#Generates features in the world, further configuration available in "tetra/data/structures/"
features=true
#Used to limit how deep the feature generator will recurse into feature children, helps to avoid recursive loops and cascading worldgen in 3d-party generation features
#Allows tetra items to "level up" after being used a certain amount of times, allowing the player to choose from different ways to "hone" 1 module on the item. Major modules also settle after some time, increasing its integrity
[module_progression]
#Integrity multiplier for sword honing, a value of 2 would cause a sword which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Range: > -2147483648
hone_sword_integrity_multiplier=65
#The base value for number of uses required before a tool can be honed
#Range: > -2147483648
hone_double_base=140
#Integrity multiplier for tool honing, a value of 2 would cause a sword which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Integrity multiplier for single headed implement honing, a value of 2 would cause an implement which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Integrity multiplier for bow honing, a value of 2 would cause a bow which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Range: > -2147483648
hone_bow_integrity_multiplier=32
#Integrity multiplier for crossbow honing, a value of 2 would cause a crossbow which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Integrity multiplier for shield honing, a value of 2 would cause a shield which uses 3 integrity to require 2*3 times as many uses before it can be honed
#Range: > -2147483648
hone_shield_integrity_multiplier=32
#Enable the stonecutter module for swords, the stonecutter has to be removed from loot tables if this is disabled