At first I didn't notice it, but after repairing my Diamond pick a few times, i could not fix my pick anymore "TOO EXPENSIVE" the game tells me.
First started off with 2 enchants. than accordingly went all the way up to 33 and stopped.
And to make matters worse, the enchanting table is treating me like trash, i'm wasting 3 enchantment levels of the 30 xp enchantments that are suppose to give me multible enchantments, not just one that can be good or sucks.
My original diamond pick with Fortune III Efficiency V and Unbreaking III is slowly dying out and unfortunately I'm better off throwing it in the lava before it completely loses durability unless i can get mending on it. but it wouldn't matter now because i can't repair it anymore.
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I'm not sure if this is still the case, but I know the order in which you place the picks will change the level cost. Also, I believe that the cap for a repair on any given item is 40 levels. Not sure if this is helpful at all but it's what I know on the enchanting system.
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Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
Yes, I am familiar with the swap for cheaper enchantment prices, but now i can't put my enchanted pick with a normal pick and vice versa without it telling me its too expensive. it really doesn't matter.
Yes, I am familiar with the swap for cheaper enchantment prices, but now i can't put my enchanted pick with a normal pick and vice versa without it telling me its too expensive. it really doesn't matter.
Sorry! not too familiar with enchanting and repairing. Does repairing with diamond ore instead of the pick do anything?
Rollback Post to RevisionRollBack
Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
This is already in minecraft. Renaming items can be done in the same work step as repairing or combining, provided the experience cost is not too high. In survival mode, the anvil can only apply 39 levels worth of work in a single operation. If the job would cost 40 or more levels, it will be rejected as "Too Expensive!". This does not apply in creative mode. If the item is being renamed only, without being repaired or enchanted, the maximum level cost is 39 levels even if the Prior Work penalty is higher. However, the penalty is still increased as usual, and once the penalty reaches or exceeds 2147483647 further renames will be impossible.
The price increase after each pass through the anvil is to keep the game interesting. The more OP you make something, the more it costs to repair it (which also means you can't repair it as many times). It also means that items you had to combine several times to create will be more expensive to repair than something "lucky" you got off the table with multiple enchants.
It adds an element of strategy to planning and creating your gear.
But there are a lot of people who feel the way you do. They don't look at it as a challenge, they find it tedious and frustrating, which is why the Mending enchant was created. Mending is incredibly OP, because you can create max enchanted "God" tools, weapons and armor, and never need to replace them (unless you fall into the void). Mending doesn't add any penalties for items that have been through the anvil many times. It's just a flat rate of XP for durability (1:2). This actually makes it easier to create your OP gear, since you don't have to worry as much about how many levels it costs, or how many items you need to combine. As long as you can get that last enchant for 39 levels or less, you are home free (the item never needs to see the anvil again).
One thing to look out for when repairing or combining items: the order in the slots can change the repair cost. Really dumb. It's like first year coders wrote the code for this game.
The order in which you place items in the anvil has no effect on the repair cost, which is always 2 levels for a new item, plus the prior work penalty and enchantment costs, if applicable (in other words, you normally want to put the enchanted item in the first slot and unenchanted sacrifice item in the second slot, which will not apply any charge for the enchantments since it is based on what is on the sacrifice item, which are added to the first item/target. This is also why a renamed item will only keep its name if you put it in the first slot; it is not a dumb thing at all but simply because the item in the first slot is the item you are repairing or adding enchantments to).
Also, the number of enchantments on an item has no direct effect on the repair cost if you are in 1.8 or a later version; more enchantments will only indirectly increase the cost though the prior work penalty if you use the anvil to add them. In addition, unless you are repairing with just one unit the repair cost is lower when you use a new item since the unit cost is 1 level per unit while a new item costs 2 levels.
Renaming an item while it is being repaired will NOT let you get around the penalty since they are separate functions (perhaps you were thinking of the pre-1.8 mechanic where renaming an item permanently reset the prior work penalty to 2, allowing you to repair it forever, albeit back then you had to pay high costs for the enchantments even when just repairing, such that "god" items were impossible to repair even once and many others had to be repaired incrementally with units; an Efficiency V, Unbreaking III, Fortune III diamond pickaxe can only be repaired with one diamond at a time for 37 levels, 148 for a full repair. Back then, durability also affected costs, with a new diamond item costing 17 levels, while iron only cost 2).
