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||||
"Count:3": 15,
|
||||
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|
||||
"OreDict:8": ""
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
{
|
||||
"questIDHigh:4": 0,
|
||||
"preRequisites:9": {
|
||||
"0:10": {
|
||||
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|
||||
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|
||||
}
|
||||
},
|
||||
"questIDLow:4": 1501,
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"snd_complete:8": "random.levelup",
|
||||
"taskLogic:8": "AND",
|
||||
"partySingleReward:1": 0,
|
||||
"visibility:8": "UNLOCKED",
|
||||
"isMain:1": 0,
|
||||
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|
||||
"icon:10": {
|
||||
"id:8": "adventurebackpack:blockCampFire",
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"snd_update:8": "random.levelup",
|
||||
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|
||||
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|
||||
"questLogic:8": "AND",
|
||||
"repeat_relative:1": 1,
|
||||
"name:8": "§1§lBackup Your Stuff...",
|
||||
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|
||||
"lockedProgress:1": 0,
|
||||
"autoClaim:1": 0,
|
||||
"isSilent:1": 0,
|
||||
"desc:8": "The mod ServerUtilities (SU) is included in the pack to backup your world. You can adjust save path, frequency, and the number of backups to keep in its settings at \u0027.minecraft\\serverutilities\\serverutilities.cfg\u0027. \n\nIf you need to restore from a backup, you can find them in the backups folder in the instance directory.\n\nRemember that the mods JourneyMap and Thaumcraft Node Tracker store information outside of what most solutions back up, so please backup your journeymap and tcnodetracker folders yourself. \n\nThe Thaumcraft data is a little buggy, losing scanned aspect data and Thaumonomicon data, so consider backing it up as well. The file is at \u0027saves\\\u003cworldname\u003e\\playerdata\\\u003cnameofplayer\u003e.thaum\u0027.\n\nIf you move to another drive or computer, don\u0027t forget to migrate all the backed up files, not just the world folder."
|
||||
}
|
||||
},
|
||||
"tasks:9": {
|
||||
"0:10": {
|
||||
"index:3": 0,
|
||||
"taskID:8": "bq_standard:checkbox"
|
||||
}
|
||||
},
|
||||
"rewards:9": {
|
||||
"0:10": {
|
||||
"rewardID:8": "bq_standard:item",
|
||||
"index:3": 0,
|
||||
"rewards:9": {
|
||||
"0:10": {
|
||||
"id:8": "dreamcraft:item.CoinTechnician",
|
||||
"Count:3": 1,
|
||||
"Damage:2": 0,
|
||||
"OreDict:8": ""
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,692 @@
|
||||
{
|
||||
"questIDHigh:4": 0,
|
||||
"preRequisites:9": {
|
||||
"0:10": {
|
||||
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|
||||
"questIDLow:4": 2209
|
||||
}
|
||||
},
|
||||
"questIDLow:4": 2211,
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"snd_complete:8": "random.levelup",
|
||||
"taskLogic:8": "AND",
|
||||
"partySingleReward:1": 0,
|
||||
"visibility:8": "NORMAL",
|
||||
"isMain:1": 0,
|
||||
"simultaneous:1": 0,
|
||||
"icon:10": {
|
||||
"id:8": "minecraft:book",
|
||||
"Count:3": 1,
|
||||
"Damage:2": 0,
|
||||
"OreDict:8": ""
|
||||
},
|
||||
"snd_update:8": "random.levelup",
|
||||
"repeatTime:3": -1,
|
||||
"globalShare:1": 1,
|
||||
"questLogic:8": "AND",
|
||||
"repeat_relative:1": 1,
|
||||
"name:8": "Basic Bee Stats",
|
||||
"isGlobal:1": 0,
|
||||
"lockedProgress:1": 0,
|
||||
"autoClaim:1": 0,
|
||||
"isSilent:1": 0,
|
||||
"desc:8": "There are a couple of basic bees that have good stats you want to breed into your breeding stock.\n\nCave Dwelling - Rocky - This lets you put the bee housing underneath or inside. Handy for putting a chest on top for products.\n\nNocturnal - Rocky - This keeps your bees working all night long, and in the dark.\n\nRain Tolerant - Water - Keep producing even when it is raining.\n\nHigh Fertility - Wintry - For breeding purposes, you want the maximum number of drones produced.\n\nKeep in mind that specialty products from bees require the Jubilant state. \nTo be in this state, a bee needs have its naturally preferred humidity and temperature. Just being able to work due to tolerance traits is not enough.\n\nFor example, a Salt bee needs Warm/Normal climate. Even if it has +- humidity and temp, it will not produce its Salt comb unless it is in a Warm/Normal climate. Use Alveary upgrades to make sure it is in its preferred temp/humidity."
