This item is poorly made and will not last long майнкрафт

This item is poorly made and will not last long майнкрафт

Vanilla tools/weapons/armor are poorly made about Crackpack-3 HOT 1 CLOSED

All vanilla gear has the message «This item is poorly made and will not last long» on it. Probably from being in the «Nerfed Gear List» in config/silentchaos512/silentgear/silentgear.cfg.

Comments (1)

Not an issue. Meant to use Silents Gear gear instead.

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Vanilla tools/weapons/armor are poorly made about Crackpack-3 HOT 1 CLOSED

All vanilla gear has the message «This item is poorly made and will not last long» on it. Probably from being in the «Nerfed Gear List» in config/silentchaos512/silentgear/silentgear.cfg.

Comments (1)

Not an issue. Meant to use Silents Gear gear instead.

Related Issues (20)

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TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

TensorFlow

An Open Source Machine Learning Framework for Everyone

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The Web framework for perfectionists with deadlines.

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Minecraft Forums

Increased Item Despawn Timer (and also disable-able)

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Some time ago, I have died in Minecraft.

I respawned quite far away from where I died, but thankfully, I died right next to where I started when making this world.

I crafted a boat, and made my way right away.

I finally arrived to the island where I died. I jumped and ran. I saw all my items on the ground

A fishing rod with Luck of the Sea II, Mending, Lure III and Unbreaking III

A diamond sword with Looting II, Unbreaking III, and Bane of Arthropods II

A Bow with Flame, Mending, Unbreaking III, Punch II, Power V

An Iron pickaxe with Efficiency IV and Silk Touch

They were right in front of me

But they disappeared before my eyes.
I was literally 2 blocks away from getting them. Two blocks, and the work that I have grinded for a good 7-10 hours wouldn’t have gone to waste.

Please, Mojang, Microsoft.

Allow the item despawn rate to be changed.

From what i can tell, item despawns are set to 5 minutes. Far too soon.

I am currently changing values in Minecraft’s code to disable item despawning. I wanted this run of mine to be a full, cheatless run. My first time, and I have already made so much progress.

I see no point why item despawning has to be exactly 5 minutes flat. Besides performance issues, there is no reason why it has to be so strictly soon.

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Are you aware there is a gamerule to keep your inventory on death? The item despawn timer is in the game since the existens of item entities and hasn’t changed since. Asking to change it is like asking for creepers to do less/no destruction damage (there is already a gamerule command for that aswell). Everyone of us has experienced this kind of item loss countless times. You just start from scratch and try doing it this time better.

Overall No support.

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Are you aware there is a gamerule to keep your inventory on death? The item despawn timer is in the game since the existens of item entities and hasn’t changed since. Asking to change it is like asking for creepers to do less/no destruction damage (there is already a gamerule command for that aswell). Everyone of us has experienced this kind of item loss countless times. You just start from scratch and try doing it this time better.

Overall No support.

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Another «I died and lost everything so items should last longer.» It would cause way too many performance issues, especially in massive underground areas. Five minutes is plenty of time.

Watch out for the crabocalypse. Some say the day will never come. But it will.

Feel free to drop by for a chat whenever.

If you’d like to talk with me about other games, here are a few I play.

Team Fortress 2

Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)

Elder Scrolls series

Warframe (IGN is something like That_One_Flesh_Atronach)

Pokémon series (HGSS forever)

Left 4 Dead 2 (Boomer files always corrupt though)

SUPERHOT (SUPERHOT is the most innovative shooter I’ve played in years!)

Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)

Just Cause series

Come to think of it, I mainly play fighting-based games.

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I don’t see any reason not to make this adjustable. This is the sort of thing that gamerules are for. However, you need to actually specifically suggest a gamerule if that’s what you want. If it’s a world option, you need to suggest that. If it’s something else, you need to suggest that.

«Change this» is not a suggestion. It’s an idea. How exactly should this be implemented?

For those who complain about post-Beta generation, you might want to see this.

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

Another «I died and lost everything so items should last longer.» It would cause way too many performance issues, especially in massive underground areas. Five minutes is plenty of time.

Like I said, adjustable.
It’s like render distance. It will obviously give you a significant advantage, but will impact performance.

