Nope - but depending on what you want to do there may be a way to handle it with the capabilities of the recipe files. The saying "there is more than one way to skin an Apex" comes to mind. Recipes can output a static item, a group of items, weighted random selections of items, and the "pool" instead of an item can help you make it ever more complicated if you want. Supposing that isn't going to be able to accomplish what you want - apparently this has something to do with crafting - you can do the opposite. Scripts can dynamically build recipes. Thus it is possible for an interface to create custom items and assign a custom price to build that item depending on what it is supposed to do. I have no idea what you need this for though, so I'm just guessing.
That's very bad actually. I was wondering to spawn a monster near the customly added crafting table right after performing crafting. Looks like I'll need to create my own lua script for that like pethealingstation does.