A cool enchantment idea is maybe for all pickaxes there would be one called smelting and when you have this on a pickaxe when you mine an ore that needs to be smelted it automatically does it once you break it and there’s cool like little fire particles when you Mine it OK so after reading all these comments it seems that most y’all are saying that smelting would be a useless Enchantment but just like silk touch it’s an enchantment that’s only needed for specific purposes for example if you need a piece of dirt for farm nowhere around grass can you would you silk touch But it would be useless after that I agree that smelting seems useless on the outside but it has specific specific purpose and that is so that if you have fortune on a pickax and you put smelting then you could get more than one gold or iron every time you mine it which could save you a long bit of time when it comes down to fully powering a beacon if you’re trying to hundred percent world world or just trying to save a lot of time with mining now in the back of my head I was also thinking it would affect ancient debris as well but in turn that also seems unnecessarily powerful. Or maybe there is smelting 12 and three and each level you go up allows you to mine a higher tier of one of the three ores that need to be smelted for example for smelting one you could get more than one iron out of everything but level two you get more than one gold and then level III it affects ancient debris
but only if it is made mutually exclusive to silk touch and fortune,
to prevent it being too overpowered.
Each item we enchant must be built for a specific purpose,
there should be no all purpose tools or weapons in the game, otherwise it is unbalanced
and the reward becomes too great for the skill or work put in.
So with this new enchantment you get your insta ingots,
but you don't get the multiplier on the other ore materials.
This means a separate axe must be crafted and enchanted for that purpose.
It doesn't even make sense for a "smelting" enchantment which makes iron and gold drop ingots to be compatible with Silk Touch since Silk Touch makes ores drop themselves, so only one would be able to work, just as you can't combine Silk Touch and Fortune (even if you hacked both onto one item Silk Touch will take priority unless the block isn't affected by it).
Also, I don't see anything wrong with allowing Fortune - I've actually added my own "smelting" enchantment which works on iron and gold ore and is compatible with Fortune, which works the same as it does on other ores (Fortune III = 2.2 times the drops on average) - I find your statement quite bizarre considering how obsessed you are with resource scarcity, and Fortune works on diamonds, which are far more valuable (at least as armor/tools). In fact, you even get more XP from them, consistent with how other ores give you more XP when mined than smelted in a furnace (e.g. when mined diamond averages 5 times the XP and coal averages 10 times the XP; my Smelting enchantment only gives 2.14 times the XP for iron and 3 times the XP for gold):
// Smelting enchantment only works on iron and gold ore and gold gravel
if (block == Block.oreIron || block == Block.oreGold || (block == Block.gravel && BlockGravelTMCW.isGoldGravel(meta)))
{
int dropID = (block == Block.oreIron ? Item.ingotIron.itemID : Item.ingotGold.itemID);
int fortune = CustomEnchantmentHelper.getFortuneModifier(par2EntityPlayer);
// Applies Fortune in the same manner as with coal, diamond, etc. Does not work on gold gravel
int count = (block != Block.gravel ? Math.max(1, par1World.rand.nextInt(fortune + 2)) : 1);
for (int i = 0; i < count; ++i)
{
block.dropBlockAsItem_do(par1World, x, y, z, new ItemStack(dropID, 1, 0));
}
// Iron ore and gold gravel drops 1-2 XP, gold ore drops 2-4 XP
int xp;
if (block == Block.oreIron || block == Block.gravel)
{
xp = 1 + par1World.rand.nextInt(2);
}
else
{
xp = 2 + par1World.rand.nextInt(3);
}
block.dropXpOnBlockBreak(par1World, x, y, z, xp);
return true;
}
This is the code I use to handle custom enchantments and tools, which override the normal drop code:
// Called by Block.harvestBlock, returns true to override normal drops
public static final boolean harvestBlock(World par1World, EntityPlayer player, int x, int y, int z, Block block, int meta)
{
// Ensures that various blocks count as the proper block in stats (e.g. glowing redstone ore)
int id = getActualBlockID(block.blockID, meta);
updateBlocksMinedCount(id);
player.addStat(StatList.mineBlockStatArray[id], 1);
player.addExhaustion(0.025F);
Item equippedItem = (player.getCurrentEquippedItem() != null ? player.getCurrentEquippedItem().getItem() : null);
if (block instanceof BlockCrops)
{
// Prevents Fortune from working on crops unless it is on a hoe, placed first to override hammers
int fortune = (equippedItem instanceof ItemHoeFix ? CustomEnchantmentHelper.getFortuneModifier(player) : 0);
block.dropBlockAsItem(par1World, x, y, z, meta, fortune);
return true;
}
else if (equippedItem instanceof ItemHammer)
{
// Hammers take precedence over all enchantments so even if they are hacked with e.g. Silk
// Touch it will have no effect
return ItemHammer.mineBlock(par1World, player, x, y, z, block, meta);
}
else if (EnchantmentVeinMiner.mineBlock(par1World, player, x, y, z, block, meta))
{
return true;
}
else if (EnchantmentSmelting.smeltBlock(par1World, player, x, y, z, block, meta))
{
return true;
}
else
{
return false;
}
}
This is the code in the Block class which handles drops in vanilla; you can see that the Silk Touch code overrides Fortune (the code inside the outer "if" is the same as vanilla):
public void harvestBlock(World par1World, EntityPlayer par2EntityPlayer, int posX, int posY, int posZ, int meta)
{
// BlocksMined contains special code for handling blocks, enchantments, etc
if (!BlocksMined.harvestBlock(par1World, par2EntityPlayer, posX, posY, posZ, this, meta))
{
if (this.canSilkHarvest() && CustomEnchantmentHelper.getSilkTouchModifier(par2EntityPlayer))
{
ItemStack var8 = this.createStackedBlock(meta);
if (var8 != null) this.dropBlockAsItem_do(par1World, posX, posY, posZ, var8);
}
else
{
int fortune = CustomEnchantmentHelper.getFortuneModifier(par2EntityPlayer);
this.dropBlockAsItem(par1World, posX, posY, posZ, meta, fortune);
}
}
}
Based on the relative amounts of coal and iron I find while caving this would increase the amount of XP I get from them by about 23% (from 920 to 1133 XP per 1000 ore mined). Alternatively, if they were all smelted in a furnace you'd get only 260 XP, so the XP from mining coal still overwhelmingly dominates.
Also, while it is irrelevant for vanilla unless the way Mending works is changed a pickaxe with Efficiency V, Fortune III, Smelting, Unbreaking III, Mending is too expensive to ever repair so you'd have to forgo at least one enchantment and/or use a lower tier tool (an amethyst pickaxe, which is similar in status to 1.16's netherite, with just Smelting and Fortune III already costs a whopping 43 levels to repair with a single unit, which is only even possible since I raised the anvil cost limit from 39 to 49 for amethyst items. Even adding just Unbreaking III would increase the cost to 50 levels; Mending would increase the cost to 52. What about diamond? You could add either Unbreaking III or Mending but not both for a cost of 32 or 34 levels for a single unit repair; you'd have to go all the way down to iron to get both, for a cost of 36 levels for a sacrifice repair, and that's still without Efficiency, which is pretty bad considering that iron tools are slower than they are in vanilla (unlike 1.16, which made netherite faster than diamond without changing lower tiers, amethyst is as fast as diamond was with tiers other than gold nerfed).
Also, you can only find Smelting in naturally generated chests - it is impossible to obtain in any other way, and you'll probably need to spend dozens of hours caving to find it (which will be even worse with additional enchantments) - IMO, Mojang's definition of a "treasure" enchantment is all but meaningless since it only means you can't get them from the table but it is easy to get them by trading, undermining their value (imagine if you could trade for enchanted golden apples and you see what I mean). Due to this and the aforementioned costs I wouldn't be using it myself while caving, it would be more suited to the player who only occasionally mines for small amounts of resources.
...That's a pretty good idea. Maybe it could just be changed so that Pickaxes can be enchanted with Fire Aspect? Or something along those lines?
