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Professor Dragon

Very supportive Vintarian
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Everything posted by Professor Dragon

  1. Hi @Ceirus - nice commitment to the scientific method. Love it. If you want to speed up the process, you don't need to wait it out. A) Make a Copy of your world or a new small test world. B) Run time in fast forward using either the month time skip and/or accelerating time: https://wiki.vintagestory.at/Time#Commands I've used both methods together when testing fruiting and flowering on berry bushes, and they respond just as if you'd waited, but in a fraction of the time. Also, it might be worth paying attention to whether snow falls on the bushes or not - that could be a reset trigger, maybe. Professor Dragon.
  2. Thanks @MKMoose. I believe you're correct, and it is the safest answer. I may still run some tests later for my own satisfaction. I've updated my other thread. Thanks, Professor Dragon.
  3. Looks like cloudberries are getting a snow glitch bug fixed here in .rc8: https://github.com/anegostudios/VintageStory-Issues/issues/9008 They probably have looked at the different stages, but I'm not sure from reading it. The issue is closed as resolved, but you could try contacting the dev. on that thread or logging a new issue, just in case they are aware of anything. There is obviously no snow in a Greenhouse. Or just wait for .rc8 to make it out into a version you can test on. I tried testing it, but I could NOT reproduce the issue on v1.22.6 (Stable). METHOD Planted wild cloudberry, cloudberry sapling and grown cloudberry from the Creative menu into Low Fertility Soil in a temperate region Used Creative commands to both skip months AND speed time for two years. Berry bushes all went through their correct growth, fruit and flowing stages without glitching the ground. I did NOT try within a Greenhouse. Maybe that is a factor. I did NOT try on "field" ground, because berry cuttings are not accepted on it. I did NOT try with a fertilizer on the ground, which could impact the texture. I did NOT try different ground types eg Terra Preta. RESULTS Not confirmed for me under the above conditions. Cloudberry goes through normal growth stages. NEXT STEPS You're welcome to have a crack at it yourself. Time commands are here: https://wiki.vintagestory.at/List_of_server_commands#/time Of course, at this point, @LadyWYT's conjecture about it being mod related could be in play. Professor Dragon
  4. Late to this thread, but "Wow!" I've very much enjoyed this piece of music in game. I often go back to the village just to listen to it. My only regret is that there is not more of this music in game.
  5. Yeah, I'm not sure either. The land claim was a flag for me as well. On the other hand, the Nadiya villages have all of their regular dialog, and you can trade with them. There are only two triggers for Nadiya that I'm aware of: But that means I'd have to repeat that to test. <Sigh> I asked the question, I guess I can test both of those . . . just maybe not today. Big job, even cheesing it with Creative. P.D.
  6. There are two ways of creating a Story Locations. Via command line E.g.: /wgen story setpos locationname s[] true Via a World Edit method E.g.: Example here. The first way generates a structure that is guaranteed (I believe) of being handled seamlessly for updates. If you use this method, and the devs. make a change to the build or mechanics, then this should be fine. QUESTION Is a structure created by World Edit similarly "guaranteed to be supported by updates"? I am not sure if all of the "behind the scenes" database updates are handled by the second method. In the case of recreating Nadiya Village for example, it LOOKS like everything is good. The villages move and interact in exactly the same way. One key difference is that the Land Protection is off, and needs to be manually re-added. However, I'm not SURE if creating by World Edit is the same as creating by command line - or the original natively generated game structures. Does anyone know for sure? I can guess that all of the blocks will receive normal block updates, for example, if they change how a path block looks or functions. The villages AI would also seem to be fine. But I'm not sure that the village is "linked" in any way to hidden values that World Edit is missing. REASON I've written a quick guide on recreating Nadiya Village by both methods, but I don't wish to lead players potentially astray of future updates by using the World Edit method if it is not supported. Thanks, Professor Dragon.