|
||||
}
|
||||
},
|
||||
"tasks:9": {
|
||||
"0:10": {
|
||||
"index:3": 0,
|
||||
"taskID:8": "bq_standard:checkbox"
|
||||
}
|
||||
},
|
||||
"rewards:9": {
|
||||
"0:10": {
|
||||
"rewardID:8": "bq_standard:choice",
|
||||
"index:3": 0,
|
||||
"choices:9": {
|
||||
"0:10": {
|
||||
"id:8": "Forestry:beeDroneGE",
|
||||
"Count:3": 4,
|
||||
"tag:10": {
|
||||
"MaxH:3": 20,
|
||||
"Health:3": 20,
|
||||
"IsAnalyzed:1": 0,
|
||||
"Genome:10": {
|
||||
"Chromosomes:9": {
|
||||
"0:10": {
|
||||
"UID1:8": "magicbees.speciesUnusual",
|
||||
"UID0:8": "magicbees.speciesUnusual",
|
||||
"Slot:1": 0
|
||||
},
|
||||
"1:10": {
|
||||
"UID1:8": "forestry.speedSlowest",
|
||||
"UID0:8": "forestry.speedSlowest",
|
||||
"Slot:1": 1
|
||||
},
|
||||
"2:10": {
|
||||
"UID1:8": "forestry.lifespanShorter",
|
||||
"UID0:8": "forestry.lifespanShorter",
|
||||
"Slot:1": 2
|
||||
},
|
||||
"3:10": {
|
||||
"UID1:8": "forestry.fertilityNormal",
|
||||
"UID0:8": "forestry.fertilityNormal",
|
||||
"Slot:1": 3
|
||||
},
|
||||
"4:10": {
|
||||
"UID1:8": "forestry.toleranceBoth2",
|
||||
"UID0:8": "forestry.toleranceBoth2",
|
||||
"Slot:1": 4
|
||||
},
|
||||
"5:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 5
|
||||
},
|
||||
"6:10": {
|
||||
"UID1:8": "forestry.toleranceNone",
|
||||
"UID0:8": "forestry.toleranceNone",
|
||||
"Slot:1": 7
|
||||
},
|
||||
"7:10": {
|
||||
"UID1:8": "forestry.boolTrue",
|
||||
"UID0:8": "forestry.boolTrue",
|
||||
"Slot:1": 8
|
||||
},
|
||||
"8:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 9
|
||||
},
|
||||
"9:10": {
|
||||
"UID1:8": "forestry.flowersVanilla",
|
||||
"UID0:8": "forestry.flowersVanilla",
|
||||
"Slot:1": 10
|
||||
},
|
||||
"10:10": {
|
||||
"UID1:8": "forestry.floweringSlowest",
|
||||
"UID0:8": "forestry.floweringSlowest",
|
||||
"Slot:1": 11
|
||||
},
|
||||
"11:10": {
|
||||
"UID1:8": "forestry.territoryAverage",
|
||||
"UID0:8": "forestry.territoryAverage",
|
||||
"Slot:1": 12
|
||||
},
|
||||
"12:10": {
|
||||
"UID1:8": "forestry.effectNone",
|
||||
"UID0:8": "forestry.effectNone",
|
||||
"Slot:1": 13
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Damage:2": 0,
|
||||
"OreDict:8": ""
|
||||
},
|
||||
"1:10": {
|
||||
"id:8": "Forestry:beeDroneGE",
|
||||
"Count:3": 4,
|
||||
"tag:10": {
|
||||
"MaxH:3": 20,
|
||||
"Health:3": 20,
|
||||
"IsAnalyzed:1": 0,
|
||||
"Genome:10": {
|
||||
"Chromosomes:9": {
|
||||
"0:10": {
|
||||
"UID1:8": "forestry.speciesForest",
|
||||
"UID0:8": "forestry.speciesForest",
|
||||
"Slot:1": 0
|
||||
},
|
||||
"1:10": {
|
||||
"UID1:8": "forestry.speedSlowest",
|
||||
"UID0:8": "forestry.speedSlowest",
|
||||
"Slot:1": 1
|
||||
},
|
||||
"2:10": {
|
||||
"UID1:8": "forestry.lifespanShorter",
|
||||
"UID0:8": "forestry.lifespanShorter",
|
||||
"Slot:1": 2
|
||||
},
|
||||
"3:10": {
|
||||
"UID1:8": "forestry.fertilityHigh",
|
||||
"UID0:8": "forestry.fertilityHigh",
|
||||
"Slot:1": 3
|
||||
},
|
||||
"4:10": {
|
||||
"UID1:8": "forestry.toleranceNone",
|
||||
"UID0:8": "forestry.toleranceNone",
|
||||
"Slot:1": 4
|
||||
},
|
||||
"5:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 5
|
||||
},
|
||||
"6:10": {
|
||||
"UID1:8": "forestry.toleranceNone",
|
||||
"UID0:8": "forestry.toleranceNone",
|
||||
"Slot:1": 7
|
||||
},
|
||||
"7:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 8
|
||||
},
|
||||
"8:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 9
|
||||
},
|
||||
"9:10": {
|
||||
"UID1:8": "forestry.flowersVanilla",
|
||||
"UID0:8": "forestry.flowersVanilla",
|
||||
"Slot:1": 10
|
||||
},
|
||||
"10:10": {
|
||||
"UID1:8": "forestry.floweringSlower",
|
||||
"UID0:8": "forestry.floweringSlower",
|
||||
"Slot:1": 11
|
||||
},
|
||||
"11:10": {
|
||||
"UID1:8": "forestry.territoryAverage",
|
||||
"UID0:8": "forestry.territoryAverage",
|
||||
"Slot:1": 12
|
||||
},
|
||||
"12:10": {
|
||||
"UID1:8": "forestry.effectNone",
|
||||
"UID0:8": "forestry.effectNone",
|
||||
"Slot:1": 13
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Damage:2": 0,
|
||||
"OreDict:8": ""
|
||||
},
|
||||
"2:10": {
|
||||
"id:8": "Forestry:beeDroneGE",
|
||||
"Count:3": 4,
|
||||
"tag:10": {
|
||||
"MaxH:3": 30,
|
||||
"Health:3": 30,
|
||||
"IsAnalyzed:1": 0,
|
||||
"Genome:10": {
|
||||
"Chromosomes:9": {
|
||||
"0:10": {
|
||||
"UID1:8": "forestry.speciesModest",
|
||||
"UID0:8": "forestry.speciesModest",
|
||||
"Slot:1": 0
|
||||
},
|
||||
"1:10": {
|
||||
"UID1:8": "forestry.speedSlower",
|
||||
"UID0:8": "forestry.speedSlower",
|
||||
"Slot:1": 1
|
||||
},
|
||||
"2:10": {
|
||||
"UID1:8": "forestry.lifespanShort",
|
||||
"UID0:8": "forestry.lifespanShort",
|
||||
"Slot:1": 2
|
||||
},
|
||||
"3:10": {
|
||||
"UID1:8": "forestry.fertilityNormal",
|
||||
"UID0:8": "forestry.fertilityNormal",
|
||||
"Slot:1": 3
|
||||
},
|
||||
"4:10": {
|
||||
"UID1:8": "forestry.toleranceBoth1",
|
||||
"UID0:8": "forestry.toleranceBoth1",
|
||||
"Slot:1": 4
|
||||
},
|
||||
"5:10": {
|
||||
"UID1:8": "forestry.boolTrue",
|
||||
"UID0:8": "forestry.boolTrue",
|
||||
"Slot:1": 5
|
||||
},
|
||||
"6:10": {
|
||||
"UID1:8": "forestry.toleranceDown1",
|
||||
"UID0:8": "forestry.toleranceDown1",
|
||||
"Slot:1": 7
|
||||
},
|
||||
"7:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 8
|
||||
},
|
||||
"8:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 9
|
||||
},
|
||||
"9:10": {
|
||||
"UID1:8": "forestry.flowersCacti",
|
||||
"UID0:8": "forestry.flowersCacti",
|
||||
"Slot:1": 10
|
||||
},
|
||||
"10:10": {
|
||||
"UID1:8": "forestry.floweringSlowest",
|
||||
"UID0:8": "forestry.floweringSlowest",
|
||||
"Slot:1": 11
|
||||
},
|
||||
"11:10": {
|
||||
"UID1:8": "forestry.territoryAverage",
|
||||
"UID0:8": "forestry.territoryAverage",
|
||||
"Slot:1": 12
|
||||
},
|
||||
"12:10": {
|
||||
"UID1:8": "forestry.effectNone",
|
||||
"UID0:8": "forestry.effectNone",
|
||||
"Slot:1": 13
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Damage:2": 0,
|
||||
"OreDict:8": ""
|
||||
},
|
||||
"3:10": {
|
||||
"id:8": "Forestry:beeDroneGE",
|
||||
"Count:3": 4,
|
||||
"tag:10": {
|
||||
"MaxH:3": 30,
|
||||
"Health:3": 30,
|
||||
"IsAnalyzed:1": 0,
|
||||
"Genome:10": {
|
||||
"Chromosomes:9": {
|
||||
"0:10": {
|
||||
"UID1:8": "forestry.speciesTropical",
|
||||
"UID0:8": "forestry.speciesTropical",
|
||||
"Slot:1": 0
|
||||
},
|
||||
"1:10": {
|
||||
"UID1:8": "forestry.speedSlower",
|
||||
"UID0:8": "forestry.speedSlower",
|
||||
"Slot:1": 1
|
||||
},
|
||||
