	#Blueprint and template settings
	[item.blueprint]
		#Allowed blueprint types. Valid values are: BOTH, BLUEPRINT, and TEMPLATE
		#Allowed Values: BOTH, BLUEPRINT, TEMPLATE
		types_allowed = "BOTH"
		#When joining a new world, should players be given a blueprint package?
		#The blueprint package gives some blueprints when used (right-click).
		#To change what is given, override the starter_blueprints loot table.
		spawn_with_starter_blueprints = false

	#Material book settings
	[item.material_book]
		#Give the player a material book when joining the world for the first time
		spawn_with_material_book = false

	#Repair kit configs
	[item.repair_kits]

		#Capacity is the number of materials that can be stored (all types combined)
		#Setting to zero would make the repair kit unusable.
		[item.repair_kits.capacity]
			# Default: 8
			# Range: > 0
			very_crude = 8
			# Default: 16
			# Range: > 0
			crude = 16
			# Default: 32
			# Range: > 0
			sturdy = 32
			# Default: 48
			# Range: > 0
			crimson = 48
			# Default: 64
			# Range: > 0
			azure = 64

		#Efficiency is the percentage of the repair value used. Higher values mean less materials used.
		#Setting to zero would make the repair kit unusable.
		[item.repair_kits.efficiency]
			# Default: 0.30000001192092896
			# Range: 0.0 ~ 10.0
			very_crude = 0.30000001192092896
			# Default: 0.3499999940395355
			# Range: 0.0 ~ 10.0
			crude = 0.3499999940395355
			# Default: 0.4000000059604645
			# Range: 0.0 ~ 10.0
			sturdy = 0.4000000059604645
			# Default: 0.44999998807907104
			# Range: 0.0 ~ 10.0
			crimson = 0.44999998807907104
			# Default: 0.5
			# Range: 0.0 ~ 10.0
			azure = 0.5
			#Repair efficiency with loose materials if no repair kit is used.
			#Setting a value greater than zero makes repair kits optional.
			# Default: 0.0
			# Range: 0.0 ~ 10.0
			missing = 0.0

#Settings for compound materials and compound makers
[compounds]

	[compounds.crude_mixer]
		#A multiplier applied to some numerical properties for compounds (crude alloys) made in the crude mixer.
		#A value less than 1 will reduce property values, a value greater than 1 will increase property values.
		# Default: 0.8
		# Range: 0.0 ~ 2.0
		property_multiplier = 0.8

#Settings for gear (tools, weapons, and armor)
[gear]
	#If set to false all conversion recipes (type 'silentgear:conversion') will be disabled
	#An example of a conversion recipe is placing a vanilla stone pickaxe into a crafting grid to make a Silent Gear stone pickaxe
	#Note: This also affects conversion recipes added by data packs and other mods
	allow_conversion_recipes = true
	#Displays a message in chat, notifying the player that an item broke and hinting that it can be repaired
	send_broken_message = true
	#How frequently gear will recalculate properties as damaged
	#Higher numbers will cause more recalculations, allowing traits to update property values more often
	# Default: 10
	# Range: > 1
	damage_factor_levels = 10
	#If true, gear breaks permanently, like vanilla tools and armor
	breaks_permanently = false

	[gear.enchanting]
		#Allow gear items to be enchanted by normal means (enchanting table, etc.)
		#There may still be other ways to obtain enchantments on gear items, depending on what other mods are installed.
		#Enchantments will not be removed from gear items that have them.
		allow_enchanting = true
		#Forcibly remove all enchantments from gear items. Enchantments added by traits will not be removed.
		#Enchantments will be removed during property recalculations, so items not in a player's inventory will not be affected.
		force_remove_enchantments = false

	[gear.prospector_hammer]
		#The range in blocks the prospector hammer will search for blocks of interest
		# Default: 16
		# Range: 0 ~ 64
		range = 16