  7. This is a great suggestion. In many ways, much better than my original one. I might write up a full guide on it at some point, but for anyone coming across this thread, here's enough to get on with. And there are probably tips and tricks people might give which could go into it. USING WORLD EDIT TO CREATE NADIYA VILLAGE - or any other game structure Same warnings as for original method - Backup your world first. Try on a Creative World first! This is not a skippable step. Imports are destructive and large ones are particularly hard to undo. There is a file for the Treasure Hunter (treasurehunter.json) in the same folder. It is much smaller and easier to work. Use this to practice first. CAUTION: The wgen method is a supported method (I believe) that is guaranteed of future updates. I am not sure if the World Edit method creates a structure that is similarly supported and linked into the game. I have asked for feedback from the Community here. EDIT: It appears that the World Edit method most likely does NOT link into the story structures. So please use the instructions in the first post (or Wiki) if you want to maintain integrity. Use this method only if you want the LOOK of the village. Other structures are fine by this method. STEPS Copy the files treasurehunter.json and village.json to your WorldEdit folder. It's easier if you do this daylight (/time set 07:00) and have a stack of food in your hotbar (if needed). Clear a hotbar slot. Find a nice big flat area. Pick your "middle block" where the structure will go. Switch to Creative mode (/gm Creative). Go to Inventory (E), search for "Magic Wand" and add it to your hotbar. Use "~" to bring up World Edit, use the "Import" tool at the bottom left. Search for the import file name at the top centre. Left click where you want the bottom centre of the trader/village to be. This trader will be on a small hill. The village is on a large hill. Neither connect with the ground well by default, but that's okay - they have a land height buffer built in. The trader structure is small, and will spawn in quickly. The village structure is ENORMOUS and will take some time to spawn in. Wait it out. Touch nothing. Use the "Down" button (most likely case) to move the structure down. Use "Alt" if your view is locked, to look around. Resist the temptation to move around - at least until you've had practice. Once the ground level is correct, use "Confirm Placement" You'll most likely be inside the structure. Use "/gm Spectator" to fly out and bask in your awesomeness. Tidy up. For the Trader, you may want to spawn in a Trader (or two). The village should be all set to go, but you may want to tidy up any distant chunk borders if you didn't put this on flat ground, where it clipped through hills. You may wish to add in land claims, as by default they won't be there. I hope that helps. Incidentally, the rest of the rare multi-trader outposts are in a folder or so up and to the side, if you wish to experiment. Professor Dragon.
  8. That is fantastic advice. Thank you @Tj Pepler - Critcher! Professor Dragon.
  9. I was flying around in Spectator Mode in Nadiya Village in my Creative World, as I was contemplating spawning the village closer to my established base. When I noticed that there was a sign in an inaccessible building roof. (This is not the one in the underground location. ) Adding it here with a Spoiler tag, as I haven't seen it mentioned before, although it probably is well known I guess As I was only there by accident, I promptly left. What was it that one of the villagers said? Something along the lines of "You be friendly to us, and we'll be friendly to you." (Paraphrased) For anyone interested in spawning in a copy of Nadiya Village closer to your base. INSTRUCTIONS TO SPAWN IN NADIYA VILLAGE These instructions work best if you spawn in Nadiya on a large flat grassy plain, to avoid most of the weird border edge issues. 1) Backup your world. Test first on a Copy of your world if you like. 2) Switch to Creative Mode: /gm 2 3) Issue command: /wgen story setpos village s[] true 4) Regenerate the world around the village to get it to spawn. Note that you need a MINIMUM of 2 in this value, but you can go higher: /wgen delr 3 5) Wait. It may take a few minutes (Older PC in my case. . .) 6) If you're inside a building/underground, then fly out. (Use /gm 3 if needed). 7) Check along the borders for chunk/merge line errors and fix those up with Creative. 8 ) Switch back to Survival: /gm 1 I hope that helps. You may also spawn in other story structures, although you may need to use a bigger wgen size. For example, 7 in the case of the Resonance Archives. List of structures: resonancearchive, lazaret, village, devastationarea, tobiascave NOTE: I'm not sure how the game knows to spawn in the structures and not have weird chunk joining issues on the edges. There is a chance that I'm not using the optimal wgen commands - input welcome, if known. This method is, however, good enough to be getting on with for most purposes. Professor Dragon.
  10. I'm just back at the village on v1.22.6 (Stable) and have been enjoying a similar experience. I haven't been logging exactly what happens, beyond noting that they tend to stick to a similar routine - get up, go to work (fields or alchemy flowers or baker etc), maybe listen to some tunes, hang out in the pub and go to bed. I like that they all applaud Sedna after she finishes a performance in the pub - there are many nice touches like this. I'll keep hanging out and see what happens. I'm expecting some crazy villager shenanigans, eventually! One tip I can pass on, is that there is a sheltered room (cellar conditions) with a good bed in the South West building, if you need a quick place to stay on a cold night.
