#Enable compat for Apotheosis if it is installed. Allows for using the full range of changes Apotheosis applies to vanilla enchantments.
apotheosis_integration = true

[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
