I'm okay with world exploration for certain things, but for trading it should never be a mandatory thing to have to visit different biomes to get trades, however powerful those trades are. I've proposed a much better solution to rebalance trades and it involves something which forces players to build suitable homes for Villagers, and build thriving communities with NPC's in order to earn their respect as well as rewards, you provide them safety and items they need, renewable items or not, you get the same treatment back in return, this is how economics should work, the same is true for Villager economy, if this rebalancing method doesn't go far enough for some people, then sucks to be them, they need to consider the nuances when they propose nerfing something in a game like how much of a negative impact it has on people who don't want it, especially a large number of people, I'm not interested in what some pompous clickbait Youtuber has to say on the matter when they fail to propose anything better.
Mojang doesn't care about the major downsides of their nerfs though or how much of a negative affect they have on player experience, and that's the problem I have with them, or otherwise this wouldn't have been a common complaint to begin with. The game is already demanding of people's time as it is, without developers forcing in changes which clearly not everybody agrees with.
Part of the reason why people rely on Villagers so heavily for Enchanted Books for guaranteed enchantments is due to how luck dependent the Enchantment Table is with it's Enchantment Seed RNG. Older versions allowed you to reset the Enchantment seed free of charge by removing and reapplying the item to the enchantment table, at the cost of using 30 Levels once you found an enchantment you were happy with. I didn't mind paying 30 Levels this way if it guaranteed me getting the specific enchantment I wanted, sometimes with a bonus or two.
Now, you have to keep a book with you as well as the item you want to enchant, so if you get a bad roll on the item, but a good roll on a book, you get a Good Enchanted Book. Otherwise, you have to choose the first tier enchant to reset the enchantment seed, wasting 1 Lapis Lazuli and 1 Level, use the grindstone to remove the enchantment, then try again. And it can get stupid. You remember me doing 27 Level 30 Rolls on a Trident just to get Channeling, Channeling. 81 Levels and 81 Lapis wasted just to get a single enchantment due to luck dependency. It's basically an Illusion of Choice.
Between this and the NBTRepairCost Penalty on Anvils and the fact Anvils break after so many uses (Wasting about half a stack of Iron), these matters push players to use Librarians for Enchanted Books, especially for Mending due to this (As they likely put alot of time into enchanting their item and they don't want it to break due to that). Instead of Nerfing/Rebalancing Enchanted Book Trades, why don't they work on fixing the Enchantment Table and/or the Anvil? So there is a route they can fix here as well.
Part of the reason why people rely on Villagers so heavily for Enchanted Books for guaranteed enchantments is due to how luck dependent the Enchantment Table is with it's Enchantment Seed RNG. Older versions allowed you to reset the Enchantment seed free of charge by removing and reapplying the item to the enchantment table, at the cost of using 30 Levels once you found an enchantment you were happy with. I didn't mind paying 30 Levels this way if it guaranteed me getting the specific enchantment I wanted, sometimes with a bonus or two.
Now, you have to keep a book with you as well as the item you want to enchant, so if you get a bad roll on the item, but a good roll on a book, you get a Good Enchanted Book. Otherwise, you have to choose the first tier enchant to reset the enchantment seed, wasting 1 Lapis Lazuli and 1 Level, use the grindstone to remove the enchantment, then try again. And it can get stupid. You remember me doing 27 Level 30 Rolls on a Trident just to get Channeling, Channeling. 81 Levels and 81 Lapis wasted just to get a single enchantment due to luck dependency.
Between this and the NBTRepairCost Penalty on Anvils and the fact Anvils break after so many uses (Wasting about half a stack of Iron), these matters push players to use Librarians for Enchanted Books, especially for Mending due to this (As they likely put alot of time into enchanting their item and they don't want it to break due to that). Instead of Nerfing/Rebalancing Enchanted Book Trades, why don't they work on fixing the Enchantment Table and/or the Anvil? So there is a route they can fix here as well.
In my opinion, the enchantment table is a waste of time. Given the two options I'd rather use trades for all the enchantments I need for my tools for clearing out terrain and building.
I don't know why people value the enchantment table so highly, when the enchantments you get are based on luck of the draw, if you end up with bad ones, you have to use the grindstone and then reroll, it's a pathetic mechanic that for me, is way worse than having to reroll job blocks for Villagers.
At least with setting up trading halls, you only have to lock their trades in once per book, only repeat if some glitch causes a Villager to suffocate in a block or something.
