Due to the nether update which is 3 years after the time of the original post, gold armour now has a purpose of keeping the Piglin from becoming hostile.
But without mending I wouldn't even bother with gold armour myself, armour that breaks easily and has a limited number of repairs on an anvil isn't what I call useful. The only thing I would call the anvil useful for is combining enchantments, but as far as repairing items is concerned, gold or otherwise, it sucks and hasn't been a good addition to the game since its inception. Numerous people calling mending OP, but not thinking about the consequences if mending were to be removed from the game and the inherent waste of resources.
The only thing I would call the anvil useful for is combining enchantments, but as far as repairing items is concerned, gold or otherwise, it sucks and hasn't been a good addition to the game since its inception. Numerous people calling mending OP, but not thinking about the consequences if mending were to be removed from the game and the inherent waste of resources.
Anvils were certainly not useless for repairing items before they heavily nerfed them in 1.8 - while Mending doesn't exist in 1.6.4 all I have to do is rename my gear and I can repair it forever - I've literally used the same pickaxes to mine millions of blocks:
Note that I did not actually craft 528 pickaxes (including enchanting); most of them were used to repair a single pickaxe:
This was from a modded world with my own version of Mending which works exactly the same as renaming in vanilla 1.6.4; I only crafted a single amethyst pickaxe (which needs to be repaired with units so I never made any sacrifice items), same for most other amethyst items aside from shovels (I believe I made two, both unenchanted and crafted them together into a third item):
If the item has been renamed at any point, the penalty is always 2 levels, regardless of further alterations. For an un-renamed item, the prior-work penalty is 2 levels for each repair or combination an item has been through, not including this one.
Note that the penalty also increases by only 2 levels per use, instead of doubling as it does since 1.8, so you can repair an item up to 20 times instead of only 6 (if it didn't have any enchantments as you always have to pay the cost of every enchantment, and the repair cost itself is based on the durability restored, so gold items cost only 1 level, iron items up to 2, diamond armor up to 5, and diamond tools up to 17. Since 1.8 you only have to pay for enchantment costs when adding/combining enchantments and the repair cost is always 2 levels for a sacrifice and 1 per unit).
Also, the problem I have with Mending is that it makes a major part of the game called Mine-craft pointless - with anvil repairing, including in my own version, which adds Mending as a direct replacement for renaming, you need actually collect resources to maintain your gear, which I've never had any issues with (of course, I literally swim in diamonds and other resources due to my playstyle, but then again in my first world I trade with villagers for diamond items to repair my gear, so either way you don't need to mine unless you need actual diamonds for enchantment tables and the like. This is part of the reason why I added a tier beyond diamond which can't be obtained by trading). The repair cost in 1.8+ is also independent of the quality of an item whether you use the anvil or Mending, which presents balance issues when you can easily make "god" gear with every enchantment that can possibly be used at once (for comparison, in 1.6.4 an Efficiency V, Unbreaking III diamond pickaxe costs 33 levels for a sacrifice repair; if you then add Fortune III it is too expensive to repair unless you use single units, which cost 37 levels each, times four for a full repair, for more than 5 times the XP cost per point of durability). Most significantly, AFK farms that rely on XP automatically repairing items would be much more difficult to make if you had to manually repair them.
Anvils were certainly not useless for repairing items before they heavily nerfed them in 1.8 - while Mending doesn't exist in 1.6.4 all I have to do is rename my gear and I can repair it forever - I've literally used the same pickaxes to mine millions of blocks:
Note that I did not actually craft 528 pickaxes (including enchanting); most of them were used to repair a single pickaxe:
This was from a modded world with my own version of Mending which works exactly the same as renaming in vanilla 1.6.4; I only crafted a single amethyst pickaxe (which needs to be repaired with units so I never made any sacrifice items), same for most other amethyst items aside from shovels (I believe I made two, both unenchanted and crafted them together into a third item):
Note that the penalty also increases by only 2 levels per use, instead of doubling as it does since 1.8, so you can repair an item up to 20 times instead of only 6 (if it didn't have any enchantments as you always have to pay the cost of every enchantment, and the repair cost itself is based on the durability restored, so gold items cost only 1 level, iron items up to 2, diamond armor up to 5, and diamond tools up to 17. Since 1.8 you only have to pay for enchantment costs when adding/combining enchantments and the repair cost is always 2 levels for a sacrifice and 1 per unit).
