Description
JEI Chain Craft
NeoForge 1.21.1 addon for JEI.
Hover any item, press C. A recursive crafting chain opens — what's already in your inventory, what's still missing, in what order to craft. On a crafting table — or a storage-network crafting terminal (Tom's Simple Storage, Refined Storage) — click Execute chain and it runs the whole thing for you.
The point: modpacks where figuring out "what do I actually need to farm" takes ten clicks through JEI.
Use
- Press
Cwhile hovering an item. Works on:- any slot in your inventory or in a container,
- JEI recipe views,
- JEI's right-side ingredient list,
- JEI's bookmarks.
- The quantity field is what you want to craft, not the total to have.
qty = 2with one already in your pack means crafting 2 more, ending with 3. - Open a crafting table (or a supported crafting terminal, see Compatibility) and click Execute chain. The mod sends the same packets the game's recipe book / the storage mod's own recipe transfer send, so it works on any server — no server-side mod required. Crafts are batched, so long chains take seconds, not minutes.
- Click Pin to copy the base-resource list onto an HUD overlay (top-left). Counts update live as you collect items; a row goes grey + struck through when it's satisfied.
A +N badge next to a node means there are other recipes producing that item. Click the badge to choose one — the choice sticks for that item until you close the game (or click Reset prefs).
The hotkey is rebindable in Options → Controls → JEI Chain Craft.
Compatibility
Optional integrations, detected at runtime. None of these mods is required: without them, the mod just skips the integration.
| Mod | Supported menu | What you get |
|---|---|---|
| Tom's Simple Storage | Crafting Terminal | Execute chains from the terminal. Ingredients come from the storage network, crafted items go back into it. The tree counts items stored in the network. |
| Refined Storage 2 | Crafting Grid | Same as Tom's: execute from the grid, ingredients pulled from the network (then your inventory), results sent back, network stock counted in the tree. |
Notes:
- On storage terminals, batch size is limited by what the network holds, so the crafted count stays exact even when ingredients run low.
- Refined Storage: only the Crafting Grid is supported (the plain and portable grids have no crafting). Items with components (enchantments, custom data…) are not counted in the network stock.
- If a mod renames its menu classes, the integration silently stops matching and Execute chain reports that no handler was found.
Scope
Crafting recipes only — shaped and shapeless, 2x2 or 3x3.
Not included by design: smelting, blasting, smoking, campfire cooking, stonecutting, smithing. The tool is for recursive crafting, not for automating every transformation in the game. Ores that need a furnace stay as leaves with status MISSING.
Modded machines aren't supported out of the box either, but the public registry CraftHandlerRegistry.register(handler) lets other mods plug in their own container menus. A handler only needs two methods — place the ingredients, take the output — and can optionally opt into batching. The executor does the timing. The Tom's and Refined Storage handlers in executor/handlers/compat/ are working examples.
Known gaps
- Recipe preferences are in-memory. They don't survive a game restart.
- Tag ingredients (e.g.
#planks) default to an item you already own, else the first item of the tag. Click the#Nbadge on the node to pick another one; like recipe choices, this is in-memory only. - Execution stops if you close the crafting menu mid-run. Re-open and click Execute again to resume from where the planner left off (it walks the same tree, so already-crafted items now show as HAVE).
Versions
- NeoForge 21.1.228
- JEI 19.27.0.340
- Minecraft 1.21.1
Integrations built against:
- Tom's Simple Storage 1.21-2.3.2
- Refined Storage (NeoForge) 2.0.9


