I'm not sure if its possible, but I was looking into creating by-products from hand crafting certain recipes, and was wondering if there was a way to have .replaceIngredients() replace with a % chance for each slot etc. I've tried looking online but I'm honestly having a bit of difficulty finding reliable documentation on the methods available.
#Randomly replace items in shapeless recipe
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@viscid arrow so
you mean when player crafting something, there is the chance, that one or several crafting slot ingredient can be replaced with some sort of junk after player crafted the thing?
Yeah pretty much
I was dabbling with the replace ingredient but I’m thinking that seems like it doesn’t quite hit the mark
So I also tried looking into a customIngredient thing (I’ve forgotten the name for a moment sorry)
That seemed much more flexible (and so more likely to work) but I couldn’t quite work out how to actually reliably replace items in the grid without crashing the game semi regularly
I feel like this is something that should be achievable using the .replaceIngredient method, but I can't find any documentation on what the IgredientFilter looks like/how it behaves, and most of the attempts ive had have revolved around the chance and minRolls/maxRolls fields, which I feel may not be applicable here? or at least I cant work out how to get them to apply.
I also cant work out how to get it to only replace a single instance of an item rather than every matching instance, which may fall into a similar category.
i didnt get this part 
Oh I mean I just figure that the replaceItem method seems to always affect all the items matching the filter, so without being able to do % chances it would always hit like, every matching ingredient filling the whole grid where applicable
Ive had more success with the customIngredientAction method
much as I cannot find any documentation on it
Got it working with the custom action