Patch sync for IMR6: 19/07/2026 @ 18:03
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// ### THE MOD REQUIRES A RESTART OF THE GAME TO APPLY CHANGES ###
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{
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// this is the main spread factor (default is 2)
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//
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// tips: a spread factor can be a decimal number (such as 1.5)
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// a spread factor of 1 means all structure's placements are not modified (useful if you want to use only custom spread factors)
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// a spread factor above 1 means all structures are rarer
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// a spread factor below 1 means all structures are more common
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// a spread factor of 0 disables all structures entirely
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"spreadFactor": 1.5,
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// Some structure mods/datapacks do not specify a custom salt or use the same salt for all their structures, which might cause structure overlap.
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// Enabling this is supposed to reduce this phenomenon, as all structure sets will have their own salt, hashed from their id.
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// If unsure, leave this enabled.
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"idBasedSalt": true,
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// this is a list of custom spread factors
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"customSpreadFactors": [
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// example of the mansion being doubled in rarity (the mod's default)
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{
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"structure": "minecraft:mansion",
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"factor": 2
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},
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// add the structures you want to modify in the format:
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// (don't forget to remove "//", and use dots for decimal numbers)
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//
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// {
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// "structure": "namespace:structure_name",
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// "factor": number
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// },
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//
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// where "structure" is a structure_set or the name of a structure
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// /!\ if you put the name of a structure, all structures in its set will be modified
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// (example: "minecraft:village_plains" will modify all structures in the "villages" set)
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// see https://minecraft.wiki/w/Tutorials/Custom_structures#Structure_Set for more info
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//
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// tip: you can dump all structure sets in a file by running the custom command /dumpstructuresets
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// tip: the same spread factors rules apply here (set to 0 to disable said structure)
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]
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}
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