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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2041790717
So you'll have to address them on a case by case basis there. Patch generators help with that a lot.
And second, you'll have to do the same test/remove operation on a few more numbers afterwards, because modded entries will shuffle around the list from load order to load order, so you'll have to check a bunch of them for the one you want to delete.
Oh, and don't forget to include the affected mod in the _metadata, otherwise there won't be anything to remove in case it loads after your patch.
It'd be wonderful if there was a more elegant way of doing it, but sadly I'm not aware of any.
For example, to remove an Avian Temple from the Forest planet in vanilla terrestrial_worlds.config:
[
{
"op": "test",
"path": "/planetTypes/forest/layers/surface/dungeons/4",
"value": [1, "aviantemple"]
},
{
"op": "remove",
"path": "/planetTypes/forest/layers/surface/dungeons/4"
}
]
There's a lot going on inside the .biome files, ores, mobs/critters and microdungeons are all crammed in there, so making a one-fits-all type of patch for them just isn't feasible.