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minecraft-origins/minecraft/config/backpacked.backpack.toml
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2026-03-26 21:58:27 +03:00

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TOML

# Equipable related properties
[equipable]
# The maximum amount of backpacks that can be equipped by a player. This will determine
# how many slots will appear when opening the "Equipped Backpacks" menu.
# Valid range: 1 to 9 (inclusive)
maxEquipable = 5
# If enabled, backpacks will stay equipped on the player after death (same as the
# keepInventory game rule). Please note that this will make the Recall augment
# effectively useless.
# Valid values: true, false
keepOnDeath = false
# The number of equippable slots that will automatically be unlocked by default and for free.
# Please note that the cost model will still factor these free slots into the calculation
# for unlocking the next locked slot. The slots also cannot be revoked once unlocked.
# Valid range: 0 to 9 (inclusive)
initialUnlockedEquipableSlots = 1
# If set to true, all equipable slots will be unlocked by default.
# WARNING: Reverting the option from true to false will cause backpacks to be dropped
# into the world if the slot they are in is now locked. You have been warned.
# Valid values: true, false
unlockAllEquipableSlots = false
# If set to true, equipable slots may be unlocked using Unlock Tokens
# Valid values: true, false
allowUnlockingUsingUnlockToken = false
# Cost related properties for equipable slots
[equipable.unlockCost]
# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
# which will use the players experience levels are used to unlock new slots. If value is set to
# ITEM, this will instead consume a specified item from the player's inventory (including anything
# placed in the backpack) to unlock new slots.
# Valid values: EXPERIENCE, ITEM
paymentType = "EXPERIENCE"
# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
# to unlock new slots.
paymentItem = "minecraft:emerald"
# The interpolate method to use when calculating the cost of unlocking a slot. The cost
# of slots increases the more slots that are unlocked. This function determines how steep
# the price will increase after each slot is unlocked. The interpolated value is calculated
# using the minCost and maxCost.
#
# Function Descriptions:
# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
#
# Note: This property has no effect if useCustomCosts is set to true
#
# Valid values: LINEAR, SQUARED, CUBIC
costInterpolateFunction = "LINEAR"
# The minimum cost to unlock a backpack slot. This value would be the cost
# when unlocking the first slot in a backpack inventory. The cost to unlock
# subsequent slots are interpolated from the this value to the maxCost, and
# scaled by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
minCost = 10
# The maximum cost to unlock a backpack slot. This value would be the cost
# when unlocking the final slot in a backpack inventory. The cost to unlock
# prior slots are interpolated from the minCost to this value, and scaled
# by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
maxCost = 40
# If enabled, instead of using a cost that is calculated based on a minCost
# and maxCost, custom costs allow the cost to be specified manually using
# a list of values (see customCosts).
# Valid values: true, false
useCustomCosts = true
# A list of numbers that represent the cost values, must be whole and positive
# numbers only. See customCostsSelectionFunction property to set the behaviour of
# how values are selected from the custom costs list.
#
customCosts = [30, 30, 30, 40]
# Determines how the cost value is selected from the customCosts list.
#
# Possible Functions:
# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
# A cost value is then picked out of the customCosts list at the position that
# represents 55% percent of the lists length. So if customCosts contained 20 values, it
# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
# (See below for real examples)
# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
# be 11, so the 11th value in the custom costs list will be used as the cost to
# unlock the next slot/bay. This option will safely handle cases where if the 11th value
# doesn't exist, due the custom costs list containing less than 11 values, the last
# value in the list will be selected. (See below for real examples)
#
# Examples:
# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
# will be 5, all the remaining will cost 10".
#
# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
# cost 5, the second will cost 10, and the final will cost 15".
#
# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
# cost 1, then the final nine will cost 100".
#
# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
# following two unlock costs will be 3.
#
# Note from MrCrayfish:
# This may seem confusing (and it is), but just play around with this config property. Always start with a
# fresh backpack everytime you change this property, or you may not see how the property affects the selection
# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
# unlock will cost 3.
#
# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
customCostsSelectionFunction = "INDEX_WITH_CLAMP"
# Cosmetic related properties
[cosmetics]
# The default cosmetic (model) of the backpack. This should generally be a backpack
# that is unlocked by default
defaultCosmetic = "backpacked:vintage"
