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Recipe Crafter

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Recipe Crafter

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Adds a Recipe Crafter block for visually authoring Minecraft recipes that save to an editable json file!

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Type
Mod
License
MIT License
Latest Version
recipecrafter--1.0.0-1.20.1.jar
Authors
CurseForge
Modrinth

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About

Description

Recipe Crafter

A mod that lets modpackers and map-makers author Minecraft recipes visually, inside a workbench block — no KubeJS, datapack JSON, or external tools required. Recipes are written to a single hand-editable config file and go live instantly.


Overview

Place a Recipe Crafter block, open it, and build a recipe by dropping items into a familiar workbench grid. Pick the recipe family from a dropdown, set the result, fill in an id, and click Save — the recipe is appended to config/recipecrafter/recipes.json5 and becomes craftable immediately (no restart). You can also Export the generated JSON to your clipboard for use in datapacks/KubeJS, or Load and edit recipes that already exist in the game.


The Recipe Crafter Block

  • A standalone block + item (recipecrafter:recipe_crafter) with a custom Blockbench model.
  • Creative-only: ships with no crafting recipe; appears in the Redstone creative tab, right after the Crafting Table.
  • Block entity inventory (13 slots) that persists its contents across open/close and world reloads, and scatters its items like a chest when broken.

Supported Recipe Types

Selected from a dropdown; the GUI swaps to the matching vanilla workbench texture and slot layout for each:

Type Vanilla recipe Layout
Crafting Table crafting_shaped / crafting_shapeless 3×3 grid + result
Furnace smelting single input + result
Blast Furnace blasting single input + result
Smoker smoking single input + result
Campfire campfire_cooking single input + result (smoker panel)
Stonecutter stonecutting single input + result
Smithing Table smithing_transform template + base + addition + result
  • Shapeless toggle is available for crafting recipes (hidden for other types).
  • Shaped crafting auto-computes the minimal pattern bounding box and a compact key map (so a 1×1 item in the corner becomes a 1×1 recipe, not 3×3).
  • Cooking recipes capture cook time (with sensible per-type defaults: 200 / 100 / 600 ticks) and experience.
  • Stonecutting carries the output count.
  • Smithing requires all three pieces (template, base, addition).

The Editor GUI

Left panel

  • Type dropdown — switch recipe family; the panel texture and slots update live.
  • Shapeless checkbox — crafting only.
  • Edit field + "Edit" button — type a recipe id (namespace:path) to load an existing registered recipe back into the grid for modification.
  • "Load recipe(s)" button — finds recipes that match the current contents.

Center

  • The workbench grid / inputs and a result preview slot you drag the output into.

Right

  • Done — opens the confirm screen.

Confirm / Save Screen

Opened via Done. Fields:

  • Recipe ID — prefilled as recipecrafter:<result item>; editable.
  • Group — optional; placeholder hints + Tab-to-autofill from groups that already exist in the game.
  • Category — shown only for crafting/cooking (the types that use it); offers the valid vanilla categories with Tab-autofill.
  • Cook time (ticks) and XP — shown only for cooking recipes.

Actions:

  • Save — writes the recipe to recipes.json5, refreshes recipes, and copies the id to your clipboard.
  • Export to Clipboard — builds the recipe JSON and copies it (does not save).
  • Cancel — returns to the editor with all contents preserved.

After a successful Save or Export, the crafter wipes itself clean (contents returned to you, type reset) so the next recipe starts fresh. Cancel leaves everything untouched.

Quality-of-life: commit buttons are greyed until the id is filled and the recipe is valid, and the screen fields slide and fade in when it opens.


Loading & Looking Up Existing Recipes

  • Edit by id decomposes a registered recipe back into the crafter's grid — supports shaped, shapeless, all cooking types, stonecutting, and smithing-transform recipes.
  • Lookup searches for recipes matching the current contents:
    • If the result slot has an item → every recipe that produces that item.
    • Otherwise, if the grid is filled → the first matching crafting recipe.
    • Returns up to 20 matches in a scrollable list, each with its id and type and Copy ID / Copy JSON buttons.

Config File: recipes.json5

Located at config/recipecrafter/recipes.json5.

  • Hand-editable at any time. Each entry is a normal vanilla recipe JSON augmented with a unique "id".
  • Lenient parsing: // comments and trailing commas are tolerated.
  • Comment- and formatting-preserving saves: new recipes are spliced into the array rather than rewriting the file, so your comments and hand-formatting survive every save.
  • Edit by hand, then /recipecrafter reload (or relaunch) to apply.

Example shape:

{
  "recipes": [
    { "id": "recipecrafter:my_recipe", "type": "minecraft:crafting_shaped", ... }
  ]
}

Recipe Crafter

A mod that lets modpackers and map-makers author Minecraft recipes visually, inside a workbench block — no KubeJS, datapack JSON, or external tools required. Recipes are written to a single hand-editable config file and go live instantly.


