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WiresForgeOfGoodtential
Reworks the Forge of Potential into a player-controlled risk system with scaling idol requirements, trophy offerings, jackpots and optional high-risk under-tier idol destruction.
By Wire
| Date uploaded | a week ago |
| Version | 0.1.15 |
| Download link | Wire-WiresForgeOfGoodtential-0.1.15.zip |
| Downloads | 111 |
| Dependency string | Wire-WiresForgeOfGoodtential-0.1.15 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350README
Wire's Forge of Goodtential
Forge of Goodtential changes how the Forge of Potential calculates refinement risk.
The selected idol controls the power and risk of the attempt. An optional trophy can make a safe attempt more reliable. Lower-tier idols can also be used as a high-risk, high-reward option.
Quality and base success chance
Let:
- Qmax = the item's normal maximum quality.
- Q = the item's current quality.
- R = extra refinement already gained above the normal cap.
R = max(0, Q - Qmax)
The base success chance is:
Success = max(65%, 90% - 5% × R)
This gives:
| Extra refinement R | Base success |
|---|---|
| 0 | 90% |
| 1 | 85% |
| 2 | 80% |
| 3 | 75% |
| 4 | 70% |
| 5+ | 65% |
The displayed success percentage includes both normal +1 results and jackpot results.
Minimum safe idol
Every item has a minimum safe idol tier for its next refinement.
For an item with a normal maximum quality of 4:
| Target quality | Minimum safe idol |
|---|---|
| Q5-Q7 | Item's native idol tier |
| Q8-Q10 | +1 idol tier |
| Q11-Q13 | +2 idol tiers |
| Q14-Q16 | +3 idol tiers |
| Q17-Q19 | +4 idol tiers |
| Q20-Q22 | +5 idol tiers |
The progression continues until Bloodgold, which remains the highest required tier.
The default selected idol is always the lowest safe idol available for the item.
Safe idols
A safe idol is an idol at or above the minimum safe tier.
Using the minimum safe idol keeps the base success/failure distribution for that refinement level.
Using a stronger idol reduces bad outcomes.
For each idol tier above the minimum:
Ordinary failure multiplier = 0.72 ^ tiers_above
Reset multiplier = 0.45 ^ tiers_above
The probability removed from those outcomes is added to success.
Failure types
Before the item has gained 2 extra quality levels, a failed roll is an ignore result: the idol is consumed and the item is unchanged.
At 2 or more extra quality levels, ordinary failure can lower the item's quality.
At 4 or more extra quality levels, a failure can remove multiple gained quality levels.
At 5 or more extra quality levels, a reset outcome becomes possible. Reset returns the item to its normal maximum quality instead of destroying it.
Trophy offerings
One trophy may be offered on a safe attempt.
Trophies reduce bad outcomes. Their effect depends on the strength of the defeated creature relative to the item being refined.
Each trophy has an internal prestige score. The item also has a reference prestige based on its progression.
For an item above its normal quality cap:
Item tier reference = native tier + (extra quality / 3)
Tier prestige anchors are:
| Tier | Prestige |
|---|---|
| Wooden | 6 |
| Bronze | 20 |
| Iron | 30 |
| Silver | 40 |
| Black Metal | 48 |
| Black Marble | 58 |
| Flametal | 68 |
| Bloodgold | 82 |
Let:
delta = trophy prestige - item prestige
M = clamp(e ^ (-0.11 × (delta + 9)), 0.03, 0.98)
Then:
Ordinary failure ×= M
Reset chance ×= M ^ 1.8
A stronger trophy therefore has a much larger effect on a weaker item, while an outdated trophy has very little effect on a highly refined item.
Trophies cannot be used with an under-tier idol.
Under-tier idols
An idol below the minimum safe tier can still be used.
This changes the attempt into a destruction gamble.
Let:
D = minimum safe idol tier - selected idol tier
For every tier below the minimum:
Success chance -= 2.5 percentage points
Jackpot trigger += 10 percentage points
All non-success probability becomes destruction.
