This is from jeb on the reddit. Detailed explanation of the above pic is here:
http://www.reddit.com/r/Minecraft/c...anting_screen_explanation_in_comments/ce3rq7m
Well, if you get enchantments you don't want, you could just put them on books until you get one you want. Not a massive improvement though (clearly the Mojang guys don't want enchanting to be too powerful).There are several ways to make enchanting better. I don't think this is one of them.
agreed.There are several ways to make enchanting better. I don't think this is one of them.
While I love the fact that they are at least looking to IMPROVE enchanting, the whole 'gold ingot cost' part is what really concerns me. In modded Minecraft, Gold is already used as a recipe component for more expensive parts / machines specifically to 'gate' players access to those things. Making enchanting require gold is just going to make it even more scarce, right?
Oh I do agree, they should really focus on the balance of Minecraft itself, not 'including' modded Minecraft.Mojang doesn't seem to care about the modded minecraft scene. As they should. It's their job to make a good game, it's a modders job to mod the good game if they so choose.
Oh I do agree, they should really focus on the balance of Minecraft itself, not 'including' modded Minecraft.
I'm just wondering.. how will this impact recipes and machine costs for mods? Hypothetically speaking that is..
It won't. Vanilla enchanting is terrible and since Thaumic Tinker, Liquid XP and OpenBlocks exist there's practically no reason to use it.I'm just wondering.. how will this impact recipes and machine costs for mods? Hypothetically speaking that is..
Well that's the trick tho, right? Liquid XP, OpenBlocks, and even Enchanting Plus all use VANILLA enchanting at their core. Thaumic Tinker is really the only one that is different. What does this mean for those mods? Will they just implement their own versions of the "old" vanilla enchanting system in favor of the new one?It won't. Vanilla enchanting is terrible and since Thaumic Tinker, Liquid XP and OpenBlocks exist there's practically no reason to use it.
I've never cared for the RANDOM method of enchanting in vanilla. So this does look like an improvement. But, I think I'll stick to thaumic tinkerer. That way I can stack the enchantments I want instead of relying on the RNG gods.
Enchanting Plus basically puts a relatively expensive 'upgrade' in that you use on a vanilla enchanting table. The upgraded table allows for the actual selection of enchantments actively, along with what level you what them enchanted at. Basically in exchange for this, you pay a little bit more of an experience rate per enchantment / increment. Being able to actively PICK your own enchantments and their levels is far more my speed than random chance. That is totally me, however.Enchanting Plus?
They might all use vanilla enchanting at their core, but I seriously doubt they'll add gold to every single enchant. That would flat-out break autoenchanters.Well that's the trick tho, right? Liquid XP, OpenBlocks, and even Enchanting Plus all use VANILLA enchanting at their core. Thaumic Tinker is really the only one that is different. What does this mean for those mods? Will they just implement their own versions of the "old" vanilla enchanting system in favor of the new one?