I don’t see any reason not to make this adjustable. This is the sort of thing that gamerules are for. However, you need to actually specifically suggest a gamerule if that’s what you want. If it’s a world option, you need to suggest that. If it’s something else, you need to suggest that.

«Change this» is not a suggestion. It’s an idea. How exactly should this be implemented?

There’s a value in one of Minecraft’s files.
Items are listed to despawn after 6000 «ticks», which is exactly 5 minutes.
For now, it’s a single, simple value that can be adjusted, but only through game modification.
Something I want to avoid doing.

(I also seem to have trouble finding it. If anyone can tell me, it would help a lot.)

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

Like I said, adjustable.
It’s like render distance. It will obviously give you a significant advantage, but will impact performance.

There’s a value in one of Minecraft’s files.
Items are listed to despawn after 6000 «ticks», which is exactly 5 minutes.
It’s a single, simple value that can be adjusted, but only through game modification.
Something I want to avoid doing.

Meaning you want it as a gamerule right? Something like this?

Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

Watch out for the crabocalypse. Some say the day will never come. But it will.

Feel free to drop by for a chat whenever.

If you’d like to talk with me about other games, here are a few I play.

Team Fortress 2

Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)

Elder Scrolls series

Warframe (IGN is something like That_One_Flesh_Atronach)

Pokémon series (HGSS forever)

Left 4 Dead 2 (Boomer files always corrupt though)

SUPERHOT (SUPERHOT is the most innovative shooter I’ve played in years!)

Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)

Just Cause series

Come to think of it, I mainly play fighting-based games.

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

So do it all again.

It’s not a hardship to get any gear back. To that end, I normally make several sets of gear throughout the first couple days of my playthrough. Store them and if you lose that nice new set you aren’t set back horrifically. If that was your first set then you were bound to lose it at some point. My question though is why you didn’t take a few beds to set closer spawns? If I’m ever venturing far, with or without elytra then I carry along a few beds to drop when I’m down clearing woods or mining so I’m nearby if I die.

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

Problem: Once you adjust the item timer to be longer, and then you lose your items the same way with the extended timer, you’ll want it to be even longer.

I think a much better way to solve this is to either:

1. Spawn an item similar to a chest upon death. (And only if the player has more than X items, to prevent players from dying and then constantly dying over and over again to get to their remains, causing the server to be filled with tile entities.) This block’s inventory can only be accessed by the player who died for 5 minutes before everyone can access it.

2. Allow enchanting certain items with a new (treasure?) enchantment: Soulbound. An item with the Soulbound enchantment will appear in the respawned player’s inventory, but for each respawn, the item has an 80% chance of losing a level, or if it is at level 1, losing the Soulbound enchantment entirely. This is incredibly useful for other situations, such as dying near other players or dying in lava.

3. Add an item like the Totem of Undying that will let the player keep their inventory on death. This item is consumed when the player dies with it in hand. This item has to be pretty rare, considering it’s ability.

My avatar is a texture from a small block game I made in Python. It’s not very good and it probably won’t work if you install it.

I’m very alone in my Minecraft worlds as I don’t have a very good internet connection to run a server. If you’re like me, you might be interested in my Posse mod suggestion.

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

It is a issue to lose items like that, yeah, while having a longer item despawn timer(but I think that one should be toggleable in general due to lag reasons) would help, it doesn’t fix the core issue.

What C1FF suggested is all a bit of a crutch in a way, can understand not wanting a enchantment to be too strong but I guess the view by the community would be the same if mending was suggested, as for the item in the other hand, once again gets too much in the way in my view.

As for the first, something I thought about before as there were once issues on a server regarding Keepinventory.

Think it would be best if we could toggle if we want EXP to be kept as well and have that plus Keepinventory as a global and also as a per player setting to make everyone happy, as well as the thrid option of a death chest, a chest that can keep all your items including armor and off hand items inside but disappears once it’s empty. If this setting is allowed for the player, said chest gets created, making them not lose items.

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

Yeah, original poster says «Fortunately, I died near world spawn.»

However, this is the very opposite of «fortunately». Spawn chunks NEVER unload. And the 5 minutes countdown occurs only in loaded chunks.

So, you want to have time to grab back your stuff? Move away from spawn, and never come back!