"2:10": {
|
||||
"UID1:8": "forestry.lifespanShort",
|
||||
"UID0:8": "forestry.lifespanShort",
|
||||
"Slot:1": 2
|
||||
},
|
||||
"3:10": {
|
||||
"UID1:8": "forestry.fertilityNormal",
|
||||
"UID0:8": "forestry.fertilityNormal",
|
||||
"Slot:1": 3
|
||||
},
|
||||
"4:10": {
|
||||
"UID1:8": "forestry.toleranceUp1",
|
||||
"UID0:8": "forestry.toleranceUp1",
|
||||
"Slot:1": 4
|
||||
},
|
||||
"5:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 5
|
||||
},
|
||||
"6:10": {
|
||||
"UID1:8": "forestry.toleranceUp1",
|
||||
"UID0:8": "forestry.toleranceUp1",
|
||||
"Slot:1": 7
|
||||
},
|
||||
"7:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 8
|
||||
},
|
||||
"8:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 9
|
||||
},
|
||||
"9:10": {
|
||||
"UID1:8": "forestry.flowersJungle",
|
||||
"UID0:8": "forestry.flowersJungle",
|
||||
"Slot:1": 10
|
||||
},
|
||||
"10:10": {
|
||||
"UID1:8": "forestry.floweringSlowest",
|
||||
"UID0:8": "forestry.floweringSlowest",
|
||||
"Slot:1": 11
|
||||
},
|
||||
"11:10": {
|
||||
"UID1:8": "forestry.territoryAverage",
|
||||
"UID0:8": "forestry.territoryAverage",
|
||||
"Slot:1": 12
|
||||
},
|
||||
"12:10": {
|
||||
"UID1:8": "forestry.effectMiasmic",
|
||||
"UID0:8": "forestry.effectMiasmic",
|
||||
"Slot:1": 13
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Damage:2": 0,
|
||||
"OreDict:8": ""
|
||||
},
|
||||
"4:10": {
|
||||
"id:8": "Forestry:beeDroneGE",
|
||||
"Count:3": 4,
|
||||
"tag:10": {
|
||||
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|
||||
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|
||||
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|
||||
"Genome:10": {
|
||||
"Chromosomes:9": {
|
||||
"0:10": {
|
||||
"UID1:8": "forestry.speciesWintry",
|
||||
"UID0:8": "forestry.speciesWintry",
|
||||
"Slot:1": 0
|
||||
},
|
||||
"1:10": {
|
||||
"UID1:8": "forestry.speedSlower",
|
||||
"UID0:8": "forestry.speedSlower",
|
||||
"Slot:1": 1
|
||||
},
|
||||
"2:10": {
|
||||
"UID1:8": "forestry.lifespanShort",
|
||||
"UID0:8": "forestry.lifespanShort",
|
||||
"Slot:1": 2
|
||||
},
|
||||
"3:10": {
|
||||
"UID1:8": "forestry.fertilityMaximum",
|
||||
"UID0:8": "forestry.fertilityMaximum",
|
||||
"Slot:1": 3
|
||||
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||||
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||||
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},
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},
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
},
|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
},
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||||
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||||
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||||
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|
||||
},
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||||
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||||
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||||
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||||
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|
||||
},
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||||
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||||
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||||
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||||
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||||
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||||
},
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|
||||
},
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||||
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"UID1:8": "forestry.floweringSlower",
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||||
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|
||||
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||||
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|
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||||
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|
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||||
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||||
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|
||||
},
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
},
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
},
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||||
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||||
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||||
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||||
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|
||||
},
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||||
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||||
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||||
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||||
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|
||||
},
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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}
|
||||
@@ -0,0 +1,83 @@
|
||||
{
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||||
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||||
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||||
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||||
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||||
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|
||||
}
|
||||
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|
||||
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||||
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||||
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@@ -0,0 +1,139 @@
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
}
|
||||
},
|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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"desc:8": "IV brings forth GT++ multis, including an upgrade for the Distillation Tower, called the Dangote Distillus. In structure, it\u0027s exactly the same as the DT, but it uses a different controller that has a more complicated recipe. It needs more expensive items, and it\u0027s also locked to an IV Chemical Plant, which makes it a very expensive craft if it is the only use you have for that plant. \n\nThat said, it solves the issue of DTs being slow, and those are essentially the backbone of all of these renewable setups. How many quad DTs are you going to need for reliable IV/LuV power, I might ask? Just go for it."
