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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"desc:8": "With iron tools, you are able to mine most of the Overworld ores. You've probably already found iron or magnetite, given how common it is. So bring me some ores and make some iron ingots out of them.\n\nTo see where an ore can be found, click the raw ore in NEI, and it will show you more details. Works with small ores too."
				}
			}
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		"916:10": {
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						"id:8": "GalacticraftCore:item.fuelCanisterPartial",
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					"snd_complete:8": "random.levelup",
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					"taskLogic:8": "AND",
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					"desc:8": "For every flight the rocket needs some fuel. So refine some fuel for your rocket.\nThis quest chain will guide you through the progression of rocket fuels.\n\nFor your T1 & T2 rockets you have 2 options. You can either use Cetane-Boosted Diesel or make RP-1 rocket fuel.\n\nFor the moon, a full rocket leaving from the Overworld should have enough fuel left to make it back, but you might want to take extra just in case.\n\n[note]Rocket Fuel usage is not based on the destination nor the type of fuel used. Rather, it is based on the tier of the rocket, with higher tiers both storing more fuel, and consuming less. Also, the gravity of the planet affects how much fuel is used, with lower gravity locations using less fuel to launch.[/note]"
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				}
			}
		},
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					"icon:10": {
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					"taskLogic:8": "AND",
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					"desc:8": "A parachute is used to prevent death upon re-entry into the Overworld's atmosphere. The parachute is an essential part of your journey to space. You should never journey into space without it. There will even be a warning if you try to launch without one on you.\n\nUse the assembler to save materials."
				}
			}
		},
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					"desc:8": "Forestry trees have a variety of attributes. Once you get a tree with a useful attribute, you can breed that attribute into other tree species. This way you can get an ultimate tree that combines all the attributes you want - including the type of fruit! You can also extract the genes with Gendustry if you can make the machines.\n\n[warn]Please do your Forestry tree-breeding indoors or underground because butterflies cause lag.[/warn]\n\nKeep in mind that for quests, you will need to breed the species \"pure\", not a hybrid. You should probably save the crossbreeding until after you get all the good ones.\n\nFor faster tree breeding, enclose your trees so that butterflies cannot escape, and breed bees with better traits for area and pollination speed. There's also frames too if you can afford it. The sieve may also help if you want to do it more exactly if you can make an alveary. You need either bees or butterflies, trees won't pollinate each other.\n\nTrees have the following characteristics:\n§eSaplings/Fertility§r: chance of getting a sapling from a destroyed leaf. Good for making into biomass or other uses. Balsa, Gooseberry and Sweetgum are what you want.\n\nAllele     Drop Chance\nLowest   1%\nLower    2.5%\nLow       3.5%\nAverage 5%\nHigh      10%\n\n[warn]Maturation/Matures[/warn]: the growth speed of a sapling into a tree. Important if you plan to cut it down right away for logs. Golden Raspberry is the fastest.\n\nAllele    Time\nSlowest  10\nSlower   7\nSlow      5\nAverage 4\nFast      3\nFaster   2\nFastest  ?\n\n§dHeight§r: controls how high the tree grows. Giant Sequoia is the best, though it may be a little §otoo§r large.\n\nAllele    Value\nSmallest  25%\nSmaller   50%\nSmall      75%\nAverage 100%\nLarge    125%\nLarger   150%\nLargest  175%\nGigantic  BIG\n\n§bGirth§r: the width of your tree. Wider trees have more leaves and logs, but will also need more saplings to begin growing. All saplings must be the same species and girth. The sapling in the NW corner determines the stats of the new tree, and is where bone meal must be applied to mature the tree. The Giant Sequoia is best here too.\n\nAllele/Size\n1x1\n2x2\n3x3\n4x4\n\nYield: chances of getting a fruit from a destroyed leaf. Orchard Apple and Chili Pepper are the best here.\n\nAllele     Drop Chance\nLowest   2.5%\nLower    5%\nLow       10%\nAverage 20%\nHigh       30%\nHigher    ?%\n\n§6Sappiness§r: the amount of biomass a sapling produces in the Forestry Fermenter. You can boost the Fermenter's output by using honey or fruit juice. Blue Mahoe and Red Maple are the best. NEI doesn't show recipes for analyzed saplings, and probably hybrids too, in the fermenter.\n\nAllele  Forestry Biomass\nLowest   100mB\nLower    200mB\nLow       300mB\nAverage 400mB\nHigh       600mB\n\n[warn]Fireproof[/warn]: applies to the wood. Only the Coast and Giant Sequoia have this.\n\n§7Effect§r: not used in trees, so it's None for any.\n\nBelow is more information on some other parameters:\n\n§2Growth§r: Sipiri trees have Tropical instead of Light, can only be bred in a Biome with temperature 90%-190% and humidity 90%-200%, and can only grow in 120%-190% temp and 90%-200% humidity. All other trees just need light to grow.\n\n[note]Territory/Soil[/note]: all trees have Average, whatever that means. Probably something related to the below that never really got used.\n\n§eTolerates§r: if it can be planted on sand or not. Only Desert Acacia and Grandidier's Baobab have this. The trait is either Plains or Plains, Desert.\n\n§5Supports§r: what kind of fruits it can theoretically have. Determined by Species. Only fruits from families listed under this trait can be produced by the tree, regardless of what appears under the tree's Fruits trait. There are a number of trees from the Extra Trees mod that support all 4 types, but none from Forestry itself.\n\n§aFruit§r: determines what fruit or nut it produces. Each fruit/nut provides different advantages:\nPlum and Cherry Plum only produces 100L Fruit Juice, but have a 60% chance of producing Mulch in the Fluid Extractor or Squeezer.\nPapaya produces 600L Fruit Juice, but only has a 10% chance to produce Mulch.\nCoconuts produce 300L Seed Oil, but only have a 25% chance to produce Mulch.\nUse a Forestry Multifarm so you don't have to break the leaf block to get the fruit/nut. Set it to Manual Orchard, and place everything first.\n\n§bFamily§r: Tells you what family of the fruit listed under the Fruits trait is: Pomes, Prunes, Nuts or Jungle."
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					"desc:8": "Better Questing has a number of useful commands for the questbook (QB). You need to have cheats enabled to use them.\n\n/bq_admin default load\nUse this command to update your QB after you update the modpack. It reloads the quest database from the file. Your save file stores a version of the QB that can be different from the one in the file.\n\n/bq_admin edit\nToggles editing quests. Pressing RMB on the quest will open a context menu to share it or copy its ID.\n\n/bq_admin reset all <Player>\nResets all quests. Use this if you want to start over, or are editing the QB. You should specify the player as well if it is a server, otherwise you can skip that part.\n\n/bq_admin reset <ID> <Player>\nResets a specific quest, defined by the quest ID. Sometimes it may be easier to go into Edit Mode > Designer Tool to specify what to reset.\n\n/bq_admin complete <number> <Player>\nCompletes a specific quest, similarly to the above. You can still claim the rewards. Use this command if a quest is broken, and then report it on GitHub, but please check if it's already reported.\n\n/bq_admin default save\nSaves changes to the QB after editing it.\n\n/bq_copyquests <PlayerWithQuestsCompleted> <NewPlayer>\nIf you want to sync the quests with someone in your party, then use this. They won't get any rewards for that though.\n\n/bq_admin hardcore\nEnables BQ3 Hardcore Mode. You only start with 3 lives, so best of luck. Additional life hearts are available in the Kill all the Things tab.\n\nAside from the consume-type quests, a quest counts for everyone in the party if one person finished it. However, if someone joined your party later, you need to get them up to speed first either through /bq_copyquests above, or manually. Otherwise, your quest completion won't count for them because the requirements for that quest are not fulfilled for them.\n\nIf your singleplayer world does not have cheats enabled, go to the ESC screen, open to LAN, then enable cheats. This makes pausing impossible until you reload afterwards. If you host a server, you can run the commands in the command line, without \"/\". You can also edit the level.dat file, and set 'allowCommands' to 1, but make sure to backup your world before doing that.\n\n[warn]For quests to save properly, you must be online and logged into your Mojang account when starting the game. Sorry, it's a limitation of Better Questing.[/warn]"
				}
			}
		},
		"1336:10": {
			"questIDLow:4": 1501,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"taskID:8": "bq_standard:checkbox",
					"index:3": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 0,
					"questIDHigh:4": 0
				}
			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinTechnician",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "UNLOCKED",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "adventurebackpack:blockCampFire",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "§9§lBackup Your Stuff...",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "The mod ServerUtilities (SU) is included in the pack to backup your world. You can adjust save path, frequency, and the number of backups to keep in its settings at '.minecraft\\serverutilities\\serverutilities.cfg'.\n\nIf you need to restore from a backup, you can find them in the backups folder in the instance directory.\n\nRemember that the mods JourneyMap and Thaumcraft Node Tracker store information outside of what most solutions backup, so please backup your journeymap and tcnodetracker folders yourself.\n\nThe Thaumcraft data is a little buggy, losing scanned aspect data and Thaumonomicon data, so consider backing it up as well. The file is at 'saves\\<worldname>\\playerdata\\<nameofplayer>.thaum'.\n\nIf you move to another drive or computer, don't forget to migrate all the backed up files, not just the world folder."
				}
			}
		},
		"1337:10": {
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				"0:10": {
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					"taskID:8": "bq_standard:retrieval",
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					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "EnderIO:blockWirelessCharger",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 1
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 166,
					"questIDHigh:4": 0
				},
				"1:10": {
					"questIDLow:4": 989,
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				}
			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 6,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				},
				"1:10": {
					"index:3": 1,
					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinSmithI",
							"OreDict:8": "",
							"Count:3": 5
						},
						"1:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinTechnicianI",
							"OreDict:8": "",
							"Count:3": 5
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "EnderIO:blockWirelessCharger",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "§9§lTesla Would be Proud",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Tired of sticking your EnderIO items in the capacitor bank to charge it? Time to make a wireless charger."
				}
			}
		},
		"1338:10": {
			"questIDLow:4": 1503,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"taskID:8": "bq_standard:checkbox",
					"index:3": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 13,
					"questIDHigh:4": 0
				}
			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "minecraft:fireworks",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "minecraft:fireworks",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
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					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "§6§lNobody Wants an Explosion...",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "...right? So when building multiblocks, make sure you keep in mind that electric machines don't like getting rain or snow on them. They'll start fires, and those fires have a chance of causing an explosion. This explosion will explode other machines, cascading until your whole base is a hole in the ground. This is one of the reason backups are a thing. Stay safe out there!\n\nIf worse comes to worst, there is logs/Explosion.log that tracks what caused an explosion. However, this file appears to reset on world load."
				}
			}
		},
		"1339:10": {
			"questIDLow:4": 1504,
			"questIDHigh:4": 0,
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					"taskID:8": "bq_standard:optional_retrieval",
					"index:3": 0,
					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "minecraft:stick",
							"OreDict:8": "woodStick",
							"Count:3": 2
						},
						"1:10": {
							"Damage:2": 23354,
							"id:8": "gregtech:gt.metaitem.01",
							"OreDict:8": "",
							"Count:3": 2
						},
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							"Damage:2": 23032,
							"id:8": "gregtech:gt.metaitem.01",
							"OreDict:8": "",
							"Count:3": 1
						},
						"3:10": {
							"Damage:2": 0,
							"id:8": "minecraft:redstone",
							"OreDict:8": "",
							"Count:3": 2
						},
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							"Damage:2": 28086,
							"id:8": "gregtech:gt.metaitem.01",
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							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
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				},
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					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 32767,
							"id:8": "ifu:ifu_buildingKit",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 1
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 36,
					"questIDHigh:4": 0
				}
			},
			"rewards:9": {
				"0:10": {
					"choices:9": {
						"0:10": {
							"Damage:2": 35,
							"id:8": "gregtech:gt.blockores",
							"OreDict:8": "",
							"Count:3": 1
						},
						"1:10": {
							"Damage:2": 937,
							"id:8": "gregtech:gt.blockores",
							"OreDict:8": "",
							"Count:3": 1
						},
						"2:10": {
							"Damage:2": 870,
							"id:8": "gregtech:gt.blockores",
							"OreDict:8": "",
							"Count:3": 1
						},
						"3:10": {
							"Damage:2": 834,
							"id:8": "gregtech:gt.blockores",
							"OreDict:8": "",
							"Count:3": 1
						},
						"4:10": {
							"Damage:2": 0,
							"id:8": "minecraft:clay",
							"OreDict:8": "",
							"Count:3": 1
						},
						"5:10": {
							"Damage:2": 2,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"index:3": 0,
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:choice"
				},
				"1:10": {
					"index:3": 1,
					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinTechnician",
							"OreDict:8": "",
							"Count:3": 5
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 1,
						"id:8": "ifu:ifu_buildingKit",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 1,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "§2§lDivine Rod of the Gods?",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "The Ore Finder Wand reduces the tedium of locating needed veins. If you're not sure how to craft Magnetic Iron Rod for it, check its Shapeless Crafting tab in NEI.\n\nOnce you put an ore sample into the wand, it will tell you if this ore is nearby. When you get close to the target, you will hear the sound, and the wand will tilt down to the point of being upside-down if there's a lot of target ore nearby.\n\nUse NEI to figure out which ore is the best for your search. If you don't have the needed ore, some basic ones can be purchased in the Coins tab.\n\nOpen the wand's inventory with Shift+RMB when looking at the ground. Put the sample ore into the slot.\nThe rod has a 60-block range both up and down, so it can miss a vein that is located very low or if you are above the sea level.\n\nThe rod appears to work based on the GT's Material system, so anything of the same material will work.\nThat includes crushed ores, dusts, ingots, gems, rods, you name it. For things that don't belong to a particular Material, the rod appears to search only for that exact block - for instance, you won't detect small ores with the usual ore block.\n\nIf the detected ore is a part of a vein, you will see a discovery message in the chat, and the vein will be automatically logged into the visual prospecting tab of your journey map.\n\nThe wand also works from inventory and hotbar, so you don't need to be actively holding it, but you get style points if you do.\n\nThe ore in the wand is stored with the player, not the wand. In other words, remove the ore if you want to give the wand to your teammate.\n\nThe Ore Finder Wand doesn't work in space! The vast cosmic energies of the sun interfere with its inner workings! Or the devs want you to use something more complicated than a stick. You choose."
				}
			}
		},
		"1340:10": {
			"questIDLow:4": 1505,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"taskID:8": "bq_standard:checkbox",
					"index:3": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 15,
					"questIDHigh:4": 0
				}
			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinAdventure",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "minecraft:bookshelf",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 1,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "§2§lNot Enough Items - Now with Bookmarks and Recent History!",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "More like too many items! Here are some tips for using NEI.\n\nWhen you have your inventory open, you can type the search terms in the text bar at the bottom. Make sure your GUI size is set correctly, or you won't be able to see it. Double-click the bar to highlight any matching items in your inventory or inventories you're looking at. Handy for searching for a specific ore, as they tend to look the same!\n\nEven better, you can use T to search nearby inventories, which will emit some particles.\n\nWe have also provided the special Y command to look for a machine in the world, in case you've forgotten where you placed that Advanced Circuit Assembler.\n\nWe now have an extra-fancy Bookmark feature! The default key is A, but can be changed in the NEI config window. Bookmarks will be on the left side of the inventory, and you can look up their recipes or uses as normal. To move a bookmark, drag it with Shift+LMB. You can even bookmark entire recipes with Shift+A or recipes with amounts using Ctrl+Shift+A.\n\nPressing O will hide NEI, useful for fancy screenshots."
				}
			}
		},
		"1341:10": {
			"questIDLow:4": 1506,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"taskID:8": "bq_standard:checkbox",
					"index:3": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 1505,
					"questIDHigh:4": 0
				}
			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinSmith",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "minecraft:bookshelf",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 1,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "§2§lNEI is More Powerful Than You Imagine",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "NEI has some really nice advanced features too.\n\nClicking LMB or pressing R on an item shows the recipes to create it. RMB or U show recipes that use the item. Backspace moves you back to the previously browsed recipe.\n\nHold Shift to stop the oredict cycling through items, and to show the oredict entries for the current item under your cursor.\n\nSearch using @ to find all items from that mod; for example, §o@thaumcraft§r will list all Thaumcraft items and blocks.\n\nYou can combine multiple search terms with a space. §o@thaumcraft table§r will search for anything with table in the name or description, in the mod Thaumcraft.\n\nIt has even more advanced features than mentioned here and many configuration options, you can look in the NEI option menu under Inventory to find a few. Here you can change more things about how the search works (like using regex), toggle collapsible items or the item zoom panel, or configure the history panel to your liking."
				}
			}
		},
		"1342:10": {
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					"taskID:8": "bq_standard:retrieval",
					"index:3": 0,
					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "BiblioCraft:item.BiblioClipboard",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 54,
					"questIDHigh:4": 0
				}
			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinSmith",
							"OreDict:8": "",
							"Count:3": 10
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "BiblioCraft:item.BiblioClipboard",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "§3§lMaking a List, Checking it Twice",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
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						"id:8": "Thaumcraft:FocusTrade",
						"OreDict:8": "",
						"Count:3": 1
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					"snd_complete:8": "random.levelup",
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					"questLogic:8": "AND",
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					"desc:8": "Wand Focus: Equal Trade is able to switch out blocks in the world with blocks in the player's inventory. Shift-right-click on a block to attune the focus to the block. Once attuned to a block, left-click on a single block to replace it with the substitute block. Right-click will transform a contiguous 5x5x5 area of the same block that has air on at least one side. This can go through thin walls or into caves, so be careful. Very useful for upgrading EBF coils or for swapping other blocks that are slow to break like Obsidian! It cannot be used to break or place blocks with Tile Entities like chests.\n\n[note]This focus accepts the following upgrades in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level\n§5Enlarge§r: Expands the maximum range by 1 block in each direction per level\n§5Treasure§r (level 3): Works like vanilla Fortune\n§5Architect§r (level 3): Allows the focus's working area to be modified with the Misc Wand Toggle keybind. Sneaking with the keybind changes which axes are modified. This upgrade also changes the working area to a plane, so be sure to test this upgrade out before committing to it and applying further upgrades\n§5Silk Touch§r (level 5): Works like vanilla Silk Touch"
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						"id:8": "Thaumcraft:FocusFrost",
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					"snd_complete:8": "random.levelup",
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					"desc:8": "The Wand Focus: Frost will launch a ball of ice that can bounce off of blocks and mobs.\n\n[note]This focus accepts the following upgrades in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level\n§5Potency§r: Increases damage dealt every level\n§5Alchemist's Frost§r (odd levels): Applies Slowness to hit mobs. Higher levels increase the potency of the effect\n§5Scattershot§r (level 3): The focus now shoots a volley of shards that break on impact. The normal damage immunity timer is ignored, so multiple shards can hit the same mob at once and all will deal damage. §5Potency§r increases the number of shards instead of the damage\n§5Ice Boulder§r (level 3): The focus now shoots a larger, bouncier, and deadlier ball of ice"
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			"properties:10": {
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					"snd_complete:8": "random.levelup",
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					"questLogic:8": "AND",
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					"desc:8": "The Wand Focus: Warding can be used to make blocks invincible with right-click. Warding may be removed by right-clicking it again. It is not able to ward transparent blocks like Glass or non-full blocks like slabs, but there is a block known as Warded Glass available with the Warded Arcana research if you want a protected transparent block. It is also unable to ward blocks with Tile Entities like chests. Take note that only the player who warded the block can unward it.\n\nHolding a wand with this focus will show an outline on nearby blocks you have warded. They look normal otherwise. Warded Blocks are [note]completely indestructible[/note] and will produce particle effects similar to runic shielding when a player tries to break them. Blocks will lose any special properties when warded: sand or gravel will not fall, grass will not grow, and packed ice will no longer be slippery. Warded blocks cannot be affected by any outside influence such as redstone or pistons. The only way to break the warded block is via the owner right-clicking with a wand with this focus.\n\n[note]Special Note: Warded blocks emit light. They can also cause quite a bit of lag if used at scale.[/note]\n\n[note]This focus accepts the following upgrades in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level\n§\n§5Architect§r (level 2): Allows the focus's working area to be modified with the Misc Wand Toggle keybind. Sneaking with the keybind changes which axes are modified. This upgrade increases the maximum area to 7x7x7\n§5Enlarge§r (Requires §5Architect§r)§r: Expands the maximum range by 1 block in each direction per level"
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			}
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					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
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						"id:8": "Thaumcraft:FocusPortableHole",
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						"Count:3": 1
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					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
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					"questLogic:8": "AND",
					"name:8": "Keep it Away from Bags of Holding",
					"repeatTime:3": -1,
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					"desc:8": "The Wand Focus: Portable Hole will create a temporary 3x3x32 hole centered on the targeted block. Some blocks cannot be passed through, such as Bedrock or blocks warded by the Wand Focus: Warding.\n\n[note]This focus accepts the following upgrades in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level\n§5Enlarge§r: Extends the hole by 8 blocks per level\n§5Extend§r: The hole will stay open 3 seconds longer for every level"
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						"0:10": {
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							"id:8": "Railcraft:cart.anchor",
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					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 1
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			},
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					"questLogic:8": "AND",
					"name:8": "Cart With Chunkloader",
					"repeatTime:3": -1,
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					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "When transporting oil from long distances, a train is going to need a chunk loader. Craft one, and I'll give you a second one for free.\n\n[note]This quest might not be completable in MP?[/note]"
				}
			}
		},
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			"properties:10": {
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					"icon:10": {
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						"id:8": "Thaumcraft:FocusPech",
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						"Count:3": 1
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					"snd_complete:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Plague Inc.",
					"repeatTime:3": -1,
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					"desc:8": "The Wand Focus: Pech's Curse is a rare wand focus which cannot be crafted by players. It can only be obtained from a Pech Mage -- either by bartering valuable items or by killing it for its wand to drop. Pech Mages are rare and the drop chance is quite low, so bartering is recommended. [warn]If attacked, the Pech will use this focus against you![/warn]\n\nThis focus fires a small ball of energy with a bright bluish-green trail. This missile is affected by gravity, so the shots need to be \"arced\" to hit distant targets. When the shot hits a mob, it does one heart of damage and randomly inflicts one of several effects on the target: Poison, Weakness, or Slowness.\n\n[note]This focus accepts the following upgrades in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level\n§5Potency§r: Increases potency of the applied effect. Being able to apply Weakness III to mobs might be useful for Blood Magic...\n§5Extend§r (even levels): Extends the duration of the applied effect\n§5Nightshade§r (level 5): Applies all three effects at once"
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						"0:10": {
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							"id:8": "Thaumcraft:FocusPrimal",
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
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						"id:8": "ThaumicTinkerer:focusTelekinesis",
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						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
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					"taskLogic:8": "AND",
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					"desc:8": "The Wand Focus: Telekinesis is a wand focus that can move nearby dropped items. It either moves them where you are pointing with the wand or toward you while sneaking.\n\n[note]This focus accepts the following upgrade in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level"
				}
			}
		},
		"1477:10": {
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						"0:10": {
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							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
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			},
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						"0:10": {
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
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						"id:8": "ThaumicTinkerer:focusXPDrain",
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						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
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					"questLogic:8": "AND",
					"name:8": "Knowledge is Power",
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					"isGlobal:1": 0,
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					"taskLogic:8": "AND",
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					"globalShare:1": 1,
					"desc:8": "The Wand Focus: Experience Drain will drain the player's experience at a rate of 15 XP per tick to restore vis at a rather fast rate.\n\n[note]This focus cannot be upgraded in the Focal Manipulator[/note]"
				}
			}
		},
		"1478:10": {
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							"id:8": "ThaumicTinkerer:focusShadowbeam",
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						"1:10": {
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			},
			"properties:10": {
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					"icon:10": {
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						"id:8": "ThaumicTinkerer:focusShadowbeam",
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					"snd_complete:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Wand Focus Shadow Beam",
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					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
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					"desc:8": "The Wand Focus: Shadowbeam shoots a beam of dark energy that is reflected by any block and damages everything it passes through. The beam travels about 40 blocks and does about 100 damage.\n\n[note]This focus accepts the following upgrades in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level\n§5Potency§r: Increases damage dealt every level"
				}
			}
		},
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							"id:8": "TaintedMagic:ItemFocusTaint",
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						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
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			},
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					"rewards:9": {
						"0:10": {
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							"id:8": "enhancedlootbags:lootbag",
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						"1:10": {
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					},
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			},
			"properties:10": {
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					"visibility:8": "NORMAL",
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					"icon:10": {
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						"id:8": "TaintedMagic:ItemFocusTaint",
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						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Weaponized Blight",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
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					"taskLogic:8": "AND",
					"autoClaim:1": 0,
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					"desc:8": "The Wand Focus: Tainted Storm will emit a stream of tainted bubbles which damage anything in a short distance and inflict Poison for 5 seconds. The focus may also debuff the caster with Flux Flu III for 50 seconds.\n\n[note]This focus accepts the following upgrades in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level\n§5Potency§r: Increases damage dealt and increases the number of bubbles every level\n§5Tainturgy§r (level 3): The caster will no longer get Flux Flu. This adds 0.6 Ordo to the casting cost\n§5Enlarge§r (level 4): The tainted bubbles fan out across a wider area. This adds 0.6 Aer and Aqua to the casting cost\n§5Corrosive§r (level 5): The tainted bubbles inflict the Wither effect instead of Poison. This adds 0.6 Perditio and Ignis to the casting cost"
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			}
		},
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "TaintedMagic:ItemFocusTaintedBlast",
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					"partialMatch:1": 1,
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					"ignoreNBT:1": 0
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			},
			"preRequisites:9": {
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					"rewards:9": {
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						"1:10": {
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							"Count:3": 1
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					"rewardID:8": "bq_standard:item"
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "TaintedMagic:ItemFocusTaintedBlast",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Tainted Nuclear Detonation",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
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					"globalShare:1": 1,
					"desc:8": "The Wand Focus: Tainted Shockwave will release a powerful shockwave around the caster which travels 10 blocks away, damaging all mobs in the radius and launching them into the air. After using this focus, the caster will be unable to use any other foci for 6 seconds.\n\n[note]This focus accepts the following upgrades in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level\n§5Potency§r: Increases damage dealt every level\n§5Enlarge§r: Increases the radius by 2 blocks per level. This also adds 2.5 Perditio, Terra, and Aqua to the casting cost per level"
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			}
		},
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "TaintedMagic:ItemFocusVisShard",
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							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
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			},
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					"rewards:9": {
						"0:10": {
							"Damage:2": 9,
							"id:8": "enhancedlootbags:lootbag",
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						},
						"1:10": {
							"Damage:2": 1,
							"id:8": "Thaumcraft:ItemLootBag",
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							"Count:3": 5
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "TaintedMagic:ItemFocusVisShard",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Heat-Seeking Vis-sile",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
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					"taskLogic:8": "AND",
					"autoClaim:1": 0,
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					"desc:8": "The Wand Focus: Vis Shard can be used to cast a homing projectile which deals 35 damage. This projectile can bounce off of solid blocks. If the target is not hit in 10 seconds, the projectile disappears.\n\n[note]This focus accepts the following upgrades in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level\n§5Potency§r: Increases damage dealt every level\n§5Persistent§r (level 5): The shard will seek another target if its current one dies or gets out of range"
				}
			}
		},
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					"requiredItems:9": {
						"0:10": {
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							"id:8": "TaintedMagic:ItemFocusEldritch",
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					"consume:1": 0,
					"ignoreNBT:1": 0
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			},
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "TaintedMagic:ItemFocusEldritch",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "A Taste of Their Own Medicine",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
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					"taskLogic:8": "AND",
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					"globalShare:1": 1,
					"desc:8": "The Wand Focus: Dark Matter allows its wielder to shoot the same projectiles as Eldritch Guardians. There is a chance for the caster to gain sticky warp for each projectile cast.\n\n[note]This focus accepts the following upgrades in the Focal Manipulator:[/note]\n§5Frugal§r: Lowers vis cost to cast by 10% per level\n§5Potency§r: Increases damage dealt every level\n§5Corrosive§r (level 3): The orbs now inflict the Wither effect upon their targets\n§5Sanity§r (level 5): The caster will not gain warp from using this focus"
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			}
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "TaintedMagic:ItemFocusTime",
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							"Count:3": 1
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					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
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			},
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						"1:10": {
							"Damage:2": 2,
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					"desc:8": "Don't want to guess at what has what aspect? Just want to get to work? Then scan this stuff. The first set should be scanned in order. If any of them don't work, try scanning something else first (especially the third set).\n\nWatering Can\nTorch\nCoal\nGrass Block\nTrapdoor\nChest\nGlass Block\nBleached Bone Block\nChicken\nSoul Sand\nPaper\nRotten Flesh\nWheat\nFlint\nObsidian\n\nAsh Cloud\nAny Dye\nWool\nSpider Eye\nSnowball\nMilk Bucket\nVanilla Hoe\nVanilla Pickaxe\nArrow\nVanilla Armor\nQuicksilver\nFence Gate\nIron Nugget\nGold\nZombie Brain\nEnder Pearl\nSlimeball\nTainted Anything. Try overfilling your cauldron to create flux goo to make the slimes (not in your base)\nEthereal Essence (any Aspect) from wisps OR Terra Wart\n\nObzinite Ingot\nPlatinum Metallic Powder\nFine Copper Wire\nMagnetite Dust\nThorium Dust\nA Pig\nNetherrack\nGold Armor\nBed\nLead (not the metal)\nGhast Tear\nClock\nCrystal Matrix Ingot\n\nThe last 5 aspects might only be obtainable by combining aspects or by creating a node that has them. You can combine:\n\nCognito + Ordo\nCognito + Vitium\nVacuos + Motus\nLux + Primordium\nHumanus + Iter\n\nNote that the above list is for aspects, you may need to scan things like the Nether Portal to unlock certain researches."
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					"desc:8": "To get Witchery seeds, use a hoe on grass blocks away from water. To open the rest of the questline, you will need to do Thaumcraft quests and research the Witchery tab in the Thaumonomicon.\n\nAccording to legend, when the root of the Mandrake plant is dug up it screams and kills all who hear it. This is only partially true. A fully grown Mandrake may scream causing immense discomfort to those around. This is why it is best to harvest the Mandrake root at night when the plant is more likely to be dormant. The fully grown Mandrake can be harvested to obtain more Mandrake seeds and a Mandrake.\n\nBreaking a fully grown Mandrake plant will either yield Mandrake Root or the Mandrake may awaken and cause all sorts of mischief (and pain to the ears!).\n\nBelladonna seeds can be planted and eventually grow into the multistage belladonna plant. The fully grown belladonna plant can be harvested to obtain more Belladonna seeds and a Belladonna flower.\n\nSnowbell seeds can be planted and eventually grow into the multistage snowbell plant. The fully grown snowbell plant can be harvested to obtain more Snowbell seeds, snowballs and occasionally an Icy Needle.\n\nWater Artichoke seeds can be planted and eventually grow into the multistage Water Artichoke plant. The fully grown Water Artichoke plant can be harvested to obtain more Water Artichoke seeds and a Water Artichoke Globe.\n\nWater Artichoke seeds can only be planted on water source blocks.\n\nGarlic is a plantable crop that can be used to make tasty food, and to deal with vampires. It may be planted on tilled farm land, and will grow in five stages. When full grown the plant may be harvested for up to three dropped garlic bulbs. Which may either be replanted, or used in a crafting recipe.\n\nGarlic bulbs can be used to make meaty stew, a particularly nourishing meal. It is also the main ingredient in making a Garlic Garland, a useful tool in warding off vampires. Finally, garlic can be used by witches in a Witches' Cauldron to make a vampire Weakening brew, and by Witch Hunters, to make vampire resistant armor.\n\nWolfsbane seeds can be planted and eventually grow into the multistage Wolfsbane plant. The fully grown Wolfsbane plant can be harvested to obtain more Wolfsbane seeds and the Wolfsbane flower."
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					"name:8": "§6§lSilicon Solar Grade",
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					"desc:8": "Whichever path you followed, you now have the Solar Grade Silicon Dust. You want to smelt it into ingots to make plates for Transistors, but you will also need some to make Silicon Boules."
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					"desc:8": "Only dangerous cliffs to fly off. TecTech can be the source of adventures, scary and satisfying.\n\nThanks to Piky/Scripted for giving you some guardrails to stay on the road. Scripted/Piky shed blood over these quests for you. Now it's your turn!\n\nFor additional details on TecTech, check out the wiki at [url]https://github.com/Technus/TecTech/wiki[/url]\n\nYou'll probably receive better help in Discord, though."
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					"desc:8": "Welcome to TecTech! The pinnacle of absolute high-tier machinery for all your end-tier needs. However, learning TecTech is incredibly confusing, so listen very carefully.\n\nFirst, you'll need to gather various casings for your machines that you'll need. We've provided some examples of the blocks you'll need, but you should expect to have to craft more. Lots more.\n\nYou use the optical cables to connect machines together. Just make sure that they're painted, as well as what you want to connect them to."
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					"name:8": "Quantum Computer",
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					"desc:8": "The Quantum Computer (QC) is an incredibly complicated machine used to generate computation for the Research Station and a few other multiblocks. There are a few things you need to understand before using one.\n\n§lCONSTRUCTION§r. Much like an assembly line, the QC is built as a series of slices. The first and last slice are the only valid locations for hatches. The slices in between are primarily for computer racks. The Multiblock Structure Hologram Projector shows the minimum length QC, but holding multiple in a single stack will show/build longer versions up to the maximum length of 16. There is also a mandatory air block in front of the computer heat vents.\n\n§lOUTPUT§r. Computation is nothing more than an integer input for certain recipes--much like EU. There may exist a minimum throughput requirement, a threshold to reach, or both (NEI will tell you everything). Computation is generated every second by the QC, transmitted by an Optical Transmission Connector, received by an Optical Reception Connector, and \"consumed\" by the machine or process that needs it. There is no storing computation and there can only be ONE transmission or reception hatch connected to the same Optical Fiber Cables at a time. If absolutely necessary, the Network Switch with QoS can split/join connections but know that it takes both power and maintenance to run.\n\nAdditional QC can be chained together using another set of Optical Transmission and Optical Reception Connectors between machines, but they cannot wallshare the same Optical Transmission Connector.\n\n§lUNCERTAINTY§r. The QC has a unique maintenance requirement that can only be corrected by balancing the Schrödinger Matrix inside an Uncertainty Resolver--an additional hatch that must go on either the first or last slice of the machine. Start with the basic Uncertainty Resolver, but know that there are two more tiers unlocked later on that lower the difficulty of the puzzle, or not?\n\nThe interface of the Uncertainty Resolver has the Schrödinger Matrix in the middle and two sets of 8 buttons on the left and right. Clicking on one button and then another will switch the states of the two corresponding cells in the matrix. This means switching their blinking speed (in the basic Uncertainty Resolver) or their shade/color (in the Uncertainty Resolver X). The goal of the puzzle is to balance the states of the matrix around the glowing LED lights, turning all of them green.\n\n§lPARAMETERS§r. In the GUI of the controller, there are two configurable parameters, overclock and overvolt, that change how computation and heat are generated. Higher overclock values contribute the most to computation and higher overvolt values contribute the most to heat. Alone, this would encourage the player to make overclock as high as possible and overvolt as low as possible, but there is a penalty to computation for large differences between these two parameters. Furthermore, overvolt values <1 will cause the QC to randomly drop computation proportional to its distance from 1. It is highly encouraged to play around with these parameters, as all the best setups do.\n\nSee the adjacent quest for more information on computer racks and generating computation."
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					"desc:8": "Need even more power? Why not combine rods? Produces more power (NOT double, it varies per rod type) and more heat (again NOT double) but only uses up one slot. You need more complex designs to handle them, but you were ready for that, right?\n\nSo how about doubling your doubling to double your double (4x)? Quad rods put out even more power and heat, expect all the other rods to work similarly (for the most part)."
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			}
		},
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					"name:8": "§a§lUnfortunately, There's No Depleted Uranium Bullets",
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					"desc:8": "Or 4? Need to store ludicrous amounts of cobble? Stone dust? Saplings? Super chests are the thing to use. A Super Chest I can store 4 million items, worry free. You will need to take items out manually 64 at a time, or use conveyors etc. to extract them."
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					"desc:8": "You may have found plenty of mud piles around the wetlands and thought of them as mere annoyances when jumping in the water or for that armor. Waste not! With your new extractor, you can pull out the clay hidden in the mud!"
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					"desc:8": "Impossible! If you really think you have so much fluid that you want to just get rid of it, make a fluid trashcan. You can route as much excess creosote or whatever into it that you want."
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					"questLogic:8": "AND",
					"name:8": "You Can't Tell Them Apart Either?",
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					"desc:8": "Many plants look the same. Someday you'll be able to use a machine to tell them apart+more, but for now you can make a simple Plant Lens to at least identify species.\n\nAfter using it you can tell the following:\nSpecies\nCrop tier\nWhether it can grow (some crops have requirements)\nWhether you can harvest it\nGrowth stage, and progress to the next"
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					"desc:8": "Now, start with dissolving all the PMP into the Aqua Regia. You will also gain some Platinum Residue Dust. This highly concentrated dust contains a lot of even Rarer Metals, like Rhodium, Ruthenium, Osmium, and Iridium. You will need this at IV and higher, so stockpile it!"
				}
			}
		},
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				}
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				}
			}
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			}
		},
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										"UID0:8": "forestry.heightSmaller",
										"UID1:8": "forestry.heightSmaller"
									},
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									},
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										"UID0:8": "forestry.fruitCherry",
										"UID1:8": "forestry.fruitCherry"
									},
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									},
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										"UID1:8": "forestry.plantTypeNone"
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									},
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									},
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										"UID1:8": "forestry.maturationAverage"
									},
									"11:10": {
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										"UID1:8": "forestry.i1d"
									},
									"12:10": {
										"Slot:4": 12,
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										"UID1:8": "forestry.fireproofFalse"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Hill Cherry",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Hill Cherry is a key tree for breeding purposes. Breed it by mating Silver Lime with Apple Oak or Silver Birch."
