skills/mnkyarts/hytale-skills/hytale-crafting-recipes

hytale-crafting-recipes

SKILL.md

Hytale Crafting Recipes

Complete guide for creating custom crafting recipes including standard crafting, processing (furnace), blueprint, and structural recipes.

When to use this skill

Use this skill when:

  • Adding new crafting recipes for custom items
  • Creating processing/smelting recipes
  • Implementing blueprint-based crafting
  • Setting up recipe requirements and knowledge
  • Registering recipes through plugins
  • Managing recipe learning/unlocking

Recipe Architecture Overview

Hytale uses a JSON-based recipe system with multiple bench types. Recipes are defined in asset files and registered through the CraftingPlugin.

Bench Types

BenchType Description Example
Crafting Standard grid-based crafting Crafting Table
Processing Time-based conversion with fuel Furnace, Smelter
DiagramCrafting Blueprint/schematic crafting Advanced Workbench
StructuralCrafting Multi-block construction Building Bench
Fieldcraft Pocket crafting (no bench) Player inventory

Recipe Flow

Recipe JSON → CraftingPlugin → BenchRecipeRegistry → Available in Bench UI

Recipe JSON Format

Basic Structure

{
  "Input": [...],
  "Output": [...],
  "PrimaryOutput": "hytale:iron_sword",
  "BenchRequirement": [...],
  "TimeSeconds": 0,
  "KnowledgeRequired": false
}

Fields Reference

Field Required Type Description
Input Yes Array Required materials
Output Yes Array Resulting items
PrimaryOutput No String Main output item ID
BenchRequirement No Array Required bench types
TimeSeconds No Number Processing time (for Processing type)
KnowledgeRequired No Boolean Must be learned first
Category No String Recipe category for UI

Material Quantity Format

Materials can be specified in three ways:

By Item ID

{
  "ItemId": "hytale:iron_ingot",
  "Quantity": 3
}

By Resource Type

{
  "ResourceTypeId": "hytale:ore",
  "Quantity": 2
}

By Item Tag

{
  "ItemTag": "wood_planks",
  "Quantity": 4
}

Standard Crafting Recipes

Shapeless Recipe

Items can be placed anywhere in the grid:

{
  "Input": [
    { "ItemId": "hytale:iron_ingot", "Quantity": 2 },
    { "ItemId": "hytale:stick", "Quantity": 1 }
  ],
  "Output": [
    { "ItemId": "hytale:iron_sword", "Quantity": 1 }
  ],
  "BenchRequirement": [
    { "BenchType": "Crafting" }
  ]
}

Shaped Recipe

Pattern-based placement:

{
  "Pattern": [
    " I ",
    " I ",
    " S "
  ],
  "Key": {
    "I": { "ItemId": "hytale:iron_ingot" },
    "S": { "ItemId": "hytale:stick" }
  },
  "Output": [
    { "ItemId": "hytale:iron_sword", "Quantity": 1 }
  ],
  "BenchRequirement": [
    { "BenchType": "Crafting" }
  ]
}

With Categories

{
  "Input": [
    { "ItemId": "hytale:diamond", "Quantity": 2 },
    { "ItemId": "hytale:stick", "Quantity": 1 }
  ],
  "Output": [
    { "ItemId": "hytale:diamond_sword", "Quantity": 1 }
  ],
  "Category": "Weapons",
  "BenchRequirement": [
    { "BenchType": "Crafting" }
  ]
}

Fieldcraft (Pocket Crafting)

Recipes available without a bench (2x2 grid):

{
  "Input": [
    { "ItemTag": "log", "Quantity": 1 }
  ],
  "Output": [
    { "ItemId": "hytale:wooden_planks", "Quantity": 4 }
  ],
  "BenchRequirement": [
    { "BenchType": "Fieldcraft" }
  ]
}

Fieldcraft recipes are limited to 2x2 grid and simple combinations.

