I spent a few hours going out of my way to get mending on literally all of my equipment.
But my equipment won't mend. Instead I just level up.
Now you may think - "It won't work because you have mending on too many items".
Then why am I gaining levels? If my equipment is maxed (it is) then I don't want levels. I just want my things mended. I don't need levels anymore.
And this isn't me just mining or fighting and not gaining durability.
I will spend hours trading with villagers and breeding my herds of animals and gaining experience - Still I continue to level up and my items do not mend.
I have no experience with Mending but as I understand it it only mends things that you are wearing or have in your hands.
And it picks an item at random to mend, if that doesn't need mending then you gain experience instead.
So you should try to un-equip items that don't need mending while you are generating XP, that would be hard with armor when fighting but when grinding you should be able to see to it that you only have things that need mending equiped.
Some people have said that Mending is overpowered but in actuality it is only cheaper (compared to repairing items in the anvil in 1.7.10 and earlier and discounting resources) when you have only 1-2 active items; in other words, for one diamond tool you need 781 XP to fully repair it (1562 / 2), for two you need 1562 XP, and so on. This also applies when the second item is fully repaired; the game won't redirect the XP allotted to it to the first item. For comparison, in 1.6.4 it costs me 1032 XP to fully repair an Efficiency V, Unbreaking III diamond pickaxe in the anvil, which is only 32% more than one item with Mending and 66% of two items.
Worst-case, with full armor and items in both hands, you'll need 4686 XP to fully repair a diamond tool, making it more expensive than almost any item in 1.7.10 and earlier versions; about the only way you will get that much XP if you have my playstyle (I have not actually tested but I've calculated that I my pickaxe, the item I use by far, would consume around 75% of the XP allotted to it with 6 active items. By contrast, if XP were allotted to any item that needed it I'd only use about 1/8 of the total, about half the XP usage in 1.6.4. Also, in practice I'd only have 4 active items at a time, which would effectively give me 50% more XP for each item).
So actually, while I previously have said that getting XP should be no problem (assuming XP was allotted to any item that needed it, not at random) the way Mending works means XP farms are more necessary.
I've only been playing since 1.8 but Mending is the first new thing I've seen that significantly changed the balance of the game.
The only real issue with Mending is that it is too easy to get, in part due to farms (fishing in particular) and the changes 1.8 made to villager trading (enchanted books are guaranteed to be one of the first offers, in contrast to a 1.75% chance per unlocked offer, with offers being totally random, before. Either way you can just farm villagers to get what you want). XP farms are also an issue; Mojang could make it so that killing too many mobs within a certain amount of time (more than you'd kill being out at night or defeating a dungeon) would make them stop dropping XP and loot for a while (mob spawners even had some NBT tags that suggest something like this was considered).
Also, if you had started playing before 1.8 you might have had a different opinion:
(it is worth noting that the difference between level 65 and level 32 (65 - 33) is 6204 XP, or about 6 times more XP than if I had only 33 levels; hence, the ~4.5 fold increase in cost with Mending (6 items) is only about 3/4 of this)
I only had to spend 7 levels (plus the base cost) to rename that, letting me repair it over 200 times so far; prior to 1.8 you could buy every single piece of diamond armor and tool (even hoes!) so if you were careful (limiting the number of enchantments on a tool so you can repair them with new tools) you wouldn't need to mine more diamonds.
In fact, you could even repair moderately (level 5-19) enchanted gear (only swords, axes, pickaxes, chestplates) for the cost of just 2-4 emeralds (this also let you strip off unwanted enchantments without crafting two items together):
Priests will offer to enchant items for you. Every enchantment costs between 2-4 emeralds, and requests the item to be enchanted in the first slot. Trading for an enchanted item in this manner repairs the item if it is damaged, allowing items to have infinite durability at the cost of emeralds.
So actually, while I previously have said that getting XP should be no problem (assuming XP was allotted to any item that needed it, not at random) the way Mending works means XP farms are more necessary.
I'm starting to see that.