				}
			}
		},
		"2197:10": {
			"questIDLow:4": 2129,
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							"tag:10": {
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								}
							},
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						}
					},
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				}
			},
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					"questIDHigh:4": 0
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			},
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							"OreDict:8": "",
							"Count:3": 15
						},
						"1:10": {
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							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
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					"partySingleReward:1": 0,
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						"OreDict:8": "",
						"Count:3": 1,
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							"Genome:10": {
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										"UID1:8": "forestry.treeLarch"
									},
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										"UID1:8": "forestry.growthLightlevel"
									},
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										"UID1:8": "forestry.heightAverage"
									},
									"3:10": {
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										"UID1:8": "forestry.saplingsLow"
									},
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										"UID1:8": "forestry.fruitNone"
									},
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										"UID1:8": "forestry.yieldLowest"
									},
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										"UID1:8": "forestry.plantTypeNone"
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										"UID0:8": "forestry.territoryAverage",
										"UID1:8": "forestry.territoryAverage"
									},
									"9:10": {
										"Slot:1": 9,
										"UID0:8": "forestry.leavesNone",
										"UID1:8": "forestry.leavesNone"
									},
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										"UID1:8": "forestry.maturationAverage"
									},
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										"UID1:8": "forestry.i1d"
									},
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										"UID0:8": "forestry.fireproofFalse",
										"UID1:8": "forestry.fireproofFalse"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
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					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Mundane Larch",
					"repeatTime:3": -1,
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					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "You can breed a Mundane Larch by combining Red Spruce and Silver Birch or Apple Oak. You also need to do these to get Sequoias.\n\nNote: For all tree breeding quests, the required tree must be a pure species, not a hybrid, and must be scanned."
				}
			}
		},
		"2198:10": {
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							"OreDict:8": "",
							"tag:10": {
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							},
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								}
							}
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					"taskLogic:8": "AND",
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					"desc:8": "Unweary bees are key to a couple of breeding lines. Breed them with Diligent and Cultivated."
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			}
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					"name:8": "Bees Template",
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					"desc:8": "Get the princess bee and reward bag in NEI first.\nCopy this quest.\nPress Icon and set the icon to the bee.\nChange the name, description, and rewards.\n\nPress Task, and select the stone, and replace it with the princess.\nBefore closing, select the ... next to the bee name and press Raw NBT\nGo into Tag, Genome, Chromosomes. The first one is the name and must stay.\nGo inside there and delete the first entry, keep both of the species so players\nmust have purebreeds.\nDelete the rest of the chromosomes.\nDelete the rest of the entries for Genome.\n\nPress Requirements. Remove the Infinity unlock requirement and select the required bee quests. Use the common bees quest if nothing applies.\n\nChange Show:Hidden to Show:Normal.\n\nTo reduce waste in the questbook file ideally you should also go into the advanced options, then press ... for the icon, and remove unnecessary NBT there as well. Just leave the species as above.\n\n§3You can change the visibility of requirements by pressing the eye symbol in the requirements menu."
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					"name:8": "Carpenter's Blocks",
					"repeatTime:3": -1,
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					"desc:8": "Yet another custom block system! Carpenter's blocks are crafted blank and placed in-world, and then plain block textures applied to them. The blocks must not be Tile Entities, so Botany blocks don't work correctly with them, but GT Stones like Red Granite, and any colored clay or vanilla glass block will work. Some Chisel glass types will work, and Ztones blocks and Tinted Glass also work.\n\nThe Garage Door requires a block at the top to hang \"down\" from, but can pretty much be any length. A redstone signal on any block next to the Garage Door blocks will open or close the door. The open/close will propagate across multiple vertical doors, so you can set up non-square doors. Sneaking and right-clicking with an empty hand will change the door's polarity.\n\nThe pressure plates are player-only activation, making them great for doors into your base.\n\nThe hatches must be clicked on the side of a block to place. They can be handy for protecting you from crucible...byproducts.\n\nThere is a lot more block shapes possible, check NEI for \"Carpenter's\" to see the options.\n\nThe Chisel allows you to chisel blocks while attached to a Carpenter's block.\n\nThe Hammer allows various functions.\n\nHammer on door - changes door shape type\nSneak Hammer on door - Changes from iron to wooden behavior\nSneak Hammer on lever - Changes polarity (which direction is on/off)"
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							"id:8": "miscutils:itemHatTinFoil",
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					"rewardID:8": "bq_standard:item"
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			"properties:10": {
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					"visibility:8": "NORMAL",
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					"icon:10": {
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						"id:8": "chisel:warningSign",
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					"name:8": "§3§lSafety First",
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					"desc:8": "For those new to GregTech, here are some tips and warnings about electricity.\n\nMachines don't like being out in the rain, and will start fires nearby. Fires next to a machine have a random chance of an explosion. Also, sending a higher voltage than a machine's tier causes an explosion. Or several, if you pack things together, like many people. Sending more amps than a machine can use doesn't harm anything though.\n\nSending too high a voltage or too many amps down a cable will cause the cable to burn up and start fires, which may then cause machine explosions. Make sure the number of amps provided by generators and buffers to a cable does not exceed the amps it is capable of carrying.\n\nA generator that supplies 1A can possibly feed multiple machines, if their recipes require less than the full voltage. For example, macerators processing ore only need 2 EU/t, so you could run several from a single 1A generator, as long as the wires aren't too long. Why does that matter? Because there's loss for every amp for every block, listed on the wire/cable. Note that cables are better than wires. But be careful! Sometimes a recipe needs a lot more EU than you expect, like a macerator sand -> quartz dust recipe.\n\nMost machines only use 1A, however there are exceptions, such as the arc furnace, thermal centrifuge, world accelerators, and the UUM machines. Note that machines can accept more amps than they use (usually 2) in order to top up their energy supply, especially if they didn't receive most of the amp because of loss (mostly a problem in LV). The formula is (EU/t of Recipe * 2) / Voltage Tier + 1. Keep this in mind when deciding on cables.\n\nSome machines are specifically there to help you deal with multiple amps, such as battery buffers, transformers, and diodes. Check out the quest tab Storing and Transforming EU for more on those.\n\nIf you want to send more amps, use a larger cable or a superconductor (MV+, but ULV and LV have their own lossless cables). You can use laser hatches much later to send even more. There even are wireless options, but not right now.\n\nA single block machine starved of EU will restart progress but not lose the recipe items. A multiblock machine will lose the items.\n\nNote that any block that emits EU has loss when doing so: 2 ^ (tier-1) per amp. So 1 EU at LV, 2 EU at MV, and so on. Using large numbers of battery buffers in a row is thus very wasteful of your power. You have to be careful with losses when making your first EBF later in LV, maybe rather power them directly? Of course, if you want to keep your amps topped up over longer distances, you'll need to place BBs occasionally to 'top up' the amps, though this is less the case the further ingame you get, as the loss becomes less of something to worry about.\n\nIf this info isn't enough for you, head on over to [url]https://wiki.gtnewhorizons.com/wiki/Electricity[/url] to read more.\n\nIf you prefer to learn via video there are also great YouTube resources such as HamCorp's Electricity Guide: [url]https://www.youtube.com/watch?v=lpDPY8J-4QY[/url]"
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		"2234:10": {
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					"desc:8": "The Copper bee is the first of the metal lines. There are too many metal breeding lines to cover here, but by now you should be able to use NEI to figure out how to breed more bee types. Copper bees require a copper block beneath the bee housing. Breed them from Majestic and Clay."
				}
			}
		},
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					"taskLogic:8": "AND",
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					"globalShare:1": 1,
					"desc:8": "To breed a Clay bee you must put a Clay block beneath the housing. Clay bees are the bedrock of many important bee lines. Breed them from Industrious and Diligent."
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				}
			}
		},
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			}
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					"desc:8": "Never having to use a treetap again? Sign me up! You'll need to put a Rubber Wood log beneath the bee housing. Breed them from Slimeball and Peat."
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					"desc:8": "Finally, Black Gold. The Oil bee, with proper... encouragement... can take care of all your power and chemical needs for quite some time. An alternate bee, Oily, provides slightly more oil but has a longer breeding chain. It is below the Magical bees. Breed them from Coal and Sticky Resin."
				}
			}
		},
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											"UID0:8": "gregtech.bee.speciesCoal",
											"UID1:8": "gregtech.bee.speciesCoal"
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							"Count:3": 1
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											"UID1:8": "gregtech.bee.speciesPeat"
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							"Count:3": 1
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			"properties:10": {
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					"snd_complete:8": "random.levelup",
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					"desc:8": "Peat from these bees can be used in furnaces and boilers. Free fuel is free, right? Breed them from Rural and Clay."
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					"desc:8": "Rural bees like to live out in the country - you'll have to relocate to a Plains-type biome for these. Breed them from Diligent and Meadows."
				}
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					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Blooming",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "A Blooming bee will bonemeal nearby saplings. This can definitely help your log and sapling production rate. They also provide the fastest pollination. Breed them from Industrious and Thriving."
				}
			}
		},
		"2244:10": {
			"questIDLow:4": 2172,
			"questIDHigh:4": 0,
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							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
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									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesDiamond",
											"UID1:8": "gregtech.bee.speciesDiamond"
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									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
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					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"type:1": 1,
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				"1:10": {
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					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
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						"Count:3": 1,
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									"0:10": {
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										"UID1:8": "gregtech.bee.speciesDiamond"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Diamond",
					"repeatTime:3": -1,
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					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Ah finally, a girl... I mean Queen's best friend. Will require a block of Diamond. Breed from Certus and Coal."
				}
			}
		},
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			"questIDLow:4": 2173,
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							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
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									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesCertus",
											"UID1:8": "gregtech.bee.speciesCertus"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2174,
					"questIDHigh:4": 0
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				"1:10": {
					"questIDLow:4": 2175,
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					"rewards:9": {
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							"Damage:2": 26,
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							"Count:3": 1
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					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesCertus",
										"UID1:8": "gregtech.bee.speciesCertus"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Certus",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "The Certus Quartz bee. Hmm, does it have any breeding requirements? I can't see to remember. Maybe try a block of Certus Quartz? Breed it from Lapis and Hermitic."
				}
			}
		},
		"2246:10": {
			"questIDLow:4": 2174,
			"questIDHigh:4": 0,
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				"0:10": {
					"autoConsume:1": 0,
					"taskID:8": "bq_standard:retrieval",
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesLapis",
											"UID1:8": "gregtech.bee.speciesLapis"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2176,
					"questIDHigh:4": 0
				},
				"1:10": {
					"type:1": 1,
					"questIDLow:4": 1121,
					"questIDHigh:4": 0
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			},
			"rewards:9": {
				"0:10": {
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesLapis",
										"UID1:8": "gregtech.bee.speciesLapis"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
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					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Lapis",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Finally, a bee with some real promise. The Lapis bee will require a block of lapis to breed. Breed them from Demonic and Imperial."
				}
			}
		},
		"2247:10": {
			"questIDLow:4": 2175,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"autoConsume:1": 0,
					"taskID:8": "bq_standard:retrieval",
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					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "forestry.speciesHermitic",
											"UID1:8": "forestry.speciesHermitic"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2179,
					"questIDHigh:4": 0
				},
				"1:10": {
					"questIDLow:4": 2185,
					"questIDHigh:4": 0
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			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "forestry.speciesHermitic",
										"UID1:8": "forestry.speciesHermitic"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Hermitic",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Hermitic bees have the same no-entities requirement as Secluded, but they solve that problem themselves. They are so repugnant they repel mobs near them. Breed them from Secluded and Monastic."
				}
			}
		},
		"2248:10": {
			"questIDLow:4": 2176,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"autoConsume:1": 0,
					"taskID:8": "bq_standard:retrieval",
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					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "forestry.speciesDemonic",
											"UID1:8": "forestry.speciesDemonic"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"type:1": 1,
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					"questIDHigh:4": 0
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				"1:10": {
					"questIDLow:4": 2178,
					"questIDHigh:4": 0
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			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "forestry.speciesDemonic",
										"UID1:8": "forestry.speciesDemonic"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Demonic",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Better be careful with this one! It will set you on fire. In addition to combs, this bee can produce Glowstone Dust. It will require Nether to breed. Breed them from Sinister and Fiendish."
				}
			}
		},
		"2249:10": {
			"questIDLow:4": 2177,
			"questIDHigh:4": 0,
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				"0:10": {
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					"taskID:8": "bq_standard:retrieval",
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "forestry.speciesSinister",
											"UID1:8": "forestry.speciesSinister"
										}
									}
								}
							},
							"Count:3": 1
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					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"type:1": 1,
					"questIDLow:4": 1116,
					"questIDHigh:4": 0
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			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
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					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "forestry.speciesSinister",
										"UID1:8": "forestry.speciesSinister"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Sinister",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Sinister bees will hurt nearby mobs and players. Make sure to wear your suit. They will require breeding in the Nether. Breed them from Modest and Cultivated."
				}
			}
		},
		"2250:10": {
			"questIDLow:4": 2178,
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				"0:10": {
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					"requiredItems:9": {
						"0:10": {
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							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "forestry.speciesFiendish",
											"UID1:8": "forestry.speciesFiendish"
										}
									}
								}
							},
							"Count:3": 1
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					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
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			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2177,
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				"1:10": {
					"type:1": 1,
					"questIDLow:4": 1116,
					"questIDHigh:4": 0
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			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 25,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
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					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "forestry.speciesFiendish",
										"UID1:8": "forestry.speciesFiendish"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Fiendish",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Just like Sinister, Fiendish requires the Nether and a protective bee suit. Breed them from Sinister and Cultivated."
				}
			}
		},
		"2251:10": {
			"questIDLow:4": 2179,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"autoConsume:1": 0,
					"taskID:8": "bq_standard:retrieval",
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					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
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							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
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			}
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					"desc:8": "The Redstone princess will require a block of Redstone. Breed them from Industrious and Demonic."
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										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesVibrantalloy",
										"UID1:8": "gregtech.bee.speciesVibrantalloy"
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								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Finally. It was a long, hazardous road, but you can now get Vibrant Alloy directly from a bee. Great job. You'll need a Block of Vibrant Alloy. Breed them from Energetic Alloy and Phantasmal."
				}
			}
		},
		"2259:10": {
			"questIDLow:4": 2187,
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							"tag:10": {
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									"Chromosomes:9": {
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											"UID1:8": "gregtech.bee.speciesEnergeticalloy"
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									}
								}
							},
							"Count:3": 1
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					},
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			},
			"preRequisites:9": {
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					"visibility:8": "NORMAL",
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						"id:8": "Forestry:beePrincessGE",
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										"UID1:8": "gregtech.bee.speciesEnergeticalloy"
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							}
						}
					},
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					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Energetic Alloy will require a block of Energetic Alloy, of course. Breed them from Redstone Alloy and Demonic."
				}
			}
		},
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											"UID0:8": "forestry.speciesPhantasmal",
											"UID1:8": "forestry.speciesPhantasmal"
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									}
								}
							},
							"Count:3": 1
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					},
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						"Count:3": 1,
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									"0:10": {
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										"UID1:8": "forestry.speciesPhantasmal"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
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					"desc:8": "Phantasmal bees are similar to Spectral, except they cause the other drops to reanimate, like ghasts, spiders, creepers, endermen, or even Ender Dragons if their drops are lying around. Breed them from Spectral and Ender."
				}
			}
		},
		"2261:10": {
			"questIDLow:4": 2189,
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "forestry.speciesSpectral",
											"UID1:8": "forestry.speciesSpectral"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
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			},
			"preRequisites:9": {
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					"rewards:9": {
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"icon:10": {
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						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "forestry.speciesSpectral",
										"UID1:8": "forestry.speciesSpectral"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"desc:8": "Spectral bees will require Ender bees to breed. This will test the ability of even the toughest beekeeper - don't forget your apiarist suit. To work in a bee housing, there must be a Dragon Egg nearby. Don't drop any bones, blaze rods or rotten meat! This bee will cause those to come back to life! Perhaps you can find a use for this ability. Breed them from Ender and Hermitic."
				}
			}
		},
		"2262:10": {
			"questIDLow:4": 2190,
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					"requiredItems:9": {
						"0:10": {
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							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesFluix",
											"UID1:8": "gregtech.bee.speciesFluix"
										}
									}
								}
							},
							"Count:3": 1
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					},
					"partialMatch:1": 1,
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					"ignoreNBT:1": 0
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			},
			"preRequisites:9": {
				"0:10": {
					"type:1": 1,
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				"1:10": {
					"type:1": 1,
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					"rewards:9": {
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							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
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							"Count:3": 1
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesFluix",
										"UID1:8": "gregtech.bee.speciesFluix"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"name:8": "Fluix",
					"repeatTime:3": -1,
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					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "If you go deep into AE2, you'll want cheap sources of Fluix from these bees. Breeding will require a block of Fluix. Breed them from Lapis and Redstone."
				}
			}
		},
		"2263:10": {
			"questIDLow:4": 2191,
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							"id:8": "Forestry:beePrincessGE",
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
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											"UID0:8": "gregtech.bee.speciesRuby",
											"UID1:8": "gregtech.bee.speciesRuby"
										}
									}
								}
							},
							"Count:3": 1
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					},
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			},
			"preRequisites:9": {
				"0:10": {
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				"1:10": {
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					"rewards:9": {
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							"id:8": "enhancedlootbags:lootbag",
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesRuby",
										"UID1:8": "gregtech.bee.speciesRuby"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
					"isMain:1": 0,
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					"name:8": "Ruby",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "For early Chrome, a Ruby bee is a great source. It will require a block of Ruby. Breed them from Redstone and Diamond."
				}
			}
		},
		"2264:10": {
			"questIDLow:4": 2192,
			"questIDHigh:4": 0,
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					"requiredItems:9": {
						"0:10": {
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							"id:8": "Forestry:beePrincessGE",
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesTin",
											"UID1:8": "gregtech.bee.speciesTin"
										}
									}
								}
							},
							"Count:3": 1
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			},
			"preRequisites:9": {
				"0:10": {
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				"1:10": {
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesTin",
										"UID1:8": "gregtech.bee.speciesTin"
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								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"name:8": "Tin",
					"repeatTime:3": -1,
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					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Tin is a great early bee to get, saving your time looking for Cassiterite Sand. You'll need a Tin block. Breed them from Clay and Diligent."
				}
			}
		},
		"2265:10": {
			"questIDLow:4": 2193,
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							"id:8": "Forestry:beePrincessGE",
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesIron",
											"UID1:8": "gregtech.bee.speciesIron"
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								}
							},
							"Count:3": 1
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					},
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			"preRequisites:9": {
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			"properties:10": {
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					"visibility:8": "NORMAL",
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					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesIron",
										"UID1:8": "gregtech.bee.speciesIron"
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								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
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					"questLogic:8": "AND",
					"name:8": "Iron",
					"repeatTime:3": -1,
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					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Iron bees as a resource isn't that big a deal, so much stuff makes iron anyways, but they are a key breeding species. They will need an Iron block. Breed them from Copper and Tin."
				}
			}
		},
		"2266:10": {
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					"requiredItems:9": {
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							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesNickel",
											"UID1:8": "gregtech.bee.speciesNickel"
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									}
								}
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							"Count:3": 1
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					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
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			},
			"preRequisites:9": {
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					"visibility:8": "NORMAL",
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										"UID1:8": "gregtech.bee.speciesNickel"
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							}
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					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Nickel bees provide a pretty useful resource. You'll need a block of Nickel. Breed them from Iron and Copper."
				}
			}
		},
		"2267:10": {
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											"UID0:8": "gregtech.bee.speciesZinc",
											"UID1:8": "gregtech.bee.speciesZinc"
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									}
								}
							},
							"Count:3": 1
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					"visibility:8": "NORMAL",
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									"0:10": {
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										"UID1:8": "gregtech.bee.speciesZinc"
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							}
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				}
			}
		},
		"2268:10": {
			"questIDLow:4": 2196,
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							"tag:10": {
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											"UID0:8": "gregtech.bee.speciesLead",
											"UID1:8": "gregtech.bee.speciesLead"
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									}
								}
							},
							"Count:3": 1
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			},
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					"visibility:8": "NORMAL",
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										"UID1:8": "gregtech.bee.speciesLead"
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					"desc:8": "Lead will be necessary in large quantities once you start making nuclear reactors. You'll need a block of Lead for these. Breed them from Copper and Coal."
				}
			}
		},
		"2269:10": {
			"questIDLow:4": 2197,
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							"tag:10": {
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											"UID0:8": "gregtech.bee.speciesSilver",
											"UID1:8": "gregtech.bee.speciesSilver"
										}
									}
								}
							},
							"Count:3": 1
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					},
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			},
			"preRequisites:9": {
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				"1:10": {
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			},
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					"visibility:8": "NORMAL",
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					"icon:10": {
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						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesSilver",
										"UID1:8": "gregtech.bee.speciesSilver"
									}
								}
							}
						}
					},
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					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Silver is key metal at HV and up with the amount of Electrum you will need. Requires a block of Silver. Breed them from Lead and Tin."
				}
			}
		},
		"2270:10": {
			"questIDLow:4": 2198,
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesAluminium",
											"UID1:8": "gregtech.bee.speciesAluminium"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
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				}
			},
			"preRequisites:9": {
				"0:10": {
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				"1:10": {
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					"rewards:9": {
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							"Count:3": 1
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					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesAluminium",
										"UID1:8": "gregtech.bee.speciesAluminium"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Aluminium",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Aluminium isn't necessary until MV, but when you want it, you'll want lots. Requires block of Aluminium. Breed them from Nickel and Zinc."
				}
			}
		},
		"2271:10": {
			"questIDLow:4": 2199,
			"questIDHigh:4": 0,
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					"requiredItems:9": {
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							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesOlivine",
											"UID1:8": "gregtech.bee.speciesOlivine"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
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			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2173,
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			},
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				"0:10": {
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesOlivine",
										"UID1:8": "gregtech.bee.speciesOlivine"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
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					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Olivine",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "An otherwise mostly useless bee, Olivine is required for breeding better bees. I guess if you need Magnesium? Breed them from Ender and Certus."
				}
			}
		},
		"2272:10": {
			"questIDLow:4": 2200,
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					"requiredItems:9": {
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							"id:8": "Forestry:beePrincessGE",
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							"tag:10": {
								"Genome:10": {
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										"0:10": {
											"UID0:8": "gregtech.bee.speciesEmerald",
											"UID1:8": "gregtech.bee.speciesEmerald"
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									}
								}
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							"Count:3": 1
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			"preRequisites:9": {
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				"1:10": {
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			"properties:10": {
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					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"MaxH:4": 20,
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							"Genome:10": {
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									"0:10": {
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										"UID0:8": "gregtech.bee.speciesEmerald",
										"UID1:8": "gregtech.bee.speciesEmerald"
									},
									"1:10": {
										"Slot:4": 1,
										"UID0:8": "forestry.speedSlower",
										"UID1:8": "forestry.speedSlower"
									},
									"2:10": {
										"Slot:4": 2,
										"UID0:8": "forestry.lifespanShorter",
										"UID1:8": "forestry.lifespanShorter"
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									"3:10": {
										"Slot:4": 3,
										"UID0:8": "forestry.fertilityNormal",
										"UID1:8": "forestry.fertilityNormal"
									},
									"4:10": {
										"Slot:4": 4,
										"UID0:8": "forestry.toleranceNone",
										"UID1:8": "forestry.toleranceNone"
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									"5:10": {
										"Slot:4": 5,
										"UID0:8": "forestry.boolFalse",
										"UID1:8": "forestry.boolFalse"
									},
									"6:10": {
										"Slot:4": 7,
										"UID0:8": "forestry.toleranceNone",
										"UID1:8": "forestry.toleranceNone"
									},
									"7:10": {
										"Slot:4": 8,
										"UID0:8": "forestry.boolFalse",
										"UID1:8": "forestry.boolFalse"
									},
									"8:10": {
										"Slot:4": 9,
										"UID0:8": "forestry.boolFalse",
										"UID1:8": "forestry.boolFalse"
									},
									"9:10": {
										"Slot:4": 10,
										"UID0:8": "forestry.flowersVanilla",
										"UID1:8": "forestry.flowersVanilla"
									},
									"10:10": {
										"Slot:4": 11,
										"UID0:8": "forestry.floweringAverage",
										"UID1:8": "forestry.floweringAverage"
									},
									"11:10": {
										"Slot:4": 12,
										"UID0:8": "forestry.territoryAverage",
										"UID1:8": "forestry.territoryAverage"
									},
									"12:10": {
										"Slot:4": 13,
										"UID0:8": "forestry.effectNone",
										"UID1:8": "forestry.effectNone"
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								}
							},
							"Health:4": 20
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Emerald",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Ah yes, a very useful bee. Emeralds are used for many upgrades, and trading with villagers. Will require a block of Emerald. Breed them from Olivine and Diamond."
				}
			}
		},
		"2273:10": {
			"questIDLow:4": 2201,
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				"0:10": {
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
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							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesTitanium",
											"UID1:8": "gregtech.bee.speciesTitanium"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2198,
					"questIDHigh:4": 0
				},
				"1:10": {
					"questIDLow:4": 2184,
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				"0:10": {
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
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					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"icon:10": {
						"Damage:2": 0,
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						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
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									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesTitanium",
										"UID1:8": "gregtech.bee.speciesTitanium"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Titanium",
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					"desc:8": "Titanium from bees will make getting those LCRs and distillation towers a breeze. Hey, I rhymed! You'll need a block of Titanium for this bee. Breed them from Aluminium and Redstone."
				}
			}
		},
		"2274:10": {
			"questIDLow:4": 2202,
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						"0:10": {
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							"id:8": "Forestry:beePrincessGE",
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesChrome",
											"UID1:8": "gregtech.bee.speciesChrome"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
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				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2201,
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					"questIDLow:4": 2191,
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
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				}
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesChrome",
										"UID1:8": "gregtech.bee.speciesChrome"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Chrome",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Chrome, a necessary ingredient for Stainless Steel. Better to get it directly instead of having to deal with Rubies or Garnets. This bee will require a block of Chrome to breed. Breed them from Titanium and Ruby."
				}
			}
		},
		"2275:10": {
			"questIDLow:4": 2203,
			"questIDHigh:4": 0,
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				"0:10": {
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						"0:10": {
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesPlatinum",
											"UID1:8": "gregtech.bee.speciesPlatinum"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
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				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2202,
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				},
				"1:10": {
					"questIDLow:4": 2172,
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				}
			},
			"rewards:9": {
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
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						}
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				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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						"Damage:2": 0,
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						"tag:10": {
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									"0:10": {
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										"UID1:8": "gregtech.bee.speciesPlatinum"
									},
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										"UID1:8": "forestry.speedSlower"
									},
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										"UID1:8": "forestry.lifespanShorter"
									},
									"3:10": {
										"Slot:4": 3,
										"UID0:8": "forestry.fertilityNormal",
										"UID1:8": "forestry.fertilityNormal"
									},
									"4:10": {
										"Slot:4": 4,
										"UID0:8": "forestry.toleranceDown1",
										"UID1:8": "forestry.toleranceDown1"
									},
									"5:10": {
										"Slot:4": 5,
										"UID0:8": "forestry.boolFalse",
										"UID1:8": "forestry.boolFalse"
									},
									"6:10": {
										"Slot:4": 7,
										"UID0:8": "forestry.toleranceNone",
										"UID1:8": "forestry.toleranceNone"
									},
									"7:10": {
										"Slot:4": 8,
										"UID0:8": "forestry.boolFalse",
										"UID1:8": "forestry.boolFalse"
									},
									"8:10": {
										"Slot:4": 9,
										"UID0:8": "forestry.boolFalse",
										"UID1:8": "forestry.boolFalse"
									},
									"9:10": {
										"Slot:4": 10,
										"UID0:8": "forestry.flowersCacti",
										"UID1:8": "forestry.flowersCacti"
									},
									"10:10": {
										"Slot:4": 11,
										"UID0:8": "forestry.floweringFast",
										"UID1:8": "forestry.floweringFast"
									},
									"11:10": {
										"Slot:4": 12,
										"UID0:8": "forestry.territoryAverage",
										"UID1:8": "forestry.territoryAverage"
									},
									"12:10": {
										"Slot:4": 13,
										"UID0:8": "forestry.effectNone",
										"UID1:8": "forestry.effectNone"
									}
								}
							},
							"Health:4": 20
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Platinum",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "The Platinum bee! Useful as a decent aid to your platline as well as a slow source of pure platinum. Requires a block of Platinum. Breed them from Diamond and Chrome."
				}
			}
		},
		"2276:10": {
			"questIDLow:4": 2204,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
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					"taskID:8": "bq_standard:retrieval",
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					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesUranium",
											"UID1:8": "gregtech.bee.speciesUranium"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2203,
					"questIDHigh:4": 0
				},
				"1:10": {
					"questIDLow:4": 2206,
					"questIDHigh:4": 0
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			},
			"rewards:9": {
				"0:10": {
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"tag:10": {
								"ench:9": {
									"0:10": {
										"id:4": 35,
										"lvl:4": 3
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								}
							},
							"Count:3": 2
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesUranium",
										"UID1:8": "gregtech.bee.speciesUranium"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Uranium",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "All that hatred had a purpose - to create this bee, capable of producing enormous power. As before, keep away from everything. This bee will require a block of Uranium. Breed them from Avenging and Platinum.\n\nTo actually get the combs you need to either find a biome with cold temperature and normal humidity or emulated these conditions.\n\n[note]With these combs and the iridium ones you can now make climate control units for modules in your industrial apiary![/note]"
				}
			}
		},
		"2277:10": {
			"questIDLow:4": 2205,
			"questIDHigh:4": 0,
			"tasks:9": {
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					"taskID:8": "bq_standard:retrieval",
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesPlutonium",
											"UID1:8": "gregtech.bee.speciesPlutonium"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2200,
					"questIDHigh:4": 0
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				"1:10": {
					"questIDLow:4": 2204,
					"questIDHigh:4": 0
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			},
			"rewards:9": {
				"0:10": {
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					"rewards:9": {
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							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"tag:10": {
								"ench:9": {
									"0:10": {
										"id:4": 35,
										"lvl:4": 3
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							},
							"Count:3": 2
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesPlutonium",
										"UID1:8": "gregtech.bee.speciesPlutonium"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Plutonium",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "A metal that represents the epitome of technology. Never existing in the universe before man. Destroying everything around it. This bee will require a block of Plutonium. Breed them from Uranium and Emerald.\n\n[note]Plutonium Combs are also used in a few crafting recipes![/note]"
				}
			}
		},
		"2278:10": {
			"questIDLow:4": 2206,
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					"requiredItems:9": {
						"0:10": {
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							"id:8": "Forestry:beePrincessGE",
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "forestry.speciesAvenging",
											"UID1:8": "forestry.speciesAvenging"
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							"Count:3": 1
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			"preRequisites:9": {
				"0:10": {
					"type:1": 1,
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					"questIDLow:4": 2207,
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"icon:10": {
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						"id:8": "Forestry:beePrincessGE",
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						"Count:3": 1,
						"tag:10": {
							"MaxH:4": 70,
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									"0:10": {
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										"UID0:8": "forestry.speciesAvenging",
										"UID1:8": "forestry.speciesAvenging"
									},
									"1:10": {
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										"UID0:8": "forestry.speedSlowest",
										"UID1:8": "forestry.speedSlowest"
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									"2:10": {
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										"UID0:8": "forestry.lifespanLongest",
										"UID1:8": "forestry.lifespanLongest"
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										"UID0:8": "forestry.fertilityNormal",
										"UID1:8": "forestry.fertilityNormal"
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										"UID0:8": "forestry.toleranceNone",
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										"UID0:8": "forestry.boolFalse",
										"UID1:8": "forestry.boolFalse"
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									"6:10": {
										"Slot:4": 7,
										"UID0:8": "forestry.toleranceNone",
										"UID1:8": "forestry.toleranceNone"
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									"7:10": {
										"Slot:4": 8,
										"UID0:8": "forestry.boolFalse",
										"UID1:8": "forestry.boolFalse"
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					"desc:8": "Nuclear materials cause two types of radiation effects. One is a large number of standard debuffs. These can be removed the normal ways, with milk or terra wart or other methods that imitate them.\n\nThe other effect is a special Radiation unique debuff. This gets applied the longer you hold onto the radioactive item. Severely radioactive items can apply minutes of this deadly debuff. Regeneration might delay the inevitable death, but most regeneration sources aren't fast enough or long enough to keep you alive. You can try using an Amulet of Remedium to get rid of the effects. You should have one from your Moon trip, if not you'll have to dive into Thaumcraft to make one."
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					"autoClaim:1": 0,
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											"UID1:8": "magicbees.speciesTCAir"
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										"UID1:8": "magicbees.speciesTCAir"
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					"visibility:8": "NORMAL",
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						"Count:3": 1,
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										"UID1:8": "magicbees.speciesTCEarth"
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					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Solum bees require Earth Crystal Clusters. They can produce Earth infused dust. It will also give you a mining speed boost. Breed them from two Earthen."
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		"2298:10": {
			"questIDLow:4": 2226,
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							"OreDict:8": "",
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											"UID0:8": "magicbees.speciesTCFire",
											"UID1:8": "magicbees.speciesTCFire"
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							"Count:3": 1
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
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										"Slot:4": 0,
										"UID0:8": "magicbees.speciesTCFire",
										"UID1:8": "magicbees.speciesTCFire"
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					"snd_complete:8": "random.levelup",
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					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Ignis bees require Fire Crystal Clusters beneath the bee housing. They will produce Fire infused dust. Watch out! They will set nearby entities on fire! Breed them from two Firey."
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							"OreDict:8": "",
							"tag:10": {
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										"0:10": {
											"UID0:8": "magicbees.speciesWatery",
											"UID1:8": "magicbees.speciesWatery"
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							"Count:3": 1
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					"ignoreDisabled:1": 0,
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			"properties:10": {
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					"visibility:8": "NORMAL",
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						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
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										"UID1:8": "magicbees.speciesWatery"
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					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Watery bees must be bred over water. Breed them from Ethereal and Supernatural."
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							"Count:3": 1
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			"preRequisites:9": {
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"icon:10": {
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						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
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									"0:10": {
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										"UID0:8": "magicbees.speciesAware",
										"UID1:8": "magicbees.speciesAware"
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					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Not much to say about this bee. Breed them from Ethereal and Attuned."
				}
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		"2301:10": {
			"questIDLow:4": 2229,
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "forestry.speciesEdenic",
										"UID1:8": "forestry.speciesEdenic"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"name:8": "Edenic",
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					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "The Edenic bee has the remarkable effect of giving experience points to players nearby. Breed it from Exotic and Tropical."
				}
			}
		},
		"2309:10": {
			"questIDLow:4": 2237,
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						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "forestry.speciesExotic",
											"UID1:8": "forestry.speciesExotic"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"type:1": 1,
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					"rewards:9": {
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							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "forestry.speciesExotic",
										"UID1:8": "forestry.speciesExotic"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"repeatTime:3": -1,
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					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Watch out, just like its parent the Exotic bee will poison you. But it is also a source of silk wisps. Breed them from Austere and Tropical."
				}
			}
		},
		"2310:10": {
			"questIDLow:4": 2238,
			"questIDHigh:4": 0,
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					"requiredItems:9": {
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							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesThaumiumdust",
											"UID1:8": "gregtech.bee.speciesThaumiumdust"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2226,
					"questIDHigh:4": 0
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				"1:10": {
					"questIDLow:4": 2236,
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
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					"rewardID:8": "bq_standard:item"
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesThaumiumdust",
										"UID1:8": "gregtech.bee.speciesThaumiumdust"
									}
								}
							}
						}
					},
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					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Thaumium Dust",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Thaumium is pretty easy to make, but with this bee you can automate and get enormous quantities. It requires a block of Thaumium. Breed them from Edenic and Ignis."
				}
			}
		},
		"2311:10": {
			"questIDLow:4": 2239,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
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					"taskID:8": "bq_standard:retrieval",
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "magicbees.speciesSkulking",
											"UID1:8": "magicbees.speciesSkulking"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
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			},
			"preRequisites:9": {
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					"type:1": 1,
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					"rewards:9": {
						"0:10": {
							"Damage:2": 25,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "magicbees.speciesSkulking",
										"UID1:8": "magicbees.speciesSkulking"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"name:8": "Skulking",
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					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Skulking bees are the core of the various mob bees. Check out the rest of the recipes in NEI, there are too many to show here. Breed them using Eldritch and Modest."
				}
			}
		},
		"2312:10": {
			"questIDLow:4": 2240,
			"questIDHigh:4": 0,
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					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "magicbees.speciesSpidery",
											"UID1:8": "magicbees.speciesSpidery"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2239,
					"questIDHigh:4": 0
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			},
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				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "magicbees.speciesSpidery",
										"UID1:8": "magicbees.speciesSpidery"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Spidery",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Watch out, the effect from this bee will attract spiders. But it has one nice trait - a large working area. Perfect for breeding into your fast pollinators or for providing useful effects. Breed it from Skulking and Tropical."
				}
			}
		},
		"2313:10": {
			"questIDLow:4": 2241,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"autoConsume:1": 0,
					"taskID:8": "bq_standard:retrieval",
					"index:3": 0,
					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesThaumiumshard",
											"UID1:8": "gregtech.bee.speciesThaumiumshard"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2220,
					"questIDHigh:4": 0
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				"1:10": {
					"questIDLow:4": 2238,
					"questIDHigh:4": 0
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			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesThaumiumshard",
										"UID1:8": "gregtech.bee.speciesThaumiumshard"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Thaumic Shards",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "The Thaumic Shards bee has a chance of giving you any shard propolis. It will require a Magical Forest biome. Breed them from Thaumium Dust and Aqua."
				}
			}
		},
		"2314:10": {
			"questIDLow:4": 2242,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
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					"taskID:8": "bq_standard:retrieval",
					"index:3": 0,
					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesSalismundus",
											"UID1:8": "gregtech.bee.speciesSalismundus"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
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			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2241,
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				"1:10": {
					"questIDLow:4": 2238,
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				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"tag:10": {
								"ench:9": {
									"0:10": {
										"id:4": 35,
										"lvl:4": 3
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							},
							"Count:3": 2
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesSalismundus",
										"UID1:8": "gregtech.bee.speciesSalismundus"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
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					"questLogic:8": "AND",
					"name:8": "Salis Mundus",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Tired of all the effort it takes to make Salis Mundus? After hours of breeding you can now do magic trouble free with this bee making all the Salis Mundus you need. It requires a Magical Forest Biome. Breed them from Thaumic Shards and Thaumium Dust."
