mirror of
https://github.com/xHyroM/aetheria.git
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204 lines
12 KiB
TOML
Executable file
204 lines
12 KiB
TOML
Executable file
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[advanced_infuser]
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#Can the enchanting infuser repair items using levels in addition to enchanting.
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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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#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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#Range: > 0
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maximum_bookshelves = 15
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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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increase_anvil_repair_cost = false
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#Allow books to be enchanted in an infuser.
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allow_books = true
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[advanced_infuser.types]
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#Allow curses (e.g. curse of vanishing) to be applied using the enchanting infuser.
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#This option takes precedence over option for treasure enchantments (as curses are also treasure enchantments internally).
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allow_curses_enchantments = false
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#Allow treasure enchantments (e.g. mending) to be applied using the enchanting infuser.
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allow_treasure_enchantments = false
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#Allow untradeable enchantments (e.g. soul speed) to be applied using the enchanting infuser.
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#This option takes precedence over other options for treasure and curse enchantments.
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allow_untradeable_enchantments = false
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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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allow_anvil_enchantments = true
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#Allow undiscoverable enchantments (e.g. soul speed) to be applied using the enchanting infuser.
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#This option takes precedence over other options for treasure, curse and tradeable enchantments.
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allow_undiscoverable_enchantments = false
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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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#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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#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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#Base cost multiplier for each level for very rare enchantments.
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#Range: > 1
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very_rare_cost_multiplier = 5
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#Double prices for enchantments normally unobtainable from enchanting tables if they are enabled (e.g. mending, soul speed) when they are enabled.
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double_uniques = true
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#Base cost multiplier for each level for rare enchantments.
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#Range: > 1
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rare_cost_multiplier = 4
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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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#Range: > 1
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maximum_cost = 20
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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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scale_costs_by_vanilla_only = true
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#Base cost multiplier for each level for uncommon enchantments.
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#Range: > 1
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uncommon_cost_multiplier = 3
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#Base cost multiplier for each level for common enchantments.
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#Range: > 1
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common_cost_multiplier = 2
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#This section allows for controlling at what percentage of the total enchanting power certain kinds of enchantments become available.
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#With default settings e.g. the first level of a rare enchantment will be available at 40% enchanting power (controlled by "rare_multiplier", translates to 40% * 15 = 6 bookshelves), and the maximum level for that enchant will be available at 40% + 40% = 80% enchanting power (controlled by "rare_multiplier" and "rarity_range_multiplier", translates to 80% * 15 = 12 bookshelves).
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[advanced_infuser.power]
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#Multiplier for maximum enchanting power for when rare enchantments become available.
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#Range: -1.0 ~ 1.0
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rare_multiplier = 0.4
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#Multiplier for maximum enchanting power for when untradeable enchantments become available.
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#They also need to be enabled in the "types" config.
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#Range: 0.0 ~ 1.0
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untradeable_multiplier = 0.9
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#Multiplier for maximum enchanting power for how much power is required to max out an enchantment.
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#Range: 0.0 ~ 1.0
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rarity_range = 0.4
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#Multiplier for maximum enchanting power for when undiscoverable enchantments become available.
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#They also need to be enabled in the "types" config.
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#Range: 0.0 ~ 1.0
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undiscoverable_multiplier = 0.9
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#Multiplier for maximum enchanting power for when treasure enchantments become available.
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#They also need to be enabled in the "types" config.
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#Range: 0.0 ~ 1.0
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treasure_multiplier = 0.95
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#Multiplier for maximum enchanting power for when curse enchantments become available.
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#They also need to be enabled in the "types" config.
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#Range: 0.0 ~ 1.0
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curse_multiplier = 1.0
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#Multiplier for maximum enchanting power for when common enchantments become available.
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#Range: -1.0 ~ 1.0
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common_multiplier = -0.2
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#Multiplier for maximum enchanting power for when very rare enchantments become available.
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#Range: -1.0 ~ 1.0
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very_rare_multiplier = 0.6
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#Multiplier for maximum enchanting power for when uncommon enchantments become available.