Example:
If the minimum safe idol would give:
85% success
10% ignore
5% reset
then one tier below becomes:
82.5% success
17.5% destruction
30% jackpot trigger on a successful attempt
Two tiers below becomes:
80% success
20% destruction
40% jackpot trigger on a successful attempt
A destruction result destroys the item and returns its recoverable crafting materials.
Because destruction can return materials, under-tier attempts require enough free inventory space for those returned items.
Selecting an under-tier idol clears the selected trophy and disables trophy cycling.
Jackpot refinement
Jackpot chance is hidden in the Forge UI.
On a safe attempt, a successful refinement has a 20% chance to become a jackpot.
For each idol tier below the minimum safe tier, the jackpot trigger increases by 10 percentage points.
When a jackpot triggers, the item gains at least +2 quality instead of +1.
After that, each additional quality level has a 20% continuation chance, up to +5 total quality.
If J is the jackpot trigger chance, the quality gain on a successful attempt is:
+1 = 1 - J
+2 = J × 0.80
+3 = J × 0.16
+4 = J × 0.032
+5 = J × 0.008
For the normal 20% jackpot trigger:
+1 = 80%
+2 = 16%
+3 = 3.2%
+4 = 0.64%
+5 = 0.16%
Forge UI
The four Forge slots are:
[Idol] [CI] [Trophy] [CT]
- CI cycles through owned idols.
- CT cycles through owned trophies.
- Cycling is disabled while a refinement is in progress.
- CT is disabled while an under-tier idol is selected.
- If there is nothing to cycle through, the corresponding button is disabled.
- Idol names show the material on the top line and Battle or Protection below it.
- Trophy names omit the redundant word Trophy.
- The orange status line shows only non-zero outcomes.
Possible displayed outcomes are:
success
ignore
fail
reset
destruction
Example:
82.5% success 17.5% destruction
The jackpot chance is not displayed.
Disclaimer: the code is AI assisted since I barely know C#. Not fully AI nor human. https://ko-fi.com/krosshair
CHANGELOG
Changelog
0.1.15
- Protection idol type text now displays the full word Protection instead of clipping to Protect.
- Renamed the displayed risky outcome from destroy to destruction.
- Rewrote the README as a direct functionality reference with the refinement, idol, trophy, destruction and jackpot formulas shown explicitly.
0.1.14
- Added deliberate under-tier idol gambling: each idol tier below the current safe minimum trades 2.5 percentage points of success for destruction and adds 10 percentage points to the hidden jackpot trigger chance.
- Under-tier attempts replace ignore/fail/reset outcomes with full vanilla destruction and ingredient return.
- Trophy offerings are unavailable with under-tier idols; selecting one clears the current trophy and disables CT.
- Safe attempts continue to bypass vanilla's empty-slot reserve, while under-tier destructive attempts restore the vanilla inventory-space safeguard.
- The idol and trophy cycle buttons are now labeled CI and CT.
- Forge percentages now preserve half-percent values such as 82.5% instead of rounding them away.
0.1.13
- Removed the Forge of Potential's vanilla empty-slot reserve check. Goodtential never destroys the item, so refinement no longer requires spare inventory slots for hypothetical returned ingredients.
- Normal crafting keeps Valheim's original inventory-space checks unchanged.
0.1.12
- Removed Goodtential's OnCraftPressed patch entirely so the Forge of Potential uses Valheim's untouched craft-button start path.
- The selected idol/trophy are now read and validated only when Valheim reaches DoCrafting, while cycle controls remain locked during the craft timer.
0.1.11
- Fixed refinement clicks being swallowed by Goodtential's pre-craft validation; the mod now snapshots the prepared offering and lets Valheim start the craft normally.
- Forge-only cycle controls are stripped before vanilla renders a non-upgrader crafting menu, preventing them from contaminating Workbench/Forge/etc. requirement UI.
0.1.10
- Rebuilt the cycle controls from the same vanilla button template used by Quick Stack/Store, with a normal UI-font C instead of the pixel-art upgrade arrow.
