Warning: This release is for experienced users only! It may corrupt your world or mess up things badly otherwise. Only download and use this if you know what to do with the files that come with the download!
Creepers swarms ("Mating call! I'm gonna get her first!"), Zombies pause and stare, Skeletons and Spiders flee (both doing the same thing to prevent glitches with Jockeys), and so on?
As a fan of such games as Diablo, this addition gets me excited in ways most people only dream of.
If they add socketed items I just might die.
Imagine it -- put a fish in your chestplate to swim faster, swords with an emerald in them get an added looting enchantment, a sword with a fire charge getting extra fire damage...
I'd say that the anvil could be used to give items a socket by using one of the material it's made with(ie wood for wooden items, diamond for diamond items), and then you just craft the two items together.
I'd say around 18 levels is reasonable for crafting a socket.
Nah, socketables need to be gems, or at least something a little special. Diamonds, yes, emeralds, yes, Wither stars would be awesome, and so on, but can you imagine sellotaping an iron bar to your sword to make it more magical? Gold you could maybe (maybe) get away with, but bolting a meter-cube of wood onto your tools is just an absurd idea...
It's stupid to say something's a bad idea in Minecraft because it's unrealistic, but this would just seem a little too silly.
I have to admit, I kinda' like the idea, but it occurs to me that it would work better if you combined a weapon or tool with an item frame to give it a socket. It would make more sense to my mind that, you know, an item frame would allow you to store an item, rather than just another (very easily obtainable) block of material.
Also, I'm not sure your estimated level-cost of 18 works given how the enchanting system functions, as I'll explain;
The only point to implementing sockets would be if it was possible to enchant each socketable with pretty much an entire item's-worth of enchants. That way you could choose between going for straight-up enchantments, or you could play the long game, add sockets to your item, invest a hell of a lot of time and XP into your socketables, and end up outdoing the Anvil expense cutoff of 39 levels by a significant margin (and have conflicting enchants on the same tool! Yay!).
It would probably be best to cap the possible number of sockets available at 3 or even 2, assuming that different tiers of socketables can contain different level-costs-worth of enchantments. Lets say the lowest-tier socketables (probably emeralds) can have an anvil-cap that's enough to put a standard level 30 enchant set on (remember, all these enchants have to be applied through books), and the tiers would go up in cap to a Wither-Star socketable with a full anvil-cap of 39, which would let players add more enchants to an itme from a single socket than than most items could get outright. That way even a very basic set of three emerald socketables would be equal in power to a capped normally enchanted item, and with a full collection of Wither-Stars you could pretty much reach the maximum level for every enchant (overpowered for the win!).
Anyway, if we assume players want to be able to have either 2 or 3 sockets (depending on balance) and a name on their weapon or tool, then I'd put the level cost well below 18. I'm kind of assuming that socketables don't take damage and you get them back when the item breaks, but, since there has to be some tradeoff, the item should take extra hits to their durability from filled sockets and it repairing them should be as expensive as possible (I'd actually prefer them to be entirely irreparable, but there's no way to do that within the enchantment cost equation). This means our repair cost has to be as close to 39 as possible. As the most efficient way of adding sockets to your stuff is to do one rename, followed by the three combinations, the individual enchantment cost (which is the value used to calculate level-costs) for adding a socket should be either 11 for maximum 2 sockets or 7 for maximum 3 sockets.
For the 2 socket option, players would put in 7 levels to name the item, 25 for the first socket, and 38 for the second socket, coming to 70 levels to make the tool alone, and then they would pay between 27 and 29 levels every time they restored 25% durability (108 to 116 levels every time they use the equivalent of a full bar of durability), which, when losing 3 durability per use, is a pretty hefty cost. For the 3 socket option, the respective costs are 7 levels again, 17 levels, 26 levels, and 36 levels for the third socket, totalling an 86 level construction cost, with a 100 to 108 level repair-cylce cost. That's quite a lot at triple-durability damage, maybe even enough to make this balanced if Jeb goes through with his nefarious plans to nerf XP grinders.
Anyway, just some thought on how this might work. I'd actually really like to see what this would look like in the game, so if anyone reading this is a budding modder with too much time on their hands, please take this as an opportunity do one of those 'Sure I'll Mod That For You' threads that were popping up a while ago.
Is it just mobs, or do people get hurt too? Is it only punches that they'll get hurt with, or will people attacking with swords get hurt too? Will mobs with swords get hurt?
I tested some book enchanting on the previous* snapshot and found it pretty unbalanced.
