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