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Why not just make a toggle for a World that Enables/Disables the Mending enchantment without it enabling cheats? Have such a toggle where items already enchanted with Mending have it on it, but with the Toggle to disable it, it just doesn't work. That way if the Toggle is re-enabled, no harm, no foul, but when the toggle is set to have Mending disabled, save Villager Trades (The book wouldn't work with the toggle disabled), no new instances of Mending can be obtained and Mending will not work.
This way, the freedom of choice is given to the world/realms/server owner on whether or not they want to allow the use of Mending in their world/realm/server and can allow players who play there whether or not it has been enabled/disabled. This way the player has the power to make the choice. For example if TheMasterCaver wouldn't want Mending in his world if it were a current one, just set the toggle to Disabled. On the other hand if AGTRigorMortis would want it, he can have it toggled to Enabled. This would make sense with how the game is a Sandbox style game and would please both Pro-Mending players and Against-Mending Players; choice.
I will admit I like Mending due to using Tridents over Bows and due to fishing (As I find fishing to be relaxing, especially with a bubbly sound from magma blocks and with Bob Ross playing in the background), but a Non-Cheat enabling world option like this could work.
Why not just make a toggle for a World that Enables/Disables the Mending enchantment without it enabling cheats? Have such a toggle where items already enchanted with Mending have it on it, but with the Toggle to disable it, it just doesn't work. That way if the Toggle is re-enabled, no harm, no foul, but when the toggle is set to have Mending disabled, save Villager Trades (The book wouldn't work with the toggle disabled), no new instances of Mending can be obtained and Mending will not work.
This way, the freedom of choice is given to the world/realms/server owner on whether or not they want to allow the use of Mending in their world/realm/server and can allow players who play there whether or not it has been enabled/disabled. This way the player has the power to make the choice. For example if TheMasterCaver wouldn't want Mending in his world if it were a current one, just set the toggle to Disabled. On the other hand if AGTRigorMortis would want it, he can have it toggled to Enabled. This would make sense with how the game is a Sandbox style game and would please both Pro-Mending players and Against-Mending Players; choice.
I will admit I like Mending due to using Tridents over Bows and due to fishing (As I find fishing to be relaxing, especially with a bubbly sound from magma blocks and with Bob Ross playing in the background), but a Non-Cheat enabling world option like this could work.
People are so used to mending now that I think they'd go baby without it. hence the search for compromises
For example if TheMasterCaver wouldn't want Mending in his world if it were a current one
Not even close - unless it also enabled the old anvil mechanics, which is exactly why Mojang has not added such toggles since this means maintaining and balancing new content around old code and mechanics, just like how in 1.7 or 1.18 they did not add a toggle to use the old world generation (in 1.2 they did add a special world type, "default_1_1", which kept the 1.1 generation in existing worlds but all they had to do was omit jungles from a list of biomes, and all other world generation changes were still present).
In fact, I disliked the fact that they removed the ability to indefinitely repair items in 1.8 (prior to then renaming an item kept the prior work penalty from increasing) that it led me to make one of the only mods I ever made for a version other than 1.6.4, "old anvil mechanics".
The fact that my own mod (for 1.6.4) includes a "Mending" enchantment is mainly to show how I think it should have been implemented, as a direct replacement for the functionality of renaming (which is really way too cheap and easy to get since you just need to rename an item for a few levels. Also, renaming keeping the penalty down indefinitely was actually seen as an unintended bug, I have no idea how they wanted it to work, maybe just a one-time reduction, or you had to keep renaming an item every few repairs, similar to another mechanic I added to enable indefinitely repairing items which would be too expensive if Mending was placed on them, since the pre-1.8 anvil mechanics make you pay for the cost of every enchantment on an item every time you work on it. The fact that they did not fix it until 1.8, despite being known pretty much from the start, was likely due to just how impractical it would have been to actually repair anything otherwise (Mojang is also quite bad at fixing even bugs reported before a full release, some of which have even turned into official features, like boats moving extremely fast on ice, or zombie pigmen dropping rare drops and XP just because they were angered, not killed by a player, enabling a new type of automated XP farm - while still classified as a bug Mojang has refused to fix the latter because it would be too much of an inconvenience for many players).
