High effiency enderman farms give 30 levels in about 3-5 minutes.
I only use cave spiders for string and spider eyes.
AFK farms are inefficient. (even doupple ones)
When you could make this you could already make enderman farm at the end. (some desings were used before 1.3 and gave you 50 levels in 5 minutes, these desings are very hard to build in survival but much cheaper and easier desings can give you 30 levels in uder 10 minutes)
Remember: when you once have your tool you don't need to make new untill you die. (If you dont use too much enchants.)
Minecraft endgame content isn't blocks or tools. it is huge machines to make (nearly)everything easier.
I have been meaning to make an enderman farm. (As on right now I have a slow pistonless one to get pearls) But they cost lots of resources and are very risky to build (void). Even so it still takes a rediculas amount of time and books to get a single unbreaking or silktoutch. I am saying there should be a way to not always have to rely on luck (thus an endgame item). Also if you are saying I can repair my items, I know that, but if I was to loose one getting it back wold be hours of senceless grinding/AFKing.
I have been meaning to make an enderman farm. (As on right now I have a slow pistonless one to get pearls) But they cost lots of resources and are very risky to build (void). Even so it still takes a rediculas amount of time and books to get a single unbreaking or silktoutch. I am saying there should be a way to not always have to rely on luck (thus an endgame item). Also if you are saying I can repair my items, I know that, but if I was to loose one getting it back wold be hours of senceless grinding/AFKing.
There is way to not rely on luck but you need luck to get it: villagers (you need luck for nether stars too)
Librarian has equal change to sell any enchant in any level(I think)
In my endgame main world (How end? 8 beacons.)
I have villager for nearly all rare enchants on books(Still want thorns one)
One sells infinity with 8 emeralds and other silk touch for low price(can't check now)
It is true that you need luck to get that villager(and villager grinder) but when you get it you no longer need luck for that enchant.
This is one of best suggestions to change enchanting that I have seen but I think enchanting is good now.
Im using a dual high efficency blaze farmer. Blaze gives even more exp than endermans, faster isnt possible. Really. (atleast not in survival...)
Better exp farm is out the question.
Better waste a few diamonds (you need to merge some swords annyway else level 5 enchants arent possible) than needing around 800% more exp wich translates to 6 more hours of afking for the farm. Books are just too unreliable.
Im enchanting sword because swords get more enchantments whit 30 exp. Books get only one.
Aaand i just had a idea to balance this enchanter...
What if you cant enchant anything but books whit this enchanter?
Each enchant would have a fixed exp cost and a fixed fail rate.
If the enchant fails the book and the exp is consumed and you get nothing back.
We would have to work out the costs and the fail rate. Im thinking bout something like that:
Enchant ------------ level of the enchant --------------- costs --------------- success rate
Unbreaking ----------- I ----------------------------- 4 levels ------------------- 97%
So. How sounds that now?
So you are saying like an all or nothing? You could be safer and spend 40 levels to enchant something or spend less but it could be a waste of levels? And I still think books should be able to be used. They are the most tedious thing to enchant.
Oh fail. I derped, i meant that the enchanter cant enchant tools, only books. Fixing now. :S
Ahh, Yes I would say that to an extent tools are fine and don't need much change to make it less tedious. But still, In some cases maybe you dont want a specified enchant. Maybe a sword with sharpness and fire on it, but you get it with looting, it would take quite a while to get that exact sword. And Jeb has said he wanted to add more enchants, imagine the system now but with more enchants you get that you don't want on that specified item.
When you say hard work, do you mean tedious and boring work? Isn't there enough of that irl.
Even tedious boring work is still work. You get your enchantment sooner or later, and it's worth it. No need to make it easier, nevertheless create another system
Im using a dual high efficency blaze farmer. Blaze gives even more exp than endermans, faster isnt possible. Really. (atleast not in survival...)
Better exp farm is out the question.
Better waste a few diamonds (you need to merge some swords annyway else level 5 enchants arent possible) than needing around 800% more exp wich translates to 6 more hours of afking for the farm. Books are just too unreliable.
Im enchanting sword because swords get more enchantments whit 30 exp. Books get only one.
