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add more structures - focus on END
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CHANGELOG.md

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* Adjusted Structures
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* Adjusted structures
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* Added new structures (including End dim)
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* Added Mutant Beasts mod. Only found via rare structures

manifest.json

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]
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},
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"manifestType": "minecraftModpack",
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"manifestVersion": 9,
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"manifestVersion": 10,
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"name": "John's 1.12.2",
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"author": "",
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"files": [
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"required": true
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"required": true
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{

modlist.md

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<li><a href="https://www.curseforge.com/minecraft/mc-mods/mob-dismemberment">Mob Dismemberment (by iChun)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/mouse-tweaks">Mouse Tweaks (by YaLTeR)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/mowzies-mobs">Mowzie's Mobs (by bobmowzie)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/mutant-beasts">Mutant Beasts (by Chumbanotz)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/name-pain">Name Pain (by naqaden)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/natures-compass">Nature's Compass (by Chaosyr)</a></li>
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<li><a href="https://www.curseforge.com/minecraft/mc-mods/netherex">NetherEx (by LogicTechCorp)</a></li>

overrides/config/mutantbeasts.cfg

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# Configuration file
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general {
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# The mod IDs of the biomes that the mutants are allowed to spawn in, only vanilla biomes by default
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# Example - 'minecraft, twilightforest'
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# You can see a mod's ID by clicking on the 'Mods' button in-game and looking on the right
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S:"Biome Whitelist" <
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minecraft
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>
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# This option is here because in 1.12.2, the way the parrot is rendered on a player's shoulder is hard-coded and won't render any other mob
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# When true, the normal parrot layer is replaced with a custom one to work with creeper minions
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# Disable this if there are compatibility issues with other mods
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B:"Creeper Minion Allowed On Shoulder"=true
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# The particles created by mutant endermen
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# Min: 49
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# Max: 2147483647
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I:"Endersoul Particle ID"=100
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# Zero disables spawning
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# Min: 0
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# Max: 100
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I:"Mutant Creeper Spawn Rate"=0
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# Zero disables spawning
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# Min: 0
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# Max: 100
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I:"Mutant Enderman Spawn Rate"=0
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# Zero disables spawning
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# Min: 0
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# Max: 100
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I:"Mutant Skeleton Spawn Rate"=0
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# Zero disables spawning
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# Min: 0
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# Max: 100
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I:"Mutant Zombie Spawn Rate"=0
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# The particles created by Chemical X
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# Min: 49
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# Max: 2147483647
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I:"Skull Spirit Particle ID"=101
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}
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overrides/config/reccomplex.cfg

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# Enabling this will cancel any structure generation if another structure is present at the cooridnate already. [default: true]
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B:avoidOverlappingGeneration=true
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# If disabled, placers (such as in natural generation structures) will avoid triggering new chunks to be generated. This will decrease the quality of structure placements, but can improve chained chunk generation issues - at least when paired with other methods to avoid this problem. [default: false]
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B:avoidPlacerChunkGeneration=false
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# Chance to use the customArtifactTag when an artifact generation tag fires. [range: 0.0 ~ 1.0, default: 0.0]
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S:customArtifactChance=0.0
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S:inventoryGeneratorLoadMatcher=
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# Maximum number of reverses per room the maze generator can do. A higher number results in a better generation success rate, but may freeze the server temporarily. [range: -1.0 ~ 100.0, default: 3.0]
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S:mazePlacementReversesPerRoom=3.0
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S:mazePlacementReversesPerRoom=0.0
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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=10000
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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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# remove all recurrent complex structures except for a few
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S:structureGenerationMatcher=!$reccomplex | BrownMushroom | ClayWaterMound | ClayWaterMound1 | PyramidMazeClosedDoorway | PyramidMazeCorridorCollapse | PyramidMazePagoda | PyramidMazePath | PyramidMazePillar | PyramidMazeScriptureTurn | PyramidMazeSpiderTurn | PyramidMazeStairCorridor | PyramidMazeStairTurn | PyramidMazeZombieTable | DesertBeacon | DesertFort | FallenPalmTree | ForestBeacon | GiganticTree | GiganticTree1 | IceThorn | IceThorn1 | IceThorn2 | IceThorn3 | IceThorn4 | JungleTreeHuge | Mopane | OakTreeBig | OakTreeHuge | PirateHideout | RedMushroom | RedMushroom1 | SmallFortRuins | SmallAbandonedMine | MesoMazeCorridorCollapse | MesoMazeGrowth | MesoMazePagoda | MesoMazePath | MesoMazeSpiderTurn | MesoMazeStairCorridor | MesoMazeStairTurn | MesoMazeZombieTable | SnakeTemple | StoneIceBoulder | StoneIceBoulder1 | StoneIceBoulder2 | StoneIceBoulder3 | TemplePyramid | TemplePyramid1 | TribalJungleHead | UndergroundTreeoid | VeldtBath
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S:structureGenerationMatcher=!$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 | PirateHideout | RedMushroom | RedMushroom1 | SmallFortRuins | 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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S:universalBiomeMatcher=
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# Dimension Expression that will be checked for every single structure. Use this if you want to blacklist / whitelist specific dimensions that shouldn't have structures. [default: ]
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S:universalDimensionMatcher=0
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S:universalBiomeMatcher=0|1
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# Transformer preset names that are gonna be applied to every single generating structure. Use this if you need to enforce specific rules (e.g. "don't ever spawn wood blocks" (with a replace transformer). [default: ]
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S:universalTransformerPresets <
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