Not even close - unless it also enabled the old anvil mechanics, which is exactly why Mojang has not added such toggles since this means maintaining and balancing new content around old code and mechanics, just like how in 1.7 or 1.18 they did not add a toggle to use the old world generation (in 1.2 they did add a special world type, "default_1_1", which kept the 1.1 generation in existing worlds but all they had to do was omit jungles from a list of biomes, and all other world generation changes were still present).
In fact, I disliked the fact that they removed the ability to indefinitely repair items in 1.8 (prior to then renaming an item kept the prior work penalty from increasing) that it led me to make one of the only mods I ever made for a version other than 1.6.4, "old anvil mechanics".
Is this about the Pre 1.8 Mechanics with the Anvil? I mean if so, make a toggle for that too, I don't see a problem having a toggle for both. Truthbetold, a toggle if possible for old enchanting would be cool too (The Enchantment Seed Resets each time upon entering the enchantment table, but you spend 10, 20, or 30 levels and no lapis respectively upon enchanting items). More options if they would be made, which would make more people happy.
On a side note, do you know anything about Console Legacy Classic World Size Generation? I've been looking for somebody well versed in knowledge in that area of Minecraft to ask questions to.
On a side note, do you know anything about Console Legacy Classic World Size Generation? I've been looking for somebody well versed in knowledge in that area of Minecraft to ask questions to.
Most of what I know comes from the Wiki; if you mean how they generate the world it is pretty easy to make all biomes outside of an area become ocean and limit the player to within an "invisible" wall (which I actually added myself, and otherwise the "world border" in newer versions does the same thing, if overly visible, though a resource pack could replace the texture with an invisible one). I've also heard that they used a smaller biome size/altered layout to help increase the variety within a limited area; likewise, structures attempted to generate more often (there is still no guarantee that everything will be present; even with 4 times the spawn rate of vanilla and many valid biomes found I never found an igloo in my last modded world, while a smaller world had 4, about the average I could have expected to find in the larger world).
Most of what I know comes from the Wiki; if you mean how they generate the world it is pretty easy to make all biomes outside of an area become ocean and limit the player to within an "invisible" wall (which I actually added myself, and otherwise the "world border" in newer versions does the same thing, if overly visible, though a resource pack could replace the texture with an invisible one). I've also heard that they used a smaller biome size/altered layout to help increase the variety within a limited area; likewise, structures attempted to generate more often (there is still no guarantee that everything will be present; even with 4 times the spawn rate of vanilla and many valid biomes found I never found an igloo in my last modded world, while a smaller world had 4, about the average I could have expected to find in the larger world).
Well, I was hoping if you knew the inner workings of it if you knew anything about it. Would be fun to find somebody who knows the generation code so maybe down the road with a resource or modpack, Java and Bedrock Worlds can be generated in a Console Legacy Fashion XD. Limited and managable world size, finite resources, limited space, smaller biomes, and more structures, it's just fun XD. Good way to learn how to make functional compact builds too XD.
Is this about the Pre 1.8 Mechanics with the Anvil? I mean if so, make a toggle for that too, I don't see a problem having a toggle for both. Truthbetold, a toggle if possible for old enchanting would be cool too (The Enchantment Seed Resets each time upon entering the enchantment table, but you spend 10, 20, or 30 levels and no lapis respectively upon enchanting items). More options if they would be made, which would make more people happy.
On a side note, do you know anything about Console Legacy Classic World Size Generation? I've been looking for somebody well versed in knowledge in that area of Minecraft to ask questions to.
Smaller or legacy console world sizes would be great in combination with hardcore difficulty from Java, for players to learn how to be efficient with the limited resources on smaller worlds, which given enough time can be exhausted of all their resources.
But adding more toggles for these, custom worlds and toggles for limitations on potions, enchantments and other things would give players what they're asking for.
