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Config reference ​

Every setting with its default, as the mod defines them. The server config and its examples explain them in more detail.

adjustability-server.toml ​

Server settings (config/adjustability-server.toml, per world in single player). Synced to players, so their Adjust panel shows the server's rules.

[items] ​

Which items can hold dormant enchantments.

KeyDefaultAllowedDescription
modeDENYLISTDENYLIST, ALLOWLISTDENYLIST: every item except those in #adjustability:not_adjustable. ALLOWLIST: only items in #adjustability:adjustable (and still not those in #adjustability:not_adjustable). The allowlist tag is empty by default.

[exclusivity] ​

Which enchantments conflict, for Adjustability: they can be combined on one item, and only one of them is active at a time. Entries are enchantment ids and #tags separated by commas; a single #tag is a group of everything in it. Vanilla's enchanting table and /enchant still follow vanilla's exclusive_set; to change those, edit it in a datapack.

KeyDefaultAllowedDescription
use_vanillatruetrue, falseStart from vanilla's exclusive_set (Fortune / Silk Touch, the Protections, ...). Off: only extra_groups conflict.
extra_groups[]More groups of enchantments that conflict with each other, e.g. ["minecraft:sharpness, minecraft:fire_aspect"]. Modded enchantments work too.
compatible[]Enchantments that never conflict with each other here, whatever vanilla or extra_groups say, e.g. ["minecraft:infinity, minecraft:mending"]. With the anvil on, they can then be combined and are both active: they stack.

[anvil] ​

Combining conflicting enchantments in an anvil. Which enchantments conflict comes from their exclusive_set; enchantments in #adjustability:not_combinable keep vanilla behavior.

KeyDefaultAllowedDescription
enabledtruetrue, falseConflicting enchantments can be combined in an anvil: what was active stays active, the new conflicting ones become dormant. Off: vanilla behavior.
combine_bookstruetrue, falseTwo enchanted books with conflicting enchantments make one book that holds them all. Putting that book on an item splits them into active and dormant.
dormant_cost_per_level10 – 100Extra anvil levels per level of each enchantment that becomes dormant, on top of vanilla's price.
allow_too_expensivefalsetrue, falseThe extra cost may take the price past vanilla's survival limit of 39 levels.
max_dormant_per_item40 – 255Most dormant enchantments one item can hold. 0: no limit.
max_conflicts_per_component00 – 255Most enchantments in one group of conflicting enchantments on an item (2 = at most two Protections on one armor piece). 0: no limit.

[grindstone] ​

Grindstones.

KeyDefaultAllowedDescription
remove_dormanttruetrue, falseA grindstone removes dormant enchantments too. Off: they stay on the item while the active ones are removed, and become active again when nothing conflicts with them any more.

[toggle] ​

Switching which enchantments are active.

KeyDefaultAllowedDescription
enabledtruetrue, falsePlayers can switch active enchantments.
auto_filltruetrue, falseAfter a switch, dormant enchantments that no longer conflict with anything active become active again (switching a trident from Riptide to Loyalty brings Channeling back).
cooldown_ticks200 – 72000Time a player waits between switches, in ticks (20 = 1 second).
cost_typeNONENONE, XP_LEVELS, XP_POINTS, ITEM, DURABILITYWhat a switch costs. Creative players switch for free. NONE, XP_LEVELS, XP_POINTS, ITEM (cost_item from the inventory) or DURABILITY.
cost_amount10 – 10000How much of cost_type one switch costs.
cost_itemminecraft:lapis_lazuliThe item a switch costs when cost_type is ITEM.
allow_in_world_cycletruetrue, falseThe Cycle key works outside the inventory, on the held item.
allow_commandtruetrue, falseEvery player can use /adjustability toggle <enchantment>.
group_costs[]Own costs for switching within particular groups, instead of cost_type / cost_amount / cost_item: "<ids and #tags> = <cost>", where <cost> is NONE, XP_LEVELS <n>, XP_POINTS <n>, DURABILITY <n> or ITEM <n> <item id>. E.g. ["#minecraft:exclusive_set/mining = ITEM 2 minecraft:lapis_lazuli", "minecraft:riptide = XP_LEVELS 5", "#minecraft:exclusive_set/armor = NONE"]. An entry covers a group if any of the group's enchantments matches; the first entry that covers it wins. Creative players still switch for free.
allow_nonefalsetrue, falseA group of conflicting enchantments may have none of them active: the Adjust panel gets a None row per group and the Cycle key steps through none. Off: one of each group is always active (items left on none are fixed by their next switch).
allow_switch_offtruetrue, falseEnchantments that conflict with nothing can be switched off (and on again) in the Adjust panel, e.g. Knockback or a lone Silk Touch. Curses never. A switched-off enchantment stays off through anvils and repairs until it's switched on.
panel_activationPLAYERPLAYER, TOGGLE, HOLDHow the Adjust key works for everyone on this server. PLAYER: each player's own choice ([panel] activation in their client file). TOGGLE or HOLD: that, for everyone.
play_soundtruetrue, falsePlay a sound on a switch (adjustability:item.switch, for the player and anyone nearby). Players can turn it down with their Players volume.

adjustability-client.toml ​

Player settings (config/adjustability-client.toml). Each player's own; also in game through the mod list or Mod Menu, and /adjustability panel for the panel.