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My short story-like journals; quick-and-easy reads:
The reason for this is that with each XP orb, one item with Mending is picked at random out of the items you are wearing or holding. If that item is fully repaired, the XP goes towards your level - another item is not selected.
The issue is with the Mending. It chooses from all equipped items (main hand, offhand, armor) that have Mending and randomly selects one. If what is chosen is already fully repaired, it adds the XP to the inventory regardless of whether or not other things with Mending are in need of repairs.
Best way around this is to simply unequip everything you don't want to repair.
And... Prinny beat me to it.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Well, i'm having this issue, I only have Mending and Fortune on my pickaxe (both got from books) NONE OF THEM IS WORKING, I'm not getting extra items from blocks neither my item is mending.
Currently I have mending on my armor, sword, and Fortune III pickaxe. On all of these the XP obtained in battle or from digging ores which drop XP repairs them. The only tool I have Mending on which requires time at an XP farm or holding it in off-hand to repair is an axe. I have a silk-touch pickaxe which I had put mending on but never use it as one of my weaponsmiths sells a diamond pick with effeciency II, unbreaking III, and silk-touch as a trade so I use them up and throw them away.
And, of course, a fishing rod with mending is ubiquitous.
Well, i'm having this issue, I only have Mending and Fortune on my pickaxe (both got from books) NONE OF THEM IS WORKING, I'm not getting extra items from blocks neither my item is mending.
What version of Fortune? I, II or III?
Fortune I only has 33% chance to double the gain. It means for coal, you will get an extra coal roughly every 3rd block. But remember, chance is independent, so you can easily have a streak of 10 blocks yielding 1 each. Or you can have a streak of 10 blocks each yielding double. But over a large sample, statistically, you should average 4 coal for every 3 ore blocks.
Fortune III has 40% chance to yield x1, and 20% each to yield x2 or x3 or x4. Again, you could break 10 blocks in a row and only get 10 coal. Or you could get 40. But over a very large sample, a Fortune III pick should average 22 coal per 10 ore.
Next, Mending. Breaking one coal ore consumes 1 durability. And it yields 0-2 xp. Meaning on average, 1 xp per coal ore block. Mending repairs items at cost of 2xp per durability. So for coal, Mending on average will restore only 1 durability for each 2 lost, for a net loss of 1 per 2 blocks, making it look like it is not working.
If you mine redstone (1-5xp per block, average 3), Mending will statistically restore 3 durability per 2 ore blocks mined, net gain of 1 per 2 blocks.
If you put Unbreaking enchantment on your pick, it changes things. I.e Unbreaking III means you only have 25% chance to lose durability when breaking a block. Now you only lose 1 durability per 4 blocks mined. So for coal, on average, you will gain 1 durability for every 4 blocks. (1 lost, 4 xp received, +2 durability regained)
For redstone, with Unbreaking III, you gain 5 durability per 4 ores.
Mending repairs items at cost of 2xp per durability. So for coal, Mending on average will restore only 1 durability for each 2 lost, for a net loss of 1 per 2 blocks, making it look like it is not working.
This is backwards - Mending restores 2 durability per XP, so on average you have a net gain of 1 durability per coal ore (i.e. you can sustainably mine a total of 2 blocks per coal ore if one doesn't drop any XP):
When an item with the enchantment is held or equipped (in the main hand, offhand, or armor slots), collected experience orbs repair the item at a rate of 2 durability per XP instead of adding the XP to the player's total experience.
Likewise, with Unbreaking III you have a net gain of 1.75 durability (or 7 uses) per coal ore, not 1 for every 4 blocks; you should even be able to sustainably branch-mine (according to this page you can find up to one diamond ore per 59 blocks mined; coal is about 10 times as common, then add in other ores, especially redstone). Of course, this assumes that you only have Mending on your pickaxe - if you also have Mending armor and a Mending item in your offhand then the durability gain is only 1/6 as high, which is still enough to sustainably mine coal if you have Unbreaking III (net gain of 0.33 uses per ore).
