Reduce rarity of all structures a bit
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@@ -94,7 +94,7 @@ 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 = 900;
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public int towerRarity = 700;
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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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@@ -108,7 +108,7 @@ 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 = 800;
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public int obeliskRarity = 600;
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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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@@ -118,7 +118,7 @@ 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 = 1500;
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public int shrineRarity = 1100;
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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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