It is frustrating to loose half of experience after death.
It is more frustrating if your death accidental.
Like mine, when I almost won the battle for pillagers outpost, but accidentally fell down in to the canyon.
I suggest the Altar. Structure that player can build from blocks like Nether Portal.
After building is complete and altar is activated, it will store half of your experience in case of death.
So if you die, you will return to the place of your death to collect half of experience left, like you normally do, but after that (or before that) you can go to the Altar and collect second half, that normally dissapears. It will not disappear, it will stay in the Altar. Once experience is collected, you need to activate Altar again.
I suggest to build it from 3 Golden Bocks layed in line. Campfire on left and right blocks. Behind golden blocks - wall of 11 blocks of Polished Diorite or Chiseled Sandstone. Top center block - Sea Lantern. Between Campfires - would be cool to see Totem Of Undying in form of block (or place it in item frame).
To activate Altar you need to place all possible type of food on each campfire (total - 8 food items, all different).
Ancient people did sacrifice great variety of food to please Gods.
Better solution: Get rid of experience entirely. It's the one mechanicin the game that forces you to grind. It prevents you from repairing tools indefinetely.
Set up a smeltery that can continuously burn something renewable when you're not using it. You can general tens of thousands of levels of xp this way, particularly if you get busy and forget you left it running while afking...while you were away on vacation for a week..
Better solution: Get rid of experience entirely. It's the one mechanicin the game that forces you to grind. It prevents you from repairing tools indefinetely.
This is a good point. The major issue here is XP is used for enchanting. Could a better system be implemented in its place?
Better solution: Get rid of experience entirely. It's the one mechanicin the game that forces you to grind. It prevents you from repairing tools indefinetely.
Mending? That gives a very good use for XP by the end-game; I considered the ability to repair items indefinitely (prior to 1.8 you could simply rename an item and the prior work penalty was forever fixed at 2) to be so vital that I actually refused to update to 1.8 until they fixed it after the removed the ability to rename an item to keep the prior work penalty from increasing:
I also mined nearly all of that, and much more, with a single pickaxe (I made more when enchanting and initially mining for resources to build my base; only shovels are treated as disposable), something that is impossible to do in 1.8, which is why I won't play on it until/if it can be reverted back to the old mechanics
(if only I knew that I'd never update past 1.6.4. I also did make a mod that entirely reverted all changes to anvil mechanics (just renaming would be crazy OP since items would only cost a few levels to repair) but never used it myself, same for the "old caves" mods I made that reverted the changes in 1.7)
My own version makes XP even more important by making items more expensive by adding my own version of Mending which is the same as renaming (meaning you have to repair items in the anvil using stored levels, not just XP gathered on-the-fly, as well as keep mining to get more resources), but costlier since it adds 8 levels to the "base cost" (in vanilla Mending only costs 4 levels, in contrast to other singe-level enchantments like Infinity and Silk Touch, which cost 8), which is always charged prior to 1.8, not just when combining enchantments) and nerfing diamond in favor of even more expensive items, while I also heavily nerf mob/XP farms, all in favor of a playstyle which focuses around "Mine"crafting, where I average over 5000 XP per play session - enough to maintain even a maxed-out Fortune pickaxe in vanilla which costs 1406 XP per repair and has to be repaired 3 times per session, in addition to my other gear, same for my modded amethyst items which are so expensive I increased the anvil cost limit to 49 levels (only for them, so other items are still limited to 39) - all without using XP farms (how do I get XP for enchanting my items in the first place? Mostly by mining quartz, which also doubles as a nice building material so I get two things done at once).
Mending? That gives a very good use for XP by the end-game; I considered the ability to repair items indefinitely (prior to 1.8 you could simply rename an item and the prior work penalty was forever fixed at 2) to be so vital that I actually refused to update to 1.8 until they fixed it after the removed the ability to rename an item to keep the prior work penalty from increasing:
To be perfectly honest, Mending is OP in its own right. With the help of mob grinders, it is possible to repair tools and armor for free, essentially making them unbreakable. It also makes no sense that it is possible to repair items indefinetely for free.
To be perfectly honest, Mending is OP in its own right. With the help of mob grinders, it is possible to repair tools and armor for free, essentially making them unbreakable. It also makes no sense that it is possible to repair items indefinetely for free.
