Item repair



Item Repair is a feature that allows players to repair damaged tools, armor, or other items with durability by combining them on a crafting grid. Two items of the same type and material can be placed anywhere on the crafting grid, and the result is a single repaired item. The repaired item will have usage points equal to the sum of the old items' usage points plus a 'repair bonus' of 10% of the item's maximum uses, up to a limit of the maximum durability for that item.

Even if both items were enchanted with exactly the same enchantments, the repaired object will always be unenchanted. Hence, given the current random enchantment system, using a 'junk' item in a repair may sometimes be useful for removing an unwanted enchantment from an item prior to trying to enchant it again.

Repairing gives a slight benefit in conserving inventory space, as it combines two non-stackable objects into one, and the ~10% 'repair bonus' allows you to get slightly more total uses out of tools, which helps eke out resources a little further.

Tools made of different materials (for example, a wood and a stone pickaxe) cannot be combined.

Formula for uses restored
The formula for determining how many uses a repaired item will have restored to it is as follows:

min( floor( Item A uses + Item B uses + (Max uses / 10) ), Max uses)

('floor' means round down to the nearest integer, 'min(a,b)' means whichever of a or b is smallest.)

Example: Two stone axes have 10 and 45 uses. A newly-crafted stone axe would have 132 uses.


 * 10 + 45 + 132/10 = 55 + 13.2 = 68

This algorithm gives the greatest benefit when the two items have an average durability of at most 45%. You can combine 45% + 45%, 89% + 1%, 1% + 1% or any other values that total 90% or less. The order in which items are combined does not matter; one sequence of repairs gives exactly the same durability as any other.

A good strategy is to wear down two items until both have less than 45% durability remaining, but are not so damaged that you risk accidentally breaking them. Put each item in a crafting slot, and check whether the resulting repaired item still has a damage bar. If it does, you can be sure of gaining the full 10% repair bonus for combining those two items, and if it does not, you will lose some of the repair bonus. (A 'perfect' repair is theoretically possible, but unlikely in practice.)

Note that combining items whose average durability is more than 50% actually wastes more resources than simply using tools until they break.

Future
Dinnerbone has tweeted images (shown below) of a new item repair interface. Unlike the current mechanism, enchantments on the items are preserved and combined; if both have the same enchantment at different levels, the higher level is kept. The result when items have conflicting enchantments is the first slot's tool's conflicting enchantment. For example, a Silk Touch in the first slot, and a Fortune III in the other, you would only get silk touch, not fortune. However, this will cost a large number of experience levels.

Items repaired can also be renamed to whatever the player chooses.