
# Augment Bay related properties
[augmentBays]
	# If set to true, all augment bays will be unlocked by default.
	# Valid values: true, false
	unlockAllAugmentBays = false
	# 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, augment bays may be unlocked using Unlock Tokens
	# Valid values: true, false
	allowUnlockingUsingUnlockToken = false

	# Cost related properties for augment bays
	[augmentBays.unlockCost]
		# 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
		# 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
		# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
		# to unlock new slots.
		paymentItem = "minecraft:emerald"
		# 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]
		# 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
		# 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"
		# 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"

# Equipable related properties
[equipable]
	# 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
	# 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
	# 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
	# 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 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]
		# 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"
		# 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 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"
		# 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
		# 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 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"
		# 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

# 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]
			# 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"
			# 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
			# 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 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"
			# 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
			# 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
			# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
			# to unlock new slots.
			paymentItem = "minecraft:emerald"

	# 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

# 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"
	# 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 = []
	# 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