Aaand i just had a idea to balance this enchanter... and making it more different than the normal one.
What if you cant enchant nothing but books whit this enchanter?
Each enchant would have a fixed exp cost and a fixed fail rate.
If the enchant fails the book and the exp is consumed and you get nothing back.
We would have to work out the costs and the fail rate. Im thinking bout something like that:
Enchant ------------ level of the enchant --------------- costs --------------- success rate
Unbreaking ----------- I ----------------------------- 4 levels ------------------- 97%
So. How sounds that now?
Then I hope you are lucky enough to not get a failed enchantment.
I just got idea to suggest to balance this thing:
If you use enchants made with this on tool naming it won't stop repair price increase(It maybe can slow it?)
The enchants made with this could have little - after the level like: Effiency V-
Only being able to enchant books could work too but unbreaking should be very expensive. (unbreaking I about 15 levels)
Unbreaking is rare and powerfull enchant on books (but cheap and common on tools) because you can add it to items you can't normaly add it.
Even tedious boring work is still work. You get your enchantment sooner or later, and it's worth it. No need to make it easier, nevertheless create another system
Then I hope you are lucky enough to not get a failed enchantment.
About it being tedious, after a while it just gets old, I don't wan't to sit at a grinder for hours, I want to explore and build. This system would only replace the current once you you have done a ton of hard to get the advanced table. Thus rather than tedious grinding at a grinder, you still need to do a lot of hard work but it is just more interesting then afking/ spaming the attack button.
About it being tedious, after a while it just gets old, I don't wan't to sit at a grinder for hours, I want to explore and build. This system would only replace the current once you you have done a ton of hard to get the advanced table. Thus rather than tedious grinding at a grinder, you still need to do a lot of hard work but it is just more interesting then afking/ spaming the attack button.
You know, sitting in a grinder is optional. Using the expression 'old' as an argument makes your point invalid. Axes are old, why not make the easier to obtain? Trees are also old, why not create another different type of tree? It doesn't work like that. It's exactly the reason that you only have to afk or spam the button. That improves my point further more. It doesn't take a lot to just sit there and get 30 levels. It's a good thing the current system is luck based, that way you work harder for it.
wow...so you want a shortcut to getting good enchantments.Do the work!!!!Why do you want a shortcut?Good enchantedments are a reward not just something that you can get relly easy.No support
You know... sitting for hours in a grinder, starting minecraft, minimizing it and doing something else because of that...
Thats neither fun nor Hard work.
Doing that won't render XP. It shouldn't be 'fun' gaining experience anyways. You work for 10 minutes to get 30 levels of XP. You bring up your enchanting table, and choose your enchantment. You get that neat 97% of success, and surely you worked a lot for that XP worth of enchanting. 10 minutes. As opposed to various days, those arguments that you use prove my point even more.
Thats not what a game should do. Thats just boring.
Also, no one is forcing you to take part in a 'boring' part of the game. Farming and fishing are boring, but no one can force me to do it. A game doesn't have to make every aspect 'EXCITING', nor does it have to have such action into it. There are many others games that are passive, such as Plants VS Zombies. I don't find fighting zombies with plants exciting as you speak, but rather getting that satisfaction necessary. That is what keeps me playing PvZ, and Minecraft.
Doing that won't render XP. It shouldn't be 'fun' gaining experience anyways. You work for 10 minutes to get 30 levels of XP. You bring up your enchanting table, and choose your enchantment. You get that neat 97% of success, and surely you worked a lot for that XP worth of enchanting. 10 minutes. As opposed to various days, those arguments that you use prove my point even more.
Also, no one is forcing you to take part in a 'boring' part of the game. Farming and fishing are boring, but no one can force me to do it. A game doesn't have to make every aspect 'EXCITING', nor does it have to have such action into it. There are many others games that are passive, such as Plants VS Zombies. I don't find fighting zombies with plants exciting as you speak, but rather getting that satisfaction necessary. That is what keeps me playing PvZ, and Minecraft.