I also agree with the suggestion on fixing the anvil, if we are to deal with the prospect of that thing breaking after a set number of uses each time, it's not unreasonable to ask Mojang to make the thing more useful, one change I'd like it to have is indefinite repairs on armour and tools, but with an XP cost that escalates only up until a certain point, depending on quality of the gear.
People would not be in such a rush to rely on mending if the anvil didn't suck beyond enchanting, this is particularly evident when you factor in the Elytra and its limited repair times with membranes.
Anvils are already costly to replace, as you mentioned chaptmc, half a stack of iron ingots down the drain each time,
why should we have to deal with items becoming impossible or too costly to repair? it's ridiculous.
The anvil should be having the functions mending already does, but for some reason, it does not,
if it wasn't for mending, players would be forced to craft new sets of tools over and over again,
which mean more boring strip mining sessions underground to obtain the same items they had already earned.
In my opinion, the enchantment table is a waste of time. Given the two options I'd rather use trades for all the enchantments I need for my tools for clearing out terrain and building.
I don't know why people value the enchantment table so highly, when the enchantments you get are based on luck of the draw, if you end up with bad ones, you have to use the grindstone and then reroll, it's a pathetic mechanic that for me, is way worse than having to reroll job blocks for Villagers.
At least with setting up trading halls, you only have to lock their trades in once per book, only repeat if some glitch causes a Villager to suffocate in a block or something.
Due to NBTRepairCost Penalty, if you want a Stacked Sword or Pair of Boots with Seven Maxed Enchantments, you have to use the Enchantment Table to initially add Enchantments to said item without increasing it's NBT RepairCost Value (only exception to that is if you found Pre-Enchanted Gear from End Cities, Ruined Portals, Bastions, or Ancient Cities), then add the remaining enchantments via books in a specific order: Most expensive first, least expensive last to make sure you don't exceed 39 on NBT RepairCost. That means you have to put up with luck dependency if you want maxed out Gear as such. Again this shows the issue with the Anvil via NBTRepair Cost Penalty as well as the Enchantment Table itself.
Anvils are already costly to replace, as you mentioned chaptmc, half a stack of iron ingots down the drain each time,
why should we have to deal with items becoming impossible or too costly to repair? it's ridiculous.
The anvil should be having the functions mending already does, but for some reason, it does not,
if it wasn't for mending, players would be forced to craft new sets of tools over and over again,
which mean more boring strip mining sessions underground to obtain the same items they had already earned.
If it weren't for Netherite, if we had the old Enchantment System (You spend 30 Levels per Enchantment, but no Lapis AND Can reset the Enchantment Seed free of charge via removing said item from the Enchantment Table and reapplying it) which would guarantee you the enchant you wanted, and had no Anvil Penalty, Mending wouldn't be considered as much of a necessity.
Villagers can provide Diamond Gear, so that would allow for renewable Diamond Gear to repair pre-existing armor, weapons, and tools. Then with no Anvil Penalty and the Old Enchantment System, you're guaranteed to get the base enchantments you want from the Enchantment Table and upgrade via Enchanted books with no penalty. Mending wouldn't be as used then, since it would be used on rare items like Tridents, Elytras, Turtle Shells as well as Fishing Rods and Shears. This would however raise dependency on Villagers, primarily Armorers, Weaponsmiths, and Tool Smiths, as otherwise as you mentioned back to the mines basically.
If it weren't for Netherite, if we had the old Enchantment System (You spend 30 Levels per Enchantment, but no Lapis AND Can reset the Enchantment Seed free of charge via removing said item from the Enchantment Table and reapplying it) which would guarantee you the enchant you wanted, and had no Anvil Penalty, Mending wouldn't be considered as much of a necessity.
Or better yet, make Mending remove the anvil penalty as I did in my own mod, and how they worked before 1.8 (via renaming an item); I think you should still be limited to how many enchantments you can put on an item and be able to (easily) repair it; for example, I spend 31-33 levels to fully repair a diamond pickaxe with Efficiency V and Unbreaking III, which comes out to 15-17 levels for the actual repair plus 5 levels for Efficiency V, 6 levels for Unbreaking III, 3 levels for 2 enchantments and a penalty of 2 levels (the repair cost varies depending on if the sacrifice is slightly damaged so as to lower the cost and benefit from the 12% / 187 additional durability the anvil gives so the end result is still a full repair). Note that since 1.8 you only need to spend 2 levels plus the penalty to repair any item (i.e. the "enchantment cost" was removed), so simply removing the penalty would make repairing incredibly cheap and overpowered (I made a mod for 1.8 that restored the ability to rename items to keep the penalty down but also completely reverted anvil mischances for this reason).
