[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: UNENCHANTED, ALL, FULL_DURABILITY
	allow_modifying_enchantments = "ALL"
	#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.
	increase_anvil_repair_cost = false

	[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: UNENCHANTED, ALL, FULL_DURABILITY
	allow_modifying_enchantments = "UNENCHANTED"
	#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.
	increase_anvil_repair_cost = false

	[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
