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mirror of https://github.com/Adam-Ant/community-chest synced 2024-11-05 10:26:22 +00:00

Version 1.1

This commit is contained in:
Adam Dodman 2016-10-02 00:16:41 +01:00
parent 4585bd16f2
commit eb35b779fb
77 changed files with 113 additions and 575 deletions

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@ -5,5 +5,29 @@ This modpack has been designed with the [SkCraft launcher](https://github.com/SK
## Changelog
### V1.1:
* Added BetterAchievements
* Added BetterFPS
* Hopefully should slightly reduce CPU load on servers.
* Added HelpFixer
* Added RedstonePaste
* Removed AbyssalCraft
* I really wanted to like AbyssalCraft, but it's just too invasive. From the huge biomes to the broken balence in the End, the mod is simply too hard and not fun to play.
* Removed NetherPortalFix
* Doesnt seem to actually fix the issue, plus have ended up with players 2000+ blocks away in the nether - not fun :)
* Removed Infernal Mobs
* Short of disabling 90% of the effects, the boss mobs generated are just too broken and too frequent.
* Removed Spice Of Life (plus AppleCore dep)
* Removed Translocators
* Optifine is no longer Not Recommended.
* Shaders still behaving strangely - Use at your own risk!
* Updated 30+ mods!
### V1:
* Initial release.
* RFTools builder power requirements 6x default
* Lots of simple config edits

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"options.txt",
"optionsshaders.txt",
"journeymap/*",
"options/chiselandbits_clipboard.cfg"
"options/chiselandbits_clipboard.cfg",
"config/BetterAchievements/*.dat"
],
"exclude" : [ ]
},

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# Configuration file
general {
# Colour of the arrow pointing to an achievement that can be unlocked in #RRGGBB format
S:canUnlockArrowColour=#00FF00
# Colour of the arrow pointing to an achievement that can't be unlocked in #RRGGBB format
S:cantUnlockArrowColour=#000000
# Colour of the arrow pointing to an achievement that is unlocked in #RRGGBB format
S:completeArrowColour=#A0A0A0
# Change a tab icon ingame by middle clicking on an achievement on the page
B:iconReset=false
# A list that defines the user set tab icons this will override all code set icons
S:listTabIcons <
>
# Will only work in creative if false (Use right click and shift right click to unlock, lock achievements)
B:opLockUnlock=false
# On false the buttons won't be displayed, all other functionality will work
B:scrollButtons=true
# Overrides mod set colours for arrows
B:userColourOverride=false
}
*