If you add Fortune III the cost is now 37 levels for a single unit / diamond, or 32-39 levels for a damaged sacrifice (as low as 1 level for one that is nearly broken, which still restores at least 187 durability) since Fortune III adds 12 levels to the cost (it is pretty valuable so it should cost more than Efficiency or Unbreaking) and the cost for the number of enchantments is now 6; the cost per unit is 3 plus the number of enchantments for diamond tools (otherwise just 1 + number). and yes, you need actual diamonds, or heavily damaged items, making it more important to actually do half the name of the game (don't like doing it? Don't use such highly enchanted items for general purpose use, sure, I had no problem using a maxed Fortune pickaxe for all mining while caving at one time; I only stopped using Fortune because it is nonsensical when you mine 3,000+ ores per play session; I've already mined nearly 100,000 ores in a world I started a bit over a month ago; and speaking of ores, if the reduced ore exposure/reduced amounts in general since 1.18 are such an issue they need to revert it; e.g. my "double height terrain" mod doubled the ranges and amounts of all ores to match the increased depth; "triple height", you guessed it, tripled them).
At least with setting up trading halls, you only have to lock their trades in once per book, only repeat if some glitch causes a Villager to suffocate in a block or something.
It is beyond asinine that Mojang still hasn't fixed that glitch, absolutely no excuse, they are so terrible at fixing bugs that no words can describe it.
Meanwhile, I haven't feared it for many years since I fixed it (just a few lines of code, like so many other bugs) using code others posted to the bug tracker:
During the early game, I use the enchanting table to obtain all the basic enchantments on my gear (Efficiency IV on tools, Sharpness IV on swords, Protection III / IV on armor, etc.). Even that was much more difficult than I thought, because I was somehow struggling to get Protection on my gear, despite it being the most "important" armor enchantment. In an attempt to have some level of Protection on all four armor pieces, I spent approximately 50 levels of XP and the same amount of lapis lazuli. Neither is too difficult to replenish, but I agree that it's annoying.
Mid-game is slightly easier. I cure two zombie villagers and start building houses, farms, etc. for them, and then they reproduce. At this point, since I have acquired all the basic enchantments, I now look for Unbreaking and Mending as well as unique enchantments like Fire Aspect and Aqua Affinity. Three other enchantments I like to secure at this time are Infinity, Power IV / V and Flame, the reason being Infinity bows cannot be enchanted with Mending and will eventually become too expensive to repair in the anvil. I suppose this is an attempt to "balance" the game and prevent gear from being overpowered? Well, it can easily be overcome with the power of a few villagers.
This is also a good time to max out enchantments using books. I find that mid-level enchantments like Protection III frequently occur, so I use those on my armor. I occasionally also find the unique enchantments like Fire Aspect and Feather Falling, which will reduce the number of librarians I need and the time and effort I spend on them. So the enchanting table is not always useless later in the game.
During the early game, I use the enchanting table to obtain all the basic enchantments on my gear (Efficiency IV on tools, Sharpness IV on swords, Protection III / IV on armor, etc.). Even that was much more difficult than I thought, because I was somehow struggling to get Protection on my gear, despite it being the most "important" armor enchantment. In an attempt to have some level of Protection on all four armor pieces, I spent approximately 50 levels of XP and the same amount of lapis lazuli. Neither is too difficult to replenish, but I agree that it's annoying.
Seems you got lucky, as since I noted above, it took me 81 Levels and 81 Lapis (27 tries) to get Channeling on a Trident as my most egregious experience with the enchantment table, though there have been other instances with it that were frustrating. One time was trying to get Silk Touch I on a Diamond Pick. The enchantment Table gave me Fortune III 11 times in a row before giving me Silk Touch I, wasting 33 Levels and 33 Lapis just for an instance of Silk Touch I. It's like the enchantment seed was stuck on stupid. At that point, the older system of paying 30 Levels and 0 Lapis while being able to reset the Enchantment Seed for free shines through as a better alternative as you can just reset the enchantment seed until your desired Enchantment shows on the Level 30 Option.
The mutually exclusive enchantments (The Protections, Silk Touch/Fortune, Loyalty/Riptide, Sharpness/Smite/BoA) is where the cracks really show in the Enchantment Table, as it seems you likely experienced. Where you'll get an enchantment like Unbreaking III as your Level 30 Roll on an armor piece and you hope to either get just that; or that and Protection IV. You Click it and you get Fire Protection III and Unbreaking III instead and really shows how the enchantment table can be annoying due to luck dependence.