Why would you need it it's kinda useless like curse of vanishing and binding but kinda better for instance mining diamonds will set it on fire and not give you the item and any other ore in fact that fire aspect are used for like swords and bows to set enemy's on fire which is good but on pickaxes it might smelt but it wont give you the iron also it might set you on fire so you lose all of your items which is bad
I appreciate all the help with figuring out all the specs and The idea came from when I was mining and I had fortune on my diamond pickaxe and I was like man this would be really useful if it would do the same thing for gold and iron so I came up with the idea for an enchantment called smelting so yes the plan was for it to be paired up with fortune but as you said it would be really expensive because I believe you made smelting in the code the same as silk touch or mending to get an accurate idea of how much EXP it would cost Because of course you can’t have smelting 12 or 3 itd just be like silk touch. The idea is that it is not easy to obtain like maybe it would appear randomly on a book in a strong hold library or on a pickaxe in the end fortresses Or maybe it randomly appears in the trading inventory of one of the librarian villagers of course like you said it would be Very Inefficient for your levels.
It doesn't even make sense for a "smelting" enchantment which makes iron and gold drop ingots to be compatible with Silk Touch since Silk Touch makes ores drop themselves, so only one would be able to work, just as you can't combine Silk Touch and Fortune (even if you hacked both onto one item Silk Touch will take priority unless the block isn't affected by it).
Also, I don't see anything wrong with allowing Fortune - I've actually added my own "smelting" enchantment which works on iron and gold ore and is compatible with Fortune, which works the same as it does on other ores (Fortune III = 2.2 times the drops on average) - I find your statement quite bizarre considering how obsessed you are with resource scarcity, and Fortune works on diamonds, which are far more valuable (at least as armor/tools). In fact, you even get more XP from them, consistent with how other ores give you more XP when mined than smelted in a furnace (e.g. when mined diamond averages 5 times the XP and coal averages 10 times the XP; my Smelting enchantment only gives 2.14 times the XP for iron and 3 times the XP for gold):
// Smelting enchantment only works on iron and gold ore and gold gravel
if (block == Block.oreIron || block == Block.oreGold || (block == Block.gravel && BlockGravelTMCW.isGoldGravel(meta)))
{
int dropID = (block == Block.oreIron ? Item.ingotIron.itemID : Item.ingotGold.itemID);
int fortune = CustomEnchantmentHelper.getFortuneModifier(par2EntityPlayer);
// Applies Fortune in the same manner as with coal, diamond, etc. Does not work on gold gravel
int count = (block != Block.gravel ? Math.max(1, par1World.rand.nextInt(fortune + 2)) : 1);
for (int i = 0; i < count; ++i)
{
block.dropBlockAsItem_do(par1World, x, y, z, new ItemStack(dropID, 1, 0));
}
// Iron ore and gold gravel drops 1-2 XP, gold ore drops 2-4 XP
int xp;
if (block == Block.oreIron || block == Block.gravel)
{
xp = 1 + par1World.rand.nextInt(2);
}
else
{
xp = 2 + par1World.rand.nextInt(3);
}
block.dropXpOnBlockBreak(par1World, x, y, z, xp);
return true;
}
This is the code I use to handle custom enchantments and tools, which override the normal drop code:
// Called by Block.harvestBlock, returns true to override normal drops
public static final boolean harvestBlock(World par1World, EntityPlayer player, int x, int y, int z, Block block, int meta)
{
// Ensures that various blocks count as the proper block in stats (e.g. glowing redstone ore)
int id = getActualBlockID(block.blockID, meta);
updateBlocksMinedCount(id);
player.addStat(StatList.mineBlockStatArray[id], 1);
player.addExhaustion(0.025F);
Item equippedItem = (player.getCurrentEquippedItem() != null ? player.getCurrentEquippedItem().getItem() : null);
if (block instanceof BlockCrops)
{
// Prevents Fortune from working on crops unless it is on a hoe, placed first to override hammers
int fortune = (equippedItem instanceof ItemHoeFix ? CustomEnchantmentHelper.getFortuneModifier(player) : 0);
block.dropBlockAsItem(par1World, x, y, z, meta, fortune);
return true;
}
else if (equippedItem instanceof ItemHammer)
{
// Hammers take precedence over all enchantments so even if they are hacked with e.g. Silk
// Touch it will have no effect
return ItemHammer.mineBlock(par1World, player, x, y, z, block, meta);
}
else if (EnchantmentVeinMiner.mineBlock(par1World, player, x, y, z, block, meta))
{
return true;
}
else if (EnchantmentSmelting.smeltBlock(par1World, player, x, y, z, block, meta))
{
return true;
}
else
{
return false;
}
}
This is the code in the Block class which handles drops in vanilla; you can see that the Silk Touch code overrides Fortune (the code inside the outer "if" is the same as vanilla):
public void harvestBlock(World par1World, EntityPlayer par2EntityPlayer, int posX, int posY, int posZ, int meta)
{
// BlocksMined contains special code for handling blocks, enchantments, etc
if (!BlocksMined.harvestBlock(par1World, par2EntityPlayer, posX, posY, posZ, this, meta))
{
if (this.canSilkHarvest() && CustomEnchantmentHelper.getSilkTouchModifier(par2EntityPlayer))
{
ItemStack var8 = this.createStackedBlock(meta);
if (var8 != null) this.dropBlockAsItem_do(par1World, posX, posY, posZ, var8);
}
else
{
int fortune = CustomEnchantmentHelper.getFortuneModifier(par2EntityPlayer);
this.dropBlockAsItem(par1World, posX, posY, posZ, meta, fortune);
}
}
}
Based on the relative amounts of coal and iron I find while caving this would increase the amount of XP I get from them by about 23% (from 920 to 1133 XP per 1000 ore mined). Alternatively, if they were all smelted in a furnace you'd get only 260 XP, so the XP from mining coal still overwhelmingly dominates.
Also, while it is irrelevant for vanilla unless the way Mending works is changed a pickaxe with Efficiency V, Fortune III, Smelting, Unbreaking III, Mending is too expensive to ever repair so you'd have to forgo at least one enchantment and/or use a lower tier tool (an amethyst pickaxe, which is similar in status to 1.16's netherite, with just Smelting and Fortune III already costs a whopping 43 levels to repair with a single unit, which is only even possible since I raised the anvil cost limit from 39 to 49 for amethyst items. Even adding just Unbreaking III would increase the cost to 50 levels; Mending would increase the cost to 52. What about diamond? You could add either Unbreaking III or Mending but not both for a cost of 32 or 34 levels for a single unit repair; you'd have to go all the way down to iron to get both, for a cost of 36 levels for a sacrifice repair, and that's still without Efficiency, which is pretty bad considering that iron tools are slower than they are in vanilla (unlike 1.16, which made netherite faster than diamond without changing lower tiers, amethyst is as fast as diamond was with tiers other than gold nerfed).
Also, you can only find Smelting in naturally generated chests - it is impossible to obtain in any other way, and you'll probably need to spend dozens of hours caving to find it (which will be even worse with additional enchantments) - IMO, Mojang's definition of a "treasure" enchantment is all but meaningless since it only means you can't get them from the table but it is easy to get them by trading, undermining their value (imagine if you could trade for enchanted golden apples and you see what I mean). Due to this and the aforementioned costs I wouldn't be using it myself while caving, it would be more suited to the player who only occasionally mines for small amounts of resources.
I appreciate all the help with figuring out all the specs and The idea came from when I was mining and I had fortune on my diamond pickaxe and I was like man this would be really useful if it would do the same thing for gold and iron so I came up with the idea for an enchantment called smelting so yes the plan was for it to be paired up with fortune but as you said it would be really expensive because I believe you made smelting in the code the same as silk touch or mending to get an accurate idea of how much EXP it would cost Because of course you can’t have smelting 12 or 3 itd just be like silk touch. The idea is that it is not easy to obtain like maybe it would appear randomly on a book in a strong hold library or on a pickaxe in the end fortresses Or maybe it randomly appears in the trading inventory of one of the librarian villagers of course like you said it would be Very Inefficient for your levels.
