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AnvilFix

This mod aims to fix the long-standing Anvil balance issues Mojang refuses to fix.

Modrinth game-mechanics

Описание

(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.