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# Configuration file
entitiesalwaysinfernal {
B:EntityAbyssalZombie=false
B:EntityAshen=false
B:EntityBabySkeleton=false
B:EntityBlueSlime=false
B:EntityCreeper=false
B:EntityDepthsGhoul=false
B:EntityDweller=false
B:EntityEnderman=false
B:EntityEvilChicken=false
B:EntityEvilCow=false
B:EntityEvilSheep=false
B:EntityEvilpig=false
B:EntityGuardian=false
B:EntityLesserShoggoth=false
B:EntityPirate=false
B:EntityShadowBeast=false
B:EntityShadowCreature=false
B:EntityShadowMonster=false
B:EntitySkeleton=false
B:EntitySlime=false
B:EntitySpider=false
B:EntityWitch=false
B:EntityZombie=false
}
entitybasehealth {
D:EntityAbyssalZombie=25.0
D:EntityAshen=20.0
D:EntityBabySkeleton=20.0
D:EntityBlueSlime=1.0
D:EntityCreeper=20.0
D:EntityDweller=20.0
D:EntityEnderman=40.0
D:EntityEvilChicken=10.0
D:EntityEvilCow=15.0
D:EntityEvilpig=15.0
D:EntityGuardian=30.0
D:EntityLesserShoggoth=100.0
D:EntityPirate=20.0
D:EntityShadowCreature=20.0
D:EntitySkeleton=20.0
D:EntitySpider=16.0
D:EntityWitch=26.0
D:EntityZombie=20.0
}
general {
I:AntiMobFarmCheckInterval=30
B:AntiMobfarmingEnabled=true
B:"MM_1UP enabled"=true
B:"MM_Alchemist enabled"=true
B:"MM_Berserk enabled"=true
B:"MM_Blastoff enabled"=true
B:"MM_Bulwark enabled"=true
B:"MM_Choke enabled"=true
B:"MM_Cloaking enabled"=true
B:"MM_Darkness enabled"=true
B:"MM_Ender enabled"=true
B:"MM_Exhaust enabled"=true
B:"MM_Fiery enabled"=true
B:"MM_Ghastly enabled"=true
B:"MM_Gravity enabled"=true
B:"MM_Lifesteal enabled"=true
B:"MM_Ninja enabled"=true
B:"MM_Poisonous enabled"=true
B:"MM_Quicksand enabled"=true
B:"MM_Regen enabled"=true
B:"MM_Rust enabled"=true
B:"MM_Sapper enabled"=true
B:"MM_Sprint enabled"=true
B:"MM_Sticky enabled"=true
B:"MM_Storm enabled"=true
B:"MM_Vengeance enabled"=true
B:"MM_Weakness enabled"=true
B:"MM_Webber enabled"=true
B:"MM_Wither enabled"=true
S:dimensionIDBlackList=
B:disableGUIoverlay=false
S:droppedItemIDsElite=iron_shovel,iron_pickaxe,iron_axe,iron_sword,iron_hoe,chainmail_helmet,chainmail_chestplate,chainmail_leggings,chainmail_boots,iron_helmet,iron_chestplate,iron_leggings,iron_boots,cookie-0-6
S:droppedItemIDsInfernal=diamond-0-3,diamond_sword,diamond_shovel,diamond_pickaxe,diamond_axe,diamond_hoe,chainmail_helmet,chainmail_chestplate,chainmail_leggings,chainmail_boots,diamond_helmet,diamond_chestplate,diamond_leggings,diamond_boots,ender_pearl,enchanted_book
S:droppedItemIDsUltra=bow,iron_hoe,chainmail_helmet,chainmail_chestplate,chainmail_leggings,chainmail_boots,iron_helmet,iron_chestplate,iron_leggings,iron_boots,golden_helmet,golden_chestplate,golden_leggings,golden_boots,golden_apple,blaze_powder-0-3,enchanted_book
I:eliteRarity=15
I:infernoRarity=7
D:maxOneShotDamage=10.0
D:mobFarmDamageThreshold=150.0
S:mobHealthFactor=1.0
I:ultraRarity=7
B:useSimpleEntityClassnames=true
}
permittedentities {
B:EntityAbyssalZombie=true
B:EntityAshen=true
B:EntityBabySkeleton=true
B:EntityBlueSlime=true
B:EntityCreeper=true
B:EntityDepthsGhoul=true
B:EntityDweller=true
B:EntityEnderman=true
B:EntityEvilChicken=true
B:EntityEvilCow=true
B:EntityEvilSheep=true
B:EntityEvilpig=true
B:EntityGuardian=true
B:EntityLesserShoggoth=true
B:EntityPirate=true
B:EntityShadowBeast=true
B:EntityShadowCreature=true
B:EntityShadowMonster=true
B:EntitySkeleton=true
B:EntitySlime=true
B:EntitySpider=true
B:EntityWitch=true
B:EntityZombie=true
}

