[advanced_infuser] #Can the enchanting infuser repair items using levels in addition to enchanting. #Default Value: TOOLS_AND_ARMOR #Allowed Values: EVERYTHING, TOOLS_AND_ARMOR, NOTHING allow_repairing = "TOOLS_AND_ARMOR" #Allow enchantments on an already enchanted item to be increased / removed. #Default Value: ALL #Allowed Values: UNENCHANTED, ALL, FULL_DURABILITY allow_modifying_enchantments = "ALL" #How many bookshelves you need around the infuser to be able to apply maximum level enchantments. #Filling in corners is important to reach higher values. #Setting very high values may require modded bookshelves that provide more than one enchanting power per block (such as Apotheosis' bookshelves). #This value will be fixed at 50 when Apotheosis is installed. #Default Value: 15 # Default: 15 # Range: > 0 maximum_bookshelves = 15 #Allow enchantments that can normally not be obtained from an enchanting table, but can be put on the item in an anvil (e.g. sharpness on an axe). #Default Value: true allow_anvil_enchantments = true #Working an item in an infuser increases the prior work penalty stat used by anvils for that item, meaning future anvil repairs will become more expensive, possibly even too expensive. #Default Value: false increase_anvil_repair_cost = false #Allow books to be enchanted in an infuser. #Default Value: true allow_books = true [advanced_infuser.repair] #Cost multiplier in levels for each repair step, result will be rounded up. #Default Value: 2.0 # Default: 2.0 # Range: 0.0 ~ 1.7976931348623157E308 repair_step_multiplier = 2.0 #How many percentage points of an items total durability a single repair will restore. #Default Value: 0.25 # Default: 0.25 # Range: 0.1 ~ 1.0 repair_percentage_step = 0.25 #The main option in this section is "maximum_cost" as it determines how many levels you'll have to pay for fully enchanting an item with all possible enchantments it can have. #Cost multipliers mainly control how this maximum cost will be spread out between enchantments of different rarities. [advanced_infuser.costs] #When scaling costs, only account for vanilla enchantments. Otherwise enchanting costs will become ludicrously cheap with many modded enchantments present. #Default Value: true scale_costs_by_vanilla_only = true #Cost level to scale prices by. This is not a strict value, meaning it can be exceeded (e.g. when applying treasure enchantments). #Default Value: 30 # Default: 30 # Range: > 1 maximum_cost = 30 [normal_infuser] #Can the enchanting infuser repair items using levels in addition to enchanting. #Default Value: NOTHING #Allowed Values: EVERYTHING, TOOLS_AND_ARMOR, NOTHING allow_repairing = "NOTHING" #Allow enchantments on an already enchanted item to be increased / removed. #Default Value: UNENCHANTED #Allowed Values: UNENCHANTED, ALL, FULL_DURABILITY allow_modifying_enchantments = "UNENCHANTED" #How many bookshelves you need around the infuser to be able to apply maximum level enchantments. #Filling in corners is important to reach higher values. #Setting very high values may require modded bookshelves that provide more than one enchanting power per block (such as Apotheosis' bookshelves). #This value will be fixed at 50 when Apotheosis is installed. #Default Value: 15 # Default: 15 # Range: > 0 maximum_bookshelves = 15 #Allow enchantments that can normally not be obtained from an enchanting table, but can be put on the item in an anvil (e.g. sharpness on an axe). #Default Value: false allow_anvil_enchantments = false #Working an item in an infuser increases the prior work penalty stat used by anvils for that item, meaning future anvil repairs will become more expensive, possibly even too expensive. #Default Value: false increase_anvil_repair_cost = false #Allow books to be enchanted in an infuser. #Default Value: false allow_books = false [normal_infuser.repair] #Cost multiplier in levels for each repair step, result will be rounded up. #Default Value: 2.0 # Default: 2.0 # Range: 0.0 ~ 1.7976931348623157E308 repair_step_multiplier = 2.0 #How many percentage points of an items total durability a single repair will restore. #Default Value: 0.25 # Default: 0.25 # Range: 0.1 ~ 1.0 repair_percentage_step = 0.25 #The main option in this section is "maximum_cost" as it determines how many levels you'll have to pay for fully enchanting an item with all possible enchantments it can have. #Cost multipliers mainly control how this maximum cost will be spread out between enchantments of different rarities. [normal_infuser.costs] #When scaling costs, only account for vanilla enchantments. Otherwise enchanting costs will become ludicrously cheap with many modded enchantments present. #Default Value: true scale_costs_by_vanilla_only = true #Cost level to scale prices by. This is not a strict value, meaning it can be exceeded (e.g. when applying treasure enchantments). #Default Value: 30 # Default: 30 # Range: > 1 maximum_cost = 30