It doesn't even make sense for a "smelting" enchantment which makes iron and gold drop ingots to be compatible with Silk Touch since Silk Touch makes ores drop themselves, so only one would be able to work, just as you can't combine Silk Touch and Fortune (even if you hacked both onto one item Silk Touch will take priority unless the block isn't affected by it).
Also, I don't see anything wrong with allowing Fortune - I've actually added my own "smelting" enchantment which works on iron and gold ore and is compatible with Fortune, which works the same as it does on other ores (Fortune III = 2.2 times the drops on average) - I find your statement quite bizarre considering how obsessed you are with resource scarcity, and Fortune works on diamonds, which are far more valuable (at least as armor/tools). In fact, you even get more XP from them, consistent with how other ores give you more XP when mined than smelted in a furnace (e.g. when mined diamond averages 5 times the XP and coal averages 10 times the XP; my Smelting enchantment only gives 2.14 times the XP for iron and 3 times the XP for gold):
// Smelting enchantment only works on iron and gold ore and gold gravel
if (block == Block.oreIron || block == Block.oreGold || (block == Block.gravel && BlockGravelTMCW.isGoldGravel(meta)))
{
int dropID = (block == Block.oreIron ? Item.ingotIron.itemID : Item.ingotGold.itemID);
int fortune = CustomEnchantmentHelper.getFortuneModifier(par2EntityPlayer);
// Applies Fortune in the same manner as with coal, diamond, etc. Does not work on gold gravel
int count = (block != Block.gravel ? Math.max(1, par1World.rand.nextInt(fortune + 2)) : 1);
for (int i = 0; i < count; ++i)
{
block.dropBlockAsItem_do(par1World, x, y, z, new ItemStack(dropID, 1, 0));
}
// Iron ore and gold gravel drops 1-2 XP, gold ore drops 2-4 XP
int xp;
if (block == Block.oreIron || block == Block.gravel)
{
xp = 1 + par1World.rand.nextInt(2);
}
else
{
xp = 2 + par1World.rand.nextInt(3);
}
block.dropXpOnBlockBreak(par1World, x, y, z, xp);
return true;
}
This is the code I use to handle custom enchantments and tools, which override the normal drop code:
// Called by Block.harvestBlock, returns true to override normal drops
public static final boolean harvestBlock(World par1World, EntityPlayer player, int x, int y, int z, Block block, int meta)
{
// Ensures that various blocks count as the proper block in stats (e.g. glowing redstone ore)
int id = getActualBlockID(block.blockID, meta);
updateBlocksMinedCount(id);
player.addStat(StatList.mineBlockStatArray[id], 1);
player.addExhaustion(0.025F);
Item equippedItem = (player.getCurrentEquippedItem() != null ? player.getCurrentEquippedItem().getItem() : null);
if (block instanceof BlockCrops)
{
// Prevents Fortune from working on crops unless it is on a hoe, placed first to override hammers
int fortune = (equippedItem instanceof ItemHoeFix ? CustomEnchantmentHelper.getFortuneModifier(player) : 0);
block.dropBlockAsItem(par1World, x, y, z, meta, fortune);
return true;
}
else if (equippedItem instanceof ItemHammer)
{
// Hammers take precedence over all enchantments so even if they are hacked with e.g. Silk
// Touch it will have no effect
return ItemHammer.mineBlock(par1World, player, x, y, z, block, meta);
}
else if (EnchantmentVeinMiner.mineBlock(par1World, player, x, y, z, block, meta))
{
return true;
}
else if (EnchantmentSmelting.smeltBlock(par1World, player, x, y, z, block, meta))
{
return true;
}
else
{
return false;
}
}
This is the code in the Block class which handles drops in vanilla; you can see that the Silk Touch code overrides Fortune (the code inside the outer "if" is the same as vanilla):
public void harvestBlock(World par1World, EntityPlayer par2EntityPlayer, int posX, int posY, int posZ, int meta)
{
// BlocksMined contains special code for handling blocks, enchantments, etc
if (!BlocksMined.harvestBlock(par1World, par2EntityPlayer, posX, posY, posZ, this, meta))
{
if (this.canSilkHarvest() && CustomEnchantmentHelper.getSilkTouchModifier(par2EntityPlayer))
{
ItemStack var8 = this.createStackedBlock(meta);
if (var8 != null) this.dropBlockAsItem_do(par1World, posX, posY, posZ, var8);
}
else
{
int fortune = CustomEnchantmentHelper.getFortuneModifier(par2EntityPlayer);
this.dropBlockAsItem(par1World, posX, posY, posZ, meta, fortune);
}
}
}
Based on the relative amounts of coal and iron I find while caving this would increase the amount of XP I get from them by about 23% (from 920 to 1133 XP per 1000 ore mined). Alternatively, if they were all smelted in a furnace you'd get only 260 XP, so the XP from mining coal still overwhelmingly dominates.
Also, while it is irrelevant for vanilla unless the way Mending works is changed a pickaxe with Efficiency V, Fortune III, Smelting, Unbreaking III, Mending is too expensive to ever repair so you'd have to forgo at least one enchantment and/or use a lower tier tool (an amethyst pickaxe, which is similar in status to 1.16's netherite, with just Smelting and Fortune III already costs a whopping 43 levels to repair with a single unit, which is only even possible since I raised the anvil cost limit from 39 to 49 for amethyst items. Even adding just Unbreaking III would increase the cost to 50 levels; Mending would increase the cost to 52. What about diamond? You could add either Unbreaking III or Mending but not both for a cost of 32 or 34 levels for a single unit repair; you'd have to go all the way down to iron to get both, for a cost of 36 levels for a sacrifice repair, and that's still without Efficiency, which is pretty bad considering that iron tools are slower than they are in vanilla (unlike 1.16, which made netherite faster than diamond without changing lower tiers, amethyst is as fast as diamond was with tiers other than gold nerfed).
Also, you can only find Smelting in naturally generated chests - it is impossible to obtain in any other way, and you'll probably need to spend dozens of hours caving to find it (which will be even worse with additional enchantments) - IMO, Mojang's definition of a "treasure" enchantment is all but meaningless since it only means you can't get them from the table but it is easy to get them by trading, undermining their value (imagine if you could trade for enchanted golden apples and you see what I mean). Due to this and the aforementioned costs I wouldn't be using it myself while caving, it would be more suited to the player who only occasionally mines for small amounts of resources.
Fortune is good, it's just overpowered if it is combined with every enchantment available.
Surely if players want their extra diamonds, lapis, redstone etc they should be expected to alternate between different types of Pickaxes?
Perhaps it is okay with 3 - 4 enchantments, but beyond this I'd like there to be some kind of penalty, like disabling infinite repairs, or at the very least make the repair cost on the anvil something like 30 levels each time.
Perhaps it is okay with 3 - 4 enchantments, but beyond this I'd like there to be some kind of penalty, like disabling infinite repairs, or at the very least make the repair cost on the anvil something like 30 levels each time.
