When the durability of a tool, weapon, or armor piece which has this new enchantment goes to zero, instead of the item disappearing, the broken item has a chance to become whatever "repair material" would normally be used to repair a tool/whatever of that material on an anvil.
So if you break a wooden pickaxe with this enchantment, it has a chance to become a random plank, if you break a stone pickaxe with this enchantment, it has a chance to become cobblestone, blackstone, or cobbled deepslate, when you break a chainmail chestplate with this enchantment, it has a chance to become an iron ingot, etc..
The Dust to Dust Enchantment can be put onto any item which has a repair material, and higher levels of the enchantment yield a greater chance of you getting back a "repair material" item when the enchanted item breaks.
This is absolutely intended to be a (painfully slow) way to get renewable deepslate and renewable diamonds.
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With the world as large as it is, renewable deepslate seems wildly unneeded. Something like 75 layers of deepslate for millions of blocks in area (a number I've seen thrown around was something like 32 million by 32 million area of blocks per world). The other issue is that while Cobblestone, Deepslate, and Blackstone can all be used to make Stone Tools, making it random at what you'd get back when the tool broke seems pointless.
I also don't think Diamonds will ever be renewable considering all the methods available to obtain Diamond Armor and tools. The easiest of which involves villagers. End cities also containing gear with Mending, makes this enchantment basically useless.
This would also making Netherite not as valuable since if a piece of Netherite gear broke, you'd likely get the ingot back with what your logic seems to imply.
However, I have thought that Iron and Gold gear needs better returns when smelted down. 1 nugget per smelt on Chestplates seems underwhelming. So instead of a new enchantment that seems outclassed by existing mechanics, they should improve upon existing mechanics.
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
When the durability of a tool, weapon, or armor piece which has this new enchantment goes to zero, instead of the item disappearing, the broken item has a chance to become whatever "repair material" would normally be used to repair a tool/whatever of that material on an anvil.
So if you break a wooden pickaxe with this enchantment, it has a chance to become a random plank, if you break a stone pickaxe with this enchantment, it has a chance to become cobblestone, blackstone, or cobbled deepslate, when you break a chainmail chestplate with this enchantment, it has a chance to become an iron ingot, etc..
The Dust to Dust Enchantment can be put onto any item which has a repair material, and higher levels of the enchantment yield a greater chance of you getting back a "repair material" item when the enchanted item breaks.
This is absolutely intended to be a (painfully slow) way to get renewable deepslate and renewable diamonds.
With the world as large as it is, renewable deepslate seems wildly unneeded. Something like 75 layers of deepslate for millions of blocks in area (a number I've seen thrown around was something like 32 million by 32 million area of blocks per world). The other issue is that while Cobblestone, Deepslate, and Blackstone can all be used to make Stone Tools, making it random at what you'd get back when the tool broke seems pointless.
I also don't think Diamonds will ever be renewable considering all the methods available to obtain Diamond Armor and tools. The easiest of which involves villagers. End cities also containing gear with Mending, makes this enchantment basically useless.
This would also making Netherite not as valuable since if a piece of Netherite gear broke, you'd likely get the ingot back with what your logic seems to imply.
However, I have thought that Iron and Gold gear needs better returns when smelted down. 1 nugget per smelt on Chestplates seems underwhelming. So instead of a new enchantment that seems outclassed by existing mechanics, they should improve upon existing mechanics.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.