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#Range: -1.0 ~ 1.0
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uncommon_multiplier = 0.2
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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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#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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#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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#Range: > 0
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maximum_bookshelves = 15
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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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increase_anvil_repair_cost = false
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#Allow books to be enchanted in an infuser.
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allow_books = false
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[normal_infuser.types]
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#Allow curses (e.g. curse of vanishing) to be applied using the enchanting infuser.
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#This option takes precedence over option for treasure enchantments (as curses are also treasure enchantments internally).
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allow_curses_enchantments = false
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#Allow treasure enchantments (e.g. mending) to be applied using the enchanting infuser.
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allow_treasure_enchantments = false
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#Allow untradeable enchantments (e.g. soul speed) to be applied using the enchanting infuser.
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#This option takes precedence over other options for treasure and curse enchantments.
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allow_untradeable_enchantments = false
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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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allow_anvil_enchantments = false
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#Allow undiscoverable enchantments (e.g. soul speed) to be applied using the enchanting infuser.
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#This option takes precedence over other options for treasure, curse and tradeable enchantments.
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allow_undiscoverable_enchantments = 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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#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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#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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#Base cost multiplier for each level for very rare enchantments.
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#Range: > 1
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very_rare_cost_multiplier = 5
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#Double prices for enchantments normally unobtainable from enchanting tables if they are enabled (e.g. mending, soul speed) when they are enabled.
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double_uniques = true
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#Base cost multiplier for each level for rare enchantments.
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#Range: > 1
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rare_cost_multiplier = 4
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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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#Range: > 1
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maximum_cost = 30
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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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scale_costs_by_vanilla_only = true
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#Base cost multiplier for each level for uncommon enchantments.
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#Range: > 1
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uncommon_cost_multiplier = 3
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#Base cost multiplier for each level for common enchantments.
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#Range: > 1
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common_cost_multiplier = 2
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#This section allows for controlling at what percentage of the total enchanting power certain kinds of enchantments become available.
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#With default settings e.g. the first level of a rare enchantment will be available at 40% enchanting power (controlled by "rare_multiplier", translates to 40% * 15 = 6 bookshelves), and the maximum level for that enchant will be available at 40% + 40% = 80% enchanting power (controlled by "rare_multiplier" and "rarity_range_multiplier", translates to 80% * 15 = 12 bookshelves).
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[normal_infuser.power]
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#Multiplier for maximum enchanting power for when rare enchantments become available.
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#Range: -1.0 ~ 1.0
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rare_multiplier = 0.4
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#Multiplier for maximum enchanting power for when untradeable enchantments become available.
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#They also need to be enabled in the "types" config.
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#Range: 0.0 ~ 1.0
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untradeable_multiplier = 0.9
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#Multiplier for maximum enchanting power for how much power is required to max out an enchantment.
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#Range: 0.0 ~ 1.0
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rarity_range = 0.4
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#Multiplier for maximum enchanting power for when undiscoverable enchantments become available.
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#They also need to be enabled in the "types" config.
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#Range: 0.0 ~ 1.0
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undiscoverable_multiplier = 0.9
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#Multiplier for maximum enchanting power for when treasure enchantments become available.
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#They also need to be enabled in the "types" config.
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#Range: 0.0 ~ 1.0
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treasure_multiplier = 0.95
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#Multiplier for maximum enchanting power for when curse enchantments become available.
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#They also need to be enabled in the "types" config.
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#Range: 0.0 ~ 1.0
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curse_multiplier = 1.0
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#Multiplier for maximum enchanting power for when common enchantments become available.
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#Range: -1.0 ~ 1.0
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common_multiplier = -0.2
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#Multiplier for maximum enchanting power for when very rare enchantments become available.
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#Range: -1.0 ~ 1.0
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very_rare_multiplier = 0.6
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#Multiplier for maximum enchanting power for when uncommon enchantments become available.
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#Range: -1.0 ~ 1.0
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uncommon_multiplier = 0.2
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[integration]
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#Enable compat for Apotheosis if it is installed. Allows for using the full range of changes Apotheosis applies to vanilla enchantments.
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#Should only really be disabled if compat breaks due to internal changes.
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apotheosis = true
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