Quality System
The quality system determines the tier of forged results. Quality affects material effect multipliers and optional item presentation changes.
Global configuration
quality:
tiers:
- "Common-70-1.0"
- "Fine-25-1.05"
- "Rare-4-1.10"
- "Epic-1-1.20"
default_tier: "Common"
guarantee:
enabled: true
threshold: 15
minimum: "Fine"tiers format
Each tier uses the string format "name-weight-multiplier".
| Part | Description |
|---|---|
| Name | Unique tier id/display name. |
| Weight | Random weight; higher means more common. |
| Multiplier | Multiplier applied to material effects. |
Guarantee
| Field | Description |
|---|---|
guarantee.enabled | Whether guarantee is enabled. |
guarantee.threshold | Consecutive low-quality attempts before guarantee triggers. |
guarantee.minimum | Minimum quality tier when guarantee triggers. |
Guarantee counters are tracked by player and recipe. quality_modify in force mode does not trigger guarantee counting.
Item meta by quality
When quality item metadata is enabled, the result item can receive quality-specific name operations, lore operations, and actions such as broadcasts.
quality:
item_meta:
enabled: true
tiers:
Epic:
name_actions:
- action: "prepend_prefix"
value: "<gold>[Epic] "
lore_actions:
- action: "append"
content:
- "<gold>Epic forged item"
action:
- 'broadcastmessage text="<gold>%player_name% forged an Epic item!"'Deterministic calculation
Quality uses deterministic random calculation. With the same player, recipe, materials, and guarantee state, the result stays stable within the preview window. Changing materials or waiting for the window to expire can change the result.
Recipe override
Recipes can override global quality configuration under their own quality node.