Quote Originally Posted by Amsai View Post
Well I am looking for a solution that would make people happy, so as long as you arent writing off the idea by default I am fine with any ideas on how to approach such a thing. This idea would not cut out repairs, it would just make it more convenient. As far as complexity of how the system works and success rate, I am not oppsed to those ideas either. Thats absolutely fine if I have to follow ceratin criteria and its not 100% success rate, all I am interested in is the convenience factor. If I wanted to get rid of repairs, I'd have titled the thread: Get rid of Repairs!!, but I didn't.
well as i said, repair kits arent a bad idea as long as you dont generalize them
crafters would still be the ones to actualy make them, so that factor is still there

but there needs to be a fine line drawn between getting the actual repair from a crafter and using the kit, something to set them apart, and maybe getting 75% instead of 100% off a repair kit(since you arent actualy that craft) wouldnt be a bad thought either.
im sure people wont like the sound of that, but at the same time those same people dont like repairs at all usualy
and there are others who would be grateful for it cuz they could just keeping doing whatever even if it isnt full

but as long as you dont generalize repairs with them, thats the main issue id have
if it requires a weevil elytron then it should require a kit that specificaly does that and so on, not a "bow repair kit" or something along those lines

and its very easy to go out of the way to make a single synth for every one of these items that does that. using the optimal rank of what it takes to actualy make those items(so if iron nuggets take rank 16 to make, the kit is also a 16 recipe to make and so on)