Uh, that's a lie. The order always affects the cost of repairs. In what bizarro world do the two examples shown make any sense?
Re-read my post - the difference in cost is NOT due to the difference in repair cost - the item in the first slot is the target, the item that you are either repairing or adding enchantments to - and that is why the costs are different, because you only pay for the enchantments if they are being added.
This is what the Wiki has to say about this:
The first/left item is the target item, the second/right item is the sacrifice item, which will be destroyed. Combining two similar items does either or both of two things. Each of these costs levels, but if they're both done at once, part of the cost will be shared:
The target will be repaired, adding the durability of the sacrifice plus a bonus of 12% of the maximum durability, up to the item's maximum durability. If the target item is undamaged, there will be no charge for repair, otherwise the cost is 2 levels.
If the sacrifice has enchantments, it will also try to combine the sacrifice's enchantments onto the target. Regardless of whether any enchantments on the target are actually changed, you will be charged based on the enchantments on the target and sacrifice.
If you're combining one item without enchants with an item that has enchants and the end result is an enchanted item then the cost to combine should be the same regardless of which slots they are put in.
It's completely illogical that the cost changes when items are switched in the slots.
It's like saying 1+2=3 but 2+1=5.
Seriously, who comes up with illogical code like that?
This should explain why the costs are different; I took two pickaxes and named one "Target" and the other "Sacrifice" and placed them in different slots, as well as doing the same with a renamed pickaxe and an unnamed pickaxe. If you notice, the item in the first slot determines the name of the item in the output slot - because that is the item you are repairing or adding enchantments to:
First, I placed "Target" into the first slot and "Sacrifice" into the second slot; the output is named "Target":
Next I reversed them so "Target" is now in the second slot and "Sacrifice" is now in the first slot; note that the output is now named "Sacrifice" because that is now the item that is being repaired:
Here is the same with a "Renamed" pickaxe and an unnamed pickaxe, which shows the same pattern - the item in the first slot is the item that you are working on, the sacrifice is simply destroyed, and if it has any enchantments they are added to the target, not the other way around (the cost is 2 levels less because I only renamed one pickaxe, which adds only 2 to the total cost instead of 4. Either way, the cost is the same regardless of the order, and would only differ if they had different durability, since this was done in 1.6.4, where the repair cost is up to 17 levels for a diamond tool, depending on the durability of the sacrifice. Since 1.8 the repair cost is always 2 levels regardless of durability or enchantments):
Repairing wasn't initially in the game. It was a way of extending tools that were useful, using XP as a reward system. You're not supposed to have the best enchantments last forever, it gives you a reason to keep playing after it breaks.
Repairing wasn't initially in the game. It was a way of extending tools that were useful, using XP as a reward system. You're not supposed to have the best enchantments last forever, it gives you a reason to keep playing after it breaks.
Actually, when anvils were first added in 1.4.2, and up to 1.7.10, you could simply rename an item and it would never increase in cost, and even decrease if it has a high prior work penalty (e.g. an item that is too expensive, since renaming is capped at 39 levels you could get the cost back down by renaming it, which permanently sets the penalty to 2) - by doing this I literally used the same Efficiency V, Unbreaking III diamond pickaxe more than 2 million times (around 320 repairs with a sacrifice pickaxe), plus another Efficiency V, Fortune III, Unbreaking III diamond pickaxe some 250,000 times (around 160 repairs at one diamond per repair); Mojang removed this in 1.8 (it would be crazy overpowered if it only cost a couple level to repair anything indefinitely, plus enchanting became much easier) but quickly re-added it (more or less) in 1.9 in the form of Mending, which is even better (as mentioned before repair costs were far higher and made it difficult or impossible to repair items with more than 2-3 enchantments. The pickaxes mentioned above cost 33 and 37 levels for a repair, the latter for just 1/4 of the durability, and I spent a total of more than half a million XP on them, not that I had any issues getting it through regular use, never using XP farms).