				}
			}
		},
		"2315:10": {
			"questIDLow:4": 2243,
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					"requiredItems:9": {
						"0:10": {
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							"id:8": "Forestry:beePrincessGE",
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "forestry.speciesHeroic",
											"UID1:8": "forestry.speciesHeroic"
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								}
							},
							"Count:3": 1
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					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
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			},
			"preRequisites:9": {
				"0:10": {
					"type:1": 1,
					"questIDLow:4": 1117,
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "forestry.speciesHeroic",
										"UID1:8": "forestry.speciesHeroic"
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					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Heroic",
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					"desc:8": "This one takes a little luck. You'll have to find Steadfast bees in a dungeon chest. Their useful effect is causing damage to hostile mobs. Breed them from Steadfast and Valiant."
				}
			}
		},
		"2316:10": {
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								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "magicbees.speciesNameless",
											"UID1:8": "magicbees.speciesNameless"
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									}
								}
							},
							"Count:3": 1
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			},
			"preRequisites:9": {
				"0:10": {
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"icon:10": {
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						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
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									"0:10": {
										"Slot:4": 0,
										"UID0:8": "magicbees.speciesNameless",
										"UID1:8": "magicbees.speciesNameless"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"globalShare:1": 1,
					"desc:8": "Oblivion bees can be purchased with coins, or found in the End. Nameless is required to get Draconic bees. Nameless are also where you can get Amnesiac Wax. Breed them from Oblivion and Ethereal."
				}
			}
		},
		"2317:10": {
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						"0:10": {
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							"id:8": "Forestry:beePrincessGE",
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "magicbees.speciesAbandoned",
											"UID1:8": "magicbees.speciesAbandoned"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
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			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2244,
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			},
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "magicbees.speciesAbandoned",
										"UID1:8": "magicbees.speciesAbandoned"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"name:8": "Abandoned",
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					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Abandoned are the next step up. Breed them from Oblivion and Nameless."
				}
			}
		},
		"2318:10": {
			"questIDLow:4": 2246,
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						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "magicbees.speciesDraconic",
											"UID1:8": "magicbees.speciesDraconic"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"type:1": 1,
					"questIDLow:4": 1121,
					"questIDHigh:4": 0
				},
				"1:10": {
					"questIDLow:4": 2245,
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			},
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				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
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							"Count:3": 1
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					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "magicbees.speciesDraconic",
										"UID1:8": "magicbees.speciesDraconic"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Draconic",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "The Draconic bee is required in order to get the dusts needed to recreate the Dragon Egg using magic. It must be bred in the End. Breed them from Imperial and Abandoned."
				}
			}
		},
		"2319:10": {
			"questIDLow:4": 2247,
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				"0:10": {
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "gregtech.bee.speciesSparkeling",
											"UID1:8": "gregtech.bee.speciesSparkeling"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2246,
					"questIDHigh:4": 0
				},
				"1:10": {
					"questIDLow:4": 2248,
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			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"tag:10": {
								"ench:9": {
									"0:10": {
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										"lvl:4": 3
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								}
							},
							"Count:3": 2
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "gregtech.bee.speciesSparkeling",
										"UID1:8": "gregtech.bee.speciesSparkeling"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Wither",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "The Wither bee will let you generate Wither skulls and small amounts of Nether star dust. It requires a block of Nether Star, and must be bred in the End. Breed them from Withering and Draconic."
				}
			}
		},
		"2320:10": {
			"questIDLow:4": 2248,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"autoConsume:1": 0,
					"taskID:8": "bq_standard:retrieval",
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "magicbees.speciesWithering",
											"UID1:8": "magicbees.speciesWithering"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"type:1": 1,
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					"questIDHigh:4": 0
				},
				"1:10": {
					"questIDLow:4": 2249,
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			},
			"rewards:9": {
				"0:10": {
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
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					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "magicbees.speciesWithering",
										"UID1:8": "magicbees.speciesWithering"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Withering",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "Inflicts Withering all those who come near. Must be bred in the Nether. Chances are going to be low, so now would be the time to look for frames that increase mutation rates. Breed them from Demonic and Spiteful."
				}
			}
		},
		"2321:10": {
			"questIDLow:4": 2249,
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				"0:10": {
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					"requiredItems:9": {
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							"id:8": "Forestry:beePrincessGE",
							"OreDict:8": "",
							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "magicbees.speciesSpiteful",
											"UID1:8": "magicbees.speciesSpiteful"
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									}
								}
							},
							"Count:3": 1
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					},
					"partialMatch:1": 1,
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			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2250,
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				"0:10": {
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
							"id:8": "enhancedlootbags:lootbag",
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							"Count:3": 1
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "magicbees.speciesSpiteful",
										"UID1:8": "magicbees.speciesSpiteful"
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								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Spiteful",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "The sheer disdain this bee shows you is awe inspiring. Must be bred in the Nether. Don't walk around it without proper protection, it seems to laugh when you think about that. Breed them from Hateful and Infernal."
				}
			}
		},
		"2322:10": {
			"questIDLow:4": 2250,
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							"id:8": "Forestry:beePrincessGE",
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "magicbees.speciesHateful",
											"UID1:8": "magicbees.speciesHateful"
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								}
							},
							"Count:3": 1
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			},
			"preRequisites:9": {
				"0:10": {
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				"0:10": {
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					"rewards:9": {
						"0:10": {
							"Damage:2": 26,
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
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					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:beePrincessGE",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:4": 0,
										"UID0:8": "magicbees.speciesHateful",
										"UID1:8": "magicbees.speciesHateful"
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								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Hateful",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "You can feel the waves of hate radiating out of her eyes. Don't even think about getting close without an Apiarist Suit. Must be bred in the Nether. Breed them from Eldritch and Infernal."
				}
			}
		},
		"2323:10": {
			"questIDLow:4": 2251,
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				"0:10": {
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					"requiredItems:9": {
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							"id:8": "Forestry:beePrincessGE",
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							"tag:10": {
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"UID0:8": "extrabees.species.excited",
											"UID1:8": "extrabees.species.excited"
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								}
							},
							"Count:3": 1
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					"partialMatch:1": 1,
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					"ignoreNBT:1": 0
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			},
			"preRequisites:9": {
				"0:10": {
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					"questIDLow:4": 1116,
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					"desc:8": "The time may come when you finally decide you have enough of a fluid. This overflow cover lets you tune how full a tank can get. You can put it on a smaller tank leading to a bigger tank, and when the bigger tank gets full, the fluid will backup into the smaller tank. Once the fluid level in the smaller tank exceeds the setting on the cover, it will start voiding fluid.\n\nHandy for an oxygen centrifuge setup when you don't want to stop from excess nitrogen."
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					"desc:8": "Next we need to fill our snares up with some critters, specifically Bats and Slimes. For the Bats, just place them beneath you and AFK if your warp is high enough to spawn bats, otherwise...uh, go caving?\n\nFor the Slimes, if you can't find any just use the Maze Slimes from the Minoshroom maze in the Twilight Forest for this. After you get them, also go collect a Wolf and an Ocelot (Lassos or Soul Vials are great for this).\n\nNow we'll be creating new life, specifically Toads and Owls. Arrange a Cobweb above a water block with grasspers at the diagonals and one of the two sets of snares in the cardinal directions. Place Attuned Stone (Charged) in one of the Grasspers, and Mutandis Extremis in the other 3. Then place one of the two animals in the center and right-click with your Mutating Sprig like when making the snares. Use the Wolf with the Bats, and the Ocelot with the Slimes. The tamed versions also work.\n\nCongratulations, you've defied the natural order and created new life! Hopefully they didn't run away because you created them outside. :(\n\nMake sure to breed them for the next part. Use Raw Porkchop or Raw Beef for Owls, and Rotten Flesh for Toads to both tame and breed them."
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					"desc:8": "Some Vat recipes require a certain Sievert (radioactivity) value. So attach this Radio Hatch to your Vat to input radioactive material!\n\nThe Radio Hatch holds rods/long rods of radioactive material and uses them to produce Sievert. The input item determines the Sievert value and how long it lasts. Items stored in the hatch will be used continuously even if machine not active, so make sure you want to craft something before putting items in.\n\nYou can check the stats of an inputted item with a portable scanner. Higher tiers of hatch hold more, from 1kg (HV) to 6kg (UV). Rods are worth 1kg, while long rods are 2kg.\n\nSome recipes require [warn]exact[/warn] sievert, you can use the screwdriver to access the radiation shutter control to adjust how much sv is blocked from being sent to the vat. For example, you need 100sv to make Seaweed Broth, so you'd use Naquadah rods, and block off 30sv.\n\nRod Stats:\nMaterial-Sievert-Apprx. time until used up\nBismuth                 83sv   198s\nUranium 235           92sv    80s\nUranium 238           92sv    80s\nPlutonium 239         94sv    66s\nPlutonium 241         94sv    66s\nNaquadah             130sv   14.5s\nEnriched Naquadah 140sv   10.5s\nNaquadria            150sv     8s\n\nThere are more radioactive materials than these, but these are the main ones."
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					"desc:8": "Looking at the Vat's recipes you are likely discouraged by the small amount of fluid being produced per recipe. Don't worry! Fluid consumption and production shown in NEI are just the baseline for the lowest efficiency. The efficiency of Vat depends on the amount of fluid in the Output Hatch.\n\nThe efficiency gradually increases as the output hatch fills up and reaches maximum efficiency when it is §cexactly half-filled§r. If the hatch fills even more, the efficiency goes down again, so try to keep it close to half! At maximum efficiency the amount of fluid consumed and produced per recipe is multiplied by 1001. The items and culture are not affected.\n\nThere are different means to keep it at half, including OC (not SFM, it doesn't like BW fluids), fluid detector+machine controller, or a fluid regulator, as well as more off the wall ones such as frames or block-sharing. If you choose the fluid detector route, remember that using a larger output hatch will make it easier to keep it close to half-filled."
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					"desc:8": "Who needs a PSS when this bad boy holds over 600,000x as much."
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					"desc:8": "Eternal singularity, requires nearly every resource in GTNH to construct. A stargate will require hundreds of thousands of these in total.\n\n§3It can be mass produced after spacetime. 4 eternal singularity is enough for now to move on."
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					"desc:8": "Provides infinite oxygen. In the past you could only use it to refill tanks. But now you can just put it in your oxygen slot!"
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					"desc:8": "To craft circuits from the crystal processor series and beyond, you'll need these.\n\nIf you use these to make a circuit tier lower than Crystal, it'll use 1/4 the amount compared to normal SMDs, and half the required time."
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					"desc:8": "The last of the normal rocket progression. After this is there is only the Mothership for the T9 system and the Deep Dark, which has all the ores+more.\n\nAlthough you get access to six new planets, there's only two new veins. And don't complain that Barnarda should be Barnard, we can't fix it.\n\nThe Barnarda system is to the NNW, and you can visit Barnada C, E, and F.\nThe α Centauri system is to the NE, and you can visit α Centauri Bb (Proxima Centauri is not visitable). [note]Remember to wear your SpaceSuit![/note]\nThe Tau Ceti system is to the SSW, and you can visit the habitable planet Tau Ceti E.\nThe Vega System is to the WNW, and you can visit the planet Vega B.\n\nThe new veins are Cadmium and Samarium. The ores are Cadmium, Caesium, Cerium, Lanthanum, Neodymium, Samarium, and Tartarite.\n\nYou can get Awakened Draconium from small ores on Barnarda E, Barnarda F, Tau Ceti E, and Vega B.\nYou can get Bedrockium from small ores on Barnarda F.\nYou can get Infinity Catalyst from small ores on Vega B.\n\nIn addition to planet ores and blocks, grab some Barnarda C Saplings and Dirt so you can grow some more if you need it for Radox (lol). You can also grab some more Unknown Crystal Shards from the Rainbow Crystals lying around.\n\nMore importantly you should collect Seaweed from Tau Ceti E. You need it to make UEV circuits, and though you can make it as well, you need some to begin with. The unknown liquid to grow these is however found in lakes and underground on Barnarda C."
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					"desc:8": "Turn your Raw Growth Medium into Sterilized Growth Medium in an IV Fluid Heater, and then you can use it in the Wetware Lifesupport Circuit Boards or the Neuro Processing Unit. But you'll also need to use it to make stemcells, so let's do that first."
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					"desc:8": "To make Wetware Circuits, you'll need to make a Wetware Lifesupport Circuit Board. Making this board is quite a different process than making all the other Circuit Boards you've made, because making it actually requires materials!\n\nTo actually use it in circuits, you need to etch it. I guess by now, you know how to etch a circuit board, so I won't tell you and you have to use NEI :P"
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					"desc:8": "In order to make Wetware circuits, you'll need Sterilized Growth Catalyst Medium and Stemcells.\n\nTo begin, you will first need Bacteria which you can get through the Bacterial Vat or the Brewing Machine. The vat recipe is more efficient, but you need a culture for it so you need to start with the brewing recipe. The Bacterial Vat needs at least Bismuth rods in the Radio Hatch for the proper Sievert and at least EV-tier glass to make Bacteria. There are also 3 different recipes, so you can use a higher tier one later if you like.\n\nYou'll also need Mince Meat and Agar. You'll want a stable supply of meat such as a fish farm, a standard animal farm, or IC2 Meatrose/Goldfish farm.\n\nAgar has a more complicated processing chain, but it's nothing compared to Platinum. You'll need even more meat for it.\n\nUse some of the Bacteria to create an Ova Evolutionis culture (15% chance), and then place that in the Bacterial Vat's controller. The Bacterial Vat also needs at least Uranium rods in the Radio Hatch for the proper Sievert and at least IV-tier glass to make Raw Growth Catalyst Medium. There are higher tier recipes for this as well.\n\n[note]Cultures are NOT consumed in the Bacterial Vat.[/note]"
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					"desc:8": "Another component for the Wetware Circuits is NeuroCPUs. To make it you need to use the Assembly Line."
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					"desc:8": "By now you probably feel overwhelmed with the number of data sticks needed for your Assembly Line. TecTech has a solution for you: The Data Bank. It allows you to store more than just 16 data sticks and can be connected to multiple Assembly Lines at the same time.\n\nPlace the controller one block above the ground and use the Multiblock Structure Hologram Projector to see how it is built. You will need a Maintenance Hatch and at least an EV Energy Hatch, though the power requirements can be much higher if you use many Data Access Hatches and Data Bank Master Connectors, for now you should start with an LuV energy hatch. Trying to run the Data Bank and then scanning the controller will tell you how much EU/t is needed.\n\nYou will need more blocks than what is asked for in this quest, as the number of Data Access Hatches and Connectors is up to you. You can have a maximum of 15 combined.\n\nThe Assembly Line Reception Connector replaces your old Data Access Hatch on the Assembly Line. Connect it to a Master Connector on the Data Bank with Optical Fiber Cable and make sure to color the hatches and the cable.\n\n[note]If you can't figure out what blocks to place, pay attention to the tooltip in the bottom-left when using the Multiblock Structure Hologram Projector. In this case the filler blocks are Computer Casing.[/note]"
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					"desc:8": "Now let's make Cosmic Neutronium, a material that is used in a lot of late game stuff.\nCentrifuge Black Plutonium to get a Pile of Neutrons. It can then be compressed to Cosmic Neutronium Nuggets in an Implosion Compressor.\n\nCompress the nuggets again to make a Cosmic Neutronium Ingot.\n\n[note]Avaritia's Neutronium and GT Cosmic Neutronium are oredicted together, it's not the same as normal GT Neutronium. It goes back to being called SpNt if you craft it into something, like a plate.[/note]"
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					"desc:8": "Here at Questbook, Inc. we are seriously worried about your health if you got here legitimately. Playing this much might be bad for you. You can always go outside, you know?\n\nBy the way, to make the ingot, it's just a simple Dire Crafting Table recipe. Remember that you were the one that chose to be here.\n\n[note]A number of endgame recipes have now opened up. Check the Endgame Goals tab or NEI recipes for the Table to see what they are.[/note]\n\n[note]Something else to note is that there's an automated DCT if you happen to need a lot of these (hint: you will).[/note]"
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					"desc:8": "Now that you have Infinity, you can use the Avaritia Neutron Collector to get Piles of Neutrons. It does not use any power.\n\n[note]Warning: This machine is extremely slow, so you might want to use something to help with that...[/note]"
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					"desc:8": "The Auto Maintenance Hatch will correct maintenance problems immediately at the cost of some materials. Invaluable if you want to make sure your cleanroom machines won't void stuff. Or you could just use a howler and do it yourself I guess."
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					"desc:8": "If you want to color all those fancy cables and such, you'll want to use the humble Paintbrush. To uncolor them, use a bucket of water.\n\nAlternatively, you can also use the IC2 Painter, GT Spray Can, or the AE2 Color Applicator.\n\n[note]The buildcraft paintbrush and GT spray cans can now color many cables or pipes in a row with just a single click![/note]"
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					"desc:8": "After all these advancements, it looks like some things just aren't meant to be. Every machine that your Assembly Line has crafted works, but the most advanced ones so far seem to be... a bit rough around the edges. Further inspection revealed that Indalloy just isn't good enough. It seems that Infinity's neverending vibrations destabilize the joints where the soldering happens, your living circuits have been offering resistance to this crude soldering alloy, however that happens...\n\nIt's likely that new materials will completely break Indalloy's ability to get pieces soldered together. Because of that, it's about time for a new development in this technology, and the previous rejection by your living circuits has given you an excellent idea. Any new material can have some new behavior that will ruin assembling for you, but what if the solder itself learns about these complications and learns how to adjust to them, mutating for them?\n\nThat's right: §aMutated Living Solder§r.\n\nThis sort of chemistry is only possible in a full-scale Chemical Plant, equipped with the most advanced casing: Botmium. On top of that, the catalyst you need to use has been consumed so thoroughly that you were forced to use Infinity for it, on top of the mutating Naquadria. Your Infinity will be lost to the crafting, still, unless you manage to put [note]Tungstensteel Pipe Casings[/note] and [warn]Awakened Draconium Coils[/warn] in your Chemical Plant, which prevent the catalyst from losing durability. Any better coils also have the same effect.\n\nThe new solder itself is a different story. Wetware technology is too primitive for this, and your Bio Cells have refused to bond with any fluid that would serve as its carrier for soldering. When you tried a mixture of hot Tin and Bismuth, it finally worked, but the soldering didn't actually work. It looked like the Bio Cells hadn't learned how to fulfill their new job, which could be fixed by adding an example material as a test subject, something simpler like Infinity Catalyst... but it seemed impossible to bond the cells to the dust. You need more energy... not just loads of EU, something concentrated, hot, fizzling with energy!\n\nYes, everything alive died instantly when you decided to add plasmas instead of hot fluids. No surprise there. However, Bio Cells did survive inside hot fluids, so we just need some temperature control here, and some separation between cell and plasma... yes, Gravi Stars can be used for this. We still need to cool down the plasmas, so that the enhanced cells can mix with them in liquid form, and EU alone would be too expensive. Gelid Cryotheum has proven to be surprisingly efficient, perhaps due to its origins, as a component of a living being, the Blizz.\n\nThere we go! The Mutated Living Solder is now complete. The highly intelligent Bio Cells are energized by the concentrated heat of the plasmas, while keeping a distance from them due to the Gravi Stars' influence, and they analyze the Infinity Catalyst Dust to learn about material instability. This is a very slow process, but it happens at the same time as the plasmas are slowly cooled, using Cryotheum and EU, until the learning process is complete and the Bio Cells fall into the Tin and Bismuth, now in the liquid form that was shown to work before. Finally, armed with their new knowledge, the cells flow through the Naquadria-based, Infinity-reinforced catalyst so that they can mutate in real-time after researching the material they're soldering.\n\nThis should work for any future soldering need, regardless of material. Let's hope so, at least..."
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					"desc:8": "So you've unlocked AE2, but don't know how to use it? Not to worry, that's what this questline is for. For a basic (and not completely useless) ME system, make the items on the right first. After you go through the quests to get them normally of course.\n\n[note]You could technically make one with an ME Chest, but there's no advantage over using a regular chest.[/note]\n\nConnect power to the Energy Acceptor, place the ME Drive next to it, place a Fluix Cable on top of the ME Drive connect the ME Terminal to the cable. Just put in the Storage cells, and you're done! Remember you need a Network Tool to see how much power it actually uses. Also, it lets you pick up stuff easier.\n\nTo save power, let's do a little extra work. Place the Pressure Plate two spaces in front of the ME Terminal, place redstone next to it and beside the Energy Acceptor. Remove the EA and place a Fluix Cable there, and then place the ME Toggle Bus between the Drive and where the Energy Acceptor will be. Then plunk that back down and re-power it. This will cause it to only connect (and thus use power) when you stand on the plate. This tiny network uses about 38 EU by itself, so you should understand that an ME system is not cheap either in materials or power.\n\nYou should make either 1k or 4k storage cells to put into your ME Drive."
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					"desc:8": "Here you have two options: Either you can mix some water with your nitrated mixture for relatively low yield, or you can mix it with the cerium-containing mixture you get from ores for double the amount."
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					"desc:8": "Fluid Nukes, Vac Nukes and Wrench Reactors (lol), are more advanced versions of the normal one.\n\nFluid means you build it differently (with the parts on the right, it's a 5x5 cube surrounding the normal one), with the goal of producing as much hot coolant (cycle in non-hot) as possible, to use that to produce power. It doesn't produce power on its own, but more overall. Send it to the LHE to get SH steam out of it, then go through an HP steam turbine, then a normal steam turbine.\n\nVac nukes remove heat by sending it to coolant cells instead of coolant. Any cell in a cardinal direction will receive the heat instead of the reactor. Use a vacuum freezer to restore the Helium/NaK cells' durability.\n\nWrench reactors are when you fill the reactor with fuel rods, turn it on, and wrench it to reset its heat state before it explodes. If you can automate it, you deserve a medal!\n\nIf you still don't know what a MOX one is, it produces more power the higher the temperature, so you try to keep it heat neutral, and as hot as possible. Of course, this can cause things nearby to, well, §omelt.§r You use MOX or Naquadria fuel cells work for this. You can also get more Plutonium out of MOX than Uranium.\n\nA breeder reactor is when you set up a reactor to get an item out of it rather than power, like Lutetium from Thorium, Plutonium from MOX, etc. Look at the depleted x fuel rod list in NEI or on the wiki to see more.\n\n[note]Since Fluid Nukes are liable to explode if you run out of coolant, make sure you set up a cutoff tied to the temperature or amount of coolant with redstone.[/note]"
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					"desc:8": "You'll need this to increase the power to your multis and progress.\n\nYou need some Vanadium-Gallium to make HPIC Wafers for it, and an IV Cutting Machine if you haven't made the multi.\n\n[note]I hope you had fun with the platline, lol.[/note]"
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					"desc:8": "This quest goes over all of the covers, just in case you forgot or they weren't mentioned. If they have their own quest, look at it for more info. You can put them on basically any GT block, pipe, machine, tank, etc. Though that doesn't consider whether it will work right or be useful. Shift-right-click will open a GUI for many of them. For covers that you can adjust the amount of, clicking the left side with a screwdriver goes down, and right goes up. All covers block rain on the side they're attached to. Generally you can adjust covers with a screwdriver, whether they have a GUI or not. You can remove them with a crowbar if you forgot.\n\n§lFluid-Related Covers:§r\nPump: Transfers fluids at the speed specified on the tooltip.\n\nFluid Regulator: Regulates the rate that fluid can go through it, as well as pumping it. Can work x/s or x/t.\n\nSteam Valve: Moves more, but is only for steam. Only goes to IV. Does not work on SH steam.\n\nOverflow: Voids anything over the specified amount in the tank.\n\nFluid Detector: Will emit a redstone signal (RS) based on fluid fill rate of the tank it's on. By default, empty=15, full=0. Use inverted mode to swap. Useful on tanks and hatches.\n\nEnder Fluid Link: Cover version of ender tanks to TP fluid around. Doesn't connect to ender tanks though.\n\nDrain Module: Protects from rain on that side, and will fill the tank with water from rain if it can. Useless.\n\nFluid Filter: Filters fluid going through it. Click with a cell to set it.\n\nShutter: Blocks items/fluids when active. Use it with a machine controller and RS. Does not visually disconnect/block. You place it between the pipes, and put the MC on the same pipe.\n\n§lItem-Related Covers:§r\nConveyor: Sends items. Use an item pipe in import mode or on a GT block/machine.\n\nRobot Arm: Sends from a specific slot in the machine it's on (internal) to another specific slot in a block next to it (adjacent). Keep going through numbers until you get it right, it seems to change per machine. If the output slot is full, it won't output. There need to be a valid block with slots to send to or the settings won't save.\n\nItem Detector: Will emit RS based on item fill rate of the block it's on. By default, empty=0, full=15. Detects by filled slots, so doesn't work right with the super/quantum chests. Probably better for buses.\n\nItem Filter: This one is work-in-progress that is not yet finished. Feel free to contribute.\n\n§lEU-Related Covers:§r\nEnergy Detector: Will emit RS based on EU fill rate of the batbuff/tank it's on. By default, empty=0, full=15. Make sure to set it to include batteries. Can also detect steam for some reason.\n\nPower Pass Upgrade: Read the tooltip, then ask Bart how it works, he didn't bother telling anyone. He'll probably just tell you the code is the best documentation, just like the Tectech guys. May not actually be finished/work, either.\n\nTesla Coil/Tesla Coil Rich Edition: Use with the Tesla Tower to send EU wirelessly or something.\n\n§lOther Covers:§r\nPlayer Detector: Detects players. About 10 block range. [warn]Currently owner/other is inverted on non-pipes due to some bug or another.[/warn]\n\nActivity Detector: Detects either recipe progress or idleness. 0%=0 RS, ~95%=14 by default. In idle mode, idleness is 15, and is 0 when running by default.\n\nMachine Controller: Turns machine on/off based on RS. Disable machine will keep it off regardless of RS state. Safe Mode only works on MBs. If a MB runs out of power, it will normally turn off, but a MC will turn it back on, continuing to void stuff. This will set it to the disable machine state instead. You will also get a notification. [warn]Safe mode is currently broken?[/warn]\n\nNeeds Maintenance: Emits RS if it meets the condition specified. Rotor=turbine?\n\nRedstone Transmitter/Receiver (In/Out): OK, these things are confusing, so listen closely. First, set a frequency, either by using the GUI, or using the original way: right-clicking it with an item. Empty hand = 0, other items = their item ID. Be careful not to reset it to 0 by accident. Honestly, just use the GUI. You can set it to private or not, it's the same kind of thing as EnderStorage, so you don't blare RS across the server. Channel state = RS level.\n\nRT(O) sets the channel state based on the redstone level sent from outside to the specific side. You can TP an RS from this to the RR(O).\nRT(I) sets the channel state based on redstone level that would be emitted from the machine itself. [warn]Always sends 15, so it's useless.[/warn]\nRR(O) outputs redstone level based on channel state. You can TP RS from the RT(O) to here.\nRR(I) controls whether a machine can work based on channel state, just like a machine controller cover does. If it has 0 RS, it stays off. At least 1, and it turns on. You send the signal from elsewhere with the RT(O).\nRR(I) can also be used in conjunction with other covers whose states talk about conditional.\n\nIC2 Heat vents: Speeds up machines a tiny amount? Also looks neat. TODO: someone please look at the code to see what it actually does.\n\nCrafting Table: Adds a crafting table to the block you can use. Mostly cosmetic.\n\nPlanks/Plates/Foils: Blocks I/O on that side. Use a screwdriver to set allowed types of stuff through. Blocks everything by default. Set the output to another side first to avoid changing its settings too. You'll probably 'use' this by accident at least once.\n\nComputer Monitor: Adds a visual look. Cosmetic-only cover.\n\nLens: Cosmetic-only cover.\n\nYou can also use AE2 facades as cosmetic covers."
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				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 441,
						"id:8": "gregtech:gt.blockmachines",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "§5§lPrison Gangs are Obsolete",
					"repeatTime:3": -1,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 0,
					"desc:8": "Want lots of cobble, stone, obsidian, or another type of rock? This is the machine for you!\n\n§lCobble:§r Water and lava on the side.\n§lStone:§r Water on the side, lava on top.\n§lObsidian:§r Lava on top or side, Water on side, and redstone in the machine.\n§lNetherrack:§r Lava on top or side, Water on side, and glowstone in the machine.\n§lBasalt:§r Lava on side, soul sand below, and one packed ice in the machine.\n§lCobbled Deepslate:§r Lava on side, soul sand below, and one magma block in the machine.\n\nYou of course need to power it. If you don't want to spend power on cobble, do it the ExU way with the WIU.\n\nYou need to toggle the ghost circuit to circuit 1 or 6 depending on the recipe, check NEI."
				}
			}
		},
		"2918:10": {
			"questIDLow:4": 2862,
			"questIDHigh:4": 0,
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					"taskID:8": "bq_standard:optional_retrieval",
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							"id:8": "Forestry:sapling",
							"OreDict:8": "",
							"tag:10": {
								"IsAnalyzed:1": 1,
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"Slot:1": 0,
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											"UID1:8": "forestry.treeLarch"
										},
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											"UID0:8": "forestry.growthLightlevel",
											"UID1:8": "forestry.growthLightlevel"
										},
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											"UID1:8": "forestry.heightAverage"
										},
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										},
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										},
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										},
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										},
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										},
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										},
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										},
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											"Slot:1": 10,
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											"UID1:8": "forestry.maturationAverage"
										},
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											"UID0:8": "forestry.i1d",
											"UID1:8": "forestry.i1d"
										},
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										}
									}
								}
							},
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						},
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											"UID1:8": "forestry.treePine"
										},
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										},
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										},
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											"UID1:8": "forestry.territoryAverage"
										},
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										},
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										},
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										},
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										}
									}
								}
							},
							"Count:3": 1
						}
					},
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				},
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										},
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										},
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										},
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											"UID1:8": "forestry.saplingsLower"
										},
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										},
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											"UID1:8": "forestry.plantTypeNone"
										},
										"7:10": {
											"Slot:1": 7,
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											"UID1:8": "forestry.sappinessLower"
										},
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											"Slot:1": 8,
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											"UID1:8": "forestry.territoryAverage"
										},
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											"UID1:8": "forestry.leavesNone"
										},
										"10:10": {
											"Slot:1": 10,
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											"UID1:8": "forestry.maturationSlower"
										},
										"11:10": {
											"Slot:1": 11,
											"UID0:8": "forestry.i3d",
											"UID1:8": "forestry.i3d"
										},
										"12:10": {
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											"UID1:8": "forestry.fireproofTrue"
										}
									}
								}
							},
							"Count:3": 9
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2130,
					"questIDHigh:4": 0
				}
			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinForestry",
							"OreDict:8": "",
							"Count:3": 15
						},
						"1:10": {
							"Damage:2": 19,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:sapling",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"IsAnalyzed:1": 1,
							"Genome:10": {
								"Chromosomes:9": {
									"0:10": {
										"Slot:1": 0,
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										"UID1:8": "forestry.treeSequioa"
									},
									"1:10": {
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										"UID1:8": "forestry.growthLightlevel"
									},
									"2:10": {
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										"UID0:8": "forestry.heightLargest",
										"UID1:8": "forestry.heightLargest"
									},
									"3:10": {
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										"UID1:8": "forestry.saplingsLower"
									},
									"4:10": {
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										"UID0:8": "forestry.fruitNone",
										"UID1:8": "forestry.fruitNone"
									},
									"5:10": {
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										"UID0:8": "forestry.yieldLowest",
										"UID1:8": "forestry.yieldLowest"
									},
									"6:10": {
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										"UID0:8": "forestry.plantTypeNone",
										"UID1:8": "forestry.plantTypeNone"
									},
									"7:10": {
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										"UID1:8": "forestry.sappinessLower"
									},
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										"UID0:8": "forestry.territoryAverage",
										"UID1:8": "forestry.territoryAverage"
									},
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										"UID0:8": "forestry.leavesNone",
										"UID1:8": "forestry.leavesNone"
									},
									"10:10": {
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										"UID0:8": "forestry.maturationSlower",
										"UID1:8": "forestry.maturationSlower"
									},
									"11:10": {
										"Slot:1": 11,
										"UID0:8": "forestry.i3d",
										"UID1:8": "forestry.i3d"
									},
									"12:10": {
										"Slot:1": 12,
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										"UID1:8": "forestry.fireproofTrue"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Coast Sequoia",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "You can breed a Coast Sequoia by combining Mundane Larch and Bull Pine.\n\n[warn]Fireproof Wood Get! If you care.[/warn]"
				}
			}
		},
		"2919:10": {
			"questIDLow:4": 2863,
			"questIDHigh:4": 0,
			"tasks:9": {
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					"index:3": 0,
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							"id:8": "Forestry:sapling",
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							"tag:10": {
								"IsAnalyzed:1": 1,
								"Genome:10": {
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											"UID1:8": "forestry.treeBalsa"
										},
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											"UID0:8": "forestry.growthLightlevel",
											"UID1:8": "forestry.growthLightlevel"
										},
										"2:10": {
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											"UID0:8": "forestry.heightLarge",
											"UID1:8": "forestry.heightLarge"
										},
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										},
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										},
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										},
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										},
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										},
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											"UID1:8": "forestry.leavesNone"
										},
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											"UID1:8": "forestry.maturationAverage"
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										},
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										}
									}
								}
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						},
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							"OreDict:8": "",
							"tag:10": {
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										},
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										},
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											"UID1:8": "forestry.plantTypeNone"
										},
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										},
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											"UID1:8": "forestry.territoryAverage"
										},
										"9:10": {
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											"UID1:8": "forestry.leavesNone"
										},
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											"UID1:8": "forestry.maturationAverage"
										},
										"11:10": {
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											"UID1:8": "forestry.i1d"
										},
										"12:10": {
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											"UID1:8": "forestry.fireproofFalse"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
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				},
				"1:10": {
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					"taskID:8": "bq_standard:retrieval",
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					"requiredItems:9": {
						"0:10": {
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							"id:8": "Forestry:sapling",
							"OreDict:8": "",
							"tag:10": {
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											"UID1:8": "forestry.treeWenge"
										},
										"1:10": {
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											"UID1:8": "forestry.growthLightlevel"
										},
										"2:10": {
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											"UID1:8": "forestry.heightSmall"
										},
										"3:10": {
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											"UID0:8": "forestry.saplingsLowest",
											"UID1:8": "forestry.saplingsLowest"
										},
										"4:10": {
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										},
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											"UID1:8": "forestry.yieldLowest"
										},
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					"desc:8": "You can get Giant Sequoia by combining Coast Sequoia and Grandidier's Baobab.\n\n§dBoth Height and §bGirth, Get!§r\n\n[note]PS: If this doesn't work (NEI says yes, internet says no) you should also be able to trade a forestry villager for it.[/note]"
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										"UID1:8": "forestry.plantTypeNone"
									},
									"7:10": {
										"Slot:1": 7,
										"UID0:8": "forestry.sappinessLower",
										"UID1:8": "forestry.sappinessLower"
									},
									"8:10": {
										"Slot:1": 8,
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										"UID1:8": "forestry.territoryAverage"
									},
									"9:10": {
										"Slot:1": 9,
										"UID0:8": "forestry.leavesNone",
										"UID1:8": "forestry.leavesNone"
									},
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										"Slot:1": 10,
										"UID0:8": "forestry.maturationFaster",
										"UID1:8": "forestry.maturationFaster"
									},
									"11:10": {
										"Slot:1": 11,
										"UID0:8": "forestry.i1d",
										"UID1:8": "forestry.i1d"
									},
									"12:10": {
										"Slot:1": 12,
										"UID0:8": "forestry.fireproofFalse",
										"UID1:8": "forestry.fireproofFalse"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
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					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Common Alder",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "You can breed a Common Alder by combining Silver Birch and Common Beech."