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# Configuration file
##########################################################################################################
# main
#--------------------------------------------------------------------------------------------------------#
# These config settings are server-side only
# Their values will get synced to all clients on the server
##########################################################################################################
" main " {
# If false, disables the entire diminishing returns part of the mod
B:food.modifier.enabled=true
}
##########################################################################################################
# client
#--------------------------------------------------------------------------------------------------------#
# These config settings are client-side only
##########################################################################################################
client {
# If true, left clicking the air while holding a food container will open it (so that it can be eaten from)
B:left.click.opens.food.containers=false
}
##########################################################################################################
# foodgroups
#--------------------------------------------------------------------------------------------------------#
# Food groups are defined using .json files in /config/SpiceOfLife/
# See /config/SpiceOfLife/example-food-group.json
##########################################################################################################
foodgroups {
}
##########################################################################################################
# server
#--------------------------------------------------------------------------------------------------------#
# These config settings are server-side only
# Their values will get synced to all clients on the server
##########################################################################################################
server {
# If true, foods' hunger value will be multiplied by the current nutritional value
# Setting this to false and affect.food.saturation.modifiers to true will make diminishing returns affect saturation only
B:affect.food.hunger.values=true
# If true, foods' saturation modifier will be multiplied by the current nutritional value
# NOTE: When affect.food.hunger.values is true, saturation bonuses of foods will automatically decrease as the hunger value of the food decreases
# Setting this to true when affect.food.hunger.values is true will make saturation bonuses decrease disproportionately more than hunger values
# Setting this to true and affect.food.saturation.modifiers to false will make diminishing returns affect saturation only
B:affect.food.saturation.modifiers=false
# If true, foods with negative hunger values will be made more negative as nutritional value decreases
# NOTE: affect.food.hunger.values must be true for this to have any affect
B:affect.negative.food.hunger.values=false
# If true, foods with negative saturation modifiers will be made more negative as nutritional value decreases
# NOTE: affect.food.saturation.modifiers must be true for this to have any affect
B:affect.negative.food.saturation.modifiers=false
# If true, a player's food history will be empty once they pass the new.player.food.eaten.threshold
# If false, any food eaten before the threshold is passed will also count after it is passed
B:clear.history.after.food.eaten.threshold.reached=false
# The chance for food to drop from an open food container when the player jumps
# Temporarily disabled while a better implementation is written (this config option will do nothing)
D:food.containers.chance.to.drop.food=0.25
# The maximum stacksize per slot in a food container
I:food.containers.max.stacksize=16
# The maximum time it takes to eat a food after being modified by food.eating.speed.modifier
# The default eating duration is 32. Set this to 0 to remove the limit on eating speed.
# Note: If this is set to 0 and food.eating.speed.modifier is > 0, a food with 0% nutrtional value will take nearly infinite time to eat
I:food.eating.duration.max=0
# If set to greater than zero, food eating speed will be affected by nutritional value
# (meaning the lower the nutrtional value, the longer it will take to eat it)
# Eating duration is calcualted using the formula (eating_duration / (nutritional_value^eating_speed_modifier))
D:food.eating.speed.modifier=1.0
# The maximum amount of eaten foods stored in the history at a time
I:food.history.length=8
# If true, food history will not get reset after every death
B:food.history.persists.through.death=false
# Rounding mode used on the hunger value of foods
# Valid options: 'round', 'floor', 'ceiling'
S:food.hunger.rounding.mode=round
# Uses the EvalEx expression parser
# See: https://github.com/uklimaschewski/EvalEx for syntax/function documentation
#
# Available variables:
# count : The number of times the food (or its food group) has been eaten within the food history
# hunger_count : The total amount of hunger that the food (or its food group) has restored within the food history (1 hunger unit = 1/2 hunger bar)
# saturation_count : The total amount of saturation that the food (or its food group) has restored within the food history (1 saturation unit = 1/2 saturation bar)
# max_history_length : The maximum length of the food history (see food.history.length)
# cur_history_length : The current length of the food history (<= max_history_length)
# food_hunger_value : The default amount of hunger the food would restore in hunger units (1 hunger unit = 1/2 hunger bar)
# food_saturation_mod : The default saturation modifier of the food
# cur_hunger : The current hunger value of the player in hunger units (20 = full)
# cur_saturation : The current saturation value of the player
# total_food_eaten : The all-time total number of times any food has been eaten by the player
# food_group_count : The number of food groups that the food belongs to
# distinct_food_groups_eaten : The number of distinct food groups in the player's current food history
# total_food_groups : The total number of enabled food groups
#
S:food.modifier.formula=MAX(0, (1 - count/12))^MIN(8, food_hunger_value)
# If true, a food journal will be given to each player as a starting item
B:give.food.journal.as.starting.item=false
# If true, a food journal will be given to each player once diminishing returns start for them
# Not given if a player was given a food journal by give.food.journal.as.starting.item
B:give.food.journal.on.dimishing.returns.start=false
# The number of times a new player (by World) needs to eat before this mod has any effect
I:new.player.food.eaten.threshold=50
# If true, any foods not in a food group will be excluded from diminishing returns
B:use.food.groups.as.whitelists=false
# If true, food.history.length will use amount of hunger restored instead of number of foods eaten for its maximum length
# For example, a food.history.length length of 12 will store a max of 2 foods that restored 6 hunger each,
# 3 foods that restored 4 hunger each, 12 foods that restored 1 hunger each, etc
# NOTE: food.history.length uses hunger units, where 1 hunger unit = 1/2 hunger bar
B:use.hunger.restored.for.food.history.length=false
# If true, food.history.length will use time (in Minecraft days) instead of number of foods eaten for its maximum length
# For example, a food.history.length length of 12 will store all foods eaten in the last 12 Minecraft days.
# Note: On servers, time only advances for each player while they are logged in unless use.time.progress.time.while.logged.off is set to true
# Also note: use.hunger.restored.for.food.history.length must be false for this config option to take effect
B:use.time.for.food.history.length=false
# If true, food history time will still progress for each player while that player is logged out.
# NOTE: use.time.for.food.history.length must be true for this to have any affect
B:use.time.progress.time.while.logged.off=false
}