Same thing, mine only away from your base, far enough so that when yo respawn in your bed, your mine’s chunks become unloaded. If your mine is right under your base, then make a 2nd «emergency base» a bit away from it, then run like a madman to that spot

Basically, you make that after you die the chunks with your stuff in it will simply unload. Then you can take your sweet sweet time to prepare in order to go get your stuff back.

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

So, you want to have time to grab back your stuff? Move away from spawn, and never come back!

Or build a spawn town with tons of torches that prevent mobs from spawning, and build your main base outside of the spawn chunks. You could also use the spawn chunks for farms.

My avatar is a texture from a small block game I made in Python. It’s not very good and it probably won’t work if you install it.

I’m very alone in my Minecraft worlds as I don’t have a very good internet connection to run a server. If you’re like me, you might be interested in my Posse mod suggestion.

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

Or build a spawn town with tons of torches that prevent mobs from spawning, and build your main base outside of the spawn chunks. You could also use the spawn chunks for farms.

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

I never said they were crop farms. :3

Is this getting offtopic?

My avatar is a texture from a small block game I made in Python. It’s not very good and it probably won’t work if you install it.

I’m very alone in my Minecraft worlds as I don’t have a very good internet connection to run a server. If you’re like me, you might be interested in my Posse mod suggestion.

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

Well, yeah lol agreement here. So back on topic, I tend to agree with the original poster that the 5 minutes is way too short.

First, the argument that «well you can always take your sweet sweet time to prepare while your stuff is in unloaded chunks before using up the 5 minutes to actually get it back» is actually an argument in favor of saying that a plain flat 5 minutes is not enough by itself, not the opposite.

Second, and more importantly, the 5 minutes isn’t only for when getting back stuff upon dying. It’s for every item and every broken block.

Suppose you are working on a big build. Maybe you are at it alone, or it’s a multiplayer build but at the moment you are the only one working on that build.

As you work on the higher parts of the build, despite your best efforts, sometimes blocks fall off to the ground or other parts of the structure below. You of course don’t want to end up losing a good chunk of your resources, so you CONSTANTLY have to climb back down to get those, then climb back up to continue your work. Even if you are several players working, this would free up work productivity a LOT. Currently you be someone high up and say «I’ll drop down those blocks I break and that you need near the chests below» without forcing the player that is charged with storing these blocks in chests (or to do something with those blocks) to nearly immediately drop whatever they are doing and get them, else they will despawn. It’s a CONSTANT source of interruptions in the work flow.

Heck, this applies not only to big builds, but in many other situations too.

Let’s say you are «taking care of» a single huge oak tree. Unless you reached very fast tools, that can easily take more than 5 minutes of work. Having to come back down and then come back up several times per each big tree *IS* a real hassle.

Taking care of securing a ravine? Say adios to everything that falls down, as those stones will definitely have more than enough time to despawn well before you’re not even half finished.

Or you send a day shearing wool from your super-huge-all-colors-sheep-farm, and only have to worry about picking up the missed wool stack before nightfall, instead of constantly.

Or night slowly catches up to you, and you end up losing everything by the VERY next day.

So, excluding the «death» situation itself, the despawn delay boils down to «how much of wasted movement overhead are we willing to spend to get back at our materials.» And also, more importantly, how FREQUENTLY are we willing to get «interrupted» to have to do so while we are already fully concentrating on building (or securing) something.

Think of it this way: imagine you are are work and need to concentrate on some complicated Excel file problem. Every hour or so, somebody comes up to your office, breaks your workflow, asks you a quick question, then leaves only 1 minute later. then it takes you about 5 minutes to «rebuild your idea» and then go back to working on progressing on solving your big problem, and it then takes you another 5 minutes to «go fully up to cruising speed work capability» and become really productive. So it’s a little bit annoying, but very acceptable: because you end up wasting no more than 15% of your workday on these interruptions, you still manage to do a lot of good productive work.

Now imagine if instead people come to break your workflow EVERY DANG FRAKKING 10 MINUTES. The moment you get your idea rebuilt back in your head, you barely even started working on it that WHAM another 5 minutes interruption. You NEVER reach «cruising productivity speed». You just end almost unable to get any real work done. The overhead actually becomes something like «well over 50%»! You go back home frustrated instead of proud of your work.

