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easy-anvil-config

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Jul 20th, 2024
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  1.  
  2. [miscellaneous]
  3. #Chance the anvil will break into chipped or damaged variant, or break completely after using. Value is set to 0.12 in vanilla.
  4. #Range: 0.0 ~ 1.0
  5. anvil_break_chance = 0.05
  6. #Solely renaming items in an anvil will never cause the anvil to break.
  7. risk_free_anvil_renaming = true
  8. #Edit name tags without cost nor anvil, simply by sneak + right-clicking.
  9. edit_name_tags_no_anvil = true
  10. #The naming field in anvils and the name tag gui will support formatting codes for setting custom text colors and styles.
  11. #Check out the Minecraft Wiki for all available formatting codes and their usage: https://minecraft.fandom.com/wiki/Formatting_codes#Usage
  12. renaming_supports_formatting = true
  13. #Allow using iron blocks to repair an anvil by one damage stage. Can be automated using dispensers.
  14. anvil_repairing = true
  15.  
  16. #Most default value represents vanilla behavior.
  17. [costs]
  18. #Multiplier for each level of a rare enchantment being applied.
  19. #Range: > 1
  20. rare_enchantment_multiplier = 4
  21. #The additional cost in levels for combining an item with another item of the same kind when the first item is not fully repaired.
  22. #Range: > -2147483648
  23. repair_with_other_item_cost = 2
  24. #Multiplier for each level of a common enchantment being applied.
  25. #Range: > -2147483648
  26. common_enchantment_multiplier = 1
  27. #Multiplier for each level of a very rare enchantment being applied.
  28. #Range: > 1
  29. very_rare_enchantment_multiplier = 8
  30. #Multiplier for each level of a uncommon enchantment being applied.
  31. #Range: > 1
  32. uncommon_enchantment_multiplier = 2
  33. #Costs for applying enchantments from enchanted books are halved.
  34. halved_book_costs = true
  35. #The additional cost in levels for each valid repair material an item is repaired with in an anvil.
  36. #Range: > -2147483648
  37. repair_with_material_unit_cost = 1
  38. #Max cost of enchantment level allowed to be spent in an anvil. Every operation exceeding the limit will show as 'Too Expensive!' and will be disallowed.
  39. #If set to '-1' the limit is disabled.
  40. #Set to '40' enchantment levels in vanilla.
  41. #Range: > -1
  42. too_expensive_limit = -1
  43. #Renaming any item in an anvil no longer costs any enchantment levels at all. Can be restricted to only name tags.
  44. #Allowed Values: OFF, ALL_ITEMS, NAME_TAGS_ONLY
  45. free_renames = "ALL_ITEMS"
  46.  
  47. [prior_work_penalty]
  48. #FIXED: When renaming / repairing, ignore any prior work penalty on the item. Makes prior work penalty only relevant when new enchantments are added.
  49. #LIMITED: When renaming / repairing cost exceeds max anvil repair cost, limit cost just below max cost.
  50. #VANILLA: Renaming / repairing increase with prior work penalty and will no longer be possible when max cost is exceeded.
  51. #Allowed Values: VANILLA, FIXED, LIMITED
  52. rename_and_repair_costs = "FIXED"
  53. #Controls how working an item in the anvil multiple times affects the cost of future operations.
  54. #FIXED: A constant value is added every time the item is worked.
  55. #VANILLA: Penalty doubles every time an item is worked.
  56. #DISABLED: Penalty stays at 0 and does not increase.
  57. #Allowed Values: DISABLED, VANILLA, FIXED
  58. prior_work_penalty = "DISABLED"
  59. #Prevents the prior work penalty from increasing when the item has only been renamed or repaired.
  60. penalty_free_renames_and_repairs = true
  61. #Constant to use when "prior_work_penalty" is set to "FIXED". Every subsequent operation will increase by this value in levels.
  62. #Range: > 1
  63. prior_work_penalty_constant = 2
  64.  
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