One tip I've been using (can't remember who said it, it might have been Etho, but it wasn't original to me anyway) is to use descriptive names for the different enchants for your pick-axe.
For example, I have a silk-touch pick-axe and a fortune III one. They each have different uses but they look the same in your hotbar. If you name them with something that describes the enchant, you can scroll over it in your hotbar and it shows you the name so you don't accidentally use your "efficiency only" pick on a diamond ore block instead of your fortune III...
I'm a CCR fan so my fortune pick is called "Fortunate One" (play on fortunate son).
Silk touch is just "sliky smooth". not very cool, but I always know which one is active.
This is way off subject, but how did you get your MC world onto a map? Like as your profile pic. Just wondering.
-Dirt Digger, a shovel.
-Hack 'n Slasher, a diamond sword.
-Dwarven Pick, a pick(obviously).
-Gold Grabber, another pick.
-Timberland Boots, diamond boots.
-Diamond Chainsaw, a diamond ax.
-Poop Scoop, a shovel.
I read somewhere (in the wiki I think) that naming tools and weapons is good because it allows you to repair it one more time than it would if you didn't name it. It also recommends (I think) that you name it before you start applying enchantments to it because it costs much more to name it later.
I read somewhere (in the wiki I think) that naming tools and weapons is good because it allows you to repair it one more time than it would if you didn't name it. It also recommends (I think) that you name it before you start applying enchantments to it because it costs much more to name it later.
Can anyone verify this?
That is true; the "prior work penalty" is permanently set to 2 (plus a base cost and cost for repairing) regardless of what you do if you rename an item. Also, renaming before enchanting only reduces the cost to rename, and if it is too expensive to rename you can't repair it anyway (no tool straight from the table is too expensive anyway, only if you use an anvil to make, say, a Sharpness V, Looting III, Fire Aspect II, Knockback II, Unbreaking III sword).
For an example, I've repaired the same diamond pickaxe (Efficiency V, Fortune III, Unbreaking III) over 100 times so far (over 180,000 blocks mined) in my current world and it has cost 37 levels every time; note that in this case it can only be repaired with one diamond at a time, which restores 25% durability; you can also repair items by combining, which can restore 100% durability, but enchanted diamond tools are often too expensive to repair this way; for example, my Sharpness V, Knockback II, Unbreaking III sword costs 35 levels to repair using two diamonds, but would cost 40 levels by combining, making it too expensive.
That said, if you add Unbreaking III it generally (except for armor) makes it cheaper to repair in the long run; an Efficiency V, Fortune III pickaxe costs 39 levels to repair by combining, which may sound better but due to Unbreaking III quadrupling the uses one diamond effectively restores the same amount for 2 fewer levels (which is a bigger difference than it seems due to how leveling up works), plus to get the most out of combining you have to wear out the tool being repaired to 0 durability (I repair my tools when the after-repair durability is less than 100%, thus no waste from over-repairing).
Note that as mentioned armor doesn't benefit much from Unbreaking and you'll just make it more expensive to repair in terms of XP, while saving less than a third of the materials; repairing with units actually saves more materials (only 4 to fully repair a chestplate, which requires 8 to make a new one), if at the cost of more XP.
Also, the page you are referring to is the Wiki's Anvil Mechanics page, which is a very good read if you want to make the best and/or most repair efficient items.
(sadly, all of this is going to be totally obsolete in 1.8, which totally kills repairing in favor of making it much easier to enchant when it should be the other way around)
[...]
(sadly, all of this is going to be totally obsolete in 1.8, which totally kills repairing in favor of making it much easier to enchant when it should be the other way around)
I get attached to my tools too, but I can see the logic of keeping you involved by forcing you to get new enchants.
Sword: Claimoh Solasis (Irish for 'The Sword of Light'), Dragonbane, Skyfury, Hope
Bow: Ender, an old rock (Herobrine was shot by Steve using an old rock), Inferno, Void
Pickaxe: Steve's Trusty Pickaxe, Notched Pickaxe, Trusty ol' Pickaxe, Legendary Pickaxe of Steve
Axe: Steve's Trusty Axe, Treefeller, Legendary Axe of Steve
Shovel: Gaeabreaker, Steve's Trusty Picakxe, Legendary Pickaxe of Steve
Helmet: Legendary Aetheric Helmet of Steve
Chestplate: Legendary Aetheric Chestplate of Steve
Leggings: Legendary Aetheric Leggings of Steve
Boots: Legendary Aetheric Boots of Steve
I get attached to my tools too, but I can see the logic of keeping you involved by forcing you to get new enchants.