From my own experience, with 3 pieces of Mending armor and only holding one Mending tool at a time, I had no trouble at all keeping my regularly used gear fully repaired while caving, with lesser items able to be repaired by holding them while unloading furnaces or the like (I once played a bit in 1.9 just to see how well Mending worked with my playstyle, where on average I gain 5500 XP per play session spent caving, enough to fully restore a diamond tool with a full set of Mending items being worn or held, while I use up around 3/4 of an Unbreaking III diamond pickaxe per play session, or around 3500 XP for 6 items).
Put all items that has mending in chest and leave ur item in inventory that u want to repair and pick that last item that has mending in other hand and then just gain xp.
Put all items that has mending in chest and leave ur item in inventory that u want to repair and pick that last item that has mending in other hand and then just gain xp.
Since version 1.16 (20w06a) Mending picks items that are damaged instead of picking items at random.
Tools should of corse beeing hold in the offhand while gaining exp but we don't need to care about the armor anymore.
Mending works fine now.
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My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Are you holding the item or have the armor equipped? I don't think mending works if you to not have the item in your hand (off-hand or main hand) or armor slot. Also, mending still gives you levels, just it helps give you durability too. If you are trading with villagers, just right click on them with whatever item you want mended(Unless armor piece then just wear it). Animal breeding can be hard to get mending from, but, what i've been doing is breeding the animals and quickly switching to my tool that needs to be repaired.
And in case it wasn't already mentioned, put unbreaking on stuff, it makes a real difference for tools like pickaxes and weapons like axes which have a slow rate of return on xp.
I personally only put mending on swords, picks, and rarely axes, I see no reason to put them on anything else than fishing rods and elytras.
And in case it wasn't already mentioned, put unbreaking on stuff, it makes a real difference for tools like pickaxes and weapons like axes which have a slow rate of return on xp.
I personally only put mending on swords, picks, and rarely axes, I see no reason to put them on anything else than fishing rods and elytras.
The only problem with mending is unless you got an XP farm, it's slow to repair.
You're not going to fully repair a netherite pickaxe from near dead in just 1 nights session of killing monsters that naturally spawned on topside.
It can take more than 2 nights worth of mob fighting from my experience, and that's if you don't fight anything else in between like Drowned Zombies in the water, which spawn there at any time not just at night, additionally if your armour has mending, that has to be repaired too and does so at random.
It can be a nuisance to fully repair these things if you don't have a mob grinder setup.
It's a backwards design if you ask me, there should be alternative methods to repair your gear fully than just sitting at a Spider spawner all day.
And it would have made sense to do so on the anvil, but unfortunately because of Mojang's own broken game design decisions, they decided to make the anvil stop repairing an item after a set number of uses. If I had it my way, things would be very different, and the anvil would be capable of repairing people's gear indefinitely provided they collected enough XP orbs and had the levels to do it.
There should be more incentives to use the anvil mid to late game other than putting enchantments on items,
or naming things, it's even worse that it actually cost you XP to put name tags on items.
I disagree with Mending being slow to repair without a mob farm. I've never built a mob farm and I usually have a full setup of Mending gear. I've never had an issue with any equipment being slow to repair. In fact, after I put Mending on equipment I don't think I have ever had that item go below 90% durability, normal gameplay keeps all my gear consistently well repaired.
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The only problem with mending is unless you got an XP farm, it's slow to repair.
You're not going to fully repair a netherite pickaxe from near dead in just 1 nights session of killing monsters that naturally spawned on topside.
Then again, even coal ore averages 1 XP per block, which restores 2 durability so you can not only maintain the pickaxe used to mine it but other gear as well, and with Unbreaking III this rises to 8 uses per XP. This is also far cheaper than repairing items in the anvil in 1.6.4, especially more heavily enchanted items, and even more so in my modded worlds, or back when I used a Fortune III pickaxe for all mining while caving, which cost 0.9 XP per use (yes, per use with Unbreaking III, not per durability point; in other words, if I only mined coal 90% of the XP collected would need to be used on repairs).