  11. May I put a vote in here for "I am already scared of Rust Monsters", please? They definitely slow down or halt: Exploring Mining Accessing lore Resource gathering And they influence or force: Base building design choices. I would be perfectly happy with a version of Vintage Story that has all the lore, and none of the Rust Monsters. Treat them as something "That was in the past, and aren't around now, for whatever reason." And/or make them bound to locations that do not matter, such as random instanced dungeons. There is a Home Sapiens mode which has no monsters, but then it has none of the other good things such as Lore or Traders. So, while I appreciate that different players like different things - and all power to you, there are some great ideas on this thread - I'd definitely like to keep an option for people who like a more "chill" experience. Professor Dragon
  12. The mod Dana Tweaks allows Drifters to open doors. https://mods.vintagestory.at/danatweaks If you really want Shivers in your base (I can't think why you'd want that, but to each their own ), then I guess a clever modder could find a way to do that. (Probably something like a check for a shiver at the door and a teleport command to the other side if there is room.)
  13. FEEDBACK ON THE DEVASTATION STORY MISSION (SPOILERS) (I'm just assuming that we're into spoiler territory at this point. Look away now if you must.) I've just redone the complete story missions, from Day 1 looking for the first rock to knap, up to completing the Mad Crow in the Devastation Area (Story 2), 264 hours later. Survival, mostly standard settings, no mods of game-play impact, Malefactor class. The first 100 - 150 hours were typical Vintage Story joy, from knapping, to base building, mechanisation, animal raising, farming, getting steel and so on. The Resonance Archives went very smoothly this time, can't really explain it, even though in lower tier gear. Changing the settings so that the story locations were closer definitely helped - it was just an overnight trip, rather than the four week marathon of my previous session. This is definitely the "Wow!" story mission. The scope is grand, there is loving attention to detail in every area, from grand machines to rubble and book placement. And you can't beat that moment of coming into the Library and the music kicking in. Plus the flow and "puzzles" work well. There is the one exception that there are a few "hard stops" if you are not prepared for them. The Lazerat was a fair hike away, but otherwise went very smoothly. This contrasts heavily with my previous experience, where the spawns were continuous and seemingly endless. This time, rift activity was "calm" and after clearing out a few near the door, I wasn't really troubled after that. Even the locusts were well behaved (more or less). This is a great "atmosphere" and tiny lore dump. There is not much too it. Just a short interlude before the main events. The "loot for effort" is exceptional on this mission, if you like shiny collectibles. I'm not really sure if the monster spawn rate in this location has been changed. I don't think I was in there at a High activity last time, but it was a nightmare. Nadiya Village is a gem. "O.M.G." I would totally have this as the FIRST location you visit. This is where I would always like to build my base next to. It has a beautifully done location, and is the first place (and only so far) place where there is a "living" town. It is such a pity that by this point in the game, you've probably very firmly put down roots somewhere with all of those farms and windmill and so on, because even with the story missions closer, it is SO FAR AWAY. Time to re--locate, I guess (Or force spawn the village next to my base.) Once again, I repeat my request for a protected "Player House area" within a small zone of the village (or abutting the walls) where you can build. Tobias - all good stuff. Lots of top notch decorating and lore. Except for the: So far, so good. Now onto the contentious part, the Tower in the Devastation zone. Good Points Incredible world building and atmosphere. From the moment you see the brown dome in the sky, to the intricately detailed Devastation Zone itself, you can tell a lot of love went into this. The lore building is top notch, linking into all the previous drops. The first half of the tower puzzle (before the parkour section) is well done. A good change of pace, and well implemented. The loot is nice. The design of Mad Crow is inspired. The design elements of the central machine are well done. The HORRENDOUS Points (Because "Bad" doesn't begin to cover it) There will be nothing here that hasn't been said before, but by gosh, it really needs to be said again. The parkour section is a nightmare. It is a real show stopper. While I appreciate the cleverness of the jumping and time skipping, it just doesn't fit the rest of the game to this point. There is not really a tutorial either. And it is a linear path which dead-ends the game. Even though this was a subsequent run for me, I still had to go to the web to check directions. In the end, I finally had enough and "Creatived" my way to the top. I'd recommend that a change that could be made into the existing