TMC shouldn't have to mod the game to get those limitations on mending enchantment, these should at least be an optional feature for this, because it is true people like him who believe mending should have been implemented as a way to allow indefinite repairs on the anvil, not solely through collection of XP orbs. I have mentioned the issue with it is how do you deal with the issue of non renewable resources like netherite? which are difficult to obtain in sufficient quantities for said repairs, and without diamond gear in Villager trades, diamond renewability becomes a problem as well, it means players are having to spend more of their time mining just to continue to use pieces of equipment they already own, and it means less of those resources can be used on permanent structures. Obviously it's nonsensical to use diamonds for a house, it's ugly as hell for one thing, but iron blocks are not cheap and players at one time or another will want to use a large amount of iron for building structures, again I know this depends on play styles, but you're a builder style player chaptmc so of course having to spend iron repeatedly on new anvils and new iron gear like shears would be annoying.
It's probably better that Mojang just add a toggle for mending so players get to choose how it works on a per world basis,
without cheats or gamerule commands. I also think custom worlds should be brought back as well.
I suggest three changes to make mending less overpowered while still being useful:
First, if an item is enchanted with mending, then when the player gains xp, the item's prior work penalty decreased instead of it's durability increasing.
Second, villagers should sell diamond repair kits which can be combined on an anvil with diamond equipment to repair said equipment.
Third, Piglin bartering should occasionally yield a netherite repair kit.
I suggest three changes to make mending less overpowered while still being useful:
First, if an item is enchanted with mending, then when the player gains xp, the item's prior work penalty decreased instead of it's durability increasing.
Second, villagers should sell diamond repair kits which can be combined on an anvil with diamond equipment to repair said equipment.
Third, Piglin bartering should occasionally yield a netherite repair kit.
Materials in bartering as an alternative is what I suggested in other threads.
It solves the tediousness of mining and allows players to cope with the nerf to mending if it ever happens.
An unwanted feature on anvils is permanently removed forever and is replaced with something far superior.
You don't just use anvils to combine enchantments, now you use it to repair items indefinitely,
but in exchange, now you cannot just use XP orbs to repair your gear with mending on them, the anvil must be used for
each repair job. Each repair is earned by work to obtaining something, it is no longer autonomous just for being next to XP orbs.
First, if an item is enchanted with mending, then when the player gains xp, the item's prior work penalty decreased instead of it's durability increasing.
So basically my own solution / mod implementation but with more work? Not only do you need XP to reduce the penalty, you need XP to repair the item on the anvil, and 1.8 significantly increased leveling costs, masked by the need to only spend 1-3 levels when enchanting (pre-1.8: 30 levels = 825 XP; post-1.8: 30 levels = 1395 XP, but you only need to spend 306 for a 3 level/lapis enchant).
(I also find it quite odd that Agtrigormortis liked this comment given how much they are against the idea of having to collect resources to repair items on the anvil, no matter how often, or not, they would need to collect more, in a game called "Mine"craft, and this is exactly what is implied if Mending were to only negate the penalty)
Considering how reliant most players are on XP farms this would only make things worse; well, both ways would unless XP was rebalanced, but my method / pre-1.8 anvil repairing is still cheaper.
For comparison, my method is as simple as this:
// Vanilla 1.6.4; a renamed item lowered the penalty by 7 (-9 + 2) levels to a constant 2 levels
var10 = var5.getRepairCost();
if (var6 != null && var10 < var6.getRepairCost()) var10 = var6.getRepairCost();
if (var5.hasDisplayName()) var10 -= 9;
if (var10 < 0) var10 = 0;
var10 += 2;
var5.setRepairCost(var10);
// TMCW; Mending sets the penalty to 0, offset by the cost of Mending itself (prior to 1.8 you must pay the cost of all the
// enchantments on an item, in addition to the repair itself, which depends on durability)
int penalty = target.getRepairCost();
if (sacrifice != null && penalty < sacrifice.getRepairCost()) penalty = sacrifice.getRepairCost();
if (hasMending)
{
penalty = 0;
}
else if (!usedRubies && renameCost != cost)
{
penalty += 2;
}
target.setRepairCost(penalty);
Also, for either solution to work at all the entire anvil mechanics need to be reverted - imagine only spending 2 levels to repair any item no matter how heavily enchanted it is; for comparison, prior to 1.8 it costs 33 levels to repair a diamond tool with Efficiency V and Unbreaking III, plus 2 levels per working unless renamed (this is a flat rate, not the exponential penalty imposed by 1.8), allowing for 4 workings (if the first one was used to get Efficiency V then this leaves 3 repairs). If you add Fortune III it is now too expensive to repair with a new item but you can use individual units (diamonds) for 37 levels each fora cost per use that is over 5 times higher (I was able to sustainably repair it and all my other gear with only XP from caving though and otherwise you would not be using such an item for general use, same for Silk Touch).
