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docs: passes 2-10 — fix MC overview, modding biomes/enchantments
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src/content/docs/mc/overview.md

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@@ -60,4 +60,4 @@ A `Redstone` constants class defining signal range (`SIGNAL_NONE = 0`, `SIGNAL_M
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### Behavior and dispense registry
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A `Behavior` base class and `BehaviorRegistry` that maps `Item` pointers to `DispenseItemBehavior` instances, with a default no-op fallback. Used by the `DispenserBootstrap` to register item-specific dispense actions at startup.
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A `Behavior` base class and `BehaviorRegistry` that maps `Item` pointers to `DispenseItemBehavior` instances, with a `DefaultDispenseItemBehavior` fallback (drops items as pickups). Used by the `DispenserBootstrap` to register item-specific dispense actions at startup.

src/content/docs/modding/adding-biomes.md

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@@ -233,7 +233,7 @@ Feature *MyBiome::getTreeFeature(Random *random)
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}
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```
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Available tree features: `TreeFeature` (normal oak), `BasicTree` (fancy oak), `BirchFeature`, `SwampTreeFeature`, `BigTreeFeature` (jungle trees).
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Available tree features: `TreeFeature` (normal oak), `BasicTree` (fancy oak), `BirchFeature`, `SwampTreeFeature`, `MegaTreeFeature` (large 2x2 jungle trees).
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### Custom Decoration Override
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src/content/docs/modding/adding-enchantments.md

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@@ -386,9 +386,9 @@ int getEnchantmentCost(Random *random, int slot,
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+ (bookcases >> 1)
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+ random->nextInt(bookcases + 1);
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if (slot == 0) return max(selected / 3, 1); // Cheap slot
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if (slot == 1) return max(selected, bookcases * 2); // Mid
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return selected; // Expensive slot
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if (slot == 0) return max(selected / 3, 1); // Top slot (cheapest)
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if (slot == 1) return max(selected, bookcases * 2); // Middle slot (guaranteed minimum)
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return selected; // Bottom slot (raw value)
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}
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```
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