Increase default rarity of structures
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@@ -89,7 +89,7 @@ public final class Settings {
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/** <b>[Server-only]</b> List of dimension ids in which to generate wizard towers. */
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public int[] towerDimensions = {0};
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/** <b>[Server-only]</b> The rarity of wizard towers, used by the world generator. Larger numbers are rarer. */
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public int towerRarity = 600;
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public int towerRarity = 900;
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/** <b>[Server-only]</b> List of structure file locations for wizard towers without loot chests. */
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public ResourceLocation[] towerFiles = {new ResourceLocation(Wizardry.MODID, "wizard_tower_0"),
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new ResourceLocation(Wizardry.MODID, "wizard_tower_1"),
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@@ -103,7 +103,7 @@ public final class Settings {
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/** <b>[Server-only]</b> List of dimension ids in which to generate obelisks. */
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public int[] obeliskDimensions = {0, -1};
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/** <b>[Server-only]</b> The rarity of obelisks, used by the world generator. Larger numbers are rarer. */
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public int obeliskRarity = 550;
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public int obeliskRarity = 800;
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/** <b>[Server-only]</b> List of structure file locations for obelisks. */
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public ResourceLocation[] obeliskFiles = {new ResourceLocation(Wizardry.MODID, "obelisk_0"),
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new ResourceLocation(Wizardry.MODID, "obelisk_1"),
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@@ -113,7 +113,7 @@ public final class Settings {
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/** <b>[Server-only]</b> List of dimension ids in which to generate shrines. */
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public int[] shrineDimensions = {0, -1};
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/** <b>[Server-only]</b> The rarity of shrines, used by the world generator. Larger numbers are rarer. */
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public int shrineRarity = 1000;
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public int shrineRarity = 1500;
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/** <b>[Server-only]</b> List of structure file locations for shrines. */
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public ResourceLocation[] shrineFiles = {new ResourceLocation(Wizardry.MODID, "shrine_0"),
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new ResourceLocation(Wizardry.MODID, "shrine_1"),
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@@ -706,7 +706,7 @@ public final class Settings {
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towerDimensions = property.getIntList();
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propOrder.add(property.getName());
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property = config.get(WORLDGEN_CATEGORY, "towerRarity", 600, "Rarity of wizard towers. 1 in this many chunks will contain a wizard tower, meaning higher numbers are rarer.", 20, 5000);
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property = config.get(WORLDGEN_CATEGORY, "towerRarity", 900, "Rarity of wizard towers. 1 in this many chunks will contain a wizard tower, meaning higher numbers are rarer.", 20, 5000);
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property.setLanguageKey("config." + Wizardry.MODID + ".tower_rarity");
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property.setRequiresWorldRestart(true);
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Wizardry.proxy.setToNumberSliderEntry(property);
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@@ -744,7 +744,7 @@ public final class Settings {
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obeliskDimensions = property.getIntList();
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propOrder.add(property.getName());
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property = config.get(WORLDGEN_CATEGORY, "obeliskRarity", 550, "Rarity of obelisks. 1 in this many chunks will contain an obelisk, meaning higher numbers are rarer.", 20, 5000);
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property = config.get(WORLDGEN_CATEGORY, "obeliskRarity", 800, "Rarity of obelisks. 1 in this many chunks will contain an obelisk, meaning higher numbers are rarer.", 20, 5000);
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property.setLanguageKey("config." + Wizardry.MODID + ".obelisk_rarity");
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property.setRequiresWorldRestart(true);
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Wizardry.proxy.setToNumberSliderEntry(property);
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@@ -764,7 +764,7 @@ public final class Settings {
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shrineDimensions = property.getIntList();
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propOrder.add(property.getName());
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property = config.get(WORLDGEN_CATEGORY, "shrineRarity", 1000, "Rarity of shrines. 1 in this many chunks will contain a shrine, meaning higher numbers are rarer.", 20, 5000);
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property = config.get(WORLDGEN_CATEGORY, "shrineRarity", 1500, "Rarity of shrines. 1 in this many chunks will contain a shrine, meaning higher numbers are rarer.", 20, 5000);
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property.setLanguageKey("config." + Wizardry.MODID + ".shrine_rarity");
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property.setRequiresWorldRestart(true);
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Wizardry.proxy.setToNumberSliderEntry(property);
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