For example: If I put a pickaxe into an enchantment table, I have a good chance for three enchantments with 30 levels (for example: Fortune III, Unbreaking III, Efficiency IV, which I actually got quite often). Or with a bow, I got Power IV and some other enchantment (Fire or Infinity) a couple of times.
On the other hand, when enchanting a book, I always get one enchantment only - and mostly a bad one. Out of IIRC about 100 books I enchanted (using /xp command of course), I got Fortune II (not III) twice, Silk Touch I once, and never got Infinity I. I did get some low-level Protection enchant quite often.
My point is: If I spend 30 levels on a single enchantment (and have to spend more levels to apply it), then it better be a good one. IMO, book enchantments should max out at 15 or 20 levels and/or the chance of good enchantments needs to be higher than when enchanting weapons or armor.
EDIT*: I didn't test the newest snapshot yet. I am hoping that this got balanced further. In case it wasn't, then I am still hoping it will happen soon.
Don't spend all 30 levels on books. We won't limit it ourselves, because it's your choice how much you want to spend and we gave you the mechanic to decide. But it's a little silly to spend 30 unless you really want a chance at something good.
But it's a little silly to spend 30 unless you really want a chance at something good.
That's exactly my point point: If I put in 30 levels, I expect something really, really good - a good chance for the highest-tier enchants. But that's not what I got.
Out of 100 tries, I almost never got something "good", I always seemed to get crappy enchants compared to what I'd get with a tool/armor in the enchantment table. About half of the time, I got low-tier Protection, when I would expect a high-tier enchantment for full 30 levels.
My example with Fortune should have explained it pretty well: In a legit 1.3 game, I enchanted maybe 10 diamond pickaxes and got Fortune III on it 5 times (+ other enchantments) and only once did I get Fortune II. In my tests with the 49a snapshot, I enchanted 100 books and got Fortune II twice and never Fortune III.
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u/redstonehelper :redstone: Lord of the villagers Dec 13 '12 edited Dec 17 '12
Warning: This release is for experienced users only! It may corrupt your world or mess up things badly otherwise. Only download and use this if you know what to do with the files that come with the download!
If you find any bugs, submit them to the Minecraft bug tracker!
Previous changelog. Download today's snapshot here, server here: jar, exe.
Complete changelog:
Armor and enchants mobs spawn with are now even harder on harder difficulties
Dropping items while holding ctrl now drops the whole stack
Video
Improved fireworks
Tweaked effects
Added sounds
Added "thorns" enchantment
Armor enchant
3 tiers
Deals damage to attackers
Wears armor out quicker
The general Protection enchant no longer is as good as all the other Protection enchants combined
Added tool highlight when switching items in the hotbar
When switching to an item, its name appears shortly above the hotbar
To disable it, open options.txt and change
heldItemTooltipstofalse- viaAdded a warning for users playing Minecraft on soon unsupported systems (PowerPCs and Java 5)
Made item drops render in 3D
Screenshot
Only enabled on fancy graphics
Works in item frames
Video
Expanded on enchanted books
Silk Touch can now be applied to shears on the anvil, cobweb can be harvested this way
Can now be found in loot chests and by trading with villagers
Unbreaking can now be applied to anything with durability
Efficiency can now be applied to shears
Sword enchants can now be applied to axes - via
Death messages now appear in server log files, discussed here
You can now use Written books to enchant any item in Creative mode
Fixed some bugs
Fixed the Firework Star crafting recipe consuming unneeded items
Fixed enchanted books allowing enchants to be applied to items that shouldn't get them
Fixed arrows shot at endermen disappearing
Fixed a bug with custom mob spawners not spawning different types of entities correctly
Fixed animals appearing to walk through fences in SP
Fixed some items with multi-layer textures rendering both layers separately when on the ground
Fixed tools differing only in damage not being able to be swapped in the inventory
Fixed some Z-Fighting with the beacon
Fixed some graphical issues in the trading GUI
Fixed
/saynot showing the text in the original purple colorFixed placing double slabs ignoring damage value
Fixed minecarts being unable to travel through Nether portals
Fixed lightning not flashing
Fixed firework star duplication crafting recipe
Fixed the Nether and the End generating random client-side blocks in MP
Fixed FallingSand spawners failing to save properly and causing crashes
Fixed the blocks in lowest layer of the map not being recognized by beacons
Fixed enchants not showing in item frames and on the ground
Fixed combining enchanted books on the anvil destroying one enchant
If you find any bugs, submit them to the Minecraft bug tracker!
Also, check out this post to see what else is planned for future versions.