
[advanced_infuser]
	#Can the enchanting infuser repair items using levels in addition to enchanting.
	#Allowed Values: EVERYTHING, TOOLS_AND_ARMOR, NOTHING
	allow_repairing = "TOOLS_AND_ARMOR"
	#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.
	#Range: > 0
	maximum_bookshelves = 15
	#Allow books to be enchanted in an infuser.
	allow_books = true
	#Allow enchantments on an already enchanted item to be increased / removed.
	#Allowed Values: ALL, FULL_DURABILITY, UNENCHANTED
	allow_modifying_enchantments = "ALL"

	[advanced_infuser.repair]
		#Cost multiplier in levels for each repair step, result will be rounded up.
		#Range: 0.0 ~ 1.7976931348623157E308
		repair_step_multiplier = 2.0
		#How many percentage points of an items total durability a single repair will restore.
		#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]
		#Cost level to scale prices by. This is not a strict value, meaning it can be exceeded (e.g. when applying treasure enchantments).
		#Range: > 1
		maximum_cost = 20
		#Base cost multiplier for each level for uncommon enchantments.
		#Range: > 1
		uncommon_cost_multiplier = 3
		#Double prices for enchantments normally unobtainable from enchanting tables if they are enabled (e.g. mending, soul speed) when they are enabled.
		double_uniques = true
		#Base cost multiplier for each level for rare enchantments.
		#Range: > 1
		rare_cost_multiplier = 4
		#Base cost multiplier for each level for common enchantments.
		#Range: > 1
		common_cost_multiplier = 2
		#Base cost multiplier for each level for very rare enchantments.
		#Range: > 1
		very_rare_cost_multiplier = 5
		#When scaling costs, only account for vanilla enchantments. Otherwise enchanting costs will become ludicrously cheap with many modded enchantments present.
		scale_costs_by_vanilla_only = true

	[advanced_infuser.types]
		#Allow curses (e.g. curse of vanishing) to be applied using the enchanting infuser.
		#This option takes precedence over option for treasure enchantments (as curses are also treasure enchantments internally).
		allow_curses_enchantments = false
		#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).
		allow_anvil_enchantments = true
		#Allow untradeable enchantments (e.g. soul speed) to be applied using the enchanting infuser.
		#This option takes precedence over other options for treasure and curse enchantments.
		allow_untradeable_enchantments = false
		#Allow treasure enchantments (e.g. mending) to be applied using the enchanting infuser.
		allow_treasure_enchantments = false
		#Allow undiscoverable enchantments (e.g. soul speed) to be applied using the enchanting infuser.
		#This option takes precedence over other options for treasure, curse and tradeable enchantments.
		allow_undiscoverable_enchantments = false

	#This section allows for controlling at what percentage of the total enchanting power certain kinds of enchantments become available.
	#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).
	[advanced_infuser.power]
		#Multiplier for maximum enchanting power for when common enchantments become available.
		#Range: -1.0 ~ 1.0
		common_multiplier = -0.2
		#Multiplier for maximum enchanting power for when curse enchantments become available.
		#They also need to be enabled in the "types" config.
		#Range: 0.0 ~ 1.0
		curse_multiplier = 1.0
		#Multiplier for maximum enchanting power for when very rare enchantments become available.
		#Range: -1.0 ~ 1.0
		very_rare_multiplier = 0.6
		#Multiplier for maximum enchanting power for when treasure enchantments become available.
		#They also need to be enabled in the "types" config.
		#Range: 0.0 ~ 1.0
		treasure_multiplier = 0.95
		#Multiplier for maximum enchanting power for when untradeable enchantments become available.
		#They also need to be enabled in the "types" config.
		#Range: 0.0 ~ 1.0
		untradeable_multiplier = 0.9
		#Multiplier for maximum enchanting power for when rare enchantments become available.
		#Range: -1.0 ~ 1.0
		rare_multiplier = 0.4
		#Multiplier for maximum enchanting power for how much power is required to max out an enchantment.
		#Range: 0.0 ~ 1.0
		rarity_range = 0.4
		#Multiplier for maximum enchanting power for when undiscoverable enchantments become available.
		#They also need to be enabled in the "types" config.
		#Range: 0.0 ~ 1.0
		undiscoverable_multiplier = 0.9
		#Multiplier for maximum enchanting power for when uncommon enchantments become available.
		#Range: -1.0 ~ 1.0
		uncommon_multiplier = 0.2