game, is to put an easier path to the top. If you want collectible loot, then yes, add it to the current path - sprinkle a little extra in to encourage this. So while I appreciate the "vibe", it's just a game style that is not introduced well, doesn't work well, and would not be missed. (It also suffers from the same design problem that the Resonance Archives does - in a game which has trained you to break and place blocks, you can't break and place blocks. There is no really great explanation for this "Higher Power" and "In the past" are big hand-waves. But using chests is fine.) And I haven't even mentioned the Bowtorns sniping at you through holes . . . Mad Crow is another stopper. I had a lot more trouble this time - again, not really sure why. (I was in a lower tier of armour compared to prior runs.) One thing was lighting - if you happen to be at the top of the tower at night time, you can't see a thing. Mad Crow is out of range of your lantern most of the time. I tried using the Glider to come off the top and sleep in the bed, but that's not a great solution. There was also a Heavy Temporal Storm that started while I was at the top. I unfortunately don't know if it had any effect, because I unceremoniously died at this point in the darkness. You'd better believe I used the command line teleport to bring me back to the Tower. The Glider - it does Nothing! Okay, so complete the Resonance Archive and you get access to a cool glider which might help you with falling off the Tower. Right? Well, not really. My experience has been that either you're too close to the ground or an object and smack into something anyway, or else you fly out of the Towers range, and time switch back to the present. Which while not the end of the world, isn't great either. It really seems like they were setting up the Glider to be useful for this Tower, but it just isn't. And it's not much use as a Glider in general terms anyway, not without purpose building Glider posts. It is So Far Away Even with closer story settings, I'm not sure that it really helps to have it so far away. Yes, the first few times it is great to go on a really epic quest. It does "get you outdoors" and to new places. It is so far though . . . It could really do with a "Teleport you back to Nadiya/Tobias/your home base" option. Hey, you've got Time Manipulation now! Oh, sweet, that's nice. That came out of nowhere. Would have been good to have the story develop that a bit more. And what use is of it now? Can I go back 20 minutes in game to the point before I charred the bread? No? The Lift . . . it, wait, it has SEATS? ? ! ! !? ? ? ! ! ! I was all set to go with an angry "The Lift doesn't work properly" rant, but I just happened to see on the Wiki that . . . The Lift . . . IT HAS SEATS. Like a Sailboat. (That was developed after this Story was added.) Invisible Seats. That you sit in. Where you stand. Seats that you sit in, OTHERWISE THE LIFT DOESN'T MOVE, NO MATTER HOW MUCH YOU CLICK THE BIG OBVIOUS LEVERS THAT SHOULD BE MAKING IT MOVE. <Arrrgh!> No wonder I could never get it to work properly previously. Suggestion: Add a visual seat into the lift, so you know you've got to sit. Include an infographic next to the Lift, showing two sitting people. Something! LONG STORY, SHORT I totally endorse @DirkTheAverage's post, as it rings true with my experiences. I honestly don't see the majority of the player base completing the Tower. It really deserves a major overhaul. Either that, or there could an alternate way to complete the Lens quest for Tobias. Maybe you give him a bunch of Gears and he hires some mercenaries? It really does seem like a demo of the game engine, rather than being as tightly integrated into the Vintage Story world and feeling as it should be. Anyway . . . thanks for reading (if you're still here). But the parkour/time switch section really annoyed me AGAIN. I would have created my own post, if this one wasn't here already. Thanks, Professor Dragon.
  14. I tested on v1.22.6 (stable) and can confirm this behaviour. If you use the SAME TYPE eg Granite Stones and Granite Gravel THEN IT WORKS to create Granite Gravel. The Sand can be any type. If you follow the Handbook and use different types of Gravel, then it FAILS So at the minimum, there is an issue with the Handbook Recipe being unclear. I think the Handbook is wrong, because it cycles through DIFFERENT Gravel types. Note that I went into Creative, and there are TWO types of all of the Sands eg Granite Sand. The Recipe only works with one type only. EDIT: From Devs: "Note if you are testing by fetching ingredients in Creative Mode, the new 'wavy' sand, which is seen on ocean floors but is not obtainable in Survival mode, is not a valid ingredient for cobble" According to the Devs, you need to MATCH THE GRAVEL AND STONE TYPES, but any Sand is fine. https://github.com/anegostudios/VintageStory-Issues/issues/7016 Radfast: "You don't have to use matching sand, any type of sand works, see screenshot below. But yes, you do have to use matching gravel, and that is intended" I think the Handbook Recipe should be updated to reflect this. Professor Dragon EDIT I've added my own comments to the currently closed issue and pinged @radfast there.