This is exactly what makes the old anvil mechanics so good - the cost to repair an item is directly based on its quality (number of enchantments and durability) so there is a limit to the number of enchantments you can put on an item and still be able to repair it, with lower tiers like iron able to get more enchantments (in the examples given, iron got up to 4 enchantments, diamond 3, and amethyst only 2 before they became too expensive. The numbers also depend on the enchantments themselves; I can still repair my amethyst sword with 4 enchantments since Sharpness and Knockback are cheaper than Fortune and Smelting):
These are the costs to repair unenchanted items with one unit; 1 level for iron, 3 levels for diamond and 21 levels for amethyst:
This is the cost to repair an iron pickaxe with Smelting, which has an "enchantment cost" of 8 levels; the costs shown include a prior work penalty of 2 levels (unlike newer versions each working linearly increases the cost by 2 levels) and a unit cost of (1 + number of enchantments), thus any item with Smelting will cost at least 9 more levels (diamond costs 11 and amethyst costs 30):
What about Smelting and Fortune III? Now the cost is up to 27 levels (prior work penalty of 4 plus enchantment costs of 8 for Smelting and 12 for Fortune III, and 2 added to the unit cost; the added cost is at least 23 levels for any item):
With Mending the cost is now up to 32 levels for an iron pickaxe despite the fact that my version of Mending removes the prior work penalty; the cost is 8 for Smelting, 12 for Fortune III, 8 for Mending, and 4 levels per unit (1 + 3 enchantments). It is also no longer possible to repair an amethyst pickaxe as it would cost 52 levels, 3 more than the cap for amethyst items:
With Unbreaking III added the cost is now up to 39 levels, the maximum possible, and it is now too expensive to repair diamond (2 levels over the cap for non-amethyst items):
Also, this is how much it would cost to repair a maxed-out amethyst pickaxe (all compatible enchantments) - even without an anvil cap you'd be hard-pressed to affordably repair this without XP farms, which have been nerfed in TMCW:
Also, while it does cost less to repair an iron pickaxe with a sacrifice, only 36 levels for a full repair instead of 39 for a single unit which restores 1/4 the durability (odd, but that's how things work; this is not the case for diamond/amethyst) it would still be too expensive to add Efficiency V:
You really do need to make sacrifices here; if you want to put Smelting, Fortune, and Mending on the same tool you'll need to settle for either a slow item (no Efficiency) and/or one with with less durability (no Unbreaking); only iron is able to get a 4th enchantment; which will become tedious to use if you do as much mining as I do so you'd want to use another tool to mine other ores and blocks anyway (there is a way to get around needing Mending since I added the ability to use rubies to reduce the penalty but this means you need to find a biome that has them and perform additional anvil operations to lower the penalty).
See also:
The most important concept for using an anvil is the Base Value of an item, figured in experience levels. Other than combining with enchanted books, any change made to an item will cost its Base Value plus costs for the change. An item's Base Value is the sum of the costs of its enchantments, plus a charge for the number of its enchantments. Note that the item's material does not affect its base cost, nor does the order of its enchantments. An unenchanted (or unenchantable) item has Base Value 0.
Example: Say we have a sword with Sharpness 3, Knockback 2 and Looting 2. Referring to the table we see that the Enchantments will cost 3×1 → 3, 2×2 → 4, and 2×4 → 8 respectively, and another 6 levels for having three of them. 3+4+8+6 → 21. In the anvil for the first time, this sword will cost at least 21 levels to work on, even before considering what to do with it.
(I did slightly change the calculation; the charge for the number of enchantments only applies when combining or adding new enchantments, as this is now taken up by the cost of Mending; for 3 enchantments vanilla adds 6 levels, plus a fixed penalty of 2 for renamed items, while my version of Mending, which replaces the function of renaming, costs 8 levels and sets the penalty to 0 so items with 3 enchantments cost the same as in vanilla; otherwise, everything else is the same)
(unlike current versions the repair cost depends on the maximum durability of an item and/or the amount being restored so it gets quite extreme for diamond, up to 17 levels, which is already nearly half the anvil cap, and my amethyst items cost up to 62 levels (yes, that's just the repair cost as there are no enchantments or prior workings) - they can only be repaired with individual units or damaged sacrifices)
This is exactly what makes the old anvil mechanics so good - the cost to repair an item is directly based on its quality (number of enchantments and durability) so there is a limit to the number of enchantments you can put on an item and still be able to repair it, with lower tiers like iron able to get more enchantments (in the examples given, iron got up to 4 enchantments, diamond 3, and amethyst only 2 before they became too expensive. The numbers also depend on the enchantments themselves; I can still repair my amethyst sword with 4 enchantments since Sharpness and Knockback are cheaper than Fortune and Smelting):
These are the costs to repair unenchanted items with one unit; 1 level for iron, 3 levels for diamond and 21 levels for amethyst:
This is the cost to repair an iron pickaxe with Smelting, which has an "enchantment cost" of 8 levels; the costs shown include a prior work penalty of 2 levels (unlike newer versions each working linearly increases the cost by 2 levels) and a unit cost of (1 + number of enchantments), thus any item with Smelting will cost at least 9 more levels (diamond costs 11 and amethyst costs 30):
What about Smelting and Fortune III? Now the cost is up to 27 levels (prior work penalty of 4 plus enchantment costs of 8 for Smelting and 12 for Fortune III, and 2 added to the unit cost; the added cost is at least 23 levels for any item):
With Mending the cost is now up to 32 levels for an iron pickaxe despite the fact that my version of Mending removes the prior work penalty; the cost is 8 for Smelting, 12 for Fortune III, 8 for Mending, and 4 levels per unit (1 + 3 enchantments). It is also no longer possible to repair an amethyst pickaxe as it would cost 52 levels, 3 more than the cap for amethyst items:
With Unbreaking III added the cost is now up to 39 levels, the maximum possible, and it is now too expensive to repair diamond (2 levels over the cap for non-amethyst items):
Also, this is how much it would cost to repair a maxed-out amethyst pickaxe (all compatible enchantments) - even without an anvil cap you'd be hard-pressed to affordably repair this without XP farms, which have been nerfed in TMCW:
Also, while it does cost less to repair an iron pickaxe with a sacrifice, only 36 levels for a full repair instead of 39 for a single unit which restores 1/4 the durability (odd, but that's how things work; this is not the case for diamond/amethyst) it would still be too expensive to add Efficiency V:
You really do need to make sacrifices here; if you want to put Smelting, Fortune, and Mending on the same tool you'll need to settle for either a slow item (no Efficiency) and/or one with with less durability (no Unbreaking); only iron is able to get a 4th enchantment; which will become tedious to use if you do as much mining as I do so you'd want to use another tool to mine other ores and blocks anyway (there is a way to get around needing Mending since I added the ability to use rubies to reduce the penalty but this means you need to find a biome that has them and perform additional anvil operations to lower the penalty).
See also:
(I did slightly change the calculation; the charge for the number of enchantments only applies when combining or adding new enchantments, as this is now taken up by the cost of Mending; for 3 enchantments vanilla adds 6 levels, plus a fixed penalty of 2 for renamed items, while my version of Mending, which replaces the function of renaming, costs 8 levels and sets the penalty to 0 so items with 3 enchantments cost the same as in vanilla; otherwise, everything else is the same)
(unlike current versions the repair cost depends on the maximum durability of an item and/or the amount being restored so it gets quite extreme for diamond, up to 17 levels, which is already nearly half the anvil cap, and my amethyst items cost up to 62 levels (yes, that's just the repair cost as there are no enchantments or prior workings) - they can only be repaired with individual units or damaged sacrifices)
On my current world I use a god tier pickaxe admittedly, but I could get by just fine with a Fortune III, Mending I and Efficiency 5 pickaxe without Unbreaking III if I was forced to by some change that imposed it on me, I don't know about every other player
But I do see some nerfs as being reasonable to encourage players to equip more gear.
And adding smelting Enchantment would be awesome.
On the current survival world I made last week on normal difficulty for lizking10152011 to play on the server during his spare time and when he is off work. I also have a set of armour that all use Mending, but no Unbreaking on any of the pieces.
Understandably this increases the amount of time it takes to repair them, but it is still doable.
You don't get anywhere near the durability amount without Unbreaking, but I feel that if you've got mending equipped, then infinite repairs kinda make the whole concept of Unbreaking obsolete. It is still possible to break something with Mending, but IMHO only if you're careless, or using something weak such as gold.
But why would you be using a tool made of gold? if you're mining Obsidian, then gold is useless for that. Generally by the time people have moved their way up the material tree, they don't want to be using gold tools for starters, because there are plenty of better materials that will give you access to more mining materials. Obsidian is extremely important, if you want Ender chests, Enchantment tables, Nether Portals or blast resistant buildings.
In any case, I like the Smelting enchantment idea, and it should be available for pickaxes of all kinds,
although it would only really serve a purpose on bare minimum stone Pickaxes, where you'd get iron ingots from iron ore.
It would be worthless on Wooden pickaxes for obvious reasons.
You don't get anywhere near the durability amount without Unbreaking, but I feel that if you've got mending equipped, then infinite repairs kinda make the whole concept of Unbreaking obsolete.