# If enabled, prevents backpacks from being customised. This will remove the
# customise button from the backpack inventory
# Valid values: true, false
disableCustomisation = false
# Allows every player to use any backpack cosmetic variant without needing to
# complete the challenges. Side note, any progress to a challenge will not be
# tracked while enabled.
# Valid values: true, false
unlockAllCosmetics = false
# A list that contains ids of backpack cosmetics that will be disabled. The default
# cosmetic (as configured by defaultCosmetic) cannot be disabled even if added to this
# list. You can grab the ID of backpacks by hovering them in the customisation screen
# while holding down CTRL button on your keyboard, and clicking will copy the ID to
# your clipboard.
# Example: disabledCosmetics = ["backpacked:rocket", "backpacked:classic", "backpacked:honey_jar"]
disabledCosmetics = []
# Inventory related properties
[inventory]
# A list of items that are not allowed inside the inventory of a backpack.
# Note: It is recommended to ban items that have an inventory as this will create
# large NBT data and potentially crash the server!
bannedItems = ["travelersbackpack:custom_travelers_backpack", "pinesbarrels:better_barrel", "quark:seed_pouch", "quark:backpack", "sophisticatedbackpacks:backpack", "sophisticatedbackpacks:iron_backpack", "sophisticatedbackpacks:gold_backpack", "sophisticatedbackpacks:diamond_backpack", "sophisticatedbackpacks:netherite_backpack", "improvedbackpacks:tiny_pocket", "improvedbackpacks:medium_pocket", "improvedbackpacks:large_pocket", "improvedbackpacks:white_backpack", "improvedbackpacks:orange_backpack", "improvedbackpacks:magenta_backpack", "improvedbackpacks:light_blue_backpack", "improvedbackpacks:yellow_backpack", "improvedbackpacks:lime_backpack", "improvedbackpacks:pink_backpack", "improvedbackpacks:gray_backpack", "improvedbackpacks:light_gray_backpack", "improvedbackpacks:cyan_backpack", "improvedbackpacks:purple_backpack", "improvedbackpacks:blue_backpack", "improvedbackpacks:brown_backpack", "improvedbackpacks:green_backpack", "improvedbackpacks:red_backpack", "improvedbackpacks:black_backpack", "immersiveengineering:toolbox", "immersiveengineering:crate", "immersiveengineering:reinforced_crate", "create:white_toolbox", "create:orange_toolbox", "create:magenta_toolbox", "create:light_blue_toolbox", "create:yellow_toolbox", "create:lime_toolbox", "create:pink_toolbox", "create:gray_toolbox", "create:light_gray_toolbox", "create:cyan_toolbox", "create:purple_toolbox", "create:blue_toolbox", "create:brown_toolbox", "create:green_toolbox", "create:red_toolbox", "create:black_toolbox", "mekanism:personal_chest", "supplementaries:sack"]
# Slots related properties
[inventory.slots]
# If set to true, all backpacks slots will be unlocked by default.
# WARNING: Reverting the option from true to false will cause items to be dropped
# into the world if the slot they are in is now locked. You have been warned.
# Valid values: true, false
unlockAllSlots = false
# The number of slots that will automatically be unlocked by default and for free.
# Please note that the cost model will still factor these free slots into the calculation
# for unlocking the next locked slot. The slots also cannot be revoked once unlocked.
# Valid range: 0 to 253 (inclusive)
initialUnlockedSlots = 9
# If set to true, backpack slots may be unlocked using Unlock Tokens
# Valid values: true, false
allowUnlockingUsingUnlockToken = true
# Cost related properties for inventory slots
[inventory.slots.unlockCost]
# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
# which will use the players experience levels are used to unlock new slots. If value is set to
# ITEM, this will instead consume a specified item from the player's inventory (including anything
# placed in the backpack) to unlock new slots.
# Valid values: EXPERIENCE, ITEM
paymentType = "EXPERIENCE"
# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
# to unlock new slots.
paymentItem = "minecraft:emerald"
# The interpolate method to use when calculating the cost of unlocking a slot. The cost
# of slots increases the more slots that are unlocked. This function determines how steep
# the price will increase after each slot is unlocked. The interpolated value is calculated
# using the minCost and maxCost.
#
# Function Descriptions:
# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
#
# Note: This property has no effect if useCustomCosts is set to true
#
# Valid values: LINEAR, SQUARED, CUBIC
costInterpolateFunction = "CUBIC"
# The minimum cost to unlock a backpack slot. This value would be the cost
# when unlocking the first slot in a backpack inventory. The cost to unlock
# subsequent slots are interpolated from the this value to the maxCost, and
# scaled by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
minCost = 1
# The maximum cost to unlock a backpack slot. This value would be the cost
# when unlocking the final slot in a backpack inventory. The cost to unlock
# prior slots are interpolated from the minCost to this value, and scaled
# by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
maxCost = 20
# If enabled, instead of using a cost that is calculated based on a minCost
# and maxCost, custom costs allow the cost to be specified manually using
# a list of values (see customCosts).
# Valid values: true, false
useCustomCosts = false
# A list of numbers that represent the cost values, must be whole and positive
# numbers only. See customCostsSelectionFunction property to set the behaviour of
# how values are selected from the custom costs list.
#
customCosts = []