The biggest problem with this is the fact that the majority of players probably use gear which is too heavily enchanted to ever be repaired; a diamond sword with Sharpness V, Knockback II, Looting III, Fire Aspect II, Unbreaking III, Sweeping Edge III? Not a chance as it costs over 60 levels for the enchantment cost alone (the enchantments themselves add up to 47 levels but there is another charge for the number of enchantments, which the Wiki lists as 15 for 5 enchantments and would be even more for 6, 7 if you included Mending, I removed this additional cost in TMCW so that items with 3 enchantments (4 with Mending) cost the same as before, since the additional charge is 6 levels while the penalty was reduced from 2 to 0 and Mending adds 8 for a net change of 0. This also makes it cheaper to repair non-Mending items).
I suggest three changes to make mending less overpowered while still being useful:
First, if an item is enchanted with mending, then when the player gains xp, the item's prior work penalty decreased instead of it's durability increasing.
Second, villagers should sell diamond repair kits which can be combined on an anvil with diamond equipment to repair said equipment.
Third, Piglin bartering should occasionally yield a netherite repair kit.
Unless the decrease is drastic, this isn't doing much.
So basically my own solution / mod implementation but with more work? Not only do you need XP to reduce the penalty, you need XP to repair the item on the anvil, and 1.8 significantly increased leveling costs, masked by the need to only spend 1-3 levels when enchanting (pre-1.8: 30 levels = 825 XP; post-1.8: 30 levels = 1395 XP, but you only need to spend 306 for a 3 level/lapis enchant).
(I also find it quite odd that Agtrigormortis liked this comment given how much they are against the idea of having to collect resources to repair items on the anvil, no matter how often, or not, they would need to collect more, in a game called "Mine"craft, and this is exactly what is implied if Mending were to only negate the penalty)
Yeah I'm not all for replacing one xp grind with another, and I don't understand why Agt likes it.
I disliked the grind required for the pre-1.8 anvil mechanics when they existed, but a version with it with lower costs I could live with.
Another idea I’ve suggested is to make combining two items set the prior work penalty of the new item to (item 1 WP) + (item 2 WP) + 1 instead of max(item 1 WP, item 2 WP) + 1. This makes strategic combining of enchanted books (e.g. (book 1 + book 2) + (book 3 + book 4) pointless and encourages using the enchanting table, which can give multiple enchantments on one item, over villager book trades, which are limited to one enchantment each. To compensate, the prior work penalty would add a cost that scales linearly and exponentially.
With how they changed making netherite armor and weapons, no way should they get rid of mending. If they do then diamonds need to be a hell of a lot more plentiful.
With how they changed making netherite armor and weapons, no way should they get rid of mending. If they do then diamonds need to be a hell of a lot more plentiful.
That's precisely why I would be shocked if mending went away, which is why i think the fears of it doing so are unfounded. Diamonds, ancient debris, and enchants would need to be far easier to obtain and/or far less costly than they already are if that happened. Oh, and elytra would need to be far more durable (they already did this once I think?) and even easier to repair (and not just rely on a drop from a mob you have to skip multiple nights of sleep to get). All of those things are sort of balanced according to the fact that mending both exists and isn't some ultra rare, hard to get thing.
That said, the latest snapshot makes diamond more common at lower depths, and makes changes to librarian villager trades.
With how they changed making netherite armor and weapons, no way should they get rid of mending. If they do then diamonds need to be a hell of a lot more plentiful.
With the changes they're making to Villager trades, less people are going to even bother with mending, either because they don't have the time or because they'd rather not waste more time than they feel like they should have to as a result. So for all intents and purposes, they may as well had removed mending, my worries weren't unfounded, they came to pass, elitists got their way with these changes and the rest of us got screwed.
Why should players have to go out of their way to seek out a swamp biome in order to have a Librarian that has a chance to have a mending book in their master level trade? keep in mind these are not guaranteed, you need to level up the Librarians you already have in order to roll the dice so to speak, to see what master level enchantment they are offering. Some of the other enchants in this table are complete trash.