|
||||
}
|
||||
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"id:8": "enhancedlootbags:lootbag",
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|
||||
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|
||||
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|
||||
"1:10": {
|
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"id:8": "dreamcraft:item.CoinTechnicianIII",
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||||
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}
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}
|
||||
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|
||||
{
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||||
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||||
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"id:8": "questbook:ItemQuestBook",
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"desc:8": "Better Questing has a number of useful commands for the questbook (QB). You need to have cheats enabled to use them. \n\n/bq_admin default load\nUse this command to update your QB after you update the modpack. It reloads the quest database from the file. Your save file stores a version of the QB that can be different from the one in the file.\n\n/bq_admin edit\nToggles editing quests. Pressing RMB on the quest will open a context menu to share it or copy its ID.\n\n/bq_admin reset all \u003cPlayer\u003e\nResets all quests. Use this if you want to start over, or are editing the QB. You should specify the player as well if it is a server, otherwise you can skip that part.\n\n/bq_admin reset \u003cID\u003e \u003cPlayer\u003e\nResets a specific quest, defined by the quest ID. Sometimes it may be easier to go into Edit Mode \u003e Designer Tool to specify what to reset.\n\n/bq_admin complete \u003cnumber\u003e \u003cPlayer\u003e\nCompletes a specific quest, similarly to the above. You can still claim the rewards. Use this command if a quest is broken, and then report it on GitHub, but please check if it\u0027s already reported.\n\n/bq_admin default save\nSaves changes to the QB after editing it.\n\n/bq_copyquests \u003cPlayerWithQuestsCompleted\u003e \u003cNewPlayer\u003e\nIf you want to sync the quests with someone in your party, then use this. They won\u0027t get any rewards for that though.\n\n/bq_admin hardcore\nEnables BQ3 Hardcore Mode. You only start with 3 lives, so best of luck. Additional life hearts are available in the Kill all the Things tab.\n\nAside from the consume-type quests, a quest counts for everyone in the party if one person finished it. However, if someone joined your party later, you need to get them up to speed first either through /bq_copyquests above, or manually. Otherwise, your quest completion won\u0027t count for them because the requirements for that quest are not fulfilled for them.\n\nIf your singleplayer world does not have cheats enabled, go to the ESC screen, open to LAN, then enable cheats. This makes pausing impossible until you reload afterwards. If you host a server, you can run the commands in the command line, without \"/\". You can also edit the level.dat file, and set \u0027allowCommands\u0027 to 1, but make sure to backup your world before doing that.\n\n[warn]For quests to save properly, you must be online and logged into your Mojang account when starting the game. Sorry, it\u0027s a limitation of Better Questing.[/warn]"
|
||||
}
|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
}
|
||||
},
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||||
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||||
"0:10": {
|
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"rewardID:8": "bq_standard:item",
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||||
"index:3": 0,
|
||||
"rewards:9": {
|
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"0:10": {
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||||
"id:8": "minecraft:writable_book",
|
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|
||||
}
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||||
}
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||||
}
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||||
}
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||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
{
|
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
},
|
||||
"snd_update:8": "random.levelup",
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||||
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||||
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|
||||
"questLogic:8": "AND",
|
||||
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|
||||
"name:8": "Bio Chamber",
|
||||
"lockedProgress:1": 0,
|
||||
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|
||||
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|
||||
"desc:8": "As I got new technologies, I have seen the need to make a chamber where the circuit board can contain neurons for the wetware boards or the upcoming bioware boards.\n\nThe Bio Chamber is a simple upgrade, it doesn\u0027t require many resources. Don\u0027t know why I didn\u0027t make it earlier.\n\n[note]It can use any glass.[/note]"
|
||||
}
|
||||
},
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|
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|
||||
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|
||||
},
|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
}
|
||||
},
|
||||
"rewards:9": {}
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}
|
||||
@@ -0,0 +1,47 @@
|
||||
{
|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
"icon:10": {
|
||||
"id:8": "witchery:ingredient",
|
||||
"Count:3": 1,
|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
"questLogic:8": "OR",
|
||||
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|
||||
"name:8": "Bringing the Biome to You",
|
||||
"lockedProgress:1": 0,
|
||||
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|
||||
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|
||||
"desc:8": "So maybe you can\u0027t find a swamp or tropical forest for your crops or bees, or maybe they\u0027re too far away so they\u0027re inconvenient to get to, or maybe your base is in a colder climate and you have to deal with the howls of direwolves constantly. Instead of packing up all your stuff and moving somewhere else, why not try changing the biome? There are a couple different ways to do so in this modpack:\n\nUse the Arcane Terrestrial Reformer from Witching Gadgets\n-Requires EV Circuits, Tungstensteel, Rocket Tier III\n-Also requires Infusion, Void Metal (sufficient warp), Energized Node for CV, lots of Essentia\n-16 block radius\n-Can only change to a few specific Vanilla or Thaumcraft biomes\n-Kind of slow\n\nUse Ritual of Gaia\u0027s Transformation from Blood Magic\n-Requires Void Metal, Infusion, Tungstensteel\n-Requires getting deep into BM (and the warp that come with it)\n-Requires 1,000,000 LP, Master Blood Orb, Tier 4 Altar and Awakened Activation Crystal\n-10 block radius, can be exactly specified with bloodstone bricks (either type)\n-Cannot specify which biome you get, you can only change the temperature/humidity within the 0.0 - 2.0 range and hope\n-Some biomes may be impossible due to limited range and overlap\n-Adjust temperature/humidity with items on 8 plinths around the Master Ritual Stone\n-Need to relog to see changes\n-Very little documentation or explanation\n-Fast\n\nUse the Brew of Shifting Seasons from Witchery\n-Small range, depends on the level of the brew (power, not dispersal extent)\n-Biome can be exactly specified\n-Crafted using the complicated custom brew system\n-Can add different ingredients to change range of the brew\n-At min changes a single block\n-At max has about a 3 block (circular) radius\n-Instant (once you use it)\n\nUse the Rite of Shifting Seasons from Witchery\n-Requires Stainless Steel, Greatwood Scepter or better for the Distillery\n-You have to do a bunch of witchery stuff\n-Not hard once you\u0027re done it once\n-Extremely large range, 16/32/48 block (circular) radius\n-Biome can be exactly specified\n-Sometimes fails in specific chunks\n-Very Fast\n\nIf you want to know how to use the Witchery methods, please go to the Look to the edges tab to continue.\n\nPSA: The IC2\u0026Galacticraft Terraformers only change the surface, not the biome itself."
|
||||
}
|
||||
},
|
||||
"tasks:9": {
|
||||
"0:10": {
|
||||
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|
||||
"taskID:8": "bq_standard:checkbox"
|
||||
}
|
||||
},
|
||||
"rewards:9": {}
|
||||
}
|
||||
@@ -0,0 +1,86 @@
|
||||
{
|
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|
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}
|
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|
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|
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
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|
||||
"id:8": "TGregworks:tGregToolPartCrossbowLimb",
|
||||
"Count:3": 1,
|
||||
"tag:10": {
|
||||
"material:8": "Carbon"
|
||||
},
|
||||
"Damage:2": 1503,
|
||||
"OreDict:8": ""
|
||||
},
|
||||
"snd_update:8": "random.levelup",
|
||||
"repeatTime:3": -1,
|
||||
"globalShare:1": 1,
|
||||
"questLogic:8": "AND",
|
||||
"repeat_relative:1": 1,
|
||||
"name:8": "§5§lBrittle But Hits Like a Sledgehammer...",
|
||||
"isGlobal:1": 0,
|
||||
"lockedProgress:1": 0,
|
||||
"autoClaim:1": 0,
|
||||
"isSilent:1": 0,
|
||||
"desc:8": "A Carbon crossbow limb is 1/3 the durability of the magnalium limb, but hits a lot harder and shoots a little faster. But you\u0027ll want to carry around a tinker table and extra ingots to repair it constantly, and watch that you don\u0027t break it in the middle of combat!"
