Repairing armour & uses for leather and cloth
Posted: 02 Jul 2026, 14:39
Hello!
I recently started playing BTA! and I must say it is quite interesting (I've found some diamonds and a lot of iron and gold)! There's one thing that's bugging me though; the fact that leather and cloth are very common materials, yet they see little use.
Cloth is dropped by zombies, which makes it common, yet it only can be used for beds, flags, quivers and seats. Leather is dropped by cows in quite large amounts, yet the only use it sees is in leather armour, baskets, and quivers. You're not going to be going through a leather armour set and quiver per day (hopefully, at least), and unless you are building something huge, you don't need a bajillion seats. This makes these resources very underused compared to their ease of obtaining.
On the other hand, feathers, string, porkchops, and even sulphur all fulfill some continuous need that makes gathering them from their respective creatures a worthwhile effort. Arrows, rope, food, TNT and handcannon ammo for example.
I think a good item/system that could be added to make leather and cloth more useful would be armour repairing. There is apparently already a precedent for this in BTA! in the form of repairing chainmail (Although I am yet to obtain any chainmail armour, the achievement "Armorsmith" implies that).
In contrast to this, I think adding a sewing kit item to use in the recipes along with the armour piece and one item of the armour material would be a good implementation for other armours. This item could be simply called the "Sewing Kit", but perhaps "Needle & String" would sound better.
This item would be crafted with either a piece of cloth, string, and a bone, or a piece of leather, string, and a bone. The bone would be the needle, as it often was in history, but this could be substituted for iron to make the kit a more expensive item.
As for how the whole armour repairing system would work, I think it should require three things in the crafting grid:
The durability increase could simply be a fixed value, a percentage of the missing durability to encourage repairing in low durability situations, or a value based off the material input into the armour piece (for example 1/8ths of the durability in case of a chestplate, and 1/5ths of the durability in case of a helmet) to make the repairing equally worth it among all armour pieces.
I think this wouldn't conflict with the concept of BTA!, as you still need to gather more and more resources to keep your armour going, unlike the "Mending" enchantment in modern Minecraft.
Thanks for reading! I hope this suggestion will be considered.
Edit: Here's a concept image of what the sewing kit item could look like:
https://imgur.com/a/ytMwnnl
I recently started playing BTA! and I must say it is quite interesting (I've found some diamonds and a lot of iron and gold)! There's one thing that's bugging me though; the fact that leather and cloth are very common materials, yet they see little use.
Cloth is dropped by zombies, which makes it common, yet it only can be used for beds, flags, quivers and seats. Leather is dropped by cows in quite large amounts, yet the only use it sees is in leather armour, baskets, and quivers. You're not going to be going through a leather armour set and quiver per day (hopefully, at least), and unless you are building something huge, you don't need a bajillion seats. This makes these resources very underused compared to their ease of obtaining.
On the other hand, feathers, string, porkchops, and even sulphur all fulfill some continuous need that makes gathering them from their respective creatures a worthwhile effort. Arrows, rope, food, TNT and handcannon ammo for example.
I think a good item/system that could be added to make leather and cloth more useful would be armour repairing. There is apparently already a precedent for this in BTA! in the form of repairing chainmail (Although I am yet to obtain any chainmail armour, the achievement "Armorsmith" implies that).
In contrast to this, I think adding a sewing kit item to use in the recipes along with the armour piece and one item of the armour material would be a good implementation for other armours. This item could be simply called the "Sewing Kit", but perhaps "Needle & String" would sound better.
This item would be crafted with either a piece of cloth, string, and a bone, or a piece of leather, string, and a bone. The bone would be the needle, as it often was in history, but this could be substituted for iron to make the kit a more expensive item.
As for how the whole armour repairing system would work, I think it should require three things in the crafting grid:
- The armour piece
- The sewing kit item
- A piece of the material the armour is made of (iron ingot, leather, etc.)
The durability increase could simply be a fixed value, a percentage of the missing durability to encourage repairing in low durability situations, or a value based off the material input into the armour piece (for example 1/8ths of the durability in case of a chestplate, and 1/5ths of the durability in case of a helmet) to make the repairing equally worth it among all armour pieces.
I think this wouldn't conflict with the concept of BTA!, as you still need to gather more and more resources to keep your armour going, unlike the "Mending" enchantment in modern Minecraft.
Thanks for reading! I hope this suggestion will be considered.
Edit: Here's a concept image of what the sewing kit item could look like:
https://imgur.com/a/ytMwnnl