Anyhow for me it doesn't matter because I will no longer be playing this game and I mean it this time, I just came back onto this forum to give out some opinions about this controversial update, which some other people in other threads have also vented frustrations about. I understand we can't have everything our way, but it seems I and other people get unlucky too many times with regards to events that unfold by reasons out of our control, I am for example not responsible for a decision a game developer makes, I am neither a developer nor did I vote for said change, so the blame doesn't lie with me on this one, I just wanted to make that clear to everyone in case anybody was curious. Either way, coming onto this forum isn't going to change what happened, what's done is done. There are plenty of other video games out there that I can play and I do have other's in my collection.
If enough people complain about this change, especially big YouTubers, they will revert it (they have before, e.g. in a 1.8 snapshot they nerfed iron and gold farms by requiring that you manually kill iron golems and zombie pigmen to get iron and gold from them. While I disagree with the reversion it is a lot different, as you could still get drops, just not fully automated, and there are other ways to get iron and gold). The real issue I see with post-1.14 trading is the ease of re-rolling trades/professions (they used to be locked in at birth; this change meant you could just place and break a lectern until you get a Mending trade; otherwise, with 4 offers per villager you wouldn't need to go though so many until you got it - and keep in mind that nobody should expect the game to spoon-feed you everything you need with zero effort).
Otherwise, I think anybody can see why I still play a decade-old version of the game (or my highly customized/modded versions forked from it, even my "vanilla" first world has numerous changes to gameplay, world generation, etc, with more added over time as I consider them to be in line with vanilla) which shouldn't even be seen as the same game at this point, whether vanilla or modded (yet I still often get messages from people telling me to play on their server, join their modern Minecraft world, etc. Some of then even go so far as to suggest that I no longer play in 1.6.4 just because my "why do I still platy in 1.6.4" thread hadn't gotten any replies lately, "because it would be necroposting" they say, no, that is only if you have nothing new to add, and otherwise my day-to-day posts would make it pretty clear what I play).
The real issue I see with post-1.14 trading is the ease of re-rolling trades/professions (they used to be locked in at birth; this change meant you could just place and break a lectern until you get a Mending trade; otherwise, with 4 offers per villager you wouldn't need to go though so many until you got it - and keep in mind that nobody should expect the game to spoon-feed you everything you need with zero effort).
While I absolutely agree that the existing system is not ideal (main two problems are it's too player favored, and too much RNG with librarians in the way you describe), and that is why I'm not too put off by them looking at adjusting it (and hopefully improving it), I still feel it was objectively more awful before 1.14 when they were locked in at birth and the overall trade system/UI was worse. The RNG was still there; it was just earlier and that results in one of two things.
1. People mass breed and kill the villagers instead of mass replacing a profession block.
2. They don't bother with the system at all and deem it unworthy.
I imagine the second was more common. I know it was what I did. Villager trading almost didn't exist to me before 1.14, despite being there since 1.3.
Why not just make a toggle for a World that Enables/Disables the Mending enchantment without it enabling cheats? Have such a toggle where items already enchanted with Mending have it on it, but with the Toggle to disable it, it just doesn't work. That way if the Toggle is re-enabled, no harm, no foul, but when the toggle is set to have Mending disabled, save Villager Trades (The book wouldn't work with the toggle disabled), no new instances of Mending can be obtained and Mending will not work.
This way, the freedom of choice is given to the world/realms/server owner on whether or not they want to allow the use of Mending in their world/realm/server and can allow players who play there whether or not it has been enabled/disabled. This way the player has the power to make the choice. For example if TheMasterCaver wouldn't want Mending in his world if it were a current one, just set the toggle to Disabled. On the other hand if AGTRigorMortis would want it, he can have it toggled to Enabled. This would make sense with how the game is a Sandbox style game and would please both Pro-Mending players and Against-Mending Players; choice.
I will admit I like Mending due to using Tridents over Bows and due to fishing (As I find fishing to be relaxing, especially with a bubbly sound from magma blocks and with Bob Ross playing in the background), but a Non-Cheat enabling world option like this could work.
