As discussed on the 1.8 thread, we decided to reverse the idea to go back to pure vanilla due to concerns like buying items from other players that has a repair cost associated to it.However, we did not want to fully go back to no repair cost, as 1.8 Anvil changes would of made that super easy.. So we have a new middle groundEMC has now completely custom implemented the Anvil process so that Repair cost on an item is now specific to the player.Every repair of the item will increase the repair cost for you. You may sell this item to another player, and they will start from 0 on the repair cost.However, if you get the item back from the player, even if they have repaired it themselves, your original repair cost will still be on the item! Repair history is FOREVER on an item for everyone who has repaired it (and yes this was done in a name change supported way =P)The Formula is as follows:REPAIR COST: Vanilla Cost + EMC Personal Repair Cost + 5NEXT PERSONAL REPAIR COST: FLOOR((EMC Personal Repair Cost + ( 3 to 9)) * 1.2)- 3 levels per Raw Ingredient used to repair, or 9 levels if combining with another item of same type.(Note: this formula is cheaper than Vanillas!)As with EMC before 1.8, Anvils have been recapped to level 39. Additionally, Rename behavior bringing the cost up for renaming more than 1 item has been brought back, at a cap of 15 levels. So renaming 30 items will cost 15 levels.Additionally with these updates the following updates were made:Fixed bug where Entity Limiter auto kill counted Items / Armor Stands when it was not intended to. Item counts on /entc is only intended to limit Armor Stand placement, and be there for informative purposes.Fixed a bug Dwight spammed my error logs with due to a weird ban reason!Made some code cooler / more performant.