Mending absolutely does not make Unbreaking obsolete - you effectively get 4 times the uses from the XP you get (8 durability per XP instead of 2, split across every item); in my case the increase in repair cost is far offset by the increase in effective durability, and don't forget that I have to repair my items with resources - amethyst in particular is so rare that I've used nearly all of what I've found and even if I used Fortune to mine it I wouldn't find enough unless I had Unbreaking on all of my gear, and I might not get enough XP to maintain it either; my playstyle depends on me being able to sustainably maintain my gear only using resources and XP I get from caving, and the game absolutely should not be designed with farms in mind, at least not where they are more effective - I've nerfed all sorts of resource farms (e.g. iron golems only drop iron if directly killed by a player, where "directly" means you hit them with a melee weapon). Playstyles like mine (entirely able to maintain gear with XP from mining and natural mob spawns) are also still exceptional as evidenced by the fact that a majority of players depend on XP farms to repair their Mending items, even with Unbreaking.
That said, I don't have Unbreaking on my boots because they would be too expensive; amethyst boots with Feather Falling IV, Protection IV, and Mending cost 44 levels to repair; for comparison, armor with Protection IV, Unbreaking III, Mending costs 42 levels; the item I use and repair the most is my pickaxe, with around 4400 uses per play session (this means about one repair per day since amethyst has 4686 durability and each repair restores 1171 durability or 4684 uses. For comparison, in vanilla I get around 6240 uses per repair of a diamond pickaxe for a lower cost; however, without Unbreaking I'd only get around 1560 uses for about 3 repairs per day; I'd also be spending 4 times the effort to farm the resources needed to buy emeralds, which already takes up a fair bit of the time I spend in my first world, as evidenced by the lower resources per hour of overall playtime despite averaging more per hour spent caving - as it is, I've planted over 82,000 wheat and used over 26,000 bonemeal, most of it to get wheat mature before harvesting it (I only grow wheat for trading), plus over 21,000 paper, 9,000 charcoal (you can trade it in place of coal in 1.6.4), and 3,600 books to get over 9,000 emeralds; that's not even considering how many passive mobs I've killed (mostly chickens as I also use them to wear down swords to reduce the cost below the limit, otherwise I'd have to use individual diamonds) or wool shorn from sheep).
Mending absolutely does not make Unbreaking obsolete - you effectively get 4 times the uses from the XP you get (8 durability per XP instead of 2, split across every item); in my case the increase in repair cost is far offset by the increase in effective durability, and don't forget that I have to repair my items with resources - amethyst in particular is so rare that I've used nearly all of what I've found and even if I used Fortune to mine it I wouldn't find enough unless I had Unbreaking on all of my gear, and I might not get enough XP to maintain it either; my playstyle depends on me being able to sustainably maintain my gear only using resources and XP I get from caving, and the game absolutely should not be designed with farms in mind, at least not where they are more effective - I've nerfed all sorts of resource farms (e.g. iron golems only drop iron if directly killed by a player, where "directly" means you hit them with a melee weapon). Playstyles like mine (entirely able to maintain gear with XP from mining and natural mob spawns) are also still exceptional as evidenced by the fact that a majority of players depend on XP farms to repair their Mending items, even with Unbreaking.
That said, I don't have Unbreaking on my boots because they would be too expensive; amethyst boots with Feather Falling IV, Protection IV, and Mending cost 44 levels to repair; for comparison, armor with Protection IV, Unbreaking III, Mending costs 42 levels; the item I use and repair the most is my pickaxe, with around 4400 uses per play session (this means about one repair per day since amethyst has 4686 durability and each repair restores 1171 durability or 4684 uses. For comparison, in vanilla I get around 6240 uses per repair of a diamond pickaxe for a lower cost; however, without Unbreaking I'd only get around 1560 uses for about 3 repairs per day; I'd also be spending 4 times the effort to farm the resources needed to buy emeralds, which already takes up a fair bit of the time I spend in my first world, as evidenced by the lower resources per hour of overall playtime despite averaging more per hour spent caving - as it is, I've planted over 82,000 wheat and used over 26,000 bonemeal, most of it to get wheat mature before harvesting it (I only grow wheat for trading), plus over 21,000 paper, 9,000 charcoal (you can trade it in place of coal in 1.6.4), and 3,600 books to get over 9,000 emeralds; that's not even considering how many passive mobs I've killed (mostly chickens as I also use them to wear down swords to reduce the cost below the limit, otherwise I'd have to use individual diamonds) or wool shorn from sheep).
If resource farms were taken out of the game entirely, then you'd find yourself ruining biomes a lot more often, this is especially the case for other people who are on multiplayer worlds and end up carving out large sections of their worlds by mining.
I've lost count how many times I've seen screenshots where people have hollowed out massive cubes underground more than 10 blocks tall.
If you end up removing the top side terrain as well then sooner or later you're going to end up with a crater o two in your worlds.
I strongly disagree with the notion that just because Minecraft is a game about mining, that there should be no farms whatsoever because people are still ignoring the fact that without them resources are finite. Do I agree that AFK farms should be abolished? sure, no problem, since it is essentially a cheat anyway especially where ultra rares or enchantments are concerned, but manual farms do have their purpose in the game. You need to observe the long term effects of decisions like that because some people don't want to change their Minecraft worlds and may want to remain on the same one for years or even for as long as they are able to play, which could be decades.
I've lost count how many times I've seen screenshots where people have hollowed out massive cubes underground more than 10 blocks tall.
Like a mob farm? and either way it's probably just a build anyway.
Most builds are hollow in some cases it might be something cool like a underground house or for a beacon.or it's just a waste of time and it's just nothing anyway.
Like a mob farm? and either way it's probably just a build anyway.
Most builds are hollow in some cases it might be something cool like a underground house or for a beacon.or it's just a waste of time and it's just nothing anyway.
I don't like wasted resources,
I mean it is true some builds do involve the deliberate hollowing out of an area,
but that's different wouldn't you agree?
I wouldn't mind making a biome sized crater to build something like a floating island over an ocean.
But I would consider it a complete waste if I was forced to do it because I began eating through the last of my cobblestone reserves and had to migrate to a newer location.
Just because it is survival mode it doesn't make it any less annoying or inconvenient for players.
For this reason I do build stone generators using water and lava, like some other players do.
Sorry but this issue is nuanced, and people have to come up with something better than "nerfing all farms" if they want to improve the game for the majority of people. That said I do agree with the Smelting enchantment idea, but it's implementation needs to be carried out in a way that doesn't break the game.
I don't think that silktouch or fortune would really get in the way here. Auto-smelting gold and iron is admittedly pretty useless in late game, but silktouch and fortune don't affect iron or gold ore right now.
I don't think that silktouch or fortune would really get in the way here. Auto-smelting gold and iron is admittedly pretty useless in late game, but silktouch and fortune don't affect iron or gold ore right now.
But isn't the point of late game is to be at a high level of achievement? where not only have you destroyed all the bosses in the game, but you've acquired a massive amount of materials and builds?
When this is the point of the progression system I do not see why it is a bad thing.
Minecraft is about mining, exploring, building, farming, combat etc.
I do not begrudge people for being insanely OP late game for being patient enough to get the Elytra, Shulker boxes, Sponges and Beacons, because they earned it, whether or not the result makes the game too easy by the end of achievement or not is irrelevant IMO.
In a similar fashion I do not begrudge people for having stacks of iron, gold, diamonds and lapis in chests for having the patience to strip mine or kill naturally spawning Drowned Zombies or Piglin.
If this isn't the point of the progression system, to store away resources you've earned, then why have chests?
chests wouldn't exactly be of much use without this feature.
I don't support allowing Smelting and Fortune on the same Pickaxe,
mutual exclusive enchanting mechanics force players to be more careful how they use items in the game.
I'm not saying we should make gathering a lot of resources impossible, because otherwise that would suck and it wouldn't feel like Minecraft anymore, it would begin to feel like an ultra grindy RPG game.
I don't think that silktouch or fortune would really get in the way here. Auto-smelting gold and iron is admittedly pretty useless in late game, but silktouch and fortune don't affect iron or gold ore right now.