|
||||
}
|
||||
},
|
||||
"tasks:9": {
|
||||
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|
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|
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|
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"id:8": "TGregworks:tGregToolPartCrossbowLimb",
|
||||
"Count:3": 1,
|
||||
"tag:10": {
|
||||
"material:8": "Carbon"
|
||||
},
|
||||
"Damage:2": 1503,
|
||||
"OreDict:8": ""
|
||||
}
|
||||
},
|
||||
"taskID:8": "bq_standard:retrieval"
|
||||
}
|
||||
},
|
||||
"rewards:9": {
|
||||
"0:10": {
|
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|
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"index:3": 0,
|
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"rewards:9": {
|
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"0:10": {
|
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"id:8": "enhancedlootbags:lootbag",
|
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"Count:3": 1,
|
||||
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|
||||
"OreDict:8": ""
|
||||
},
|
||||
"1:10": {
|
||||
"id:8": "dreamcraft:item.CoinSmith",
|
||||
"Count:3": 30,
|
||||
"Damage:2": 0,
|
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"OreDict:8": ""
|
||||
}
|
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}
|
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}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,201 @@
|
||||
{
|
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"questIDHigh:4": 0,
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"questIDLow:4": 38
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},
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"1:10": {
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}
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"desc:8": "Learning more about the world and its ways is a sign of wisdom. However, the truly wise are the ones who know what is unimportant and can be skipped. For a true breacher of technology, the constraints of physics and chemistry are not essential. To skip past their technicalities, the Quantum Force Transformer comes into play.\n\nThis multi is meant to replicate the most popular and important processing lines in the pack’s progression, mostly those related to chemistry. Because of recursion in recipes, where earlier tier materials are required to craft higher tier equivalents, there are a lot of early processing lines that stay up through progression. Even worse, they often need more and more machines to keep up with increasing speed demands. To save on lag, this multi will do those processing lines in one step and without most of the extra chemicals that are added to purify the inputs into the outputs.\n\nThe Quantum Force Transformer (QFT) is unlocked in UEV, after Optical Mainframes have been crafted, and with the addition of a single Eternal Singularity and other materials. It’s a tall, 15x15 multiblock with many different casings, including two that are upgradable and decide the two tiers of the multi. Although it’s available in UEV, the upgraded casings require more and more expensive materials, while also unlocking skips for more advanced processing lines. For example, a platline skip can be done in the earlier QFT tier, whereas a Kevlar skip can only be done in the last tier.\n\nEach recipe that the QFT has represents a single processing line or a big part of a line. The inputs for the early plastic skip, for example, are the basic components of the plastics on a molecular level (Carbon, Hydrogen, Oxygen, etc.), and not the multi-step chemicals that were used half a dozen tiers earlier. All recipes have 3 or more outputs, and every output has a chance to appear: the chance for each is 100% divided by the number of outputs. To increase it, there are additional mechanics that can be used.\n\nSimply put, the QFT uses huge amounts of energy and quantum field stabilization to disassemble simple molecules and assemble them into more complex ones, without needing additives or constrained processes. The only addition to the base inputs that the multi requires is a specific catalyst, which the smart circuits use to guide the materials into what they ultimately transform into, but they are never consumed or lost in any way. \n\nThis direct process simplifies long processing chains to one step, but it has two consequences: it makes the process expensive, given the extreme conditions needed to undergo the transformation (in a similar way to fusion), but it also generates many different outputs at once, none of which are guaranteed, and it’s impossible to choose between them without adding something else into the setup to alter the conditions inside the QFT in some way. Throwing more energy into the multi won’t do anything, and better materials don’t seem to work, so what is the next step? That is what the next two quests will answer.\n"
|
||||
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|
||||
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|
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|
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|
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|
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||||
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|
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||||
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|
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||||
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|
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||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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||||
"desc:8": "Some machines have a very, very large number of recipes. To avoid conflicts, many recipes have programmed circuits to ensure that the correct recipe is used. These programmed circuits are not consumed.\n\nIn this modpack, all singleblock GT machines now come with an icon in the GUI on the bottom-right that represents a ghost circuit. Click it or scroll to choose the number you need. If you do that, you don\u0027t have to insert a physical circuit. This is going to be your main option for all single block machines. This option is now also available for input buses of multiblocks, which you will use much later.\n\nThere are a few places throughout the modpack where you still need the physical circuits. You can turn an LV circuit into a programmed circuit in the crafting grid and then program it in various ways:\n\n1) Find a correct crafting recipe with a screwdriver in NEI and use that.\n\n2) Right-click while holding the programmed circuit to open an easy menu. You still need to at least have the screwdriver in your inventory though or it won\u0027t work. Eventually you can also make an electric screwdriver.\n\n3) Use the BartWorks Circuit Programmer. It\u0027s only available in MV, but it does not use any durability and runs on EU.\n\n4) Use the GT++ Circuit Programmer block. It isn\u0027t portable and only available in MV, but it allows for automation.\n\n\nThe tasks in this quest are just the showcase of what programming circuits there are. You can just click the checkmark once you understand how the programmed circuits work."