Also, the problem I have with Mending is that it makes a major part of the game called Mine-craft pointless - with anvil repairing, including in my own version, which adds Mending as a direct replacement for renaming, you need actually collect resources to maintain your gear, which I've never had any issues with (of course, I literally swim in diamonds and other resources due to my playstyle, but then again in my first world I trade with villagers for diamond items to repair my gear, so either way you don't need to mine unless you need actual diamonds for enchantment tables and the like. This is part of the reason why I added a tier beyond diamond which can't be obtained by trading). The repair cost in 1.8+ is also independent of the quality of an item whether you use the anvil or Mending, which presents balance issues when you can easily make "god" gear with every enchantment that can possibly be used at once (for comparison, in 1.6.4 an Efficiency V, Unbreaking III diamond pickaxe costs 33 levels for a sacrifice repair; if you then add Fortune III it is too expensive to repair unless you use single units, which cost 37 levels each, times four for a full repair, for more than 5 times the XP cost per point of durability). Most significantly, AFK farms that rely on XP automatically repairing items would be much more difficult to make if you had to manually repair them.
if the repair cost never became "too expensive", or more accurately impossible, for all intents and purposes mind you, I wouldn't have a problem with anvils, but the problem is just that, the limited number of repairs, so that alone makes the nerfing or removal suggestions for mending enchantment problematic.
And without villager trades your diamonds are in limited supply and are not renewable, if your armour or tools broke, they had to be replaced. And you would run into mass resource wastage without villager trades and mending in the equation for the reasons I had mentioned.
I would agree with max enchanted armour having a high XP cost, and the removal of AFK methods to gain XP. But it still needs to be made possible to keep repairing them on the anvil.
A reasonable compromise I'd say is armour or tools with 5 or 6 enchantments having a repair cost always remaining at 36XP after prior work penalty
4 enchantments on an armour piece, axe, pickaxe or shovel etc, only costing 24XP after prior work penalty
2 enchantments the repair staying at 12XP tops.
This would still encourage people to mine their resources as the game was originally intended, but this time anvils would not suck anymore.
What to do about mending I don't know, but if it were to be removed, it would inconvenience players who want to focus on large builds at end game.
And without villager trades your diamonds are in limited supply and are not renewable, if your armour or tools broke, they had to be replaced. And you would run into mass resource wastage without villager trades and mending in the equation for the reasons I had mentioned.
I'm not sure why you are always so concerned about this:
This is from an analysis I made of my first world, when it was 89119 chunks in size, or about 5 1/2 level 4 maps - even after having explored virtually every cave in this world, extracting more than 2 million ores, there are still many millions more remaining, including over a quarter-million diamond ore - nearly 600,000 diamonds with Fortune III. That's 200,000 diamond pickaxes, capable of mining 1.25 billion blocks if they had Unbreaking III (the world itself had "only" 1.1 billion stone - another resource I believe you've expressed concern over).
All resources are infinite for all practical purposes - even the amethyst ore in my modded worlds, which is not renewable in any way, is all but infinite when compared to what I actually collect and use:
(this world is 18687 chunks; amethyst ore is obsidian with a data value of 1; this also includes the 1.8 stone types, which have a similar abundance as vanilla 1.8+. Diamond and redstone are also less common overall than in vanilla because I shifted the ranges of rarer ores down in according with lava level, meaning that the range of diamond is 0-8 instead of 0-15 with the per-layer density being the same (the real range is still 16 layers but extends below y=0), but there is still more than enough for any conceivable need)
Not only that, amethyst is 8 times rarer than diamond above y=2, within the range of caves (lava level is y=4 so the lowest directly exposed layer is 3), yet I manage to find more than I need for repairs without using Fortune (it does have 3x the durability of diamond, on the other hand, since I have to use units I get only 3/4 the material efficiency as repairing with items for my pickaxe, which represents the majority of tool/armor wear):
To give another perspective on the abundance of resources, this shows what a million coal ore looks like - that was just coal that was exposed in the walls of caves, around 1/10 of the total in a chunk:
In the middle is a visualization of all the coal I mined as blocks, then a 100x100x100 cube of coal ore, than a 1000x1000 square:
Again, running out of resources should be the last thing any player thinks of; only a few things are truly so limited as to cause any issues with availability (for example, most types of stone bricks were uncraftable prior to 1.8, with just 3 chiseled stone bricks per jungle temple. Mossy and cracked stone bricks were only found in strongholds but you did have a few thousand of each per stronghold).