Another issue with the anvil is that unless you repair items just as you have enough levels you'll greatly increase the XP costs; for example, in my first world (vanilla 1.6.4) I've occasionally reached level 70 before having to spend 33 levels to repair my pickaxe; going from level 0-33 requires 1032 XP and level 0-70 is 8765 XP - this means that I effectively spent 7733 XP or over 7 times the cost! Of course, this just shows just how much surplus XP I get, though obviously if you mostly use tools to clear land you won't get as much XP and either way you'll need some way to collect it, and XP farms are much more effective with Mending since you can repair up to 6 items at once for a total cost of only 6093 XP (based on netherite tools having 2031 durability and the XP split across 6 items. In actuality, the cost will be less because not every item will be a tool and in 1.16 they made it so that XP is only directed to items that need to be repaired, rather than trying to repair undamaged items and going to your XP bar instead). In the case of anvil repairing you'll want to watch your level and repair as soon as you have just enough, which requires paying more attention to the game (in particular, if you repaired 6 items for 33 levels each just as you hit level 33 you'll spend 6192 XP; however, if you instead accumulated all 198 levels all at once you'll need 109437 XP, or more than 17 times as much).
Also, the XP costs used here are based on those for 1.6.4; since 1.8 you need significantly more XP to reach a given level (level 33 now requires 1758 XP, a 70% increase; the aforementioned Fortune pickaxe would now cost 1.5 XP per use, making it unsustainable for me to use it even when including XP from other ores and mobs, plus other items also cost more), but this would have had no effect on the effectiveness of Mending if it existed before then since it uses XP directly.
Then again, even coal ore averages 1 XP per block, which restores 2 durability so you can not only maintain the pickaxe used to mine it but other gear as well, and with Unbreaking III this rises to 8 uses per XP. This is also far cheaper than repairing items in the anvil in 1.6.4, especially more heavily enchanted items, and even more so in my modded worlds, or back when I used a Fortune III pickaxe for all mining while caving, which cost 0.9 XP per use (yes, per use with Unbreaking III, not per durability point; in other words, if I only mined coal 90% of the XP collected would need to be used on repairs).
Another issue with the anvil is that unless you repair items just as you have enough levels you'll greatly increase the XP costs; for example, in my first world (vanilla 1.6.4) I've occasionally reached level 70 before having to spend 33 levels to repair my pickaxe; going from level 0-33 requires 1032 XP and level 0-70 is 8765 XP - this means that I effectively spent 7733 XP or over 7 times the cost! Of course, this just shows just how much surplus XP I get, though obviously if you mostly use tools to clear land you won't get as much XP and either way you'll need some way to collect it, and XP farms are much more effective with Mending since you can repair up to 6 items at once for a total cost of only 6093 XP (based on netherite tools having 2031 durability and the XP split across 6 items. In actuality, the cost will be less because not every item will be a tool and in 1.16 they made it so that XP is only directed to items that need to be repaired, rather than trying to repair undamaged items and going to your XP bar instead). In the case of anvil repairing you'll want to watch your level and repair as soon as you have just enough, which requires paying more attention to the game (in particular, if you repaired 6 items for 33 levels each just as you hit level 33 you'll spend 6192 XP; however, if you instead accumulated all 198 levels all at once you'll need 109437 XP, or more than 17 times as much).
Also, the XP costs used here are based on those for 1.6.4; since 1.8 you need significantly more XP to reach a given level (level 33 now requires 1758 XP, a 70% increase; the aforementioned Fortune pickaxe would now cost 1.5 XP per use, making it unsustainable for me to use it even when including XP from other ores and mobs, plus other items also cost more), but this would have had no effect on the effectiveness of Mending if it existed before then since it uses XP directly.
There is the acknowledgement of our differing play-styles
Yours is focused on mining and caving
where as mine and friends on my server are build focused,
nothing wrong with either.
and when leveling out terrain we don't get XP for doing that for obvious reasons, as you would expect, because without ores breaking blocks rewards 0 XP.