I see this more as an example of why mob grinders are OP - I've taken measures to severely nerf them, such as making mob spawners which do spawn mobs much faster to make dungeons a challenge) stop spawning mobs which drop loot (inclduing XP) if too many (generously set at 50) spawn too quickly, afterwards they only spawn one mob with drops enabled every 30 seconds and it takes 10 minutes for them to fully recover. Likewise, I nerfed darkroom spawners by reducing the spawn rate per chunk by a factor of 4 and if the mob cap can't be maintained the number of individual spawn attempts is cut by a factor of 3 (an overall reduction of 12-fold over vanilla). Mobs also only despawn based on horizontal distance so making a farm high up is pointless (and the Nether ceiling is totally off-limits - you take damage like in the void - and otherwise the game never even attempts to spawn mobs that high with the range fixed at 1-125 in the Nether, the full range within which a 2 block high mob can exist). This is partly offset by a reduced despawn radius of 96 blocks instead of 128 (mainly to concentrate mobs closer to the player; the number of mobs I encounter while caving is substantially higher than in vanilla). Even more fun, want an iron, gold, wither skeleton (coal), or witch (redstone/glowstone) farm? Sure - if you manually kill them yourself, otherwise they only drop "junk" items like rotten flesh or sticks.
Of course, Mending does have its own issues, mainly, the complete ability to forgo what should be a major part of a game with a name like "Mine"craft, which few players actually do these days (past the very early game), as well as working with equal effectiveness regardless of how many enchantments the item it is on is. For comparison, while you can simply rename an item in 1.6.4 the cost to repair them is based on the cost of the enchantments as well as how much durability is being restored; just an Efficiency V, Unbreaking III diamond pickaxe costs 33 levels to repair with a new pickaxe, 31 if you damage it slightly (the anvil gives a 12% bonus so this still restores full durability). What happens if you add Fortune III? Now you must repair it with a single diamond for 37 levels for just 390 durability restored - more than 5 times the XP cost per use - yet I can use such an item for all mining while caving, with the only XP coming from mining ores and killing mobs (I gain more than than 5000 XP per play session, compared to 4218 XP to repair it three times, which leaves enough to repair all of my other gear, which needs much less frequent repairs).
If they simply reverted the anvil mechanics to before 1.8 and made Mending work the same as renaming an item it would eliminate the use of "god" gear with every enchantment - I never had any issues with being unable to put every possible sword enchantment on my sword, just Sharpness V, Knockback II, Unbreaking III (and Mending in my own mod, which works exactly like renaming; the cost of Mending itself is 8 levels, offset by adjusting the enchantment cost calculation to remove a charge for the number of enchantments when repairing an item, 6 for 3 enchantments, plus a penalty of 2 (I made it 0 instead), so they cost exactly the same as before while non-Mending items cost 8 levels less but that won't let you put much more on them before they become completely unrepairable, especially for my top-tier amethyst items, which replace diamond, which was nerfed; these items are so expensive I had to increase the anvil cost limit to 49 levels to allow them to get a reasonable number of enchantments - and I still easily get enough XP to repair them without farms).
I see this more as an example of why mob grinders are OP - I've taken measures to severely nerf them, such as making mob spawners which do spawn mobs much faster to make dungeons a challenge) stop spawning mobs which drop loot (inclduing XP) if too many (generously set at 50) spawn too quickly, afterwards they only spawn one mob with drops enabled every 30 seconds and it takes 10 minutes for them to fully recover. Likewise, I nerfed darkroom spawners by reducing the spawn rate per chunk by a factor of 4 and if the mob cap can't be maintained the number of individual spawn attempts is cut by a factor of 3 (an overall reduction of 12-fold over vanilla). Mobs also only despawn based on horizontal distance so making a farm high up is pointless (and the Nether ceiling is totally off-limits - you take damage like in the void - and otherwise the game never even attempts to spawn mobs that high with the range fixed at 1-125 in the Nether, the full range within which a 2 block high mob can exist). This is partly offset by a reduced despawn radius of 96 blocks instead of 128 (mainly to concentrate mobs closer to the player; the number of mobs I encounter while caving is substantially higher than in vanilla). Even more fun, want an iron, gold, wither skeleton (coal), or witch (redstone/glowstone) farm? Sure - if you manually kill them yourself, otherwise they only drop "junk" items like rotten flesh or sticks.