Except for Nether gold ore:
Nether gold ore drops 2-6 gold nuggets when mined with any pickaxe. Fortune has a 33.3% chance to multiply the drops by 2, Fortune II has a 25% chance to multiply the drops by 2 or 3 and Fortune III has a 20% chance each to multiply the drops by 2, 3, or 4 for a maximum possible drop of 24 golden nuggets.
So there is a precedent for allowing a Smelting enchantment to work with Fortune.
There are benefits to be had, but don't forget that gold can get you very powerful equipment
Isn't this the reason why you can no longer craft the enchanted golden apple in bedrock edition?
and that's not taking into account that gold gets you access to netherite tools/armour once you have the netherite scrap to mix with it.
Plus thanks to the drops you get from Piglin and Drowned Zombies, you have an infinite supply of gold ingots without the ores.
If mending were to be made in accordance with the mechanics of your Minecraft version, you could repair gold tools or armour indefinitely just by killing the Pigmin zombies, as they were called Pigmin before the Nether update. With those anvil mechanics in the latest version, Piglin and Drowned Zombie kills would supply you with all the gold you could ever need, since you'd likely be using it for making netherite ingots at that point.
Should tread lightly when introducing a mechanic that gets easier access to gold ingots by mining ores also, I know they're used for powered rails, but that's not the problem, it's the other gear that could cause a serious imbalance issue with the game.
If mending were to be made in accordance with the mechanics of your Minecraft version, you could repair gold tools or armour indefinitely just by killing the Pigmin zombies, as they were called Pigmin before the Nether update. With those anvil mechanics in the latest version, Piglin and Drowned Zombie kills would supply you with all the gold you could ever need, since you'd likely be using it for making netherite ingots at that point.
This only strengthens the argument for allowing Fortune to work on iron and gold ore - mining should be the primary way of obtaining resources.
Also, in TMCW zombie pigmen don't don't gold at all unless you kill them yourself, not even gold nuggets, which are currently not a rare drop, and the exploit where you simply need to anger them to get rare drops, including XP, doesn't exist since that was "added" in 1.8; iron farms were nerfed even harder by requiring a direct kill (only melee attacks; potions, bows, TNT, etc do not work. Nor do "Looting bows", yet another bug, work on any mob) for iron golems to drop iron (either way, it is certainly still possible to farm resources, it just isn't AFK-able, at least not without accumulating mobs until you lag).
Notably, Mojang even implemented these features into vanilla in a 1.8 snapshot (minus the requirement to directly attack iron golems) but they reverted it due to the backlash from the community (even though as mentioned above you could still farm them, just not on the crazy scales of thousands of resources per hour):
Iron golems
Now only drops iron ingots when killed by the player, either through combat or potions, or player-activated mechanisms such as manually lit TNT. If killed without player intervention, only drops poppies.
Zombie Pigmen
Now only drops gold nuggets and rare drops when killed by the player, either through combat or potions, or player-activated mechanisms such as manually lit TNT. If killed without player intervention, only drops rotten flesh.
All of this is offset by the improved caving experience; larger caves can have truly staggering amounts of resources, if not as easy to collect as branch-mining or farming:
This was all collected from a single "giant cave region", the largest underground feature in TMCW, including 3924 iron and 468 gold, all collected over about 16 hours; both of these numbers far exceed all the iron and gold I ever used in this world over about 8 months of daily playing; the only resource that I've used more of overall than I collected here is coal (technically, I also used more emeralds but you normally get them while trading).
Also, you don't even need that much gold to make Netherite gear, which also requires much rarer diamonds (in the example above I found over 8 times more gold than diamond, even if you count the chestplate dropped by a mob (equivalent to 1-2 diamonds), and while I didn't use Fortune you are still talking about around 4 times more gold, and you only need a single netherite ingot (4 gold) to upgrade diamond gear, which only needs more gold for items made with less than 4 diamonds; the gear that I use (chestplate, leggings, boots, sword, main pickaxe) would require only 24 diamonds and 20 gold, which is basically nothing at all (I found 91 diamond ore while branch-mining for my first resources, which is far more than I needed in any case since I was looking for a rarer modded ore) - anybody who farms iron and gold is definitely not doing it for gear).
A cool enchantment idea is maybe for all pickaxes there would be one called smelting and when you have this on a pickaxe when you mine an ore that needs to be smelted it automatically does it once you break it and there’s cool like little fire particles when you Mine it OK so after reading all these comments it seems that most y’all are saying that smelting would be a useless Enchantment but just like silk touch it’s an enchantment that’s only needed for specific purposes for example if you need a piece of dirt for farm nowhere around grass can you would you silk touch But it would be useless after that I agree that smelting seems useless on the outside but it has specific specific purpose and that is so that if you have fortune on a pickax and you put smelting then you could get more than one gold or iron every time you mine it which could save you a long bit of time when it comes down to fully powering a beacon if you’re trying to hundred percent world world or just trying to save a lot of time with mining now in the back of my head I was also thinking it would affect ancient debris as well but in turn that also seems unnecessarily powerful. Or maybe there is smelting 12 and three and each level you go up allows you to mine a higher tier of one of the three ores that need to be smelted for example for smelting one you could get more than one iron out of everything but level two you get more than one gold and then level III it affects ancient debris
Seems good!
...That's a pretty good idea. Maybe it could just be changed so that Pickaxes can be enchanted with Fire Aspect? Or something along those lines?
Cooking with Mindthemoods ~ Biomes ~ Archeology
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I support
but only if it is made mutually exclusive to silk touch and fortune,
to prevent it being too overpowered.
Each item we enchant must be built for a specific purpose,
there should be no all purpose tools or weapons in the game, otherwise it is unbalanced
and the reward becomes too great for the skill or work put in.
So with this new enchantment you get your insta ingots,
but you don't get the multiplier on the other ore materials.
This means a separate axe must be crafted and enchanted for that purpose.
It doesn't even make sense for a "smelting" enchantment which makes iron and gold drop ingots to be compatible with Silk Touch since Silk Touch makes ores drop themselves, so only one would be able to work, just as you can't combine Silk Touch and Fortune (even if you hacked both onto one item Silk Touch will take priority unless the block isn't affected by it).
Also, I don't see anything wrong with allowing Fortune - I've actually added my own "smelting" enchantment which works on iron and gold ore and is compatible with Fortune, which works the same as it does on other ores (Fortune III = 2.2 times the drops on average) - I find your statement quite bizarre considering how obsessed you are with resource scarcity, and Fortune works on diamonds, which are far more valuable (at least as armor/tools). In fact, you even get more XP from them, consistent with how other ores give you more XP when mined than smelted in a furnace (e.g. when mined diamond averages 5 times the XP and coal averages 10 times the XP; my Smelting enchantment only gives 2.14 times the XP for iron and 3 times the XP for gold):
This is the code I use to handle custom enchantments and tools, which override the normal drop code:
This is the code in the Block class which handles drops in vanilla; you can see that the Silk Touch code overrides Fortune (the code inside the outer "if" is the same as vanilla):
Based on the relative amounts of coal and iron I find while caving this would increase the amount of XP I get from them by about 23% (from 920 to 1133 XP per 1000 ore mined). Alternatively, if they were all smelted in a furnace you'd get only 260 XP, so the XP from mining coal still overwhelmingly dominates.
Also, while it is irrelevant for vanilla unless the way Mending works is changed a pickaxe with Efficiency V, Fortune III, Smelting, Unbreaking III, Mending is too expensive to ever repair so you'd have to forgo at least one enchantment and/or use a lower tier tool (an amethyst pickaxe, which is similar in status to 1.16's netherite, with just Smelting and Fortune III already costs a whopping 43 levels to repair with a single unit, which is only even possible since I raised the anvil cost limit from 39 to 49 for amethyst items. Even adding just Unbreaking III would increase the cost to 50 levels; Mending would increase the cost to 52. What about diamond? You could add either Unbreaking III or Mending but not both for a cost of 32 or 34 levels for a single unit repair; you'd have to go all the way down to iron to get both, for a cost of 36 levels for a sacrifice repair, and that's still without Efficiency, which is pretty bad considering that iron tools are slower than they are in vanilla (unlike 1.16, which made netherite faster than diamond without changing lower tiers, amethyst is as fast as diamond was with tiers other than gold nerfed).