|
||||
}
|
||||
},
|
||||
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|
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|
||||
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||||
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|
||||
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||||
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||||
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"desc:8": "Welcome to my ted talk, today we talk about the §6§lExtreme Industrial Greenhouse.\n§rIt is the most advanced and §l§nLAG FREE§r crop farm that will allow you to supply the amount of tea you need.\nThe machine starts at §5EV§r, but to farm IC2 crops you will need at least §dLuV§r power.\nTo see the structure, place the controller on ground and use a structure hologram to build.\nThe glass tier limits the energy tier until [note]UV[/note]. With [note]UV[/note] glass you can have an energy tier as high as you want.\nShift click with screwdriver to change crop type (IC2/normal), sadly you can\u0027t farm both in one machine.\nThere are 3 modes to manage your crops (change with screwdriver):\n\n§lSetup mode (input):\n§rIn this mode you can plant your crops in the machine.\nJust put them in the input bus and enable the machine with a soft mallet.\nAdditionally, you need to insert block that is required for IC2 crop to grow (if any)\nWhen the bus is empty, just disable it and change the mode.\nKeep in mind that there is limited space of slots for your crops depending on the voltage.\nWith normal crops you start with 1 slot and that multiplies by 2 every tier past §5EV§r, every slot can take 64 crops of the same type.\nWith IC2 crops you start with 4 slots and that multiplies by 4 every tier past §dLuV§r, every slot can take only 1 crop.\n\n§lSetup mode (output):\n§rThis mode allows you to move your Greenhouse or upgrade your crops.\nWhen the machine is running in this mode it will output all planted crops in the output bus.\n\n§lNormal operation:\n§rWith normal crops it is a straightforward process. Base processing time is 5 seconds, at the end of operation all crops are grown and the outputs are added to the output bus. Additionally the time is lower every tier past §5EV§r §o(The time is divided by the number of tiers past §6HV§r§o, minimum 1 second. WOW)§r\n\nIC2 crops on the other hand, are not that easy. They are normally simulated, but accelerated 32 times. Process time is 5 seconds. You can check the progress of the growing process with a tricorder.\n\nIf you want to grow your crops even faster, then you can use a fertilizer (up to §l400% more drops§r !). Machine will take fertilizer from the input busses on start of the operation and will be applied to that operation only. Each fertilizer gives +200% per crop in normal mode or +10% in IC2 mode. The bonus is applied evenly on crops. Examples:\nNormal mode, 3 wheat seeds, 1 tea seeds, you insert 1 fertilizer, you will get +150% wheat drops and +50% tea drops.\nIC2 mode, 16 melon seed bags, you insert 64 fertilizer, you will get +40% drops.\n\nAdditionally, all your crops need water to grow. Every single crop drinks 1000L per operation. So for example if you have planted 576 tea seeds at [note]UV[/note] voltage you will need 576000 L per second.\n\n§lLast notes:\n§rThe animation can’t be disabled.\nThe lamps can be inverted.\nThe dirt must be tilled.\nIf you encounter any issue or have any suggestion please open an issue on github and ping §l@kuba6000§r.\nThis MB was created to farm tea because I wanted to.\n"
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|
||||
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"desc:8": "[note]Here the oil questlines diverge into two tabs - part about getting every possible output is in the LV tab, part about the usefulness of oil is in the Working with Oil tab, this quest is part of the latter.[/note]\n\nWelcome! This is the questline that shows the path through oil processing towards all the useful items and fluids that can be obtained from it. Working with this black liquid involves a lot of steps that range from LV (Low Voltage), all the way to IV (Insane Voltage), and outputs that are useful at those tiers and beyond. \n\nOil is useful both for generating power, and to automate a lot of chemicals that are important for progression. As you progress, you will be able to get more of it, and get it faster, as well as process it in new ways that improve on the setup that you were using before. It is not a required path for progression in the pack, but it is a very useful one, should you choose to follow it.\n\nThe best way to start working with oil is to extract it from the surface. Oil spouts are visible without having to dig down, and they can be interacted with by using a Pump placed above them, alongside a generator that feeds it some power. You can use some of the Oil to generate this power for now."
|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
"name:8": "§6§6§6§lHigh Temperature Super Breeder",
|
||||
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|
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|
||||
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|
||||
"desc:8": "Have you heard of pebble reactors?\n\nIt\u0027s called the High Temperature Gas-cooled Reactor (HTGR), and it uses fuel pebbles and consumes power. However, it doesn\u0027t really make a lot of power, and doesn\u0027t even match the EU/t of THTR, despite being much more expensive. The multiblock structure is basically the same, a huge reactor around 12x12x12 blocks in size, with 500+ casings made with Europium. What it doesn\u0027t make in power, it compensates in breeding, however.\n\nFor the unaware, this is expensive. Pebble reactors work by stuffing the reactor absolutely full of pebbles, and then the reaction will keep going for, essentially, forever. In this case, you will have a fully automated source of almost endless Lutetium, Plutonium and other things that will be explained in the following quests, alongside the production of fuel and the processing of outputs. What this means is that this is an expensive multiblock, but it\u0027s placed a tier in which this expense is actually reasonable, if there is a need for immense, endless breeding of many outputs.\n\nIf you\u0027re on the fence about building this, check the next quests to learn more about the fuel and outputs.\n\nNotes:\n\nHTGR has an internal buffer for fuel and only one input bus is required (any will do), as well as only one output bus (reactor automatically compresses every 64 burned pellets into one ball, so you need 6 slots or more to avoid problems with voiding at full capacity).\n\nReactor requires only 72k out of 720k pebbles to operate, but running at minimum capacity means that you will not get any bonuses, such as lower recipe time and higher amount of pebbles processed per cycle.\n\nThis multi consumes 1A LuV when operating, no matter how many pebbles are inside, but it also generates Hot Coolant as it runs. If you use it to generate power, you will gain more EU than is consumed by the reactor. \n\nIn this reactor, the throughput increases with the amount of pebbles put into it.\n\nBy typing HTGR in NEI, you can see all the items that are related to this multiblock."
|
||||
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|
||||
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|
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|
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|
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"desc:8": "First off, don\u0027t be scared by the massive amounts of bees you see here once you unlock the breeding trees. There\u0027s even more that aren\u0027t included and you\u0027ll need NEI to find!\n\nHa ha, just kidding - don\u0027t panic! The breeding lines unlock bit by bit showing you what you can go for next, mostly from the top to the bottom. The large icons represent particularly powerful bees. Many of the basic bees have multiple breeding options, only one is shown on the Bee Breeding Tree.\n\nBees have two sets of traits, active and inactive. The active one affects the behaviour of the bee while the inactive one is only relevant for breeding. \n\nA trait can be [warn]Dominant[/warn] or §9Recessive§r. When getting newly bred princesses and drones, check both sets in case you got the desired traits. You can breed the ones with inactive traits to try and make them active in later crosses. A Field Kit or GT scanner cannot see passive traits, you need a Beealyzer for that. \n\nWhen breeding bees, a good idea is to settle upon a master template bee - a bee that has little to no crossbreeding potential but has all the traits you want - short life, nocturnal, cave dwelling, rain tolerant, humidity tolerance, temperature tolerance, 4xfertility, and so on. Once you have that bee, breed a bunch of pure princesses with those traits as both active and inactive. These will be your breeding stock.\n\nWhen you are trying to get new species, what you want is a drone - this way you can use your \"breeding stock\" princess with the drone to get new species without the annoying effects or limitations. Poorly crossed princesses can be returned to normal by crossing with breeding stock drones, or just thrown into storage if they now have annoying restrictions. Make sure you keep the trait and species you want, and slowly merge the good traits from your breeding stock. You don\u0027t have to do this part in an Apiary, you can use a Bee House to swap around traits. Remember that no species mutations occur in a Bee House. Ignoble bees are good to swap traits because they\u0027re mostly disposable - they have a chance to die after 100 breeding cycles, increasing slightly more each generation after that, though genetic stability frames can let them live longer. \n\nOnce you solidify your species, create a pool of drones. You can use those to convert pristine princesses to the new species. Pristine princesses will not die, but they can become Ignoble under certain circumstances like using tons of production frames. Rocky bees are a great source - all their princesses are always pristine, they have decent traits, and there\u0027s a bunch of them underground. If you have an ender quarry, you can collect them with that.\n\nOnce you get a new species, it will replace either all Active or Inactive traits. If the mutation happens twice at the same bee, it will replace both sets. For example, when you get a Cultivated bee, either the Active or Inactive column will have all the default Cultivated traits. Mix it a few times and you\u0027ll eventually get purebred versions. Just watch out that you don\u0027t lose a key trait, like Fast Worker for Cultivated. Most effects are useless, so you can disregard them.\n\nAll quests require purebred species. Purebred means that the inactive species-trait is the same as the active one.\n\nAll traits can be bred into any bee species, aside from the species itself. Species also determines the preferred temperature and humidity, as well as drops. Species require their preferred temperature and humidity to be in the \u0027jubilant\u0027 state and produce their special drops. You can also mimic this with the alveary or industrial apiary, but NOT with tolerances.\n\nAdvanced frames can provide useful boosts to mutation chances or lifespan reduction for faster breeding cycles. However, the excessive multipliers will increase genetic decay, giving a chance for a pristine princess to become ignoble.\n\nIt looks complex, because it is! But it\u0027s also a lot of dangerous and useful fun!"