I don't do it for the stats, though, me and lizking10152011 gather resources to build after finding or making suitable terrain because it is something we find enjoyable.
However when people make nerfing suggestions like some do on this forum, we do become concerned because we worry how it would affect the rest of us in terms of how much freedom we would have in survival mode and whether or not it'll be worth pursuing our own build projects in future.
I would like the anvil mechanics to be improved though and this is something you and I have agreed upon in the past.
You have spent a lot of XP, I have no idea how much I spent in total, never mind spending 7733 XP, but then the statistics on bedrock edition aren't the same and aren't as well detailed as they are on Java edition, so I'll probably never find out how much XP I frequent on a day to day basis.
All I care about is whether or not I can keep my gear which me and friends worked hard to get on our world, and whether or not they can as well.
When it comes to Minecraft I am not interested in achievement hunting or inflating numbers, because I'm not a competitive player.
If a future update nerfed mending too much to the point where sustaining netherite tools became too much of a grind,
or made it impossible to keep them indefinitely provided they weren't dropped in the void in End or left dropped for too long etc, I would lose incentive to play the game and I'd instead look for a different sandbox that didn't place unnecessary restrictions, and the alternative sandboxes do exist on Steam, I've been checking those out just in case a future update that is too extreme ruins my experience with Minecraft.
I understand why you want balance in the game, but you've got to think about the opposite extreme where if something becomes too inconvenient or time consuming, then it can overburden players to the point where they would lose motivation to play the game entirely, if they don't like modding.
I don't want to be restricted to using stone tools like my early days of Minecraft and neither do the people on my server or many other people who are on different Minecraft worlds/servers. Stone tools, especially non enchanted, take too long to cut stone away and when you're flattening 100's of blocks of terrain to make it suitable for town building, sometimes having to remove mountains in the process, it's annoying, the last thing I need is lame tools getting in the way of the job.
I spent a few hours going out of my way to get mending on literally all of my equipment.
But my equipment won't mend. Instead I just level up.
Now you may think - "It won't work because you have mending on too many items".
Then why am I gaining levels? If my equipment is maxed (it is) then I don't want levels. I just want my things mended. I don't need levels anymore.
And this isn't me just mining or fighting and not gaining durability.
I will spend hours trading with villagers and breeding my herds of animals and gaining experience - Still I continue to level up and my items do not mend.
I have no experience with Mending but as I understand it it only mends things that you are wearing or have in your hands.
And it picks an item at random to mend, if that doesn't need mending then you gain experience instead.
So you should try to un-equip items that don't need mending while you are generating XP, that would be hard with armor when fighting but when grinding you should be able to see to it that you only have things that need mending equiped.
Just testing.
Some people have said that Mending is overpowered but in actuality it is only cheaper (compared to repairing items in the anvil in 1.7.10 and earlier and discounting resources) when you have only 1-2 active items; in other words, for one diamond tool you need 781 XP to fully repair it (1562 / 2), for two you need 1562 XP, and so on. This also applies when the second item is fully repaired; the game won't redirect the XP allotted to it to the first item. For comparison, in 1.6.4 it costs me 1032 XP to fully repair an Efficiency V, Unbreaking III diamond pickaxe in the anvil, which is only 32% more than one item with Mending and 66% of two items.
Worst-case, with full armor and items in both hands, you'll need 4686 XP to fully repair a diamond tool, making it more expensive than almost any item in 1.7.10 and earlier versions; about the only way you will get that much XP if you have my playstyle (I have not actually tested but I've calculated that I my pickaxe, the item I use by far, would consume around 75% of the XP allotted to it with 6 active items. By contrast, if XP were allotted to any item that needed it I'd only use about 1/8 of the total, about half the XP usage in 1.6.4. Also, in practice I'd only have 4 active items at a time, which would effectively give me 50% more XP for each item).
So actually, while I previously have said that getting XP should be no problem (assuming XP was allotted to any item that needed it, not at random) the way Mending works means XP farms are more necessary.
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?
