Yield & Odds

Updated 2 weeks ago

Yield & Odds

Forge Reclaimer rolls every recipe ingredient separately. Recycling an item does not choose one result for the entire item: its wood, metal, leather, and other materials can each receive different outcomes.

Default outcomes

Outcome Default weight Return
Crumbles 20 0%
Poor 30 25–50%
Normal 30 50–75%
Good 15 75–99%
Jackpot 5 100%

The default weights total 100, so the default chance matches each number. If an administrator changes the weights, each chance becomes:

outcome chance = outcome weight / all outcome weights combined

Material maximum

Before an outcome is rolled, Forge Reclaimer calculates each ingredient’s maximum possible return:

recipe cost at the item’s quality
× YieldMultiplier
× MaterialMultiplier

If CapAtCraftingCost is enabled, the final maximum cannot exceed that material’s original recipe cost. The game UI displays this configured maximum as 0-max.

The recipe cost at an item’s quality includes its base crafting cost plus the material cost of every upgrade level up to that quality. Higher-quality gear therefore has a higher reclaimable maximum.

Durability

When DurabilityAffectsYield is enabled, non-jackpot returns are multiplied by:

50% + (50% × current durability fraction)

A fully repaired item uses a multiplier of 1. A broken item uses 0.5, so it can return at most half of its rolled amount. Jackpot ignores durability and always returns 100% of the configured maximum.

Fractional materials

Valheim materials are whole items, but calculated returns can be fractional. Forge Reclaimer rounds fairly: for example, 0.4 has a 40% chance to become 1 and a 60% chance to become 0. This keeps low-cost ingredients from being unfairly lost or always rounded up.

Safe balancing starting point

The default values are deliberately conservative: an ingredient has a 20% chance to crumble and only a 5% jackpot chance. For a more generous server, increase GoodWeight or the yield multiplier first. Keep CapAtCraftingCost enabled unless you intentionally want recycling to create more materials than crafting consumes.