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#Translocator Configuration File
#Deleting any element will restore it to it's default value
clientUpdateCheck=true
#Setting this to true will disable the placement of the CraftingGrid.
disableCraftingGrid=false

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# Configuration file
biome_generation {
# Set true for the Coralium Infested Swamp to generate.
B:"Coralium Infested Swamp"=true
# Set true for the Darklands biome to generate.
B:Darklands=true
# Set true for the Darklands Forest biome to generate.
B:"Darklands Forest"=true
# Set true for the Darklands Highland biome to generate.
B:"Darklands Highland"=true
# Set true for the Darklands Mountain biome to generate.
B:"Darklands Mountain"=true
# Set true for the Darklands Plains biome to generate.
B:"Darklands Plains"=true
}
biome_spawning {
# If true, you can spawn in the Coralium Infested Swamp biome.
B:"Coralium Infested Swamp"=false
# If true, you can spawn in the Darklands biome.
B:Darklands=false
# If true, you can spawn in the Darklands Forest biome.
B:"Darklands Forest"=false
# If true, you can spawn in the Darklands Highland biome.
B:"Darklands Highland"=false
# If true, you can spawn in the Darklands Mountain biome.
B:"Darklands Mountain"=false
# If true, you can spawn in the Darklands Plains biome.
B:"Darklands Plains"=false
}
biome_weight {
# Biome weight for the Coralium Infested Swamp biome, controls the chance of it generating (n out of 100)
I:"Coralium Infested Swamp"=1
# Biome weight for the Darklands biome, controls the chance of it generating (n out of 100)
I:Darklands=2
# Biome weight for the Darklands Forest biome, controls the chance of it generating (n out of 100)
I:"Darklands Forest"=1
# Biome weight for the Darklands Highland biome, controls the chance of it generating (n out of 100)
I:"Darklands Highland"=1
# Biome weight for the Darklands Mountain biome, controls the chance of it generating (n out of 100)
I:"Darklands Mountain"=1
# Biome weight for the Darklands Plains biome, controls the chance of it generating (n out of 100)
I:"Darklands Plains"=1
}
dimensions {
# The third dimension, also known as §oThe Realm of J'zahar§r.
I:Omothol=52
# Set true to prevent Omothol from automatically unloading (might affect performance)
B:"Prevent unloading: Omothol"=false
# Set true to prevent The Abyssal Wasteland from automatically unloading (might affect performance)
B:"Prevent unloading: The Abyssal Wasteland"=false
# Set true to prevent The Dark Realm from automatically unloading (might affect performance)
B:"Prevent unloading: The Dark Realm"=false
# Set true to prevent The Dreadlands from automatically unloading (might affect performance)
B:"Prevent unloading: The Dreadlands"=false
# The first dimension, full of undead monsters.
I:"The Abyssal Wasteland"=50
# Hidden fourth dimension, reached by falling down from Omothol
I:"The Dark Realm"=53
# The second dimension, infested with mutated monsters.
I:"The Dreadlands"=51
}
general {
# Toggles whether blocks that emits particles should do so.
B:"Block particles"=true
# Set true to allow the Coralium Plague to spread outside The Abyssal Wasteland.
B:"Coralium Plague spreading"=false
# Set to false to disable the random blindness within Darklands biomes
B:Darkness=true
# Set to false to prevent Demon Animals (Pigs, Cows, Chickens) from burning in the overworld.
B:"Demon Animal burning"=true
# Spawn weight for the Demon Animals (Pigs, Cows, Chickens) spawning in the Nether.
I:"Demon Animal spawn weight"=30
# Spawn weight for Abyssal Zombies in The End. Setting to 0 will stop them from spawning altogether.
I:"End Abyssal Zombie spawn weight"=10
# Toggles whether entities that emits particles should do so.
B:"Entity particles"=true
# Spawn weight for the Evil Animals (Pigs, Cows, Chickens), keep under 35 to avoid complete annihilation.
I:"Evil Animal spawn weight"=20
# If enabled, sets the creature type of Evil Animals to "monster". The creature type affects how a entity spawns, eg "creature" treats the entity as an animal, while "monster" treats it as a hostile mob. If you enable this, Evil Animals will spawn like any other hostile mobs, instead of mimicking vanilla animals.
# §c[Minecraft Restart Required]§r
B:"Evil Animals Are Monsters"=false
# Toggles Hardcore mode. If set to true, all mobs will become tougher.
B:"Hardcore Mode"=false
# Toggles whether or not Liquid Antimatter will disintegrate any items dropped into a pool of it.
B:"Liquid Antimatter item disintegration"=true
# Set true to allow the Liquid Coralium to break the laws of physics in terms of movement
B:"Liquid Coralium Physics"=false
