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(Requires the Fabric API)

Why I Made These Changes

I've been increasingly frustrated with the balance of Survival mode, especially when it comes to anvil enchanting/repairing/renaming. With the recent controversy around the villager rebalance, I thought I'd take the opportunity to try my hand at addressing the issues surrounding anvil mechanics.

Changes Implemented

General

  • Removed "Too Expensive!".
  • Removed XP cost accumulation.
  • Made enchanting, repairing, and renaming independent of each other in terms of XP usage.

Enchanting

  • Rethought the enchanting cost system. Instead of relying on frustrating XP accumulation and other obscure factors, costs are now based solely on the enchantments you want to apply.
  • Each enchantment has a base cost that is then multiplied by its level. For example, applying Sharpness I costs 2 XP, Sharpness II costs 4 XP, and Sharpness V costs 10 XP.

Repairing

  • Introduced a straightforward linear cost of 2 XP * material amount.
  • The removal of "Too Expensive!" means you can now repair your equipment as much as you want without it eventually becoming disposable.

Renaming

  • Renaming now has a flat cost of 2 XP.

Optional: Mending Rebalance

  • I know this change is probably gonna be controversial, so it's an optional feature (mendingWorksWithUnbreaking gamerule, off by default)
  • I've always felt like Mending is Mojang's band-aid fix to the anvil repairing issue, while also being overpowered and obtainable too early in the game. With the anvil issues resolved, a rebalance seems appropriate.
  • Mending and Unbreaking are now incompatible, providing players with two choices:
    • Choose Unbreaking if you want extended equipment durability, but need to manually repair it through an anvil.
    • Choose Mending for automatic equipment repair via XP, but with standard uses. - Buffed Mending: Mending now works on unequipped items as well. The hierarchy of repair priority is as follows: Equipped items take priority over unequipped ones, and damaged items are prioritized over those with less damage. Damaged unequipped items are given priority over nearly fully repaired equipped items. Not implemented yet

Disclaimer

This is my first public mod, so it will probably have some bugs. XP costs are still being tweaked and I haven't tested this in multiplayer, but it should work. You can always report any bugs at the GitHub issue tracker. Also, I just realized there's another mod named AnvilFix already, but it hasn't been updated for more than a year. I'll rename this mod if the author asks me to.


Project members

googler_ooeric

Owner

Details

Licensed LGPL-3.0-only
Published a year ago
Updated a year ago