Enchantments are very helpful. You can't simply skip part of the game. I play vanilla, and can you simply bypass collecting wood? Well no, enchantments are part of the game. Also for just about everything else that can be consided tedious, treefarming, food farming, animal farming, caving/mining, it it not luck based to the point where you have to spend hours upon hours doing the same thing. Every time I go mining, I have to egt lucky to find diamonds, but not so lucky to the point where it will never happen. This is what enchanting is.
I like the vanilla-style enchanting system-you get a random enchantment, if its something like knockback or bane of arthropods, oh well, your stuck with it. But hey, you can still use it on spiders. And its still a sword, no ores, wood or cobble need to be wasted. No support. Enchanting will be improved in the future, as in more enchantments. If your interested, this mod lets YOU pick the enchantments you want. Its handy. http://www.minecraft...s-v116v115v114/
As a while has passed, I have been thinking about this topic. I realized that for all of you saying that this would make you overpowered in one shot are correct. So I have thought about it and changed the idea significantly. It may or may not change your opinion on the matter, but be sure to read the entire post. Also all of the posts above this one are regrading the idea without empowered books (the new idea added on).
This is waaay too OP. Minecraft is supposed to have a random enchantment system and that's original
No support
Well, i like the idea of a more costly way to do it that yields what you want. SO, How about making the empowered books renewable? I'm not sure about everyone. But, I feel as if that wouldn't help.. besides, let's make that recipe a little more realistic-
yeah, it's less expensive, but maybe it's like this- each book has 30 durability, and each level used uses 1 durability. so, a level 30 enchant, along with your levels, uses one of these, but the cost of the table and of the book make it good. The appearance of the book i think would be a book, with a red cover, gold pages, and a blue or purple band around it. I also think, there should be a dis-enchanting tab, where, at the cost of a little book dura, and a BIT of durability of the item in question, you'd get back the slightly damaged item, and an enchanted book with the said enchant on it. Also, it'd be funny if when there's no book in it, it is just a table, kinda like the arcane workbench from thaumcraft, but with nether star type things, and the table's platform is diamond with the supports made of obsidian. The book would look like a re texture of the book on a regular enchant table, and, maybe as another use for bookshelves, if you have 1 or more, (up to 5) around it, it would give you a "discount" on the amount of damage the book takes, for a total max buff of 10%less.
Sound good? (On another note, maybe a possible chance to produce a "knowledge fragment' which is basically a glowing gold page (part of the book) that has 2 durability in terms, so could be used as an alternate to books if you are conserving them.)
What ya think, op?
No support. Takes away the randomness of enchanting.
Well, I like random, but getting thorns 3 on a diamond chest on a peaceful world is kinda bummy. Speaking of which.. maybe thorns needs to be revised.... I mean, it's not everybody's favorite.
I do agree the recipe for the empowered book I suggested may have been a bit too many resources. However, the reason that the books are nonrenewable is it would be an encouragement to go off and do things, not simply let an AFK farm do all the work. Also I do like the books having more durability, and the enchants costing more book durability. I may add this to the first post.
I have been meaning to make an enderman farm. (As on right now I have a slow pistonless one to get pearls) But they cost lots of resources and are very risky to build (void). Even so it still takes a rediculas amount of time and books to get a single unbreaking or silktoutch. I am saying there should be a way to not always have to rely on luck (thus an endgame item). Also if you are saying I can repair my items, I know that, but if I was to loose one getting it back wold be hours of senceless grinding/AFKing.
Librarian has equal change to sell any enchant in any level(I think)
In my endgame main world (How end? 8 beacons.)
I have villager for nearly all rare enchants on books(Still want thorns one)
One sells infinity with 8 emeralds and other silk touch for low price(can't check now)
It is true that you need luck to get that villager(and villager grinder) but when you get it you no longer need luck for that enchant.
This is one of best suggestions to change enchanting that I have seen but I think enchanting is good now.
I think this would be op.
So you are saying like an all or nothing? You could be safer and spend 40 levels to enchant something or spend less but it could be a waste of levels? And I still think books should be able to be used. They are the most tedious thing to enchant.
Ahh, Yes I would say that to an extent tools are fine and don't need much change to make it less tedious. But still, In some cases maybe you dont want a specified enchant. Maybe a sword with sharpness and fire on it, but you get it with looting, it would take quite a while to get that exact sword. And Jeb has said he wanted to add more enchants, imagine the system now but with more enchants you get that you don't want on that specified item.