				}
			}
		},
		"2923:10": {
			"questIDLow:4": 2867,
			"questIDHigh:4": 0,
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					"taskID:8": "bq_standard:optional_retrieval",
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						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:sapling",
							"OreDict:8": "",
							"tag:10": {
								"IsAnalyzed:1": 1,
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"Slot:1": 0,
											"UID0:8": "extratrees.species.alder",
											"UID1:8": "extratrees.species.alder"
										},
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											"Slot:1": 1,
											"UID0:8": "forestry.growthLightlevel",
											"UID1:8": "forestry.growthLightlevel"
										},
										"2:10": {
											"Slot:1": 2,
											"UID0:8": "forestry.heightAverage",
											"UID1:8": "forestry.heightAverage"
										},
										"3:10": {
											"Slot:1": 3,
											"UID0:8": "forestry.saplingsAverage",
											"UID1:8": "forestry.saplingsAverage"
										},
										"4:10": {
											"Slot:1": 4,
											"UID0:8": "forestry.fruitApple",
											"UID1:8": "forestry.fruitApple"
										},
										"5:10": {
											"Slot:1": 5,
											"UID0:8": "forestry.yieldLowest",
											"UID1:8": "forestry.yieldLowest"
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											"Slot:1": 6,
											"UID0:8": "forestry.plantTypeNone",
											"UID1:8": "forestry.plantTypeNone"
										},
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											"Slot:1": 7,
											"UID0:8": "forestry.sappinessLower",
											"UID1:8": "forestry.sappinessLower"
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											"UID0:8": "forestry.territoryAverage",
											"UID1:8": "forestry.territoryAverage"
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											"UID1:8": "forestry.leavesNone"
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											"Slot:1": 10,
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											"UID1:8": "forestry.maturationFaster"
										},
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											"Slot:1": 11,
											"UID0:8": "forestry.i1d",
											"UID1:8": "forestry.i1d"
										},
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											"Slot:1": 12,
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											"UID1:8": "forestry.fireproofFalse"
										}
									}
								}
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							"Count:3": 1
						},
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							"Damage:2": 0,
							"id:8": "Forestry:sapling",
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											"Slot:1": 0,
											"UID0:8": "extratrees.species.beech",
											"UID1:8": "extratrees.species.beech"
										},
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											"UID1:8": "forestry.heightAverage"
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										},
										"4:10": {
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											"UID1:8": "extratrees.fruit.beechnut"
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											"UID1:8": "forestry.plantTypeNone"
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											"UID1:8": "forestry.territoryAverage"
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											"UID1:8": "forestry.i1d"
										},
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											"UID1:8": "forestry.fireproofFalse"
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								}
							},
							"Count:3": 1
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					},
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					"ignoreNBT:1": 0
				},
				"1:10": {
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							"tag:10": {
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											"UID1:8": "forestry.heightSmall"
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											"UID1:8": "forestry.saplingsAverage"
										},
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											"UID1:8": "forestry.fruitApple"
										},
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											"UID1:8": "forestry.yieldLowest"
										},
										"6:10": {
											"Slot:1": 6,
											"UID0:8": "forestry.plantTypeNone",
											"UID1:8": "forestry.plantTypeNone"
										},
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											"UID1:8": "forestry.sappinessLower"
										},
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											"UID0:8": "forestry.territoryAverage",
											"UID1:8": "forestry.territoryAverage"
										},
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											"UID1:8": "forestry.leavesNone"
										},
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											"UID1:8": "forestry.maturationFaster"
										},
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											"UID1:8": "forestry.i1d"
										},
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											"UID1:8": "forestry.fireproofFalse"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2866,
					"questIDHigh:4": 0
				}
			},
			"rewards:9": {
				"0:10": {
					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinForestry",
							"OreDict:8": "",
							"Count:3": 15
						},
						"1:10": {
							"Damage:2": 19,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:sapling",
						"OreDict:8": "",
						"Count:3": 1,
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							"Genome:10": {
								"Chromosomes:9": {
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										"UID1:8": "extratrees.species.aspen"
									},
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										"UID1:8": "forestry.growthLightlevel"
									},
									"2:10": {
										"Slot:1": 2,
										"UID0:8": "forestry.heightSmall",
										"UID1:8": "forestry.heightSmall"
									},
									"3:10": {
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										"UID0:8": "forestry.saplingsAverage",
										"UID1:8": "forestry.saplingsAverage"
									},
									"4:10": {
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										"UID0:8": "forestry.fruitApple",
										"UID1:8": "forestry.fruitApple"
									},
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										"UID1:8": "forestry.yieldLowest"
									},
									"6:10": {
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										"UID0:8": "forestry.plantTypeNone",
										"UID1:8": "forestry.plantTypeNone"
									},
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										"UID1:8": "forestry.sappinessLower"
									},
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										"UID1:8": "forestry.territoryAverage"
									},
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										"UID1:8": "forestry.leavesNone"
									},
									"10:10": {
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										"UID0:8": "forestry.maturationFaster",
										"UID1:8": "forestry.maturationFaster"
									},
									"11:10": {
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										"UID0:8": "forestry.i1d",
										"UID1:8": "forestry.i1d"
									},
									"12:10": {
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										"UID1:8": "forestry.fireproofFalse"
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								}
							}
						}
					},
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					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Aspen",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "You can breed an Aspen by combining Common Alder and Common Beech."
				}
			}
		},
		"2924:10": {
			"questIDLow:4": 2868,
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					"taskID:8": "bq_standard:optional_retrieval",
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							"Damage:2": 0,
							"id:8": "Forestry:sapling",
							"OreDict:8": "",
							"tag:10": {
								"IsAnalyzed:1": 1,
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"Slot:1": 0,
											"UID0:8": "extratrees.species.alder",
											"UID1:8": "extratrees.species.alder"
										},
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											"UID0:8": "forestry.growthLightlevel",
											"UID1:8": "forestry.growthLightlevel"
										},
										"2:10": {
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											"UID1:8": "forestry.heightAverage"
										},
										"3:10": {
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											"UID0:8": "forestry.saplingsAverage",
											"UID1:8": "forestry.saplingsAverage"
										},
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											"UID1:8": "forestry.fruitApple"
										},
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											"UID1:8": "forestry.yieldLowest"
										},
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											"UID0:8": "forestry.plantTypeNone",
											"UID1:8": "forestry.plantTypeNone"
										},
										"7:10": {
											"Slot:1": 7,
											"UID0:8": "forestry.sappinessLower",
											"UID1:8": "forestry.sappinessLower"
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											"UID0:8": "forestry.territoryAverage",
											"UID1:8": "forestry.territoryAverage"
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											"UID1:8": "forestry.leavesNone"
										},
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											"UID0:8": "forestry.maturationFaster",
											"UID1:8": "forestry.maturationFaster"
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											"Slot:1": 11,
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											"UID1:8": "forestry.i1d"
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											"UID1:8": "forestry.fireproofFalse"
										}
									}
								}
							},
							"Count:3": 1
						},
						"1:10": {
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							"id:8": "Forestry:sapling",
							"OreDict:8": "",
							"tag:10": {
								"IsAnalyzed:1": 1,
								"Genome:10": {
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											"UID0:8": "extratrees.species.aspen",
											"UID1:8": "extratrees.species.aspen"
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											"UID0:8": "forestry.growthLightlevel",
											"UID1:8": "forestry.growthLightlevel"
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										"2:10": {
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											"UID1:8": "forestry.heightSmall"
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										"3:10": {
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											"UID1:8": "forestry.saplingsAverage"
										},
										"4:10": {
											"Slot:1": 4,
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											"UID1:8": "forestry.fruitApple"
										},
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											"UID1:8": "forestry.yieldLowest"
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											"UID1:8": "forestry.plantTypeNone"
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										"7:10": {
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											"UID1:8": "forestry.sappinessLower"
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											"UID1:8": "forestry.territoryAverage"
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										"9:10": {
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											"UID0:8": "forestry.leavesNone",
											"UID1:8": "forestry.leavesNone"
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											"UID1:8": "forestry.maturationFaster"
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											"UID1:8": "forestry.i1d"
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											"UID1:8": "forestry.fireproofFalse"
										}
									}
								}
							},
							"Count:3": 1
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					},
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					"ignoreNBT:1": 0
				},
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:sapling",
							"OreDict:8": "",
							"tag:10": {
								"IsAnalyzed:1": 1,
								"Genome:10": {
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											"UID1:8": "extratrees.species.elder"
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											"UID1:8": "forestry.growthLightlevel"
										},
										"2:10": {
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											"UID0:8": "forestry.heightSmaller",
											"UID1:8": "forestry.heightSmaller"
										},
										"3:10": {
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											"UID0:8": "forestry.saplingsAverage",
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			}
		},
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							"Count:3": 1
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					},
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					"ignoreNBT:1": 0
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			},
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										"UID1:8": "extratrees.species.raspberry"
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										"UID1:8": "forestry.saplingsLow"
									},
									"4:10": {
										"Slot:1": 4,
										"UID0:8": "extratrees.fruit.manderin",
										"UID1:8": "extratrees.fruit.manderin"
									},
									"5:10": {
										"Slot:1": 5,
										"UID0:8": "forestry.yieldHigh",
										"UID1:8": "forestry.yieldHigh"
									},
									"6:10": {
										"Slot:1": 6,
										"UID0:8": "forestry.plantTypeNone",
										"UID1:8": "forestry.plantTypeNone"
									},
									"7:10": {
										"Slot:1": 7,
										"UID0:8": "forestry.sappinessLow",
										"UID1:8": "forestry.sappinessLow"
									},
									"8:10": {
										"Slot:1": 8,
										"UID0:8": "forestry.territoryAverage",
										"UID1:8": "forestry.territoryAverage"
									},
									"9:10": {
										"Slot:1": 9,
										"UID0:8": "forestry.leavesNone",
										"UID1:8": "forestry.leavesNone"
									},
									"10:10": {
										"Slot:1": 10,
										"UID0:8": "forestry.maturationFaster",
										"UID1:8": "forestry.maturationFaster"
									},
									"11:10": {
										"Slot:1": 11,
										"UID0:8": "forestry.i1d",
										"UID1:8": "forestry.i1d"
									},
									"12:10": {
										"Slot:1": 12,
										"UID0:8": "forestry.fireproofFalse",
										"UID1:8": "forestry.fireproofFalse"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Manderine",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "You can get Manderine by combining Pomelo and Hill Cherry."
				}
			}
		},
		"2928:10": {
			"questIDLow:4": 2872,
			"questIDHigh:4": 0,
			"tasks:9": {
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					"taskID:8": "bq_standard:optional_retrieval",
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						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:sapling",
							"OreDict:8": "",
							"tag:10": {
								"IsAnalyzed:1": 1,
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"Slot:1": 0,
											"UID0:8": "extratrees.species.pomelo",
											"UID1:8": "extratrees.species.pomelo"
										},
										"1:10": {
											"Slot:1": 1,
											"UID0:8": "forestry.growthLightlevel",
											"UID1:8": "forestry.growthLightlevel"
										},
										"2:10": {
											"Slot:1": 2,
											"UID0:8": "forestry.heightSmallest",
											"UID1:8": "forestry.heightSmallest"
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										"3:10": {
											"Slot:1": 3,
											"UID0:8": "forestry.saplingsLow",
											"UID1:8": "forestry.saplingsLow"
										},
										"4:10": {
											"Slot:1": 4,
											"UID0:8": "extratrees.fruit.pomelo",
											"UID1:8": "extratrees.fruit.pomelo"
										},
										"5:10": {
											"Slot:1": 5,
											"UID0:8": "forestry.yieldAverage",
											"UID1:8": "forestry.yieldAverage"
										},
										"6:10": {
											"Slot:1": 6,
											"UID0:8": "forestry.plantTypeNone",
											"UID1:8": "forestry.plantTypeNone"
										},
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											"Slot:1": 7,
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											"UID1:8": "forestry.sappinessLower"
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											"UID1:8": "forestry.territoryAverage"
										},
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											"UID1:8": "forestry.leavesNone"
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											"UID1:8": "forestry.maturationFaster"
										},
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											"UID1:8": "forestry.i1d"
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											"Slot:1": 12,
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											"UID1:8": "forestry.fireproofFalse"
										}
									}
								}
							},
							"Count:3": 1
						},
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							"id:8": "Forestry:sapling",
							"OreDict:8": "",
							"tag:10": {
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								"Genome:10": {
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											"Slot:1": 0,
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											"UID1:8": "extratrees.species.manderin"
										},
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										},
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										},
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											"UID1:8": "forestry.leavesNone"
										},
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											"UID1:8": "forestry.maturationFaster"
										},
										"11:10": {
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											"UID1:8": "forestry.fireproofFalse"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
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					"consume:1": 0,
					"ignoreNBT:1": 0
				},
				"1:10": {
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						"0:10": {
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							"OreDict:8": "",
							"tag:10": {
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								"Genome:10": {
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										},
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											"UID1:8": "forestry.heightSmallest"
										},
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											"UID1:8": "extratrees.fruit.orange"
										},
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											"UID1:8": "forestry.yieldAverage"
										},
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											"UID1:8": "forestry.plantTypeNone"
										},
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											"UID1:8": "forestry.sappinessAverage"
										},
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											"UID1:8": "forestry.territoryAverage"
										},
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											"UID0:8": "forestry.leavesNone",
											"UID1:8": "forestry.leavesNone"
										},
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											"UID1:8": "forestry.maturationFast"
										},
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											"UID1:8": "forestry.i1d"
										},
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											"UID1:8": "forestry.fireproofFalse"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2871,
					"questIDHigh:4": 0
				}
			},
			"rewards:9": {
				"0:10": {
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					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinForestry",
							"OreDict:8": "",
							"Count:3": 30
						},
						"1:10": {
							"Damage:2": 19,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"tag:10": {
								"ench:9": {
									"0:10": {
										"id:4": 35,
										"lvl:4": 3
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								}
							},
							"Count:3": 1
						}
					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"partySingleReward:1": 0,
					"icon:10": {
						"Damage:2": 0,
						"id:8": "Forestry:sapling",
						"OreDict:8": "",
						"Count:3": 1,
						"tag:10": {
							"IsAnalyzed:1": 1,
							"Genome:10": {
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									"0:10": {
										"Slot:1": 0,
										"UID0:8": "extratrees.species.orange",
										"UID1:8": "extratrees.species.orange"
									},
									"1:10": {
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										"UID0:8": "forestry.growthLightlevel",
										"UID1:8": "forestry.growthLightlevel"
									},
									"2:10": {
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										"UID0:8": "forestry.heightSmallest",
										"UID1:8": "forestry.heightSmallest"
									},
									"3:10": {
										"Slot:1": 3,
										"UID0:8": "forestry.saplingsAverage",
										"UID1:8": "forestry.saplingsAverage"
									},
									"4:10": {
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										"UID0:8": "extratrees.fruit.orange",
										"UID1:8": "extratrees.fruit.orange"
									},
									"5:10": {
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										"UID1:8": "forestry.yieldAverage"
									},
									"6:10": {
										"Slot:1": 6,
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										"UID1:8": "forestry.plantTypeNone"
									},
									"7:10": {
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										"UID1:8": "forestry.sappinessAverage"
									},
									"8:10": {
										"Slot:1": 8,
										"UID0:8": "forestry.territoryAverage",
										"UID1:8": "forestry.territoryAverage"
									},
									"9:10": {
										"Slot:1": 9,
										"UID0:8": "forestry.leavesNone",
										"UID1:8": "forestry.leavesNone"
									},
									"10:10": {
										"Slot:1": 10,
										"UID0:8": "forestry.maturationFast",
										"UID1:8": "forestry.maturationFast"
									},
									"11:10": {
										"Slot:1": 11,
										"UID0:8": "forestry.i1d",
										"UID1:8": "forestry.i1d"
									},
									"12:10": {
										"Slot:1": 12,
										"UID0:8": "forestry.fireproofFalse",
										"UID1:8": "forestry.fireproofFalse"
									}
								}
							}
						}
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Orange",
					"repeatTime:3": -1,
					"isGlobal:1": 0,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 1,
					"desc:8": "You can get Orange by combining Pomelo and Manderine."
				}
			}
		},
		"2929:10": {
			"questIDLow:4": 2873,
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					"taskID:8": "bq_standard:optional_retrieval",
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:sapling",
							"OreDict:8": "",
							"tag:10": {
								"IsAnalyzed:1": 1,
								"Genome:10": {
									"Chromosomes:9": {
										"0:10": {
											"Slot:1": 0,
											"UID0:8": "extratrees.species.raspberry",
											"UID1:8": "extratrees.species.raspberry"
										},
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											"UID0:8": "forestry.growthLightlevel",
											"UID1:8": "forestry.growthLightlevel"
										},
										"2:10": {
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											"UID0:8": "forestry.heightSmallest",
											"UID1:8": "forestry.heightSmallest"
										},
										"3:10": {
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											"UID1:8": "forestry.saplingsLow"
										},
										"4:10": {
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											"UID0:8": "extratrees.fruit.raspberry",
											"UID1:8": "extratrees.fruit.raspberry"
										},
										"5:10": {
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											"UID0:8": "forestry.yieldAverage",
											"UID1:8": "forestry.yieldAverage"
										},
										"6:10": {
											"Slot:1": 6,
											"UID0:8": "forestry.plantTypeNone",
											"UID1:8": "forestry.plantTypeNone"
										},
										"7:10": {
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											"UID0:8": "forestry.sappinessLower",
											"UID1:8": "forestry.sappinessLower"
										},
										"8:10": {
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											"UID1:8": "forestry.territoryAverage"
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											"UID1:8": "forestry.leavesNone"
										},
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											"UID1:8": "forestry.maturationFaster"
										},
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											"UID1:8": "forestry.i1d"
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											"UID1:8": "forestry.fireproofFalse"
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								}
							},
							"Count:3": 1
						},
						"1:10": {
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							"id:8": "Forestry:sapling",
							"OreDict:8": "",
							"tag:10": {
								"IsAnalyzed:1": 1,
								"Genome:10": {
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										"0:10": {
											"Slot:1": 0,
											"UID0:8": "extratrees.species.orange",
											"UID1:8": "extratrees.species.orange"
										},
										"1:10": {
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											"UID0:8": "forestry.growthLightlevel",
											"UID1:8": "forestry.growthLightlevel"
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											"UID1:8": "forestry.heightSmallest"
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										"3:10": {
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											"UID1:8": "forestry.saplingsAverage"
										},
										"4:10": {
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											"UID1:8": "extratrees.fruit.orange"
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											"UID1:8": "forestry.plantTypeNone"
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											"UID1:8": "forestry.sappinessAverage"
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											"UID1:8": "forestry.territoryAverage"
										},
										"9:10": {
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											"UID1:8": "forestry.leavesNone"
										},
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											"UID1:8": "forestry.maturationFast"
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											"UID1:8": "forestry.i1d"
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											"UID1:8": "forestry.fireproofFalse"
										}
									}
								}
							},
							"Count:3": 1
						}
					},
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					"ignoreNBT:1": 0
				},
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "Forestry:sapling",
							"OreDict:8": "",
							"tag:10": {
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					"desc:8": "ME Buses are combination of technology and...other technology. Don't give me that look, it is, OK? With these, you can now directly I/O items between GregTech multiblock and ME network. They have §osignificantly§r less lag, so please start using them as soon as possible on servers.\n\nYou just pop off your GT bus + ME bus or ME interface combination, and replace both with the new bus and connect a ME cable directly to it. It uses 1 channel, same as the other options.\n\nThe output bus and hatch have limited output space. If you need more, you can upgrade them either by crafting them with storage components or putting a cell inside. A digital singularity cell will make the cache near infinite.\n\nNote that the output bus must eject each item from its cache §oin order§r. If it cannot eject the topmost item, it will be stuck and cannot eject any other items.\n\nIf voiding is turned off, the multiblock will not void when the ME Outputs are full.\n\n[note]For usage in some machines, i.e. the advanced assembly line, the configured item must be in the first slot in order for the multi to work.[/note]"
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					"desc:8": "As rich as Oil is, it's hardly useful for anything in this state. One of the most important parts in the processing chain is distillation, which separates the components of this black mixture by the difference in their boiling points. You can do this in a Distillery, starting in LV, but for now only one of the fractions can be obtained at a time: you must choose which one you want.\n\nLighter fractions are generally more useful than heavier ones, but that doesn't mean that lightest is best. For now, going for Sulfuric Light Fuel is the best option, since it will become a good source of power after being treated. Don't use unprocessed oil to power these machines, stick to Steam until you can use something better.\n\n[note]You can find info about the other fractions in the LV tab![/note]"
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					"name:8": "§6§lYou Are Not Prepared... But They Are",
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					"desc:8": "Building a smeltery from the ground up can be really tedious and time consuming. How about borrowing one from the locals? They will surely be happy to share it with an unfriendly adventurer that just dismantled their bricked railway station.\n\nThe villagers are so dumb that they spent all their seared bricks without adding a few key components like faucets or drains. You still need to craft some smeltery bricks yourselves...\n\nTotally not useful tip: if you hold off building this long enough, you will be able to break down seared brick blocks into seared brick items with a forge hammer or extractor.\n\n[note]Unfortunately, going down this path means we will not give you quest rewards, since you are already getting this important multiblock for free. Check the checkbox to signify your consent.[/note]"
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					"desc:8": "[note]Here the oil questlines diverge into two tabs - part about getting every possible output is in the LV tab, part about the usefulness of oil is in the Working with Oil tab, this quest is part of the latter.[/note]\n\nWelcome! This is the questline that shows the path through oil processing towards all the useful items and fluids that can be obtained from it. Working with this black liquid involves a lot of steps that range from LV (Low Voltage), all the way to IV (Insane Voltage), and outputs that are useful at those tiers and beyond.\n\nOil is useful both for generating power, and to automate a lot of chemicals that are important for progression. As you progress, you will be able to get more of it, and get it faster, as well as process it in new ways that improve on the setup that you were using before. It is not a required path for progression in the pack, but it is a very useful one, should you choose to follow it.\n\nThe best way to start working with oil is to extract it from the surface. Oil spouts are visible without having to dig down, and they can be interacted with by using a Pump placed above them, alongside a generator that feeds it some power. You can use some of the Oil to generate this power for now."
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					"name:8": "Oil Drilling Rig",
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					"desc:8": "In the MV tier, Oil gets a big boost in its effectiveness, and becomes a fantastic powergen option for anyone wanting to switch off Steam, if they haven't done it already. It becomes difficult to use Steam as the only power source in this tier, so you should find a more reliable way to get power.\n\nOf course, you might already be using Light Fuel as your power source of choice, but a different question might have popped up in your mind by now: is there a better way to get Oil? Perhaps you have run short, or perhaps not. Either way, there is a multi unlocked in this tier that can greatly facilitate the automation of Oil input into your Distillery. That multi is the Oil Drilling Rig, which can pump it from below bedrock, but only if there is some in the current chunk, which means that you will have to scan the chunks around you to find it.\n\nThere is a quest for this rig in the Multiblock Goals tab. Go check it out!"
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		"3043:10": {
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					"name:8": "Distillation Tower",
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					"desc:8": "In HV, your oil processing options soar to new levels of complexity, and efficiency. Many of the processing multis that can be used are unlocked in this tier, and one of the most iconic is the Distillation Tower, the direct upgrade of the Distillery.\n\nThis tower can do actual fractional distillation, a process used in real life petrochemistry to separate oil into many different parts, based on their boiling points. The tall structure is required for the process, because the condensation of the vapors occurs in different temperatures. And since heating is only applied at the bottom, temperature drops the higher the vapor travels. This means that compounds with higher boiling points will condense sooner and will end up lower in the column, the opposite is also applicable for compounds with low boiling points.\n\nThat said, the Distillation Tower replaces Distilleries by allowing you to collect all fractions at once, from the same amount of input. This means that the tower is both more efficient, and also allows automation of all the outputs at the same time, but this comes at a cost: the controller needs EV circuits, which require a built Cleanroom, and the structure blocks are mostly made of Stainless Steel. Not only that, but the tower's height depends on the recipe, since each output needs its own height level to successfully be extracted. A max-height, 12-block tall DT can cost almost a dozen stacks of stainless to build, a very expensive multi for the tier.\n\nInstead of doing that, the first DT you should build is a 5-block tall one, to distill the Oil you're pumping out of reservoirs. Doing this, you can get all the fractions at once, for a reasonably cheap multi, compared to its maximum size."
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		"3044:10": {
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					"name:8": "The Era of Multis",
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					"desc:8": "What does this mean, \"the era of multis\"? I've built so many multis already!\n\nWell, yes, but now it's all multiblocks. There are still singleblock machines for all the tasks they're needed for, but at IV the newer GT++ multis become available, or at least most of them, which can do the same jobs of bending, extruding, extracting, amongst others, but with higher initial investments and many bonuses to their processing. Remember what I said before about higher initial investments being worth it?\n\nThat said, there isn't a new oil processing chain in IV, you only improve what you already have. If there was a step in the chain that was running too slow, and you needed to add more machines to it or overclock, it's likely that there is now a multi that can take over that role by itself. Tungstensteel is usually an important part of these things, so get it automated in anticipation of what's to come."
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					"name:8": "Generator Power",
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					"desc:8": "Welcome to EV! If you thought the previous tier had a big jump in oil processing, you are correct, but now it's going to jump up all over again!\n\nThis tier does not unlock new processing multis like HV did, but it does bring better, much better generators. From now on, your main generators options will almost always be multiblocks, unless you need an easy-to-move generator for a multiblock miner or something similar. For your diesel fuels, the next step is the Large Combustion Engine (LCE), and there is a quest for it on the Multiblock Goals tab as usual. This, however, is a big investment in Titanium, amongst other things, so I hope you have that processing automated already.\n\nIf you boost the LCE, you will get both a huge boost in EU/t and efficiency. While an HV Diesel Generator had an output of 512 EU/t at 85% efficiency, this expensive multi outputs 6144 EU/t at 150% efficiency! Make sure you have an EV Buffered Dynamo Hatch that can handle this output.\nThere is an equivalent turbine for gases, like the Refinery Gas you might be using to power your oil processing setup, which is cheaper to build but its performance depends on the turbine placed inside it, and you won't be able to get near the levels of the LCE unless you get some Tungstensteel, and a good metal like Shadow Metal."
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					"questLogic:8": "AND",
					"name:8": "Desulfurizing",
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					"desc:8": "After distillation, the fluid you got still isn't that good. It can be used for power, but it's almost as bad as Oil itself unless you remove the sulfuric content it has. This applies for all the portions that can be distilled from Oil, and as such it's a required step regardless of which one you're working with.\n\nTo get clean Light Fuel, the sulfur needs to be drawn out with something that reacts with it, in a Chemical Reactor. What you need is Hydrogen, a relatively common gas that can be electrolyzed from water, or from specific ores (check NEI for all the possible sources). After reacting, you will get Hydrogen Sulfide and the clean Light Fuel, which can be further processed or burned for power at this stage."
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					"desc:8": "There is a better way to get fuel from Oil in MV, but you will need to expand into other fractions instead of just using Light Fuel. The next step is Diesel, and it is a mix of 5 buckets of Light Fuel with 1 bucket of Heavy Fuel, turning into 6 buckets of Diesel that each have a higher fuel value than the fuel used in LV.\n\nTo automate this from regular Oil, you will need another Distillery and Chemical Reactor, and finally a Mixer to put the fuels together. There are other possible sources of Heavy Fuel, mentioned on another quest in this chain, which can be of assistance if the input of Oil into the setup isn't very high. You will also need more Hydrogen, so get on it!"
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					"desc:8": "Finally, the oil of the gods. At least, early gods.\n\nDiesel, as a power source, has widely been known as the optimal choice all the way up to EV, when you unlock the ability to make nukes. It can be further upgraded into Cetane-Boosted Diesel in HV, by adding another chemical chain to it, but a fuel value of 480k EU on a fuel that needs so few machines to be made is quite exceptional. It should be automated as soon as possible, to ensure that you won't run out of power when you need it the most.\n\nAt this stage, you can use either LV or MV Diesel Generators. Using the LV ones will mean you need to make more of them, and more pollution, but they have 95% fuel efficiency compared to MV's 90%. It's a difference, but an automated Diesel setup is unlikely to be affected by a 5% change in efficiency.\n\nAs you progress, fuel will become more and more power-dense, but also need more steps automated. The next tier is much harder than this one, so get ready!"
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					"desc:8": "Alongside the Oil Drilling Rig, there are other sources you can explore. For Heavy Oil, a good source might be Oilsands Ore, which is found in rare veins at high altitudes. If you find one, you will have a large amount of Heavy Fuel to make Diesel with after processing.\n\nThere are also renewable sources of Oil, namely from IC2 crops and bees. The Oilberry crop can produce it indefinitely, but at a very slow rate, whereas bees can do it much faster, particularly Refined Bees, but they are much harder to obtain.\n\nYou can also get more out of the Oil by cracking it in specific ways. Lightly Hydro-Cracked Heavy Fuel, for example, gives 60% of the input amount as Light Fuel, which can be helpful if you have an excess of Heavy, and not enough Light to make Diesel."
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					"desc:8": "After getting large amounts of all the oil fractions, what can you do with them? They'll pile up in the tanks or output hatches, and the Distillation Tower stops when it fills up, unless you enable fluid voiding in the controller - in which case everything that cannot be output will just be voided instead, and it's in your best interest to avoid this waste. What do, then?\n\nFirst off, it's important to note that almost everything you get from Oil can be processed into even more things. Whether or not the step is worthwhile is a different story altogether. That said, you're free to look through NEI or the spreadsheet to decide what you want to do, and how you want to do it. The charm of a processing chain like this is that it lets you choose your own path and gives you the information to know how to best utilize it.\n\nSecond off, Oil is a major source of byproducts, many of which are needed to create various important materials. However, this isn't the only way to obtain most of them, and you might already found other sources, especially if you've dabbled in the Benzene or the Biomass chains. Which path you take is up to you.\n\nNow, for the four fractions that you get from regular Oil. Up until now, the power generation needed both Light Fuel and Heavy Fuel processing, and Refinery Gas already proved to be a good source of Ethylene. What can these be used for, in case you can build more DTs to process the cracked fluids? Roughly speaking, these are the possibilities:\n\nLight Fuel: You will most likely be using most, or all of this to make Diesel. If you do have leftovers, moderately hydro-cracking it is a good source of Propene, and lightly hydro-cracking is the best source for Octane. These two are important, but only in EV, for epoxy and powergen, specifically.\n\nHeavy Fuel: If only working with regular Oil, a lot of this will also be consumed to make Diesel. However, it's important to get more of it automated, since it can be distilled directly to make three fantastic byproducts: Toluene, Phenol and Benzene. All of them are important for progression, so make sure you pay attention to this recipe. Toluene is especially useful in HV, as you will need many buckets of it when making your first rocket to be able to get into EV.\n\nNaphtha: You could distill it in a Distillation Tower, but keep in mind that you need to build a max-height one to cover the entire recipe. However, if you do it, you will have most of the Oil byproducts automated meaning that it's worth it to tackle this challenge when you get comfortable with making lots of Stainless Steel; it also has a good burn value, so if you don't need these byproducts, it's best to just use it for power.\n\nRefinery Gas: You're probably already distilling this for Ethylene. You could switch this recipe to a Distillation Tower and an Oil Cracking Unit (see next quest) to gain more output and some useful byproducts."
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					"desc:8": "Another HV multi, and another Stainless Steel sink. Not only that, but it needs 16 coils to work! There is a quest about this multi in the Multiblock Goals tab, as per usual.\n\nDespite being expensive, this is an important multiblock to build. It does the cracking recipes like the Chemical Reactor does, and you might even be tempted to make an LCR for this purpose, since it's cheap and can do many recipes at once, but the Oil Cracker is much more efficient and gives several bonuses when used (check the tooltip for more information). As it stands, it's a higher initial investment that will pay off in the long run, many times over, and in this pack everything takes a long time, so get on it!"
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					"desc:8": "As you might have guessed, extra byproducts is not the only thing that HV does with Oil. On top of that, you can further improve the main fuel that you use for power, and this builds on the previous tier, as Diesel did from Light Fuel. As before, you will need to mix the fuel you have with something else to improve it, but it is not a direct byproduct this time. Instead, it's a chemical that requires a complicated processing chain to produce, at a much higher EU cost, with only a tiny amount needed to create the next fuel, Cetane-Boosted Diesel.\n\nTo make this additive, Tetranitromethane (TNM), you will need to source several chemicals you might have not used yet. I hope you have some Distillation Towers handy, because they will be very useful for this."
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					"desc:8": "Another one of the Oil \"specials\" is Butadiene. It can be used in a few ways, including power, but where it shines is in making advanced rubber, specifically Styrene-Butadiene Rubber. You can make it in HV, but it is not required to have an improved rubber until the start of IV. There is a questline for this in the HV tab, so go check it out.\n\nThere is an equivalent alternative, Silicone Rubber, made from other inputs. They are mostly interchangeable, but they each have some unique use that makes it so you should have a good supply of both."
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					"desc:8": "Another ingredient in the making of TNM is Ethenone, which can be made directly from Acetone. This one is a little more organic, which is to say it's much easier to automate if you chose Benzene or Biomass. From those routes, you can get it from a Wood Vinegar DT, or reacting Acetic Acid with Calcite Dust from a Fermented Biomass DT (get the calcite from electrolyzing Fertilizer). If you used biomass to get Ammonia, you can do it this way.\n\nIf not using plants, though, there are other ways to automate this. Ethenone can be made directly from Acetic Acid and Sulfuric Acid, and this last one should already be automated from cleaning the sulfuric waste from the oil fractions. Acetic Acid, on the other hand, is a mix of Oxygen and Ethylene, a combo that you might have already automated to make Polyethylene. If not, this is a good time to do so.\n\nThe amount of Ethenone you need to make a lot of Cetane-Boosted Diesel is small, so it's unlikely that you'll run out of Sulfuric Acid for this. Make sure you automate it all, though."
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					"desc:8": "One of the components of Tetranitromethane is Nitric Acid, which is made from Nitrogen Dioxide, and this from Nitrogen Oxide, which is ultimately created from Ammonia. You can do a small Chemical Reactor chain to do this line of recipes, but the better option is to make an LCR and use the circuit 24 recipe to turn Ammonia and Oxygen directly into Nitric Acid.\n\nYou'll still need to automate Ammonia, though, and there are two main ways of doing this. One of the options is to create it directly from Nitrogen and Hydrogen, but this recipe consumes a lot of EU. The other option is to switch to the biological side of things and get it from the DT recipe of Fermented Biomass, but this requires a whole another setup with sapling automation, a Pyrolyse Oven and some other machines, so don't do it unless you're interested in getting the other outputs of that recipe. It, however, might be a good option if you don't have those yet. Either way, automate your Ammonia."
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					"desc:8": "If you made it here, then you should be ready to make Cetane-Boosted Diesel flow into your generators by itself. Congratulations!\n\nOil is still the best power option in HV, building up from what you used in LV. This CBD you've made will help fuel your EBFs, get into space and then handle the increased power needs that EV will throw at you, especially if you want to make an AE2 network for quick automation. Your singleblock generators are at the lowest efficiency yet, 85%, but the fuel you use now has a fuel value of 1 million EU per bucket, a very powerful liquid compared to any other you could make at this time.\n\nI'll see you on EV. Good luck when you make it there."
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					"desc:8": "As did all tiers until now, the EV tier introduces a new type of bigger, better liquid fuel to burn on engines, High-Octane Gasoline. However, this one doesn't use the previous fuel, and instead takes a different oil-based route, which means that the CBD you have is of no use in this processing chain.\n\nAlso as before, the amount of processing you will need is greatly increased, and you can expect to need a lot more DTs, Oil Crackers, LCRs and other machines. You will also have to automate the input of materials from other sources, since Oil cannot provide you with everything anymore. You can overclock the multis you have, or build more of them, your choice. In the end, you'll have a fuel that is 2.5x more powerful than CBD, at an impressive fuel value of 2.5 million EU, and more byproducts than you could ever imagine.\n\nYou might have to crack one of the four oil fractions into the other ones, and you will surely need to pump Oil faster and faster to keep up with the power needs that will come when jumping to IV. I do recommend you use AE2 to automate the setup, relying on fluid P2Ps to transport fluids around, because it will make your life easier, even if it's harder to start and learn the setup. Either way you go, don't forget, you have to automate it.\n\n[warn]Work on making these important EV multis to continue.[/warn]"
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					"desc:8": "With the advancements in building materials you've made until now, a new kind of generator has been unlocked. The Large Boilers you might have looked at before, and perhaps used, change when you reach Titanium, and if you build one of those, you will get something quite different from the tiers before.\n\nTo start, most burnable items don't work here. These advanced boilers need to burn much hotter, and as such they only accept specific fuels. The fuel of interest here is one of two, who are built in a sort of chain, in a similar fashion as to how Diesel and CBD worked. There is Solid Super Fuel, and Magic Solid Super Fuel, and they are both created from some coal-like block, some binder and some liquid fuel. You can use CBD for this, but Heavy Fuel and LPG are also options.\n\nWhy go through this route, though? The answer is that this extra processing, although it is difficult to automate, creates fuel that is much more efficient than the fuels that were put into it, and this is because the advanced Large Boilers are slow burners that output Superheated Steam, instead of regular one. This also means that they will need two turbines to convert all the steam into EU, and even more if the amount produced is too much for them. If fuel efficiency is something you're looking for, you can tackle this challenge and further process your CBD into something even more powerful."
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					"desc:8": "Have you built an Oil Cracker? Have you checked its coils? This multi gets a significant discount to EU/t when upgrading the coils, but it caps at TPV, at a maximum of 50% discount. If you are still using low-tier coils, this is a great time to upgrade them to Nichrome and enjoy a 40% discount. You could also do TPV directly.\n\nBy the way, you can wall-share Oil Crackers, just like DTs, LCRs and many other multis, and doing this will save on the amount of coils you need!\n\n[note]You only need to do one of the two tasks.[/note]"
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					"desc:8": "Solid Super Fuel is an excellent fuel to burn in the Titanium Boiler, but you can do something even better than that. With a touch of magic, you can make yet another solid fuel with 50% more fuel value than the last one, but it's very likely that you will need Thaumcraft progression to automate this fully, should you wish to do so.\n\nIf you do want to do it, I recommend you also find a way to automate Coal, from IC2 crops for example, because the recipes that use it is much more efficient on liquid fuel than the other coals. You will also end up making more boilers, perhaps a quad Titanium Boiler, which will surely force you to increase the amount of Steam Turbines you'll have to make, but there is a catch here: you can use the screwdriver to change the turbine's mode into Loose mode, which significantly decreases their efficiency but boosts their speed by something like 8 times, depending on the turbine you're using. Given that this process already boosts the efficiency of your fuels a lot, you may want to lose some of it to keep your number of turbines low.\n\nI'll leave the planning up to you."
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					"name:8": "Raw Gasoline",
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					"desc:8": "At this point, you have almost all the additives needed to transform basic gasoline into the powerful HOG. What you'll need to do next is to create the gasoline itself, and this begins with Raw Gasoline. It has four different inputs, and each of them is sourced in a different way, but none of them are new: Naphtha and Refinery gas are well-known to you, Methanol was created in the previous quest and Acetone was explained in the \"Acetone and Ethenone\" quest in HV.\n\nAn important detail here is that Raw Gasoline is 80% Naphtha. It can be obtained in large quantities from raw oil. If you are not pumping raw oil, you will most likely find the amount you get to be short. But this problem has already been solved! Your source of Octane, if processed in a DT as explained, will also crack the Light Fuel into a lot of Naphtha that you can use here to compensate for the low amount you get from Oil. If you get low on Light Fuel, you can also crack Heavy Fuel to get some."
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					"name:8": "Pushing with Anti-Knock Agent",
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					"desc:8": "If you want your generators to last, you'll want to make this. In fact, since safety is always the priority, you can't make HOG without this Anti-Knock Agent, a mixture that keeps the fuel from damaging the engine even when it is this powerful. There are two paths to get this automated: one with an LCR recipe, and the other with a DT. The LCR option is cheaper to build, as per usual, but it consumes considerably more power than the DT path, so this quest will focus on the latter. As before, having an initial higher investment to save energy in the long run is the way to go.\n\nThe DT path is a cycle between a Mixer and the tower itself, where each distillation extracts a bit of Anti-Knock Agent from the MTBE Reaction Mixture, and will need to be mixed again. The two inputs needed for the setup are Butene and Methanol. Butene is obtainable from any of the max-height DT distillations, and Methanol from a mixture of Hydrogen and Carbon Dioxide/Carbon Monoxide. If you have a Fermented Biomass setup, you will already have CO2 ready to go, and Hydrogen can be sourced from a variety of ways.\n\nMake this cycle, and you'll have a safe fuel."
