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Item Forge wiki

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Item Forge Wiki

Custom item editing, profile automation, smart scaling, batch workflows, and admin-friendly generation docs for Item Forge.

Getting Started

Start here for install, first boot, and the three main editing lanes.

Naming and Templates

Get display name, item name, lore, placeholders, and prefix behavior right before you mass-generate items.

Profiles and Automation

Build reusable modifier workflows, scale item math, and generate outputs from the Give menu.

Item Editing Systems

Trim, dye, attribute, hide, model, and tag items without dropping into raw NBT tooling.

Operations and Support

Teach admins the command surface, the built-in help surfaces, and the troubleshooting path for common item issues.

Profiles and Automation

Smart Scaling, Armor Math, and Durability Math

Scale armor-related stats and durability math from the base item instead of hand-solving every item family one by one.

Smart Scaling is the Item Forge layer that lets one profile adapt its math to the base vanilla item instead of forcing you to hand-tune every helmet, chestplate, legging, boot, or weapon variant independently.

What Smart Scaling can change

Item Forge currently supports percent-based scaling for:

  • armor
  • armor toughness
  • knockback resistance
  • attack speed
  • movement speed
  • max health
  • max absorption

It also supports smart max durability controls through:

  • exact override
  • additive math
  • multiplier math

The armor icon rule that confuses people

Minecraft armor tooltips and armor icons do not use the same visual language.

Example:

  • +6 armor in tooltip means 6 armor points
  • that shows as 3 armor icons above the health bar

That is normal vanilla behavior.

The Smart Scaling screen

The Smart Scaling GUI exists in both:

  • profile mode
  • direct editor-target mode

Profile mode saves reusable math into a profile.

Target mode applies the math directly to the current main-hand or batch editor target.

Supported durability math

Exact override

Use this when the output item should always have one exact max durability value.

Additive

Use this when the output item should keep its own base durability and then gain or lose a fixed amount.

Multiplier

Use this when the output item should keep its own base durability and scale proportionally.

Good scaling workflow

  1. Set up the profile's naming, lore, and visuals first.
  2. Turn on Smart Scaling.
  3. Set only the stat lanes that actually need to move.
  4. Preview the output item.
  5. Test the generated item in game.

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