Overview

Place a Recipe Crafter block, open it, and build a recipe by dropping items into a familiar workbench grid. Pick the recipe family from a dropdown, set the result, fill in an id, and click Save — the recipe is appended to config/recipecrafter/recipes.json5 and becomes craftable immediately (no restart). You can also Export the generated JSON to your clipboard for use in datapacks/KubeJS, or Load and edit recipes that already exist in the game.


The Recipe Crafter Block

  • A standalone block + item (recipecrafter:recipe_crafter) with a custom Blockbench model.
  • Creative-only: ships with no crafting recipe; appears in the Redstone creative tab, right after the Crafting Table.
  • Block entity inventory (13 slots) that persists its contents across open/close and world reloads, and scatters its items like a chest when broken.

Supported Recipe Types

Selected from a dropdown; the GUI swaps to the matching vanilla workbench texture and slot layout for each:

Type Vanilla recipe Layout
Crafting Table crafting_shaped / crafting_shapeless 3×3 grid + result
Furnace smelting single input + result
Blast Furnace blasting single input + result
Smoker smoking single input + result
Campfire campfire_cooking single input + result (smoker panel)
Stonecutter stonecutting single input + result
Smithing Table smithing_transform template + base + addition + result
  • Shapeless toggle is available for crafting recipes (hidden for other types).
  • Shaped crafting auto-computes the minimal pattern bounding box and a compact key map (so a 1×1 item in the corner becomes a 1×1 recipe, not 3×3).
  • Cooking recipes capture cook time (with sensible per-type defaults: 200 / 100 / 600 ticks) and experience.
  • Stonecutting carries the output count.
  • Smithing requires all three pieces (template, base, addition).

The Editor GUI

Left panel

  • Type dropdown — switch recipe family; the panel texture and slots update live.
  • Shapeless checkbox — crafting only.
  • Edit field + "Edit" button — type a recipe id (namespace:path) to load an existing registered recipe back into the grid for modification.
  • "Load recipe(s)" button — finds recipes that match the current contents.

Center

  • The workbench grid / inputs and a result preview slot you drag the output into.

Right

  • Done — opens the confirm screen.

Confirm / Save Screen

Opened via Done. Fields:

  • Recipe ID — prefilled as recipecrafter:<result item>; editable.
  • Group — optional; placeholder hints + Tab-to-autofill from groups that already exist in the game.
  • Category — shown only for crafting/cooking (the types that use it); offers the valid vanilla categories with Tab-autofill.
  • Cook time (ticks) and XP — shown only for cooking recipes.

Actions:

  • Save — writes the recipe to recipes.json5, refreshes recipes, and copies the id to your clipboard.
  • Export to Clipboard — builds the recipe JSON and copies it (does not save).
  • Cancel — returns to the editor with all contents preserved.

After a successful Save or Export, the crafter wipes itself clean (contents returned to you, type reset) so the next recipe starts fresh. Cancel leaves everything untouched.

Quality-of-life: commit buttons are greyed until the id is filled and the recipe is valid, and the screen fields slide and fade in when it opens.


Loading & Looking Up Existing Recipes

  • Edit by id decomposes a registered recipe back into the crafter's grid — supports shaped, shapeless, all cooking types, stonecutting, and smithing-transform recipes.
  • Lookup searches for recipes matching the current contents:
    • If the result slot has an item → every recipe that produces that item.
    • Otherwise, if the grid is filled → the first matching crafting recipe.
    • Returns up to 20 matches in a scrollable list, each with its id and type and Copy ID / Copy JSON buttons.

Config File: recipes.json5

Located at config/recipecrafter/recipes.json5.

  • Hand-editable at any time. Each entry is a normal vanilla recipe JSON augmented with a unique "id".
  • Lenient parsing: // comments and trailing commas are tolerated.
  • Comment- and formatting-preserving saves: new recipes are spliced into the array rather than rewriting the file, so your comments and hand-formatting survive every save.
  • Edit by hand, then /recipecrafter reload (or relaunch) to apply.

Example shape:

{
  "recipes": [
    { "id": "recipecrafter:my_recipe", "type": "minecraft:crafting_shaped", ... }
  ]
}

Screenshots

Gallery

  • Screenshot 2026-06-12 011117.png
    Screenshot 2026-06-12 011117.png Screenshot 2026-06-12 011117.png
  • Screenshot 2026-06-12 011132.png
    Screenshot 2026-06-12 011132.png Screenshot 2026-06-12 011132.png
  • Screenshot 2026-06-12 011156.png
    Screenshot 2026-06-12 011156.png Screenshot 2026-06-12 011156.png
  • GUI
    GUI
  • Load screen
    Load screen
  • GUI other
    GUI other
  • Confirm Screen
    Confirm Screen

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