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
"UID0:8": "forestry.speciesTropical",
|
||||
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|
||||
},
|
||||
"1:10": {
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"2:10": {
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
"UID1:8": "forestry.boolFalse",
|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"7:10": {
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"8:10": {
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"9:10": {
|
||||
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|
||||
"UID0:8": "forestry.flowersJungle",
|
||||
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|
||||
},
|
||||
"10:10": {
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"11:10": {
|
||||
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|
||||
"UID0:8": "forestry.territoryAverage",
|
||||
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|
||||
},
|
||||
"12:10": {
|
||||
"UID1:8": "forestry.effectMiasmic",
|
||||
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|
||||
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|
||||
}
|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
"id:8": "Forestry:beePrincessGE",
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"0:10": {
|
||||
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|
||||
"UID0:8": "forestry.speciesWintry",
|
||||
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|
||||
},
|
||||
"1:10": {
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"2:10": {
|
||||
"UID1:8": "forestry.lifespanShort",
|
||||
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|
||||
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|
||||
},
|
||||
"3:10": {
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"4:10": {
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"5:10": {
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"6:10": {
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"7:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
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|
||||
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|
||||
},
|
||||
"8:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
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|
||||
},
|
||||
"9:10": {
|
||||
"UID1:8": "forestry.flowersSnow",
|
||||
"UID0:8": "forestry.flowersSnow",
|
||||
"Slot:1": 10
|
||||
},
|
||||
"10:10": {
|
||||
"UID1:8": "forestry.floweringSlowest",
|
||||
"UID0:8": "forestry.floweringSlowest",
|
||||
"Slot:1": 11
|
||||
},
|
||||
"11:10": {
|
||||
"UID1:8": "forestry.territoryAverage",
|
||||
"UID0:8": "forestry.territoryAverage",
|
||||
"Slot:1": 12
|
||||
},
|
||||
"12:10": {
|
||||
"UID1:8": "forestry.effectGlacial",
|
||||
"UID0:8": "forestry.effectGlacial",
|
||||
"Slot:1": 13
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Damage:2": 0,
|
||||
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|
||||
},
|
||||
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|
||||
"id:8": "Forestry:beePrincessGE",
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
}
|
||||
}
|
||||
}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"6:10": {
|
||||
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|
||||
"UID0:8": "forestry.toleranceUp1",
|
||||
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|
||||
},
|
||||
"7:10": {
|
||||
"UID1:8": "forestry.boolTrue",
|
||||
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|
||||
"Slot:1": 8
|
||||
},
|
||||
"8:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 9
|
||||
},
|
||||
"9:10": {
|
||||
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|
||||
"UID0:8": "forestry.flowersVanilla",
|
||||
"Slot:1": 10
|
||||
},
|
||||
"10:10": {
|
||||
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|
||||
"UID0:8": "forestry.floweringSlowest",
|
||||
"Slot:1": 11
|
||||
},
|
||||
"11:10": {
|
||||
"UID1:8": "forestry.territoryAverage",
|
||||
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|
||||
"Slot:1": 12
|
||||
},
|
||||
"12:10": {
|
||||
"UID1:8": "forestry.effectNone",
|
||||
"UID0:8": "forestry.effectNone",
|
||||
"Slot:1": 13
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Damage:2": 0,
|
||||
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|
||||
},
|
||||
"7:10": {
|
||||
"id:8": "Forestry:beePrincessGE",
|
||||
"Count:3": 1,
|
||||
"tag:10": {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"Chromosomes:9": {
|
||||
"0:10": {
|
||||
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|
||||
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|
||||
"Slot:1": 0
|
||||
},
|
||||
"1:10": {
|
||||
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|
||||
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|
||||
"Slot:1": 1
|
||||
},
|
||||
"2:10": {
|
||||
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|
||||
"UID0:8": "forestry.lifespanShorter",
|
||||
"Slot:1": 2
|
||||
},
|
||||
"3:10": {
|
||||
"UID1:8": "forestry.fertilityNormal",
|
||||
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|
||||
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|
||||
},
|
||||
"4:10": {
|
||||
"UID1:8": "forestry.toleranceNone",
|
||||
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|
||||
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|
||||
},
|
||||
"5:10": {
|
||||
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|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 5
|
||||
},
|
||||
"6:10": {
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"7:10": {
|
||||
"UID1:8": "forestry.boolTrue",
|
||||
"UID0:8": "forestry.boolTrue",
|
||||
"Slot:1": 8
|
||||
},
|
||||
"8:10": {
|
||||
"UID1:8": "forestry.boolFalse",
|
||||
"UID0:8": "forestry.boolFalse",
|
||||
"Slot:1": 9
|
||||
},
|
||||
"9:10": {
|
||||
"UID1:8": "forestry.flowersVanilla",
|
||||
"UID0:8": "forestry.flowersVanilla",
|
||||
"Slot:1": 10
|
||||
},
|
||||
"10:10": {
|
||||
"UID1:8": "forestry.floweringSlowest",
|
||||
"UID0:8": "forestry.floweringSlowest",
|
||||
"Slot:1": 11
|
||||
},
|
||||
"11:10": {
|
||||
"UID1:8": "forestry.territoryAverage",
|
||||
"UID0:8": "forestry.territoryAverage",
|
||||
"Slot:1": 12
|
||||
},
|
||||
"12:10": {
|
||||
"UID1:8": "forestry.effectNone",
|
||||
"UID0:8": "forestry.effectNone",
|
||||
"Slot:1": 13
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Damage:2": 0,
