so, i’ve been playing cube craft since 2021 i think, way before the reborn update. and since then the chests commonly break into 2 seperate chests which doesn’t sound like a problem at first, until the chest glitches and doesn’t fill up with items losing me money from my farms i’ve afk’d (creeper drops) secondly, augments. they should have a partnered feature similar to the grindstone for vanilla enchantments. where you can remove them from armour/tools as i’m very very late game and have lvl 10+ items on diamond tools and armour which costs 200+ levels, which get ruined by the wrong augments. eg. i use a sharp 10 sword for xp grinding farm (blaze and wither skeletons) which unfortunately i have explosive hit on, which has a 1% chance to spawn a TNT block. which is useful for pve (dungeons) but not useful for xp farms where it kills all of the mobs in a split seconds and doesn’t give you the xp for it either. my idea is, to re-code the grindstone or add a feature to the forge where you can select an enchant to remove off your tools/armour at a cost of the same augments rarity which the tool has that you want to get rid of, or simply remove it with no fuss because i’ve had to spend extra hours getting tools back up to a level where it’s given me awful augment rolls again and i’ve had to repeat it. not helped by the fact that my sword has a terrible augment enchant on it which makes xp farming way slower just to get back to my original enchant. also with augment rarities, for example if you have a legendary augment, make the chance of getting the legendary roll the highest chance for legendary, and rare having the highest chance for a rare augments ect. bc a legendary %7 drop chance from a rare chest also only having a ~%20 chance to get a legendary augment roll is a %1.4 chance total of getting a legendary augment from a rare chest and then also getting a legendary augment roll from that original augment. it’s ridiculous and a complete oversight.