# Set true for the Liquid Coralium to convert other liquids into itself in the overworld.
B:"Liquid Coralium transmutation"=true
# Set true to allow the Liquid Coralium to spread across oceans. WARNING: The game can crash from this.
B:"Oceanic Coralium Pollution"=false
# Cooldown after using a portal, increasing the value increases the delay until you can teleport again. Measured in ticks (20 ticks = 1 second).
I:"Portal cooldown"=10
}
item_blacklist {
# Items/Blocks added to this list won't be picked up by Abyssal Anti-Zombies. Format: modid:name:meta, where meta is optional.
S:"Abyssal Anti-Zombie Item Blacklist" <
>
# Items/Blocks added to this list won't be picked up by Abyssal Zombies. Format: modid:name:meta, where meta is optional.
S:"Abyssal Zombie Item Blacklist" <
>
# Items/Blocks added to this list won't be picked up by Anti-Ghouls. Format: modid:name:meta, where meta is optional.
S:"Anti-Ghoul Item Blacklist" <
>
# Items/Blocks added to this list won't be picked up by Depths Ghouls. Format: modid:name:meta, where meta is optional.
S:"Depths Ghoul Item Blacklist" <
>
# Items/Blocks added to this list won't be picked up by Omothol Ghouls. Format: modid:name:meta, where meta is optional.
S:"Omothol Ghoul Item Blacklist" <
>
}
shoggoth {
# Toggles ooze spreading on blocks with the Clay material (Clay blocks).
B:"Ooze Spread: Clay"=true
# Toggles ooze spreading on blocks with the Cloth material (Wool blocks).
B:"Ooze Spread: Cloth"=true
# Toggles ooze spreading on blocks with the Gourd material (Pumpkin, Melon).
B:"Ooze Spread: Gourd"=true
# Toggles ooze spreading on blocks with the Grass material (Grass blocks).
B:"Ooze Spread: Grass"=true
# Toggles ooze spreading on blocks with the Ground material (Dirt, Podzol).
B:"Ooze Spread: Ground"=true
# Toggles ooze spreading on blocks with the Iron material (Iron blocks, Gold blocks, Diamond blocks).
B:"Ooze Spread: Iron"=true
# Toggles ooze spreading on blocks with the Leaves material (Leaf blocks).
B:"Ooze Spread: Leaves"=true
# Toggles ooze spreading on blocks with the Rock material (Stone, Cobblestone, Stone Bricks, Ores).
B:"Ooze Spread: Rock"=true
# Toggles ooze spreading on blocks with the Sand material (Sand, Gravel, Soul Sand).
B:"Ooze Spread: Sand"=true
# Toggles ooze spreading on blocks with the Wood material (Logs, Planks).
B:"Ooze Spread: Wood"=true
# Toggles whether or not Lesser Shoggoths should spread their ooze when walking around. (Overrides all the Ooze Spread options)
B:"Shoggoth Ooze Spread"=true
}
worldgen {
# Toggles whether or not to generate Copper Ore in the Abyssal Wasteland.
B:"Abyssal Copper Ore"=true
# Toggles whether or not to generate Coralium Ore in the Abyssal Wasteland.
B:"Abyssal Coralium Ore"=true
# Toggles whether or not to generate Diamond Ore in the Abyssal Wasteland
B:"Abyssal Diamond Ore"=true
# Toggles whether or not to generate Gold Ore in the Abyssal Wasteland.
B:"Abyssal Gold Ore"=true
# Toggles whether or not to generate Iron Ore in the Abyssal Wasteland.
B:"Abyssal Iron Ore"=true
# Toggles whether or not to generate Nitre Ore in the Abyssal Wasteland.
B:"Abyssal Nitre Ore"=true
# Toggles whether or not to generate Tin Ore in the Abyssal Wasteland
B:"Abyssal Tin Ore"=true
# Toggles whether or not to generate Tall Obsidian Pillars in the Abyssal Wasteland.
B:"Abyssal Wasteland Pillars"=true
# Toggles whether or not to generate small ruins in the Abyssal Wasteland.
B:"Abyssal Wasteland Ruins"=true
# Toggles wheter or not to generate Abyssalnite Ore in Darklands Biomes.
B:"Abyssalnite Ore"=true
# Toggles whether or not to generate Coralium Ore in the Overworld.
B:"Coralium Ore"=true
# Toggles whether or not to generate random Darklands structures.
B:"Darklands Structures"=true
# Toggles whether or not to generate Dreaded Abyssalnite Ore in the Dreadlands.
B:"Dreaded Abyssalnite Ore"=true
# Toggles whether or not to generate Abyssalnite Ore in the Dreadlands.
B:"Dreadlands Abyssalnite Ore"=true
# Toggles whether or not to generate Stalagmites in Dreadlands and Purified Dreadlands biomes.
B:"Dreadlands Stalagmites"=true
# Toggles whether or not to generate Liquid Antimatter Lakes in Coralium Infested Swamps.
B:"Liquid Antimatter Lakes"=true
# Toggles whether or not to generate Liquid Coralium Lakes in the Abyssal Wasteland.
B:"Liquid Coralium Lakes"=false
# Toggles whether or not to generate Liquified Coralium Ore in the Abyssal Wasteland.
B:"Liquified Coralium Ore"=true
# Toggles whether or not to generate Nitre Ore in the Overworld.
B:"Nitre Ore"=true
# Toggles whether or not to generate Pearlescent Coralium Ore in the Abyssal Wasteland.
B:"Pearlescent Coralium Ore"=true
# Toggles whether or not to generate Shoggoth Lairs (however, they will still generate in Omothol).
B:"Shoggoth Lairs"=true
}