The only real issue with Mending is that it is too easy to get, in part due to farms (fishing in particular) and the changes 1.8 made to villager trading (enchanted books are guaranteed to be one of the first offers, in contrast to a 1.75% chance per unlocked offer, with offers being totally random, before. Either way you can just farm villagers to get what you want). XP farms are also an issue; Mojang could make it so that killing too many mobs within a certain amount of time (more than you'd kill being out at night or defeating a dungeon) would make them stop dropping XP and loot for a while (mob spawners even had some NBT tags that suggest something like this was considered).
Also, if you had started playing before 1.8 you might have had a different opinion:
(it is worth noting that the difference between level 65 and level 32 (65 - 33) is 6204 XP, or about 6 times more XP than if I had only 33 levels; hence, the ~4.5 fold increase in cost with Mending (6 items) is only about 3/4 of this)
I only had to spend 7 levels (plus the base cost) to rename that, letting me repair it over 200 times so far; prior to 1.8 you could buy every single piece of diamond armor and tool (even hoes!) so if you were careful (limiting the number of enchantments on a tool so you can repair them with new tools) you wouldn't need to mine more diamonds.
In fact, you could even repair moderately (level 5-19) enchanted gear (only swords, axes, pickaxes, chestplates) for the cost of just 2-4 emeralds (this also let you strip off unwanted enchantments without crafting two items together):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I'm starting to see that.
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
If this is in fact, a fact.
Thank you
I just wanted to inform you - I tested this since I was having a similar problem.
When I took off my armor, my pickaxe, my sword, my bow all started taking on the XP for mending.
I now use my Mob/XP farm as a Mending farm as well.
The issue is with the Mending. It chooses from all equipped items (main hand, offhand, armor) that have Mending and randomly selects one. If what is chosen is already fully repaired, it adds the XP to the inventory regardless of whether or not other things with Mending are in need of repairs.
Best way around this is to simply unequip everything you don't want to repair.
And... Prinny beat me to it.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Well, i'm having this issue, I only have Mending and Fortune on my pickaxe (both got from books) NONE OF THEM IS WORKING, I'm not getting extra items from blocks neither my item is mending.
Currently I have mending on my armor, sword, and Fortune III pickaxe. On all of these the XP obtained in battle or from digging ores which drop XP repairs them. The only tool I have Mending on which requires time at an XP farm or holding it in off-hand to repair is an axe. I have a silk-touch pickaxe which I had put mending on but never use it as one of my weaponsmiths sells a diamond pick with effeciency II, unbreaking III, and silk-touch as a trade so I use them up and throw them away.
And, of course, a fishing rod with mending is ubiquitous.
Learn something new each day
What version of Fortune? I, II or III?
Fortune I only has 33% chance to double the gain. It means for coal, you will get an extra coal roughly every 3rd block. But remember, chance is independent, so you can easily have a streak of 10 blocks yielding 1 each. Or you can have a streak of 10 blocks each yielding double. But over a large sample, statistically, you should average 4 coal for every 3 ore blocks.
Fortune III has 40% chance to yield x1, and 20% each to yield x2 or x3 or x4. Again, you could break 10 blocks in a row and only get 10 coal. Or you could get 40. But over a very large sample, a Fortune III pick should average 22 coal per 10 ore.
Next, Mending. Breaking one coal ore consumes 1 durability. And it yields 0-2 xp. Meaning on average, 1 xp per coal ore block. Mending repairs items at cost of 2xp per durability. So for coal, Mending on average will restore only 1 durability for each 2 lost, for a net loss of 1 per 2 blocks, making it look like it is not working.
If you mine redstone (1-5xp per block, average 3), Mending will statistically restore 3 durability per 2 ore blocks mined, net gain of 1 per 2 blocks.
If you put Unbreaking enchantment on your pick, it changes things. I.e Unbreaking III means you only have 25% chance to lose durability when breaking a block. Now you only lose 1 durability per 4 blocks mined. So for coal, on average, you will gain 1 durability for every 4 blocks. (1 lost, 4 xp received, +2 durability regained)
For redstone, with Unbreaking III, you gain 5 durability per 4 ores.