Also, you can only find Smelting in naturally generated chests - it is impossible to obtain in any other way, and you'll probably need to spend dozens of hours caving to find it (which will be even worse with additional enchantments) - IMO, Mojang's definition of a "treasure" enchantment is all but meaningless since it only means you can't get them from the table but it is easy to get them by trading, undermining their value (imagine if you could trade for enchanted golden apples and you see what I mean). Due to this and the aforementioned costs I wouldn't be using it myself while caving, it would be more suited to the player who only occasionally mines for small amounts of resources.
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?
Sounds Cool then no furnace but you got to work for it how about it spawns in Woodland Mansions or EndShips but it's really rare that would be awesome
Why would you need it it's kinda useless like curse of vanishing and binding but kinda better for instance mining diamonds will set it on fire and not give you the item and any other ore in fact that fire aspect are used for like swords and bows to set enemy's on fire which is good but on pickaxes it might smelt but it wont give you the iron also it might set you on fire so you lose all of your items which is bad
I appreciate all the help with figuring out all the specs and The idea came from when I was mining and I had fortune on my diamond pickaxe and I was like man this would be really useful if it would do the same thing for gold and iron so I came up with the idea for an enchantment called smelting so yes the plan was for it to be paired up with fortune but as you said it would be really expensive because I believe you made smelting in the code the same as silk touch or mending to get an accurate idea of how much EXP it would cost Because of course you can’t have smelting 12 or 3 itd just be like silk touch. The idea is that it is not easy to obtain like maybe it would appear randomly on a book in a strong hold library or on a pickaxe in the end fortresses Or maybe it randomly appears in the trading inventory of one of the librarian villagers of course like you said it would be Very Inefficient for your levels.
I appreciate all the help with figuring out all the specs and The idea came from when I was mining and I had fortune on my diamond pickaxe and I was like man this would be really useful if it would do the same thing for gold and iron so I came up with the idea for an enchantment called smelting so yes the plan was for it to be paired up with fortune but as you said it would be really expensive because I believe you made smelting in the code the same as silk touch or mending to get an accurate idea of how much EXP it would cost Because of course you can’t have smelting 12 or 3 itd just be like silk touch. The idea is that it is not easy to obtain like maybe it would appear randomly on a book in a strong hold library or on a pickaxe in the end fortresses Or maybe it randomly appears in the trading inventory of one of the librarian villagers of course like you said it would be Very Inefficient for your levels.
Fortune is good, it's just overpowered if it is combined with every enchantment available.
Surely if players want their extra diamonds, lapis, redstone etc they should be expected to alternate between different types of Pickaxes?
Perhaps it is okay with 3 - 4 enchantments, but beyond this I'd like there to be some kind of penalty, like disabling infinite repairs, or at the very least make the repair cost on the anvil something like 30 levels each time.
This is exactly what makes the old anvil mechanics so good - the cost to repair an item is directly based on its quality (number of enchantments and durability) so there is a limit to the number of enchantments you can put on an item and still be able to repair it, with lower tiers like iron able to get more enchantments (in the examples given, iron got up to 4 enchantments, diamond 3, and amethyst only 2 before they became too expensive. The numbers also depend on the enchantments themselves; I can still repair my amethyst sword with 4 enchantments since Sharpness and Knockback are cheaper than Fortune and Smelting):
This is the cost to repair an iron pickaxe with Smelting, which has an "enchantment cost" of 8 levels; the costs shown include a prior work penalty of 2 levels (unlike newer versions each working linearly increases the cost by 2 levels) and a unit cost of (1 + number of enchantments), thus any item with Smelting will cost at least 9 more levels (diamond costs 11 and amethyst costs 30):
What about Smelting and Fortune III? Now the cost is up to 27 levels (prior work penalty of 4 plus enchantment costs of 8 for Smelting and 12 for Fortune III, and 2 added to the unit cost; the added cost is at least 23 levels for any item):
With Mending the cost is now up to 32 levels for an iron pickaxe despite the fact that my version of Mending removes the prior work penalty; the cost is 8 for Smelting, 12 for Fortune III, 8 for Mending, and 4 levels per unit (1 + 3 enchantments). It is also no longer possible to repair an amethyst pickaxe as it would cost 52 levels, 3 more than the cap for amethyst items:
With Unbreaking III added the cost is now up to 39 levels, the maximum possible, and it is now too expensive to repair diamond (2 levels over the cap for non-amethyst items):
Also, this is how much it would cost to repair a maxed-out amethyst pickaxe (all compatible enchantments) - even without an anvil cap you'd be hard-pressed to affordably repair this without XP farms, which have been nerfed in TMCW:
Also, while it does cost less to repair an iron pickaxe with a sacrifice, only 36 levels for a full repair instead of 39 for a single unit which restores 1/4 the durability (odd, but that's how things work; this is not the case for diamond/amethyst) it would still be too expensive to add Efficiency V:
You really do need to make sacrifices here; if you want to put Smelting, Fortune, and Mending on the same tool you'll need to settle for either a slow item (no Efficiency) and/or one with with less durability (no Unbreaking); only iron is able to get a 4th enchantment; which will become tedious to use if you do as much mining as I do so you'd want to use another tool to mine other ores and blocks anyway (there is a way to get around needing Mending since I added the ability to use rubies to reduce the penalty but this means you need to find a biome that has them and perform additional anvil operations to lower the penalty).
See also:
(I did slightly change the calculation; the charge for the number of enchantments only applies when combining or adding new enchantments, as this is now taken up by the cost of Mending; for 3 enchantments vanilla adds 6 levels, plus a fixed penalty of 2 for renamed items, while my version of Mending, which replaces the function of renaming, costs 8 levels and sets the penalty to 0 so items with 3 enchantments cost the same as in vanilla; otherwise, everything else is the same)
https://minecraft.gamepedia.com/Anvil_mechanics/Before_1.8#Unit_Repair
https://minecraft.gamepedia.com/Anvil_mechanics/Before_1.8#Costs_For_Sacrifice_Repair
(unlike current versions the repair cost depends on the maximum durability of an item and/or the amount being restored so it gets quite extreme for diamond, up to 17 levels, which is already nearly half the anvil cap, and my amethyst items cost up to 62 levels (yes, that's just the repair cost as there are no enchantments or prior workings) - they can only be repaired with individual units or damaged sacrifices)
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?
On my current world I use a god tier pickaxe admittedly, but I could get by just fine with a Fortune III, Mending I and Efficiency 5 pickaxe without Unbreaking III if I was forced to by some change that imposed it on me, I don't know about every other player
But I do see some nerfs as being reasonable to encourage players to equip more gear.
And adding smelting Enchantment would be awesome.
On the current survival world I made last week on normal difficulty for lizking10152011 to play on the server during his spare time and when he is off work. I also have a set of armour that all use Mending, but no Unbreaking on any of the pieces.
Understandably this increases the amount of time it takes to repair them, but it is still doable.
You don't get anywhere near the durability amount without Unbreaking, but I feel that if you've got mending equipped, then infinite repairs kinda make the whole concept of Unbreaking obsolete. It is still possible to break something with Mending, but IMHO only if you're careless, or using something weak such as gold.
But why would you be using a tool made of gold? if you're mining Obsidian, then gold is useless for that. Generally by the time people have moved their way up the material tree, they don't want to be using gold tools for starters, because there are plenty of better materials that will give you access to more mining materials. Obsidian is extremely important, if you want Ender chests, Enchantment tables, Nether Portals or blast resistant buildings.
In any case, I like the Smelting enchantment idea, and it should be available for pickaxes of all kinds,
although it would only really serve a purpose on bare minimum stone Pickaxes, where you'd get iron ingots from iron ore.
It would be worthless on Wooden pickaxes for obvious reasons.