More unbalanced would be the fact that I bought most of the sacrifice pickaxes from villagers for the low cost of 10-11 emeralds each (I eventually got a "perfect villager" who gave me an emerald for 18 wheat, never locking the trade since it was the last one they offered so in a sense a diamond pickaxe (or one diamond) was worth 180 (60) wheat, or 140 (47) wool, 160 (53) coal or charcoal, and so on). You could even fully repair an item for just 2-4 emeralds by having a priest enchant it with mid-level enchantments (replacing any enchantments already on it, so this was also a way to get around the inability to remove enchantments from an item unless you crafted two together in a crafting grid, wasting resources):
I understand how the system works in general -- or at least I thought I did -- but I'm puzzled by the costs in CheshireWesterfield's first picture: Why does repairing the unenchanted tool with the enchanted tool cost 33 levels but repairing the enchanted too with the unenchanted one only cost 25? The former should only be the prior work penalty + 2 levels to do the repairs, whereas the latter should be the prior work penalty plus the cost of adding all the enchantments. (Would be useful to know what enchantments they are.) Right? So it seems like the one on the right (the 25-level one) should have been more than the one on the left, assuming they're the same items in both cases and thus have the same prior work penalty?
(The example in the second picture makes perfect sense to me, since in that example the repair costs more when using the enchanted item as the sacrifice.)
Wow, those backwards repair costs make no sense at all.
If anything adding enchants to an unenchanted item should cost more than adding a stock item to an enchanted one.
Not sure what you're referring to. The first slot is the item being repaired, the second slot is the item being sacrificed to repair the item in the first slot.
Why should it matter as the other poster pointed out? The problem is that the GUI is poorly constructed so it is not apparent which way the process goes.
It's simply "something" and "something" = "something else"
It simply should not matter the order of things - the code should figure it out and always result in the same cost - which should be the enchants (being a desired thing) should always make the end result cost the highest regardless of the order of item placement.
Bear in mind that the first item is the target, this is the item that will end up with the repair. If that first item is heavily enchanted then it is right that it should be expensive to repair. If that first item is a bog standard tool, then it is right that it should be cheap to repair.
Right, that's what was confusing me about the example on the left, in which using the unenchanted item as the sacrifice cost 33 levels and using the enchanted one as the sacrifice only cost 25, assuming it's the same two items with the positions swapped.
Hmmm, looking at that again you're right, it is a bigger difference than I would have thought. The enchanted pickaxe is slighty damaged so sacrificing it onto the unenchanted pickaxe you should save two levels of experience in cost, but I'm not sure how to account for the other 6 levels saved in that example.
At first I didn't notice it, but after repairing my Diamond pick a few times, i could not fix my pick anymore "TOO EXPENSIVE" the game tells me.
First started off with 2 enchants. than accordingly went all the way up to 33 and stopped.
And to make matters worse, the enchanting table is treating me like trash, i'm wasting 3 enchantment levels of the 30 xp enchantments that are suppose to give me multible enchantments, not just one that can be good or sucks.
My original diamond pick with Fortune III Efficiency V and Unbreaking III is slowly dying out and unfortunately I'm better off throwing it in the lava before it completely loses durability unless i can get mending on it. but it wouldn't matter now because i can't repair it anymore.
So my question, Why?
I'm not sure if this is still the case, but I know the order in which you place the picks will change the level cost. Also, I believe that the cap for a repair on any given item is 40 levels. Not sure if this is helpful at all but it's what I know on the enchanting system.
Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
Yes, I am familiar with the swap for cheaper enchantment prices, but now i can't put my enchanted pick with a normal pick and vice versa without it telling me its too expensive. it really doesn't matter.
Sorry! not too familiar with enchanting and repairing. Does repairing with diamond ore instead of the pick do anything?
Survival Minecraft, never modded (until now, TMCWv4), since alpha 1.2.1.
This is already in minecraft. Renaming items can be done in the same work step as repairing or combining, provided the experience cost is not too high. In survival mode, the anvil can only apply 39 levels worth of work in a single operation. If the job would cost 40 or more levels, it will be rejected as "Too Expensive!". This does not apply in creative mode. If the item is being renamed only, without being repaired or enchanted, the maximum level cost is 39 levels even if the Prior Work penalty is higher. However, the penalty is still increased as usual, and once the penalty reaches or exceeds 2147483647 further renames will be impossible.