|
||||
"OreDict:8": ""
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
{
|
||||
"questIDHigh:4": 0,
|
||||
"preRequisites:9": {
|
||||
"0:10": {
|
||||
"questIDHigh:4": 0,
|
||||
"questIDLow:4": 77
|
||||
}
|
||||
},
|
||||
"questIDLow:4": 1853,
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"snd_complete:8": "random.levelup",
|
||||
"taskLogic:8": "AND",
|
||||
"partySingleReward:1": 0,
|
||||
"visibility:8": "NORMAL",
|
||||
"isMain:1": 0,
|
||||
"simultaneous:1": 0,
|
||||
"icon:10": {
|
||||
"id:8": "minecraft:book",
|
||||
"Count:3": 1,
|
||||
"Damage:2": 0,
|
||||
"OreDict:8": ""
|
||||
},
|
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|
||||
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"desc:8": "What\u0027s with the numbers in the corner? That is the In-Game Info (IGI) mod. Some of the info it gives is useful right away, some of it shines later on in progression.\n\nFor now, the most important thing it does is showing if you are in an ore chunk. Further quests will explain what it means.\n\nIf you want to hide it, type \"/igi disable\" in the chat. Type \"/igi enable\" if you want to turn it back on.\n\nThe command \"/igi config\" opens the configuration window to control its position, scale, and size.\n\nThe command \"/xu_tps\" from the mod Extra Utilities toggles numbers to measure ticktime in milliseconds and the TPS (Ticks Per Second). TPS is a measure of how well your server is running. The ideal TPS is 20.00 (meaning a ticktime of at most 50.00). If your TPS is less than 15, things are going to start lagging noticeably. At 10 or less TPS, it is going to be hard to play.\nThe tooltip shows three types of measurement: instantaneous, average, and worst-case. Each one first shows the ticktime and then the TPS in brackets.\n\nIf you need suggestions on solving TPS problems, feel free to ask for help in the GTNH Discord.\n\nWhile GTNH comes with recommended default settings, in particular when it comes to balance, there are many commands and configurations to customize your experience. They range from accessability or debug tools to visual customization all the way to various cheats. You can find a small overview on [url]https://wiki.gtnewhorizons.com/wiki/Commands_and_Configurations[/url]."
|
||||
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|
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||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
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|
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|
||||
"OreDict:8": ""
|
||||
},
|
||||
"snd_update:8": "random.levelup",
|
||||
"repeatTime:3": -1,
|
||||
"globalShare:1": 1,
|
||||
"questLogic:8": "AND",
|
||||
"repeat_relative:1": 1,
|
||||
"name:8": "§3§lSafety First",
|
||||
"isGlobal:1": 0,
|
||||
"lockedProgress:1": 0,
|
||||
"autoClaim:1": 0,
|
||||
"isSilent:1": 0,
|
||||
"desc:8": "For those new to GregTech, here are some tips and warnings about electricity. \n\nMachines don\u0027t like being out in the rain, and will start fires nearby. Fires next to a machine have a random chance of an explosion. Also, sending a higher voltage than a machine\u0027s tier causes an explosion. Or several, if you pack things together, like many people. Sending more amps than a machine can use doesn\u0027t harm anything though.\n\nSending too high a voltage or too many amps down a cable will cause the cable to burn up and start fires, which may then cause machine explosions. Make sure the number of amps provided by generators and buffers to a cable does not exceed the amps it is capable of carrying.\n\nA generator that supplies 1A can possibly feed multiple machines, if their recipes require less than the full voltage. For example, macerators processing ore only need 2 EU/t, so you could run several from a single 1A generator, as long as the wires aren\u0027t too long. Why does that matter? Because there\u0027s loss for every amp for every block, listed on the wire/cable. Note that cables are better than wires. But be careful! Sometimes a recipe needs a lot more EU than you expect, like a macerator sand -\u003e quartz dust recipe.\n\nMost machines only use 1A, however there are exceptions, such as the arc furnace, thermal centrifuge, world accelerators, and the UUM machines. Note that machines can accept more amps than they use (usually 2) in order to top up their energy supply, especially if they didn\u0027t recieve most of the amp because of loss (mostly a problem in LV). The formula is (EU/t of Recipe * 2) / Voltage Tier + 1. Keep this in mind when deciding on cables.\n\nSome machines are specifically there to help you deal with multiple amps, such as battery buffers, transformers, and diodes. Check out the quest tab Storing and Transforming EU for more on those.\n\nIf you want to send more amps, use a larger cable or a superconductor (MV+, but ULV and LV have their own lossless cables). You can use laser hatches much later to send even more. There even are wireless options, but not right now.\n\nA single block machine starved of EU will restart progress but not lose the recipe items. A multiblock machine will lose the items.\n\nNote that any block that emits EU has loss when doing so: 2 ^ (tier-1) per amp. So 1 EU at LV, 2 EU at MV, and so on. Using large numbers of battery buffers in a row is thus very wasteful of your power. You have to be careful with losses when making your first EBF later in LV, maybe rather power them directly? Of course, if you want to keep your amps topped up over longer distances, you\u0027ll need to place BBs occasionally to \u0027top up\u0027 the amps, though this is less the case the further ingame you get, as the loss becomes less of something to worry about.\n\nIf this info isn\u0027t enough for you, head on over to [url]https://wiki.gtnewhorizons.com/wiki/Electricity[/url] to read more."
|
||||
}
|
||||
},
|
||||
"tasks:9": {
|
||||
"0:10": {
|
||||
"index:3": 0,
|
||||
"taskID:8": "bq_standard:checkbox"
|
||||
}
|
||||
},
|
||||
"rewards:9": {
|
||||
"0:10": {
|
||||
"rewardID:8": "bq_standard:item",
|
||||
"index:3": 0,
|
||||
"rewards:9": {
|
||||
"0:10": {
|
||||
"id:8": "miscutils:itemHatTinFoil",
|
||||
"Count:3": 1,
|
||||
"Damage:2": 0,
|
||||
"OreDict:8": ""
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user