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		},
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					"name:8": "Zooming with Nitrous",
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					"desc:8": "Nitrous Oxide, N2O, also known as nitro. It makes cars go really fast for short bursts. In reality, it is a source of extra oxygen when mixed in with the fuel during combustion, allowing it to be consumed faster and also release energy faster, but at the risk of \"knocking\", detonating the fuel out of its intended boundaries and possibly destroying the engine.\n\nTo avoid this, something else needs to be mixed in this HOG to prevent your generators from exploding, right? Luckily for you, such an option exists and it will be presented after this quest. For now, though, you can focus on automating Nitrous Oxide by mixing Nitrogen with Oxygen. These are the two main products of distilling air, so you can obtain them in one step, but you probably have chosen your source of these gases at this point, so use what you have."
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					"questLogic:8": "AND",
					"name:8": "Speeding with Octane",
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					"desc:8": "One of the components of High-Octane Gasoline, as the name implies, is Octane. It is so important to improve the fuel because of something called \"octane rating\", which measures how much the fuel resists compression without detonating. The energy that vehicles get to move around comes from this detonation, but being able to apply more compression allows for engine designs that are more efficient, but need the fuel to resist that increased force without detonating. That said, any of these fuels can be run in the engines you use, so the way to represent this efficiency bonus is in the fuel value.\n\n(There is a multi in the next tier that only runs on HOG, though. Don't forget it.)\n\nHow is Octane obtained, then? In the last tier, it was explained as coming from Light Fuel, and this is still how you should, and can obtain it: lightly hydro-cracked Light Fuel gives some Octane, so put a DT for it and leave your Diesel needs behind. It's time to move on."
				}
			}
		},
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					"desc:8": "Very similar to the LCE in most aspects, the Extreme Combustion Engine was created to close the gap between the diesels and more advanced forms of powergen, mainly nuclear fusion. However, the main thing they differ on is the fuel that they can run, and in this case you're limited to the powerful fuel from the last tier, High Octane Gasoline.\n\nThat's right, only this fuel will work, and in exchange the ECE will output more than 10k EU/t. If you add Liquid Oxygen, which you'll need 4 Vacuum Freezers for (3 at HV and 1 at EV), you can keep it boosted permanently, which will send it up to 4 IV amps of power and 150% fuel efficiency. It's in your best interest to keep this thing going if you want to keep using Oil fuels for power, and the only thing you can rely on is your automated HOG setup, which you might have to, and should improve with the new IV multis as soon as you can, unless you have other sources of power working simultaneously.\n\nAs a last note, there is also an IV equivalent of the Vacuum Freezer, if you want to tackle the Liquid Oxygen needs that way. It's more power efficient, look it up on the GT++ tab."
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					"desc:8": "Your tallest and closest buddy, the Distillation Tower. You've relied on it so much, haven't you? It's time to take it down.\n\nNo, not really, but you can do better now. The catch is that the upgrade to this, the Dangote Distillus, is special in the sense that its crafting recipe is in the Chemical Plant, and the one you have to build for this recipe is very expensive. Should you decide to accept the costs, though, you can build a Dangote in much the same way as the DT.\n\nIn summary, this multi runs faster than the DT by doing parallels, a recipe done multiple times at once. A quad DT that you were using to distill Oil can be replaced by a Dangote, and so on. Since distillation is usually a bottleneck in speed for oil processing, this multi should prove useful."
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					"desc:8": "Carbon Nanites are good first workers, but they don't have much in the way of working with more complex systems as they have a very basic nanite network. So a new more advanced nanite will be needed to produce complex nanites.\n\nThe neutronium nanite is an in-between of the two tiers able to produce tier 2 nanites, which have other uses.\n\n[note]When putting the neutronium nanite in the controller, you will need to wait for the structure check to happen again or break and replace the controller with a neutronium nanite inside. Allows the Nano Forge to make tier 2 nanites.[/note]"
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					"desc:8": "Neutronium nanites are slow moving, but that allowed them to have a complex nanite network. If there was a material that could move itself it could allow for an even more complex nanite with great speeds... Thankfully with the DTPF fully functional we can make it, transcendent metal.\n\n[note]Same thing as the neutronium nanite, but this nanite allows for tier 3 nanites to be made in the nano forge.[/note]"
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					"desc:8": "Aka the Mega Apiary.\n\nIt has three primary modes (change with screwdriver) and two operation modes (change with shift+screwdriver):\n\nINPUT MODE: Does not take power. Put your queens in the input bus to put them in the internal buffer.\n\nOUTPUT MODE: Does not take power. Will give your bees back to the output bus.\n\nOPERATING MODE - NORMAL: The processing time is 5 seconds. Uses 1 Amp LuV per queen. All bees are affected by 64x acceleration and 8 Production Upgrades as well as a Genetic Stabilizer Upgrade. The IAADDS also simulates a perfect environment for all bees.\n\nYou can provide royal jelly to increase the outputs. 1 royal jelly grants 5% bonus per bee. They will be consumed on each start of operation and be applied to that operation only. The maximum bonus is 200%. The normal bee stats still apply of course, though the IAADDS is able to provide a perfect environment for any bee.\n\nOPERATING MODE - SWARMER: In this mode you can only insert 1 queen. The IAADDS will then slowly produce ignoble princesses for 100 royal jelly per operation. The base processing time is 1 minute but you can overclock this process. The base usage is 1 Amp IV.\n\n[note]Yes you need thousands of queens, not princesses.[/note]"
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					"desc:8": "This unholy union between Mega and GT++ must be the work of some madman. It is the ultimate metallurgical furnace to make your alloys with up to 256 parallels. Using better coils and glass also boosts its speed and reduces energy costs!\n\nThe glass tier limits both the energy hatch tier and the recipe tier. As with other multis, UEV glass unlocks all tiers and UV glass is needed for lasers.\n\nGlass tiers gate recipe tiers, for example UHV recipes need UHV glass."
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					"desc:8": "It is not the psychedelic drug kicking in. The NEI page is actually correct. You can get a lot of different stuff from this comb."
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					"desc:8": "Learning more about the world and its ways is a sign of wisdom. However, the truly wise are the ones who know what is unimportant and can be skipped. For a true breacher of technology, the constraints of physics and chemistry are not essential. To skip past their technicalities, the Quantum Force Transformer comes into play.\n\nThis multi is meant to replicate the most popular and important processing lines in the pack's progression, mostly those related to chemistry. Because of recursion in recipes, where earlier tier materials are required to craft higher tier equivalents, there are a lot of early processing lines that stay up through progression. Even worse, they often need more and more machines to keep up with increasing speed demands. To save on lag, this multi will do those processing lines in one step and without most of the extra chemicals that are added to purify the inputs into the outputs.\n\nThe Quantum Force Transformer (QFT) is unlocked in UEV, after Optical Mainframes have been crafted, and with the addition of a single Eternal Singularity and other materials. It's a tall, 15x15 multiblock with many different casings, including two that are upgradable and decide the two tiers of the multi. Although it's available in UEV, the upgraded casings require more and more expensive materials, while also unlocking skips for more advanced processing lines. For example, a platline skip can be done in the earliest QFT tier, whereas a Kevlar skip can only be done in the last tier.\n\nEach recipe that the QFT has represents a single processing line or a big part of a line. The inputs for the early plastic skip, for example, are the basic components of the plastics on a molecular level (Carbon, Hydrogen, Oxygen, etc.), and not the multi-step chemicals that were used half a dozen tiers earlier. All recipes have 3 or more outputs, and every output has a chance to appear: the chance for each is 100% divided by the number of outputs. To increase it, there are additional mechanics that can be used.\n\nSimply put, the QFT uses huge amounts of energy and quantum field stabilization to disassemble simple molecules and assemble them into more complex ones, without needing additives or constrained processes. The only addition to the base inputs that the multi requires is a specific catalyst, which the smart circuits use to guide the materials into what they ultimately transform into, but they are never consumed or lost in any way.\n\nThis direct process simplifies long processing chains to one step, but it has two consequences: it makes the process expensive, given the extreme conditions needed to undergo the transformation (in a similar way to fusion), but it also generates many different outputs at once, none of which are guaranteed, and it's impossible to choose between them without adding something else into the setup to alter the conditions inside the QFT in some way. Throwing more energy into the multi won't do anything, and better materials don't seem to work, so what is the next step? That is what the next two quests will answer.\n\n[note]Tip: Use multiple Bulk Catalyst Housings to run additional QFT recipes within the same structure[/note]"
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					"desc:8": "This mechanic is completely optional, and never required for crafting. However, it's greatly incentivized when the number of parallels is high and when crafting the unique items that unlock higher tiers. “Focusing”, in general, means to increase the chances of the outputs in a QFT recipe, and it can be done in two ways, possibly both at the same time. Each method uses a new plasma, both of which are crafted in a T4 Fusion Reactor by using other plasmas as the inputs, including one T3 plasma for each. These plasmas are Neptunium and Fermium and they can be used together, or individually.\n\nWhen Neptunium Plasma is present, the current recipe can have one of the outputs focused. The specific output is chosen with a circuit in the input bus (this is the only thing circuits do for this multi), where circuit 1 is for the 1st output visible in NEI, circuit 2 is for the 2nd output, and so on. It is up to the player to choose which output they want the most out of all the existing ones, and the fact that every recipe has multiple outputs is because of this mechanic.\n\nWhen an output is successfully focused with Neptunium, its chance increases by reducing the chance of all the other outputs. The logic for this change is as follows:\n\n-> Without focusing, the chance of each output is 100 / number of outputs;\n-> If the casing tier matches the recipe tier, the chance of all other outputs is halved and the sum of those halves is added to the focused output (for example, 20/20/20/20/20 becomes 60/10/10/10/10);\n-> If the casing tier is +1 over the recipe tier, halve the other outputs' chance again (for example, 60/10/10/10/10 becomes 80/5/5/5/5);\n-> If the casing tier is +2 or +3 over the recipe tier, set the focused output to 100% and the rest to 0%.\n\nIn general, this type of focusing doesn't increase the total amount of outputs, save for the new items added with this multi that will come out in smaller quantities. Instead, it allows the player to replace less useful outputs with the more useful ones, and this choice is completely up to them, as is the choice of focusing at all.\n\nWhen Fermium Plasma is present, the current recipe will have all of its output chances boosted, unless the chance for one of them is 100%, in which case that chance is unchanged. This happens because the boost increases if the output chance before ferm focusing is smaller, and the maximum boost is achieved when the chance is 0%, which happens with high-tier nep focusing.\n\nWhen an output is successfully focused with Fermium, its chance increases based on how far it is from 100% chance. This applies to all the outputs at once, and the logic for this change is as follows:\n\n-> If the casing tier matches the recipe tier, each output gets increased by 1/4 of the \"failure\" chance (for example, a 50% chance output has a 50% chance of failure, so it gets boosted by 12.5%, becoming 62.5%)\n-> If the casing tier is +1 over the recipe tier, each output gets increased by 1/3 of the \"failure\" chance\n-> If the casing tier is +2 or +3 over the recipe tier, each output gets increased by 1/2 of the \"failure\" chance\n\nWith the two plasmas combined and a +2 or +3 over recipe tier, a 5-output recipe would normally have 20/20/20/20/20 chances, but it becomes 100/50/50/50/50.\n\nMany lategame multis have parallels, which means they complete the recipe several times at once every time the recipe time is completed, instead of only one, but they require extra EU to achieve this. This makes power the biggest constraint for those multiblocks, and the same happens with the QFT, given that recipe inputs are generally very cheap and simple. Throwing more power at the machine means more outputs, in general.\n\nGiven that, a player that wants a faster QFT will make more catalysts to unlock more parallels, but each added parallels adds to the other ones, to a cap of 64. Focusing, instead, changes output odds, which effectively multiplies the number of outputs per cycle. In terms of speed, a recipe with 4 outputs and 64 parallels runs at the speed of 256 parallels for the focused output if it's nep focused to the maximum of 100%, since it was 25% originally.\n\nThis is a lot of saved EU for high-tier, high-parallel QFTs, so it is the main reason for focusing, and both plasmas are useful here. However, plasma consumption is not the same regardless of parallels, it instead scales with the square root of the number of correct catalysts for the recipe, which is to say, the number of parallels.\n\nThis further applies to the 3 new items that are needed to upgrade the casing tiers. Since their output amount is much smaller than usual, they could get a further boost if focusing is being used, to incentivize the plasma mechanic when upgrading the multi."
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					"desc:8": "The QFT uses the kind of catalyst that the Chemical Plant also does. However, like the plants that have Awakened Draconium coils or higher, it does not consume the catalyst's durability on recipe finish, behaving more like a real-life catalyst that is regenerated after being used. This makes the catalysts used here more expensive to craft, as was the case with the Infinite Mutation Catalyst for Mutated Living Solder, which is meant to be used only with those coils that make it last forever.\n\nGiven that there is no durability loss, it would seem only one catalyst needs to be crafted. However, there are two reasons for this to not be true: firstly, each QFT recipe uses a different catalyst; secondly, the QFT checks for parallels by counting the amount of catalysts it has in its Bulk Catalyst Housing for the recipe in question (limit of 2,147,483,647). This system makes it so that crafting 1 of the correct type of catalyst is required to unlock a recipe, but making more is completely optional and only changes the speed at which the multi crafts, provided it gets enough EU input.\n\nEvery catalyst needs some of the materials that it unlocks in the QFT, which is to say, the original processing line will have to be used to craft the catalyst that allows the player to skip it in the QFT. This applies to every recipe, and in turn every line that can be skipped.\n\nTo improve the general speed of processing, your one options is to get more parallels with catalysts. The other, more complicated way is to boost the chances of a successful output by adding more energy to the system, but in a special way: instead of using direct EU, using it to create a powerful plasma works to improve the QFT processing.\n\nIf the correct plasmas are added, the boosting will work, but it is also possible to upgrade the structure itself to perform chemistry skips that are not possible with the base QFT. These upgrades rely on more advanced and powerful materials, mainly in the material progression of DTPF recipes. However, those existing materials are not enough, because the quantum stabilization can't be maintained with those “foreign” substances. Luckily, the QFT itself can produce the items needed to build the upgraded casings, and these items are outputs of some of the skips performed in the multi. It begins by allowing the much simpler production of already-owned materials but, in this process, it unlocks entirely new materials that are useful to improve the structure itself.\n\nThere are three new items and four tiers in the structure. The first tier can be built without them, but every new tier needs a new item crafted in the tier before. These outputs are related to the recipe where they can be obtained, and they possess unique characteristics that, in real life, are only theoretical.\n\nThe first item you will need to craft is the Hyper-Stable Self-Healing Adhesive. To craft this material, proceed with the Glue/Solder recipe by using the Adhesion Promoter Catalyst. Additionally, make these other catalysts to prove you're well set in your QFT journey."
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					"desc:8": "Consider improving your QFT's focusing capabilities by replacing your §3Neutron Shielding Core§r casings with §3Cosmic Fabric Shielding Core§r casings. Like the tier 2 manipulators, these also require §3Hyper-Stable Self-Healing Adhesive§r."
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					"desc:8": "Consider improving your QFT's focusing capabilities even further by replacing your §3Cosmic Fabric Shielding Core§r casings with §3Infinity Infused Shielding Core§r casings. Like the tier 3 manipulators, these also require §3Superconductor Rare-Earth Composite§r."
				}
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					"desc:8": "Consider pushing your QFT's focusing capability to its final form by replacing your §3Infinity Infused Shielding Core§r casings with §3SpaceTime Bending Core§r casings. Like the tier 4 manipulators, these also require §3Black Body Naquadria Supersolid§r."
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					"desc:8": "Why walk when you can teleport? This upgrade to the staff of traveling can move you even further, even faster, and will never run out of energy.\n\nRight-click:\n * If targeting a travel anchor: teleport to it, 2048 range\n * If looking at a block: teleport to it, 512 range\n * If no block in range: teleport forward, 64 range\n * If looking at a block within 4 range: teleport to the other side of a wall, 16 range\n * No cooldown\n\nShift-right-click:\n * Same as right-click, but ignoring travel anchors\n * Travel anchors will be hidden from view while holding shift\n\n[note]Tip: You won't be able to see travel anchors that are far away, but can still teleport to them if they are in range and chunk-loaded. Try using JourneyMap waypoints to mark anchors![/note]\n\n[note]Note: The right-click and shift-right-click actions are fully configurable. Check the EnderIO Staff Settings configs!\nConfig action values:\n 0: Do nothing\n 1: Teleport to look / forward\n 2: Teleport to anchor\n 3: Teleport to anchor, or to look / forward if no anchor[/note]"
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					"desc:8": "The Catwalks Mod adds several cosmetic blocks to deck out your factory.\n\nScaffolds and Builder's Scaffolds are useful for building up in the air before you get access to flight. They can be climbed like ladders, and break instantly when punched. You will also not fall off of them if you let go of movement keys while climbing. If you right-click the Builder's Scaffold with a solid block, the scaffold will be replaced by that block.\n\nCatwalks can connect to each other to form a wide passageway. You can decorate them by attaching Caution Tape or Rope Lights, the latter provide dim lighting.\n\nCaged Ladders give you a way to move up and down without a risk of falling off. Climbing them is much faster than vanilla ladders.\n\nSupport Columns are purely decorative. They connect to each other in all directions. They also work as ladders.\n\nSturdy Rails let you run minecart tracks across gaps without supports. Right-click the Sturdy Powered Rail with a Blowtorch to power it permanently, you don't need a redstone torch. If you don't have enough distractions already, use them to build a rollercoaster!\n\nThe Blowtorch lets you remove railings or even the floor from a catwalk by right-clicking. Use it to make an opening to let you walk onto the catwalk, or if you don't know what an \"OSHA violation\" is. The same function can be performed by a GT or Forge-compatible wrench, so you don't actually need to make this."
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					"desc:8": "If you've automated Carbon Monoxide, you can now burn it directly for EU in a Gas Turbine. It does not use the Steam Turbines that the boilers required, which is a good thing for two reasons: Steam Turbines are less fuel efficient than their Gas or Combustion alternatives, and steam in itself needs large pipes to move it, being much less power dense than gases or diesels. Additionally, you don't even need boilers at all! You can skip them altogether if you invest in this CO route.\n\nYou also get Ashes from this chemical reaction. They can be used in several ways, take a look!"
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					"desc:8": "When it comes to power from wood, your only options so far have been the wood itself and Charcoal. Both of these are low on energy per item, so you will need a lot of wood to have a decent EU/t output. How, then, can you easily get that much? There are two ways: the automated way, and the non-automated way.\n\nThe automated way can be done with one of several machines, but in LV you only have one option: the LV Crop Manager. It can automatically harvest crops in an area around it and, for this situation, the crop you want is one of several Bonsais. You can get them by planting saplings on cropsticks (there is a lot more information about how crops work in the Forestry and Multifarms page), and most types of saplings are equivalent to one another, although not all of them can be planted as crops. The ones that stand out are Spruce, which give a bit more wood than the others, and Oak, which give Apples alongside the usual wood and saplings, possibly useful for some chemistry later.\n\nThe non-automated way can be done earlier, and it only requires two things: an unbreakable Lumber Axe and trees with a lot of wood, like Sacred Oak, Redwood, or Rainforest Oak. This axe will chop down (most of) the trees and award you with stacks and stacks of wood, much faster than the automated way, but with more work. This process might be useful in the beginning, but you will have to automate the wood input at some point.\n\nComplete one of the tasks and get some wood to continue."
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					"desc:8": "Trees are not the only source of power for the renewable enjoyer, though. You can continue to expand your wood production to sustain yourself, but you can also avoid the Charcoal business altogether! There are some naturally-sourced, energetic oils that can be processed into a greener alternative of what oil pumping can lead you to, in this tier. While crude oil turns into Diesel, this oil turns into Biodiesel!\n\nIn general, Biodiesel has less power per bucket than Diesel, which is its main drawback, to compensate for the renewable sources. You could source both of them from plants, but Oilberries are very slow compared to the option you might use, Rape flowers or Goldfish. They are an excellent source of Seed Oil or Fish Oil, but they are also IC2 crops, so their output scales with their stats.\n\nBetween the two, Goldfish have a faster fluid extraction recipe, so they are often recommended for that reason, although it's not a dealbreaker. It's recommended that you get high-statted crops if you want to follow this route, although it is not a necessity, because there are other options that never go into these IC2 crops.\n\nHow many options are there, really? There are many, but they can be divided into 3 categories, and that's what the quest tasks focus on: IC2 crops in a Crop Manager, regular crops in a Multifarm or automatic fishing in a fish trap. All of them are sources of a biological oil, either Seed Oil or Fish Oil, which can then be processed into Biodiesel."
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					"desc:8": "Reacting the three chemicals from the steps before with each other, you get a highly energetic fluid that is, for most purposes, equivalent to Diesel. To burn it for power, you cannot use Steam or Gas Turbines, but instead the Combustion Generators that Diesel also uses. They are reasonably efficient, generating 90% of the EU shown in NEI per bucket of fuel, although Biodiesel has a lower fuel value than either Benzene or Diesel, but not by much. Besides the generators, you also need a big enough fuel input per tick to sustain your base, so make sure to expand your setup enough to fuel all of your other automations.\n\nBiodiesel isn't the only thing you get from this process, though. As a side product, you also get Glycerol. Do not throw this away, it will prove itself useful when making epoxy resin, and possibly in other setups, to save you some work at a later time. When using singleblock Chemical Reactors, the recipe will stop if the Glycerol output is full, a situation in which a super tank will surely come in handy.\n\nWith that said, HV holds a big upgrade to this fuel that you might want to invest in. Keep progressing to check it out!"
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					"desc:8": "Your power needs quadrupled since the last tier, and it's likely that you're not getting Charcoal fast enough. Instead of adding even more Coke Ovens, why not build an upgraded version of them?\n\nThe caveat is that you won't keep producing Creosote alongside the Charcoal from now on. It makes for decent power in the appropriate generators, and you might have already used it to produce Lubricant. Despite that, you can still get Creosote from processing in the next steps of this questline, so you can still get it if you need it. With that out of the way, let's move on to the Advanced Coke Oven (ACO).\n\nHow is it made? The ACO needs a lot more steps than the normal Coke Ovens, steps centered around Nether materials, cooked in the EBF and then cooled down. The cooling part is normally the Vacuum Freezer's job, as you will see later in progression, but you can't build it yet; because of that, you'll have to use IC2 coolant to finish the bricks used in the ACO. Once you've crafted all the blocks needed for this, you can put it together and start it up, to see what's different from before.\n\nThe speed of this new one is 1 Charcoal per second, or the equivalent to 90 Coke Ovens. The cost of this is the loss of the Creosote, and also that it needs fuel to work, making it so approximately 1/16 of your Charcoal is lost in this step. Fortunately, you can automate it with item pipes, and the EnderIO conduits make it even simpler. Input wood, input charcoal, output charcoal.\n\nMake one of these multis to continue. Be warned that you might need more!"
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					"desc:8": "Some setups really demand space in your base to work properly. You might have thought that when you finished the Coke Oven automation, but there's also an option in this tier that respects that need for speed by just being a gigantic multiblock: the Pyrolyse Oven.\n\nIn essence, it's the original GregTech large-scale wood processor. It is a massive structure, probably bigger than any other multi you've built before, but it uses simple materials like bronze and steel. If you're able to just throw stacks of those at a controller, you can put this behemoth together and enjoy an alternative to the Advanced Coke Oven that has some extra benefits. Unlike any of the other ovens, this one runs on EU, so you need to route your power back here to process the wood you're feeding it.\n\nWhat makes the Pyro valuable? It outputs a fluid alongside the Charcoal, which you can process for extra power and/or byproducts. Look at NEI to see all the alternatives available to you, this multi can usually output several different fluids, but only one at a time, decided by the circuit inside it. The one to choose at this time is Wood Tar, the same fluid you're extracting from the Charcoal. You get a small constant bonus from having built a Pyro, which is really nice.\n\nHowever, the Pyro uses coils in a similar way to the EBF, and those coils affect the time each recipe takes: if you're using Cupronickel Coils, the recipe time is actually 2x what NEI says! This might be too slow for your needs, so make sure you check how much Charcoal you're getting from here. Kanthal Coils are available in MV, using the IC2 Coolant instead of the Vacuum Freezer.\n\nYou can also boost your Pyro by providing Nitrogen. There are separate recipes for that in NEI."
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					"desc:8": "Direct Charcoal consumption is also improved, if you want to go that way. The second Large Boiler is made out of Steel, but needs HV circuits, which you can make in this tier by using Polyethylene in the circuit boards. It generates steam at a speed equivalent to 1000 EU/t at 100% fuel efficiency for that steam, which you can't reach with the inefficient Steam Turbines available to you. It also needs two ACOs, but it skips any further processing, at an additional cost of heavy pollution that you'll have to deal with in some way.\n\nThis is the most \"spammable\" setup you can make. There are no further upgrades to the Large Boilers that accept these cheap fuels (the next boilers only accept some more complicated ones), but you can wallshare these to increase the energy input into your processing. The biggest problem, as usual, is transporting the steam to prevent big energy losses across long stretches of cable. This is not the best option, but it can be used."
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					"desc:8": "Benzene cannot be extracted directly from Charcoal. To get to it, you need to process the extracted fluid, called Wood Tar. In the past, this was a very slow step, which forced players to spam Fluid Extractors to keep up with the other parts of their Benzene line, but it's a lot faster now. Regardless, you still need more than one Fluid Extractor for each machine used in the step after this one, if you are using LV machines here.\n\nSince it's an LV recipe, you can overclock it with an MV machine, but you'll waste some EU that way (each recipe will cost twice as much EU). To continue, craft either 2 LV Fluid Extractors or 1 MV one."
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					"desc:8": "Wood has been a big part of your power generation, and you might have even used other plants or fish for oil. Even if that's true, there is a constant output from your trees that has been left unused all this time: the saplings! No matter which tree you chose to automate, you are surely stockpiling the saplings matching that tree, since there's little that is really useful to do with them. At this point, though, you can set up a decent Biomass setup.\n\nTo clarify, Biomass is just a fluid made from plant stuff. It doesn't need to be saplings, but that's most likely something you have a lot of lying around. On top of that, there are multiple types of Biomass, one of them called Fermented Biomass, which is very similar but different, and the recommended path for you to take, since it needs fewer steps than the alternatives and gets you to the DT recipe just fine.\n\nAfter this processing line is finished, you will have a lot of new chemicals automated that you won't have from Wood Tar alone. If you are already processing Wood Vinegar, you will have several repeat outputs, though. That said, if you complete this line, you will get Ethanol + Methanol and Ammonia, which make the Cetane-Boosted Diesel process much easier. All of these lines interact with each other, and you can get bigger and bigger returns if you automate several at once!\n\nFor now, focus on putting together the machines needed to get from Saplings to Fermented Biomass. You will need a Compressor, a Pulverizer and a Pyrolyse Oven for this route."
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					"desc:8": "One of the most important steps is to remove the limitation you had when distilling. Wood Tar turns into Benzene? That's not how it should be, there's much more to get from that tar than what you've been extracting from it. To keep the rest, you need more space in the distillation process, or, more specifically, more height. Each of the fluids that can be separated from within the tar will stick at a different height level, sitting on top of all the others that are denser than itself.\n\nBasically, you need a multiblock, instead of a singleblock. The Distillation Tower you will need for this recipe has to be at least 6 blocks tall, with 1 input plus 5 outputs. Out of it, you will get Benzene, Toluene and Phenol, which are all viable gases for power alongside being very useful for progression (Toluene for compressing with TNT and moving past HV, Phenol for crafting circuits in the next tier and other chemical lines). You will also get various types of Dimethylbenzene. For now the only one of interest is 1,2-Dimethylbenzene which is a part of the PBI line in IV. Though even that is unfortunately of little use to you right now. You also get Creosote for your Lubricant needs, or a little extra power."
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					"desc:8": "Your old pal, Creosote Oil, is back in the game! That's right, you can get it automatically from Charcoal processing again, as you did with the first Coke Ovens, and what you can do with it is about the same. The two main purposes it has are power generation and Lubricant, which you will want to use in Cutting Machines, and will also be required in some later multiblocks like the Large Combustion Engine and the Multiblock Miner. Using a Brewery, you can add some Redstone to quickly convert this oil to Lubricant and keep it in stock for whatever machine or craft needs it.\n\nAlternatively, you can get a bit of extra power from this. The fuel value per bucket is much lower than the big three, but it still has an interesting use. When the semifluid generators were broken, and the Creosote wasn't usable in them, there were setups using two max-size LP Railcraft boilers to turn the amount you get from one DT into the EU needed to run it, making that step completely free in terms of power. There were some fine details, such as the Steam Turbines needing to all be LV for the fuel efficiency, but it'd be easier to use semifluid generators from the start. Either way, you can at least remove the EU cost from the DT from the equation, if you wish to."
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					"desc:8": "This one is not as specialized as Toluene is. It's also more likely that you will be producing it in a Chemical Reactor, or working around it with recipes, if you choose not to use Oil or Benzene for some reason. You're here, though, so you have all of the possibilities, and all of the advantages of skipping through steps in several important chemical lines that accept Phenol, one of the first being epoxy resin. If you check NEI, you can more easily see where this chemical can come in handy.\n\nIt is true, though, that it isn't as required in HV as Toluene is. Since both of them are good power options alongside Benzene, it's preferable that you burn this one for power between the two, if you have to. In the best situation, you won't need to, but it's also acceptable to burn all of the Benzene and some Phenol, while the Toluene gets converted into its gelled form to make several stacks of TNT. Don't discredit the amount of power you can get from this."
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					"desc:8": "The Distillation Tower you've recently unlocked can bring forth many, many more outputs than what you've done so far. If you look at NEI, you might see that there are other Charcoal-related fluids that have recipes in this multi, and this is the time to work with them: doing it all in singleblock Distilleries would be very wasteful.\n\nThe most important part about getting these fluids is the Pyrolyse Oven. If you haven't made one, it's highly recommended that you make at least one. You can upgrade both the energy hatch and the coils used in it to keep it up to speed with everything else, no need to build more than one. Aside from fulfilling the purpose of the Coke Oven, to cook Wood into Charcoal, it gives the choice of which of several fluids it also outputs as it does the processing. Most of the options are potentially useful, but a complete Benzene setup will prefer Charcoal Byproducts because they are, essentially, the complete product.\n\nATTENTION: This setup is technically HV, but it's quite expensive. It's fine if you move to EV first before you build this. It is in no way required to progress in HV.\n\nWith Charcoal Byproducts, the full setup involves DTing that into Wood Tar, Wood Vinegar and Wood Gas, and then DTing all of those into their respective outputs. With one tower for each, you will end up with a quad DT setup, very expensive overall in terms of Stainless Steel, but with huge savings compared to making 4 separate ones. Keep in mind, however, that they will not all have the same height. Additionally, Wood Gas is not as valuable as the other two (although it is a decent Ethylene source), so it's also a good idea to make 2 of the 4 DTs process that, and burn the Wood Gas for the little power it can provide.\n\nAs a final note, the towers do process things slowly. Add Distilleries, if you wish, to get specific outputs."
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					"desc:8": "From Wood Vinegar, one of the useful outputs you can walk away with is Acetone. It's not very easy to craft, needing Calcium Dust and Acetic Acid, which needs Methanol or Hydrogen... instead of all that, you can get it right here, alongside some of the other chemicals in this family tree.\n\nWhat is it for, though? Simple: Epoxy Resin, Cetane-Boosted Diesel, Raw Gasoline and maybe some up-and-coming glue. Want it? Get it, it'll surely prove useful."
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					"desc:8": "Wood Gas has a big portion of barely useful outputs, but also some hidden gems. The hardest one to get, arguably, is Ethylene, since it needs automated Sulfuric Acid alongside the Ethanol you're already getting. DTing Wood Gas is the main way to get Ethylene directly, without worrying about the acid, when it comes to renewable power. This make Polyethylene, an important plastic you've already worked with at this point.\n\nThe caveat is, of course, the small amount that you get in this recipe. Whether or not you set this process up is your choice, but it's generally useful, especially if your main Ethanol source is Wood Vinegar."
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					"desc:8": "This questbook page is supposed to explain the Benzene powergen line, but you might have noticed that you haven't made any Benzene yet. That's because the recipe path to get it from Charcoal has an MV recipe, and you can't just skip straight to MV with the small amount of steam you were using in the Bronze Age.\n\nThere are also other paths for renewable power in this page. They have similar sources, or the same source, but different processing lines, and the entire thing looks like a tree branch, with many different ways in which you can go. The Carbon Monoxide path is one example of this, and there are many more to come in the future.\n\nRegardless of which path you chose to get power from your Charcoal, you can now sustain an EBF comfortably and get power more efficiently. It's recommended that you move away from steam in the next tier, because you will need to transport too much of it to produce good amounts of MV power. Fortunately, you won't need steam at all!"
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					"desc:8": "One half of TNM is Nitric Acid, which has more paths to reach it than can be listed here. It's basically Hydrogen, Nitrogen and Oxygen merged together, and many compounds made from these things can lead you to Nitric Acid. How you get this is up to you, but it might be a lot easier if you already automated some Distillation Tower setups for other renewable resources.\n\nLet me explain. Nitric Acid can be made directly from Ammonia and Oxygen. O2 has many sources, and you should have already automated it, but Ammonia is harder to get: you either make it from Nitrogen Oxide and Dioxide, or you skip all that with a Fermented Biomass DT, which outputs Ammonia directly. That is the fastest way, if you already made that setup, otherwise you'll need to chain several reactions together."
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					"desc:8": "The other half of TNM is Ethenone. Once again, DTs can make this easier for you, but Ethenone is pretty simple to figure out: either Acetic Acid or Acetone can make it, both of which are DT outputs, but Acetic Acid also needs Sulfuric Acid to make it.\n\nAcetone is easier, but either way works. One important thing to understand is that you only need a small, tiny amount of Ethenone when compared to other chemicals. When working with Biodiesel, 200L of Ethenone are enough for 9000L of CBD, which is equal to 9 million EU at 100% fuel efficiency. With that consideration, each bucket of Ethenone corresponds to 45M EU! Quite powerful, if I do say so myself.\n\nClearly, your bottleneck will be the Biodiesel and, in turn, the Seed/Fish Oil."
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					"desc:8": "Tetranitromethane is the additive you need to turn Biodiesel into Cetane-Boosted Diesel. Each bucket of the first turns into 0.9 buckets of the second, but if you look at the EU values per bucket of both, 320k turns into 900k EU, discounting 5.7k EU from the craft, a huge upgrade in power generation. The TNM only costs some thousand EU, the main difficulty is automating the input of all the materials, which shouldn't be too hard at this stage of progression.\n\nThe power density of this fuel is great, but it doesn't mean you'll have enough power to get to EV. What really matters here is the amount of plants or fish you can provide, since all the other items and fluids are basically additives when compared to the amount of oil you need. It's hard to match the speed at which crude oil can be obtained, but you can bring forth a lot of Seed/Fish Oil if you increase the size of those setups.\n\nThere are more possibilities for CBD in the future, if you want to move towards those."
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					"desc:8": "After this biomass leaves the Pyro, you can input it straight into a DT and it will be separated into its component parts. This is one of the tallest towers that you can make with fully renewable powergen and, sadly, not all outputs are useful. However, you'll still get a nice bang for your buck, if you manage to not get lost in NEI in the middle of all this chemistry.\n\nThe following quests will explain some important uses for the outputs of this DT recipe. First, however, you need to get it going, which means you need a lot of Fermented Biomass and a tall enough tower to process it. There is one caveat that you might run into as you try to speed up your machines, which is that saplings don't come fast enough! You can work around this by throwing more plant stuff into the Compressor, and how you solve this is really up to you and what you have."
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					"desc:8": "You might have heard of the Fertilia crop, which can easily automate the Fertilizer input for your crops, if you're using them. Why bother, though, when you're already getting it from your DT? That's right, you will also be able to automate fertilizing alongside everything else, which is very important for high-statted crops, making all the inputs (energy, water, fertilizer) automated without any outside inputs. Pretty neat, huh?\n\nThat said, you might not be using IC2 crops at all. In that case, you can electrolyze it, and you'll get a lot of free Carbon and Calcite Dust, which you'll certainly use in future chemistry. You can also use the CO2 Gas from the DT to get Carbon, I guess? It's not very useful."
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					"desc:8": "The output you'll get the most of, in the Fermented Biomass DT, is Methane. 6/10 of the input amount will become Methane, and this makes for the best choice for powering your powergen, even if other outputs can also serve as fuel options. It's important to remember that Methane is used in several important chemical lines, such as PTFE and Silicone Rubber, but you'll get much more of it than you need for those purposes.\n\nThe Methane you get from one DT can power it 4 times. Using 1/4 of your power there, you can fuel the singleblock machines you're using, and the wood automation source as well if you feel like it. Regardless, this setup should fuel itself just fine."
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					"desc:8": "Ethanol and Methanol are two different chemicals, but they are both outputs from DTing Fermented Biomass or Wood Vinegar. Between the two, you can make Ethylene (and then Polyethylene, by adding Sulfuric Acid and Oxygen), Biodiesel, Dense Hydrazine (GT++ rocket fuel, it's very powerful in IV, try it), some chemicals for HOG (EV fuel from crude oil), and many other things such as Chloromethane. For future processing lines, you're going to want to have these stocked up.\n\nThey are both also power sources, if you end up with full super tanks. Their fuel values aren't the best, with Ethanol at 192k and Methanol at 84k, but they are perfectly capable of fueling your powergen setups, leaving your best fuels free to power your main base. Even if you're using them for Biodiesel and Polyethylene at the same time, it's quite likely that you'll have leftovers. If you have the choice to use any of the two in a recipe, choose Methanol, since Ethanol has a lot more EU per bucket to give.\n\n(Also note that you get almost no Ethanol from Wood Vinegar compared to Methanol. On the Fermented Biomass side, the amounts are the same.)"