And people have found means to manipulate the next enchantment seed through performing specific actions to get what they want, like dropping X Blocks of Cobblestone out of their inventory before enchanting again using a calculator, but that's annoying to do, not to mention basically cheating.
Mid-game is slightly easier. I cure two zombie villagers and start building houses, farms, etc. for them, and then they reproduce. At this point, since I have acquired all the basic enchantments, I now look for Unbreaking and Mending as well as unique enchantments like Fire Aspect and Aqua Affinity. Three other enchantments I like to secure at this time are Infinity, Power IV / V and Flame, the reason being Infinity bows cannot be enchanted with Mending and will eventually become too expensive to repair in the anvil. I suppose this is an attempt to "balance" the game and prevent gear from being overpowered? Well, it can easily be overcome with the power of a few villagers.
This is part of the reason why I use a Loyalty III Trident over a Mending I Bow. Less power and slightly slower speed, but basically infinite ammo (As there is no ammo) and a projectile that can travel quickly through the water all while being able to be enchanted with Mending. That and the fact I can't really aim a bow that well. All that power does nothing if I can't hit my Target.
This is also a good time to max out enchantments using books. I find that mid-level enchantments like Protection III frequently occur, so I use those on my armor. I occasionally also find the unique enchantments like Fire Aspect and Feather Falling, which will reduce the number of librarians I need and the time and effort I spend on them. So the enchanting table is not always useless later in the game.
Well, the Enchantment Table also isn't useless late game due to it being able to help keep NBT RepairCost down on items if you are lucky enough to get a good enchantment or two (I don't like to depend on the enchantment table for 3-5 enchantments as it seldomly ever happens) from it, before adding enchantments via books and the anvil to max out your item, again most expensive enchantments first, least expensive last so you don't get 'Too Expensive!' on the anvil. Enchantments from the Enchantment Table do not add to an item's NBT RepairCost value which is one of the few areas where the Enchantment Table is actually good.
Seems you got lucky, as since I noted above, it took me 81 Levels and 81 Lapis (27 tries) to get Channeling on a Trident as my most egregious experience with the enchantment table, though there have been other instances with it that were frustrating. One time was trying to get Silk Touch I on a Diamond Pick. The enchantment Table gave me Fortune III 11 times in a row before giving me Silk Touch I, wasting 33 Levels and 33 Lapis just for an instance of Silk Touch I. It's like the enchantment seed was stuck on stupid. At that point, the older system of paying 30 Levels and 0 Lapis while being able to reset the Enchantment Seed for free shines through as a better alternative as you can just reset the enchantment seed until your desired Enchantment shows on the Level 30 Option.
The mutually exclusive enchantments (The Protections, Silk Touch/Fortune, Loyalty/Riptide, Sharpness/Smite/BoA) is where the cracks really show in the Enchantment Table, as it seems you likely experienced. Where you'll get an enchantment like Unbreaking III as your Level 30 Roll on an armor piece and you hope to either get just that; or that and Protection IV. You Click it and you get Fire Protection III and Unbreaking III instead and really shows how the enchantment table can be annoying due to luck dependence.
And people have found means to manipulate the next enchantment seed through performing specific actions to get what they want, like dropping X Blocks of Cobblestone out of their inventory before enchanting again using a calculator, but that's annoying to do, not to mention basically cheating.
This is part of the reason why I use a Loyalty III Trident over a Mending I Bow. Less power and slightly slower speed, but basically infinite ammo (As there is no ammo) and a projectile that can travel quickly through the water all while being able to be enchanted with Mending. That and the fact I can't really aim a bow that well. All that power does nothing if I can't hit my Target.
Well, the Enchantment Table also isn't useless late game due to it being able to help keep NBT RepairCost down on items if you are lucky enough to get a good enchantment or two (I don't like to depend on the enchantment table for 3-5 enchantments as it seldomly ever happens) from it, before adding enchantments via books and the anvil to max out your item, again most expensive enchantments first, least expensive last so you don't get 'Too Expensive!' on the anvil. Enchantments from the Enchantment Table do not add to an item's NBT RepairCost value which is one of the few areas where the Enchantment Table is actually good.
That is where the benefits of the Enchantment table stop, though, and while it is true it helps keep costs of enchanting down, the reality is you can max out many tools without this help, effectively negating the benefits of the enchanting table over other enchantment sources.
