On 2026-07-07 09:08:55, offsetmonkey538@proton.me wrote:
Vanilla anvils will make items take more xp to repair the more they've been repaired, see <https://minecraft.wiki/w/Anvil_mechanics#Prior_work_penalty>. Would doing the same thing be a good idea? You could probably just reuse the vanilla repair cost component even.
Ooh, that's a good idea. I hadn't even considered using it for that purpose, but it would also solve the problem I brought up in the original thread, in that I'd have to store this flag somehow (and I can't use a custom component because of vanilla compatibility). Not sure whether to use the same formula as vanilla (2n+1) though. Disenchantment is already very expensive, and exponential growth could get ridiculous here. Could make it configurable, maybe, as well as how the repair cost is factored into the disenchantment cost. I guess I'll take any excuse to make cost functions even more complex 🙃