The few individuals that can easily multitask in their mind, or have such a good memory and brain that they can do a full context switching back and to some task in their head at the turn of a dime, without losing their train of thought, won’t notice any difference, of course. But MOST people don’t have MENSA brain levels and instead they would get very annoyed when faced with constant interruptions. It’s all simply a matter of total overhead and frequency, which varies by individual of course.

So similarly, a 5 minutes despawn delay can easily cause exactly that kind of problematic phenomenon for EVERY building project that doesn’t have «trivial complexity».

I find that having to interrupt myself several times each day is a majorly wasteful and mostly very annoying «useless overhead», but even more so, it is a total concentration breaker, as I can’t allow myself to concentrate and think intensely about some specific complex «building problem» without constantly having to keep this «super short despawn timer» at the back of my head at all times, else the frustration of losing stuff is always there. My mind works like a playing cards castle: I’m trying to think about some nice build features, computing distances and block configurations so it looks nice, and other stuff, then wham, it is all brought coming down by some minor detail, and then I have to «redo» all my thinking again. And 90% of the time, it’s that dang 5 minutes despawn timer which is the culprit!

NEVER had any problems with the 5 minutes limit for getting back my stuff upon death in well explored environments.

VERY RARELY had any problems with the 5 minutes limit for getting back my stuff upon death in maze-like or far from home environments.

SOMETIMES had problems with the 5 minutes limit getting back my stuff upon death. when it happened in spawn chunks!

And ALWAYS had problems with the 5 minutes limit breaking my workflow when I am on some big building project.

Same for most people I played with. So to me this all says that, player-ergonomically speaking, the 5 minutes limit is simply put too short. Those insisting on the «5 minutes is more than enough to get back your stuff» argument is simply shooting at a mouse while ignoring the elephant in the room. The entire argument should revolve way, way more around item despawning for not-dying situations, basically the entire rest of most of the game.

So I think that a MINIMUM of a full day-night cycle delay (20 minutes) for all item despawning would be MUCH more appropriate and allow players to fully concentrate on doing something without too much of it wasted on pure overhead or «rebuilding» your train of thoughts all the time. Players couldn’t totally ignore things falling, but at least they could focus on one thing at a time, for more than a couple minutes at a time, without too much «in the back of your mind» worries. 5% wasted movement and time overhead, that’s acceptable. Not 20+%!

Ideally, I’d make the delay 30 minutes. so if you screw up one morning, you have until the next evening to fix it without actual item loss. On a big project, you also could gather some «construction material blocks» somewhere, even early in the morning, and the other players (or yourself) would have until the next evening to store it in chests (or make use of it) before it’s «too late». so one player could just say «Bob, that spot near the birch tree is were I’ll dump the red bricks» and Bob, instead of having to stop whatever he’s doing ALMOST RIGHT NOW, could actually finish what he’s doing, and have until the end of the next day to go get the stuff. Days in Minecraft are already super-duper-short enough as they are, there is no need to waste tons of time with such useless micro-management-overhead-mind-manure on top of that!

Now, some would say «but there would be so many entities around, the game would lag/crash/etc».

Err, not really, no? Floating items don’t take much processing at all compared to, let’s say, animals. Firstly, they show up only at relatively short range anyway. It wouldn’t be a ridiculous idea to just make items processed round-robin in separated vector lists according to which players actually «see» them. i.e. if there are «too many» item stacks to process near some players, only THOSE player ends up getting «lagged out».

In fact, Minecraft is currently deeply unoptimized on several of such aspects. For example, loading/unloading chunks should NOT actually allocate/deallocate actual memory space. Just use big preallocated vector block of chunks, then simply tag the «spaces» as free or not (I’ve done work on memory optimization: bypassing most alloc/free calls with a dedicated memory manager for a fixed-data-very-used structure so as to end up not even «touching» the memory stack and the memory heap, that is hundreds of times faster that the dumbishly-slow system alloc/free calls lol! You only allocate/free huge segments of RAM, very infrequently, to store a bucketload of those «lots-of-use» data structures all at once, instead of doing it constantly and all the time. Allocating a full «big memory page» of 16 MB doesn’t really take much longer than allocating 4KB, after all. It sure takes way less time and overhead than allocating the same 16MB in 4096 separate 4KB-at-a-time function calls.

