The basics of creating a custom machine recipe using json
Custom machine recipe jsons must be located in (my_datapack)/data/(namespace)/recipe/ (the same place as the vanilla recipes).
The (namespace) is a folder that can have any name, but must be all lowercase without spaces or special characters.
The machine name must be all lowercase with no spaces or any other characters than letters and numbers but you can use "_" or "/". The file must be a .json file.
Example : my_datapack/data/namespace/recipe/my_recipe.json
Each recipes loaded in the game must have a different ID, in the example above the recipe Id is : namespace:my_recipe
You can put any number of recipes under the same namespace or separate them.
You can also use subfolders like : (my_datapack)/data/(namespace)/recipe/machine1/my_recipe.json so the recipe ID will be namespace:machine1/my_recipe
Just remember that all the recipe json should be under the recipes folder.
Recipe properties
The recipe json has 3 mandatory properties and 10 optional properties :
Mandatory properties
"type": "custommachinery:custom_machine"//Mandatory for defining a custom machine recipe.
Machine
Name : machine
Description :
The machine this recipe is for.
You can set only one machine here so if you want the same recipe to work for different machines you must write the recipe for each machine and change this property.
You must use here the Machine ID and not the machine name.
If the machine ID is wrong or the machine doesn't exist the recipe will still load but it will be unusable in-game.
Example :
"machine": "namespace:my_machine"
This recipe will be set for the machine with ID "namespace:my_machine".
Reminder : "namespace:my_machine" is the machine located in (datapack)/data/namespace/machines/my_machine.json
Time
Name : time
Description :
A positive integer that define the duration of the recipe in ticks.
Example :
"time": 200
The recipe will takes 10 seconds to be completed since there is 20 ticks in 1 second (if the server doesn't lag).
Note : Increasing the recipe time will increase any per-ticks input costs and outputs.
The requirements are specified exactly as in the requirements property above.
Requirements specified here will not be processed by the machine, they will just display in the jei recipe.
The requirements specified here will override the requirements specified in the "requirements" property, so if this property is specified only its requirements will show in jei.
Default : empty
Example :
Define 2 recipe requirements that won't be processed by the recipe, but will be the only 2 shown in the jei recipe gui.
An integer between -2147483648 and 2147483647 that define which recipe will be used by the machine if several recipes pass all requirement checks.
The recipe with the highest priority will be used.
If several recipes pass the requirement checks and have the same priority the first loaded recipe will be used, this depends of the datapack order and can be a bit random so if you want to be sure of which recipe will be used first you must use the priority property.
Default : 0
Example :
This recipe will be loaded before any recipe with a priority < 1000.
"priority": 1000
Jei priority
Name : jeiPriority
Description :
An integer between -2147483648 and 2147483647 that define which recipe will show first in jei, recipes with higher values will show before recipes with lower values.
Default : 0
Example :
This recipe will show in jei before any recipes with a priority < 1000.
"jeiPriority": 1000
Error
Name : error
Description :
A boolean that determine whether the recipe will error, or reset the machine when a requirement of the recipe cannot be fulfilled.
Note : When the machine reset its inventory remains the same but all already consumed inputs are lost.
Default : true
Example :
"error": false
The machine will be reset if any requirement error.
Hidden
Name : hidden
Description :
If true the recipe will be hidden in JEI recipe gui.
Default : false
Example :
The recipe will be hidden in JEI :
"hidden": true
Appearance
Name : appearance
Description :
Allows to set a custom Machine appearance, such as a block model, light, hardness... while this recipe is processing.
All appearance properties specified here will override the default "running" properties specified in the machine json but only while this recipe is processing.
Once the recipe process finish or is stopped the machine appearance will revert to its default values.
This is only available for machine recipes and not craft recipes as their process is instantaneous.
Default :
No custom appearance specified, fallback to the "running" appearance specified in the machine json.
Example :
The machine will look like a bedrock block and be unbreakable while this recipe is processing :
"appearance": {"block":"bedrock","hardness":-1}
Gui
Name : gui
Description :
Allows to set some recipe specific gui elements, this can be an array or a single element.
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.
Default : empty
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 :