Rework count
Penalty
0
0
1
1
2
3
3
7
4
15
5
31
The price increase after each pass through the anvil is to keep the game interesting. The more OP you make something, the more it costs to repair it (which also means you can't repair it as many times). It also means that items you had to combine several times to create will be more expensive to repair than something "lucky" you got off the table with multiple enchants.
It adds an element of strategy to planning and creating your gear.
But there are a lot of people who feel the way you do. They don't look at it as a challenge, they find it tedious and frustrating, which is why the Mending enchant was created. Mending is incredibly OP, because you can create max enchanted "God" tools, weapons and armor, and never need to replace them (unless you fall into the void). Mending doesn't add any penalties for items that have been through the anvil many times. It's just a flat rate of XP for durability (1:2). This actually makes it easier to create your OP gear, since you don't have to worry as much about how many levels it costs, or how many items you need to combine. As long as you can get that last enchant for 39 levels or less, you are home free (the item never needs to see the anvil again).
One thing to look out for when repairing or combining items: the order in the slots can change the repair cost. Really dumb. It's like first year coders wrote the code for this game.
The order in which you place items in the anvil has no effect on the repair cost, which is always 2 levels for a new item, plus the prior work penalty and enchantment costs, if applicable (in other words, you normally want to put the enchanted item in the first slot and unenchanted sacrifice item in the second slot, which will not apply any charge for the enchantments since it is based on what is on the sacrifice item, which are added to the first item/target. This is also why a renamed item will only keep its name if you put it in the first slot; it is not a dumb thing at all but simply because the item in the first slot is the item you are repairing or adding enchantments to).
Also, the number of enchantments on an item has no direct effect on the repair cost if you are in 1.8 or a later version; more enchantments will only indirectly increase the cost though the prior work penalty if you use the anvil to add them. In addition, unless you are repairing with just one unit the repair cost is lower when you use a new item since the unit cost is 1 level per unit while a new item costs 2 levels.
Renaming an item while it is being repaired will NOT let you get around the penalty since they are separate functions (perhaps you were thinking of the pre-1.8 mechanic where renaming an item permanently reset the prior work penalty to 2, allowing you to repair it forever, albeit back then you had to pay high costs for the enchantments even when just repairing, such that "god" items were impossible to repair even once and many others had to be repaired incrementally with units; an Efficiency V, Unbreaking III, Fortune III diamond pickaxe can only be repaired with one diamond at a time for 37 levels, 148 for a full repair. Back then, durability also affected costs, with a new diamond item costing 17 levels, while iron only cost 2).
See also: http://minecraft.gamepedia.com/Anvil_mechanics
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Uh, that's a lie. The order always affects the cost of repairs. In what bizarro world do the two examples shown make any sense?
Re-read my post - the difference in cost is NOT due to the difference in repair cost - the item in the first slot is the target, the item that you are either repairing or adding enchantments to - and that is why the costs are different, because you only pay for the enchantments if they are being added.
This is what the Wiki has to say about this:
That second part explains why the costs are dependent on the order you placed the items in the anvil.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
If you're combining one item without enchants with an item that has enchants and the end result is an enchanted item then the cost to combine should be the same regardless of which slots they are put in.
It's completely illogical that the cost changes when items are switched in the slots.
It's like saying 1+2=3 but 2+1=5.
Seriously, who comes up with illogical code like that?
This should explain why the costs are different; I took two pickaxes and named one "Target" and the other "Sacrifice" and placed them in different slots, as well as doing the same with a renamed pickaxe and an unnamed pickaxe. If you notice, the item in the first slot determines the name of the item in the output slot - because that is the item you are repairing or adding enchantments to:
Next I reversed them so "Target" is now in the second slot and "Sacrifice" is now in the first slot; note that the output is now named "Sacrifice" because that is now the item that is being repaired:
Here is the same with a "Renamed" pickaxe and an unnamed pickaxe, which shows the same pattern - the item in the first slot is the item that you are working on, the sacrifice is simply destroyed, and if it has any enchantments they are added to the target, not the other way around (the cost is 2 levels less because I only renamed one pickaxe, which adds only 2 to the total cost instead of 4. Either way, the cost is the same regardless of the order, and would only differ if they had different durability, since this was done in 1.6.4, where the repair cost is up to 17 levels for a diamond tool, depending on the durability of the sacrifice. Since 1.8 the repair cost is always 2 levels regardless of durability or enchantments):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Repairing wasn't initially in the game. It was a way of extending tools that were useful, using XP as a reward system. You're not supposed to have the best enchantments last forever, it gives you a reason to keep playing after it breaks.