I will admit a rebalance of Villager trades is a way to increase utility of the Enchantment Table, but Mojang handled it in the worst possible way.
Players should never be punished for providing their Villagers safety from hostile mobs or taking advantage of trades to farm materials manually using items they worked for such as crop items, which is what biome dependency does, as you have to visit a fresh unprotected Village for each trade item you wish to unlock, increasing the odds of something going wrong.
If they wanted to remove imprisonment of Villagers in cubicles, what should've been in place of it is a secure village or town, which players build for their Villager allies. Villagers could be assigned a job based on the materials you provide for their homes, whether or not there is a crop local to them, whether or not you place a Sheep pen next to their house etc.
High level enchantments could be made master level exclusive trades, so players are required to put more work into leveling up their Villagers, before they can farm the enchantment books they need for their equipment. The enchantment table would still have more utility with this change I have proposed than it does in the older versions, as until you get to the point of reaching master level, you won't get the best enchantments from Villagers. A world option could be implemented so if players felt up to the challenge, mending could be a treasure chest exclusive book found only in Dungeons and End City chests. There are lots of ways to improve the game for people, without griefing player worlds for the sake of making the game harder.
Yup, lol XD, I enjoy the humor XD. That image is from the Xbox 360 Old Spice Parrot Theme Pack. I wish I could get the Wallpaper that came with it, but I dunno how to get that XD. This pack was made by Old Spice for the Xbox 360 when Terry Crews was doing the 'Old Spice makes you smell like Power!' commercials XD.
I have no familiarity with any of that which probably explains why I don't know where it's from. I just like the bird.
I get what you're saying and it's why I have held onto many Console Legacy Xbox 360 Templates, as some of those older 864 X 864 worlds are real gems with what they offer. This way if I want to revisit older Minecraft, in a way I can. Title Update 9 gargamel is quite a treat, lots of memories with friends on this map. Title Update 14 murrpurrmaid has five Mushroom Islands within an 864 X 864 Blockspace, which is crazy. Title Update 73 2020 has four Woodland Mansions within an 864 X 864 Blockspace, which is just hilarious. They're just fun examples. I also have the world templates to my first two Console Legacy Xbox 360 Worlds so if I ever want to do anything with them from scratch, I can as well.
Supposedly there's an effort to try and recreate the early console experience on Java.
As a disclaimer, I am neither familiar with the old console versions, nor how faithful the recreation effort is, but in case you're unaware of it and in case it's good, it's a thing.
I have no familiarity with any of that which probably explains why I don't know where it's from. I just like the bird.
I have that happen sometimes, but I didn't quote you there so that may be why.
Supposedly there's an effort to try and recreate the early console experience on Java.
As a disclaimer, I am neither familiar with the old console versions, nor how faithful the recreation effort is, but in case you're unaware of it and in case it's good, it's a thing.
That would be nice actually, I am in favour of a revamped custom worlds option, and one feature I'd like for this to have is Xbox 360 and PS3 Edition worlds including their own world generation which they had at the time 4J Studios worked on those versions.
World templates would be another nice addition to add to the game, which could possibly be used to replace world seeds in later vanilla versions of the game. The problem with seeds is they're easily abusable by players who use them to seek out structures and free loot.
While some people may use seeds merely to have their preferred biomes closer to world spawn, which I think was their intention, the problem is people use world seeds for revealing the location of things they shouldn't by skipping the rules of survival with cheats on, leaked world seeds as chaptmc has mentioned has caused considerable problems for people's worlds.
Seeds are usually hidden and known only by an admin of a server or owner of a world, but players on those worlds can request seed number which can then be used for cheating. Replacing seeds with world templates which only affect biomes, with randomized locations of structures is a better way to design world generation I think, but since Mojang don't seem to be bringing back custom worlds anytime soon, I don't see this happening.
For clarity, this "recreation effort" is being done by the community (so, likely via mods, data packs, texture packs, etc.) rather than something Mojang is doing as world options.
Isn't this relegated to experimental-feature purgatory now? I doubt it will ever become a thing, considering bundles haven't, considering there are fully functional unused mobs from years ago still unused.
Part of the reason why people rely on Villagers so heavily for Enchanted Books for guaranteed enchantments is due to how luck dependent the Enchantment Table is with it's Enchantment Seed RNG. Older versions allowed you to reset the Enchantment seed free of charge by removing and reapplying the item to the enchantment table, at the cost of using 30 Levels once you found an enchantment you were happy with. I didn't mind paying 30 Levels this way if it guaranteed me getting the specific enchantment I wanted, sometimes with a bonus or two.