Mending absolutely does not make Unbreaking obsolete - you effectively get 4 times the uses from the XP you get (8 durability per XP instead of 2, split across every item); in my case the increase in repair cost is far offset by the increase in effective durability, and don't forget that I have to repair my items with resources - amethyst in particular is so rare that I've used nearly all of what I've found and even if I used Fortune to mine it I wouldn't find enough unless I had Unbreaking on all of my gear, and I might not get enough XP to maintain it either; my playstyle depends on me being able to sustainably maintain my gear only using resources and XP I get from caving, and the game absolutely should not be designed with farms in mind, at least not where they are more effective - I've nerfed all sorts of resource farms (e.g. iron golems only drop iron if directly killed by a player, where "directly" means you hit them with a melee weapon). Playstyles like mine (entirely able to maintain gear with XP from mining and natural mob spawns) are also still exceptional as evidenced by the fact that a majority of players depend on XP farms to repair their Mending items, even with Unbreaking.
That said, I don't have Unbreaking on my boots because they would be too expensive; amethyst boots with Feather Falling IV, Protection IV, and Mending cost 44 levels to repair; for comparison, armor with Protection IV, Unbreaking III, Mending costs 42 levels; the item I use and repair the most is my pickaxe, with around 4400 uses per play session (this means about one repair per day since amethyst has 4686 durability and each repair restores 1171 durability or 4684 uses. For comparison, in vanilla I get around 6240 uses per repair of a diamond pickaxe for a lower cost; however, without Unbreaking I'd only get around 1560 uses for about 3 repairs per day; I'd also be spending 4 times the effort to farm the resources needed to buy emeralds, which already takes up a fair bit of the time I spend in my first world, as evidenced by the lower resources per hour of overall playtime despite averaging more per hour spent caving - as it is, I've planted over 82,000 wheat and used over 26,000 bonemeal, most of it to get wheat mature before harvesting it (I only grow wheat for trading), plus over 21,000 paper, 9,000 charcoal (you can trade it in place of coal in 1.6.4), and 3,600 books to get over 9,000 emeralds; that's not even considering how many passive mobs I've killed (mostly chickens as I also use them to wear down swords to reduce the cost below the limit, otherwise I'd have to use individual diamonds) or wool shorn from sheep).
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 resource farms were taken out of the game entirely, then you'd find yourself ruining biomes a lot more often, this is especially the case for other people who are on multiplayer worlds and end up carving out large sections of their worlds by mining.
I've lost count how many times I've seen screenshots where people have hollowed out massive cubes underground more than 10 blocks tall.
If you end up removing the top side terrain as well then sooner or later you're going to end up with a crater o two in your worlds.
I strongly disagree with the notion that just because Minecraft is a game about mining, that there should be no farms whatsoever because people are still ignoring the fact that without them resources are finite. Do I agree that AFK farms should be abolished? sure, no problem, since it is essentially a cheat anyway especially where ultra rares or enchantments are concerned, but manual farms do have their purpose in the game. You need to observe the long term effects of decisions like that because some people don't want to change their Minecraft worlds and may want to remain on the same one for years or even for as long as they are able to play, which could be decades.
Like a mob farm? and either way it's probably just a build anyway.
Most builds are hollow in some cases it might be something cool like a underground house or for a beacon.or it's just a waste of time and it's just nothing anyway.
I don't like wasted resources,
I mean it is true some builds do involve the deliberate hollowing out of an area,
but that's different wouldn't you agree?
I wouldn't mind making a biome sized crater to build something like a floating island over an ocean.
But I would consider it a complete waste if I was forced to do it because I began eating through the last of my cobblestone reserves and had to migrate to a newer location.
Just because it is survival mode it doesn't make it any less annoying or inconvenient for players.
For this reason I do build stone generators using water and lava, like some other players do.
Sorry but this issue is nuanced, and people have to come up with something better than "nerfing all farms" if they want to improve the game for the majority of people. That said I do agree with the Smelting enchantment idea, but it's implementation needs to be carried out in a way that doesn't break the game.
I don't think that silktouch or fortune would really get in the way here. Auto-smelting gold and iron is admittedly pretty useless in late game, but silktouch and fortune don't affect iron or gold ore right now.
But isn't the point of late game is to be at a high level of achievement? where not only have you destroyed all the bosses in the game, but you've acquired a massive amount of materials and builds?
When this is the point of the progression system I do not see why it is a bad thing.
Minecraft is about mining, exploring, building, farming, combat etc.
I do not begrudge people for being insanely OP late game for being patient enough to get the Elytra, Shulker boxes, Sponges and Beacons, because they earned it, whether or not the result makes the game too easy by the end of achievement or not is irrelevant IMO.
In a similar fashion I do not begrudge people for having stacks of iron, gold, diamonds and lapis in chests for having the patience to strip mine or kill naturally spawning Drowned Zombies or Piglin.
If this isn't the point of the progression system, to store away resources you've earned, then why have chests?
chests wouldn't exactly be of much use without this feature.
I don't support allowing Smelting and Fortune on the same Pickaxe,
mutual exclusive enchanting mechanics force players to be more careful how they use items in the game.
I'm not saying we should make gathering a lot of resources impossible, because otherwise that would suck and it wouldn't feel like Minecraft anymore, it would begin to feel like an ultra grindy RPG game.
Except for Nether gold ore:
So there is a precedent for allowing a Smelting enchantment to work with Fortune.
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?
There are benefits to be had, but don't forget that gold can get you very powerful equipment
Isn't this the reason why you can no longer craft the enchanted golden apple in bedrock edition?
and that's not taking into account that gold gets you access to netherite tools/armour once you have the netherite scrap to mix with it.
Plus thanks to the drops you get from Piglin and Drowned Zombies, you have an infinite supply of gold ingots without the ores.
If mending were to be made in accordance with the mechanics of your Minecraft version, you could repair gold tools or armour indefinitely just by killing the Pigmin zombies, as they were called Pigmin before the Nether update. With those anvil mechanics in the latest version, Piglin and Drowned Zombie kills would supply you with all the gold you could ever need, since you'd likely be using it for making netherite ingots at that point.
Should tread lightly when introducing a mechanic that gets easier access to gold ingots by mining ores also, I know they're used for powered rails, but that's not the problem, it's the other gear that could cause a serious imbalance issue with the game.
This only strengthens the argument for allowing Fortune to work on iron and gold ore - mining should be the primary way of obtaining resources.
Also, in TMCW zombie pigmen don't don't gold at all unless you kill them yourself, not even gold nuggets, which are currently not a rare drop, and the exploit where you simply need to anger them to get rare drops, including XP, doesn't exist since that was "added" in 1.8; iron farms were nerfed even harder by requiring a direct kill (only melee attacks; potions, bows, TNT, etc do not work. Nor do "Looting bows", yet another bug, work on any mob) for iron golems to drop iron (either way, it is certainly still possible to farm resources, it just isn't AFK-able, at least not without accumulating mobs until you lag).
Notably, Mojang even implemented these features into vanilla in a 1.8 snapshot (minus the requirement to directly attack iron golems) but they reverted it due to the backlash from the community (even though as mentioned above you could still farm them, just not on the crazy scales of thousands of resources per hour):
All of this is offset by the improved caving experience; larger caves can have truly staggering amounts of resources, if not as easy to collect as branch-mining or farming:
This was all collected from a single "giant cave region", the largest underground feature in TMCW, including 3924 iron and 468 gold, all collected over about 16 hours; both of these numbers far exceed all the iron and gold I ever used in this world over about 8 months of daily playing; the only resource that I've used more of overall than I collected here is coal (technically, I also used more emeralds but you normally get them while trading).
Also, you don't even need that much gold to make Netherite gear, which also requires much rarer diamonds (in the example above I found over 8 times more gold than diamond, even if you count the chestplate dropped by a mob (equivalent to 1-2 diamonds), and while I didn't use Fortune you are still talking about around 4 times more gold, and you only need a single netherite ingot (4 gold) to upgrade diamond gear, which only needs more gold for items made with less than 4 diamonds; the gear that I use (chestplate, leggings, boots, sword, main pickaxe) would require only 24 diamonds and 20 gold, which is basically nothing at all (I found 91 diamond ore while branch-mining for my first resources, which is far more than I needed in any case since I was looking for a rarer modded ore) - anybody who farms iron and gold is definitely not doing it for gear).
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?