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Talk:Item repair

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The Formula For Repairing[edit]

I did not want to make an edit just yet, but there has already been tweets from Notch about how repairing works.

You take the Item Durability that remains on both items, then add the bonus uses. The bonus uses is 20% of the combined remaining uses.

Here is the tweet in question: If item 1 has 10 uses left, and item 2 has 10 uses left, you'll end up with something like 25 uses in the final product.

http://twitter.com/#!/notch/status/118727507011837953

His math was off, as 20% of 10+10 is 4.

I have done two tests in 1.9b2, one test used two wooden axes both at 10 remaining uses. The result was 24 combined+bonus uses. The other test was on two Stone axes each with 32 uses remaining. The result of that was a Stone Axe with 76 use remaining.

There didn't seem to be any per-material bonuses as the current Wiki article suggests Macharborguy 02:22, 3 October 2011 (UTC)

Just to let you know, Notch said "Something like" - A statement like that is obviously an estimation and cannot be used in a mathematical formula --HexZyle 03:21, 3 October 2011 (UTC)

I changed the formula from 'max' to 'min', because if it was max, it would be possible to repair 2 slightly used tools and get a tool with more than the standard maximum number of uses. Also, that would make it so you always get at least a brand new tool, if not better. Socccerstar 20:31, 8 April 2012 (UTC)

Craft Box[edit]

Like the image in the gallery for Item Repair, should there be a craftbox that animates each type of weapon/tool. Seems kinda pointless, but might fill the page out more. --Throex 02:25, 5 October 2011 (UTC)

Armor[edit]

Can you repair armors the same way as tools? --Throex 23:12, 7 October 2011 (UTC)

Armor lasts forever in 1.9 pre-release 3 --HexZyle 15:49, 10 October 2011 (UTC)
Yes, but will is be repairable in the future? --Throex 18:17, 10 October 2011 (UTC)
Armor takes damage exactly like tools in all 1.9 pre-releases. So, yes, armor will probably be repairable. FatherToast 19:15, 10 October 2011 (UTC)
Um, I put on leather boots, fell off a height....oh. Armor doesn't prevent fall damage then? --HexZyle 20:01, 10 October 2011 (UTC)
It seems it no longer does. :( I guess that's how they stopped blocking from preventing fall damage. FatherToast 20:28, 10 October 2011 (UTC)
Yahoo! Now I don't have to worry about breaking my armor over time by taking minor falls! Hydraxan14 18:16, 24 November 2011 (UTC)

Enchantments[edit]

Not sure where to put this: Any Enchantments are lost upon repair regardless if one or both original items are enchanted. Only tested with two level 1 enchanted diamond swords maybe suffering from a penalty (maybe Repaired enchantment is average of two items less a penalty) --Fitzy 09:56, 10 October 2011 (UTC)

I think it's simply because the enchantment data isn't carried across to the new item due to an oversight in the code. Should be reported as a bug, because that is something that is not intentional --HexZyle 11:11, 10 October 2011 (UTC)
If enchantments are to be preserved, it's not obvious what the right way to do it is. Simply adding the items' enchantments could lead to balance issues - you'd end up with maximally-enchanted items that would last forever by being repaired with unenchanted ones. And what happens if they have conflicting enchantments? Another approach would be to keep only those enchantments that both items have. Not as good, but better than losing them entirely. Orthotope 12:22, 31 December 2011 (UTC)

The article makes the claim that items that have been repaired cannot be enchanted. I just tested this by placing a damaged stone pickaxe on an enchanting table, and I was presented with enchanting options. I then repaired two damaged stone pickaxes into a full-durability stone pickaxe, enchanted it, and got Efficiency I. This is on a 1.0.1 Survival Multiplayer server. --Seamus Donohue 15:44, 17 January 2012 (UTC)

Needs Expansion?[edit]

I'm afraid I don't see how someone would expand this section. What is it missing? Hydraxan14 18:18, 24 November 2011 (UTC)

Modding[edit]

Anyone know the file this is on? Can't seem to find it. –Preceding unsigned comment was added by 67.223.211.61 (Talk) 02:24, 15 December 2011. Please sign your posts with ~~~~

White Durability?[edit]

I combined two bows with slightly above half durability and got a bow with a white line in place of durability. Does this mean the game kept track of the excess durability, or what? –Preceding unsigned comment was added by 70.112.56.245 (Talk) 18:39, 16 December 2011. Please sign your posts with ~~~~

Item Repair, taken from 1.0.1 server[edit]

   // https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/Item.java#L223
   // this.bQ == item has data value
   // this.durability == item's MAXIMUM durability (not current)
   public boolean g() { // isTool()? or something to that effect
       return this.durability > 0 && !this.bQ;
   }

   // https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/ItemStack.java#L130
   public int g() { // getDamage()
       return this.damage;
   }

   // https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/CraftingManager.java#L203
   if (i == 2 && itemstack.id == itemstack1.id && itemstack.count == 1 && itemstack1.count == 1 && Item.byId[itemstack.id].g()) {
       Item item = Item.byId[itemstack.id];
       int k = item.getMaxDurability() - itemstack.g();
       int l = item.getMaxDurability() - itemstack1.g();
       int i1 = k + l + item.getMaxDurability() * 10 / 100;
       int j1 = item.getMaxDurability() - i1;
   
       if (j1 < 0) {
           j1 = 0;
       }
   
       return new ItemStack(itemstack.id, 1, j1);
   }

Therefore the formula for repaired health is as follows:

ItemRepairFormula.png

For 2 stone axes with 32 health left (max health is 132):

ItemRepairFormulaEg.png

The floor is there because of the integer division here: int i1 = k + l + item.getMaxDurability() * 10 / 100;

Someone can add this into the actual page. The images are by me. angelsl 14:54, 18 December 2011 (UTC)

Item Repair, taken from 1.4.2 client[edit]

At least in the client the bonus changed to 5% in 1.4.2:

           // Source: decompiled client with MCP 7.19, Line #269
           int k = item.getMaxDamage() - itemstack.getItemDamageForDisplay();
           int l = item.getMaxDamage() - itemstack1.getItemDamageForDisplay();
           int var9 = k + l + item.getMaxDamage() * 5 / 100;

In my tests with stone shovels and pickaxes i get a bonus of 5 uses per repair, but: 132 * 5 / 100 = 6.6 => 6 Can someone confim this? --Mm177 10:06, 24 November 2012 (UTC)

Anvil repairs via materials[edit]

For one thing, there needs to be a better distinction between Crafting Table Repairs and Anvil Repairs; it's confusing now because they don't work the same.

There's no mention yet of the ability to put a worn tool and a base material in the Anvil to restore durability. For instance, I put a Diamond Pick Axe with several enchantments on it with a Diamond and repaired the Pick Axe without losing any of the enchantment. This was more affordable than combining two pick axes, but I don't have any statistics for it. PuzzleMage 14:57, 4 November 2012 (UTC)