Now, you have to keep a book with you as well as the item you want to enchant, so if you get a bad roll on the item, but a good roll on a book, you get a Good Enchanted Book. Otherwise, you have to choose the first tier enchant to reset the enchantment seed, wasting 1 Lapis Lazuli and 1 Level, use the grindstone to remove the enchantment, then try again. And it can get stupid. You remember me doing 27 Level 30 Rolls on a Trident just to get Channeling, Channeling. 81 Levels and 81 Lapis wasted just to get a single enchantment due to luck dependency. It's basically an Illusion of Choice.
Between this and the NBTRepairCost Penalty on Anvils and the fact Anvils break after so many uses (Wasting about half a stack of Iron), these matters push players to use Librarians for Enchanted Books, especially for Mending due to this (As they likely put alot of time into enchanting their item and they don't want it to break due to that). Instead of Nerfing/Rebalancing Enchanted Book Trades, why don't they work on fixing the Enchantment Table and/or the Anvil? So there is a route they can fix here as well.
In my opinion, the enchantment table is a waste of time. Given the two options I'd rather use trades for all the enchantments I need for my tools for clearing out terrain and building.
I don't know why people value the enchantment table so highly, when the enchantments you get are based on luck of the draw, if you end up with bad ones, you have to use the grindstone and then reroll, it's a pathetic mechanic that for me, is way worse than having to reroll job blocks for Villagers.
At least with setting up trading halls, you only have to lock their trades in once per book, only repeat if some glitch causes a Villager to suffocate in a block or something.
I also agree with the suggestion on fixing the anvil, if we are to deal with the prospect of that thing breaking after a set number of uses each time, it's not unreasonable to ask Mojang to make the thing more useful, one change I'd like it to have is indefinite repairs on armour and tools, but with an XP cost that escalates only up until a certain point, depending on quality of the gear.
People would not be in such a rush to rely on mending if the anvil didn't suck beyond enchanting, this is particularly evident when you factor in the Elytra and its limited repair times with membranes.
Anvils are already costly to replace, as you mentioned chaptmc, half a stack of iron ingots down the drain each time,
why should we have to deal with items becoming impossible or too costly to repair? it's ridiculous.
The anvil should be having the functions mending already does, but for some reason, it does not,
if it wasn't for mending, players would be forced to craft new sets of tools over and over again,
which mean more boring strip mining sessions underground to obtain the same items they had already earned.
Due to NBTRepairCost Penalty, if you want a Stacked Sword or Pair of Boots with Seven Maxed Enchantments, you have to use the Enchantment Table to initially add Enchantments to said item without increasing it's NBT RepairCost Value (only exception to that is if you found Pre-Enchanted Gear from End Cities, Ruined Portals, Bastions, or Ancient Cities), then add the remaining enchantments via books in a specific order: Most expensive first, least expensive last to make sure you don't exceed 39 on NBT RepairCost. That means you have to put up with luck dependency if you want maxed out Gear as such. Again this shows the issue with the Anvil via NBTRepair Cost Penalty as well as the Enchantment Table itself.
If it weren't for Netherite, if we had the old Enchantment System (You spend 30 Levels per Enchantment, but no Lapis AND Can reset the Enchantment Seed free of charge via removing said item from the Enchantment Table and reapplying it) which would guarantee you the enchant you wanted, and had no Anvil Penalty, Mending wouldn't be considered as much of a necessity.
Villagers can provide Diamond Gear, so that would allow for renewable Diamond Gear to repair pre-existing armor, weapons, and tools. Then with no Anvil Penalty and the Old Enchantment System, you're guaranteed to get the base enchantments you want from the Enchantment Table and upgrade via Enchanted books with no penalty. Mending wouldn't be as used then, since it would be used on rare items like Tridents, Elytras, Turtle Shells as well as Fishing Rods and Shears. This would however raise dependency on Villagers, primarily Armorers, Weaponsmiths, and Tool Smiths, as otherwise as you mentioned back to the mines basically.