  15. @Rainbow Fresh's suggestion of the circle generator is good - it also does elipses. If that is not quite the shape you want, then pull up real pictures of arches in the style you want, and imagine overlaying them on a chunky grid. There is also the mod route, if you just want to say "Give me a Gothic Arch!" <Boom> Finally, it's funny, but I just happened to be watching a new video (3 Mistakes That Make Your Vintage Story Builds Look Like Minecraft) yesterday about chiselling your own basic arches. It's about halfway through. They're not the fancy pointy Gothic types, bu they are simple enough to put into any build. I also really like his suggestion (same video) of combining two blocks to give that classic brick staggered edge that would fit in well. Professor Dragon.
  16. To add to the excellent (although regrettable from your elk ownership viewpoint) answer from @Rainbow Fresh, the workaround is to switch into Creative (/gm Creative), gift yourself an elk and supplies, and switch back to Survival mode (/gm Survival). Professor Dragon.
  17. I do not know how to do this. But as no-one else has replied yet, here are some suggestions. * Check out these functions. It does look like it does what you want, but you'll need to get into the weeds of modding to use it: https://wiki.vintagestory.at/Modding:The_Remapper It seems like a lot of work. I'm guessing you'd need at least the id's of every single berry bush type, and then the target type you'd like to change that to. This is the high effort, high risk, high reward approach, * On small scale, do an export of an area after bounding it in World Edit (~). This will generate a text file with all of the ids and names of the blocks. Use Creative to create some of the new berry bushes - that will give you the source ids for the old and new, I guess. Might be helpful to use with the Remapper ALTHOUGH I am NOT sure if they use the same id structure. Anyway, once you have the import/export maps done in this fashion, you could now start exporting and importing rectangular prisms of terrain. I've done up to a few thousand - I'm not sure of the top limit. EDIT: Instructions on using World Edit to do block replacement in a bounded area are here: * This might be a better query to go over into the Modding subreddit of this forum. This thread gets more general questions, and I'm pretty sure you're going to need someone with more modding experience. Maybe someone has other suggestions. I'd personally ignore it, or use Creative Mode with a high fly speed to zip around your "important" areas. Professor Dragon.
  18. Here, I made this for you. Professor Dragon
  19. Hello @Dilan Rona I've confirmed your issue. I suggest you reach out to the server administrator. I logged into that server, and placed a single ladder made out of sticks against a wall, in an unclaimed land area. The game immediately crashed. Game Version: v1.22.6 (Stable) with not many client mods. "You were disconnected from this server An action you (or your client) did caused an unhandled exception Back to main menu" The client-main.log had: 1.8.2026 11:12:03 [Error] [Backup] Missing modinfo.json And nothing else of relevance. Thanks, Professor Dragon.
