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Romna's Quality Crafting

Every weapon, armor piece, and tool you craft or loot rolls a random quality tier that affects its stats. Higher quality = better damage, armor, durability, and efficiency.

File Details

RomnasQualityCrafting-2.0.0.jar

  • R
  • Feb 17, 2026
  • 60.37 KB
  • 130
  • Early Access

File Name

RomnasQualityCrafting-2.0.0.jar

Supported Versions

  • Early Access

v2.0.0 — Full Rewrite

Complete architecture rewrite. Quality is now baked into variant items at startup instead of applied at runtime.

✨ New

  • In-memory variant system — creates 2,500+ variant items (6 tiers × 419 items) at startup with correct stats
  • Hytale-native quality colors — items show colored names using Hytale's built-in quality tier system
  • Weapon damage baking — damage values are cloned into variant interaction chains (DamageEntityInteraction)
  • Tool efficiency scaling — pickaxe/axe/shovel speed and power scale with quality tier
  • Armor stat scaling — damage resistance, knockback, stat modifiers all scale correctly
  • Signature Energy scaling — inverted multiplier (better quality = lower cost)
  • Salvage recipe cloning — quality variants work on salvage benches automatically
  • Loot drop quality — drop tables modified at startup with separate configurable weights
  • Ignore list — configurable item prefix filter to exclude consumables (arrows, bombs, darts, spellbooks, feedbags)
  • v1.x auto-migration — old quality items are seamlessly upgraded on player join
  • Old file cleanup — v1.x RQCGeneratedFiles/ folder auto-deleted on startup
  • French localizationfr-FR language file included

🔧 Fixed (from v1.x)

  • Unmodifiable asset map crash when injecting variant items
  • Zero durability on cloned items (copy constructor missing fields)
  • Shared object references between variants causing stat bleed
  • Armor tooltip showing base stats instead of quality-adjusted values
  • Tool efficiency not scaling with quality
  • Weapon damage not reflecting quality tier in combat

🗑️ Removed

  • On-disk JSON file generation (replaced by in-memory variants)
  • Runtime ECS damage system (all stats now baked into items)
  • Per-item verbose debug logging (cleaned for release)