People are so used to mending now that I think they'd go baby without it. hence the search for compromises
Not even close - unless it also enabled the old anvil mechanics, which is exactly why Mojang has not added such toggles since this means maintaining and balancing new content around old code and mechanics, just like how in 1.7 or 1.18 they did not add a toggle to use the old world generation (in 1.2 they did add a special world type, "default_1_1", which kept the 1.1 generation in existing worlds but all they had to do was omit jungles from a list of biomes, and all other world generation changes were still present).
In fact, I disliked the fact that they removed the ability to indefinitely repair items in 1.8 (prior to then renaming an item kept the prior work penalty from increasing) that it led me to make one of the only mods I ever made for a version other than 1.6.4, "old anvil mechanics".
The fact that my own mod (for 1.6.4) includes a "Mending" enchantment is mainly to show how I think it should have been implemented, as a direct replacement for the functionality of renaming (which is really way too cheap and easy to get since you just need to rename an item for a few levels. Also, renaming keeping the penalty down indefinitely was actually seen as an unintended bug, I have no idea how they wanted it to work, maybe just a one-time reduction, or you had to keep renaming an item every few repairs, similar to another mechanic I added to enable indefinitely repairing items which would be too expensive if Mending was placed on them, since the pre-1.8 anvil mechanics make you pay for the cost of every enchantment on an item every time you work on it. The fact that they did not fix it until 1.8, despite being known pretty much from the start, was likely due to just how impractical it would have been to actually repair anything otherwise (Mojang is also quite bad at fixing even bugs reported before a full release, some of which have even turned into official features, like boats moving extremely fast on ice, or zombie pigmen dropping rare drops and XP just because they were angered, not killed by a player, enabling a new type of automated XP farm - while still classified as a bug Mojang has refused to fix the latter because it would be too much of an inconvenience for many players).
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?
Is this about the Pre 1.8 Mechanics with the Anvil? I mean if so, make a toggle for that too, I don't see a problem having a toggle for both. Truthbetold, a toggle if possible for old enchanting would be cool too (The Enchantment Seed Resets each time upon entering the enchantment table, but you spend 10, 20, or 30 levels and no lapis respectively upon enchanting items). More options if they would be made, which would make more people happy.
On a side note, do you know anything about Console Legacy Classic World Size Generation? I've been looking for somebody well versed in knowledge in that area of Minecraft to ask questions to.
Most of what I know comes from the Wiki; if you mean how they generate the world it is pretty easy to make all biomes outside of an area become ocean and limit the player to within an "invisible" wall (which I actually added myself, and otherwise the "world border" in newer versions does the same thing, if overly visible, though a resource pack could replace the texture with an invisible one). I've also heard that they used a smaller biome size/altered layout to help increase the variety within a limited area; likewise, structures attempted to generate more often (there is still no guarantee that everything will be present; even with 4 times the spawn rate of vanilla and many valid biomes found I never found an igloo in my last modded world, while a smaller world had 4, about the average I could have expected to find in the larger world).
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?
Well, I was hoping if you knew the inner workings of it if you knew anything about it. Would be fun to find somebody who knows the generation code so maybe down the road with a resource or modpack, Java and Bedrock Worlds can be generated in a Console Legacy Fashion XD. Limited and managable world size, finite resources, limited space, smaller biomes, and more structures, it's just fun XD. Good way to learn how to make functional compact builds too XD.
Smaller or legacy console world sizes would be great in combination with hardcore difficulty from Java, for players to learn how to be efficient with the limited resources on smaller worlds, which given enough time can be exhausted of all their resources.
But adding more toggles for these, custom worlds and toggles for limitations on potions, enchantments and other things would give players what they're asking for.
TMC shouldn't have to mod the game to get those limitations on mending enchantment, these should at least be an optional feature for this, because it is true people like him who believe mending should have been implemented as a way to allow indefinite repairs on the anvil, not solely through collection of XP orbs. I have mentioned the issue with it is how do you deal with the issue of non renewable resources like netherite? which are difficult to obtain in sufficient quantities for said repairs, and without diamond gear in Villager trades, diamond renewability becomes a problem as well, it means players are having to spend more of their time mining just to continue to use pieces of equipment they already own, and it means less of those resources can be used on permanent structures. Obviously it's nonsensical to use diamonds for a house, it's ugly as hell for one thing, but iron blocks are not cheap and players at one time or another will want to use a large amount of iron for building structures, again I know this depends on play styles, but you're a builder style player chaptmc so of course having to spend iron repeatedly on new anvils and new iron gear like shears would be annoying.
