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update to version 1.39.0+124
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CHANGELOG.md

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#Do NOT modify this file unless you know what you are doing!
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#Fri Dec 03 09:02:28 CET 2021
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textures=1.0.0
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#Sun Apr 24 16:57:44 CEST 2022
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textures=1.1.0
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items=1.0.0
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factions=1.0.0
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structures=1.0.1
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factions=1.0.1
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dungeon_inhabitants=1.0.0
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structures=1.2.0
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grids=1.0.0
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dungeons=1.1.0
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dungeons=1.2.0
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lootconfigs=1.0.0

config/CQR/cqrepoured.cfg

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@@ -36,34 +36,19 @@ general {
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# When enabled and a flying entity is hit by a cqr lightning it gets extra damage.
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B:flyingCowardPenaltyEnabled=true
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I:generationLimit=20000
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# Min: 0
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# Max: 1024
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D:generationMinDistanceToOtherStructure=64.0
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# Enable/Disable checking for nearby vanilla structures before spawning a dungeon.
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# Enable/Disable checking for nearby vanilla structures before spawning a dungeon. In the dungeon configs you can define which structures will prevent a dungeon from generating.
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B:generationRespectOtherStructures=true
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# The amount of milliseconds each dungeon is allowed to consume per tick during generation.
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# Min: 1
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# Max: 1024
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I:generationSpeed=20
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# When disable all light updates are delayed until the dungeon is generated which is usually a lot faster. (When Phosphor is installed this has no effect and light updates are processed immediately)
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B:instantLightUpdates=false
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# Only render the nearest 'limitEntityRenderingCount' amount of CQR entities. Bosses will be rendered normally.
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B:limitEntityRendering=false
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# The maximum amount of entities that get rendered.
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# Min: 8
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# Max: 256
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I:limitEntityRenderingCount=64
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# Enable/Disable multithreaded dungeon preparation. When enabled the calculations to prepare a dungeon for generation are done on another thread.
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B:multithreadedDungeonPreparation=true
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# When enabled overwrites the amount of chunks a ticket can keep loaded when generating/exporting dungeons.
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B:overwriteForgeChunkLoadingLimit=true
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# When enabled, the number or health of enemies in a dungeon scales up in multiplayer by (player count in dungeon region -1) * entityCountGrowPerPlayer
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B:skipHiddenEntityRendering=true
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# It raytraces from the eyes of the player to the eyes of the mob and the other way around. Then it compares the positions that were hit and only renders the entity when no block was hit or the distance between both points is lower than this setting. This setting has no effect when Entity Culling is installed.
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# Min: 0
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# Max: 256
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# Min: 0.0
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# Max: 256.0
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I:skipHiddenEntityRenderingDiff=16
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# Blocks which will be saved in an extra part when exporting a structure which otherwise might not be placed correctly.
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S:specialBlocks <
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minecraft:bed
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minecraft:wooden_door
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minecraft:boat
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>
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B:structureImportMode=false
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# If activated, it will try to avoid generating the same structure of a dungeon type again and again.
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B:tryPreventingDuplicateDungeons=true
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}
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B:singleLootPoolPerLootTable=true
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# Min: 0
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# Max: 100
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# Max: 256
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I:spawnerActivationDistance=48
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# Min: 0
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B:enableEntityStrafing=false
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B:enableEntityStrafingBoss=true
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B:enableHealthChangeOnDistance=true
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B:enableTradeRestockOverTime=true
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# Min: 0.0
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# Max: 1.0
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# Max: 64
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I:looterAIChestSearchRange=16
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I:looterAIStealableItems=4
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I:maxAutoRestocksOverTime=8
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D:maxUncappedDamageForNonBossMobs=50.0
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D:maxUncappedDamageInMaxHPPercent=1.0
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# Min: 1
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# Max: 100000
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I:mobTypeChangeDistance=1500
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B:offhandPotionsAreSingleUse=true
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# Measured in ticks)
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I:tradeRestockTime=72000
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}
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