Forge recipes live in data/elitetensura/forge_recipes/<id>.json. The file name is the recipe
id. Run /reload to apply. See Forging for how the system plays.
The old
forge_enhancementsfolder no longer exists. The forge grants
engravings instead, and those are not datapack-defined.
{
"tier": 2,
"inputs": [
{ "item": "minecraft:iron_ingot", "count": 5 },
{ "tag": "c:gems/diamond", "count": 1 }
],
"result": { "item": "mypack:runed_blade", "count": 1 },
"minigames": ["hammer_timing", "rune_alignment"],
"base_quality_weights": {
"poor": 10,
"common": 40,
"fine": 30,
"superior": 15,
"masterwork": 5
},
"hidden": false,
"discovery_hint": "Whispered about in ruined smithies.",
"craft_xp": 120
}
| Field | Meaning |
|---|---|
tier |
1–4. The station must be at least this tier |
inputs |
List of {item, count} or {tag, count} entries, consumed up front |
result |
The item produced |
minigames |
Ordered list of stages the player must play |
base_quality_weights |
Weighted quality table — Poor through Masterwork only |
hidden |
Recipe must be discovered before it appears |
discovery_hint |
Text shown in place of a hidden recipe |
craft_xp |
Forge XP awarded on success |
| Value | Notes |
|---|---|
hammer_timing |
Works at any tier |
magicule_flow |
Intended for tier 2 and up. Spends the player’s magicule |
rune_alignment |
Intended for tier 2 and up |
temperature_hammer |
Intended for tier 4 |
List as many as you like — each is a separate stage the player must clear. Two or three is
normal; more than that becomes a chore.
Minigame difficulty is derived from the recipe’s tier, not from the stage list, so a tier-1
recipe using temperature_hammer will be easy. The loader logs an advisory warning when a
minigame is used below its intended tier — it is a hint, not an error.
base_quality_weights is a weighted table. Values are relative, so the example’s
10/40/30/15/5 gives a 40% chance of Common on a neutral craft.
Do not add legendary or mythical entries — they are ignored. Those ranks are reachable
only through critical upgrade rolls, which come from the player’s skills, titles and synergies.
This is the intended design: the recipe sets the floor, the player’s build sets the ceiling.
The table is not used raw. A good minigame score tilts it upward and shrinks the Poor slice, and
failure-reduction bonuses shrink Poor further. Write the table for an average craft.
Use the same id as a built-in recipe to replace it. This is the way to retune the shipped
recipes for your pack — change their inputs, their tier, or their quality table without
touching anything else.