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Copy of Minecraft Enchanting - Tools, Upgrades and XP

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1. Input Buffers (Sources & Pools):
* The diagram uses specific Pools for XP and Lapis Lazuli (Nodes 218 and 203). These provide the necessary fuel for the transformation process.
* Tool Pools (Pickaxe, Axe, Sword) hold the base items ready for enchantment.
2. Transformation (Converters):
* Nodes like Enchant Pickaxe (205) act as the primary "Enchanting Table" logic. They pull a tool, XP, and Lapis simultaneously to produce a randomized enchantment outcome.
3. Probabilistic Distribution (Gates):
* After a tool is "enchanted" by a Converter, it passes through Gates (241, 257, 267). These use Dice distribution to determine which specific enchantment the player receives based on rarity and weights.
4. Scaling Logic (Registers):
* The How many Lapis (202) and Get Enchantment Level (327) Registers calculate the magnitude of the enchantment. They likely control the flow rates of the Resource Connections, ensuring higher-level enchantments consume more resources.

### Design Observations

* Rarity Balancing: The system uses different output paths to simulate Common, Rare, and Epic enchantments. For example, Fortune is categorized as Rare, while Sharpness and Fire Aspect are treated as high-tier Epic upgrades.
* Feedback Loops: State Connections from the Registers modify the cost formulas of the Converters, meaning as the intended level increases, the resource requirement scales dynamically.

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Edited 24 days ago
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This diagram is a forked version, originally created by
Catalin Ichim Systems Designer, docs
Original diagram

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