Is your feature request related to a problem? Please describe.
Not a problem as much as a new way to bridge how the mod once was with a different aproach for being selective with which enchants get selected while still leaving it up to chance.
Describe the solution you'd like
Focusing on enhancing enchants, the Tool Leveling block would have three tiers: 1-3. [1] = The standard , [2] = Similar to the standard except you sub the minecraft:enchanting_table out for the standard Tool Leveling one and the gold for amethyst_shards and [3] = You use a smithing_table to take a smithing_template, netherite_ingot and the tier-2. Each tier could have different benefits from raising the likelihood of a successful level up or add other functionality like bonuses. I could also see some type of smithing_tablet` system to help boost certain enchants/bonuses too.
On top of that, having an item_type as a method for selecting the type of enchats you want to focus on would lessen the randomness by adding a weight system. Imagine a set of boots with feather_falling II and depth_strider I If you toss in a feather or and egg (the amount could also be a factor as well) and that then would cause the likelihood of the feather_falling enchant to gain a level. You would still be able to add rare items to help increase the likelihood of success or again add bonuses (an extra level, leveling up multiple enchants, not using an ingredient etc.)
Utilizing the minecraft:chiseled_bookshelf to select the exact enchant(s) could also be nice. This could be great for the higher tier table seeing as it would allow for "picking" which enchant(s) are being focused or just used as a way to give a bonus percent to those enchants. Then each tier would raise the percent per level if applicable up to a certain value. Tier 1-2 would allow up to 30% where as Tier 3 would get you up to an extra 45% towards the enchant specifically. So in a an enchant like sharpness_V you would only get up to 30% in the Tier 1-2 table but sharpness_III would be 18%.
Describe alternatives you've considered
I would differ to you and what you see for the future of the mod.
Additional context
I personally have enjoyed Tool Leveling ever since I first added it to my 1.19 mod list. Being able to boost enchants in packs that add more and more difficult mini bosses or when you need mountains or ores, being able to go plus ULTRA on enchants is to me a must. Seeing that it cost effort and time and items to get to those higher levels, I don't see this as a broken system but more a show of determination and a how bad do you want it? type of thing. If you want fortune_XXX than grind for it! In my server, that is the way we play! I have the champions mod and sometimes even in late game you can get one shot. Even with plenty of hearts and top tier armor. Being able to have something like protection_X would be awesome in 1.21.1 and beyond!
Best of luck to you and thank you for the mod! I look forward to what ever you choose! 🤗
Is your feature request related to a problem? Please describe.
Not a problem as much as a new way to bridge how the mod once was with a different aproach for being selective with which enchants get selected while still leaving it up to chance.
Describe the solution you'd like
Focusing on enhancing enchants, the Tool Leveling block would have three tiers: 1-3.
[1] = The standard,[2] = Similar to the standard except you sub the minecraft:enchanting_table out for the standard Tool Leveling one and the gold for amethyst_shardsand[3] = You use a smithing_table to take a smithing_template, netherite_ingot and the tier-2. Each tier could have different benefits from raising the likelihood of a successful level up or add other functionality like bonuses. I could also see some type ofsmithing_tablet` system to help boost certain enchants/bonuses too.On top of that, having an
item_typeas a method for selecting the type of enchats you want to focus on would lessen the randomness by adding a weight system. Imagine a set of boots withfeather_falling II and depth_strider IIf you toss in a feather or and egg (the amount could also be a factor as well) and that then would cause the likelihood of thefeather_fallingenchant to gain a level. You would still be able to add rare items to help increase the likelihood of success or again add bonuses (an extra level, leveling up multiple enchants, not using an ingredient etc.)Utilizing the
minecraft:chiseled_bookshelfto select the exact enchant(s) could also be nice. This could be great for the higher tier table seeing as it would allow for "picking" which enchant(s) are being focused or just used as a way to give a bonus percent to those enchants. Then each tier would raise the percent per level if applicable up to a certain value.Tier 1-2would allow up to30%where asTier 3would get you up to an extra45%towards the enchant specifically. So in a an enchant likesharpness_Vyou would only get up to30%in theTier 1-2table butsharpness_IIIwould be18%.Describe alternatives you've considered
I would differ to you and what you see for the future of the mod.
Additional context
I personally have enjoyed Tool Leveling ever since I first added it to my 1.19 mod list. Being able to boost enchants in packs that add more and more difficult mini bosses or when you need mountains or ores, being able to go plus ULTRA on enchants is to me a must. Seeing that it cost effort and time and items to get to those higher levels, I don't see this as a broken system but more a show of determination and a
how bad do you want it?type of thing. If you wantfortune_XXXthan grind for it! In my server, that is the way we play! I have thechampions modand sometimes even in late game you can get one shot. Even with plenty of hearts and top tier armor. Being able to have something likeprotection_Xwould be awesome in 1.21.1 and beyond!Best of luck to you and thank you for the mod! I look forward to what ever you choose! 🤗