Second, most floating item stacks don’t really move at all: all their floating & bobbing high and low and their visible rotation item side viewed can be pretty much independently rendered from one player to the next. Who cares if 2 different players a few blocks from each other, and with a pumpkin exactly in between them, BOTH see the «pumpkin face side» showing towards them and not the other player? The item is constantly rotating and bobbing anyway, and sometimes you strike your sword and hit your friend, and he ends up dying a whopping 8 blocks away, and nobody is complaining too much about that. So the exact timing of rotation and current bobbing height of a floating item is extremely unimportant in comparison. Thus, exact rendering height and angle of the item able to be thrown 100% to the client’s side = 0% processing weight on the server.

Third, items already fuse as stacks, but this can easily be optimized way beyond that: multiple stacks only a few blocks from each other could count as a single entity i.e. still rendering each individual item stack separately on the client’s side, but the game would treat all of these stacks as a single «object» that is centered on a specific integer XYZ coordinates. Amongst other advantages this means tile entities instead of full-on entities (wayyyy less processing involved). If near enough the stack group center, then the entire group of item stacks gets displayed, but the actual communication bandwidth between client and server, and also the per-tick-CPU-usage-per-stack, end up both getting greatly minimized. Players wouldn’t even notice much difference.

In fact, I personally hate this constant fusing of item stacks, as one it looks crummy, two it makes some times persist way longer that they sanely should (like eggs in chicken farms becoming basically almost eternal for hours, unless they reach full 64 eggs in a stack, as long as they get one new egg within 5 minutes. note tat I am talking only about immobile items here (which are by far the lion’s share of floating items). For such «multistack» tile entities, each stack could be rendered at it’s real floating point location. but without any extra server-side processing. Note that naturally moving items wouldn’t move for longer, so that part would stay the same (they’d remain full entities), only the «once they stop moving» would they last longer, but that part actually takes next to nothing in processing compared to stuff that is moving around. So the only exception I’d make is that persistently MOVING item stacks would despawn after 5 minutes (heck 2 minutes is probably enough). Which is more than enough for «natural» items to drop from very high, and then get pushed by some water in a tunnel until they reach some final immobile destination. Thus, huge badly designed redstone contraptions that move tons and tons of items around for extended long periods of time wouldn’t suddenly «use way too much CPU».

Basically, not so much for the dying aspects, but for the building aspects I cited, I support the original suggestion. Longer, based on player game play ergonomics. Then some a few more «original and less conventional» memory management code optimizations added in.

No support on disabling the timer entirely, too. That would definitely end up causing huge lag problem after only a few hours of server up time, if not sooner.

Minecraft Forums

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I spent a few hours going out of my way to get mending on literally all of my equipment.

But my equipment won’t mend. Instead I just level up.

Then why am I gaining levels? If my equipment is maxed (it is) then I don’t want levels. I just want my things mended. I don’t need levels anymore.

And this isn’t me just mining or fighting and not gaining durability.

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I have no experience with Mending but as I understand it it only mends things that you are wearing or have in your hands.

And it picks an item at random to mend, if that doesn’t need mending then you gain experience instead.

So you should try to un-equip items that don’t need mending while you are generating XP, that would be hard with armor when fighting but when grinding you should be able to see to it that you only have things that need mending equiped.

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This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

Some people have said that Mending is overpowered but in actuality it is only cheaper (compared to repairing items in the anvil in 1.7.10 and earlier and discounting resources) when you have only 1-2 active items; in other words, for one diamond tool you need 781 XP to fully repair it (1562 / 2), for two you need 1562 XP, and so on. This also applies when the second item is fully repaired; the game won’t redirect the XP allotted to it to the first item. For comparison, in 1.6.4 it costs me 1032 XP to fully repair an Efficiency V, Unbreaking III diamond pickaxe in the anvil, which is only 32% more than one item with Mending and 66% of two items.