Or better yet, make Mending remove the anvil penalty as I did in my own mod, and how they worked before 1.8 (via renaming an item); I think you should still be limited to how many enchantments you can put on an item and be able to (easily) repair it; for example, I spend 31-33 levels to fully repair a diamond pickaxe with Efficiency V and Unbreaking III, which comes out to 15-17 levels for the actual repair plus 5 levels for Efficiency V, 6 levels for Unbreaking III, 3 levels for 2 enchantments and a penalty of 2 levels (the repair cost varies depending on if the sacrifice is slightly damaged so as to lower the cost and benefit from the 12% / 187 additional durability the anvil gives so the end result is still a full repair). Note that since 1.8 you only need to spend 2 levels plus the penalty to repair any item (i.e. the "enchantment cost" was removed), so simply removing the penalty would make repairing incredibly cheap and overpowered (I made a mod for 1.8 that restored the ability to rename items to keep the penalty down but also completely reverted anvil mischances for this reason).
If you add Fortune III the cost is now 37 levels for a single unit / diamond, or 32-39 levels for a damaged sacrifice (as low as 1 level for one that is nearly broken, which still restores at least 187 durability) since Fortune III adds 12 levels to the cost (it is pretty valuable so it should cost more than Efficiency or Unbreaking) and the cost for the number of enchantments is now 6; the cost per unit is 3 plus the number of enchantments for diamond tools (otherwise just 1 + number). and yes, you need actual diamonds, or heavily damaged items, making it more important to actually do half the name of the game (don't like doing it? Don't use such highly enchanted items for general purpose use, sure, I had no problem using a maxed Fortune pickaxe for all mining while caving at one time; I only stopped using Fortune because it is nonsensical when you mine 3,000+ ores per play session; I've already mined nearly 100,000 ores in a world I started a bit over a month ago; and speaking of ores, if the reduced ore exposure/reduced amounts in general since 1.18 are such an issue they need to revert it; e.g. my "double height terrain" mod doubled the ranges and amounts of all ores to match the increased depth; "triple height", you guessed it, tripled them).
It is beyond asinine that Mojang still hasn't fixed that glitch, absolutely no excuse, they are so terrible at fixing bugs that no words can describe it.
MC-2025 Mobs going out of fenced areas/suffocate in blocks when loading chunks
Created: 03/Nov/12 2:05 AM
Resolution: Unresolved
Meanwhile, I haven't feared it for many years since I fixed it (just a few lines of code, like so many other bugs) using code others posted to the bug tracker:
https://bugs.mojang.com/browse/MC-2025?focusedId=408089&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-408089
(note that this was posted nearly 7 years ago, looking back at my own code I first fixed it a few months later)
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?
During the early game, I use the enchanting table to obtain all the basic enchantments on my gear (Efficiency IV on tools, Sharpness IV on swords, Protection III / IV on armor, etc.). Even that was much more difficult than I thought, because I was somehow struggling to get Protection on my gear, despite it being the most "important" armor enchantment. In an attempt to have some level of Protection on all four armor pieces, I spent approximately 50 levels of XP and the same amount of lapis lazuli. Neither is too difficult to replenish, but I agree that it's annoying.
Mid-game is slightly easier. I cure two zombie villagers and start building houses, farms, etc. for them, and then they reproduce. At this point, since I have acquired all the basic enchantments, I now look for Unbreaking and Mending as well as unique enchantments like Fire Aspect and Aqua Affinity. Three other enchantments I like to secure at this time are Infinity, Power IV / V and Flame, the reason being Infinity bows cannot be enchanted with Mending and will eventually become too expensive to repair in the anvil. I suppose this is an attempt to "balance" the game and prevent gear from being overpowered? Well, it can easily be overcome with the power of a few villagers.
This is also a good time to max out enchantments using books. I find that mid-level enchantments like Protection III frequently occur, so I use those on my armor. I occasionally also find the unique enchantments like Fire Aspect and Feather Falling, which will reduce the number of librarians I need and the time and effort I spend on them. So the enchanting table is not always useless later in the game.
Seems you got lucky, as since I noted above, it took me 81 Levels and 81 Lapis (27 tries) to get Channeling on a Trident as my most egregious experience with the enchantment table, though there have been other instances with it that were frustrating. One time was trying to get Silk Touch I on a Diamond Pick. The enchantment Table gave me Fortune III 11 times in a row before giving me Silk Touch I, wasting 33 Levels and 33 Lapis just for an instance of Silk Touch I. It's like the enchantment seed was stuck on stupid. At that point, the older system of paying 30 Levels and 0 Lapis while being able to reset the Enchantment Seed for free shines through as a better alternative as you can just reset the enchantment seed until your desired Enchantment shows on the Level 30 Option.