Processing Recipes (Furnace)

Time-based conversion with fuel requirement:

{
  "Input": [
    { "ItemId": "hytale:iron_ore", "Quantity": 1 }
  ],
  "Output": [
    { "ItemId": "hytale:iron_ingot", "Quantity": 1 }
  ],
  "BenchRequirement": [
    { "BenchType": "Processing" }
  ],
  "TimeSeconds": 10
}

Processing with Multiple Outputs

{
  "Input": [
    { "ItemId": "hytale:raw_meat", "Quantity": 1 }
  ],
  "Output": [
    { "ItemId": "hytale:cooked_meat", "Quantity": 1 },
    { "ItemId": "hytale:bone", "Quantity": 1, "Chance": 0.25 }
  ],
  "BenchRequirement": [
    { "BenchType": "Processing" }
  ],
  "TimeSeconds": 8
}

Fuel Configuration

Fuel values are defined separately in bench configuration:

{
  "FuelItems": [
    { "ItemId": "hytale:coal", "BurnTime": 1600 },
    { "ItemId": "hytale:wood", "BurnTime": 300 },
    { "ItemTag": "planks", "BurnTime": 200 }
  ]
}

Diagram Crafting (Blueprints)

Complex recipes that require learning:

{
  "Input": [
    { "ItemId": "hytale:refined_iron", "Quantity": 5 },
    { "ItemId": "hytale:leather", "Quantity": 3 },
    { "ItemId": "hytale:ruby", "Quantity": 1 }
  ],
  "Output": [
    { "ItemId": "hytale:enhanced_armor", "Quantity": 1 }
  ],
  "BenchRequirement": [
    { "BenchType": "DiagramCrafting" }
  ],
  "KnowledgeRequired": true,
  "DiagramId": "hytale:enhanced_armor_blueprint"
}

Learning Blueprints

Players must learn diagrams before crafting:

// Grant blueprint knowledge
player.getKnowledgeManager().learn("hytale:enhanced_armor_blueprint");

// Check if player knows recipe
boolean knows = player.getKnowledgeManager().hasKnowledge("hytale:enhanced_armor_blueprint");

// Remove knowledge
player.getKnowledgeManager().forget("hytale:enhanced_armor_blueprint");

Structural Crafting

Multi-block construction recipes:

{
  "Input": [
    { "ItemId": "hytale:stone_brick", "Quantity": 20 },
    { "ItemId": "hytale:iron_ingot", "Quantity": 4 },
    { "ItemId": "hytale:wooden_door", "Quantity": 1 }
  ],
  "Output": [
    { "StructureId": "hytale:small_house" }
  ],
  "BenchRequirement": [
    { "BenchType": "StructuralCrafting" }
  ],
  "Preview": "structures/small_house_preview.json"
}

Bench Requirements

Specify which benches can craft the recipe:

Single Bench Type

"BenchRequirement": [
  { "BenchType": "Crafting" }
]

Multiple Bench Options

"BenchRequirement": [
  { "BenchType": "Crafting" },
  { "BenchType": "DiagramCrafting" }
]

Specific Bench Block

"BenchRequirement": [
  { 
    "BenchType": "Processing",
    "BlockId": "hytale:blast_furnace"
  }
]

Tiered Benches

"BenchRequirement": [
  { 
    "BenchType": "Crafting",
    "MinTier": 2
  }
]

Recipe Registration

Via JSON Assets

Place recipe files in your plugin's asset pack:

assets/
└── Server/
    └── Content/
        └── Recipes/
            ├── crafting/
            │   ├── iron_sword.json
            │   └── iron_pickaxe.json
            ├── processing/
            │   └── iron_smelting.json
            └── diagrams/
                └── enhanced_armor.json

Via Plugin Code

public class MyPlugin extends JavaPlugin {
    
    public MyPlugin(JavaPluginInit init) {
        super(init);
    }
    
    @Override
    protected void setup() {
        // Get the crafting registry
        CraftingRecipeRegistry registry = getCraftingRecipeRegistry();
        