It's probably better that Mojang just add a toggle for mending so players get to choose how it works on a per world basis,
without cheats or gamerule commands. I also think custom worlds should be brought back as well.
I suggest three changes to make mending less overpowered while still being useful:
First, if an item is enchanted with mending, then when the player gains xp, the item's prior work penalty decreased instead of it's durability increasing.
Second, villagers should sell diamond repair kits which can be combined on an anvil with diamond equipment to repair said equipment.
Third, Piglin bartering should occasionally yield a netherite repair kit.
Materials in bartering as an alternative is what I suggested in other threads.
It solves the tediousness of mining and allows players to cope with the nerf to mending if it ever happens.
An unwanted feature on anvils is permanently removed forever and is replaced with something far superior.
You don't just use anvils to combine enchantments, now you use it to repair items indefinitely,
but in exchange, now you cannot just use XP orbs to repair your gear with mending on them, the anvil must be used for
each repair job. Each repair is earned by work to obtaining something, it is no longer autonomous just for being next to XP orbs.
So basically my own solution / mod implementation but with more work? Not only do you need XP to reduce the penalty, you need XP to repair the item on the anvil, and 1.8 significantly increased leveling costs, masked by the need to only spend 1-3 levels when enchanting (pre-1.8: 30 levels = 825 XP; post-1.8: 30 levels = 1395 XP, but you only need to spend 306 for a 3 level/lapis enchant).
(I also find it quite odd that Agtrigormortis liked this comment given how much they are against the idea of having to collect resources to repair items on the anvil, no matter how often, or not, they would need to collect more, in a game called "Mine"craft, and this is exactly what is implied if Mending were to only negate the penalty)
Considering how reliant most players are on XP farms this would only make things worse; well, both ways would unless XP was rebalanced, but my method / pre-1.8 anvil repairing is still cheaper.
For comparison, my method is as simple as this:
Also, for either solution to work at all the entire anvil mechanics need to be reverted - imagine only spending 2 levels to repair any item no matter how heavily enchanted it is; for comparison, prior to 1.8 it costs 33 levels to repair a diamond tool with Efficiency V and Unbreaking III, plus 2 levels per working unless renamed (this is a flat rate, not the exponential penalty imposed by 1.8), allowing for 4 workings (if the first one was used to get Efficiency V then this leaves 3 repairs). If you add Fortune III it is now too expensive to repair with a new item but you can use individual units (diamonds) for 37 levels each fora cost per use that is over 5 times higher (I was able to sustainably repair it and all my other gear with only XP from caving though and otherwise you would not be using such an item for general use, same for Silk Touch).
The biggest problem with this is the fact that the majority of players probably use gear which is too heavily enchanted to ever be repaired; a diamond sword with Sharpness V, Knockback II, Looting III, Fire Aspect II, Unbreaking III, Sweeping Edge III? Not a chance as it costs over 60 levels for the enchantment cost alone (the enchantments themselves add up to 47 levels but there is another charge for the number of enchantments, which the Wiki lists as 15 for 5 enchantments and would be even more for 6, 7 if you included Mending, I removed this additional cost in TMCW so that items with 3 enchantments (4 with Mending) cost the same as before, since the additional charge is 6 levels while the penalty was reduced from 2 to 0 and Mending adds 8 for a net change of 0. This also makes it cheaper to repair non-Mending items).
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?
Unless the decrease is drastic, this isn't doing much.
So you use up a lot of iron
Yeah I'm not all for replacing one xp grind with another, and I don't understand why Agt likes it.
I disliked the grind required for the pre-1.8 anvil mechanics when they existed, but a version with it with lower costs I could live with.
