod. Example: custommachinery:my_test_loottable point to a file in data/custommachinery/loot_tables/my_test_loottable.json

  • The luck param must be a float. Default is 0.0 and it can be used in the loot table to alter the quantity of generated items.

Drop

Use one of these methods to add a Drop Requirement to the recipe.

//Check for a specific item.
.checkDrop(IItemStack item, int amount, int radius)
//Check for any item.
.checkAnyDrop(int amount, int radius)
//Check for a list of items.
.checkDrops(IItemStack[] filter, int amount, int radius)
.checkDrops(IItemStack[] filter, int amount, int radius, boolean whitelist)

.consumeDropOnStart(IItemStack item, int amount, int radius)
//Consume any drop at the end of the recipe.
.consumeDropOnStart(int amount, int radius)
.consumeDropsOnStart(IItemStack[] filter, int amount, int radius)
.consumeDropsOnStart(IItemStack[] filter, int amount, int radius, boolean whitelist)

.consumeDropOnEnd(IItemStack item, int amount, int radius)
//Consume any drop at the end of the recipe.
.consumeDropOnEnd(int amount, int radius)
.consumeDropsOnEnd(IItemStack[] filter, int amount, int radius)
.consumeDropsOnEnd(IItemStack[] filter, int amount, int radius, boolean whitelist)

.dropItemOnStart(IItemStack item)
.dropItemOnEnd(IItemStack item)
  • The item param must be an IItemStack. Example : <item:minecraft:diamond> * 5

  • The amount param must be a positive integer, it represents the amount of items checked/consumed.

  • The radius param must be a positive integer, it represents the maximum distance to the machine the items will be searched.

  • The filter param must be an array of IItemStack. Example : [<item:minecraft:diamond> * 5, <item:minecraft:cobblestone>]. It represents a whitelist of items to search.

  • The whitelist param must be a boolean, if set to false the filter will be a blacklist instead of a whitelist.

FunctionSky

Requirements special properties

Some requirements (almost all) have various properties that can change its behavior.

To set these properties you must call one or several of the methods below immediately after the desired requirement. The properties will only be applied on the latest added requirement when the method is called.

If the latest added requirement doesn't support the property an error will be logged and nothing will happen (the property will be ignored).

Chance

Use this method to add a chance property to the latest added requirement.

.chance(double chance)
  • The chance param must be a double between 0.0 and 1.0 included.

Supported requirements :

  • Block

  • Command

  • Drop

  • Durability

  • Effect

  • Energy

  • Energy Per Tick

  • Entity

  • Fluid

  • Fluid Per Tick

  • Function

  • Item

Delay

Use this method to set a delay for the requirement action.

The requirement will only execute its action after the specified delay.

.delay(double delay)
  • The delay param must be a double between 0.0 and 1.0 excluded. 0 represent the start of the recipe and 1 represent its end.

Supported requirements :

  • Block

  • Command

  • Drop

  • Effect

  • Entity

  • Function

Display info

Specify a custom requirement display info by calling the following method after a requirement :

.info(info => info
    //Add a new tooltip line
    .tooltip("A new tooltip")
    //This line will be displayed for creative players only
    .tooltip("Creative only", "creative")
    //This line will be displayed for players with F3+H only
    .tooltip("Advanced debug info only", "advanced")
    //Use an item as icon
    .item(<item:minecraft:diamond>)
    //Use one of these 3 methods to specify a texture as icon
    .texture("texture_path")
    .texture("texture_path", width, height)
    .texture("texture_path", width, height, u, v)
    //Use a sprite as icon
    .sprite("atlas_path", "sprite_id")
)

Example : Add a diamond icon with a tooltip

.info(info => info.tooltip("This recipe make diamonds").item(<item:minecraft:diamond>))

Priority

Use the method below to set the priority of the recipe.

If this method is called several times only the latest will be used.

If this is called AFTER .jei() (no need to be immediately after) this will act as the "jeiPriority" instead, defining the priority of the recipe to show in jei instead of the priority to be checked in the machine.

If no priority is set, the default value : 0 will be used.

.priority(priority)
  • The priority param must be an integer value.

Jei

If the method below is called, all requirements added after that will be added to the jei property requirement list.

.jei()

This action cannot be inverted, you must add all your recipe requirements before calling it.

Requirements added after this method will only be displayed in jei but not executed by the machine. Learn more here.

Reset on error

If the method below is called, the recipe will reset the machine instead of erroring when a requirement throw an error.

.resetOnError()

Note : When the machine is reset its inventory remains the same, but all already consumed inputs are lost.

Hide in JEI

Call the following method anywhere in your recipe builder (between .create() and .build();) to make the recipe hidden in JEI.

The recipe will still work in the machine but won't show in JEI.

.hide()

Custom machine appearance

The following methods allow you to set a custom machine appearance that will be applied on the machine while this recipe is processing.

Each of the following properties are optional, just call those you need.

.appearance(builder => builder
        .block('block_id')
        .item('item_id') //Useless
        .ambientSound('sound_id')
        .interactionSound('block_id')
        .light(light_level) //Between 0 and 15
        .color(color_integer) //Only integer color here
        .hardness(hardness) //Can be -1 for unbreakable
        .resistance(resistance)
        .tooltype('tool_type') //Must be a block tag id
        .miningLevel('mining_level') //Must be a block tag id
        .requiresTool(required) //True/False
)

Custom machine gui

The following method allows you to add or replace some of the machine's gui elements while this recipe is processing.

.gui([...])//Replace '...' by your gui elements.

Any gui element from CM and its addons can be used here.

When a machine process this recipe, all gui elements defined here will be added to the machine gui.

If a gui element defined here has the same id than another element defined in the machine json then it will replace it.

It is impossible to remove a gui element defined in the machine json, but you can replace it with an empty gui element instead.

Example :

Change the position of a slot gui element with id "input1", and replace the gui element with id "texture" by an empty gui element :

.gui([
    {
        "type": "custommachinery:slot",
        "x": 10,
        "y": 10,
        "id": "input1"
    },
    {
       "type": "custommachinery:empty",
       "id": "texture"
    }
])

Examples :

Example 1

A 100 tick recipe that use 5mB of water, 5mB of any fluid with tag lava and 20FE per tick to create a stone.

mods.custommachinery.CMRecipeBuilder.create("custommachinery:stone_generator", 100)
.requireFluid(<fluid:minecraft:water> * 5)
.requireFluidTag(<tag:fluids:minecraft:lava>, 5)
.requireEnergyPerTick(20)
.produceItem(<item:minecraft:stone>)
.build();
Example 2

A 200 tick recipe that use 1 item with tag stone and 20FE per tick to create 1 cobblestone, 1 gravel with 50% chance and 1 sand with 10% chance.

mods.custommachinery.CMRecipeBuilder.create("custommachinery:power_crusher", 200)
.requireItemTag(<tag:items:forge:stone>, 1)
.requireEnergyPerTick(20)
.produceItem(<item:minecraft:cobblestone>)
.produceItem(<item:minecraft:gravel>).chance(0.5)
.produceItem(<item:minecraft:sand>).chance(0.1)
.build();

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