Even tedious boring work is still work. You get your enchantment sooner or later, and it's worth it. No need to make it easier, nevertheless create another system
Then I hope you are lucky enough to not get a failed enchantment.
If you use enchants made with this on tool naming it won't stop repair price increase(It maybe can slow it?)
The enchants made with this could have little - after the level like: Effiency V-
Only being able to enchant books could work too but unbreaking should be very expensive. (unbreaking I about 15 levels)
Unbreaking is rare and powerfull enchant on books (but cheap and common on tools) because you can add it to items you can't normaly add it.
About it being tedious, after a while it just gets old, I don't wan't to sit at a grinder for hours, I want to explore and build. This system would only replace the current once you you have done a ton of hard to get the advanced table. Thus rather than tedious grinding at a grinder, you still need to do a lot of hard work but it is just more interesting then afking/ spaming the attack button.
You know, sitting in a grinder is optional. Using the expression 'old' as an argument makes your point invalid. Axes are old, why not make the easier to obtain? Trees are also old, why not create another different type of tree? It doesn't work like that. It's exactly the reason that you only have to afk or spam the button. That improves my point further more. It doesn't take a lot to just sit there and get 30 levels. It's a good thing the current system is luck based, that way you work harder for it.
Doing that won't render XP. It shouldn't be 'fun' gaining experience anyways. You work for 10 minutes to get 30 levels of XP. You bring up your enchanting table, and choose your enchantment. You get that neat 97% of success, and surely you worked a lot for that XP worth of enchanting. 10 minutes. As opposed to various days, those arguments that you use prove my point even more.
Also, no one is forcing you to take part in a 'boring' part of the game. Farming and fishing are boring, but no one can force me to do it. A game doesn't have to make every aspect 'EXCITING', nor does it have to have such action into it. There are many others games that are passive, such as Plants VS Zombies. I don't find fighting zombies with plants exciting as you speak, but rather getting that satisfaction necessary. That is what keeps me playing PvZ, and Minecraft.
Enchantments are very helpful. You can't simply skip part of the game. I play vanilla, and can you simply bypass collecting wood? Well no, enchantments are part of the game. Also for just about everything else that can be consided tedious, treefarming, food farming, animal farming, caving/mining, it it not luck based to the point where you have to spend hours upon hours doing the same thing. Every time I go mining, I have to egt lucky to find diamonds, but not so lucky to the point where it will never happen. This is what enchanting is.
Baseball, then Minecraft.
I wanted to be one of the cool kids.
yeah, it's less expensive, but maybe it's like this- each book has 30 durability, and each level used uses 1 durability. so, a level 30 enchant, along with your levels, uses one of these, but the cost of the table and of the book make it good. The appearance of the book i think would be a book, with a red cover, gold pages, and a blue or purple band around it. I also think, there should be a dis-enchanting tab, where, at the cost of a little book dura, and a BIT of durability of the item in question, you'd get back the slightly damaged item, and an enchanted book with the said enchant on it. Also, it'd be funny if when there's no book in it, it is just a table, kinda like the arcane workbench from thaumcraft, but with nether star type things, and the table's platform is diamond with the supports made of obsidian. The book would look like a re texture of the book on a regular enchant table, and, maybe as another use for bookshelves, if you have 1 or more, (up to 5) around it, it would give you a "discount" on the amount of damage the book takes, for a total max buff of 10%less.
Sound good? (On another note, maybe a possible chance to produce a "knowledge fragment' which is basically a glowing gold page (part of the book) that has 2 durability in terms, so could be used as an alternate to books if you are conserving them.)
What ya think, op? Well, I like random, but getting thorns 3 on a diamond chest on a peaceful world is kinda bummy. Speaking of which.. maybe thorns needs to be revised.... I mean, it's not everybody's favorite.
I do agree the recipe for the empowered book I suggested may have been a bit too many resources. However, the reason that the books are nonrenewable is it would be an encouragement to go off and do things, not simply let an AFK farm do all the work. Also I do like the books having more durability, and the enchants costing more book durability. I may add this to the first post.