This is backwards - Mending restores 2 durability per XP, so on average you have a net gain of 1 durability per coal ore (i.e. you can sustainably mine a total of 2 blocks per coal ore if one doesn't drop any XP):
Likewise, with Unbreaking III you have a net gain of 1.75 durability (or 7 uses) per coal ore, not 1 for every 4 blocks; you should even be able to sustainably branch-mine (according to this page you can find up to one diamond ore per 59 blocks mined; coal is about 10 times as common, then add in other ores, especially redstone). Of course, this assumes that you only have Mending on your pickaxe - if you also have Mending armor and a Mending item in your offhand then the durability gain is only 1/6 as high, which is still enough to sustainably mine coal if you have Unbreaking III (net gain of 0.33 uses per ore).
From my own experience, with 3 pieces of Mending armor and only holding one Mending tool at a time, I had no trouble at all keeping my regularly used gear fully repaired while caving, with lesser items able to be repaired by holding them while unloading furnaces or the like (I once played a bit in 1.9 just to see how well Mending worked with my playstyle, where on average I gain 5500 XP per play session spent caving, enough to fully restore a diamond tool with a full set of Mending items being worn or held, while I use up around 3/4 of an Unbreaking III diamond pickaxe per play session, or around 3500 XP for 6 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?
Put all items that has mending in chest and leave ur item in inventory that u want to repair and pick that last item that has mending in other hand and then just gain xp.
Since version 1.16 (20w06a) Mending picks items that are damaged instead of picking items at random.
Tools should of corse beeing hold in the offhand while gaining exp but we don't need to care about the armor anymore.
Mending works fine now.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Are you holding the item or have the armor equipped? I don't think mending works if you to not have the item in your hand (off-hand or main hand) or armor slot. Also, mending still gives you levels, just it helps give you durability too. If you are trading with villagers, just right click on them with whatever item you want mended(Unless armor piece then just wear it). Animal breeding can be hard to get mending from, but, what i've been doing is breeding the animals and quickly switching to my tool that needs to be repaired.
And in case it wasn't already mentioned, put unbreaking on stuff, it makes a real difference for tools like pickaxes and weapons like axes which have a slow rate of return on xp.
I personally only put mending on swords, picks, and rarely axes, I see no reason to put them on anything else than fishing rods and elytras.
The only problem with mending is unless you got an XP farm, it's slow to repair.
You're not going to fully repair a netherite pickaxe from near dead in just 1 nights session of killing monsters that naturally spawned on topside.
It can take more than 2 nights worth of mob fighting from my experience, and that's if you don't fight anything else in between like Drowned Zombies in the water, which spawn there at any time not just at night, additionally if your armour has mending, that has to be repaired too and does so at random.
It can be a nuisance to fully repair these things if you don't have a mob grinder setup.
It's a backwards design if you ask me, there should be alternative methods to repair your gear fully than just sitting at a Spider spawner all day.
And it would have made sense to do so on the anvil, but unfortunately because of Mojang's own broken game design decisions, they decided to make the anvil stop repairing an item after a set number of uses. If I had it my way, things would be very different, and the anvil would be capable of repairing people's gear indefinitely provided they collected enough XP orbs and had the levels to do it.
There should be more incentives to use the anvil mid to late game other than putting enchantments on items,
or naming things, it's even worse that it actually cost you XP to put name tags on items.
I disagree with Mending being slow to repair without a mob farm. I've never built a mob farm and I usually have a full setup of Mending gear. I've never had an issue with any equipment being slow to repair. In fact, after I put Mending on equipment I don't think I have ever had that item go below 90% durability, normal gameplay keeps all my gear consistently well repaired.