- Cycle buttons use the button's real disabled state when there is nothing to cycle through or while refinement is running.
- Forge-only cycle controls are removed from view when using normal crafting stations.
- Idol labels now show only the material name, with Battle/Protection in the lower line.
- Trophy labels drop the redundant Trophy suffix; an empty offering simply reads Trophy.
0.1.9
- Replaced the cycle-arrow icon with a plain centered C using Valheim's UI font.
- Cycle controls are now hidden outside the Forge of Potential, so normal crafting stations keep their vanilla requirement slots.
- Cycle buttons grey out when there is nothing else to cycle to, as well as while refinement is in progress.
0.1.8
- Replaced vanilla trophy substring matching with an exact prefab table covering all 72 current trophy prefabs in the installed game; fuzzy matching now applies only to unknown/modded trophies.
- Corrected special and variant trophies including Moder, Seeker Soldier, Fuling Berserker/Shaman, Hildir minibosses, Rancid Remains, Lava Blob, Pulp, Vile, Krigen, Hexen, Eyeless One, Writhan and Kvastur.
- Reworked the four Forge requirement slots into Idol / cycle button / Trophy / cycle button.
- Cycle buttons move only forward through stronger idols or higher-prestige trophies and wrap back to the first idol / empty trophy offering.
- Removed direct clicking from idol and trophy slots and removed their always-one quantity labels.
- Cycle controls are disabled while a refinement is already in progress.
0.1.7
- The Forge now shows only non-zero outcome percentages in its orange status line.
- Removed hover item tooltips from the idol and trophy selectors.
- Fixed Ashlands Charred trophy prefab recognition; Charred Warlock trophies now use the correct high-tier value instead of falling back to the generic unknown-trophy value.
- Raised Charred Warlock trophy prestige to reflect its rarity and threat.
0.1.6
- Added exact success, ignore, fail and reset percentages beneath the Forge warning text.
0.1.5
- Simplified refinement warnings to match Valheim's terse Forge wording and clarified complete loss as returning the item to its base form.
- Refined result, idol and trophy text for consistency.
- Moved Forge requirement tooltips to a dedicated top-left anchor on the crafting panel.
0.1.4
- Rebalanced trophy favor around the item's actual progression stage so strong later-biome kills remain meaningful for fully upgraded previous-biome gear.
- Cycling idols or trophies now plays a selection sound.
- Hover tooltips update immediately when the selection changes without moving the cursor away and back.
0.1.3
- Rebalanced idol progression so an item's native idol remains valid for its first few refinements beyond the normal quality cap, then advances one idol tier every three further quality levels.
- Removed the idea of "Potential" as a named upgrade stat; extra quality is simply further refinement beyond the item's natural limit.
- Tightened risk, result, idol and trophy wording to better match Valheim's terse forge/item style.
0.1.2
- Returned idol and trophy selection to left-click/right-click cycling.
- Reworked Forge wording and hover text around Valheim's own item tooltips.
0.1.1
- Fixed the refinement button incorrectly requiring the item's normal crafting materials in addition to the Forge offering.
- Replaced click-to-cycle requirements with dedicated previous/next arrow buttons on both the idol and trophy offering.
- Idol and trophy hover information now uses Valheim's proper item-tooltip presentation with a background, item-style layout and contextual colored text.
0.1.0
- Released as the standalone Wire's Forge of Goodtential.
- Idol requirements rise as an item is refined beyond its normal quality cap instead of remaining tied forever to its original recipe.
- Any stronger idol can replace the minimum requirement and provides additional stability.
- Added one optional trophy offering per refinement, with effectiveness based on the defeated creature's prestige relative to the item.
- Added interactive idol and trophy selection directly to the Forge requirement UI with contextual tooltips.
- Replaced destructive failure with complete refinement loss: the item survives and returns to its normal maximum quality.
- Preserved unlimited refinement, escalating level-loss risk and hidden jackpot refinements.
- Prepared refinements use qualitative risk/favor wording without exposing exact probabilities.
- Selected idol and trophy are validated and consumed as one Forge transaction.