[tooltip] ​

Item tooltips.

KeyDefaultAllowedDescription
show_dormanttruetrue, falseList dormant enchantments in the tooltip, each under the active one it conflicts with.
show_hinttruetrue, falseOn items with dormant enchantments, show which key opens the Adjust panel.

[hints] ​

Help discovering enchantment switching. Saved on this client, across worlds.

KeyDefaultAllowedDescription
tutorialOPEN_PANELOPEN_PANEL, SWITCH, DONETutorial progress: OPEN_PANEL waits for an item with dormant enchantments, then shows a reminder until you open its panel. SWITCH waits for a successful panel switch, then shows the Cycle hint. DONE disables the tutorial. Updated automatically; /adjustability tutorial starts it again.
slot_markertruetrue, falseMark the corner of inventory slots holding dormant or switched-off enchantments.
slot_marker_color#FFFF55FFThe slot marker's color.

[panel] ​

The Adjust panel, pinned next to an item with the Adjust key. Also with /adjustability panel. Colors are #RRGGBB or #AARRGGBB (AA = opacity, FF = solid).

KeyDefaultAllowedDescription
activationTOGGLETOGGLE, HOLDHow the Adjust key works. TOGGLE: press it to pin the panel, press it again (or Escape, or click outside) to close it. HOLD: the panel is open while you hold the key, and closes when you let go.
sideAUTOAUTO, RIGHT, LEFTWhere the panel opens: AUTO (right of the item, left if there's no room), RIGHT or LEFT. It always stays inside the screen.
background_color#F0080008The panel's background.
border_top_color#C0FF00FFThe border at the top; it fades into border_bottom_color down the sides.
border_bottom_color#C0A00090The border at the bottom.
show_bracketstruetrue, falseDraw the bracket decorations at the panel's corners.
bracket_color#FFC71FC0The corner brackets.
bracket_length92 – 32Length of each bracket arm, in GUI pixels.
highlight_color#50FF00FFBehind the row under the mouse.
active_color#FFFF55FFThe mark in front of active enchantments.
show_costtruetrue, falseShow what a switch costs and the cooldown at the bottom.
border_styleGRADIENTGRADIENT, SOLID, NONE, SPRITEGRADIENT: fades from border_top_color to border_bottom_color, like a tooltip. SOLID: border_top_color all around. NONE: no border. SPRITE: the adjustability:panel GUI sprite, which resource packs can replace (it includes the background, so background_color and the border colors aren't used).
default_profile``A panel profile /adjustability panel reset goes back to, instead of Adjustability's defaults: magenta, vanilla, minimal, high_contrast, or a file's name (without .json) in config/adjustability/panel_profiles. Empty: the defaults. For modpacks: ship the profile, set this, and ship this file with the profile applied.

[panel.marks] ​

The mark in front of each row; active_color above colors the active one.

KeyDefaultAllowedDescription
mark_styleadjustability:circleadjustability:circle, square, checkbox, toggle (a switch), radio or text_only (no mark, only the text color). Other mods can add their own.
dormant_mark_color#FFAAAAAAThe mark in front of dormant enchantments.
animate_markstruetrue, falseAnimate a mark when its enchantment switches (a toggle's knob slides).

[panel.text] ​

The item's name at the top, the rows and the cost line.

KeyDefaultAllowedDescription
title_color#FFFFFFFFThe item's name.
active_text_color#FFFFFFFFActive enchantments, and the row under the mouse.
dormant_text_color#FFAAAAAADormant enchantments.
footer_text_color#FF808080The cost line, each group's cost and the group headings.
text_shadowtruetrue, falseDraw the title and the rows with a shadow.
show_titletruetrue, falseShow the item's name at the top.
show_item_iconfalsetrue, falseShow the item in front of its name.

[panel.layout] ​

Spacing, and how the groups of conflicting enchantments are told apart.

KeyDefaultAllowedDescription
padding52 – 16Space between the border and the text, in GUI pixels.
row_height119 – 24Height of each row, in GUI pixels.
group_styleLINELINE, GAP, NONE, HEADERBetween groups: LINE (a gap with a thin line), GAP, NONE, or HEADER (the group's name above it, like Mining).
separator_color#30FF00FFThe line between groups.
row_orderREGISTRYREGISTRY, ALPHABETICAL, ACTIVE_FIRSTOrder of the rows in a group: REGISTRY (the game's), ALPHABETICAL or ACTIVE_FIRST.
none_rowLASTLAST, FIRSTWhere the None row goes when the server allows switching a group off: LAST or FIRST.
singlesEXPANDEDEXPANDED, COLLAPSED, HIDDENThe section for enchantments that conflict with nothing, which the server may let you switch off one by one: EXPANDED or COLLAPSED (how it starts; click its heading to fold it) or HIDDEN.

Released under the MIT License.