Item salvaging #18
Labels
No Label
bug
duplicate
enhancement
help wanted
invalid
question
wontfix
No Milestone
No project
No Assignees
1 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: EpicKnarvik97/Blacksmith#18
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
It has been suggested to implement a possibility for blacksmiths to salvage items. It should be possible to implement random salvage by using the recipe class to get the items a player should get back. The actual interaction to lead to a salvage requires some thought. There's also a question of whether it should be kind of separate, or basically follow the same rules as reforging.
There is also a question of balancing. For example, for a diamond pick-axe with 2/5 durability remaining, you might end up with two sticks as salvage. One way would be to just don't count sticks when calculating salvage, but that would kind of break salvage for fishing rods.
If the salvage would result in 0 items, the salvage should probably be blocked.
It could be possible to give money instead of items as salvage.
A salvageAbleItems whitelist setting supporting the same presets as reforgeAbleItems would be useful.
Should it cost a sum to salvage items, or should it be free?
Netherite items are not salvageable as giving back the netherite ingot would be too OP, unless it's at full durability.
It could be possible to return enchantment salvage in the form of XP.
This has now been implemented