Blueprints and Materials
Forge recipes use blueprint requirements and material entries. Materials can consume item sources, occupy forge capacity, contribute variables, write Attribute payloads, attach Skills, and modify name or lore.
Blueprint requirements
yaml
blueprint_requirements:
- item_sources:
- "minecraft-enchanted_book"
amount: 1| Field | Description |
|---|---|
item_sources | Required blueprint item sources. |
amount | Required amount. |
Blueprint requirements are checked before forging. They are suitable for recipe scrolls, unlock items, or profession certificates.
Material list
yaml
materials:
- item_sources:
- "minecraft-iron_ingot"
amount: 3
capacity_cost: 5
effects:
- type: "variables"
variables:
physical_damage: 5
- type: "ea_attribute"
ea_attributes:
physical_attack: 5.0
- item_sources:
- "minecraft-fire_charge"
amount: 1
optional: true
capacity_cost: 12
effects:
- type: "variables"
variables:
fire_damage: 12| Field | Description |
|---|---|
item_sources | Item sources matched as this material. |
amount | Required amount. |
capacity_cost | Forge capacity occupied by this material. |
optional | Whether this material is optional. |
effects | Effects contributed by this material. |
Capacity
yaml
forge_capacity: 35
optional_material_limit: 3forge_capacity limits the total material capacity cost. optional_material_limit limits how many optional material types can be used in one forge.
Effect types
| Type | Description |
|---|---|
variables | Contribute text/template variable values. They do not automatically write Attribute PDC. |
ea_attribute | Write explicit EmakiAttribute PDC attributes. |
es_skill | Attach EmakiSkills skills; payload uses the es_skills list. |
name_action | Execute name operations on the result item. |
lore_action | Execute lore operations on the result item. |
quality_modify | Force or raise the minimum quality tier. Use tier for the target quality id. |
capacity_bonus | Increase forge capacity limit. Use value for the capacity bonus. |
Name action example
yaml
effects:
- type: "name_action"
name_actions:
- action: "prepend_prefix"
value: "<red>Flame </red>"
- action: "append_suffix"
value: " <gray>[Forged]</gray>"Design notes
- Use stable
item_sourcesinstead of display names. - Assign capacity costs according to material value.
- Keep optional material count limited so players cannot stack too many effects.
- Use
variablesfor presentation and template context; useea_attributefor real Attribute integration. - Current examples should use
es_skillsas a list, not the old singlees_skillform. - Current Forge configs should not rely on
ea_attribute_meta. - Current
quality_modifyusestier; currentcapacity_bonususesvalue.