For me though I see it as hugely gamebreaking (then again, I don't see any real reason to play in 1.8 over 1.6.4; never mind how they nerfed the underground in 1.7, but that is easy to fix, as is the biome placement); particularly as the repair cost actually increases exponentially (1, 2, 4, 8, 16, 32, "too expensive"), severely limiting the number of repairs; since I repair my pickaxe about 6 times per caving session that means I'd be forced to return because it wore out (note that combining counts as well, and even books accumulate a "prior work penalty" making it all but useless to, for example, make Protection IV armor by combining level 1 enchanted books; at least you can game the system by enchanting useless items until you get what you want but that's sort of cheating and may be patched).
Of course, if they implemented a change that makes me want to play some later version I could revert to the old repair/XP system (I can see from the current code how it calculates costs based on enchantments; which also makes a lot more sense than the 1.8 scheme, where the cost is only dependent on the number of repairs, allowing you to repair even insanely OP items at least 1-2 times).
Sword: Undead Undoer (Smite V, Looting III, Unbreaking III, Knockback I)
Razer Sword (Sharpness V, Looting III, Unbreaking III, Knockback II)
Unobtainium Bow (Power V, Unbreaking III, Punch II, Flame I, Infinity I) - the most powerful, no-cheat bow!
Other bow names: Bow-Job, HoBow, Gandiva (Hindu mythology, look it up) - I particularly like Gandiva (seriously, look it up).
Axe: The Axe Effect (Efficiency IV, Unbreaking III)
Fishing Rods: Master Baiter, Hot Rod (Lure III, Luck of the Sea III, Unbreaking III)
Other tools I usually just name for their function (Fortune, Silk Touch, etc.)
Armor names:
Helmets: Diver's Helmet, SCUBA Helmet (Respiration III, Aqua Affinity I)
Helmet: Bomb Squad Helmet (Blast Protection)
Leggings: Diamond Dockers
Boots: Diamond Toe Boots
I now have a full set of Protection IV, Unbreaking III Diamond armor that I named Sapphire armor.
Sapphire Helmet (Protection IV, Unbreaking III, Respiration III, Aqua Affinity I) - not reparable
Sapphire Chestplate: (Protection IV, Unbreaking III, Thorns II) - 38 levels for 1 diamond fix
Sapphire Leggings: (Protection IV, Unbreaking III) - reparable
Sapphire Boots (Protection IV, Unbreaking III, Feather Falling IV) - 30 levels = 1 diamond fix, 34=2, 38=3
The next time I make enchanted armor I'll skip Unbreaking. It adds minimal durability (much less than with tools) and makes it more expensive to repair. Better to save Unbreaking books for tools.
Minecraft Overviewer....
http://overviewer.org/
lapis miner
I name the tools after their most useless function, like swords allowing creepers to blow up or picks mining useless ores
Blue Thunder
Minecraft PC Edition group!
Come join us, We all play as a community on servers and have fun!
https://www.facebook.com/groups/1451420068484115/
Just send me a message and I will invite you!
Um, why did you do that? I believe it is against the rules to edit a post you quoted, other than to remove non-relevant parts.
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?
-Dirt Digger, a shovel.
-Hack 'n Slasher, a diamond sword.
-Dwarven Pick, a pick(obviously).
-Gold Grabber, another pick.
-Timberland Boots, diamond boots.
-Diamond Chainsaw, a diamond ax.
-Poop Scoop, a shovel.
"Jack Frost" for silk touch picks. (Mainly because I only use them for ice.)
"Paddy" for my chestplate. (Like football pads.)
"Roshe Runs" for boots (Die-hard nike fan.)
"Mockery" Diamond Hoe
"Multiply" Fortune III Pick
"Stone-Head" Eff. IV/V Unbreaking III Picks.
Can't miss "Betty" for Diamond Axe (Credit to BajanCanadian/ASF Jerome for this)
I liked a lot of the names you guys came up with. I might use a lot of them. Depends on how many diamonds I can get.
You have some really awesome names for your tools!
Diamond Pickaxe w/ Fortune 100, Efficiency 10, Unbreaking 10000= The Pickaxe of Herobrine (lol)
Diamond Axe w/ Sharpness 15, Efficiency 10, Silk Touch 10 (xD), Unbreaking 10000= The Axe of Notch
Diamond Hoe w/ Sharpness 20, Fire Aspect 20, Unbreaking 10000= The Scythe of Harken
I use syntax on my own multiplayer server to get these xD
Constantly evolving, reaching further heights.
Can anyone verify this?
That is true; the "prior work penalty" is permanently set to 2 (plus a base cost and cost for repairing) regardless of what you do if you rename an item. Also, renaming before enchanting only reduces the cost to rename, and if it is too expensive to rename you can't repair it anyway (no tool straight from the table is too expensive anyway, only if you use an anvil to make, say, a Sharpness V, Looting III, Fire Aspect II, Knockback II, Unbreaking III sword).