Actually, when anvils were first added in 1.4.2, and up to 1.7.10, you could simply rename an item and it would never increase in cost, and even decrease if it has a high prior work penalty (e.g. an item that is too expensive, since renaming is capped at 39 levels you could get the cost back down by renaming it, which permanently sets the penalty to 2) - by doing this I literally used the same Efficiency V, Unbreaking III diamond pickaxe more than 2 million times (around 320 repairs with a sacrifice pickaxe), plus another Efficiency V, Fortune III, Unbreaking III diamond pickaxe some 250,000 times (around 160 repairs at one diamond per repair); Mojang removed this in 1.8 (it would be crazy overpowered if it only cost a couple level to repair anything indefinitely, plus enchanting became much easier) but quickly re-added it (more or less) in 1.9 in the form of Mending, which is even better (as mentioned before repair costs were far higher and made it difficult or impossible to repair items with more than 2-3 enchantments. The pickaxes mentioned above cost 33 and 37 levels for a repair, the latter for just 1/4 of the durability, and I spent a total of more than half a million XP on them, not that I had any issues getting it through regular use, never using XP farms).
See: http://minecraft.gamepedia.com/Anvil_mechanics/Before_1.8
More unbalanced would be the fact that I bought most of the sacrifice pickaxes from villagers for the low cost of 10-11 emeralds each (I eventually got a "perfect villager" who gave me an emerald for 18 wheat, never locking the trade since it was the last one they offered so in a sense a diamond pickaxe (or one diamond) was worth 180 (60) wheat, or 140 (47) wool, 160 (53) coal or charcoal, and so on). You could even fully repair an item for just 2-4 emeralds by having a priest enchant it with mid-level enchantments (replacing any enchantments already on it, so this was also a way to get around the inability to remove enchantments from an item unless you crafted two together in a crafting grid, wasting resources):
http://minecraft.gamepedia.com/Trading/Before_1.8
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I understand how the system works in general -- or at least I thought I did -- but I'm puzzled by the costs in CheshireWesterfield's first picture: Why does repairing the unenchanted tool with the enchanted tool cost 33 levels but repairing the enchanted too with the unenchanted one only cost 25? The former should only be the prior work penalty + 2 levels to do the repairs, whereas the latter should be the prior work penalty plus the cost of adding all the enchantments. (Would be useful to know what enchantments they are.) Right? So it seems like the one on the right (the 25-level one) should have been more than the one on the left, assuming they're the same items in both cases and thus have the same prior work penalty?
(The example in the second picture makes perfect sense to me, since in that example the repair costs more when using the enchanted item as the sacrifice.)
Not sure what you're referring to. The first slot is the item being repaired, the second slot is the item being sacrificed to repair the item in the first slot.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Why should it matter as the other poster pointed out? The problem is that the GUI is poorly constructed so it is not apparent which way the process goes.
It's simply "something" and "something" = "something else"
It simply should not matter the order of things - the code should figure it out and always result in the same cost - which should be the enchants (being a desired thing) should always make the end result cost the highest regardless of the order of item placement.
FWIW, I disagree that the code is illogical.
Bear in mind that the first item is the target, this is the item that will end up with the repair. If that first item is heavily enchanted then it is right that it should be expensive to repair. If that first item is a bog standard tool, then it is right that it should be cheap to repair.
A Ford is cheaper to repair than a Rolls Royce...
Right, that's what was confusing me about the example on the left, in which using the unenchanted item as the sacrifice cost 33 levels and using the enchanted one as the sacrifice only cost 25, assuming it's the same two items with the positions swapped.
Hmmm, looking at that again you're right, it is a bigger difference than I would have thought. The enchanted pickaxe is slighty damaged so sacrificing it onto the unenchanted pickaxe you should save two levels of experience in cost, but I'm not sure how to account for the other 6 levels saved in that example.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..