  20. I've just completed the Resonance Archive again - it took me from 11th August to 6th September, on a 12 day/month world. So . . . eight days. That included a pretty efficient main clear, but then a full loot of all of the Library, regular rooms and secret rooms. The clear was done in Survival, but for a lot of looting I would wander around in Survival until my inventory was full (4 x Sturdy Leather Backpacks - so maximum carry capacity), and then use /gm Creative or /gm Spectator to fly back to the surface and back again. As above, about six trunks worth, give or take. A lot of trash with the treasure, as you say. However, I'm sure that I'm not alone in being a pack rat - I mean, a student of archeology. My Very Long Term Goal is to make a display mansion of every single block in the game. So for that, I need a full loot clear of the Resonance Archives. Makes sense, doesn't it? I take your point about inventory management. Some days you're in the mood to spend several weeks lugging stuff back and forth, and other times not. The Resonance Archive does push this boundary though. It first throws off a fair amount of decent loot. Next, it is probably nowhere near your main base (unless you planned for it), as it spawns relative to the world spawn and not relative to the player location. You may remember that in my first forever world, I journed faaaaaar south before tackling the Archive. (I was cleverer this time.) I just timed it . . . and it takes 47 game minutes to run from the inside door of the Library, round the ramp, and up the ladder to the exit doors! Even in real time, this just feels too much. You've already gone up and down this route many times, just to get more food and dump off loot. It's a part which drags a bit for me. Just to be clear, I LOVE the Resonance Archive. It is a magnificent story location, and one of the best in any video game. The build-up is fantastic, and the big reveal when you finally open those doors is amazing. I'm hoping your right about Chapter 3. I agree that with the new structures in place that it should help even with the Chapter 2 travel. Although my experience of the C2 travel was that as it was so far (big map, long story location distance really did haunt me) that I just barrelled past most things. I might pause for a moment to admire one of the rare large cathedrals, but there didn't seem to be the time or resources to spend there when you're focused on the journey. One thing that I think the game is missing in vanilla is player defined translocators. Given how spread out the world is, even being able to nip back and forth between at least the main story locations (a-la Tobias, but better) would be very handy. It's not really possible to nip between jungle and temperate now, without mods or save-scumming the existing translocators. I've been playing this game for years now, and have yet to make it to a jungle (that is the goal for this run), just because of how much the progression system ties you down to one place. Anyway, lovely discussion - we basically agree on a lot of things. But let's not have anything distract Tyrion from giving me a Library elevator or Translocator to the surface Professor Dragon.
  21. Command to give Library Lore Books Adding in this command from @MKMoose on a different thread. A big "thank you" for this Change the colour ("orangebrown") of the book to whichever you like. See above thread if you wish a reference of colours for the Library Lore Books (not that it matters). eg: /giveitem lore-book-aged-gray 1 s[] { category: "archives" } You could also change from "lore" to one of the other major book categories. It saved me after I accidentally locked myself out of collecting books, after using Creative/Spectator mode to get some better screenshots of the Library. <ahem> TIP for the Hidden Books You do not need to "click" each shelf, but instead read the tool tip Note that there is NO green glowing spine for these hidden books. Instead, the tool tip when mousing over the shelf will display "Take lore book". List of "Green Glowing" Spine, Resonance Archive Library Books You should be able to find these without too much trouble The Weight of Stone - 11 pages Admirer of the Miller - 21 pages The Patronage of Tibalt Amaro - 7 pages The Spy and the Sparrow - 15 pages List of ALL Lore Resonance Archive Books After gathering the hidden books, you should have: The Weight of Stone - 9 parts, 17 pages Admirer of the Miller - 10 parts, 21 pages The Patronage of Tibalt Amaro - 5 parts, 10 pages The Spy and the Sparrow - 10 parts, 15 pages As well as some Rotten Lore Books, writable books, lovely treasures and a fair smattering of miscellaneous. There is a full list of the book texts here: https://wiki.vintagestory.at/Lore_book But what do I DO with these Lore Books? First, rejoice. Books are great! These ones contain some nice background stories about the world, and will give you something to read on those long, dark winter days. Options beyond that: Cart the books home, and display them. Any players joining your world will be able to pick them up and read the stories. Leave them at the Resonance Archive. You can always come back for them later. The moment you READ them, they are added to your Journal (J), so strictly speaking you don't need the physical books. Transcribe them. Write yourself an omnibus of collected works I hope that helps. Professor Dragon
  22. I've just completed another Resonance Archive run, and experienced a similar feeling to that when I created the original post. There is just So Much Loot that is begging to be transported back up to the top, that I resort to Creative and Spectator modes just to carry the loot after completing the story fairly. Anyway, I had another idea. SUGGESTION (VARIATION) Place a two-way Translocator linked to the surface. Link it FROM an alcove in the Resonance Library. Connecting TO a (secret) door at the top of the existing shaft entrance, WHICH only opens once the Resonance Archive device in the Library has been interacted with. I've filled roughly this many trunks after doing a run, and I haven't even finished looting. Professor Dragon.
  23. Thank you so much for the detailed reply! I didn't know about the use of the "/we repmat" command, and that is a powerful ability. Nice write up. Glad to help. Professor Dragon.
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