For an example, I've repaired the same diamond pickaxe (Efficiency V, Fortune III, Unbreaking III) over 100 times so far (over 180,000 blocks mined) in my current world and it has cost 37 levels every time; note that in this case it can only be repaired with one diamond at a time, which restores 25% durability; you can also repair items by combining, which can restore 100% durability, but enchanted diamond tools are often too expensive to repair this way; for example, my Sharpness V, Knockback II, Unbreaking III sword costs 35 levels to repair using two diamonds, but would cost 40 levels by combining, making it too expensive.
That said, if you add Unbreaking III it generally (except for armor) makes it cheaper to repair in the long run; an Efficiency V, Fortune III pickaxe costs 39 levels to repair by combining, which may sound better but due to Unbreaking III quadrupling the uses one diamond effectively restores the same amount for 2 fewer levels (which is a bigger difference than it seems due to how leveling up works), plus to get the most out of combining you have to wear out the tool being repaired to 0 durability (I repair my tools when the after-repair durability is less than 100%, thus no waste from over-repairing).
Note that as mentioned armor doesn't benefit much from Unbreaking and you'll just make it more expensive to repair in terms of XP, while saving less than a third of the materials; repairing with units actually saves more materials (only 4 to fully repair a chestplate, which requires 8 to make a new one), if at the cost of more XP.
Also, the page you are referring to is the Wiki's Anvil Mechanics page, which is a very good read if you want to make the best and/or most repair efficient items.
(sadly, all of this is going to be totally obsolete in 1.8, which totally kills repairing in favor of making it much easier to enchant when it should be the other way around)
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?
I get attached to my tools too, but I can see the logic of keeping you involved by forcing you to get new enchants.
Sword: Claimoh Solasis (Irish for 'The Sword of Light'), Dragonbane, Skyfury, Hope
Bow: Ender, an old rock (Herobrine was shot by Steve using an old rock), Inferno, Void
Pickaxe: Steve's Trusty Pickaxe, Notched Pickaxe, Trusty ol' Pickaxe, Legendary Pickaxe of Steve
Axe: Steve's Trusty Axe, Treefeller, Legendary Axe of Steve
Shovel: Gaeabreaker, Steve's Trusty Picakxe, Legendary Pickaxe of Steve
Helmet: Legendary Aetheric Helmet of Steve
Chestplate: Legendary Aetheric Chestplate of Steve
Leggings: Legendary Aetheric Leggings of Steve
Boots: Legendary Aetheric Boots of Steve
PROUD USER OF THE STEVE SKIN
For me though I see it as hugely gamebreaking (then again, I don't see any real reason to play in 1.8 over 1.6.4; never mind how they nerfed the underground in 1.7, but that is easy to fix, as is the biome placement); particularly as the repair cost actually increases exponentially (1, 2, 4, 8, 16, 32, "too expensive"), severely limiting the number of repairs; since I repair my pickaxe about 6 times per caving session that means I'd be forced to return because it wore out (note that combining counts as well, and even books accumulate a "prior work penalty" making it all but useless to, for example, make Protection IV armor by combining level 1 enchanted books; at least you can game the system by enchanting useless items until you get what you want but that's sort of cheating and may be patched).
Of course, if they implemented a change that makes me want to play some later version I could revert to the old repair/XP system (I can see from the current code how it calculates costs based on enchantments; which also makes a lot more sense than the 1.8 scheme, where the cost is only dependent on the number of repairs, allowing you to repair even insanely OP items at least 1-2 times).
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?
That is good
Razer Sword (Sharpness V, Looting III, Unbreaking III, Knockback II)
Unobtainium Bow (Power V, Unbreaking III, Punch II, Flame I, Infinity I) - the most powerful, no-cheat bow!
Other bow names: Bow-Job, HoBow, Gandiva (Hindu mythology, look it up) - I particularly like Gandiva (seriously, look it up).
Axe: The Axe Effect (Efficiency IV, Unbreaking III)
Fishing Rods: Master Baiter, Hot Rod (Lure III, Luck of the Sea III, Unbreaking III)
Other tools I usually just name for their function (Fortune, Silk Touch, etc.)
Armor names:
Helmets: Diver's Helmet, SCUBA Helmet (Respiration III, Aqua Affinity I)
Helmet: Bomb Squad Helmet (Blast Protection)
Leggings: Diamond Dockers
Boots: Diamond Toe Boots
I now have a full set of Protection IV, Unbreaking III Diamond armor that I named Sapphire armor.
Sapphire Helmet (Protection IV, Unbreaking III, Respiration III, Aqua Affinity I) - not reparable
Sapphire Chestplate: (Protection IV, Unbreaking III, Thorns II) - 38 levels for 1 diamond fix
Sapphire Leggings: (Protection IV, Unbreaking III) - reparable
Sapphire Boots (Protection IV, Unbreaking III, Feather Falling IV) - 30 levels = 1 diamond fix, 34=2, 38=3
The next time I make enchanted armor I'll skip Unbreaking. It adds minimal durability (much less than with tools) and makes it more expensive to repair. Better to save Unbreaking books for tools.
Yeah, have a good one.
Titan is a cool name!