QTable [DataPack]

QTable [DataPack]

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This is a data pack that allows you to place items on top of the CraftingTable and craft them without opening the GUI.

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Crafting Table

QTable can be activated just by installing the Crafting Table.
QTable will not be activated if placed while sneaking.

Stick Table

You can place them by right-clicking on the ground while holding the eight sticks.
Right-click an empty slot 3 times with your bare hands to destroy it.

Unsupported recipe

  • armor dye
  • book cloning
  • firework star
  • map extending
  • repair item

Uninstall

To remove the data pack, execute the following command and delete the folder.
function qrafting_table:uninstall

How to create a custom recipe.

This data pack allows you to easily add recipes from external data packs. 

To begin, add the following files to your data pack.
📂data
└📂qrafting_table
 └📂tags
  └📂functions
   └📄displays.json
   └📄item_tags.json
   └📄items.json
   └📄poses.json
   └📄positions.json
   └📄recipes.json
   └📄recycle_items.json
How to add a recipe
1.Create a 📄mcfunction of any name in any location and write its location to 📄recipes.json.
2.Enter the following command into the 📄mcfunction you created.
(Pink is a Boiler Plate.)
(You can add an item by adding an Orange.)

Standard recipe for 3x3
execute if data entity @s {ArmorItems:[{tag:{air:(Number of empty slots)}}]} if entity @e[tag=(Slot number),tag=(Tag name of the item),distance=..0.625,limit=1] at @s run summon minecraft:item ~ ~1.3 ~ {Item:{(Item nbt)}}
(Number of empty slots)
0b~8b
(Slot number)
Enter as QT_1, the numbering scheme matches the numeric keypad.
(Tag name of the item)
For vanilla items, enter something like QT_stone.
(Item nbt)
id:stone,Count:1b,tag:{} etc.

Standard recipe for 2x2
execute if data entity @s {ArmorItems:[{tag:{air:(Number of empty slots)}}]} at @e[tag=(Tag name of the item),distance=..0.625,limit=9] positioned (Move the slot) if entity @e[tag=(Tag name of the item),distance=..0.001,limit=1] at @s run summon minecraft:item ~ ~1.3 ~ {Item:{(Item nbt)}}
(Number of empty slots)
0b~8b
(Tag name of the item)
For vanilla items, enter something like QT_stone.
(Move the slot)
^ ^ ^0.1875 to move to the upper slot..
^0.1875 ^ ^ to move to the left slot.
(Item nbt)
id:stone,Count:1b,tag:{} etc.

Shapeless recipes
execute if data entity @s {ArmorItems:[{tag:{air:(Number of empty slots)}}]} if entity @e[tag=(Tag name of the item),distance=..0.625,limit=9] at @s run summon minecraft:item ~ ~1.3 ~ {Item:{(Item nbt)}}
(Number of empty slots)
0b~8b
(Tag name of the item)
For vanilla items, enter something like QT_stone.
(Item nbt)
id:stone,Count:1b,tag:{} etc.

Register items for multiple use
execute store result entity @s ArmorItems[0].tag.(Any name) byte 1 if entity @e[tag=(Tag name of the item),distance=..0.625,limit=9]
(Any name)
The id of the item to use is recommended.
stone apple etc.
(Tag name of the item)
For vanilla items, enter something like QT_stone.

Shapeless recipes that use multiple of the same item
execute if data entity @s {ArmorItems:[{tag:{air:(Number of empty slots),(Registered name):(Number of use)}}]} if entity @e[tag=(Tag name of the item),distance=..0.625,limit=9] at @s run summon minecraft:item ~ ~1.3 ~ {Item:{(Item nbt)}}
(Number of empty slots)
0b~8b
(Registered name)
The name specified in the above command.
(Number of use)
0b~8b
(Item nbt)
id:stone,Count:1b,tag:{} etc.

Register a name for the custom item
1.Create a 📄mcfunction of any name in any location and write its location to 📄items.json.
2.Enter the following command into the 📄mcfunction you created.
(Pink is a Boiler Plate.)
execute if data entity @s {HandItems:[{(Item nbt)}]} run tag @e[tag=QT_Target,distance=..0.001,limit=1] add (Name of the item to register.)
(Item nbt)
id:"minecraft:stone",Count:1b,tag:{} etc.
(Name of the item to register.)
Any name.
 
Grouping item
1.Create a 📄mcfunction of any name in any location and write its location to 📄item_tags.json.
2.Enter the following command into the 📄mcfunction you created.
(Pink is a Boiler Plate.)
tag @s[tag=(Registered item name)] add (Group name)
(Tag name of the item)
For vanilla items, enter something like QT_stone.
(Group name)
Any name.

Registration of location name for Items with custom model data
1.Create a 📄mcfunction of any name in any location and write its location to 📄displays.json.
2.Enter the following command into the 📄mcfunction you created.
(Pink is a Boiler Plate.)
execute if data entity @s {HandItems:[{(Item nbt)}]} run data merge entity @s {CustomName:'"(location name)"'}
(Item nbt)
id:stone,Count:1b,tag:{} etc.
(location name)
A name to divide the locations to be placed.
It does not interfere if it is covered by an item name.

Location Registration
1.Create a 📄mcfunction of any name in any location and write its location to 📄positions.json.
2.Enter the following command into the 📄mcfunction you created.
(Pink is a Boiler Plate.)
execute if entity @s[name=(Location Name)] positioned (Location) run function qrafting_table:position 
(Location Name)
Registered Location Name.
(Location)

^ ^ ^ to specify location
do not use ^0 ^0 ^0. Please move it at least 0.002.

Pose Registration
1.Create a 📄mcfunction of any name in any location and write its location to 📄poses.json.
2.Enter the following command into the 📄mcfunction you created.
(Pink is a Boiler Plate.)

data merge entity @s[name=(Location Name)] {Pose:{(pose)}}

(Location Name)
Registered Location Name.
(pose)

RightArm:[] or HeadArm:[]
For the head, do not use [0f,0f,0f].

Recycled items
1.Create a 📄mcfunction of any name in any location and write its location to 📄recycle_items.json.
2.Enter the following command into the 📄mcfunction you created.
(Pink is a Boiler Plate.)

execute if entity @s[tag=(Tag name of the item)] run summon armor_stand ~ ~ ~ {HandItems:[{(Item nbt)}],Tags:[QT_Slot],Small:true,Marker:true,Invisible:true}

It cannot be changed for each recipe.
(Tag name of the item)

Items to use.
(Item nbt)
Items to be returned.