In my quest to rebalance the game to my liking in a modpack I've been working on I managed to momentarily remove the ability for certain enchantments to be applied to any item (minus creative mode bypass).
However now a thought came to my head regarding how the likes of Fortune have certain multipliers applied per level. To be more precise:
Fortune I -> +33% average
Fortune II -> +75% average
Fortune III -> +120% average
at least when solely based on ore drops
Instead I was considering to adjust these values one way or another even if it's a lot more complicated than initially expected
For reference I might as well share how I went about "disabling" enchantments in the first place (KubeJS used to autoload datapacks):
under \minecraft\kubejs\data\minecraft\enchantment
"anvil_cost": 4,
"description": {
"translate": "enchantment.minecraft.fortune"
},
"exclusive_set": "#minecraft:exclusive_set/mining",
"max_cost": {
"base": 65,
"per_level_above_first": 9
},
"max_level": 3,
"min_cost": {
"base": 15,
"per_level_above_first": 9
},
"slots": [
"mainhand"
],
"supported_items": "#minecraft:empty",
"weight": 2
}```