        // Register a recipe programmatically
        CraftingRecipe recipe = CraftingRecipe.builder()
            .input(ItemId.of("hytale:diamond"), 2)
            .input(ItemId.of("hytale:stick"), 1)
            .output(ItemId.of("hytale:diamond_sword"), 1)
            .benchType(BenchType.Crafting)
            .category("Weapons")
            .build();
        
        registry.register(recipe);
    }
}

Recipe Builder API

CraftingRecipe recipe = CraftingRecipe.builder()
    // Input materials
    .input(ItemId.of("hytale:iron_ingot"), 5)
    .input(ItemTag.of("gems"), 2)
    .input(ResourceTypeId.of("hytale:magic_essence"), 1)
    
    // Output items
    .output(ItemId.of("hytale:magic_sword"), 1)
    .secondaryOutput(ItemId.of("hytale:magic_dust"), 1, 0.5f) // 50% chance
    
    // Requirements
    .benchType(BenchType.DiagramCrafting)
    .requiresKnowledge(true)
    .category("Magic Weapons")
    
    // Processing-specific
    .processingTime(Duration.ofSeconds(15))
    
    .build();

Knowledge System

Recipes can require learning before use:

Recipe with Knowledge Requirement

{
  "Input": [...],
  "Output": [...],
  "KnowledgeRequired": true,
  "KnowledgeId": "mymod:secret_recipe"
}

Managing Player Knowledge

public class KnowledgeManager {
    
    // Teach recipe from item (like recipe book)
    public void teachFromItem(Player player, ItemStack recipeItem) {
        if (recipeItem.is(Items.RECIPE_SCROLL)) {
            String recipeId = recipeItem.getTag().getString("RecipeId");
            player.getKnowledgeManager().learn(recipeId);
            player.sendMessage("Learned: " + recipeId);
            recipeItem.shrink(1);
        }
    }
    
    // Teach recipe from NPC
    public void teachFromNPC(Player player, String recipeId, int cost) {
        if (player.getCurrency() >= cost) {
            player.removeCurrency(cost);
            player.getKnowledgeManager().learn(recipeId);
            player.sendMessage("Purchased recipe knowledge!");
        }
    }
    
    // Check available recipes for player
    public List<CraftingRecipe> getAvailableRecipes(Player player, BenchType bench) {
        return CraftingRecipeRegistry.getRecipes(bench).stream()
            .filter(r -> !r.requiresKnowledge() || 
                        player.getKnowledgeManager().hasKnowledge(r.getKnowledgeId()))
            .toList();
    }
}

Recipe Categories

Organize recipes into categories for UI display:

Standard Categories

Category Description
Tools Pickaxes, axes, shovels
Weapons Swords, bows, staffs
Armor Helmets, chestplates, etc.
Building Blocks, decorations
Food Consumables, cooking
Materials Intermediate crafting materials
Magic Enchanted items, potions
Misc Everything else

Custom Categories

{
  "Input": [...],
  "Output": [...],
  "Category": "MyMod:SpecialItems"
}

Complete Recipe Examples

Tiered Armor Set

// Iron Helmet
{
  "Pattern": [
    "III",
    "I I"
  ],
  "Key": {
    "I": { "ItemId": "hytale:iron_ingot" }
  },
  "Output": [
    { "ItemId": "hytale:iron_helmet", "Quantity": 1 }
  ],
  "Category": "Armor",
  "BenchRequirement": [
    { "BenchType": "Crafting" }
  ]
}

Processing Chain

// Step 1: Ore to Raw Metal
{
  "Input": [
    { "ItemId": "hytale:iron_ore", "Quantity": 1 }
  ],
  "Output": [
    { "ItemId": "hytale:raw_iron", "Quantity": 1 }
  ],
  "BenchRequirement": [
    { "BenchType": "Processing", "BlockId": "hytale:crusher" }
  ],
  "TimeSeconds": 5
}