Just keep everything the same about gold. Just make it solar charge repair. Player gets regenerative armor only in direct sunlight. Fixes durability, doesn't break much of anything.
Gold armor is good if you are doing a nether survival durabilyty of the gold armor is good but the gold tools break realy quick but they have a realy high chanse of getting good enchantments if you are doing a nether survival you need gold armor and olso if you trade with piglins they always give you enchanted gold items but ım just a piglin brute ı love gold dont listen to me and my piglin brothers
I think we should indeed give golden tools a bit more utility.
Firstly, I think they should be more beneficial in terms of smelting and repairing - gold is extremely malleable metal, possible to cover one square meter with one gram of it - anvil repair experience cost should decrease less, and smelting a golden tool in furnace should yield ingots/tool ratio times six of gold nuggets, while the more mundane counterparts should yield ingots/tool ratio times two of iron nuggets.
Secondly, full set of gold armor should make piglins not aggro on player for mining gold (as long as golden pickaxe is held in the hand) and sacking chests containing gold directly... except Piglin Brutes of course.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Gold armor is good if you are doing a nether survival durabilyty of the gold armor is good but the gold tools break realy quick but they have a realy high chanse of getting good enchantments if you are doing a nether survival you need gold armor and olso if you trade with piglins they always give you enchanted gold items but ım just a piglin brute ı love gold dont listen to me and my piglin brothers
This thread was created years before the addition of the Nether Update, thus it doesn't consider benefits provided by piglins and the like.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
Due to the nether update which is 3 years after the time of the original post, gold armour now has a purpose of keeping the Piglin from becoming hostile.
But without mending I wouldn't even bother with gold armour myself, armour that breaks easily and has a limited number of repairs on an anvil isn't what I call useful. The only thing I would call the anvil useful for is combining enchantments, but as far as repairing items is concerned, gold or otherwise, it sucks and hasn't been a good addition to the game since its inception. Numerous people calling mending OP, but not thinking about the consequences if mending were to be removed from the game and the inherent waste of resources.
Anvils were certainly not useless for repairing items before they heavily nerfed them in 1.8 - while Mending doesn't exist in 1.6.4 all I have to do is rename my gear and I can repair it forever - I've literally used the same pickaxes to mine millions of blocks:
This was from a modded world with my own version of Mending which works exactly the same as renaming in vanilla 1.6.4; I only crafted a single amethyst pickaxe (which needs to be repaired with units so I never made any sacrifice items), same for most other amethyst items aside from shovels (I believe I made two, both unenchanted and crafted them together into a third item):
Note that the penalty also increases by only 2 levels per use, instead of doubling as it does since 1.8, so you can repair an item up to 20 times instead of only 6 (if it didn't have any enchantments as you always have to pay the cost of every enchantment, and the repair cost itself is based on the durability restored, so gold items cost only 1 level, iron items up to 2, diamond armor up to 5, and diamond tools up to 17. Since 1.8 you only have to pay for enchantment costs when adding/combining enchantments and the repair cost is always 2 levels for a sacrifice and 1 per unit).
Also, the problem I have with Mending is that it makes a major part of the game called Mine-craft pointless - with anvil repairing, including in my own version, which adds Mending as a direct replacement for renaming, you need actually collect resources to maintain your gear, which I've never had any issues with (of course, I literally swim in diamonds and other resources due to my playstyle, but then again in my first world I trade with villagers for diamond items to repair my gear, so either way you don't need to mine unless you need actual diamonds for enchantment tables and the like. This is part of the reason why I added a tier beyond diamond which can't be obtained by trading). The repair cost in 1.8+ is also independent of the quality of an item whether you use the anvil or Mending, which presents balance issues when you can easily make "god" gear with every enchantment that can possibly be used at once (for comparison, in 1.6.4 an Efficiency V, Unbreaking III diamond pickaxe costs 33 levels for a sacrifice repair; if you then add Fortune III it is too expensive to repair unless you use single units, which cost 37 levels each, times four for a full repair, for more than 5 times the XP cost per point of durability). Most significantly, AFK farms that rely on XP automatically repairing items would be much more difficult to make if you had to manually repair them.
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?
if the repair cost never became "too expensive", or more accurately impossible, for all intents and purposes mind you, I wouldn't have a problem with anvils, but the problem is just that, the limited number of repairs, so that alone makes the nerfing or removal suggestions for mending enchantment problematic.
And without villager trades your diamonds are in limited supply and are not renewable, if your armour or tools broke, they had to be replaced. And you would run into mass resource wastage without villager trades and mending in the equation for the reasons I had mentioned.