Another idea I’ve suggested is to make combining two items set the prior work penalty of the new item to (item 1 WP) + (item 2 WP) + 1 instead of max(item 1 WP, item 2 WP) + 1. This makes strategic combining of enchanted books (e.g. (book 1 + book 2) + (book 3 + book 4) pointless and encourages using the enchanting table, which can give multiple enchantments on one item, over villager book trades, which are limited to one enchantment each. To compensate, the prior work penalty would add a cost that scales linearly and exponentially.
With how they changed making netherite armor and weapons, no way should they get rid of mending. If they do then diamonds need to be a hell of a lot more plentiful.
That's precisely why I would be shocked if mending went away, which is why i think the fears of it doing so are unfounded. Diamonds, ancient debris, and enchants would need to be far easier to obtain and/or far less costly than they already are if that happened. Oh, and elytra would need to be far more durable (they already did this once I think?) and even easier to repair (and not just rely on a drop from a mob you have to skip multiple nights of sleep to get). All of those things are sort of balanced according to the fact that mending both exists and isn't some ultra rare, hard to get thing.
That said, the latest snapshot makes diamond more common at lower depths, and makes changes to librarian villager trades.
With the changes they're making to Villager trades, less people are going to even bother with mending, either because they don't have the time or because they'd rather not waste more time than they feel like they should have to as a result. So for all intents and purposes, they may as well had removed mending, my worries weren't unfounded, they came to pass, elitists got their way with these changes and the rest of us got screwed.
Why should players have to go out of their way to seek out a swamp biome in order to have a Librarian that has a chance to have a mending book in their master level trade? keep in mind these are not guaranteed, you need to level up the Librarians you already have in order to roll the dice so to speak, to see what master level enchantment they are offering. Some of the other enchants in this table are complete trash.
Anyhow for me it doesn't matter because I will no longer be playing this game and I mean it this time, I just came back onto this forum to give out some opinions about this controversial update, which some other people in other threads have also vented frustrations about. I understand we can't have everything our way, but it seems I and other people get unlucky too many times with regards to events that unfold by reasons out of our control, I am for example not responsible for a decision a game developer makes, I am neither a developer nor did I vote for said change, so the blame doesn't lie with me on this one, I just wanted to make that clear to everyone in case anybody was curious. Either way, coming onto this forum isn't going to change what happened, what's done is done. There are plenty of other video games out there that I can play and I do have other's in my collection.
Minecraft Snapshot 23w31a | Minecraft: Java Edition
If enough people complain about this change, especially big YouTubers, they will revert it (they have before, e.g. in a 1.8 snapshot they nerfed iron and gold farms by requiring that you manually kill iron golems and zombie pigmen to get iron and gold from them. While I disagree with the reversion it is a lot different, as you could still get drops, just not fully automated, and there are other ways to get iron and gold). The real issue I see with post-1.14 trading is the ease of re-rolling trades/professions (they used to be locked in at birth; this change meant you could just place and break a lectern until you get a Mending trade; otherwise, with 4 offers per villager you wouldn't need to go though so many until you got it - and keep in mind that nobody should expect the game to spoon-feed you everything you need with zero effort).
Otherwise, I think anybody can see why I still play a decade-old version of the game (or my highly customized/modded versions forked from it, even my "vanilla" first world has numerous changes to gameplay, world generation, etc, with more added over time as I consider them to be in line with vanilla) which shouldn't even be seen as the same game at this point, whether vanilla or modded (yet I still often get messages from people telling me to play on their server, join their modern Minecraft world, etc. Some of then even go so far as to suggest that I no longer play in 1.6.4 just because my "why do I still platy in 1.6.4" thread hadn't gotten any replies lately, "because it would be necroposting" they say, no, that is only if you have nothing new to add, and otherwise my day-to-day posts would make it pretty clear what I play).
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?
While I absolutely agree that the existing system is not ideal (main two problems are it's too player favored, and too much RNG with librarians in the way you describe), and that is why I'm not too put off by them looking at adjusting it (and hopefully improving it), I still feel it was objectively more awful before 1.14 when they were locked in at birth and the overall trade system/UI was worse. The RNG was still there; it was just earlier and that results in one of two things.
1. People mass breed and kill the villagers instead of mass replacing a profession block.
2. They don't bother with the system at all and deem it unworthy.
I imagine the second was more common. I know it was what I did. Villager trading almost didn't exist to me before 1.14, despite being there since 1.3.