This is a suggestion that just makes sense.
If you have a pair of boots that are almost broken, put it on a workbench with another piece of the same material, and it fixes that much.
EX:
Lets say the boots inside the workbench had 3/4 health left. Adding the extra material would repair 1/4 making it reach full health.
The reason for this is because lets say you had a pair of diamond boots. They are almost broken and you are about to enter a dungeon. You want the full protection of boots and you don't want them to break while fighting. You only have 3 diamond. Or you don't want to waste four diamond on another pair and be left with an almost dead pair of diamond boots.
yes. Awesome idea but sadly, it would be difficult to create. Reason: Your using crafting so it would just craft a full health diamond boot or whatever
also, would you really wanna do this every time your armor almost breaks?
Its not that I disagree. Its just that it just seems too easy to repair your diamond pick in 10 seconds.
What I am trying to say is, its OVERPOWERED when you can recraft your diamond pick in seconds so, why not have a larger recipe?
For example:
that way, it would require more materials so its not that overpowered
yes. Awesome idea but sadly, it would be difficult to create. Reason: Your using crafting so it would just craft a full health diamond boot or whatever
also, would you really wanna do this every time your armor almost breaks?
Its not that I disagree. Its just that it just seems too easy to repair your diamond pick in 10 seconds.
What I am trying to say is, its OVERPOWERED when you can recraft your diamond pick in seconds so, why not have a larger recipe?
For example:
that way, it would require more materials so its not that overpowered
This was a suggestion
Technically you could craft a diamond pick in 10 secs.And this is for armor only.
Also, If your boots were half broken, you would still only repair 1/4 with 1 material.
Not that it would fully heal it.
For helmets it would be 1/5 heal
Leggings 1/7
so on
If you have a pair of boots that are almost broken, put it on a workbench with another piece of the same material, and it fixes that much.
EX:
Lets say the boots inside the workbench had 3/4 health left. Adding the extra material would repair 1/4 making it reach full health.
The reason for this is because lets say you had a pair of diamond boots. They are almost broken and you are about to enter a dungeon. You want the full protection of boots and you don't want them to break while fighting. You only have 3 diamond. Or you don't want to waste four diamond on another pair and be left with an almost dead pair of diamond boots.
Do you understand?
Kerbals, kerbals, everywhere, where they stop, I don't care!Kerbal Space Program
also, would you really wanna do this every time your armor almost breaks?
Its not that I disagree. Its just that it just seems too easy to repair your diamond pick in 10 seconds.
What I am trying to say is, its OVERPOWERED when you can recraft your diamond pick in seconds so, why not have a larger recipe?
For example:
that way, it would require more materials so its not that overpowered
This was a
Lou
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
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WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
Yes but it should depend on the health of the armor, or else you would give yourself unlimited materials.
My suggestion was only for armor, but since you're only saving a stick I guess its fine.
Read it.
Technically you could craft a diamond pick in 10 secs.And this is for armor only.
Also, If your boots were half broken, you would still only repair 1/4 with 1 material.
Not that it would fully heal it.
For helmets it would be 1/5 heal
Leggings 1/7
so on