add first patch
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[rsmixin]
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#Turns on extra log messages for troubleshooting. Can get spammy, leave off unless you're diagnosing a problem.
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enableDebugLogging = false
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#Master switch for network update throttling.
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#When enabled, full RS network updates run only every throttleInterval ticks instead of every tick.
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#This reduces server load in large networks but slows down some operations if not bypassed.
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enableThrottle = true
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#How often (in ticks) full network updates occur when throttling is enabled.
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#1 = no throttling (every tick), 20 = every second (default, ~1 operation/sec for non-bypassed nodes).
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#Only matters if enableThrottle is true.
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#Range: 1 ~ 1000
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throttleInterval = 20
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#Allows specific nodes (importers, exporters, interfaces, etc.) to bypass throttling and update more frequently.
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#
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#- ENABLED (default): Listed nodes can update every tick (full speed when active; speed upgrades respected).
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# Higher performance cost when nodes are busy, but fast transfer rates.
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#
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#- DISABLED: All nodes strictly follow throttleInterval (~1 operation/sec at interval=20).
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# Speed upgrades are ignored (forced to 1) for consistent rate.
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#
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#Interacts with fastNodeClasses (defines which nodes can bypass) and enableDynamicNodeSleep (controls node sleep behaviour when bypassing).
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enableBypassFastNodes = true
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#List of node class names that are allowed to bypass throttling when enableBypassFastNodes is true.
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#Defaults cover core RS nodes (importers, exporters, interfaces, crafters, etc.) and popular addons.
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#Adding extra classes is safe—even if the mod isn't installed (string matching only).
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#Only relevant when enableBypassFastNodes is enabled.
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fastNodeClasses = ["com.refinedmods.refinedstorage.apiimpl.network.node.ImporterNetworkNode", "com.refinedmods.refinedstorage.apiimpl.network.node.ExporterNetworkNode", "com.refinedmods.refinedstorage.apiimpl.network.node.InterfaceNetworkNode", "com.refinedmods.refinedstorage.apiimpl.network.node.FluidInterfaceNetworkNode", "com.refinedmods.refinedstorage.apiimpl.network.node.CrafterNetworkNode", "com.refinedmods.refinedstorage.apiimpl.network.node.ConstructorNetworkNode", "com.refinedmods.refinedstorage.apiimpl.network.node.DestructorNetworkNode", "com.refinedmods.refinedstorage.apiimpl.network.node.diskmanipulator.DiskManipulatorNetworkNode", "com.ultramega.cabletiers.node.TieredConstructorNetworkNode", "com.ultramega.cabletiers.node.TieredDestructorNetworkNode", "com.ultramega.cabletiers.node.TieredExporterNetworkNode", "com.ultramega.cabletiers.node.TieredImporterNetworkNode", "com.ultramega.cabletiers.node.TieredInterfaceNetworkNode", "com.ultramega.cabletiers.node.TieredRequesterNetworkNode", "com.ultramega.cabletiers.node.diskmanipulatorz.TieredDiskManipulatorNetworkNode", "edivad.extrastorage.nodes.AdvancedExporterNetworkNode", "edivad.extrastorage.nodes.AdvancedImporterNetworkNode", "edivad.extrastorage.nodes.AdvancedCrafterNetworkNode", "com.buuz135.refinedstoragerequestify.proxy.block.network.NetworkNodeRequester", "net.gigabit101.rebornstorage.nodes.CraftingNode", "dev.stevendoesstuffs.refinedcrafterproxy.CrafterProxyNetworkNode"]
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#On controller load/reload (world load, relog, chunk load), delay then force a full network rescan.
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#Fixes connection issues with capability-based cables (e.g., EnderIO conduits) that aren't detected immediately on load.
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#Safe and recommended for most setups.
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enableLoadRescan = true
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#Ticks to wait after detecting controller load before rescanning.
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#Gives time for block entities and capabilities to initialize. Default 20 (~1 second).
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#Only matters if enableLoadRescan is true.
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#Range: 0 ~ 400
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loadRescanDelay = 20
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#When placing EnderIO conduits next to RS blocks, delay then force a network rescan.
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#Fixes runtime detection failures where immediate rescan is too early.
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#Safe even without EnderIO installed.
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enableConduitPlacementFix = true
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#Ticks to wait after conduit placement before rescanning.
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#Default 10 (~0.5 seconds). Increase if connections still fail occasionally.
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#Only matters if enableConduitPlacementFix is true.
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#Range: 0 ~ 200
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conduitPlacementRescanDelay = 10
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#Recalculate network energy usage only when the graph changes instead of every tick. Minor performance improvement.
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enableLazyEnergy = true
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#Replace ConcurrentHashMap/ConcurrentHashSet with regular HashMap/HashSet in single-threaded contexts. Small performance gain.
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enableHashSetOptimize = true
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#Skip processing unloaded positions during network graph updates. Improves performance and prevents rare deadlocks on chunk unload.
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enableSkipUnloaded = true
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#Makes fast nodes sleep when idle (only relevant when enableBypassFastNodes is true and node is in fastNodeClasses).
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#
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#- ENABLED (default): Nodes update every tick only when work is available.
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# When idle for a few cycles, they fall back to throttled updates → lower overhead.
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#
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#- DISABLED: Nodes always update every tick when bypassing is allowed (full speed even when idle).
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enableDynamicNodeSleep = true
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#Enables dynamic throttling bypass for the crafting manager.
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#
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#- ENABLED (default): When there are active crafting tasks, the crafting manager updates every tick → fast crafting while active.
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# Falls back to throttled updates when idle → lower overhead.
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#
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#- DISABLED: Crafting manager strictly follows throttleInterval.
