Minecraft has a lot of blocks, but what if they had more? Why do we need them? Please don't just add lists of things - these will be marked as spam and removed! Also, no furniture, guns, or vertical/"sideways"/"upright"/"standing" slabs (yes, we see you).

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Enchantment Overhaul: Make Enchantments a Progression System

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    Continuation of suggestion (1500 characters no enough lol):

    Expansion on the enchantment rarity meantion earlier. Common, Uncommon, and Rare. These categories represent accessibility and progression rather than raw power.

    Common enchantments are the basic foundation of enchanting. They can be obtained without significant exploration, primarily through Enchanting Tables and limited villager trades.

    Uncommon enchantments cannot be obtained from Enchanting Tables. Their books can instead be found in naturally generated structure chests, giving exploration a greater role in progression.

    Rare enchantments require specific sources, structures, or activities to discover. For example, Swift Sneak would remain tied to Ancient Cities.

    All naturally obtained enchantment books would be Level I. Higher levels require combining duplicate books with an anvil, making both discovering an enchantment and mastering it separate achievements.

    Suggested rarity pools.

    Common: Unbreaking, Protection, Blast Protection, Fire Protection, Projectile Protection, Sharpness, Smite, Bane of Arthropods, Density, Impaling, Efficiency.

    Uncommon: Curse of Vanishing, Curse of Binding, Feather Falling, Thorns, Breach, Fire Aspect, Looting, Lunge, Knockback, Flame, Loyalty, Multishot, Piercing, Punch, Quick Charge, Lure, Fortune.

    Rare: Mending, Aqua Affinity, Depth Strider, Frost Walker, Respiration, Soul Speed, Swift Sneak, Sweeping Edge, Wind Burst, Channeling, Infinity, Riptide, Silk Touch, Luck of the Sea.

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    Registered User commented
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    Enchanting Tables & Progression

    Enchanting Tables would become the primary source of Common enchantment books. Without surrounding bookshelves, a table can only enchant books, randomly selecting a Level I Common enchantment. The Level 30 requirement would be removed; XP costs would instead scale with the enchantment's rarity and level.

    Once a player discovers an Uncommon or Rare enchantment, they can archive its book in a Chiseled Bookshelf surrounding the table. Archived enchantments become permanently available for direct application to compatible gear through the table. Players can select the desired archived enchantment instead of relying on random rolls.

    Archived enchantments cannot be applied to books. Additional physical copies must still be found and combined with an anvil to create higher-level books or spare copies. This preserves the value and rarity of discovering them.

    To support this progression, Librarian Villagers and naturally generated enchanted gear would be limited to Level I Common enchantments. Enchantment books would also no longer be applied directly to gear with an anvil; the anvil remains useful for combining duplicate books, and repairs.

    The Enchanting Table therefore remains useful throughout the game, while exploration becomes essential for expanding your library.