Worst-case, with full armor and items in both hands, you’ll need 4686 XP to fully repair a diamond tool, making it more expensive than almost any item in 1.7.10 and earlier versions; about the only way you will get that much XP if you have my playstyle (I have not actually tested but I’ve calculated that I my pickaxe, the item I use by far, would consume around 75% of the XP allotted to it with 6 active items. By contrast, if XP were allotted to any item that needed it I’d only use about 1/8 of the total, about half the XP usage in 1.6.4. Also, in practice I’d only have 4 active items at a time, which would effectively give me 50% more XP for each item).

So actually, while I previously have said that getting XP should be no problem (assuming XP was allotted to any item that needed it, not at random) the way Mending works means XP farms are more necessary.

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The only real issue with Mending is that it is too easy to get, in part due to farms (fishing in particular) and the changes 1.8 made to villager trading (enchanted books are guaranteed to be one of the first offers, in contrast to a 1.75% chance per unlocked offer, with offers being totally random, before. Either way you can just farm villagers to get what you want). XP farms are also an issue; Mojang could make it so that killing too many mobs within a certain amount of time (more than you’d kill being out at night or defeating a dungeon) would make them stop dropping XP and loot for a while (mob spawners even had some NBT tags that suggest something like this was considered).

Also, if you had started playing before 1.8 you might have had a different opinion:

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4.5 fold increase in cost with Mending (6 items) is only about 3/4 of this)

I only had to spend 7 levels (plus the base cost) to rename that, letting me repair it over 200 times so far; prior to 1.8 you could buy every single piece of diamond armor and tool (even hoes!) so if you were careful (limiting the number of enchantments on a tool so you can repair them with new tools) you wouldn’t need to mine more diamonds.

In fact, you could even repair moderately (level 5-19) enchanted gear (only swords, axes, pickaxes, chestplates) for the cost of just 2-4 emeralds (this also let you strip off unwanted enchantments without crafting two items together):

Priests will offer to enchant items for you. Every enchantment costs between 2-4 emeralds, and requests the item to be enchanted in the first slot. Trading for an enchanted item in this manner repairs the item if it is damaged, allowing items to have infinite durability at the cost of emeralds.

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So actually, while I previously have said that getting XP should be no problem (assuming XP was allotted to any item that needed it, not at random) the way Mending works means XP farms are more necessary.

My short story-like journals; quick-and-easy reads:

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This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

When I took off my armor, my pickaxe, my sword, my bow all started taking on the XP for mending.

I now use my Mob/XP farm as a Mending farm as well.

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The issue is with the Mending. It chooses from all equipped items (main hand, offhand, armor) that have Mending and randomly selects one. If what is chosen is already fully repaired, it adds the XP to the inventory regardless of whether or not other things with Mending are in need of repairs.

Best way around this is to simply unequip everything you don’t want to repair.

And. Prinny beat me to it.

Watch out for the crabocalypse. Some say the day will never come. But it will.

Feel free to drop by for a chat whenever.

If you’d like to talk with me about other games, here are a few I play.

Team Fortress 2

Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)

Elder Scrolls series

Warframe (IGN is something like That_One_Flesh_Atronach)

Pokémon series (HGSS forever)

Left 4 Dead 2 (Boomer files always corrupt though)

SUPERHOT (SUPERHOT is the most innovative shooter I’ve played in years!)

Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)

Just Cause series

Come to think of it, I mainly play fighting-based games.

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Well, i’m having this issue, I only have Mending and Fortune on my pickaxe (both got from books) NONE OF THEM IS WORKING, I’m not getting extra items from blocks neither my item is mending.

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Currently I have mending on my armor, sword, and Fortune III pickaxe. On all of these the XP obtained in battle or from digging ores which drop XP repairs them. The only tool I have Mending on which requires time at an XP farm or holding it in off-hand to repair is an axe. I have a silk-touch pickaxe which I had put mending on but never use it as one of my weaponsmiths sells a diamond pick with effeciency II, unbreaking III, and silk-touch as a trade so I use them up and throw them away.

And, of course, a fishing rod with mending is ubiquitous.

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Well, i’m having this issue, I only have Mending and Fortune on my pickaxe (both got from books) NONE OF THEM IS WORKING, I’m not getting extra items from blocks neither my item is mending.

What version of Fortune? I, II or III?