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					"desc:8": "This one is almost a flex, at times, depending on your future plans. Ammonia is one of the most power-intensive early chemicals to produce, from Nitrogen and Hydrogen, with a slow HV recipe compared to most others being produced quickly. It is used very often, in various stages of progression, often to make Nitric Acid that is used for Industrial TNT, Cetane-Boosted Diesel and other products. From Fermented Biomass, you can get it directly, although only one tenth of the amount of biomass used, 1000 mL to 100 mL of Ammonia.\n\nThe rate at which you're going to get this, just from one HV DT, isn't very fast. DTs are slow by design, and the ratio for Ammonia isn't great, so you can accumulate it if you leave the setup running for a while, but you won't be able to feed it into multiple automations that require it unless you upgrade the DT or make more of them, both of which are easy to do later on. Alternatively, you can choose to void the other outputs and work with singleblock Distilleries instead, but this depends on the rate at which you're inputting saplings.\n\nTo note, Ammonia is required to make Cetane-Boosted Diesel, which you can make from Biodiesel. You can get a good mileage for that just from one Fermented Biomass DT."
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					"desc:8": "Water is completely free, that much is obvious. Distilled Water, though? It's the same input, but it needs a machine to process it into this version, and you best not choose singleblock Distilleries to do this, because they are incredibly slow and will never keep up with your demands.\n\nThe obvious option is a Distillation Tower. The less obvious option is a Steam Turbine multi, which outputs Distilled Water that is supposedly piped back to where the steam is made. However, there are several steam producers that use regular water, so you can try that? The DT is the simplest and most direct option, though. 3-high is the minimum, so you have to build it like that. It doesn't need a lot of power, it will fill up a tank of any size over time since the water input is completely free."
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					"desc:8": "If you've gotten this far, you should be ready to produce Steam at an alarming rate from this hyper-efficient fuel. Unlike Combustion Generators and Gas Turbines, you will need more multis in front of your Large Boiler because it outputs Superheated Steam. More specifically, you will need two turbines: one for turning the Superheated Steam into EU and regular Steam, and another for turning the regular Steam into EU and water, to be reused in the boiler.\n\nThe multis will not run without a turbine inside the controller. The size and material of a turbine determines the optimal flow rate and the EU/t at that rate. Good materials in EV are Shadow Metal (from Thaumcraft) and Manyullyn, before upgrading to Oriharukon in IV. Steam turbines usually generate less EU/t than gas turbines but that depends on the amount and tier of the boilers, and whether you are using loose mode or not(check the Steam Turbine quest for more details).\n\nSteam flow rates are very high which means you will need huge GT pipes to keep up, but there is a better way: AE2 P2P tunnels, set to fluid mode, can teleport fluids from one multi to the next without caring for high flow rates. With all that taken care of, the only thing left to do is place an EV Buffered Dynamo Hatch on each turbine. Now your setup is complete!"
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					"desc:8": "The last of the Large Boilers is IV-tier, and it's the Tungstensteel version. In numbers, it beats all of the other boilers, both in EU/t and fuel efficiency, so it's a good idea to build one or more of these if you've been working on the Super Fuels. Each one will output Superheated Steam matching an EU output of 16000 EU/t, at 100% fuel efficiency, or 24000 EU/t with 150%.\n\nAlongside this, you should also work on automating the Magic Super Fuel, if you haven't already. It needs more inputs, but it's even more bang for your buck, the entire point of this fuel line! You will need automated Blazes and Endermen, preferably, unless you can automate the Thaumcraft version of the Magic Fuel Binder recipe. For the fuel itself, Alumentum can be done simply with Charcoal Dust in a Cauldron or Thaumatorium.\n\nThe dark blue towers might ask for a lot of Large Turbines to process all of the Steam, especially if you build a quad boiler setup. You can expect almost 11000 L/t of it as output, per boiler, so look at some of the turbines you can craft and check out how many you need. The quest after this one gives some suggestions for battling the potential turbine spam."
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					"desc:8": "Welcome to my ted talk, today we talk about the §6§lExtreme Industrial Greenhouse.§r\nIt is the most advanced and §l§nLAG FREE§r crop farm that will allow you to supply the amount of tea you need.\nThe machine starts at §5EV§r, but to farm IC2 crops you will need at least §dLuV§r power.\nTo see the structure, place the controller on ground and use a structure hologram to build.\nThe glass tier limits the energy tier until [note]UV[/note]. With [note]UV[/note] glass you can have an energy tier as high as you want.\nShift-click with screwdriver to change crop type (IC2/normal), sadly you can't farm both in one machine.\nThere are 3 modes to manage your crops (change with screwdriver):\n\n§lSetup mode (input):§r\nIn this mode you can plant your crops in the machine.\nJust put them in the input bus and enable the machine with a soft mallet.\nAdditionally, you need to insert block that is required for IC2 crop to grow (if any)\nWhen the bus is empty, just disable it and change the mode.\nKeep in mind that there is limited space of slots for your crops depending on the voltage.\nWith normal crops you start with 1 slot and that multiplies by 2 every tier past §5EV§r, every slot can take 64 crops of the same type.\nWith IC2 crops you start with 4 slots and that multiplies by 4 every tier past §dLuV§r, every slot can take only 1 crop.\n\n§lSetup mode (output):§r\nThis mode allows you to move your Greenhouse or upgrade your crops.\nWhen the machine is running in this mode it will output all planted crops in the output bus.\n\n§lNormal operation:§r\nWith normal crops it is a straightforward process. Base processing time is 5 seconds, at the end of operation all crops are grown and the outputs are added to the output bus. Additionally the time is lower every tier past §5EV§r §o(The time is divided by the number of tiers past §6HV§r§o, minimum 1 second. WOW)§r\n\nIC2 crops on the other hand, are not that easy. They are normally simulated, but accelerated 32 times. Process time is 5 seconds. You can check the progress of the growing process with a tricorder.\n\nIf you want to grow your crops even faster, then you can use a fertilizer (up to §l400% more drops§r!). Machine will take fertilizer from the input buses on start of the operation and will be applied to that operation only. Each fertilizer gives +200% per crop in normal mode or +10% in IC2 mode. The bonus is applied evenly on crops. Examples:\nNormal mode, 3 wheat seeds, 1 tea seeds, you insert 1 fertilizer, you will get +150% wheat drops and +50% tea drops.\nIC2 mode, 16 melon seed bags, you insert 64 fertilizer, you will get +40% drops.\n\nAdditionally, all your crops need water to grow. Every single crop drinks 1000L per operation. So for example if you have planted 576 tea seeds at [note]UV[/note] voltage you will need 576000 L per second.\n\n§lLast notes:§r\nThe animation can't be disabled.\nThe lamps can be inverted.\nThe dirt must be tilled.\nIf you encounter any issue or have any suggestion please open an issue on GitHub and ping §l@kuba6000§r.\nThis MB was created to farm tea because I wanted to."
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					"desc:8": "Milling process is an alternative way to produce Indium, designed for LuV and above. It does not void Aluminium and Galena for no reason, and you can extract Indium from Sphalerite efficiently. In exchange for machine cost and infrastructure needed to process."
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			}
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		"3170:10": {
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						"id:8": "IC2:blockGenerator",
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					"name:8": "Basis for All Reactors",
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					"desc:8": "Nuclear energy is first available in EV. However, it comes in all shapes and forms, and it can be hard to choose one kind of setup to use amongst all of those that are available. To start this questbook page, this first quest will be a summary of how nuclear power can be produced, and when it is available. Other quests down the line will have more details about each specific setup, but this is an overview of all of them.\n\nTL;DR: Nuke < Fluid Nuke < Vacuum Nuke < LFTR = THTR = Naq Reactor < Fusion < Compact Fusion for power, per reactor. For breeding, Nuke < LFTR = Naq Reactor < HTGR in terms of breeding speed and outputs, with fusion being required to make some materials.\n\nThe first nuclear source you have access to is the Industrialcraft 2 Nuclear Reactor, usually called a nuke. It's a small singleblock that can have additional chambers attached to it to make a multiblock structure, and the amount of chambers decides the amount of space available for the nuke's components. Inside it, fuel rods with radioactive materials generate power, and every other item serves to control the temperature of the reactor and keep it from exploding. It generates EU directly, but it can be upgraded to a fluid nuke, which outputs hot coolant instead, for the Large Heat Exchanger, but with more efficiency. Lastly, there's also the vacuum nuke, which is very similar to regular nukes but it cools down by using Coolant Cells, which wear out and are only reusable by using Vacuum Freezers. Usual fuels for all of these are Thorium, in EV, and Uranium, in IV.\n\nBetween IV and LuV, there's another kind of reactor, the Liquid Fluoride Thorium Reactor (LFTR). In this large multi, the Thorium and Uranium are mixed with very hot, molten salts (which need to be prepared in another multi), improving the power generation at the cost of additional processing. It's an expensive setup, but the depleted fuel can be recycled into many more byproducts than usual, especially at LuV, where you can get almost all the noble gases amongst other things, alongside huge amounts of power.\n\nAt those same tiers (albeit mostly for LuV and above), there are also two larger multis, the Thorium High Temperature Reactor (THTR) and the High Temperature Gas-cooled Reactor (HTGR). The THTR is mostly for power, needing an input of about 0.5 IV amps and outputting LuV power at a varied amount of amps, whereas the HTGR is a breeder reactor, outputting 1/20 the amount of hot coolant, which is where the power generation comes from, but with much better ratios for breeding into Lutetium and other elements.\n\nAnother kind of nuclear reactor is the Good Generators Naquadah Reactor, which coincidentally has recipes to consume Thorium Liquid Fuel and Uranium Liquid Fuel, alongside the several types of Naquadah fuel that exist. With these two, this reactor can process those elements much faster than regular nukes, which is helpful for power and for breeding, but it requires more processing until those fuels are ready to be consumed. Additionally, there are fuel rods for the IC2 nukes that use different Thorium and Uranium fuels, more or less related to these.\n\nFrom then on, it's fusion power. The infamous GregTech Fusion Reactors work by fusing two elements into a new one, which is often a required step for progression, but they also turn the power they require into exponentially more in the way of plasma. Helium and Tin Plasma are some of the most used for power, and putting them into Plasma Turbines is an excellent source of power for lategame, in ZPM to UEV and so on. There are 4 tiers to the regular Fusion Reactors, but there is also compact fusion and some other kinks to fusion that you might explore later on.\n\nThis page will mostly serve to guide you into making a choice between all of these possibilities. It's pretty much guaranteed that you'll use at least 2-3 of these setups, so try to get comfortable with these quest descriptions."
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					"desc:8": "This side of the advanced fission branch will focus on the items you can get from nuclear fission. In terms of physics, this fission refers to atoms being broken into two parts, each of which generates a different atom. This has potential to produce some interesting stuff and, perhaps, replace some chemical lines.\n\nAs you advance, your rewards will scale just as the complexity does. However, this part is one where development has lagged behind, and some fission setups are poorly rewarding when it comes to byproducts. However, as those setups are updated, so will these quests, so check back on new updates to see what has changed!"
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					"name:8": "Fission Guidelines",
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					"desc:8": "The branch to the left and to the right are both about nuclear fission, or the midgame content about fusion. If you're looking for fusion, you went the wrong way! Go straight down for that content, although it only begins in LuV.\n\nOn the left side, the top side is the beginning of it all, with your usual IC2 nukes that were developed more than 10 years ago. On the bottom, the neat and powerful upgrades to those nukes, either fluid or vacuum.\n\nOn the right side, the top side is dedicated to power, whereas the bottom side is dedicated to breeding (byproducts). This covers the more GTNH-exclusive fission content, all of which comes after IC2 nukes, and generally builds on their concept to work faster and pump out more complex, and often more useful things."
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					"name:8": "IC2 Nuke Variations",
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					"desc:8": "This branch of the questline focuses on the IC2 nukes that work differently from the simple kind that is explored on the branch right next to this one. They are more powerful, but also require more setup.\n\nThe main two kinds are fluid nukes and vacuum nukes, which will be explained in the following quests. However, there are also other obscure types, such as wrench nukes, which might or might not work in the current version.\n\nThose are memes, but if any new viable type of IC2 nuke is ever introduced, it will be explained in this section."
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					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 0,
						"id:8": "GoodGenerator:radiationProtectionPlate",
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					"name:8": "Build the Assembly Line First",
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					"desc:8": "This branch refers to nuclear fusion. This content is strictly LuV onwards, so you will need the Assembly Line before even starting to think about fusion. It is the most \"endgame\" content on this quest page, so it's the one left for last.\n\nThe quest you need to complete is in the \"Multiblock Goals\" tab. There are also fusion-related quests in the LuV, ZPM and UV tabs, amongst others, so check them out when you're there."
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			}
		},
		"3175:10": {
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						"id:8": "gregtech:gt.blockmachines",
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					"name:8": "Improved Fission",
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					"desc:8": "This branch starts at mid-IV. In this direction, you will find several setups that are related to nuclear fission, the same process that the IC2 nukes do, but in more complex and rewarding ways. Through here, you can get power and breeding byproducts as you would with nukes, but faster and with more variety of options and goals.\n\nThat's right. If you've used IC2 nukes, you might have learned more or less how they work, but the whole system feels a bit dated. That's no surprise, considering that this is base IC2 content and from 10 years ago or more. Whatever additions GTNH gave to those setups, they were minimal in comparison to the general implementation of those nukes. In fact, some of the new content for those was a result of new nuclear fission content that was sort of backported into nukes.\n\nWe have good progression standards here, though. Once you've reached IV, LuV and so on, you will be able to use more advanced ways to work with Thorium and Uranium! These fuels are almost always the focus of the whole thing, with Plutonium coming in from time to time, but each new reactor will demand them to be supplied in a different way for things to work properly. The power generating reactors featured here are the LFTR, the THTR and the Naq-related reactors.\n\nFinally, this questline features many different multis and setups that are often unrelated to each other. Instead of forcing you to build a full LFTR setup before getting access to the THTR, for example, these quests will have simple required tasks, and simple rewards. The optional tasks will have the main expensive crafting, to guide you in building these setups if you're interested in them."
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			}
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					"visibility:8": "NORMAL",
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						"Damage:2": 0,
						"id:8": "gregtech:gt.rodThorium",
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					"name:8": "Thorium as Early Power",
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					"desc:8": "The very first step into nuclear power is done with Thorium in an Industrialcraft2 nuke. This multiblock already has a good amount of information in the questbook, split between the EV and How to Generate Power pages, so you should look at those if you want even more information that might not be written here. For the sake of not repeating everything, this will be more of a summary.\n\nThorium nukes are better for creating other elements, specifically Lutetium, than for power. The best setup needs the maximum amount of chambers, 6, and a lot of components inside the reactor to burn 10 quad Thorium rods and generate 1920 EU/t, close to one EV amp. If you made 4 of these, you would get close to an IV amp, but this becomes very costly between the total 36 chambers and the recursive crafting of the components inside. The good news is that Thorium is a very cheap fuel, easily mined in the Nether, and recyclable in large amounts from depleted fuel rods.\n\nThis setup, and many others, can be found in the GTNH wiki in the \"Nuclear Reactors\" page. However, to display it here as best I can, this is the 1920 EU/t Thorium reactor:\n\nOPVOVOPPO\nEOOEOEOOE\nORRORORRO\nORRORORRO\nEOOEOEOOE\nOPPOVOVPO\n\nE -> Component Heat Exchanger (8 needed)\nV -> Component Heat Vent (4 needed)\nO -> Overclocked Heat Vent (26 needed)\nR -> Quad Fuel Rod of Thorium (10 needed)\nP -> Reactor Plating (6 needed)\n\nYou can make this setup, if you wish, but the only required task to continue to the next quest are 10 single Thorium rods."
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					"name:8": "The Path of Fusion",
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					"desc:8": "The most advanced nuclear technology there is to use in the pack is nuclear fusion. This is an event where two atoms collide with each other and fuse into a different atom while simultaneously generating energy from the plasma, when it is processed. It's impossible to perform in a reactor in real life, because the temperature requirements are too high to maintain any kind of reactor solid with decent efficiency. In GTNH, though, we have better materials.\n\nThe first Fusion Reactor can be built in late LuV, and each tier unlocks some material that is important to progress into the later tiers. Fusion crafting becomes important at that stage, for materials such as Europium, Americium, Neutronium and Oganesson, so you will want to dedicate reactors to specific things later on. More importantly, these materials come out as plasma, which needs to be cooled down to be turned into ingots and plates. On top of that, though, this cooling process is where you can get lots of power!\n\nThe usual process of power generation here is to pump EU into the Fusion Reactor. It needs enough energy to start the reaction, which will then proceed quickly and output good amounts of plasma. This plasma goes into Plasma Turbines, which output power and the cooled down material, ready to be used in further crafting. A beginner's setup can output 640,000 EU/t from one reactor before overclocking, and this grows quickly over time, although the options you have to consume the plasma quickly are limited until you get XL turbines. Your existing powergen might very well outpace this.\n\nTo summarize, fusion is required for progression because of the materials it produces. At the same time, it can produce power for you, depending on the plasma used."
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			}
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					"desc:8": "All the regular Fusion Reactors share the same structure. The tier they belong to is determined by the materials used, which become more expensive for each tier. Tier 1 is LuV, tier 2 is ZPM, tier 3 is UV and there's also a tier 4. The structure looks like a huge ring, which barely fits in one chunk, with the controller on the inside of the ring, not the outside.\n\nTo help you with placing all the blocks in the right places, the controller's interface shows a diagram of which blocks go where. To get a 3D view of the placements in the world, use the Multiblock Structure Hologram Projector on the controller. If you need even more assistance, there are lots of resources on the internet that explain how it's build, since this is a big GregTech multiblock that is required in many packs, and almost always built the same way.\n\nThe original quests for each reactor tier will be included in the questline, since they provide good information about each tier and are updated."
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					"desc:8": "Eventually, the previous nukes will not be big enough. You can make more of them, to get more power, but it's clear that you need something bigger. Bigger, literally. The next step in nuclear fission starts with a bigger multiblock, built on top of the original nuke. By surrounding it with a 5x5x5 cube of Reactor Pressure Vessels, it will become a different type of multiblock, the fluid nuke.\n\nAfter doing this, there's no direct EU generation anymore. The main output of a working fluid nuke is Hot Coolant, a fluid that can be turned into Steam or Superheated Steam in another multi, the Large Heat Exchanger (LHE). Steam means power, as you already know, so the obvious chain of processes here is a fluid nuke into an LHE, and then into Steam Turbines. These added steps are required to make EU from a nuke of this type (or, at least, they're the most popular way of doing it), but this work is rewarded by the final EU/t output of the setup, which is much larger than a regular nuke's output with the same amount of fuel.\n\nThe difference exists because regular nukes actually have a 50% penalty to EU/t. It's such a big step-up that, in reality, one fluid nuke is enough for IV power, if it's powerful enough. The one in this quest, though, is not that one, because fluid nukes in general have some additional complications that will be harder to deal with it. In fact, for this, you have the option to use Thorium as fuel and still get a good amount of power! What you will need are the fluid nuke blocks, but there is an optional task for this setup that only needs some blocks from the setup."
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					"desc:8": "Alternatively, you might choose to only process Thorium for its main output, Lutetium. This is important because Lutetium is required to make Americium in a Fusion Reactor down the line, and that is a recipe you will need to do in order to progress. Your objective is to breed Thorium into Lutetium, which means you might want to focus on a breeder reactor.\n\nWhat is a breeder reactor? In this case, it's an IC2 nuke designed to consume as much Thorium as possible. The main cost here is the amount of chambers or nuke components you'll have to make. If you want to save on Overclocked Heat Vents, make a tower of 0-chamber nukes, each with the following setup:\n\nRPR\nORP\nRPR\nPRP\nRPR\nORP\n\nR -> Single Fuel Rod of Thorium (9 needed)\nO -> Overclocked Heat Vent (2 needed)\nP -> Reactor Plating (7 needed)\n\nOtherwise, if you have excess Overclocked Heat Vents and want to save up on chambers, turn to this setup:\n\nORORORO\nROEOEOR\nORORORO\nROROROR\nOPOPOPO\nROROROR\n\nE -> Heat Exchanger (2 needed)\nR -> Quad Fuel Rod of Thorium (16 needed)\nO -> Overclocked Heat Vent (21 needed)\nP -> Reactor Plating (3 needed)\n\n(Each of the latter is worth 7x the former in terms of breeding.)\n\nTo complete this quest, you'll need to get Lutetium from one cycle of the any reactor setup. Which setup you choose is up to you, of course."
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					"desc:8": "A required intermediate machine between your fluid nukes and your power is the Large Heat Exchanger (LHE). It takes in a hot fluid, in this case Hot Coolant, and transforms Distilled Water into Steam or Superheated Steam depending on how fast the hot fluid is coming in. It's important to only use Distilled Water here, because the Steam Turbines will output and recycle it back to the LHE.\n\nFor this purpose, you will need around one LHE per fluid nuke if you're doing one of the good setups from the wiki. None of them will reach the maximum flow one LHE can accept, but any setup above 800 HU will give you Superheated Steam, which is more efficient for EU and what you want to get.\n\nIf your setup does not match that 800 HU threshold, you can use a Hot Coolant buffer and set up a redstone latch so that the Hot Coolant flows in fast enough, until the buffer is almost empty. ProjectRed has a special block that acts as the latch, and you will then need two redstone signals that scale with the amount of fluid stored in your buffer tank. One of the signals should be normal, and the other reversed."
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					"desc:8": "Reactor Platings. These are very important for automation, although their supposed use is not this one. They serve to increase the maximum temperature of the reactor, but that is useless to you because you'll be using heat-neutral setups. Instead, they are simply the cheapest way to fill every slot of your nukes, except for those where fuel rods need to go.\n\nAs you know, the placement of each component is critical to keep the reactor safe. Fuel automation is as simple as just pushing fuel rods into the reactor, but you need to make it so the open slots are the only safe places for the rods. From there, you can use a filter set to the depleted version of the rods you're using to extract them, allowing the exchange to happen seamlessly.\n\nFrom there, you can turn the depleted rods into usable rods by putting them in the Thermal Centrifuge, adding back the fuel that wasn't recycled (each type of rod recycles different amounts of fuel) and the Empty Fuel Rods/Steel Rods."
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					"name:8": "Focus On Power Generation",
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					"desc:8": "Each side of this branch will focus on one of the two halves of nuclear fission outputs. This side will focus on generating power from the reactors available here, which is probably why you're here in the first place.\n\nThese setups share one purpose: when they were created, they were meant to bridge the gap between IC2 nukes and fusion, because there was really nothing else worth using beyond fluid nukes if there were no backups available, or redstone automation was too unreliable for vacuum nukes. Not only is there a full 2-tier gap of one single powergen until fusion, but there's also a required power input in order to begin a fusion reaction in the first place. This is both boring and difficult to push through, especially with the Assembly Line in the middle, so here we are.\n\nThe first setup you can put together is the LFTR chain, although only one half of it is available in IV. As such, that is where we will start."
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					"desc:8": "What a complicated name this is. What does it mean?\n\nWell, it's what is called a molten salt reactor. The Liquid Fluoride part means that the nuclear fuel is actually a liquid, mixed in with fluoride salts. This is a mechanism that makes it more difficult to get the fuel ready for fission, but also makes the process more efficient, gives out more byproducts and also removes the danger of explosion. That's right, nuclear meltdowns are a thing of the past! The molten salt is designed to flow downwards into a hole where it solidifies, in case the reactor has problems, so it's impossible for the fission process to continue into an explosive mess.\n\nThere are three downsides, though. One of them was mentioned just above, the fuel needs more processing to be ready for the LFTR, and more input materials to reach the right mixture. After it goes through the reactor, it comes out as depleted, and this part too requires more processing steps, although it gives out a lot more useful chemicals than the single Lutetium/Plutonium the IC2 nuke depletion process gave. Lastly, the molten salt is very hot and very corrosive, which means it would destroy the materials used to build the IC2 nukes. You will need newer, stronger and more expensive materials to build a reactor, not to mention its much larger size.\n\nThe structure for this multi is truly something else. It has not one, but four required Dynamo Hatches, which should all be the Buffered type, either EV, IV or LuV depending on the fuel being fed into the reactor, with better fuels being unlocked at later progression stages. This means that one LFTR makes either 1 LuV amp, 1 ZPM amp or 1 UV amp while running. It also requires 2 Maintenance and 4 Muffler Hatches, when it has no maintenance problems or pollution output! Mysterious are the workings of this reactor.\n\nOther than this, all the inputs and outputs are fluids. The minimum amount you'll need is 2 inputs and 4 outputs, although one of the outputs comes out over time, and not on recipe finish. This output is Uranium 233, a very rare isotope that can get you deeper into LFTR fuels and more power, hardly obtainable from any other source."
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					"icon:10": {
						"Damage:2": 0,
						"id:8": "miscutils:itemCellThoriumBerylliumDepletedMoltenSaltTBSalt",
						"OreDict:8": "",
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					"snd_complete:8": "random.levelup",
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					"name:8": "First Half of LFTR Breeding",
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					"desc:8": "The LFTR processing chain has two halves, with the first being in mid-late IV and the second requiring the Assembly Line and more materials to finish. Aside from power, both of these halves have special outputs that can be helpful for progression, but the second half is most likely the one that holds the most value. Regardless, the full processing chain around the reactor and its fuel will keep outputting everything, so it's worth it to look at what it gives.\n\nLet's start with the LFTR Fuel 1 outputs, after the fuel is consumed in the reactor. U233 and UF6 are both used to make more fuel. U233 will be used until you have Sparge Towers to improve your fuel production, while UF6 is a part of the good fuel recipe that you always want to use. T Salt is processed in the Reactor Processing Unit to yield Proactinium, which decays into even more U233, and then in the Cold Trap to yield more U233 and UF6.\n\nRemember: U233 is the early source of fuel, UF6 is the one you will switch to as you progress.\n\nMeanwhile, U Salt also processes into more fuel, but with a bonus of automated Phosphorous Dust. Unfortunately, you won't get a lot of it, but it is still a breeding output from the nuclear fission and is needed for GT++ alloys and other purposes.\n\nTB Salt is very similar to T Salt, but with higher amounts of the same output and also Beryllium Fluoride, whose output grows into more than what you used when you reach the later parts of the chain. Free Beryllium!"
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			}
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						"id:8": "gregtech:gt.blockmachines",
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					"name:8": "Sparge Tower",
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					"desc:8": "This is the last structure of the LFTR chain, and the only one gated after the Assembly Line. The best LFTR fuel, Fuel 3, is locked after this, and a lot of useful byproducts are only obtainable here as well, so it's important that you build this if you have a working LFTR.\n\nThe structure itself is very similar to a Distillation Tower, but with different blocks. The controller is the most expensive part, but the biggest obstacle is having the Assembly Line; everything after that shouldn't be too difficult. It's recommended that you have more than one tower, but for one focus on making only one.\n\nNote: the height of this tower is not adjustable. It is meant to be a 3x8x3 multiblock with at least 45 Sparge Tower Casings."
				}
			}
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						"id:8": "gregtech:gt.metaitem.01",
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					"name:8": "Fusion Europium",
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					"desc:8": "There are chemical elements that are very important as building materials for high-tier machines. Unfortunately, some of these elements are very hard to find naturally, if at all, and need to be created by hand. They're not alloys, not a mix of materials, but they can be a mix of atoms...\n\nEuropium is the first wall that can be solved by fusion, and only by fusion. It is possible to find it in ores, but even the most complicated magic rituals to get them need some Europium to start, which leaves fusion crafting as the most reliable option to automate the entire process. It is a slow craft, but not an expensive one provided you already have the reactor built, since it uses cheap materials as inputs: Hydrogen and Neodymium. Both of these were used extensively for progression, so you should not have any trouble grabbing several hundreds of each to start this reaction.\n\nIt is important that you gather a lot of inputs. Each time the Fusion Reactor changes recipe, it has a start-up period where it needs a large amount of energy to begin crafting. In the case of Europium, you'll need 150 million EU to start crafting it, and then 7,077,888 EU per ingot of Europium crafted. This does not come out as plasma, so you can't get energy back from it! Additionally, each ingot takes 14.4 seconds to craft, so you can come out with a few stacks of Europium relatively quickly. During this time, you cannot produce plasma for power, so it's a good idea to have a good amount of EU stored, or other powergen setups working in the background, while you craft this material.\n\nWith Europium, you can craft a new kind of boule, wafers and many other things! Check NEI to see what you have unlocked."
				}
			}
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		"3188:10": {
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
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					"questLogic:8": "AND",
					"name:8": "How Much Power From One Reactor?",
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					"desc:8": "A completed Fusion Reactor does not generate any EU on its own, it only consumes it. That said, it's very simple to generate power from plasma, a one-step process of having a Plasma Turbine. These special turbines only work with plasma and are significantly more expensive than the previous ones, requiring Tungstensteel for the body and Naquadah + Naquadah Alloy for the controller.\n\nFirst, how much plasma can one tier 1 reactor produce? The best option for power at this stage is Helium Plasma, with its cheap inputs, and this takes 6.4 seconds per bucket to generate. Since a bucket is worth 81,920,000 EU, that equates to 640,000 EU/t at 100% efficiency or 960,000 EU/t at 150%. That is almost 8 ZPM amps, a healthy amount of power for LuV, although not as much as some other options you might already be using.\n\nThat said, you will still need multiple turbines to actually consume all of the plasma. At LuV, each turbine can only output the equivalent of 1 ZPM amp, so you will need high-efficiency turbines that don't go above the value of 131,072 EU/t output. Three candidates, in descending order of efficiency, are: Large Rhodium-Palladium at 150% and 124,740 EU/t, Normal Draconium at 145% and 121,800 EU/t and Large Tungstencarbide at 140% and 123,480 EU/t.\n\n[note]Note: the suggestions in this questline might be outdated, and there might be other options that are just as good, if not better. Look through NEI and ask other people, there might be a new setup that can replace the ones in these quests![/note]"
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			}
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		"3189:10": {
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					"taskID:8": "bq_standard:checkbox",
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 0,
						"id:8": "dreamcraft:item.MedalBuilder",
						"OreDict:8": "",
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					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Optional Tier 1 Fusion",
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					"desc:8": "Osmium - from Helium and Tungsten. Osmium from the platline is quite power-hungry, which this recipe won't solve, but it will at least help you past the terrible output rate of Osmium. You can get it faster from here as long as you can keep supplying Tungsten and power.\n\nSunnarium - from Helium + Glowstone. If you've had difficulty in getting lots of Sunnarium after the Molecular Transformer nerf, you can try this for your Solar Panels and other things. Glowing Coral processing with UUM is recommended, though.\n\nBoron - from Lithium and Helium. If you haven't automated this yet, for Borosilicate Glass for example, this is one way to do it. You will need lots of glass for the Mega Blast Furnace and other big multis of the kind, so it's not a useless recipe."
				}
			}
		},
		"3190:10": {
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 0,
						"id:8": "universalsingularities:universal.draconicEvolution.singularity",
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					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "UV Power Per Turbine",
					"repeatTime:3": -1,
					"simultaneous:1": 0,
					"taskLogic:8": "OR",
					"autoClaim:1": 0,
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					"desc:8": "Once you progress enough in ZPM to make ZPM Dynamo Hatches, you can increase each turbine's output to 524,288 EU/t. At this number, you'll be a lot less limited by the turbine material, and it's possible to increase the total power output of one Fusion Reactor considerably. You can cover the total Helium Plasma output from one reactor with 3 Plasma Turbines, if you choose the right materials:\n\nLarge High Durability Compound Steel 235% 473,759 EU/t\nLarge Atomic Separation Catalyst 206% 409,663 EU/t\nLarge Adamantium 206% 413,280 EU/t\nLarge Draconium 175% 220,500 EU/t (durable)\nLarge Neutronium 165% 249,480 EU/t (very durable)\n\nThe power output and final efficiency can vary a lot, based on which turbines you're using. Some of them, like Ichorium and Neutronium, last basically forever, while others will need to be replaced from time to time but offer higher efficiency. If you want to get more power per turbine, to reach closer to the dynamo's limit, you can increase the flow of plasma to the turbine, but be careful! You can't go beyond the dynamo's limit, and you will also lose efficiency as you increase the flow amount. More concrete values for efficiency loss can be found in the Plasma Turbine quest in the LuV page.\n\nMake a normal or buffered ZPM dynamo to complete the quest.\n\n[note]Also, check out the XL Plasma Turbine.[/note]"
				}
			}
		},
		"3191:10": {
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				"2:10": {
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					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 0,
						"id:8": "IC2:blockReactorFluidPort",
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					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Powering-up Fluid Nukes",
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					"desc:8": "The previous setup's EU/t might not have impressed you. You have enough materials to put together the fluid nuke structure, but you want something more than what you've seen before. What kind of setup is powerful enough to output several IV amps, and sustain a developed IV base on its own? That sort of setup is shown in this quest, but it requires more multiblocks, and therefore more expense than the previous quest's chain. The fuel is the same, Uranium, so at this point it's certainly the least of your worries, until you try to automate the fuel input, at least.\n\nThe components inside the nuke get more and more complicated, so at this point I'm going to ask you to look at the wiki, under the Nuclear Reactors page ([url]https://wiki.gtnewhorizons.com/wiki/Nuclear_Reactors[/url]), and scroll down to the fluid nuke setups, specifically the 1352 HU, 2 Quad Uranium and 1408, 3 Quad Uranium, 1 Dual Uranium ones. The main difference between these two setups is that the first needs Iridium Neutron Reflectors, which are quite expensive if you haven't done the platline yet, while the second doesn't use them but is harder to automate due to having more than one type of rod.\n\nWhat's the final EU/t output, at 170% turbine efficiency? 36288 and 38016 EU/t, respectively.\n\nAfter automating the nuke itself, there is still more to do, though. The LHE is required, as usual, but these setups cause something new to happen: the LHE starts outputting Superheated Steam, due to the high flow of hot coolant that it receives, which means that you need two sets of turbines instead of one. This type of steam must go into Large HP Steam Turbines, which use a good amount of Tungstensteel for the controller and stacks of Titanium for the casings. After those, it goes into the usual Large Steam Turbines, and the process is complete.\n\nThere is yet another new thing to worry about, in case all of this wasn't enough: the Steam flow is very high, higher than before, which means it's likely you will need 3 or more of each turbine type, further compounding on the costs you'll have here.\n\nYour best option for a turbine in the IV tier is the HSS-E at 170% turbine efficiency.\n\nThere is another turbine at 180% efficiency with the HSS-S however; this turbine requires a robust platinum line completed to spare the resources for it."
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					"desc:8": "What's the next step, running nuclear reactors in a perfect vacuum? That would be pretty funny, I'd like to see that.\n\nDisclaimer: this last step is not very stable. It's very risky to do it in servers with no backups, because it relies on redstone circuits to keep the reactor from exploding. Use multiple failsafes to guarantee safety. Never ever build a vacuum nuke in a Thermos server!\n\nVacuum nukes are an interesting GTNH-specific setup. They use only three components: fuel rods, platings to fill the empty slots for automation purposes, and coolant cells. Those cells you have used to make Energy Hatches, for example, they're used here to keep the reactor from overheating and exploding. The main difference this setup has is that these cells are consumable, and will wear out over time. You will need to add fresh cells into the reactor to keep running it safely, but the crux of the show is that you don't need to make new ones - you just need to cool them down again.\n\nThe Vacuum Freezer! That's why it's called a vacuum nuke! Elementary, my dear Steve. This kind of setup relies on using EU to refill the coolant cells, so to speak, and get much more EU from the reactor than you spend to keep it running. However, the redstone automation for this is quite tricky. If you just try it blindly, it might take you a long time to figure it out, and it might have explosive results. Check the Vacuum Reactors page on the wiki ([url]https://wiki.gtnewhorizons.com/wiki/Vacuum_Reactor[/url]) if you want a detailed guide that goes far beyond what I could write in this quest description.\n\nThis quest task is for the last setup shown in the wiki, specifically the 8720-43600 EU, 40 Quad Uranium setup. As the title implies, it can produce up to 43600 EU/t, but it will require multiple filters and failsafes to run it safely. The bonus, compared to fluid nukes, is that the LHE + turbine setup is not necessary for these high output numbers."
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					"desc:8": "Yes, you can. In fact, you can get it much earlier than EV, but the speed at which you get it can vary wildly, depending on how you approach this problem. Uranium is the main upgrade to Thorium in nukes, with a lot more power to give and a different useful breeding byproduct, but you need about 3 stacks of Uranium 238 to set up the most powerful basic IC2 Uranium Nuke.\n\nHow do you get it, though? The one answer is, you get it from Thorium. Looking at NEI, the Thorium ore processing has a chance to give Uranium dusts, which you can use as fuel, but this happens very slowly, especially considering that Thorium is a rare ore in the Nether, even if each ore block gives 4 crushed dust. The reality seems to be that fast Uranium only happens when you can mine from t2 planets, but this is not the only way. There is a secret, and this secret involves IC2 crops.\n\nHow does it work? Well, it's simple. The IC2 crop that corresponds to Thorium, the God of Thunder, can quadruple each Crushed Thorium Ore into 4 Purified Thorium Ore, but it also outputs, in fluid form, one Uranium Ingot! This means that each Thorium Ore gives you 4 Uranium Ingots, and with around 42 ore, you can do one cycle of that big reactor setup. God of Thunder needs the ore under it, though, so make sure you save some for that purpose.\n\nEV Uranium nukes are an achievement intended mostly for IC2 crop users, so this quest won't demand something like that. Still, it's a useful secret, so here it is. Additionally, the Uranium crop quest in the questbook awards you with 32 Pitchblende when you complete it, which might prove useful for both for quadrupling Uranium and getting Radium for Radon!"
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					"desc:8": "The big brother to the Thorium nuke, the Uranium nuke. The biggest setup you can put together for a single IC2 Nuclear Reactor uses 7 Quad Uranium Rods, or 28 single rods. This amounts to almost 3 stacks of Uranium 238 (U238), a difficult amount to get from Thorium but much easier to get from the green ores found in Phobos. The setup is very similar to the previous one, but with some important differences. What are they?\n\nThe first one is the fuel. These fuel rods use a mixture of U238 and a bit of U235, which is rarer. To get U235, you can gamble on the chance of getting the dust from processing some of the related ores, which might be good enough, but it's also possible to use Thaumcraft to convert 9 nuggets of U238 to 7 nuggets of U235, without needing a lot of Thaumcraft progress. Assembling this fuel and putting it into rods gets it ready to be used for power, with more EU/t but less burn time compared to Thorium, 50000 seconds for Thorium compared to 20000 seconds for Uranium.\n\nThe second difference in the nuke setup. Uranium eats up more per rod, so a different arrangement inside the nuke is required. For the highest EU/t in this situation, 4200 EU/t, the setup is:\n\nRVOEOOVOP\nPVOOVOORO\nPOROOROOV\nVOOVOOVOP\nOROOROORO\nPOVPOVPOV\n\nE -> Component Heat Exchanger (1 needed)\nV -> Component Heat Vent (11 needed)\nO -> Overclocked Heat Vent (28 needed)\nR -> Quad Fuel Rod of Uranium (7 needed)\nP -> Reactor Plating (7 needed)\n\nWhen the fuel rods get repleted, you can reprocess them to get 3/4 of the U235 back, and also a bit of Plutonium."
