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mechanical-smp-v1/web/pack/config/enchantinginfuser-server.toml
2025-07-26 15:09:57 +02:00

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5.0 KiB
TOML

[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