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The best gear in vanilla is made by repeatedly un-enchanting gear and enchanting it until the player gets good RNG, then finishing it off with a couple of books (especially mending).
Any other method gives an immensely worse result due to repairCost/'Prior Work'.
This punishes the player substantially for slowly improving gear.
Even repair inflicts prior work - rushing a mending villager is the only solution.
This ruins the idea of having "sentimental" gear you improve and maintain over time.
Finding mending villagers is also immensely boring - but the XP cost is too punishing otherwise.
To combat this, TSmithing introduces work-free unit repair, "de-working" with netherite, and material-upgrading.
Design - Progression Changes
Here are a few side effects of the mod on the progression of the game (For map-makers and those curious)
Obsidian / Ancient Debris can be mined after obtaining one diamond (now it's always exciting)
There are three alternative methods to obtaining endgame gear (from reroll RNG+Mending)
Early game gear can be gradually combined with books, other gear, and netherite scrap.
Golden treasure gear can be combined and sacrificially upgraded to netherite (finally, it's useful)
Enchanted gear including iron can be bought from villagers and combined, then upgraded.
Netherite gear can be exchanged for other netherite gear - at the cost of enchantments/durability.
Design - Cost in Minecraft
Repairing wooden/stone tools from 0 to full costs the same as a fresh tool. 1 unit repairs 1/3 of a pickaxe.
Repairing other gear uses anvil balancing - One unit repairs 25% no matter what.
Upgrading wooden/stone tools costs the same units as the fresh tool.
As a convenience cost, damage to the tool will be "passed on" to the new tool - as if left in the handle.
Upgrading other tiers of gear costs only one unit. However, it leverages above repair mechanics:
Gear other than shovels need unit repairs afterwards - Swords need one, axes need two, etc.
Upgrading to netherite from gold utilizes specially-designed 'sacrificial diamond' logic.
Upgrades cost one piece of netherite gear as 'sacrificial gear'.
Any sacrificial gear is considered to have the full netherite ingot inside for the upgrade from diamond.
The sacrifice is broken into 'sacrificial diamonds' based on unit cost and durability.
A full durability chestplate is worth 8 diamonds, a 1/5 durability helmet is worth 1 diamond.
The resulting gear's durability is relative to its own unit cost.
1 sacrificial diamond will give a 1/2 durability sword, or a 1/3 durability pickaxe.
all gear types can be used as sacrifice, but some are very wasteful.
As gold and iron have higher enchantability than their upgrade tiers, it's possible to use the better RNG to enchant fresh gold gear, then upgrade it to avoid the normally limited durability.
Tinkerer's smithing mitigates this imbalance by making it only possible to upgrade gold straight to netherite. The enchantability gap between the two is smaller, and the netherite used could have been spent de-working gear four times!
All modding projects are built on the work of many others.
We made this mod for Tinkerer's Quilt! Our modpack about rediscovering vanilla gameplay.