// Step 2: Raw Metal to Ingot
{
  "Input": [
    { "ItemId": "hytale:raw_iron", "Quantity": 2 }
  ],
  "Output": [
    { "ItemId": "hytale:iron_ingot", "Quantity": 1 }
  ],
  "BenchRequirement": [
    { "BenchType": "Processing", "BlockId": "hytale:furnace" }
  ],
  "TimeSeconds": 10
}

Recipe with Chance Outputs

{
  "Input": [
    { "ItemId": "hytale:mysterious_ore", "Quantity": 1 }
  ],
  "Output": [
    { "ItemId": "hytale:iron_ingot", "Quantity": 1 },
    { "ItemId": "hytale:gold_nugget", "Quantity": 1, "Chance": 0.3 },
    { "ItemId": "hytale:diamond", "Quantity": 1, "Chance": 0.05 }
  ],
  "BenchRequirement": [
    { "BenchType": "Processing" }
  ],
  "TimeSeconds": 15
}

Runtime Recipe API

// Get all recipes for a bench type
List<CraftingRecipe> recipes = CraftingRecipeRegistry.getRecipes(BenchType.Crafting);

// Find recipe by output
Optional<CraftingRecipe> recipe = CraftingRecipeRegistry.findByOutput(
    ItemId.of("hytale:diamond_sword")
);

// Check if player can craft
boolean canCraft = recipe.map(r -> r.canCraft(player)).orElse(false);

// Execute craft
if (canCraft) {
    CraftResult result = recipe.get().craft(player);
    if (result.isSuccess()) {
        player.getInventory().addItem(result.getOutput());
    }
}

// Get recipes by category
List<CraftingRecipe> weapons = CraftingRecipeRegistry.getByCategory("Weapons");

// Check materials
boolean hasMaterials = recipe.get().hasRequiredMaterials(player.getInventory());

Best Practices

Recipe Naming

Use consistent, descriptive IDs:

{namespace}:{material}_{item_type}
Examples:
- mymod:iron_sword
- mymod:diamond_pickaxe
- mymod:enchanted_bow

Balance Considerations

  • Scale input costs with output power
  • Consider processing time for valuable items
  • Use knowledge requirements for powerful recipes
  • Provide recipe progression (basic → advanced)

Testing Recipes

// Debug command to test recipes
public class RecipeDebugCommand extends CommandBase {
    
    public RecipeDebugCommand() {
        super("recipedebug", "Debug recipe information");
    }
    
    @Override
    protected void execute(CommandContext ctx) {
        String recipeId = ctx.get(RECIPE_ID);
        Optional<CraftingRecipe> recipe = CraftingRecipeRegistry.get(recipeId);
        
        if (recipe.isEmpty()) {
            ctx.sendError("Recipe not found: " + recipeId);
            return;
        }
        
        CraftingRecipe r = recipe.get();
        ctx.sendMessage("Recipe: " + r.getId());
        ctx.sendMessage("Bench: " + r.getBenchType());
        ctx.sendMessage("Inputs: " + r.getInputs().size());
        ctx.sendMessage("Knowledge Required: " + r.requiresKnowledge());
    }
}

Troubleshooting

Recipe Not Appearing

  1. Check JSON syntax is valid
  2. Verify file is in correct asset path
  3. Ensure BenchType matches the bench being used
  4. Check if KnowledgeRequired and player has knowledge

Crafting Fails

  1. Verify player has all input materials
  2. Check material quantities match exactly
  3. Ensure item tags are registered
  4. Verify bench tier requirements

Processing Not Starting

  1. Check furnace has fuel
  2. Verify processing time is set
  3. Ensure input slot has correct item
  4. Check output slot has space

Detailed References

For comprehensive documentation:

  • references/recipe-format.md - Complete JSON schema for all recipe types
  • references/bench-configs.md - Bench configuration and fuel settings
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