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add recurrent complex structures + other changes
rm forgiving void rm Yung's better caves (prefer higher surface spawnrate) structures are added via either a whitelist (see config) and/or have been modified from an existing structure or created from an entirely original structure. other than the whitelist here are the structures: added HealingTemple - original by me added modified BabylonTower - uses xp_bottles and EarthMageArmour added modified AbandonedWoodTower - added loot added BrickHenge - added loot and spawners added ChurchGraveyardRuins - added loot and fixed itemframes added BigPyramid - modified grave loot + storage loot added ElvenPond - modified spawn chance and minor edits added HillAltarHouse - very modified, added traps and mini-boss added JungleTreeHuge1 - fix mistake added OldWatchTower - normal and added a trapped version added SmallShrineAir - added loot added Spaceship - original by me added ShrineSmallFire - modified loot: FireShrineJAGLoot and PyromancerArmour modified SmallPyramid - added same loot change as big pyramid add SmallAbandonedMineJAG - normal and added trapped version added snake temple (statue temple was failing to generate maze) - modified loot and maze loot added TribalJungleHead - normal and added trapped version added VillageGuardTowerAbandonedJAG - based on VillageGuard tower; added loot (VillageGuardTowerJAG) and spawner and decay - village based structures removed because of bugged gen: Ivorforce/RecurrentComplex#251 added wooden clock tower - added trap
1 parent 66040ae commit b0d1994

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manifest.json

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]
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"manifestType": "minecraftModpack",
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"manifestVersion": 4,
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"name": "John's 1.12.2",
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modlist.md

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overrides/config/ebwizardry/ebwizardry.cfg

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# Configuration file
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# note: discovery mode is false
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# and invoke_weather is false (global effect = bad)
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##########################################################################################################
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# artefacts
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B:"ebwizardry:invisibility"=true
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# Set to false to disable this spell
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B:"ebwizardry:invoke_weather"=true
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B:"ebwizardry:invoke_weather"=false
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# Set to false to disable this spell
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B:"ebwizardry:ironflesh"=true

overrides/config/forgivingvoid.cfg

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overrides/config/reccomplex.cfg

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S:mazePlacementReversesPerRoom=3.0
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# Maze generation timeout, in milliseconds. After the time is over, the maze generation will just give up. [range: -1 ~ 600000, default: 20000]
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I:mazeTimeout=20000
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I:mazeTimeout=10000
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# Within this block radius, default structures won't spawn (in the main dimension). [range: 0.0 ~ 500.0, default: 30.0]
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S:minDistToSpawnForGeneration=30.0
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>
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# Resource Expression that will be applied to each loading structure, determining if it should be set to 'active'. [default: ]
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S:structureGenerationMatcher=
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# remove all recurrent complex structures except for a few
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S:structureGenerationMatcher=!$reccomplex | BrownMushroom | ClayWaterMound | ClayWaterMound1 | PyramidMazeClosedDoorway | PyramidMazeCorridorCollapse | PyramidMazePagoda | PyramidMazePath | PyramidMazePillar | PyramidMazeScriptureTurn | PyramidMazeSpiderTurn | PyramidMazeStairCorridor | PyramidMazeStairTurn | PyramidMazeZombieTable | DesertBeacon | DesertFort | FallenPalmTree | ForestBeacon | GiganticTree | GiganticTree1 | IceThorn | IceThorn1 | IceThorn2 | IceThorn3 | IceThorn4 | JungleTreeHuge | Mopane | OakTreeBig | OakTreeHuge | OldWatchtower | PirateHideout | RedMushroom | RedMushroom1 | SmallAbandonedMine | SmallFortRuins | SmallOutpost | SmallAbandonedMine | MesoMazeCorridorCollapse | MesoMazeGrowth | MesoMazePagoda | MesoMazePath | MesoMazeSpiderTurn | MesoMazeStairCorridor | MesoMazeStairTurn | MesoMazeZombieTable | SnakeTemple | StoneIceBoulder | StoneIceBoulder1 | StoneIceBoulder2 | StoneIceBoulder3 | TemplePyramid | TemplePyramid1 | TribalJungleHead | UndergroundTreeoid | VeldtBath
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# Resource Expression that will be applied to each loading structure, determining if it should be loaded. [default: ]
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S:structureLoadMatcher=
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# How often do structures spawn? [range: 0.0 ~ 10.0, default: 1.0]
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S:structureSpawnChance=1.0
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S:structureSpawnChance=5.0
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# Biome Expression that will be checked for every single structure. Use this if you want to blacklist / whitelist specific biomes that shouldn't have structures. [default: ]
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S:universalBiomeMatcher=

overrides/shaderpacks/MakeUp-UltraFast-8.9b.txt

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CLOUD_REFLECTION=false
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FOG_ACTIVE=false
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MATERIAL_GLOSS=false
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REFLECTION_SLIDER=1
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REFRACTION=0
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SHADOW_CASTING=false
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SIMPLE_AUTOEXP=true
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