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Recipes in Minecraft are very similar to recipes in real life. You gather a variety of components, prepare them in a specific and unique way, and in the end you create something new and wonderful. The main difference is that in Minecraft, recipes aren't limited to food — you use them to build furniture, complex resources, and more!
In this article, we'll look at the basic components of a recipe and go over the different recipe types to help you get started.
Recipe Parameters
Recipe parameters are the building blocks that make up the recipe. To continue the analogy from earlier — these are our ingredients! While all recipes have parameters, not all recipes share the SAME parameters.
Name | Description | Type(s) |
---|---|---|
Input | Defines the items used to create a recipe | Furnace; Potion |
Output | Defines the item a certain recipe creates | Furnace; Potion |
Tags | Define items that can be used to create a recipe | All |
Pattern | Represents the item and pattern configuration required to produce the result you assign | Shaped |
Key | Assigns a Minecraft item to the key(s) you used in the pattern | Shaped |
Priority | Sets the priority level of a recipe (lower numbers represent a higher priority) | Shaped; Shapeless |
Result | When input items match the pattern, these items are the result | Shaped; Shapeless; Smithing Transform |
Ingredients | Define the items required to complete a recipe (regardless of their orientation in the table) | Shapeless |
Reagent | Defines the items combined with a potion in a brewing container recipe | Potion |
Addition | Defines the items used to perform the transformation | Smithing Transform |
Base | Defines the item that will be transformed | Smithing Transform |
Recipe Tags
Recipe tags let you group similar elements together. For example, you can combine different types of wood stairs to construct a recipe that can adapt to a variety of parameters. See this article for more information on recipe tags.
Recipe Types
Shaped vs. Shapeless Recipes
Players use Shaped Recipes at a crafting table, and must place recipe components in a dedicated pattern to generate the output assigned to them. As a creator, you can use resource and behavior packs to tweak pattern assignments and output parameters to make them perfect for your world.
Note
The maximum recipe size supported is 3x3, so anything after the third character in a pattern is ignored.
Shapeless recipes are any recipes that don't require a dedicated pattern to generate the output assigned to them. As a creator, you can also leverage resource and behavior packs to edit and create new shapeless recipes, but the parameters used differ slightly.
Name | Description | Type(s) |
---|---|---|
Tags | Define items that can be used to create a recipe | Both |
Pattern | Represents the item and pattern configuration required to produce the result you assign | Shaped |
Key | Assigns a Minecraft item to the key(s) you used in the pattern | Shaped |
Ingredients | Define the items required to complete a recipe (regardless of their orientation in the table) | Shapeless |
Priority | Sets the priority level of a recipe (lower numbers represent a higher priority) | Both |
Result | When input items match the pattern, these items are the result | Both |
Furnace Recipes
These are recipes that require a furnace to generate the output assigned to them. When players place the correct item(s) into the furnace (the ones you define as an input
in the table's JSON), they transform into the corresponding output
assigned in the table. Check out the furnace reference documentation for examples and a more detailed explanation of furnace recipe tables.
Name | Description |
---|---|
Tags | Define items that can be used to create a recipe |
Input | Defines the items used to create a recipe |
Output | Defines the item a certain recipe creates |
Potion Brewing Recipes
Potions require players to use both a potion brewing mix and a potion brewing container, which is created at a potion brewing station. As a creator, you can use resource and behavior packs to tweak the parameters for these potions, stations, and containers. Check out our potion brewing mix reference documentation for examples and a more detailed explanation of potion brewing tables.
Name | Description |
---|---|
Tags | Define items that can be used to create a recipe |
Input | Defines the items used to create a recipe |
Reagent | Defines the items combined with a potion in a brewing container recipe |
Output | Defines the item a certain recipe creates |
Smithing Transform Recipes
Players use Smithing Transform recipes at a smithing table to retain an item's properties while transforming it into another item. Check out our reference documentation for examples and a more detailed explanation of smithing transform recipes.
Name | Description |
---|---|
Base | Defines the item that will be transformed |
Addition | Defines the items used to perform the transformation |
Result | When input items match the pattern, these items are the result |
Smithing Trim Recipes
Players use Smithing Trim recipes at a smithing table to add a color trim to an item while retaining the item's properties. Check out our smithing trim reference documentation for examples and a more detailed explanation of smithing trim recipes.
Recipe Unlocking
As of v1.20.10, players can "unlock" recipes ranging from basic starters (like a wooden pickaxe) to some of the most sophisticated items Minecraft has to offer (like diamond ore or enchanted golden apples)! As part of the item and recipe design process, you can define the requirements for unlocking an item with the unlock
element in your recipe JSON.
Tip
You can choose an unlock strategy for a recipe based on either the discovery of an item or a specific in-world context.
Unlocking Examples
An
item
specifies the item to unlock. Optionally you can add adata
tag to filter down to a specific type of item.Acacia Planks:
"unlock": [ { "item": "minecraft:wood", "data": 4 } ]
A
context
can be one of the following three values:AlwaysUnlocked
: Always unlocks the item when the specified context is metPlayerInWater
: Unlocks the item the first time the player enters the waterPlayerHasManyItems
: Player has more than 10 items in their inventory
Crafting table:
"unlock": {
"context": "AlwaysUnlocked"
}
Chest:
"unlock": {
"context": "PlayerHasManyItems"
}