Of course, Mending does have its own issues, mainly, the complete ability to forgo what should be a major part of a game with a name like "Mine"craft, which few players actually do these days (past the very early game), as well as working with equal effectiveness regardless of how many enchantments the item it is on is. For comparison, while you can simply rename an item in 1.6.4 the cost to repair them is based on the cost of the enchantments as well as how much durability is being restored; just an Efficiency V, Unbreaking III diamond pickaxe costs 33 levels to repair with a new pickaxe, 31 if you damage it slightly (the anvil gives a 12% bonus so this still restores full durability). What happens if you add Fortune III? Now you must repair it with a single diamond for 37 levels for just 390 durability restored - more than 5 times the XP cost per use - yet I can use such an item for all mining while caving, with the only XP coming from mining ores and killing mobs (I gain more than than 5000 XP per play session, compared to 4218 XP to repair it three times, which leaves enough to repair all of my other gear, which needs much less frequent repairs).
If they simply reverted the anvil mechanics to before 1.8 and made Mending work the same as renaming an item it would eliminate the use of "god" gear with every enchantment - I never had any issues with being unable to put every possible sword enchantment on my sword, just Sharpness V, Knockback II, Unbreaking III (and Mending in my own mod, which works exactly like renaming; the cost of Mending itself is 8 levels, offset by adjusting the enchantment cost calculation to remove a charge for the number of enchantments when repairing an item, 6 for 3 enchantments, plus a penalty of 2 (I made it 0 instead), so they cost exactly the same as before while non-Mending items cost 8 levels less but that won't let you put much more on them before they become completely unrepairable, especially for my top-tier amethyst items, which replace diamond, which was nerfed; these items are so expensive I had to increase the anvil cost limit to 49 levels to allow them to get a reasonable number of enchantments - and I still easily get enough XP to repair them without farms).
It feels more logical to repair (say) an iron pickaxe with iron than with experience. Just as you said, Mending removes the need to mine in a game all about mining.
It is frustrating to loose half of experience after death.
It is more frustrating if your death accidental.
Like mine, when I almost won the battle for pillagers outpost, but accidentally fell down in to the canyon.
I suggest the Altar. Structure that player can build from blocks like Nether Portal.
After building is complete and altar is activated, it will store half of your experience in case of death.
So if you die, you will return to the place of your death to collect half of experience left, like you normally do, but after that (or before that) you can go to the Altar and collect second half, that normally dissapears. It will not disappear, it will stay in the Altar. Once experience is collected, you need to activate Altar again.
I suggest to build it from 3 Golden Bocks layed in line. Campfire on left and right blocks. Behind golden blocks - wall of 11 blocks of Polished Diorite or Chiseled Sandstone. Top center block - Sea Lantern. Between Campfires - would be cool to see Totem Of Undying in form of block (or place it in item frame).
To activate Altar you need to place all possible type of food on each campfire (total - 8 food items, all different).
Ancient people did sacrifice great variety of food to please Gods.
See examples below:
Better solution: Get rid of experience entirely. It's the one mechanicin the game that forces you to grind. It prevents you from repairing tools indefinetely.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Set up a smeltery that can continuously burn something renewable when you're not using it. You can general tens of thousands of levels of xp this way, particularly if you get busy and forget you left it running while afking...while you were away on vacation for a week..
This is a good point. The major issue here is XP is used for enchanting. Could a better system be implemented in its place?