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					"desc:8": "An observant nuclear scientist might have seen many more options for IC2 nukes than those mentioned in the quests up to this point. Thorium, Uranium, Thorium, Uranium... what about all of these other things, what do they do?\n\nUnfortunately, this is where the copying of builds ends. The nuke research that has been done is almost all about the fuel rods that existed from base IC2, namely the Thorium, Uranium and MOX ones. Almost all the others were added with GTNH, and they are more or less ignored by most players. However, not all of them are useless! To see why, keep reading.\n\nGoodGenerators has added two new pairs of Uranium and Plutonium rods: High Density, and Excited. Both of these use a lot more of the element per rod, to the extent where you'll need stacks and stacks of each to run a single nuke, which means that these are fuels for later in progression, when you have stockpiled a lot of U238. The main difference is that High Density rods output a lot more EU/t with the same heat output, whereas the Excited rods do output a lot more heat than usual. This means that the former are good for vacuum nukes, while the latter are good for fluid nukes. This is true because vac nukes want more EU/t from rods with less heat, to make the coolant cells last longer, while fluid nukes produce Hot Coolant directly from the amount of heat dissipated into the reactor. The Plutonium versions also have MOX-like behavior, while the Uranium ones don't.\n\nThis is not the end of high-powered nukes, though. There is a special, one-of-a-kind fuel rod called The Core, and there is a single vac nuke setup in the wiki using these things that outputs 7.906.206 EU/t, or about 3 amps of UHV. A truly ridiculous number, matching the truly ridiculous cost of making the fuel itself. This is a setup for a time in which you shouldn't be using IC2 nukes anymore, a true challenge for the mad nuclear scientist.\n\nWhat else is there? Unfortunately, not much. Every other fuel rod is largely useless. Tiberium rods can breed Zirconium and Xenon, if you need them, Lithium breeds Tritium and the Naquadah rods are unbelievably bad at generating power, which many other better reactors to use the Naquadah in. In terms of power, nothing else is worth using."
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					"desc:8": "Throw more U238 at it!\n\nIf you ever thought that a vacuum nuke doesn't burn through Uranium fast enough, this one is for you. High Density Uranium, or HDU, outputs twice the EU of the regular Uranium rods, and lasts for 70000 seconds instead of 20000. The heat output, like mentioned before, is the same, so the actual effect of using these rods in a vacuum nuke setup is that your final EU/t per nuke is multiplied by 2, and rods will need to be replaced less often, but the U238 consumption per cycle is a lot higher.\n\nThis also helps if you aren't automating the fuel rod input, since each one lasts longer. It's better if it's automated, but there's no danger of explosions if this part is done manually, so it's technically safe, as long as your EU buffer doesn't start complaining from lack of input.\n\nAs the last step before using The Core, you have High Density Plutonium. This HDP has MOX-like behavior, so it can output even more EU/t than HDU, up to several LuV amps per nuke, but you need to keep it running at high temperatures, which means even more risk! There is no such thing as too much safety, if you try to put one of these together."
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					"desc:8": "Red as an ingot, white as a blob. These are the same element, and the same isotope, even if they don't seem like it.\n\nPlutonium is a major part of nuclear fission reaction, mainly as a product of Uranium fissile fuel, when an atom in the mix captures a neutron and then emits an electron and an anti-neutrino. After several hours in the reactor, the fuel is considered depleted and there's enough Plutonium in it to separate the two through thermal centrifuging, a basic and inefficient way to do nuclear reprocessing. Later on, it's possible to improve your methods of handling spent nuclear fuel, but this is the first way you get this nuclear byproduct.\n\nIf you've made Quantum Eyes, you might know one of the main uses of Plutonium: to get Radium. By having enough of it to serve as a catalyst in the reaction, you can convert Uranium to Radium in small quantities without losing any Plutonium. Since you need 6 ingots, you will have to do 3 cycles of the setup shown in the quest before this one, or more if you're running smaller Uranium nukes. However, there is another useful thing you can use this for at this time: more nuclear fuel.\n\nNot just more nuclear fuel, but a different, more complex but also more powerful nuclear fuel. It's known as MOX fuel, and it is essentially a mix of Uranium and Plutonium. The catch is that all the Plutonium spent on creating the fuel is returned to you when reprocessing the depleted rods, alongside the extra you usually get, but not the Uranium return. To source a nuke of this kind, you will need more than 6 ingots."
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					"desc:8": "This quest is after the vacuum nuke one because the fuel required to do a setup like this is harder to get. Whereas the previous rods were made with compressed Uranium, this fuel needs that same material to then be further processed in GoodGenerators machines, namely the Neutron Activator, to make Excited Uranium Liquid Fuel. It is directly usable in the Naquadah Reactor, with more fuel efficiency there, but you might not be able to build it yet, since it's post-fusion. Instead, you can use said fuel here.\n\nBefore attempting this, you need to know all the mechanics related to the fluid nuke. In fact, this quest won't even have any required tasks, given how challenging it is to create a good setup of this kind. At the time of writing this quest, there is no nuke simulator that supports the Excited Fuel Rods, which means you'll have to first test in Creative mode and gather whatever results you get from there.\n\nThe basis for this setup is simple: Excited Uranium Fuel Rods, the only kind you should consider for this, output 16x more heat than the regular ones, which is a lot more Hot Coolant output if you can send all this heat to the reactor to be turned into power. Only the heat matters, which means that extra EU/t based on temperature will do nothing here. Throw as many rods as you can at this nuke without overheating, that is the challenge.\n\nWhat then? You will surely need many multis if you want to process LuV amps of power, unless you choose some more advanced options. The LHE upgrades into the EHE, the Extreme Heat Exchanger, and this new multi can output either Superheated or Supercritical Steam. For the former, use XL Steam Turbines to process the ludicrous amount of Steam you will be getting. For the latter, you need special turbines."
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		"3199:10": {
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					"name:8": "Nukes - Summarized",
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					"desc:8": "IC2 nukes will fall off when you arrive at fusion energy, for the most part. Although the highest EU/t numbers obtained from these newer, more powerful cells haven't been calculated yet, it is more likely that you will be using them to process the excited materials instead of focusing your powergen on them.\n\nThat said, it is possible to push them very far by using a bigger Heat Exchanger (there are two kinds) and XL Turbines, if going fluid, or by putting together a lot of vacuum nukes. If you want to choose the latter ones, due to their direct EU/t, then there's one last step: The Core.\n\nThese are super-powerful fuel rods that can create UHV setups, as long as you cool them down with the most powerful coolant cells there are. A setup for this exists in the wiki, but the most difficult part will be the redstone automation. These babies will turn your base into a mini Sun, if you let them, so you best have practiced your redstone skills!"
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					"desc:8": "Upon gathering more Plutonium, you can try building a MOX nuke, the most powerful of the basic nukes. It is a 6-chamber, like usual, and it takes U238 as before, but it outputs close to 6820 EU/t while only using 5 quad rods instead of 7. How is this possible? The answer is... MOX.\n\nMOX means mixed-oxide, which is the name given to the mix of Uranium and Plutonium. In here, rods with this fuel are special in the sense that they don't output a specific amount of EU/t from the usual nuke mechanics. On top of those, it also reacts to the heat of the reactor, generating more energy the hotter it is. To compensate, these rods last only half the time that the Uranium fuel rods do, but their total EU is higher if they are active in very hot reactors. This imposes an obvious problem - hot reactors are not good for your base.\n\nThere is one standardized way of dealing with this: heat-neutral reactors. What this means is that the reactor's temperature does not change while it's active, because the components inside are not interacting with the reactor's temperature value, only with the value of other components like the fuel rods themselves. This limits the type of components you can use, and you'll find that Advanced Heat Vents are now required (the overclocked ones interact with the reactor itself). However, at the same time, you can use any fuel rod to heat the reactor up to a high temperature and then activate a setup of this kind, which ensures safety and efficiency in MOX nukes.\n\nVAAV\nARRA\nVAAV\nVAAV\nARRA\nVAAV\n\nA - Advanced Heat Exchanger (12 needed)\nV - Component Heat Vent (8 needed)\nR - Dual Fuel Rod of MOX (4 needed)\n\n1200-2730 EU/t\n\n(This setup is the most efficient per MOX fuel rod, if you're short on fuel, which you shouldn't be if you're doing a MOX setup)\n\nAEAVPVAEA\nVARAVARAV\nAVAVAVAVA\nEAVARAVAE\nARAVAVARA\nVAEAVAEAV\n\nA - Advanced Heat Vent (26 needed)\nE - Component Heat Exchanger (6 needed)\nV - Component Heat Vent (16 needed)\nR - Quad Fuel Rod of MOX (5 needed)\nP - Reactor Plating (1 needed)\n\n3000-6825 EU/t\n\n(This setup is the most efficient per Advanced Heat Vent)"
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					"icon:10": {
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						"id:8": "miscutils:itemDustLFTRFuel1",
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					"desc:8": "The previous reactor is useless on its own, unfortunately. Even if you have built it fully, there's no way to get fuel that it will accept without making another multi that mixes and processes several chemical mixtures into one, the molten salt that generates all that nuclear energy in the LFTR.\n\nThe multi's name is Reactor Fuel Processing Plant (RFPP), although it's easier to call it the Fuel Refinery. It's a mid-late IV multiblock, like the LFTR, especially due to needing 2 ZPM circuits for the Computer Cube used in the controller's recipe. The other casings are similar to what you've made before, and the tooltip gives a good description of what exactly is needed to build the Fuel Refinery.\n\nWhere to put each casing? The bottom two layers are 3x3, and they take the Structural Blocks. On top of the second layer, in the middle block, make a tower of 5 Fluid Containment Blocks, and then cover these with Sealant Blocks, like you would do in a Multiblock Miner. However, the second layer of the 5, from the bottom, uses Reactor Shielding Blocks, 4 of them there instead of the Sealant Blocks. Use the Hologram Projector for assistance if you're having trouble.\n\nWhen it's fully built, you can focus on the recipes. Out of the 5 that are available, you can only do one at this time, the Fuel 1 recipe. To make this fuel, you need molten U235, but also Lithium Fluoride, Beryllium Fluoride and Zirconium Tetrafluoride. Each of the these elements can be obtained with relative ease, each in their own way, but Fluorine is the main part of all this, the main component of the molten salt, so it's a good idea to have a decent source of it. However, the LFTR fuels are also very, very energy dense, so each bucket of Fluorine can bring you a long way.\n\nIf you're looking through NEI, your first response might be \"There are no recipes for these fluorides other than reprocessing the depleted fuels! How am I supposed to make these?\". The answer is in the dusts: you have to craft the dusts and then fluid extract them into the fluids. There is a spreadsheet which has all the steps in crafting and reprocessing ([url]https://docs.google.com/spreadsheets/d/1_1JGSt5-ELdra6emngUc7XvKSJc-_-RO0yreRIbOrx0/edit?usp=sharing[/url]), to help with how complicated this chain is.\n\nJust make sure you remember, each bucket of fuel is worth many millions, perhaps even billions of EU! Don't let the 207M EU cost per bucket of Fuel 1 discourage you, it turns into much more energy in the LFTR. Besides, this first fuel is just a stepping stone, so don't worry about fully automating everything just yet, the final setup is different from this one."
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					"icon:10": {
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						"id:8": "gregtech:gt.metaitem.01",
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					"questLogic:8": "AND",
					"name:8": "Inputs and Outputs in the LFTR",
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					"desc:8": "Assuming you have both the LFTR and the Fuel Refinery built, and the inputs for the fuel available to be used, you can power up the reactor and leave it running. The first fuel you can use will work with 4 IV Energy Dynamos to output 4 IV amps, as long as the reactor runs, and each cycle lasts for 100 seconds (you can see the recipes on NEI, there's a tab dedicated to the 3 fuels the LFTR can run and what you get from them).\n\nWhat about everything else? The entire setup has 2 inputs and 4 outputs. One of the inputs is any of the 3 possible fuels, the other input is Lithium Tetrafluoroberyllate (LTFB). On the output side, there's one constant: U233 is output in small quantities at random, averaging 10 seconds per output. There are two other outputs, U Salt and UF6, that come from every fuel, although better fuels output more of these per cycle. Finally, T Salt or TB Salt can be outputted, the first from the first fuel and the second from the other two, with TB being more valuable than T. All of these are meant to be processed in order to reach better LFTR fuels, and also useful breeding byproducts.\n\nStarting with the first fuel, every bucket of it will need 2 buckets of LTFB, last 1000 seconds and output a total of 655,536,000 EU at 32,768 EU/t. After this, you will have 367L of U233 on average, 250L of U Salt, 500L of T Salt and 5L of UF6. As you can tell, this is a slow burner, and one bucket of each of these fluids is worth a lot!"
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					"name:8": "First Steps in Reprocessing",
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					"desc:8": "You now have 4 different fluid outputs running away from your LFTR. Each of them needs specific attention, and all of them are useful.\n\nWhere to start looking? The best way to start is at the end, which is to say, the Fuel Refinery. You want to upgrade to the better fuels as soon as possible, and each one has 2 recipes: one with 4 inputs, similar to the recipe you've already done, and one with 2 inputs, focusing on LFTR Fuel Base. The 2-input recipes produce 10x the fuel, so they're much better, but you can't use this recipe alone. The Fuel Base can only be made from reprocessing depleted fuel, and you don't get enough of it to make the same amount of fuel spent. If you perfectly reprocess any of the first two fuels to get Fuel Base, you will come out short and run out of fuel.\n\nGiven that, your strategy will be to use two Fuel Refineries, one for each Fuel 2 recipe, and then change them to Fuel 3 once you've built the Assembly Line, which is required to build the final multiblocks in this line. For Fuel 2, get as much Fuel Base as you can from this chain - EBF <- DT <- RPU <- LFTR and put it into one of the refineries, while using the second one to top off on the remaining fuel you need to keep the LFTR going. You can limit the UF4 on the second refinery to not make too much fuel there, or just turn it on and off, and use as much of the better recipe as possible. You will be able to use the better recipe 100% of the time, but only after building a Sparge Tower.\n\nAdditional details on the other outputs you can get from reprocessing can be found on the breeding side of this questline branch."
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					"visibility:8": "NORMAL",
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					"name:8": "Second Half of LFTR Breeding",
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					"desc:8": "There are two gas inputs that the Sparge Tower accepts: Helium and Fluorine. Each one works on different depleted salts (U Salt, T Salt, TB Salt) in a specific way. Helium works with U Salt to make the most valuable byproducts, while Fluorine works with the other two salts to make other byproducts and TF4, which is required to make the LFTR Fuel 3. Here, we'll focus on Helium and U Salt, and the other recipes will be covered on the powergen side of the branch.\n\nAll the U Salt you get from the LFTR, from any fuel, can be run through the Sparge Tower. It's an additional step that is slow, yet rewarding. The recipe is HV-tier, but it's recommended that you overclock it, and maybe even build multiple towers to accelerate it. All the U Salt you have should pass through these, because sparging it outputs almost every noble gas! Xenon, Neon, Argon, Krypton and Radon will be outputted over time, precious gases to speed up EBF recipes and save up lots of energy, and also for the Void Miner. Radon, on the other hand, is required to make Quantum Eyes, Quantum Stars and many other important items.\n\nEven though you get many gases, the speed at which you'll get them isn't great, since it depends on the speed at which LFTR fuel is being consumed. This should not be your only source of these gases, but it is a completely EU-free way to get them, considering the amount of energy the LFTR produces."
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			}
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		"3205:10": {
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					"name:8": "Faster Lutetium Excitement",
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					"desc:8": "This quest is late LuV.\n\nYou might have read before that Lutetium is necessary as an input for fusion crafting. In a tier 2 fusion reactor, Lutetium + Chrome = Americium, a required material for many required crafts. Lutetium is a material that is obtained exclusively from breeding, so you're in the right place to find ways to get it.\n\nThe very first method, EV's IC2 Thorium nukes, is the cheapest, but also the slowest. Each fuel rod takes 50000 seconds to deplete, almost 14 hours, with half of a Lutetium Dust per depleted rod. Highly stackable designs, such as the 2-chamber 11 quad rod one, will grant you 22 dust per cycle. After building 10 of those, the rate is still 16 dust per hour. This processing speed isn't good enough to keep progressing forever, and there is no need to make more towers of breeder nukes.\n\nYour 5 main options are:\n\n1) HTGR - fastest but also quite expensive multiblock reactor, unfortunately it requires purified thorium232 you will need to purify it first\n2) Lutetium bees - if you started bees getting it should be quite easy\n3) Spamming IC2 nuclear reactors\n4) Distilling Heavy Naquadah Fuel\n5) Summoning meteors"
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					"name:8": "§6§lHigh Temperature Super Breeder",
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					"desc:8": "Have you heard of pebble reactors?\n\nIt's called the High Temperature Gas-cooled Reactor (HTGR), and it uses fuel pebbles and consumes power. However, it doesn't really make a lot of power, and doesn't even match the EU/t of THTR, despite being much more expensive. The multiblock structure is basically the same, a huge reactor around 12x12x12 blocks in size, with 500+ casings made with Europium. What it doesn't make in power, it compensates in breeding, however.\n\nFor the unaware, this is expensive. Pebble reactors work by stuffing the reactor absolutely full of pebbles, and then the reaction will keep going for, essentially, forever. In this case, you will have a fully automated source of almost endless Lutetium, Plutonium and other things that will be explained in the following quests, alongside the production of fuel and the processing of outputs. What this means is that this is an expensive multiblock, but it's placed at a tier in which this expense is actually reasonable, if there is a need for immense, endless breeding of many outputs.\n\nIf you're on the fence about building this, check the next quests to learn more about the fuel and outputs.\n\nNotes:\n\nHTGR has an internal buffer for fuel and only one input bus is required (any will do), as well as only one output bus (reactor automatically compresses every 64 burned pellets into one ball, so you need 6 slots or more to avoid problems with voiding at full capacity).\n\nReactor requires only 72k out of 720k pebbles to operate, but running at minimum capacity means that you will not get any bonuses, such as lower recipe time and higher amount of pebbles processed per cycle.\n\nThis multi consumes 1A LuV when operating, no matter how many pebbles are inside, but it also generates Hot Coolant as it runs. If you use it to generate power, you will gain more EU than is consumed by the reactor.\n\nIn this reactor, the throughput increases with the amount of pebbles put into it.\n\nBy typing HTGR in NEI, you can see all the items that are related to this multiblock."
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						"Damage:2": 10003,
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					"questLogic:8": "OR",
					"name:8": "Exciting Liquid Nuking",
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					"desc:8": "With the reactor built, it's time to automate the fuel and additives, since there are additives this time. They are optional, so let's begin with the required inputs.\n\nLiquid Air is trivial to automate: it's a Vacuum Freezer job. Input energy and Air and output Liquid Air, there are quests for this. The fuels themselves are more complicated, but the three of them follow a similar set of recipes. First, you grab a lot of the radioactive element (Thorium, Uranium or Plutonium), wrap it in a specific foil and then put in an Implosion Compressor to make very dense nuggets. These are into the High Density items you need, which are then mixed with specific dusts to create the basic fuel fluid.\n\nThis part is where it becomes complicated, though. To get the energy out of this radioactive fluid, you need to activate it. Thorium is done by mixing with Helium Plasma (t1 fusion), while the other two are made directly in the Fusion Reactor (t2 fusion). The activated fuels can be thrown directly in the reactor to produce EU, at a very slow pace. Your bottleneck should be the main radioactive element, so make sure you can source it fast enough.\n\nBeing here, you should have a Large Naquadah Reactor ready to go. However, it is true that these Excited Fuels can be used to make fuel rods for IC2 nukes, with much larger heat outputs meant for fluid nukes. You can try to use them there, but there are no simulated setups of any kind for those rods, so it's going to be a very experimental setup if you ever decide to make it."
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			}
		},
		"3208:10": {
			"questIDLow:4": 3184,
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			"tasks:9": {
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					"taskID:8": "bq_standard:checkbox",
					"index:3": 0
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			"preRequisites:9": {
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					"questIDLow:4": 3185,
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				"1:10": {
					"questIDLow:4": 3198,
					"questIDHigh:4": 0
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			},
			"rewards:9": {},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 2,
						"id:8": "miscutils:gtplusplus.blockcasings.4",
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					"questLogic:8": "OR",
					"name:8": "The Fission Finale",
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					"taskLogic:8": "AND",
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					"desc:8": "Here we are, at the end of fission.\n\nAt this time, you have more than entered the fusion tiers. In fact, the last fusion setups go as deep as t2 fusion, so you might be running both fission and fusion at the same time, although the latter is generally easier and more efficient once the structure is built.\n\nOne of the ultimate goals of fission is a filled HTGR, or its younger brother, the THTR, two very expensive multis that can grant you essentially infinite power or breeding products. However, the Naquadah Generator that has those excited nuclear fuels can do much more! The Naquadah fuel line is the reason why it was created, and it can replace t3 fusion and beyond by condensing powergen even more than fusion did, and replace the turbine spam.\n\nThose fuels aren't exactly nuclear fission, nor fusion, and more of a chemical line, so they were not included here. If interested, look at NEI to see what they have to offer."
				}
			}
		},
		"3209:10": {
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					"questIDLow:4": 3182,
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			"properties:10": {
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					"questLogic:8": "AND",
					"name:8": "Pebble Reactor Fuels and Outputs",
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					"desc:8": "Thorium, Uranium and Plutonium. There you go, quest done, onwards. I do find it kind of funny how it always goes back to these. Why is it that when there are problems, it's always you three?\n\nMaking the pebbles for any of these elements is a multi-step process. To get them, you need to throw in huge amount of the main radioactive fuel alongside some materials used to make the outer shell, namely Carbon, Silicon, and Graphite Dust.\n\nFor a full reactor, you will need thousands of stacks of each of these, much more than quest tasks could ask for. Anyways, the depleted pebbles can be centrifuged to recover most of the materials used to reach the final pebbles (Silicon, Graphite, Carbon), alongside a smaller chance at getting the main nuclear material for each kind of pebble. On top of that, you will get the breeding outputs: Lutetium from Thorium, Krypton from Uranium, Xenon from Plutonium."
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			}
		},
		"3210:10": {
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			"tasks:9": {
				"0:10": {
					"taskID:8": "bq_standard:checkbox",
					"index:3": 0
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			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 3165,
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 31057,
						"id:8": "gregtech:gt.metaitem.01",
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					"questLogic:8": "AND",
					"name:8": "Tin Plasma From T2",
					"repeatTime:3": -1,
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					"taskLogic:8": "AND",
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					"desc:8": "Once you upgrade your Fusion Reactor to tier 2, you gain access to a better recipe for power generation, which is Tin Plasma. Helium-3 is used, as it was before, but now with Silver, which you can automate in a million ways. The processing speed is slightly higher than before, but the fuel value of this plasma is much higher than what you were using before, at 150,000,000 EU per bucket. This impressive fuel value means that the max power output of a single t2 reactor at 100% fuel efficiency is 2,700,000 EU/t, and with the turbines you can use here, you can twice as much as that or even more!\n\nTo utilize all of the plasma, you will be using 10 or more turbines with good rotors. Before doing that, though, it's a good idea to step back and test your turbines with this plasma, preferably in Creative mode, because the fuel value is so high that one liter of plasma is worth 150,000 EU at 100% efficiency. If you set the input rate to anything higher than 2 L/t, you will go above the ZPM Dynamo limit, and even 2 L/t will be too high if the turbine's efficiency is 174% or above! Until you upgrade your hatches, you might once again be stuck will less power output or efficiency than you'd like. There's only one way to fix that."
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			}
		},
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					"desc:8": "Hopefully, not more than a handful. The objective here is for each of them to output close to 2 million EU/t.\n\nHow can you get there? Look at the UV Dynamo Hatch's recipe and you have your new objective. When you arrive there, each turbine that is equipped with that impressive block will be able to output up to 2,097,152 EU/t, which again opens you up to new turbine opportunities. Some good choices at this point are as follows:\n\nLarge Cosmic Neutronium 225% 1,360,800 EU/t\nLarge Ichorium 225% 1,360,800 EU/t (very durable)\nLarge Awakened Draconium 195% 491,400 EU/t\nLarge Trinium 185% 1,451,840 EU/t\n\nAt this point, you might consider building more t1 Fusion Reactors to process other materials. Even if you stop the reactor you're using to generate this plasma, the EU cost of restarting it is less than 1 bucket of plasma, so it's probably not that big of a deal.\n\nMake a normal or buffered UV dynamo to complete the quest.\n\n[note]At this point, you really should be looking into the XL turbine chain, from XL supercritical to dense to normal steam.[/note]"
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					"desc:8": "Tin Plasma is more power-dense, but it's not a required upgrade. As you scale up, it's always worth it to look back at Helium Plasma for how renewable it is, something that Tin Plasma has unfortunately lost a bit of. It can be made renewable, but one of its strengths was in the Molecular Transformer recipe that transformed Tin, the output, into Silver, one of the inputs. This recipe is now in the new Molecular Transformer Multiblock and does not scale as well as before. Therefore it might be easier to use void miners for silver or to stick with Helium Plasma.\n\nAs per usual, running a lower tier recipe awards you with an overclock. Unlike other GT machines, though, the Fusion Reactor's overclock doubles both speed and energy consumption, which maintains the energy consumption per recipe but gives only half of a speed boost that a perfect overclock (like the Large Chemical Reactor) would. This means that a t2 reactor can produce exactly twice as much power as a t1 in the form of plasma output, but the upgrade is bigger than that when taking better turbines into account.\n\nWhat comes next, then? Tier 3 is what is next. There is no new fuel to be used here, your options are either 4x speed on Helium or 2x speed on Tin. After getting the cheaper Americium recipe that's available on t3, you will be able to make more reactors at a cheaper cost, but this lack of fuel upgrade will still be problematic in your progression. You will have to find other ways to upgrade your power, which will be revealed after this."
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					"desc:8": "A t2 Fusion Reactor unlocks more fusion materials, some of which will again be necessary to progress into the next tiers. One of them is Americium, which is the reason for all the Lutetium worry until now: both are required, because one makes the other. The recipe also needs Chrome as input, but that should be much easier to get than Lutetium or the power needed per bucket of Molten Americium, which is almost 300M EU.\n\nYou will need many stacks of this material for your future progression, but your first goal should be to make 141 ingots (check the ZPM \"Making Americium\" quest for details). However, if you have extra Lutetium, you should make more Americium, you will not regret doing this when you need more of it later.\n\nAnother useful material you unlock at t2 is Tritanium, which is different from Trinium. The source of this material is fusion, and the inputs to make it are Duranium and Titanium. If you haven't made Duranium before, you'll see that it needs a lot of Radon, almost 8x the amount of Tritanium you end up with. For this, you should already have the Radon loop automated, that step is very important for this.\n\nYou will need Tritanium to progress, just as you need Americium, so it's a good idea to batch craft both of these in your new t2 Fusion Reactor so you don't have to go back to these recipes soon."
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					"desc:8": "Who in their right mind would use a plasma to solder things together? That's mental. Well, all the progression at this point is mental, that's all there is to it.\n\nIt's not directly with the plasma, though. It is once again about the Mutated Living Solder, and now its fluid inputs: Tin Plasma and Bismuth Plasma. These are the two main components of the previous solders, and that's the reason they're needed now. Tin Plasma is t2 fusion, and you might have already made a lot of it to generate power, but Bismuth Plasma is t3, with the inputs being Zinc Plasma and Molten Tantalum, which is actually Tritium, Copper and Tantalum in the end.\n\nThe recipes are cheap in power, you just have to make sure the inputs are there. Tritium can be centrifuged from Deuterium, which itself can be centrifuged from Hydrogen Gas, and the other two inputs are easy. You will need 18000L of each plasma for 40000L of the solder, or almost half the amount for each."
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					"desc:8": "Uranium - from Gold + Aluminium or Magnesium + Mercury. You should have already left nuclear fission behind, but if you ever need Uranium, you can use this? You should have a lot of it already.\n\nPlutonium - from Helium + Uranium. A quick 1:1 conversion from U238 to P239, but you already have access to Plutonium Ore, so this is probably pointless.\n\nCalifornium - from Beryllium + Plutonium. Mostly used for Oganesson, not very useful for anything else, and you won't need a lot of this if replicating Oganesson is an option.\n\n(These 3 recipes makes a possible chain to Oganesson, which can be made in t3 fusion. Not that they are necessarily the best option to get it.)\n\nExcited Uranium Fuel - from Hydrogen and Uranium Liquid Fuel. This is for the Naquadah Generator, which is late ZPM, or possibly to use in IC2 nukes, although that's the worse option. Basically, it's accelerated nuclear fission, if you have interest in that.\n\nExcited Plutonium Fuel - from Hydrogen and Plutonium Liquid Fuel. Same as above, but from Plutonium. This means it's more expensive, but also more powerful, and can yield a lot of power in the Naquadah Generator with the right additives."
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					"desc:8": "Some turbine materials are not available for you, either because you don't have the material itself or because the Dynamo Hatch in the turbine cannot handle the power output from plasma. It will be a different story in UHV, when you can once again quadruple the max output of each turbine, and also unlock Infinity as an option for turbines.\n\nHuge Infinity 300% 6,451,200 EU/t\nHuge Infinity Catalyst 231% 1,236,480 EU/t\n\nYes, that's basically it. You can use any material from the previous turbine quests, but when you make the t8 rocket and can mine Infinity Catalyst, these are the two options. Obviously, Infinity is much better, but also much more expensive. If you stick with fusion, you will need several of those to push through the endgame. Remember that you can input plasma beyond the optimal flow, and get more out of each turbine at the cost of fuel efficiency.\n\nMake a normal or buffered UHV dynamo to complete the quest."
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					"desc:8": "Celestial Tungsten - from Advanced Nitinol + Tartarite. A GT++ material that can be made as plasma, at the very end of the plasma line. It provides a lot of power, but the material itself is useful for DTPF recipes, machine components and other things. Check the questline in How to Generate Power, starting at [quest]Welcome to the Plasma Chain[/quest], for more information.\n\nIndium - from Lithium + Silver. This is a nice optional fusion recipe, given how annoying Indium can be to get. Your options are to either replicate it, make it with fusion, obtain it from the naquadria line, or obtain it from processing sphalerite ore.\n\n(You can make Indium in other ways, of course, but this is a relatively popular, non-forced fusion recipe)\n\nOganesson - from Calcium + Californium. This is the best noble gas of them all, and a very power-hungry recipe compared to most. However, Oganesson will save you power on EBF recipes, reducing recipe time more than any other fluid, and it also boosts Void Miners to their maximum speed. Replicating it might be better, if you have the right setup with GT++ multis.\n\nAmericium - from Hydrogen + Plutonium 241. This is the cheaper Americium recipe that was promised to you in t2, and it no longer needs Lutetium. You should be able to get both of the inputs very easily, so enjoy your cheaper Americium!\n\nNeutronium - from Naquadria + Americium. Neutronium fusion? It's quite fast, you might want to give it a try!"
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					"desc:8": "It's not smaller, it's compact!\n\nCompact Fusion. If you've been looking for a big multiblock to put together, you have arrived at a very neat thing. There's hardly anything that could beat its size, except for a max height Mega Distillation Tower, but this is instead a wide multi instead of a tall one. It is so wide, in fact, that it cannot fit in one chunk, and instead covers a 3x3 chunk space! Make sure you follow the instructions and the hologram properly, and jump in joy when you have one of these built.\n\nYou can choose one of four tiers for this reactor, in the same way as the normal Fusion Reactors. The Compact controller will need 48 of the regular controllers in the same tier, plus some other materials, and more than 2 thousand blocks in the structure, which are conveniently detailed in the tooltip. It is much bigger than the previous reactors, but it also has a huge number of parallels, starting at 64x with MK1 and ending at a maximum of 320x with t5!\n\nThis is the go-to when you have found yourself deep into MK3 fusion, perhaps even MK4, and you find yourself running short on power. Instead of making a tower of reactors, why not make one of these? The only power issue that you'll have after getting it done is the amount of turbines you will need to eat up all the plasma. You probably know about the XL Plasma Turbine, but you should also know that they force huge penalties on most plasmas, including Helium and Tin, if you use good turbine materials like Infinity. Do you remember those fusion chains mentioned in previous quests? This is the time for them. Check the \"How to Generate Power\" tab for more details.\n\n[note]Compacts follow different overclocking rules, needing double the startup power and double the voltage instead of just the voltage.[/note]"
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					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Thorium Tetrafluoride and Fuel 3",
					"repeatTime:3": -1,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
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					"desc:8": "Whether you've mathed it out from NEI, looked at the spreadsheet or done something else, you might have figured something out: Fuel 3 is better in every way. More power, more byproducts, more everything. However, both recipes for it use Thorium Tetrafluoride (TF4), and the source of this is salt sparging, done in the Sparge Tower. Not only that, but Fuel 3 can only be consumed by having 4 LuV Buffered Dynamo Hatches in the LFTR, which means that it's a fair bit away from the previous steps in this chain.\n\nOnce you've made it there, though, you can start working on getting this fuel. To make it, you will need at least one Sparge Tower dedicated to using Fluorine, with T Salt or TB Salt (TB Salt is better, get it from Fuel 2). There is a recipe that uses Helium, but it's not required for Fuel 3 and is meant for byproducts, so the quest for it is in the breeding half of this branch. Using a single tower for both recipes is a bad idea, so don't do it!\n\nPreferably, you should input Fluorine and TB Salt and let it run for a while. Speeding up the recipe by overclocking and making more towers is a good idea, since the TF4 is your bottleneck now. Alongside it, you get several fluorides: Lithium, Neptunium, Technetium and Selenium. These might prove useful in the future, but your goal is the Thorium one."
				}
			}
		},
		"3220:10": {
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			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 2610,
					"questIDHigh:4": 0
				},
				"1:10": {
					"questIDLow:4": 3195,
					"questIDHigh:4": 0
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			"rewards:9": {},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 12732,
						"id:8": "gregtech:gt.blockmachines",
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					"questLogic:8": "OR",
					"name:8": "Naquadah Reactor For Nuclear Fuels",
					"repeatTime:3": -1,
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					"desc:8": "What is the most powerful nuclear fission generator there is? The answer to that question isn't even a nuclear fission generator, for the most part. The answer is the Large Naquadah Generator. It follows the same principle as the LFTR, use a new processing chain to turn Thorium, Uranium and Plutonium into liquid fuels, very dense with energy, which are then slowly burned to generate large amounts of power over a very long period of time. This reactor, for example, burns its fuels 1 mB at a time, over several seconds, when running without additives, a very slow burner by default.\n\nLet's look at the NEI recipes. Excited Thorium outputs 2,200 EU/t, Excited Uranium outputs 12,960 EU/t and Excited Plutonium outputs 32,400 EU/t. These are small numbers, clearly, so this can't possibly be the most powerful nuclear fission reactor. However, this multi is more complicated than that! In total, there are 4 inputs you can provide for it: one of them is the required fuel and another is the also required Liquid Air to generate EU from that fuel, but the other 2 are additives that are optional, yet increase both the efficiency and the consumption speed of the fuel. The controller's tooltip lists all the possible additives and their bonuses.\n\nFuel efficiency here means that the fuel is burned at the same rate, but energy output is increased by the percentage. Let's consider the two best options, Cryotheum and Atomic Separation Catalyst. They multiply with each other, so the energy output is 2.75 x 16 = 44 times the displayed EU/t on NEI! Excited Plutonium, the most energetic of the three fuels, will award you with 1,425,600 EU/t, almost 3 UV amps."
				}
			}
		},
		"3221:10": {
			"questIDLow:4": 3197,
			"questIDHigh:4": 0,
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				"0:10": {
					"taskID:8": "bq_standard:checkbox",
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			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 3195,
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			"rewards:9": {},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 13,
						"id:8": "miscutils:miscutils.blockcasings",
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					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
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					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Maxed-out LFTR",
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					"desc:8": "An LuV LFTR running on Fuel 3 outputs 4 ZPM amps per tick, or 524,288 EU/t. Each bucket is worth 1,048,576,000,000 EU, more than a trillion EU! Certainly, this is the most power-dense fuel you've ever held, and now that you've made it here, you can make it to fusion and beyond much more easily. But wait, there's more!\n\nYou might have noticed that the limiting factor in using the best recipe for Fuel 1 and Fuel 2 was the U Salt, which ultimately makes the LFTR Fuel Base. You just can't get enough of it to drop that inefficient 4-input recipe. However, the increased output of U Salt from Fuel 3, alongside the doubling that you can get from processing Helium Sparged U Salt instead of the regular one, means that you can use the 2-input recipe to make all your fuel from now on! If you haven't set up Helium Sparge Towers yet, do so now.\n\nWhen you do this, you can grab the two Fuel Refineries you should have and set them both to the 2-input recipe. Each bucket of Fuel 3 takes 9000 seconds to make, but is consumed in 4000 seconds, so it's good to have more than one Refinery per LFTR. With this, you will make fuel much faster, and generate much more EU than before. If you continue expanding, it's very possible to match the first tiers of fusion power from something like this."