I would agree with max enchanted armour having a high XP cost, and the removal of AFK methods to gain XP. But it still needs to be made possible to keep repairing them on the anvil.
A reasonable compromise I'd say is armour or tools with 5 or 6 enchantments having a repair cost always remaining at 36XP after prior work penalty
4 enchantments on an armour piece, axe, pickaxe or shovel etc, only costing 24XP after prior work penalty
2 enchantments the repair staying at 12XP tops.
This would still encourage people to mine their resources as the game was originally intended, but this time anvils would not suck anymore.
What to do about mending I don't know, but if it were to be removed, it would inconvenience players who want to focus on large builds at end game.
I'm not sure why you are always so concerned about this:
This is from an analysis I made of my first world, when it was 89119 chunks in size, or about 5 1/2 level 4 maps - even after having explored virtually every cave in this world, extracting more than 2 million ores, there are still many millions more remaining, including over a quarter-million diamond ore - nearly 600,000 diamonds with Fortune III. That's 200,000 diamond pickaxes, capable of mining 1.25 billion blocks if they had Unbreaking III (the world itself had "only" 1.1 billion stone - another resource I believe you've expressed concern over).
All resources are infinite for all practical purposes - even the amethyst ore in my modded worlds, which is not renewable in any way, is all but infinite when compared to what I actually collect and use:
(this world is 18687 chunks; amethyst ore is obsidian with a data value of 1; this also includes the 1.8 stone types, which have a similar abundance as vanilla 1.8+. Diamond and redstone are also less common overall than in vanilla because I shifted the ranges of rarer ores down in according with lava level, meaning that the range of diamond is 0-8 instead of 0-15 with the per-layer density being the same (the real range is still 16 layers but extends below y=0), but there is still more than enough for any conceivable need)
Not only that, amethyst is 8 times rarer than diamond above y=2, within the range of caves (lava level is y=4 so the lowest directly exposed layer is 3), yet I manage to find more than I need for repairs without using Fortune (it does have 3x the durability of diamond, on the other hand, since I have to use units I get only 3/4 the material efficiency as repairing with items for my pickaxe, which represents the majority of tool/armor wear):
To give another perspective on the abundance of resources, this shows what a million coal ore looks like - that was just coal that was exposed in the walls of caves, around 1/10 of the total in a chunk:
In the middle is a visualization of all the coal I mined as blocks, then a 100x100x100 cube of coal ore, than a 1000x1000 square:
Again, running out of resources should be the last thing any player thinks of; only a few things are truly so limited as to cause any issues with availability (for example, most types of stone bricks were uncraftable prior to 1.8, with just 3 chiseled stone bricks per jungle temple. Mossy and cracked stone bricks were only found in strongholds but you did have a few thousand of each per stronghold).
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've been under the impression that gold tools also mine the fastest out of all tools as of 1.15.2, is this correct?
If not, I've wasted my entire survival carrier creating a golden tower full of golden gear enchanted on armor stands.
Just kidding I'm not that ambitious....
or am I? I may have to consider this xD
Hey, I'm PuipinM from Youtube! How's it going? Have a great day
You know, I used to have your passion for MC to go into depth with details but now when I read actual numbers and stuff I go like pic related.
Good idea!
You'll need it for 1.16! Piglins dont like people who don't wear gold armour (at least I think).
The topic was made a long time ago and only revived now given the context of POGlins.
Gold armor is good if you are doing a nether survival durabilyty of the gold armor is good but the gold tools break realy quick but they have a realy high chanse of getting good enchantments if you are doing a nether survival you need gold armor and olso if you trade with piglins they always give you enchanted gold items but ım just a piglin brute ı love gold dont listen to me and my piglin brothers
I think we should indeed give golden tools a bit more utility.
Firstly, I think they should be more beneficial in terms of smelting and repairing - gold is extremely malleable metal, possible to cover one square meter with one gram of it - anvil repair experience cost should decrease less, and smelting a golden tool in furnace should yield ingots/tool ratio times six of gold nuggets, while the more mundane counterparts should yield ingots/tool ratio times two of iron nuggets.
Secondly, full set of gold armor should make piglins not aggro on player for mining gold (as long as golden pickaxe is held in the hand) and sacking chests containing gold directly... except Piglin Brutes of course.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
This thread was created years before the addition of the Nether Update, thus it doesn't consider benefits provided by piglins and the like.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34