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# Configuration file
color {
# Color of half-powered paste (default: #E66400)
S:pasteColorMid=#E66400
# Color of unpowered paste (default: #80B400)
S:pasteColorOff=#80B400
# Color of fully-powered paste (default: #FF5200)
S:pasteColorOn=#FF5200
}
general {
# Number of paste obtained from crafting recipe (default: 4)
I:pasteRecipeResult=4
# Redstone Paste recipe (default: 0)
# 0 = shapeless slimeball and dust
# 1 = slimeball surrounded by dust
I:pasteRecipeType=0
}

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https://addons-origin.cursecdn.com/files/2329/752/AbyssalCraft-1.10.2-1.9.3-pre-1.jar

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https://addons-origin.cursecdn.com/files/2328/828/AppleCore-mc1.10.2-2.0.1.jar

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https://addons-origin.cursecdn.com/files/2317/312/BetterAchievements-1.10.2-0.3.0.29.jar

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https://addons-origin.cursecdn.com/files/2310/14/BetterFps-1.3.2.jar

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https://addons-origin.cursecdn.com/files/2330/541/BloodMagic-1.9.4-2.1.0-63.jar

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https://addons-origin.cursecdn.com/files/2333/147/BloodMagic-1.9.4-2.1.0-65.jar

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https://addons-origin.cursecdn.com/files/2331/532/Bookshelf-1.10.2-1.4.1.319.jar

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https://addons-origin.cursecdn.com/files/2332/251/Bookshelf-1.10.2-1.4.1.321.jar

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https://addons-origin.cursecdn.com/files/2332/197/Botania%20r1.9-324.jar

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https://addons-origin.cursecdn.com/files/2332/751/Botania r1.9-325.jar

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https://addons-origin.cursecdn.com/files/2331/665/Chisel-MC1.9.4-0.0.6.46.jar

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