
Enchantment application rework suggestion
kuba26038 opened this issue ยท 0 comments
Feature description
I'd love to see an improvement to the way tetra tools get enchanted, which would be ditching having to apply enchants to each tool part seperately, in favor of having them apply directly to the tool instead, similarly to how durability is shared by the entirety of the tool.
additionally, instead of having % based chances to have negative effects apply during the enchanting/repairing process, the integrity system could be used instead, having that value determine the ammount of enchants that can be applied without risk.
it'd of course create the need for a new way to apply enchants via the workbench - unless it's planned to make repairing/enchanting via anvil possible, i think having a new button besides the REPAIR one would work wonders.the symmetry of the ui would be preserved.
here's a mock-up of how these ideas would look applied:
How it improves the player experience
there would be less confusion about whether or not the enchants apply to all of the parts of the tool or not (i didn't test whether or not efficiency works on both head parts of a pickaxe, and i can't find this info anywhere, but i'm 100% sure that applying unbreaking to one part has effect on all of them, since as i said, durability is shared everywhere).
it would also make creating custom tools easier for datapack-makers, since they wouldn't have to make sure each tool part gets the right enchant, and it would probably even allow tetra tools to use the exact same enchanting system that is already present in the base game
Tetra synergies
it would compliment nicely the way that the durability mechanic is implemented, and would additionally make the system simpler and easier to understand on the user's end, without compromising any functionality, at least to the extend that i know of.