				}
			}
		},
		"3222:10": {
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					"taskID:8": "bq_standard:optional_retrieval",
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			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 3196,
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			},
			"rewards:9": {},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 10022,
						"id:8": "bartworks:gt.bwMetaGeneratedingotHot",
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					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Radioactivity's Additives",
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					"desc:8": "The Naquadah Reactor has the potential to be an endgame power generator, but only if the right additives are used. These additives boost the EU/t output of the multi, but in different ways, and it's important to upgrade them as quickly as possible. However, going beyond the max output of the Dynamo Hatch is not a good idea!\n\nThere are two types of additives: the coolants and the fuel boosters. The coolants boost fuel efficiency, which means fuel consumption is the same, whereas the boosters increase the speed the multi burns the fuel, increasing the output at the same time.\n\nThere are three coolants, but the 275% efficiency boost by using Cryotheum should not be ignored. To automate it, you will need an automated source of Blaze Rods and Snowballs (Snow is made from Water). To this, you add Redstone and Saltpeter, and you're done.\n\nThe boosters are more difficult to choose from. Caesium should be ignored, Uranium 235 can be automated from Uranium 238 with magic at an almost 1:1 ratio, but Naquadah is what you probably have ready to use for this, which quadruples the speed of this reactor. However, if this is too slow, you can instead automate Atomic Separation Catalyst to get a 16x speed boost! There are many recipes for this, so choose your favorite."
				}
			}
		},
		"3223:10": {
			"questIDLow:4": 3199,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"taskID:8": "bq_standard:checkbox",
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			"preRequisites:9": {
				"0:10": {
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				},
				"1:10": {
					"questIDLow:4": 3157,
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			},
			"rewards:9": {},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 0,
						"id:8": "IC2:blockReactorRedstonePort",
						"OreDict:8": "",
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					},
					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "OR",
					"name:8": "Automation for Fluid Nukes",
					"repeatTime:3": -1,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
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					"globalShare:1": 0,
					"desc:8": "If you've looked at the wiki setups, you might have seen some that seem harder to automate than others. Particularly, that one with two kinds of Uranium Rods. More than filling empty slots with Reactor Platings to force all the inputs to move to the specific slots where the rods must go, this one needs each rod to go in a specific slot!\n\nThe solution for this is a GT cover. The Robot Arm does the same action of moving items around as the Conveyor, but it moves to specific slots. With this, you can move the Dual Rod to where it needs to be, and the Quad Rods can fill the remaining slots as intended. If you're using other setups, you can use a similar logic to do your automation."
				}
			}
		},
		"3224:10": {
			"questIDLow:4": 3200,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"taskID:8": "bq_standard:checkbox",
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			},
			"preRequisites:9": {
				"0:10": {
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					"questIDHigh:4": 0
				},
				"1:10": {
					"questIDLow:4": 3156,
					"questIDHigh:4": 0
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			},
			"rewards:9": {},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 0,
						"id:8": "GalacticraftMars:item.spaceshipTier2",
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						"Count:3": 1
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					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "OR",
					"name:8": "EV vs. IV",
					"repeatTime:3": -1,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
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					"globalShare:1": 0,
					"desc:8": "Your sourcing of Uranium is gonna be very small in EV, unless you use crops. Similarly, your ability to put together the multiblocks needed for the fluid nuke will be better in IV, since you can mine Small Titanium Ore directly, and use GT++ multis.\n\nAll in all, the Tier 2 Rocket makes things a lot easier by letting you mine ores on Mars and Phobos to get Uranium and Tungstate/Scheelite. However, building it requires considerable progression in EV, due to TPV Coils, which need Titanium and Platinum, and the Mainframes that the rocket needs. In IV, fluid nukes are one of the best choices for efficient power without a lot of setup, although it's very viable to use Thorium and not just Uranium, so you can ignore Uranium Fuel Rods and use fluid nukes in EV if you so wish.\n\nEither way, it's recommended to have a multiblock Miner in either the Nether or Phobos, to source your Thorium or Uranium."
				}
			}
		},
		"3225:10": {
			"questIDLow:4": 3201,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"taskID:8": "bq_standard:checkbox",
					"index:3": 0
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			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 3169,
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				},
				"1:10": {
					"questIDLow:4": 3166,
					"questIDHigh:4": 0
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			},
			"rewards:9": {},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 0,
						"id:8": "IC2:itemUran",
						"OreDict:8": "",
						"Count:3": 1
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					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "OR",
					"name:8": "Thorium vs. Uranium",
					"repeatTime:3": -1,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
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					"desc:8": "Thorium and Uranium have a lot of differences, but also a lot of similarities.\n\nIn general, Uranium is a better fuel, but fluid nukes do not follow that general rule. Because they do not output any EU/t, and simply convert heat to Hot Coolant, the difference between the two fuels becomes minimal and Thorium stands out as being much easier to get and turn into fuel rods. The maximum amount of heat you can safely move around in a reactor limits the amount of Uranium Fuel Rods you can use, which means that your HU value will not be as high as you would have wanted.\n\nFor regular and vacuum IC2 nukes, however, Uranium has a big advantage. Especially in vacuum nukes, which are the most powerful, the efficient cooling through the cells makes it so a lot of Uranium can be processed at once, which returns incredible amounts of EU/t. The different conversion from fuel to energy between fluid and vacuum means that Thorium is very good for fluid nukes, whereas Uranium is very good for vacuum nukes."
				}
			}
		},
		"3226:10": {
			"questIDLow:4": 3202,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
					"taskID:8": "bq_standard:checkbox",
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			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 3172,
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				"1:10": {
					"questIDLow:4": 3167,
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			"rewards:9": {},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 0,
						"id:8": "chisel:warningSign",
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					"snd_complete:8": "random.levelup",
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					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "OR",
					"name:8": "Max Danger Nukes",
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					"desc:8": "Were you courageous enough to build a vac nuke? If so, are you courageous enough to do it in a MOX setup, with high heat?\n\nYes, this is possible, and extremely powerful. However, all the risks you signed up for are exponentially increased, since MOX nukes keep getting better and better the closer the nuke's temperature is to the critical point. This sort of automation is more complicated than almost any other, and I honestly don't have any specific guidelines for you.\n\nIf you manage this, do share it on the Discord. I bet people will be surprised."
				}
			}
		},
		"3227:10": {
			"questIDLow:4": 3203,
			"questIDHigh:4": 0,
			"tasks:9": {
				"0:10": {
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			},
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			"rewards:9": {},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 828,
						"id:8": "gregtech:gt.blockmachines",
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					"questLogic:8": "OR",
					"name:8": "Duranium and the Cyclotron",
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					"desc:8": "In the previous quest, Duranium was introduced as a material used to make Tritanium. While it becomes required for this reason, there is more to it than that. Another recipe that uses it is a Cyclotron recipe, which has a chance to produce a Quantum Anomaly.\n\nFirst off, what is the Cyclotron? That is a multiblock that works a bit like fusion, but only for the purpose of making new materials. It collides single particles with one another, or against fluids, to generate new items while consuming power. Most of the recipes it has won't be very useful, if at all, but it can also make Quantum Anomalies. This is a chance craft, but the Anomaly has a special property: when used to convert some blocks to others, it will not be consumed. Therefore, for that purpose, you only need to get one.\n\nIs this required? Well, yes. When you arrive at a certain stage of the game, you might find yourself needing a new kind of soldering alloy, called Mutated Living Solder. To craft this, you need a Chemical Plant made with Botmium, which is an alloy that required Advanced Nitinol. This, in turn, is one of the blocks that need a Quantum Anomaly for its conversion. Given that Duranium is the only fluid choice to make the Anomaly, then it becomes required for this as well, but only a couple tiers from ZPM.\n\nAdditionally, there are other recipes, like the Elemental Duplicator. This is a very powerful replicator that will give you a great boost in automation due to its speed and the replication recipes it can do, but the Quantum Anomaly used in this recipe will be consumed, so watch out: if you only have one, don't use it for this. Later on, however, you will encounter other recipes that consume the anomaly, namely the casings for the Quantum Force Transformer, so it will be important to automate their production by then."
				}
			}
		},
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 0,
						"id:8": "miscutils:itemGenericToken",
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					"desc:8": "Functional flowers are a large part of Botania. Most of them have nuances to how they operate, and these are generally best explained in the Lexica Botania: a codex of all Botania knowledge. This questline will explain the basics, but be sure to keep a copy of the Lexica Botania on hand so you can easily reference the details.\n\nBesides being a repository of useful information, the Lexica Botania has another function: if, while holding it, you look at any Botania block in the world, you can shift-right-click on that block to open up the relevant page.\n\nSomething else you'll want for functional flowers is a handful of redstone roots. Flowers which have a redstone root in their recipe have the ability to toggle whether they are active by applying a redstone signal. Make a few before you move on."
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					"desc:8": "If you've made a ring of magnetization, you may be getting tired of having to take it off around various Botania systems that require items to be on the ground in order to interact with flowers. The solegnolia is your solution to that. Simply place one down anywhere you don't want items to be automatically put in your inventory, and the ring of magnetization will be disabled while you're in the vicinity of the solegnolia. It doesn't even require mana!"
				}
			}
		},
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					"desc:8": "The dreadthorne is similar to the bellethorne, but it only kills adult animals. This is helpful for farming livestock, though it's only one aspect of a successful farm."
				}
			}
		},
		"3281:10": {
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					"desc:8": "The bellethorne is a delightful little flower with an [warn]insatiable thirst for blood[/warn], though fortunately your blood doesn't count. When provided with a supply of mana, it will inflict damage on any living entities near it, with the exception of players. It's a good extra layer of defense to place at the entrances to your early-game bamboo fortress."
				}
			}
		},
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					"desc:8": "You'll need mana powder to proceed. Make four to start out with."
				}
			}
		},
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					"desc:8": "If you want anything better than an endoflame, you'll need a runic altar. Fortunately, most runes are easily crafted as soon as you can make the runic altar. Sinful runes, however, require titanium to make. For now, just make one of each of the elemental runes; that'll be enough to get you started."
				}
			}
		},
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						"tag:10": {
							"type:8": "gourmaryllis"
						}
					},
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					"questLogic:8": "AND",
					"name:8": "Shut Down Your Canning Machine",
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					"desc:8": "Some flowers eat bees. Some eat leaves. Some eat slimes. This one eats everything (everything you can eat, anyway). The gourmaryllis is happiest when provided with a good variety of delicious meals, so I hope the HV-tier diet of canned sludge hasn't made you forget how to cook."
				}
			}
		},
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					"desc:8": "UEV energy hatches? Great! Time for stargate trophy number two.\nOnce again, to get your trophy you have to submit two stargates' worth of materials.\n\n§3Trophy number two brings us to chapter two of our journey through GTNHs past, the early UEV era.\n\nThe year 2022 has just begun and the UEV tier, albeit still quite empty, has become more useful than before. UEV-UMV energy hatches now have proper recipes (although with UEV parts) and optical SMDs are a thing now, hooray.\nThere finally are better powergen options than regular plasma turbine spam, namely naq fuel and compact fusions + XL plasma turbine spam. Technically dyson too, but that is horribly bugged and its 'legit' power output reasonably can't exceed around 6 billion EU/t (around the same as a compact MK4 running helium plasma).\nSome useful newly introduced multis are the PrAss, MCR & Mega Oil Cracker and overclocks past MAX voltage are possible on megas now.\nStargate has once again become a distant goal, as it now required exorbitant amounts or infinity catalyst and bio circuits, requiring to utilize the new tech to its fullest.\n\nTwo players, §aPhineasor§3 & §aGDCloud§3 were determined to be first to completing this goal, and after months of a close friendly race, the winner had been decided. §a\nGDCloud§3 won the race and conquered this round of nerfs on the §a27th of May, 2022§3.\n\nP.S.: Once again, if you want to be faithful to the challenge, try completing it without these additions:\n-PCB Factory, Space Elevator, Component Assemblyline, AAL, EEC, EIG, MABS\n-Any bee related GT machines\n-Any UEV or above multis (except weak dyson and naq refineries)\n-LEG\n-Sub 1-tick OC, Batch Mode, inbuilt Void Protection on multis\n-Level Maintainer, AE Fluid Crafting, Stocking Buses/Hatches, Crafting Input Buses, ME Output Hatches\n\nP.P.S.: Again the chaotic capacitor banks have been left out for the same reason as stated in the UV gate quest. Oh and the stargate parts used to be UXV recipes, but since UMV hatches are not craftable in UEV anymore, they have been downtiered to UIV to make them craftable in UEV."
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					"desc:8": "You might find yourself setting up complicated systems involving many storage buses with differing priorities. To make it less tedious, grab a priority card!\n\nThis tool allows you to set many buses to the same priority with a single click... but better yet, it also features §nincrement and decrement modes!§r Every time you click on a bus, the priority will be set to one higher/lower than the previous bus you clicked, so setting up large arrays of descending priorities is a breeze."
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					"desc:8": "TL;DR: The casing amount in this quest is for the best Solar Tower, which generates around 2 LuV amps and is a major Stainless Steel, Titanium and HV circuit sink, amongst other things.\n\nHave you ever laid eyes upon a solar panel? You might have built a few of them here. What do they all have in common, I ask you... they generate either Steam or EU directly from sunlight, and that is not efficient. There's something that everybody forgot!\n\nSingleblock solar panels are best to insert anywhere that has sun, and provide constant power to a machine. However, EU storage and transport are easy here, so why not build something better? Instead of generating energy directly, send those warm beams of sunlight into a central structure with circles of Solar Reflectors, and bask in the eternal power of the biggest fusion reactor in the Solar System!\n\n(If you end up making a bigger one, don't come arguing to me about this. Be quiet.)\n\nThe whole idea is that the energy of the Sun's rays is directed towards a fluid that can retain the energy, a Solar Salt that does it far better than water. The Solar Tower transfers heat to all the fluid inside it, but watch out! If there's too much cold Solar Salt inside, it will drain away all the heat and slow down the entire process.\n\nIn more detail, the Solar Tower has a heat value that ranges from 0 to 100000, and it only heats up Solar Salt at 30000 or above. The amount of heat gained per cycle depends on the number of Reflectors, but also the current heat value: this process is optimal at exactly half the maximum, so 50000 heat. To get a perfect tower setup, you have to slowly feed cold Solar Salt to maintain this heat value, taking away just enough heat to keep it there. I'll let you figure out what the flow rate is, given that it depends on how many Reflectors you have.\n\nFrom there, generate Steam or SH Steam by heat-exchanging in the same way as Hot Coolant does it. If you want this setup to truly be optimal, do place it in your personal dimension for permanent daylight."
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					"desc:8": "Unrouted Transport Pipes by themselves aren't useful.\n\nTime to use some of them to craft some Basic Logistics Pipes.\n\nThe Basic Logistics Pipes can connect to adjacent inventories and blocks. They also have item routing capabilities, so you can use them to form junctions.\n\nBut they also cost some diamonds..."
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					"desc:8": "Remote requests aren't always convenient. As long as you are in range with a request pipe, the remote orderer can take the order and send it to a request pipe the orderer binds to.\n\nPretty handy if you have an ender chest and an ender pouch...\n\n[note]Author's note: Too bad ender chests and pouches are gated behind IV and thaumcraft... And why people would use an LP system at that point is really beyond me...[/note]"
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					"desc:8": "Most of the recipes are made in all kinds of machines. While a crafting logistics pipe works, it can only hold 1 recipe per pipe.\n\nIt is not an issue for logistics crafting tables as it can only hold one crafting table recipes, but it is wasteful to assign only one recipe for one machine.\n\nFor machines, use chassis. Preferably a higher tier. A Mk1 chassis with a crafting module is basically just a crafting logistics pipe.\n\nYou can't shift-click recipes from NEI so you have to drag the recipe from it. Don't worry, you can drag ghost items from NEI into the slots in the module to configure it.\n\nYou notice there are 3 gray slots at the right. They are for satellite logistics pipes. We will talk about it later.\n\n§cNote: do NOT use the output face of the machine. The output side blocks all interactions unless you hit it with a screwdriver.\n\nAlso do NOT use auto-output, or else the machine will output the item into the pipe and the network will treat the product as an item inserted into the system rather than an item requested by the system and will send it to its storage. Every other face except the cover works.§r\n\nThe check mark means you have read the whole thing and should know how machine automation works using LP. The reward of this quest is the knowledge of how to automate GT machine recipes"
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					"desc:8": "[quest]The Solar Factory![/quest]\n\nThe structure has tiers, each of which allow greater production than the previous tier. \n\nRecipes in NEI display the minimum wafer tier required. \nWafer Tiers: \n\n§6Monocrystalline\nPhosphorous\nNaquadah\nEuropium\nAmericium\nPhotonically Prepared\nPhotonically Enhanced§r\n\nMachine parallels are based on Precise Casing Tier:\n\n§6MK-I: §c8x§r\n§6MK-II: §c16x§r\n§6MK-III: §c32x§r\n§6MK-IV: §c64x§r\n\n§lTier §b2:§r\n\n§aSupports Multi-Amp energy hatches§r\n§c25%§r more outputs for every Wafer tier §oabove§r the minimum required.\nThe bonus to outputs occurs after parallels, but §9cannot be greater§r than §c100%§r\nLV-LuV Solar Panels can be made without the previous panel, but at a higher cost.\n\n§lTier §b3:§r\n\n§aSupports Laser Energy hatches§r\nBonus per increased wafer tier is increased to §c50%§r\nZPM-UV Solar Panels can be made without the previous panel, but at a higher cost."
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					"desc:8": "Do you know how much Zinc you have in your body? Very little, but it's important. Now imagine it's all plasma!\n\nThis is a very fast recipe, like Niobium Plasma. The only caveat is that it uses Tritium (not Trinium), a rare isotope of Hydrogen that you can obtain from Deuterium, a less rare isotope. You can pump it directly from Neptune, through the Space Elevator or simply by centrifuging the Deuterium you already automated for Helium Plasma."
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					"desc:8": "The Glowstone Princess isn't as picky as her peers. There are no breeding requirements besides the species being Gold and Redstone. Hooray!"
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					"name:8": "The Factory Must Grow!",
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					"taskLogic:8": "AND",
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					"desc:8": "A single stargate pair wasn't enough for you?\n\nWell then, time to build a network.\n\nWelcome to the post-stargate tier! \n\nNow that you successfully managed to make a stargate, what about crafting them in industrial quantities? Try to craft 5 pairs of gates in the least amount of time, then come in #screenshot-brag and post your time to see where your infrastructure stands in the community!\n\n[note]This quest and “See You Next Time!” are mutually exclusive; completing one will lock the other.\n\nIf you are going for 100% questbook completion, don't panic, finishing either quest still allows the tab to receive a green check (much like the previous XOR quests).[/note]\n\n§dEnjoy your round of Minesweeper!\n"
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					"desc:8": "With the Netherite line comes the first mandatory usage of the §5§lIsamill Grinding Machine§r, which you will need to create§4 Milled Netherrack§r. You will require a lot of this so be prudent in keeping up with your netherrack and milling ball production. \n\nFor netherrack, the best methods of production are through the rock breaker using glowstone dust, or through compressing netherrack dust that you may have obtained a stash of through mining.\n\nFor the milling balls, you have two options:\n\n§2§l- Soapstone ->§r§2 Cheaper, 50% as effective as Alumina\n§3§l- Alumina ->§r§3 More Expensive, 2x as effective as Soapstone"
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					"desc:8": "In order to compress infinity catalysts and singularities, you'll need the strongest compressor yet: the Neutronium Compressor. This multiblock channels and controls extreme amounts of pressure through carefully calibrated Active Neutronium Casings, but the sheer magnitude of pressure is too much to produce blocks or superdense plates, as any regular material inserted into the device will be compressed down to a singularity. More advanced singularities should be possible in theory, but you'll need something even stronger...\n\n[note]Note that singularity recipes require extreme amounts of items! Consider using Super Buses or ME Stocking Input Buses to fit everything in there.[/note]"
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					"desc:8": "Running your Dimensionally Transcendent Plasma Forge for an extended period [note](8 hours)[/note] allows the Multidimensional Spaces to align perfectly.\n\nWith your newly acquired technology, you can now tap into these spaces in perfect sync, enabling your plasma forges to operate at incredible speeds.\n\nThe Transdimensional Alignment Matrix allows the DTPF to run with Perfect Overclocks. To achieve this, you need a full discount, and the extra power cost is offset by using more of the same catalyst.\n\nOverall, it is more efficient and totally worth it.\n\nThis process is extremely catalyst-hungry. Ensure you're producing enough to sustain it.\n\nFor recipes without a catalyst, you must specify the catalyst in the GUI by right-clicking the Convergence button, otherwise it will default to Crude.[/note]\n\n[note]Math for the curious:\n\nTo clear up what exactly happens in the background, here's an explanation on how the extra catalyst values are calculated using an example:\n\nThe example recipe of choice is the molten neutronium recipe using prosaic catalyst, running at 64A UMV (8,589,934,592 EU/t).\nThe recipe uses 14,753L of Prosaic catalyst and 36,484,545,600 EU per recipe without OCs or the catalyst discount. With the discount, the catalyst amount gets cut in half, meaning 7,376.5L of catalyst, which are rounded to 7,376L, and due to the 64A UMV the machine is supplied with the recipe overclocks 3 times, meaning each recipe actually uses 36,484,545,600 * 2^3 = 291,876,364,800 EU.\n\nKnowing the amount of OCs and the base voltage of the recipe, the difference of the needed EU per recipe with and without perfect OC can be calculated, that being 291,876,364,800 - 36,484,545,600 = 255,391,819,200 extra EU due to imperfect OCs.\nTo get the value of needed extra catalyst, this extra EU value has to be divided by the energy density of the relevant catalyst, prosaic in this case.\n\nThe division equates to 255,391,819,200 EU / 66,768,460 EU/L = 3,825.037 L, rounded to 3,825L extra prosaic catalyst per recipe. For the final step, this value has to be multiplied by 0.5 as it's affected by the discount, meaning the total extra catalyst that gets added to the recipe is 3,825L * 0.5 = 1,912.5 L, rounded to 1,912L.\n\nTo summarize it all in a formula:\nAmount extra catalyst per recipe = (B * ((2^x) - 1))/2L\nwhere:\nB is base total EU of the recipe\nx is the number of overclocks\nL is the EU/L of the relevant catalyst [/note]"
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					"desc:8": "Blazing Pyrotheum is needed in large quantities to satisfy the unquenchable thirst of your Volcani. This Bee produces Pyrotheum Dust directly - all you need to do is fluid-extract it (after reaching this point in the breeding chain, of course).\n\nBreed these bees from Energy and Redstone Bees. They aren't picky about conditions, requiring only Hellish temperature. Yay!"
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					"desc:8": "In GTNH, the lootbags are quite useful tools for boosting your resources. There are a wide variety of lootbag types, and those types all have upgrade paths to get better resources.\n\nThere are two paths you can take when it comes to upgrading your lootbags, you can either enchant it with fortune, or you can upgrade the bag itself. Enchanting the lootbag with fortune will increase the chances of more rare drops being given to you on opening, while upgrading the bag itself will change the item pool to that of the upgraded bag. Notably, if you uptier the bag itself, it will cost 3 of the previous bag tier, so make sure it's worthwhile to upgrade before you do so!\n\n§2If you're looking to maximize your advantage it's recommended you both uptier your lootbag AND apply the fortune upgrade. \n§r\n[note]Be sure to use NEI to see all of this information. Use 'U' on your lootbag and you will be able to see the potential drops, the drop chances based on fortune levels, and you will be able to see recipes for uptiering the bag.[/note]\n"
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					"desc:8": "You still need MORE recipe slots for the crafting modules?\n\nThis one will cost you §lTITANIUM§r. Are you sure about that?\n\nYes? OK...\n\nHere is the final tier of chassis: Chassis Mk5. Instead of incrementing the number of modules it can hold by 1 compared to the last tier, it straight up doubles the slots. Hopefully you think it is worth it."
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					"desc:8": "Why not exchange a few coins to save yourself the time of combing the Twilight forest for Shimmering mushrooms."
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					"desc:8": "Now that you have the bioware mainframe, you have unlocked the first of the stargate trophies!\nYes, there's multiple of them, one for each major iteration of the stargate recipe.\nThese trophies are just that, trophies, and you can try to craft them if you want to compare the costs to today's stargate standards.\nTo complete these quests you have to submit two stargates' worth of materials.\n\n§3Now, let me bestow upon you a short history lesson about this point in GT:NHs past.\n\nThe year is 2020. The bio mainframe was pretty much the end of GTNH progression at the time, not much above UHV existed or was craftable. This was also the point in the pack where you'd start scaling for stargate, as that too was tiered at UHV. Technically UEV parts were craftable, but their only uses were singleblocks for PAs (which only held up to 16 UEV machines) and the Deep Dark Portal. UEV-UMV energy hatches were craftable, but their recipes were simple hull + wire crafting table recipes\n...and that was about it for UHV+ content.\nWith the recent addition of void miners, the previously thought to be impossible started to seem actually attainable, a set of stargates. Specifically, to §ocraft§3 a set of them, not just find them like others have before.\n\nOne group in particular, known as the §aGigaplex§3, gave it their all and actually managed to do it, to prove that crafting stargates is possible with enough determination.\n\nThus, on the §a16th of February, 2021§3, the first set of crafted stargates had been born.\n\nP.S.: If you want to be as faithful to the challenge as possible, try completing this quest without using any of the modern functionality that didn't exist back then.\nHere's a non-exhaustive list of major things that didn't exist (in no particular order):\n-PCB Factory, Space Elevator, Component Assemblyline, AAL, PrAss, EEC, EIG, Compact Fusions, MCR, MABS\n-Any bee related GT machines\n-Any UEV or above multis\n-XL Turbines, Naq fuel, LEG\n-Sub 1-tick OC, Batch Mode, inbuilt Void Protection on multis\n-Level Maintainer, AE Fluid Crafting, Stocking Buses/Hatches, Crafting Input Buses, ME Output Buses/Hatches, non-recursive AE component recipes\n-Shift-clicking recipes into AE patterns (pain)\n-Early-Midgame QoL such as ghost circuits, visual prospecting, reprogramming circuits with a screwdriver, seeing Assline recipes in NEI before having crafted them, and more\n\nP.P.S: This quest is missing the chaotic capacitors on purpose, because the chaotic core recipe requires spacetime now, but the chaotic capacitor recipe did not change at all since then. All in all the cost for these banks was completely negligible back then and still is today, they only serve as a magic gate for SG."
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					"taskLogic:8": "AND",
					"autoClaim:1": 0,
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					"desc:8": "...but a very useful meter.\n\nGT EU Meter will give you basic information about electricity in your cables and machines.\n\n[note]A more advanced version is available in MV and will allow you to gather much more data, so come back to this tab later to find it.[/note]"
				}
			}
		},
		"3653:10": {
			"questIDLow:4": -5030660532125308103,
			"questIDHigh:4": -6458462290926483945,
			"tasks:9": {
				"0:10": {
					"taskID:8": "bq_standard:checkbox",
					"index:3": 0
				}
			},
			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": 1506,
					"questIDHigh:4": 0
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			},
			"rewards:9": {
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					"index:3": 0,
					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinTechnician",
							"OreDict:8": "",
							"Count:3": 1
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					},
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
			},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 0,
						"id:8": "minecraft:bookshelf",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
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					"lockedProgress:1": 0,
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					"questLogic:8": "AND",
					"name:8": "§2§lNEI is EVEN MORE POWERFUL NOW?",
					"repeatTime:3": -1,
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					"taskLogic:8": "AND",
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					"desc:8": "NEI now automatically collapses similar items into one slot making browsing much faster! To collapse/uncollapse a group use ALT+LMB.\nYou can also create your own presets with custom groups!\n\n[note]You can disable this functionality in NEI settings[/note]\n\nAlso now NEI has JEI-like Advanced Search:\n\n@ - search by mod (@minecraft)\n\n[note]There are even more special characters that you can use but most of them are off by default (e.g. no need to use # to search in tooltip), below are all the special characters, check which ones are on/off in NEI settings.\n\nSpace is used as a logical AND between different conditions\n# - search by tooltip (#UV-Tier)\n& - search by id: (&95:15 extratrees:door)\n$ - search by ore dictionary ($ore)\n% - search by subsets (%block)\n| - logical or. multi-item search (wrench|hammer)\n- - logical not. exclude items that match the following expression (-@minecraft)\n\" - multiple words wrapped in quotes are treated as one condition rather than several (\"White Stained Glass\")\n\nSearch Mode (apply on search parts, not full string):\nPlain - simple string\nExtended - allow only ?, * rules (by default)\nRegex - allow full regex\n\nIn Extended Search Mode:\n? - any character (@min?craft)\n* - any few characters (@m*ft = @minecraft)\nr/.../ - standard java regex (@r/m\\w{6}ft/ = @minecraft)[/note]\n\n[note]You can disable this functionality in NEI settings.[/note]\n\nYou can add bookmarks with the A key while hovering over an item, also:\nHold SHIFT to bookmark the whole recipe\nHold CTRL to bookmark number of items\nHold SHIFT + CTRL to bookmark both recipe and all the number of all the items it contains"
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			}
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		"3654:10": {
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					"taskID:8": "bq_standard:retrieval",
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					"groupDetect:1": 0,
					"requiredItems:9": {
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							"Damage:2": 9400,
							"id:8": "gregtech:gt.blockmachines",
							"OreDict:8": "",
							"Count:3": 1
						},
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							"Damage:2": 9401,
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							"Count:3": 8
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					"rewardID:8": "bq_standard:choice"
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				"betterquesting:10": {
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					"icon:10": {
						"Damage:2": 9400,
						"id:8": "gregtech:gt.blockmachines",
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					"snd_complete:8": "random.levelup",
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					"repeatTime:3": -1,
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					"desc:8": "...but they can be as industrious as bees. These new electric friends are great companions for Multiblock machines: maintenance, control, management—they can do it all.\n\n§lThe Drone Centre is a newly designed machine. It doesn't need power; just put a drone into it and it will start running.\nOnce running, the drone will automatically scan for a '§lDrone Downlink Module§r' (replacing maintenance hatches on Multiblock machines) within a certain range and attempt to establish a connection with the host. If successful, you can remotely control this Multiblock machine from the Drone Centre GUI! Additionally, you can rename the machine for easier identification.\n\n[note]You can rename it either by right-clicking the Drone Downlink Module or in the Drone Centre GUI.[/note]\n\nPlacing more advanced drones will increase the range of the Drone Centre, with no limit on the amount of drones.\n\n[warn]Notice that drones may crash during operation—the probability decreases from Tier 1 to Tier 3, and Tier 3 Anti-Gravity Drones never crash.\nBesides, If the machine host is too far from the Drone Centre, the GUI remote control function will be disabled, but the turn-on/off-all-button and maintenance functions will still work.[/warn]\n§6§l\nMaybe one day, our drone can control machines on other planets...drive engine online!"
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		"3655:10": {
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					"requiredItems:9": {
						"0:10": {
							"Damage:2": 11588,
							"id:8": "gregtech:gt.metaitem.01",
							"OreDict:8": "",
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					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 1
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			"properties:10": {
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					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 11588,
						"id:8": "gregtech:gt.metaitem.01",
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					"snd_complete:8": "random.levelup",
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					"name:8": "Your First SpaceTime",
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					"desc:8": "[note]Hurrah, you can finally move on to the UMV tier![/note]\n\nThe residue produced from the DTPFs seems to have an interesting interaction with reality, as if it bends the universe to its will.\n\nWhat if you combined it with some infinity and hypogen to excite it, and an energized tesseract as a way to fling it back and forth to the 4th Dimension?\n\nMaybe then you could achieve the unachievable, a building block of the entire universe.\n\n[note]The base recipe is horrible, so definitely make the Eternal Coils for your DTPF first.\n\nCongrats on making it this far![/note]"
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							"id:8": "gregtech:gt.metaitem.01",
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			"preRequisites:9": {
				"0:10": {
					"type:1": 1,
					"questIDLow:4": 3237,
					"questIDHigh:4": 0
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					"questIDLow:4": 3242,
					"questIDHigh:4": 0
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			},
			"rewards:9": {},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 32045,
						"id:8": "gregtech:gt.metaitem.01",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
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					"questLogic:8": "AND",
					"name:8": "UIV Field Generator",
					"repeatTime:3": -1,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 0,
					"desc:8": "A bit expensive, but worth the QoL items you can craft with it."
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			}
		},
		"3657:10": {
			"questIDLow:4": -9034456121309152193,
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					"taskID:8": "bq_standard:optional_retrieval",
					"index:3": 0,
					"groupDetect:1": 0,
					"requiredItems:9": {
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							"id:8": "gregtech:gt.blockcasings8",
							"OreDict:8": "",
							"Count:3": 16
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						"1:10": {
							"Damage:2": 2,
							"id:8": "Thaumcraft:blockCosmeticOpaque",
							"OreDict:8": "",
							"Count:3": 7
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					"consume:1": 0,
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				},
				"1:10": {
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							"Damage:2": 13001,
							"id:8": "gregtech:gt.blockmachines",
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							"Count:3": 1
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					"partialMatch:1": 1,
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			"preRequisites:9": {
				"0:10": {
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				"0:10": {
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							"Count:3": 6
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						"1:10": {
							"Damage:2": 10,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
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					"index:3": 0,
					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:choice"
				},
				"1:10": {
					"index:3": 1,
					"rewards:9": {
						"0:10": {
							"Damage:2": 0,
							"id:8": "dreamcraft:item.CoinDarkWizardI",
							"OreDict:8": "",
							"Count:3": 5
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
				}
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 13001,
						"id:8": "gregtech:gt.blockmachines",
						"OreDict:8": "",
						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 0,
					"lockedProgress:1": 0,
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					"questLogic:8": "AND",
					"name:8": "Research Completer",
					"repeatTime:3": -1,
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					"taskLogic:8": "AND",
					"autoClaim:1": 0,
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					"desc:8": "Let's face it... nobody (sane) wants to do all of their research manually!\n\nNow that you've learned how to collect nodes and create a wand recharging pedestal you can make the research completer. This quest shows the minimum required blocks but the structure can be up to 13 in length.\n\nThis machine will consume EU and eat nodes placed in the center of it in exchange for completing research notes given to it. If you're using a long machine it's highly recommended you use node stabilizers underneath your nodes to prevent them from destroying each other.\n\n[note]Of course you need to §lresearch§r the Research Completer, you'll find it in the electro-magic tools tab.[/note]"
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		"3658:10": {
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						},
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							"Damage:2": 5,
							"id:8": "gregtech:gt.blockcasings10",
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						}
					},
					"partialMatch:1": 1,
					"consume:1": 0,
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					"questIDHigh:4": -4353932262274808847
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					"rewards:9": {
						"0:10": {
							"Damage:2": 7,
							"id:8": "enhancedlootbags:lootbag",
							"OreDict:8": "",
							"Count:3": 1
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					"ignoreDisabled:1": 0,
					"rewardID:8": "bq_standard:item"
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 3005,
						"id:8": "gregtech:gt.blockmachines",
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						"Count:3": 1
					},
					"snd_complete:8": "random.levelup",
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					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "Under Pressure",
					"repeatTime:3": -1,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 0,
					"desc:8": "Bigger, better, faster. The Large Electric Compressor does about what you would expect."
				}
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		"3659:10": {
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					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 11880,
							"id:8": "gregtech:gt.metaitem.01",
							"OreDict:8": "",
							"Count:3": 128
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					"consume:1": 0,
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					"questID:8": "AAAAAAAAAAAAAAAAAAAARQ==",
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					"rewardID:8": "bq_standard:questcompletion"
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			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 11880,
						"id:8": "gregtech:gt.metaitem.01",
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					"snd_complete:8": "random.levelup",
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					"questLogic:8": "AND",
					"name:8": "Trigger: Nether Skip",
					"repeatTime:3": -1,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 1,
					"globalShare:1": 0,
					"desc:8": "No Description"
				}
			}
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		"3660:10": {
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			"questIDHigh:4": -6163773518189476401,
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					"index:3": 0,
					"groupDetect:1": 0,
					"requiredItems:9": {
						"0:10": {
							"Damage:2": 15,
							"id:8": "bartworks:BW_GlasBlocks",
							"OreDict:8": "",
							"Count:3": 32
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					"partialMatch:1": 1,
					"consume:1": 0,
					"ignoreNBT:1": 1
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			"preRequisites:9": {
				"0:10": {
					"questIDLow:4": -8743907766268867509,
					"questIDHigh:4": -6506874904297651806
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			"rewards:9": {},
			"properties:10": {
				"betterquesting:10": {
					"visibility:8": "NORMAL",
					"icon:10": {
						"Damage:2": 15,
						"id:8": "bartworks:BW_GlasBlocks",
						"OreDict:8": "",
						"Count:3": 1
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					"snd_complete:8": "random.levelup",
					"isSilent:1": 0,
					"snd_update:8": "random.levelup",
					"isMain:1": 1,
					"lockedProgress:1": 0,
					"repeat_relative:1": 1,
					"questLogic:8": "AND",
					"name:8": "§6§lUIV Glass",
					"repeatTime:3": -1,
					"simultaneous:1": 0,
					"taskLogic:8": "AND",
					"autoClaim:1": 0,
					"globalShare:1": 0,
					"desc:8": "The next tier of Borosilicate glass is Infinity (11)."
				}
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							"id:8": "LogisticsPipes:item.PipeItemsCraftingLogistics",
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							"id:8": "LogisticsPipes:logisticsSolidBlock",
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					"desc:8": "From now on, you'll be dealing with extremely slow recipes.\n\nConsider finishing up your QFTs and upgrading or replacing your old infrastructure to save on TPS.\n\nYou should definitely upgrade your power generation and infrastructure to handle millions of recipes.\n\nThe Eye of Harmony will be consuming most of your power before it starts generating more than it uses.\n\nMay Colen have mercy on your soul.\n\n[note]Welcome to the waiting lounge.[/note]"
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					"desc:8": "With access to even more advanced materials, you can upgrade your QFT to tier 3 by replacing the §3Cosmic Fabric Manipulator§r casings with §3Infinity Infused Manipulator§r casings. This tier unlocks two powerful new skips: the §6final naqline skip§r and the §6stem cell skip§r.\n\nThis new casing requires even more advanced materials still, including the §3Superconductor Rare-Earth Composite§r, which can only be crafted in a tier 2 QFT. Unlike §3Hyper-Stable Self-Healing Adhesive§r, which focused on structural integrity, this composite is designed purely for energy transmission. With automatic self-repair now fully handled, we can shift our focus to increasing the energy flow between components and into the multi itself.\n\nStandard superconductors break down under quantum stress - but this composite eliminates all resistance across the outer shell. Its precisely layered rare-earth elements create such gradual transitions that quantum flow moves effortlessly, with no losses or destabilizing effects.\n\n§oWhat will you discover next?!"
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