Mending? That gives a very good use for XP by the end-game; I considered the ability to repair items indefinitely (prior to 1.8 you could simply rename an item and the prior work penalty was forever fixed at 2) to be so vital that I actually refused to update to 1.8 until they fixed it after the removed the ability to rename an item to keep the prior work penalty from increasing:
(if only I knew that I'd never update past 1.6.4. I also did make a mod that entirely reverted all changes to anvil mechanics (just renaming would be crazy OP since items would only cost a few levels to repair) but never used it myself, same for the "old caves" mods I made that reverted the changes in 1.7)
My own version makes XP even more important by making items more expensive by adding my own version of Mending which is the same as renaming (meaning you have to repair items in the anvil using stored levels, not just XP gathered on-the-fly, as well as keep mining to get more resources), but costlier since it adds 8 levels to the "base cost" (in vanilla Mending only costs 4 levels, in contrast to other singe-level enchantments like Infinity and Silk Touch, which cost 8), which is always charged prior to 1.8, not just when combining enchantments) and nerfing diamond in favor of even more expensive items, while I also heavily nerf mob/XP farms, all in favor of a playstyle which focuses around "Mine"crafting, where I average over 5000 XP per play session - enough to maintain even a maxed-out Fortune pickaxe in vanilla which costs 1406 XP per repair and has to be repaired 3 times per session, in addition to my other gear, same for my modded amethyst items which are so expensive I increased the anvil cost limit to 49 levels (only for them, so other items are still limited to 39) - all without using XP farms (how do I get XP for enchanting my items in the first place? Mostly by mining quartz, which also doubles as a nice building material so I get two things done at once).
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?
To be perfectly honest, Mending is OP in its own right. With the help of mob grinders, it is possible to repair tools and armor for free, essentially making them unbreakable. It also makes no sense that it is possible to repair items indefinetely for free.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
I see this more as an example of why mob grinders are OP - I've taken measures to severely nerf them, such as making mob spawners which do spawn mobs much faster to make dungeons a challenge) stop spawning mobs which drop loot (inclduing XP) if too many (generously set at 50) spawn too quickly, afterwards they only spawn one mob with drops enabled every 30 seconds and it takes 10 minutes for them to fully recover. Likewise, I nerfed darkroom spawners by reducing the spawn rate per chunk by a factor of 4 and if the mob cap can't be maintained the number of individual spawn attempts is cut by a factor of 3 (an overall reduction of 12-fold over vanilla). Mobs also only despawn based on horizontal distance so making a farm high up is pointless (and the Nether ceiling is totally off-limits - you take damage like in the void - and otherwise the game never even attempts to spawn mobs that high with the range fixed at 1-125 in the Nether, the full range within which a 2 block high mob can exist). This is partly offset by a reduced despawn radius of 96 blocks instead of 128 (mainly to concentrate mobs closer to the player; the number of mobs I encounter while caving is substantially higher than in vanilla). Even more fun, want an iron, gold, wither skeleton (coal), or witch (redstone/glowstone) farm? Sure - if you manually kill them yourself, otherwise they only drop "junk" items like rotten flesh or sticks.
Of course, Mending does have its own issues, mainly, the complete ability to forgo what should be a major part of a game with a name like "Mine"craft, which few players actually do these days (past the very early game), as well as working with equal effectiveness regardless of how many enchantments the item it is on is. For comparison, while you can simply rename an item in 1.6.4 the cost to repair them is based on the cost of the enchantments as well as how much durability is being restored; just an Efficiency V, Unbreaking III diamond pickaxe costs 33 levels to repair with a new pickaxe, 31 if you damage it slightly (the anvil gives a 12% bonus so this still restores full durability). What happens if you add Fortune III? Now you must repair it with a single diamond for 37 levels for just 390 durability restored - more than 5 times the XP cost per use - yet I can use such an item for all mining while caving, with the only XP coming from mining ores and killing mobs (I gain more than than 5000 XP per play session, compared to 4218 XP to repair it three times, which leaves enough to repair all of my other gear, which needs much less frequent repairs).
If they simply reverted the anvil mechanics to before 1.8 and made Mending work the same as renaming an item it would eliminate the use of "god" gear with every enchantment - I never had any issues with being unable to put every possible sword enchantment on my sword, just Sharpness V, Knockback II, Unbreaking III (and Mending in my own mod, which works exactly like renaming; the cost of Mending itself is 8 levels, offset by adjusting the enchantment cost calculation to remove a charge for the number of enchantments when repairing an item, 6 for 3 enchantments, plus a penalty of 2 (I made it 0 instead), so they cost exactly the same as before while non-Mending items cost 8 levels less but that won't let you put much more on them before they become completely unrepairable, especially for my top-tier amethyst items, which replace diamond, which was nerfed; these items are so expensive I had to increase the anvil cost limit to 49 levels to allow them to get a reasonable number of enchantments - and I still easily get enough XP to repair them without farms).
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?
It feels more logical to repair (say) an iron pickaxe with iron than with experience. Just as you said, Mending removes the need to mine in a game all about mining.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.