Fortune I only has 33% chance to double the gain. It means for coal, you will get an extra coal roughly every 3rd block. But remember, chance is independent, so you can easily have a streak of 10 blocks yielding 1 each. Or you can have a streak of 10 blocks each yielding double. But over a large sample, statistically, you should average 4 coal for every 3 ore blocks.

Fortune III has 40% chance to yield x1, and 20% each to yield x2 or x3 or x4. Again, you could break 10 blocks in a row and only get 10 coal. Or you could get 40. But over a very large sample, a Fortune III pick should average 22 coal per 10 ore.

Next, Mending. Breaking one coal ore consumes 1 durability. And it yields 0-2 xp. Meaning on average, 1 xp per coal ore block. Mending repairs items at cost of 2xp per durability. So for coal, Mending on average will restore only 1 durability for each 2 lost, for a net loss of 1 per 2 blocks, making it look like it is not working.

If you mine redstone (1-5xp per block, average 3), Mending will statistically restore 3 durability per 2 ore blocks mined, net gain of 1 per 2 blocks.

If you put Unbreaking enchantment on your pick, it changes things. I.e Unbreaking III means you only have 25% chance to lose durability when breaking a block. Now you only lose 1 durability per 4 blocks mined. So for coal, on average, you will gain 1 durability for every 4 blocks. (1 lost, 4 xp received, +2 durability regained)

For redstone, with Unbreaking III, you gain 5 durability per 4 ores.

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Mending repairs items at cost of 2xp per durability. So for coal, Mending on average will restore only 1 durability for each 2 lost, for a net loss of 1 per 2 blocks, making it look like it is not working.

When an item with the enchantment is held or equipped (in the main hand, offhand, or armor slots), collected experience orbs repair the item at a rate of 2 durability per XP instead of adding the XP to the player’s total experience.

From my own experience, with 3 pieces of Mending armor and only holding one Mending tool at a time, I had no trouble at all keeping my regularly used gear fully repaired while caving, with lesser items able to be repaired by holding them while unloading furnaces or the like (I once played a bit in 1.9 just to see how well Mending worked with my playstyle, where on average I gain 5500 XP per play session spent caving, enough to fully restore a diamond tool with a full set of Mending items being worn or held, while I use up around 3/4 of an Unbreaking III diamond pickaxe per play session, or around 3500 XP for 6 items).

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Put all items that has mending in chest and leave ur item in inventory that u want to repair and pick that last item that has mending in other hand and then just gain xp.

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Put all items that has mending in chest and leave ur item in inventory that u want to repair and pick that last item that has mending in other hand and then just gain xp.

Since version 1.16 (20w06a) Mending picks items that are damaged instead of picking items at random.

Tools should of corse beeing hold in the offhand while gaining exp but we don’t need to care about the armor anymore.

Mending works fine now.

-are abandoned for now. I might pick ’em up in the future.

For now i’m working on a private modpack that suit’s my own playstyle.

I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q

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Are you holding the item or have the armor equipped? I don’t think mending works if you to not have the item in your hand (off-hand or main hand) or armor slot. Also, mending still gives you levels, just it helps give you durability too. If you are trading with villagers, just right click on them with whatever item you want mended(Unless armor piece then just wear it). Animal breeding can be hard to get mending from, but, what i’ve been doing is breeding the animals and quickly switching to my tool that needs to be repaired.

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And in case it wasn’t already mentioned, put unbreaking on stuff, it makes a real difference for tools like pickaxes and weapons like axes which have a slow rate of return on xp.

I personally only put mending on swords, picks, and rarely axes, I see no reason to put them on anything else than fishing rods and elytras.

This item is poorly made and will not last long майнкрафт. Смотреть фото This item is poorly made and will not last long майнкрафт. Смотреть картинку This item is poorly made and will not last long майнкрафт. Картинка про This item is poorly made and will not last long майнкрафт. Фото This item is poorly made and will not last long майнкрафт

And in case it wasn’t already mentioned, put unbreaking on stuff, it makes a real difference for tools like pickaxes and weapons like axes which have a slow rate of return on xp.

I personally only put mending on swords, picks, and rarely axes, I see no reason to put them on anything else than fishing rods and elytras.

The only problem with mending is unless you got an XP farm, it’s slow to repair.

