[costs] #Restored percentage of full durability for an item after repairing with a single valid repair material. #Default Value: 0.25 # Default: 0.25 # Range: 0.0 ~ 1.0 repair_with_material_restored_durability = 0.25 #The additional cost in levels for combining an item with another item of the same kind when the first item is not fully repaired. #Default Value: 2 # Default: 2 # Range: > 0 repair_with_other_item_cost = 2 #Renaming any item in an anvil no longer costs any enchantment levels at all. Can be restricted to only name tags. #Default Value: ALL_ITEMS #Allowed Values: NEVER, ALL_ITEMS, NAME_TAGS_ONLY free_renames = "ALL_ITEMS" #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. #If set to '-1' the limit is disabled. #Set to '40' enchantment levels in vanilla. #Default Value: -1 # Default: -1 # Range: > -1 too_expensive_limit = -1 #Percentage of full durability given as a bonus for an item after combining an item with another item of the same kind. #Default Value: 0.12 # Default: 0.12 # Range: 0.0 ~ 1.0 repair_with_other_item_bonus_durability = 0.12 #Costs for applying enchantments from enchanted books are halved. #Default Value: true halved_book_costs = true #The additional cost in levels for each valid repair material an item is repaired with. #Default Value: 1 # Default: 1 # Range: > 0 repair_with_material_unit_cost = 1 [prior_work_penalty] #FIXED: When renaming / repairing, ignore any prior work penalty on the item. Makes prior work penalty only relevant when new enchantments are added. #LIMITED: When renaming / repairing cost exceeds max anvil repair cost, limit cost just below max cost. #VANILLA: Renaming / repairing increase with prior work penalty and will no longer be possible when max cost is exceeded. #Default Value: FIXED #Allowed Values: VANILLA, FIXED, LIMITED rename_and_repair_costs = "FIXED" #Controls how working an item in the anvil multiple times affects the cost of future operations. #LIMITED: Penalty doubles every time an item is worked, but every increase cannot exceed a given limit. #VANILLA: Penalty doubles every time an item is worked. #NONE: Penalty is disabled by staying at 0 and does not increase. #Default Value: LIMITED #Allowed Values: NONE, VANILLA, LIMITED prior_work_penalty = "LIMITED" #Prevents the prior work penalty from increasing when combining two enchanted books. #Default Value: true penalty_free_enchants_for_books = true #Value to use when "prior_work_penalty" is set to "LIMITED". Every subsequent operation will increase at most by this value in levels. #Default Value: 4 # Default: 4 # Range: > 1 maximum_prior_work_penalty_increase = 4 #Prevents the prior work penalty from increasing when the item has only been renamed or repaired. #Default Value: true penalty_free_renames_and_repairs = true [miscellaneous] #Chance the anvil will break into chipped or damaged variant, or break completely after using. Value is set to 0.12 in vanilla. #Default Value: 0.05 # Default: 0.05 # Range: 0.0 ~ 1.0 anvil_break_chance = 0.05 #Solely renaming items in an anvil will never cause the anvil to break. #Default Value: true risk_free_anvil_renaming = true #Edit name tags without cost nor anvil, simply by sneak + right-clicking. #Default Value: true edit_name_tags_no_anvil = true #The naming field in anvils and the name tag gui will support formatting codes for setting custom text colors and styles. #Default Value: true renaming_supports_formatting = true #Allow using iron blocks to repair an anvil by one damage stage. Can be automated using dispensers. #Default Value: true anvil_repairing = true #Mobs that have a custom name drop a name tag with that name on death. #Default Value: false name_tags_drop_from_mobs = false