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#
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#Only relevant when enableThrottle is true, throttleInterval > 1, and enableBypassFastNodes is true.
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#Fully respects crafter speed upgrades.
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enableDynamicCraftingBypass = true
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#Optimizes ticking by only updating nodes that are connected to a network. Disconnected nodes are skipped, reducing unnecessary overhead.
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enableConnectedNodeTickOptimize = true
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#Registers a passthrough factory for EnderIO's RS conduits to suppress warnings and enable compatibility.
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#Disable if EnderIO adds their own registration in a future update.
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#Only applies if EnderIO is loaded.
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enableEnderioRsFix = true
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#Enables saving and applying a type-keyed NBT backup for EnderIO conduit data (filters, upgrades, autocrafting rows, etc.).
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#Prevents loss/corruption on world reload when the global graph restore or positional fallback fails.
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#Safe to disable if not needed, conflicting, or EnderIO fixes this upstream.
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#Default: true (recommended for RS + EnderIO setups).
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enableEnderioConduitTypedBackup = true
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#Fixes RebornStorage multiblock crafter (v5.0.7):
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#- Immediate assembly/GUI access.
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#- Requires CPU or storage (no all-air).
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#- Allows air during construction.
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#- Clean validation messages.
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#- No pattern pages with CPU-only (clear message).
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#Safe to disable if newer versions fix these.
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enableRebornstorageCrafterFix = true
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#Stops your item/fluid list from rebuilding itself over and over when things reconnect.
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#Normally, every storage block on your network can trigger a full list rebuild at the same time,
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#which causes lag spikes when your world loads or when you place/break a lot of storage at once.
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#This makes it rebuild the list just once instead.
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enableStorageCacheDebounce = true
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#Stops autocrafting patterns from being re-scanned over and over when crafters reconnect.
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#Normally, every crafter reconnecting (like on world load) can trigger its own full pattern re-scan,
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#which gets very slow with lots of crafters. This waits until everything has reconnected, then scans once.
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#Works for regular RS crafters, Extra Storage crafters, and RebornStorage crafters.
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enableCraftingRebuildDebounce = true
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#Stops network rescans from piling up when you place or break lots of network blocks at once.
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#The first block still connects instantly, just like normal.
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#Any extra rescans triggered in that same instant are merged into one, run a moment later.
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#Great for builders, schematics, or quarries that place many cables/blocks in one go.
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#Worst case, a block takes one extra tick to connect (not noticeable in normal play).
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enableGraphRescanCoalesce = true
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#Fixes a bug where EnderIO's RS conduits can end up tracked as two different objects at once
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#after a world reload, causing weird behavior like settings not sticking or conduits acting laggy/broken.
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#Makes sure there's only ever one real conduit object being tracked.
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enableEnderIONodeUnify = true
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#Speeds up autocrafting for big crafting trees.
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#Normally, every item that comes back into a crafting job gets checked against every single step
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#of that job to see where it belongs, which gets slow with big/multi-step crafts.
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#This looks it up directly instead, so it only checks the steps that actually need that item.
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enableTrackedInsertIndex = true
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#Lets autocrafting properly re-use damageable tools (hammers, saws, etc.) in recipes.
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#Normally RS treats a damaged tool as a completely different item, so it grabs or crafts
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#a brand new tool every single time and the damaged ones pile up unused in storage.
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#With this on, damaged tools count as valid ingredients (most-damaged used first),
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#a single tool is re-used across an entire batch craft until its durability runs out
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#(only crafting a replacement when one actually breaks), and broken tools are properly
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#consumed. The actual durability cost of each recipe is measured from the recipe itself,
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#and recipes with random durability loss are estimated conservatively.
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#Enchanted tools are never mixed up with plain ones.
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enableDamageableInputReuse = true
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#Stops a broken autocrafting task from crashing the whole server.
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#Vanilla RS can hit an internal inventory mismatch during processing crafts and hard-crashes
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#the server, and because the broken task is saved with the world, it crashes again on every reboot.
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#With this on, the broken task is safely cancelled instead: its items are refunded to storage,
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#an error is written to the log, and the server keeps running.
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#Fixes Refined Storage issues #3751 and #3727, and the reboot crash loops behind #3755 and #3753.
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enableCraftingCrashGuard = true
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#Fixes grids randomly showing missing/wrong/empty item lists until reopened (RS bug #3693).
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#Whenever the network rebuilds its item list (any block placed/broken on the network, chunks
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#loading, etc.) while a grid is open, vanilla RS forgets to tell the player's screen about it,
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#leaving it permanently out of sync until the grid is reopened.
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#With this on, open grids are refreshed automatically whenever that happens.
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enableGridResync = true
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#Fixes disks/storage randomly wiping to 0/0 after a server restart (RS bugs #3740, #3714).
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#Vanilla RS saves its disk data by deleting the real file and then renaming a temp file over it -
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#if that rename fails (common on Windows with antivirus or backup software), your disk data file
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#is destroyed and everything shows as empty on next boot.
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#With this on, saves are atomic (the old file is never deleted first), failures are retried on the
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#next autosave instead of silently dropped, and a clear error is logged.
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#Tip: if you were already hit by this bug, look for a refinedstorage_disks.dat.temp file in your
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#world's data folder - renaming it to refinedstorage_disks.dat usually recovers everything.
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enableSafeDataSaving = true
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#When enabled, wireless items (Wireless Grid, Fluid Grid, Crafting Monitor, and addon wireless items)
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#can only be used in the same dimension as the network they are linked to.
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#Trying to use one from another dimension shows an on-screen message instead of opening,
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#even if an addon's infinite/cross-dimension wireless transmitter would normally allow it.
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#Disabled by default (vanilla behavior).
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enableWirelessDimensionLock = false
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