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Update mods
- CraftPresence - Forgelin-Continuous - GTConsolidate - Had Enough Items - ModularUI - PackagedAuto - UniLib - Universal Tweaks
1 parent 472667f commit 038542e

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CHANGELOG_v2.md

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2020
- Valkyrie (0.3)
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## New mods
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- AE2UEL Wireless Universal Terminal (1.2.4)
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- AE2UEL Wireless Universal Terminal (1.2.6)
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- Key Binding Patch (1.3.3.3)
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- VintageDisplay (1.3)
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- SussyPatches (1.9.0)
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## Update mods
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- AE2 Unofficial Extended Life (0.56.5 -> 0.56.7)
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- CraftPresence (2.6.2 -> 2.7.0)
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- Alfheim (1.5 -> 1.6)
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- Fixeroo (2.3.6b -> 2.3.6)
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- Forgelin-Continuous (2.2.0.0 -> 2.2.20.0)
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- GTConsolidate (1.0.7 -> 1.0.7.7)
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- Forgelin-Continuous (2.2.0.0 -> 2.2.21.0)
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- GTConsolidate (1.0.7.7 -> 1.0.8.1)
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- GTExpertCore (2.4.11 -> 2.5.1)
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- Inventory Bogo Sorter (1.4.8 -> 1.5.0)
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- JEI Utilities (0.2.11 -> 0.2.13)
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- Had Enough Items (4.28.1 -> 4.29.8)
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- Had Enough Items (4.28.1 -> 4.29.9)
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- MixinBooter (9.4 -> 10.7)
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- ModularUI (2.4.3 -> 3.0.3)
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- PackagedAuto (1.0.19.66 -> 1.0.23.71)
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- Universal Tweaks (1.14.0 -> 1.16.1)
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- ModularUI (2.4.3 -> 3.0.4)
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- PackagedAuto (1.0.19.66 -> 1.0.23.72)
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- UniLib (1.1.1 -> 1.2.0)
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- Universal Tweaks (1.14.0 -> 1.17.0)
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## New recipes
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### AE2 Unofficial Extended Life

manifest.json

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"required": true
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"required": true
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"required": true
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"required": true
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}
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],
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"overrides": "overrides"

overrides/config/Universal Tweaks - Bugfixes.cfg

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# Can cause issues with modded particles
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B:"Depth Mask"=true
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# Changes the durability storing to use ints instead of shorts, eliminating many issues with high-durability items (I.E. TiC tools)
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B:"Extend Item Durability Range"=true
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# Replaces the help command, sorts and reports broken commands
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B:"Help Command"=true
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overrides/config/Universal Tweaks - Mod Integration.cfg