# Determines how the cost value is selected from the customCosts list.
#
# Possible Functions:
# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
# A cost value is then picked out of the customCosts list at the position that
# represents 55% percent of the lists length. So if customCosts contained 20 values, it
# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
# (See below for real examples)
# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
# be 11, so the 11th value in the custom costs list will be used as the cost to
# unlock the next slot/bay. This option will safely handle cases where if the 11th value
# doesn't exist, due the custom costs list containing less than 11 values, the last
# value in the list will be selected. (See below for real examples)
#
# Examples:
# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
# will be 5, all the remaining will cost 10".
#
# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
# cost 5, the second will cost 10, and the final will cost 15".
#
# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
# cost 1, then the final nine will cost 100".
#
# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
# following two unlock costs will be 3.
#
# Note from MrCrayfish:
# This may seem confusing (and it is), but just play around with this config property. Always start with a
# fresh backpack everytime you change this property, or you may not see how the property affects the selection
# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
# unlock will cost 3.
#
# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
customCostsSelectionFunction = "LINEAR_INTERPOLATION"
# Size related properties
[inventory.size]
# The amount of columns in the backpack inventory.
# WARNING: Larger than 15 columns will start to cut off GUI elements when using auto GUI
# scale. If you make the size of the backpack smaller, items in the backpack that no
# longer fit will spawn into the world. Take care when changing this property on a
# running game/server since the changes will be automatically reloaded upon saving this file.
# Valid range: 1 to 23 (inclusive)
columns = 9
# The amount of rows in the backpack inventory.
# WARNING: Larger than 6 rows will not fit on some resolutions when using auto GUI scale.
# If you make the size of the backpack smaller, items in the backpack that no
# longer fit will spawn into the world. Take care when changing this property on a
# running game/server since the changes will be automatically reloaded upon saving this file.
# Valid range: 1 to 11 (inclusive)
rows = 5
# Augment Bay related properties
[augmentBays]
# If true, the first augment bay will automatically be unlocked by default and for free.
# Valid values: true, false
unlockFirstAugmentBay = false
# If set to true, all augment bays will be unlocked by default.
# Valid values: true, false
unlockAllAugmentBays = false
# If set to true, augment bays may be unlocked using Unlock Tokens
# Valid values: true, false
allowUnlockingUsingUnlockToken = false
# Cost related properties for augment bays
[augmentBays.unlockCost]
# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
# which will use the players experience levels are used to unlock new slots. If value is set to
# ITEM, this will instead consume a specified item from the player's inventory (including anything
# placed in the backpack) to unlock new slots.
# Valid values: EXPERIENCE, ITEM
paymentType = "EXPERIENCE"
# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
# to unlock new slots.
paymentItem = "minecraft:emerald"
# The interpolate method to use when calculating the cost of unlocking a slot. The cost
# of slots increases the more slots that are unlocked. This function determines how steep
# the price will increase after each slot is unlocked. The interpolated value is calculated
# using the minCost and maxCost.
#
# Function Descriptions:
# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
#
# Note: This property has no effect if useCustomCosts is set to true
#
# Valid values: LINEAR, SQUARED, CUBIC
costInterpolateFunction = "LINEAR"
# The minimum cost to unlock a backpack slot. This value would be the cost
# when unlocking the first slot in a backpack inventory. The cost to unlock
# subsequent slots are interpolated from the this value to the maxCost, and
# scaled by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
minCost = 10
# The maximum cost to unlock a backpack slot. This value would be the cost
# when unlocking the final slot in a backpack inventory. The cost to unlock
# prior slots are interpolated from the minCost to this value, and scaled
# by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
maxCost = 40
# If enabled, instead of using a cost that is calculated based on a minCost
# and maxCost, custom costs allow the cost to be specified manually using
# a list of values (see customCosts).
# Valid values: true, false
useCustomCosts = true
# A list of numbers that represent the cost values, must be whole and positive
# numbers only. See customCostsSelectionFunction property to set the behaviour of
# how values are selected from the custom costs list.
#
customCosts = [10, 20, 30, 40]
# Determines how the cost value is selected from the customCosts list.
#
# Possible Functions:
# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
# A cost value is then picked out of the customCosts list at the position that
# represents 55% percent of the lists length. So if customCosts contained 20 values, it
# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
# (See below for real examples)
# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
# be 11, so the 11th value in the custom costs list will be used as the cost to
# unlock the next slot/bay. This option will safely handle cases where if the 11th value
# doesn't exist, due the custom costs list containing less than 11 values, the last
# value in the list will be selected. (See below for real examples)
#
# Examples:
# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
# will be 5, all the remaining will cost 10".
#
# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
# cost 5, the second will cost 10, and the final will cost 15".
#
# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
# cost 1, then the final nine will cost 100".
#
# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
# following two unlock costs will be 3.
#
# Note from MrCrayfish:
# This may seem confusing (and it is), but just play around with this config property. Always start with a
# fresh backpack everytime you change this property, or you may not see how the property affects the selection
# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
# unlock will cost 3.
#
# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
customCostsSelectionFunction = "INDEX_WITH_CLAMP"