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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.
Doubt it'll be very high maintenance in the long term but I won't mind having someone else to keep an eye on it just in case.
Or even multiple of those who can work with it, why not, the more the merrier.
I've missed a few oceanics in FU and Arcana the first time around, so if anyone have saved the patches so far you might want to do a redownload.