[normal_infuser]
	#Can the enchanting infuser repair items using levels in addition to enchanting.
	#Allowed Values: EVERYTHING, TOOLS_AND_ARMOR, NOTHING
	allow_repairing = "NOTHING"
	#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.
	#Range: > 0
	maximum_bookshelves = 15
	#Allow books to be enchanted in an infuser.
	allow_books = false
	#Allow enchantments on an already enchanted item to be increased / removed.
	#Allowed Values: ALL, FULL_DURABILITY, UNENCHANTED
	allow_modifying_enchantments = "UNENCHANTED"

	[normal_infuser.repair]
		#Cost multiplier in levels for each repair step, result will be rounded up.
		#Range: 0.0 ~ 1.7976931348623157E308
		repair_step_multiplier = 2.0
		#How many percentage points of an items total durability a single repair will restore.
		#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]
		#Cost level to scale prices by. This is not a strict value, meaning it can be exceeded (e.g. when applying treasure enchantments).
		#Range: > 1
		maximum_cost = 30
		#Base cost multiplier for each level for uncommon enchantments.
		#Range: > 1
		uncommon_cost_multiplier = 3
		#Double prices for enchantments normally unobtainable from enchanting tables if they are enabled (e.g. mending, soul speed) when they are enabled.
		double_uniques = true
		#Base cost multiplier for each level for rare enchantments.
		#Range: > 1
		rare_cost_multiplier = 4
		#Base cost multiplier for each level for common enchantments.
		#Range: > 1
		common_cost_multiplier = 2
		#Base cost multiplier for each level for very rare enchantments.
		#Range: > 1
		very_rare_cost_multiplier = 5
		#When scaling costs, only account for vanilla enchantments. Otherwise enchanting costs will become ludicrously cheap with many modded enchantments present.
		scale_costs_by_vanilla_only = true

	[normal_infuser.types]
		#Allow curses (e.g. curse of vanishing) to be applied using the enchanting infuser.
		#This option takes precedence over option for treasure enchantments (as curses are also treasure enchantments internally).
		allow_curses_enchantments = false
		#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).
		allow_anvil_enchantments = false
		#Allow untradeable enchantments (e.g. soul speed) to be applied using the enchanting infuser.
		#This option takes precedence over other options for treasure and curse enchantments.
		allow_untradeable_enchantments = false
		#Allow treasure enchantments (e.g. mending) to be applied using the enchanting infuser.
		allow_treasure_enchantments = false
		#Allow undiscoverable enchantments (e.g. soul speed) to be applied using the enchanting infuser.
		#This option takes precedence over other options for treasure, curse and tradeable enchantments.
		allow_undiscoverable_enchantments = false

	#This section allows for controlling at what percentage of the total enchanting power certain kinds of enchantments become available.
	#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).
	[normal_infuser.power]
		#Multiplier for maximum enchanting power for when common enchantments become available.
		#Range: -1.0 ~ 1.0
		common_multiplier = -0.2
		#Multiplier for maximum enchanting power for when curse enchantments become available.
		#They also need to be enabled in the "types" config.
		#Range: 0.0 ~ 1.0
		curse_multiplier = 1.0
		#Multiplier for maximum enchanting power for when very rare enchantments become available.
		#Range: -1.0 ~ 1.0
		very_rare_multiplier = 0.6
		#Multiplier for maximum enchanting power for when treasure enchantments become available.
		#They also need to be enabled in the "types" config.
		#Range: 0.0 ~ 1.0
		treasure_multiplier = 0.95
		#Multiplier for maximum enchanting power for when untradeable enchantments become available.
		#They also need to be enabled in the "types" config.
		#Range: 0.0 ~ 1.0
		untradeable_multiplier = 0.9
		#Multiplier for maximum enchanting power for when rare enchantments become available.
		#Range: -1.0 ~ 1.0
		rare_multiplier = 0.4
		#Multiplier for maximum enchanting power for how much power is required to max out an enchantment.
		#Range: 0.0 ~ 1.0
		rarity_range = 0.4
		#Multiplier for maximum enchanting power for when undiscoverable enchantments become available.
		#They also need to be enabled in the "types" config.
		#Range: 0.0 ~ 1.0
		undiscoverable_multiplier = 0.9
		#Multiplier for maximum enchanting power for when uncommon enchantments become available.
		#Range: -1.0 ~ 1.0
		uncommon_multiplier = 0.2