	[gear.saw]
		#Caps how far the saw can look for blocks when chopping down trees. Try decreasing this if you get stack overflow exceptions.
		#Increasing this value is allowed, but not recommended unless you know what you are doing.
		# Default: 200
		# Range: > 0
		recursion_depth = 200

	#Settings for AOE tools (hammer, excavator)
	#Match modes determine what blocks are considered similar enough to be mined together.
	#LOOSE: Break anything (you probably do not want this)
	#MODERATE: Break anything with the same harvest level
	#STRICT: Break only the exact same block
	[gear.aoe_tool]

		[gear.aoe_tool.match_mode]
			#Match mode for most blocks
			#Allowed Values: LOOSE, MODERATE, STRICT
			standard = "MODERATE"
			#Match mode for ore blocks (anything in the forge:ores block tag)
			#Allowed Values: LOOSE, MODERATE, STRICT
			ores = "STRICT"

	[gear.repairs]
		#Effectiveness of gear repairs done in an anvil. Set to 0 to disable anvil repairs.
		# Default: 0.5
		# Range: 0.0 ~ 1.0
		anvil_effectiveness = 0.5

	[gear.upgrades]
		#If true, upgrade parts may only be applied in an anvil.
		apply_in_anvil_only = false
		#If true, parts that are replaced (swapped out) of a gear item are not returned to the player and are instead destroyed.
		#This applies to the recipe where placing a gear item and a part into a crafting grid will swap out the part.
		destroy_swapped_parts = false

	[trait.item_magnet]
		#Disable magnetic pull effects when the player is crouching/sneaking.
		disable_on_crouch = true

#Settings for the material grader
[material_grader]
	#The median (most common, average) grade that a material grader with tier 1 catalyst will produce.
	#Higher tier catalysts will increase the median by one grade per tier past 1 (if 1 = C, 2 = B, etc.)
	#Allowed Values: NONE, E, D, C, B, A, S, SS, SSS, MAX
	median_grade = "C"
	#The standard deviation of grades the material grader will produce.
	#Grades are normally distributed, with the median grade being at the center of the bell curve.
	#Larger numbers will make both higher and lower grades more common.
	#Extremely large values may completely break the curve, yielding mostly the lowest and highest grades.
	# Default: 1.5
	# Range: 0.0 ~ 100.0
	standard_deviation = 1.5
	#If enabled, allows the material grader to grade the individual materials inside a gear part
	can_grade_parts = false

#Settings for the salvager
[salvager]
	#If enabled, the salvager will automatically break down any parts returned by a gear item into their component materials.
	#Otherwise, the parts are returned and can be optionally salvaged individually.
	break_down_parts_with_gear = false

	[salvager.part_loss_rate]
		#Minimum rate of part loss when salvaging items. 0 = no loss, 1 = complete loss.
		#Rate depends on remaining durability.
		# Default: 0.0
		# Range: 0.0 ~ 1.0
		min = 0.0
		#Maximum rate of part loss when salvaging items. 0 = no loss, 1 = complete loss.
		#Rate depends on remaining durability.
		# Default: 0.5
		# Range: 0.0 ~ 1.0
		max = 0.5

#Settings for the starlight charger
[starlight_charger]
	#The rate at which the starlight charger gathers energy during the night
	# Default: 100
	# Range: > 0
	charge_rate = 100
	#The maximum amount of energy the starlight charger can store
	# Default: 1000000
	# Range: > 0
	max_charge = 1000000
	#The time of day the starlight charger can gather energy
	#Allowed Values: DAYTIME, NIGHTTIME, ANYTIME
	work_time = "NIGHTTIME"
	#If true, the starlight charger only works with a clear view of the sky above it
	requires_view_of_sky = true
	#If enabled, allows the starlight charger to charge the individual materials inside a gear part
	can_charge_parts = false

	[debug.logging]
		#Log property calculations in the log file every time gear properties are recalculated
		properties = false

[other]
	#Shows a "WIP" (work in progress) label in the tooltip of certain unfinished, but usable blocks and items
	#Set to false to remove the text from tooltips
	show_wip_text = true