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Then again, even coal ore averages 1 XP per block, which restores 2 durability so you can not only maintain the pickaxe used to mine it but other gear as well, and with Unbreaking III this rises to 8 uses per XP. This is also far cheaper than repairing items in the anvil in 1.6.4, especially more heavily enchanted items, and even more so in my modded worlds, or back when I used a Fortune III pickaxe for all mining while caving, which cost 0.9 XP per use (yes, per use with Unbreaking III, not per durability point; in other words, if I only mined coal 90% of the XP collected would need to be used on repairs).
Another issue with the anvil is that unless you repair items just as you have enough levels you'll greatly increase the XP costs; for example, in my first world (vanilla 1.6.4) I've occasionally reached level 70 before having to spend 33 levels to repair my pickaxe; going from level 0-33 requires 1032 XP and level 0-70 is 8765 XP - this means that I effectively spent 7733 XP or over 7 times the cost! Of course, this just shows just how much surplus XP I get, though obviously if you mostly use tools to clear land you won't get as much XP and either way you'll need some way to collect it, and XP farms are much more effective with Mending since you can repair up to 6 items at once for a total cost of only 6093 XP (based on netherite tools having 2031 durability and the XP split across 6 items. In actuality, the cost will be less because not every item will be a tool and in 1.16 they made it so that XP is only directed to items that need to be repaired, rather than trying to repair undamaged items and going to your XP bar instead). In the case of anvil repairing you'll want to watch your level and repair as soon as you have just enough, which requires paying more attention to the game (in particular, if you repaired 6 items for 33 levels each just as you hit level 33 you'll spend 6192 XP; however, if you instead accumulated all 198 levels all at once you'll need 109437 XP, or more than 17 times as much).
Also, the XP costs used here are based on those for 1.6.4; since 1.8 you need significantly more XP to reach a given level (level 33 now requires 1758 XP, a 70% increase; the aforementioned Fortune pickaxe would now cost 1.5 XP per use, making it unsustainable for me to use it even when including XP from other ores and mobs, plus other items also cost more), but this would have had no effect on the effectiveness of Mending if it existed before then since it uses XP directly.
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 is the acknowledgement of our differing play-styles
Yours is focused on mining and caving
where as mine and friends on my server are build focused,
nothing wrong with either.
and when leveling out terrain we don't get XP for doing that for obvious reasons, as you would expect, because without ores breaking blocks rewards 0 XP.
I don't do it for the stats, though, me and lizking10152011 gather resources to build after finding or making suitable terrain because it is something we find enjoyable.
However when people make nerfing suggestions like some do on this forum, we do become concerned because we worry how it would affect the rest of us in terms of how much freedom we would have in survival mode and whether or not it'll be worth pursuing our own build projects in future.
I would like the anvil mechanics to be improved though and this is something you and I have agreed upon in the past.
You have spent a lot of XP, I have no idea how much I spent in total, never mind spending 7733 XP, but then the statistics on bedrock edition aren't the same and aren't as well detailed as they are on Java edition, so I'll probably never find out how much XP I frequent on a day to day basis.
All I care about is whether or not I can keep my gear which me and friends worked hard to get on our world, and whether or not they can as well.
When it comes to Minecraft I am not interested in achievement hunting or inflating numbers, because I'm not a competitive player.
If a future update nerfed mending too much to the point where sustaining netherite tools became too much of a grind,
or made it impossible to keep them indefinitely provided they weren't dropped in the void in End or left dropped for too long etc, I would lose incentive to play the game and I'd instead look for a different sandbox that didn't place unnecessary restrictions, and the alternative sandboxes do exist on Steam, I've been checking those out just in case a future update that is too extreme ruins my experience with Minecraft.
I understand why you want balance in the game, but you've got to think about the opposite extreme where if something becomes too inconvenient or time consuming, then it can overburden players to the point where they would lose motivation to play the game entirely, if they don't like modding.
I don't want to be restricted to using stone tools like my early days of Minecraft and neither do the people on my server or many other people who are on different Minecraft worlds/servers. Stone tools, especially non enchanted, take too long to cut stone away and when you're flattening 100's of blocks of terrain to make it suitable for town building, sometimes having to remove mountains in the process, it's annoying, the last thing I need is lame tools getting in the way of the job.