By Default, Vanilla Minecraft does not properly display enchantment levels above level 10. There is a resource pack in downloads that will allow you to fix this. Just click on the version of the datapack you want to download, and scroll down. There is an optional resource pack tied to each release.
You can use this datapack however you wish. Edit it, rebalance it, reupload it, use it in a modpack. I don't need credit and I dont expect references. Thank you
This datapack/mod attempts to overhaul one part of Minecrafts progression in order to supplement longer and more difficult playthroughts. The idea is to do this :
- Without adding bloat or unnecessary systems
- While maintaining seamless compatibility with other mods or modpacks that aim to increase the games difficulty
- In a way that allows for longer playthroughs, with more satisfying progression and powerscaling.
- and all in a way that is balanced, well researched, and intentional.
The issue with many other mods or datapacks that increase the base level of Vanilla enchantments is that they are not well informed. Packs like BeyondEnchant haphazardly raise the level of enchants without understanding how these enchants work / scale. Often increasing an enchantment past its effective value causing you to waste time, XP, and prior work penalty on enchantments that don't do anything except increase the number on your tooltip. See Technical Explanation Below
It is recommended to use this datapack under certain circumstances. I have provided configs for all mentioned mods below. You can find them in the downloads.
- You are playing on Hard (Increases mob damage by 50%)
- You have some kind of mod increasing the scaling on mobs. For new Minecraft versions I recommend Buff Mobs. I disable essentially everything but increase mob health to 1.5 (an increase of 50%).
- You have a mod that removes the XP scaling, causing you to unfairly spend more XP the higher your level is. I recommend Fixed Levels, which will completely flatten the XP curve, and allow you to earn the exact same amount of XP per level. I recommend 100xp. Wiki
- You have a mod removing prior work penalty from enchanting entirely. I recommend Easy Anvils. This mod can also remove the "Too Expensive" limit, which is also necessary for higher level enchants. Set
prior_work_penalty = "NONE"
This is the biggest recommendation in my opinion. Many enchantments have increased in max level and cost by quite a bit. Prior work penalty is why youre incentivized in Vanilla to put many enchants on a single book before enchanting to item. This datapack is balanced around enchants being expensive on their own, especially because their cost is doubled per level. So even with a base cost of 2 levels, an enchantment with 10 total levels will cost you 55 levels to max out for a single item. Some enchantments that are high value are even more expensive than this. Removing prior work penalty allows the cost of enchanting to be predictable, straightforward, and easy to plan around.
Lastly, I really recommend something like Simple Skills. Which can allow you to customise enchanting progression even further, as well as lock overpowered enchants behind your Enchanting level.
This pack also allows Knockback to be applied to hoes. This makes moving farm animals around much easier, and seeing as hoes have no scaling on damage as you upgrade tiers, this just made sense to me. Just make sure you don't send them off a cliff.
NOTES: This datapack also edits the enchanted tooltip order so that they are sorted by Max Level -> Alphabetical on your items. Making your enchanted items more organized and easier to read at a glance.
Technical Explanation
Regarding BeyondEnchant and other addons that change vanilla enchantment levels, most protection enchantments protect you from 8% of damage per level (4% for normal protection, and 12% for Feather Falling), up to a max of 80% per specific protection enchant. So this means that you can apply up to 80% protection of Blast, Feather Falling, Fire, and Projectile protection, and still see the benefits, right? Well, generally yes. But not quite. Protection enchants are ALSO capped by a hidden Enchantment Protection Factor (EPF). When you are damaged, the EPF value for applicable enchants are all added together, maxing out at 20. For general Protection, each level accounts for 1 EPF. Blast, Fire, and Projectile, all have 2 EPF per level, and Feather Falling has 3 per level. So if you were to take damage from an arrow while using 2 pieces of armor with Projectile Protection 4 (8 + 8), and 1 armor piece with Protection 4 (4), that adds up to a EPF of 20. Therefore any kind of damage mitigation past that point would be ignored. Even with more Protection on a different piece of armor. BeyondEnchant adds 10 levels of Feather Falling, not only surpassing the hidden maximum EPF value by 10 points, but also the 80% max protection by 40%.
It increases the level of Flame by 4. Flame does one thing, has no scaling, and therefore sees no benefit whatsoever when increasing it's maximum level.
Increases Quick Charge so much that the load to fire time becomes 0.0 seconds. Charging and firing instantly.
Increases Swift Sneak to level 7 despite Swift Sneak having no benefit past level 5.
On top of a multitude of other issues I completely disagree with balancing wise.

