Minecraft Name: @Gmoneyman118 Suggestion: Adding the "Salvage" skill from MCMMO Reason: There isn't any reason to remove parts of the MCMMO plugin. The salvage skill has no game-breaking reason to be blocked and it will give people another reason to level up in MCMMO. Any Other Information: For those who don't know the salvage skill allows players to place a gold "anvil" that can be used to dismantle old metal tools for their component parts like recycling. Link To This Plugin/Is this a custom addition?: https://github.com/mcMMO-Dev/mcMMO/wiki/Salvage
https://www.ecocitycraft.com/forum/threads/suggestion-repair.113604/ I suggested something similar a while back regarding Salvage and Repair, and I agree with this suggestion. It would put purpose to the iron gear that you get from fishing, and old miscellaneous diamond gear laying around. May need some tweaking with ExtCommands but outside of that nothing too major. I support this. +1
There's ways to adjust this. Let's say you wanted to salvage a whole set of diamond gear. Instead of getting 24 diamonds for it you would only get 4. It also goes with other gear aswell.
Uhm, what's you estimate and how would you calculate that? Because fishing is the only reasonable source for tools and armor and an accurate estimate of its garbage yield would be pretty low. Indeed, I'm going fishing right now for exactly one hour and I'll be right back with the results.
Ok, here's my test. I used a maxed rod (unb3 luck3 lure3) for exactly 1 hour of full usage (pausing the stopwatch whenever I switched activity) on a fishing table without roof or any block that could cover the bobby from the sky. This is all I got: exp x565 fish x100 salmon x23 puffer fish x20 nemo x2 golden chestplate x1 golden pick x2 leather helmet x1 leather chestplate x2 leather pants x2 leather boots x1 enchanted leather boots x1 (unb1 feater1 blast1 thorns1) stone hoe x1 wooden shovel x2 wooden pick x2 wooden hoe x1 wooden sword x1 I'm not doing the math for wooden and stone tools because the difference in their worth in raw materials is laughable, the server economy is not going to be disrupted by a few cents more. The big money comes from exp and fish. However exp cannot be sold to server but only to players, therefore it's not relevant for our purpose. For the same reason I'm going to disregard the enchanted boots, because even if I had a salvage level high enough to get ebooks, those would still be sellable only to players. As of now, what I would have got selling to server all the fish is $3590. Let's see what I would have got if I were able to salvage the gold and leather stuff. Assuming that I have ExtCommands and that I have the required salvage level to get from the items exactly the same raw material that would be required to make them, I would get: gold ingot x14 leather x43 I understand that leather's market value among players is more than it's worth to the server, however we are discussing the supposedly negative impact it would have on the economy due to the ecd produced: therefor the relevant value is server's /worth. The math is trivial: the total worth of these new materials is less than $162. That's 4.5% of what fishing is worth now. In other words: salvage would increase the ecd production of fishing by only 4.5%. What about star rods? Their higher lure level would get you both fish and stuff faster, therefore it wouldn't increase that 4.5% ratio. On the other hand, their higher luck might have an effect, though not that big (luck changes very little of fish rate, it just decreases junk in favor of treasure, however the main difference is in the enchantments: the raw materials of junk and treasure is more or less the same). And let's not forget that not everyone has star rods. Conclusion: introducing salvage would have a negligible effect on the economy.