The mutually exclusive enchantments (The Protections, Silk Touch/Fortune, Loyalty/Riptide, Sharpness/Smite/BoA) is where the cracks really show in the Enchantment Table, as it seems you likely experienced. Where you'll get an enchantment like Unbreaking III as your Level 30 Roll on an armor piece and you hope to either get just that; or that and Protection IV. You Click it and you get Fire Protection III and Unbreaking III instead and really shows how the enchantment table can be annoying due to luck dependence.
And people have found means to manipulate the next enchantment seed through performing specific actions to get what they want, like dropping X Blocks of Cobblestone out of their inventory before enchanting again using a calculator, but that's annoying to do, not to mention basically cheating.
This is part of the reason why I use a Loyalty III Trident over a Mending I Bow. Less power and slightly slower speed, but basically infinite ammo (As there is no ammo) and a projectile that can travel quickly through the water all while being able to be enchanted with Mending. That and the fact I can't really aim a bow that well. All that power does nothing if I can't hit my Target.
Well, the Enchantment Table also isn't useless late game due to it being able to help keep NBT RepairCost down on items if you are lucky enough to get a good enchantment or two (I don't like to depend on the enchantment table for 3-5 enchantments as it seldomly ever happens) from it, before adding enchantments via books and the anvil to max out your item, again most expensive enchantments first, least expensive last so you don't get 'Too Expensive!' on the anvil. Enchantments from the Enchantment Table do not add to an item's NBT RepairCost value which is one of the few areas where the Enchantment Table is actually good.
That is where the benefits of the Enchantment table stop, though, and while it is true it helps keep costs of enchanting down, the reality is you can max out many tools without this help, effectively negating the benefits of the enchanting table over other enchantment sources.
I will admit a rebalance of Villager trades is a way to increase utility of the Enchantment Table, but Mojang handled it in the worst possible way.
Players should never be punished for providing their Villagers safety from hostile mobs or taking advantage of trades to farm materials manually using items they worked for such as crop items, which is what biome dependency does, as you have to visit a fresh unprotected Village for each trade item you wish to unlock, increasing the odds of something going wrong.
If they wanted to remove imprisonment of Villagers in cubicles, what should've been in place of it is a secure village or town, which players build for their Villager allies. Villagers could be assigned a job based on the materials you provide for their homes, whether or not there is a crop local to them, whether or not you place a Sheep pen next to their house etc.
High level enchantments could be made master level exclusive trades, so players are required to put more work into leveling up their Villagers, before they can farm the enchantment books they need for their equipment. The enchantment table would still have more utility with this change I have proposed than it does in the older versions, as until you get to the point of reaching master level, you won't get the best enchantments from Villagers. A world option could be implemented so if players felt up to the challenge, mending could be a treasure chest exclusive book found only in Dungeons and End City chests. There are lots of ways to improve the game for people, without griefing player worlds for the sake of making the game harder.
I have no familiarity with any of that which probably explains why I don't know where it's from. I just like the bird.
I have that happen sometimes, but I didn't quote you there so that may be why.
Supposedly there's an effort to try and recreate the early console experience on Java.
As a disclaimer, I am neither familiar with the old console versions, nor how faithful the recreation effort is, but in case you're unaware of it and in case it's good, it's a thing.
That would be nice actually, I am in favour of a revamped custom worlds option, and one feature I'd like for this to have is Xbox 360 and PS3 Edition worlds including their own world generation which they had at the time 4J Studios worked on those versions.
World templates would be another nice addition to add to the game, which could possibly be used to replace world seeds in later vanilla versions of the game. The problem with seeds is they're easily abusable by players who use them to seek out structures and free loot.
While some people may use seeds merely to have their preferred biomes closer to world spawn, which I think was their intention, the problem is people use world seeds for revealing the location of things they shouldn't by skipping the rules of survival with cheats on, leaked world seeds as chaptmc has mentioned has caused considerable problems for people's worlds.
Seeds are usually hidden and known only by an admin of a server or owner of a world, but players on those worlds can request seed number which can then be used for cheating. Replacing seeds with world templates which only affect biomes, with randomized locations of structures is a better way to design world generation I think, but since Mojang don't seem to be bringing back custom worlds anytime soon, I don't see this happening.
For clarity, this "recreation effort" is being done by the community (so, likely via mods, data packs, texture packs, etc.) rather than something Mojang is doing as world options.
Isn't this relegated to experimental-feature purgatory now? I doubt it will ever become a thing, considering bundles haven't, considering there are fully functional unused mobs from years ago still unused.