You’re not going to fully repair a netherite pickaxe from near dead in just 1 nights session of killing monsters that naturally spawned on topside.

It can take more than 2 nights worth of mob fighting from my experience, and that’s if you don’t fight anything else in between like Drowned Zombies in the water, which spawn there at any time not just at night, additionally if your armour has mending, that has to be repaired too and does so at random.

It can be a nuisance to fully repair these things if you don’t have a mob grinder setup.

It’s a backwards design if you ask me, there should be alternative methods to repair your gear fully than just sitting at a Spider spawner all day.

And it would have made sense to do so on the anvil, but unfortunately because of Mojang’s own broken game design decisions, they decided to make the anvil stop repairing an item after a set number of uses. If I had it my way, things would be very different, and the anvil would be capable of repairing people’s gear indefinitely provided they collected enough XP orbs and had the levels to do it.

There should be more incentives to use the anvil mid to late game other than putting enchantments on items,

or naming things, it’s even worse that it actually cost you XP to put name tags on items.

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I disagree with Mending being slow to repair without a mob farm. I’ve never built a mob farm and I usually have a full setup of Mending gear. I’ve never had an issue with any equipment being slow to repair. In fact, after I put Mending on equipment I don’t think I have ever had that item go below 90% durability, normal gameplay keeps all my gear consistently well repaired.

Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!

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The only problem with mending is unless you got an XP farm, it’s slow to repair.

You’re not going to fully repair a netherite pickaxe from near dead in just 1 nights session of killing monsters that naturally spawned on topside.

Then again, even coal ore averages 1 XP per block, which restores 2 durability so you can not only maintain the pickaxe used to mine it but other gear as well, and with Unbreaking III this rises to 8 uses per XP. This is also far cheaper than repairing items in the anvil in 1.6.4, especially more heavily enchanted items, and even more so in my modded worlds, or back when I used a Fortune III pickaxe for all mining while caving, which cost 0.9 XP per use (yes, per use with Unbreaking III, not per durability point; in other words, if I only mined coal 90% of the XP collected would need to be used on repairs).

Also, the XP costs used here are based on those for 1.6.4; since 1.8 you need significantly more XP to reach a given level (level 33 now requires 1758 XP, a 70% increase; the aforementioned Fortune pickaxe would now cost 1.5 XP per use, making it unsustainable for me to use it even when including XP from other ores and mobs, plus other items also cost more), but this would have had no effect on the effectiveness of Mending if it existed before then since it uses XP directly.

Saving Grace is potentially the worst item in the game.

nabhit

Active Member

So at the end of ender pearl collection, there’s an item called saving grace. The cost is 8 sets of 16 enchanted ender pearls, and one enchanted golden apple. The golden apple isn’t anything big, but the 128 enchanted ender pearls kinda is. So as one would expect, the item would be fairly good right?

Nope. As is the item is probably even detrimental to craft. All it does is teleport you to your island instead of dying. This is bad. Think about it. The only use for this would be if you are handling a significant amount of money, which is rare because the bank exists. So already off the bat, the situation you’d ever want to use it in is extremely rare (maybe in travelling in hub from the bank to the dark auction to get the midas sword??) and even then there are items that allow you to circumvent that like the piggy bank.

And if you are griding harder mobs for a long time and get

5,000 coins and die when your piggy bank is on cooldown, it isn’t even that useful then. By the point you can get saving grace, 5,000 coins probably isn’t a large amount.

So what makes this item so bad? It’s that the teleport is actively bad. Think about this: you’re farming sea creatures and you die to an emperor in a public place. Rather than respawning to travel to it, you go back to your island and have lost the sea creature. This can happen on the Magma boss which would be even worse because it means more waiting. Even in a smaller case like grinding for miners armor (if you were even to do that late game), if you die then you have to travel all the way back just to do what you were doing. In most if not every scenario, I’d literally rather die than use this item.

If this item cost 0 materials, it would be a below average item.

So what could be done to make this item usable?

Well first off scrap the teleporting to island, maybe do a random teleport like a chorus fruit would or just warping to the spawn location in the area you are at. Depending on which fix, you either have it act like a totem of undying would with a chorus fruit effect, or you have it act as it currently does with the longer teleport.

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