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}
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"astral sorcery" {
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# Make it so max size fluid veins never run out
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B:"Allow Unlimited Fluid Veins"=true
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# Fixes a bug where particle effects would continue to render after changing dimensions
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B:"Clear Particle Effects"=true
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# Fixes a bug where merging Crystal Tool Properties could result in a division by zero
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B:"Fix Division By Zero Crystal Tool"=true
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# Fixes a bug where the fluid veins for Neromantic Prime could overflow, resulting in empty veins (just water)
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B:"Fix Neromantic Prime Fluid Overflow"=true
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# Amount of fluid extracted per Neromantic Prime operation (in mB per 20-30 ticks)
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I:"Neromantic Prime Extraction Quantity"=300
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# Extends the fluid vein configuration to allow specifying in which dimensions a fluid can generate
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# This should be done as a list of comma-separated dimension IDs at the 5th field. Leave blank to allow all dimensions.
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# Example: 'lava;100000;200000;50;0,-1,7' allows lava veins to spawn in the Overworld (0) and Nether (-1)
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# Example: 'essence;50000;150000;30' allows essence veins to spawn in all dimensions
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B:"Neromantic Prime Fluid Vein Dimensions"=true
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# Fixes Sooty Marble Pillar blocking the proper rendering of adjacent fluids due to inverted logic
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B:"Sooty Marble Rendering Fix"=true
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}
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}
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"cofh core" {
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# Applies the Multishot enchantment to most bows instead of vanilla and CoFH only
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B:"Multishot Enchantment For Any Bow"=true
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# Sets the damage multiplier of the Vorpal enchantment
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D:"Vorpal Enchantment Damage"=10.0
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}
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B:"Opening GUIs Off-thread Fix"=true
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}
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"divine rpg" {
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# Changes the creature type for DivineRPG Water Mobs to be WATER_CREATURE, fixing issues with hostile mob spawn caps and infinite water mob spawning
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B:"Change Water Mob Creature Type"=false
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# Aquamarine nominally has durability, but does not set the max stack size to 1.
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# As the tweak "Fix Consuming Incorrect Hand" fixes the bug preventing durability from being used, fixing the stack size is also needed.
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B:"Fix Aquamarine Stack Size"=true
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# Fix various DivineRPG items consuming the item in the main hand regardless of the hand actually used
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B:"Fix Consuming Incorrect Hand"=true
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}
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"effortless building" {
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# Fixes Effortless Building ignoring Metadata when checking for items in inventory
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B:"Block Transmutation Fix"=true
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B:"Fix Restructurer Crash"=true
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}
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"immersive engineering" {
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# Fires the PlayerDestroyItemEvent when an Immersive Engineering tool breaks, fixing a number of cross-compatibility issues
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B:"Tool Break Fire Event"=true
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# Fixes the tool breaking setting the main hand to empty regardless of what hand the tool is in
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B:"Tool Break Hand Replacement"=true
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}
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"in control!" {
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# Fixes onJoin spawn rules repeatedly modifying mob attack/health/speed
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B:"Spawn Rule Stats Fix"=true
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B:"Replace Crystal Chest/Shulker Renderer"=true
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}
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"item favorites" {
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# Fixes issues with favorite items not being saved/loaded correctly on Unix-based systems
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B:"Path correction"=true
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}
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"item stages" {
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# Changes item matching code to CraftTweaker's ingredient matching system, fixes item NBT issues
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B:"Ingredient Matching"=true
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# CONCURRENT_HASHMAP
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# CONCURRENT_LINKED_HASHMAP
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# CONCURRENT_LINKED_QUEUE
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S:"Radiation Environment Map"=CONCURRENT_HASHMAP
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S:"Radiation Environment Map"=CONCURRENT_LINKED_QUEUE
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}
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openblocks {
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quark {
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# Fixes various duplication exploits
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B:"Duplication Fixes"=true
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# When using the Link Items feature, if playing on a server, items that are not localized serverside will display the lang code in chat. This causes it to be translated.
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B:"Fix Untranslated Link Items"=true
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}
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railcraft {
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"random things" {
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# Fixes a bug where crafting the output of an Anvil recipe would modify the recipe, preventing crafts until restart
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B:"Anvil Crafting Fix"=true
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# Fix a bug where teleporting to the Spectre dimension on servers can leave the player stalled out in the void
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# Only applies to servers
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B:"Fix Spectre Dimension Teleport Stall"=false
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# Fixes a duplication exploit connected to the Advanced Item Collector
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B:"Item Collector Dupe"=true
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}
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"requious frakto" {
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B:"Copy Armor Stacks to Dummy"=true
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}
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thaumcraft {
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# Stops the thaumometer from bobbing rapidly when using it to scan objects
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B:"Stable Thaumometer"=true
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}
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"thaumcraft: entities" {
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# Rotates dead eldritch crabs all the way like endermites, silverfish, and spiders
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B:"Spiderlike Eldritch Crabs"=true
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}
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"thaumcraft: foci" {
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"focus effects" {
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# Overhauls the break focus effect cast sound
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B:"[01] Break: Cast Sound Revamp"=true
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# Adds an impact sound to the break focus effect
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B:"[02] Break: Impact Sound"=true
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# Overhauls the earth focus effect cast sound
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B:"[03] Earth: Cast Sound Revamp"=true
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# Adds an impact sound to the earth focus effect
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B:"[04] Earth: Impact Sound"=true
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# Adds an impact sound to the fire focus effect
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B:"[05] Fire: Impact Sound"=true
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# Adds an impact sound to the flux focus effect
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B:"[06] Flux: Impact Sound"=true
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# Overhauls the frost focus effect cast sound to make it a lot less plangent
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B:"[07] Frost: Cast Sound Revamp"=true
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# Adds an impact sound to the frost focus effect
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B:"[08] Frost: Impact Sound"=true
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# Overhauls the heal focus effect cast sound
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B:"[09] Heal: Cast Sound Revamp"=true
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# Adds an impact sound to the heal focus effect
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B:"[10] Heal: Impact Sound"=true
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# Overhauls the rift focus effect cast sound
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B:"[11] Rift: Cast Sound Revamp"=true
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# Adds an impact sound to the rift focus effect
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B:"[12] Rift: Impact Sound"=true
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# Overhauls the exchange focus effect cast sound
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B:"[13] Exchange: Cast Sound Revamp"=true
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# Adds an impact sound to the exchange focus effect
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B:"[14] Exchange: Impact Sound"=true
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}
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"focus mediums" {
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# Plays an additional cast sound when using any bolt focus medium to add an extra layer of pow
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B:"[1] Bolt: Cast Sound"=true
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# Plays an additional cast sound when using any cloud focus medium
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B:"[2] Cloud: Cast Sound"=true
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# Adds additional cast, despawn, and setup sounds when using any mine focus medium
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B:"[3] Mine: Sound Overhaul"=true
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# Plays an additional cast sound when summoning any type of spellbat
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B:"[4] Spellbat: Cast Sound"=true
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}
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}
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"the farlanders" {
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# Fixes various duplication exploits
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B:"Duplication Fixes"=true

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