{"id":31269,"date":"2026-06-01T16:42:50","date_gmt":"2026-06-01T13:42:50","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/biomentry\/"},"modified":"2026-06-01T16:42:50","modified_gmt":"2026-06-01T13:42:50","slug":"biomentry","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/biomentry\/","title":{"rendered":"Biomentry"},"content":{"rendered":"<p># \ud83d\udccc About Biomentry<\/p>\n<p>**Biomentry** is not just a biome notifier \u2013 it\u2019s a full **immersion system** for Minecraft.<br \/>\nIt makes each biome feel **alive, unique, and reactive**.  <\/p>\n<p>From **animated titles** and **ambient sounds** to **advanced conditional rules**, Biomentry connects the environment to the player\u2019s journey \u2014 whether they\u2019re crossing deserts, exploring lush caves, or wandering in modded dimensions.  <\/p>\n<p>Perfect for **RPG, adventure, survival, and storytelling servers**, Biomentry turns exploration into an experience.<\/p>\n<p>&#8212;<\/p>\n<p>## \u2728 Core Features<\/p>\n<p>### \ud83d\udccd Intelligent Biome Detection<br \/>\n&#8211; Real-time detection **above ground and underground**.<br \/>\n&#8211; Enhanced with **custom logic** for accurate cave recognition (light levels, block density, sky access, Y-level, structures).<br \/>\n&#8211; Supports **special cave biomes**: `lush_caves`, `deep_dark`, `dripstone_caves`.<\/p>\n<p>&#8212;    <\/p>\n<p>## \ud83d\udd73\ufe0f Advanced Cave Detection<br \/>\nA multi-criteria scoring system determines whether a player is truly in a cave, factoring in:<br \/>\n&#8211; ambient light level,<br \/>\n&#8211; block density around the player,<br \/>\n&#8211; sky access,<br \/>\n&#8211; Y-level and natural structure context.<\/p>\n<p>This allows accurate detection even in artificial caves or open ravines.<\/p>\n<p>&#8212;<\/p>\n<p>### \ud83d\udda5\ufe0f Immersive Visual Notifications<br \/>\n&#8211; Animated **titles &#038; subtitles** (fade, typewriter, etc.) on biome entry.<br \/>\n&#8211; **Customizable styles** per biome or biome group.<br \/>\n&#8211; **Biome grouping** to reduce message spam (e.g., forests, oceans).<\/p>\n<p>&#8212;<\/p>\n<p>### \ud83d\udd0a Ambient Sounds<br \/>\n&#8211; Unique looping sounds per biome:<br \/>\n  &#8211; Desert camels<br \/>\n  &#8211; Jungle parrots<br \/>\n  &#8211; Swamp frogs<br \/>\n  &#8211; Mountain winds<br \/>\n&#8211; **Goodbye repetitive rain noise \u2192 hello immersion**.<\/p>\n<p>&#8212;<\/p>\n<p>### \u2699\ufe0f Player Customization<br \/>\n&#8211; `\/biomentry toggle` \u2192 Enable\/disable notifications.<br \/>\n&#8211; `\/biomentry language <en|fr>` \u2192 Change language.<br \/>\n&#8211; **Preferences saved per player** for full control.<\/p>\n<p>&#8212;<\/p>\n<p>### \ud83d\udee1\ufe0f Region &#038; Server Integration<br \/>\n&#8211; **WorldGuard support** \u2192 disable notifications in spawn, arenas, safe zones, or custom areas.<br \/>\n&#8211; **Multi-language ready** \u2192 English &#038; French included; templates for German, Russian, Spanish.<br \/>\n&#8211; **Optimized performance** \u2192 smart caching reduces redundant calculations.<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udd25 New in v0.3 \u2013 Sappling Update<\/p>\n<p>### 1\ufe0f\u20e3 Advanced Condition System<br \/>\n&#8211; Brand-new **`conditions.yml`** unlocks deep customization:<br \/>\n  &#8211; **Triggers** \u2192 biome entry, surface vs cave, time of day, player stats<br \/>\n  &#8211; **Logic gates** \u2192 combine `and`, `or`, `not` for complex rules<br \/>\n  &#8211; **Conditions** \u2192 permissions, health, armor, potion effects, world time<br \/>\n  &#8211; **Actions** \u2192 run commands, apply effects, grant temporary permissions, heal, give saturation<\/p>\n<p>&#8212;<\/p>\n<p>### 2\ufe0f\u20e3 Custom Biome &#038; Cave Support<br \/>\n&#8211; Full support for **modded and datapack biomes** (Terralith, Biomes O\u2019 Plenty, etc.).<br \/>\n&#8211; **Custom caves recognized** automatically using `in_cave: true\/false`.<br \/>\n&#8211; **Full biome ID usage** (`terralith:skylands`) ensures conditions, sounds, and notifications apply to **any biome**, vanilla or modded.<\/p>\n<p>&#8212;<\/p>\n<p>### 3\ufe0f\u20e3 Enhanced Immersion &#038; Stability<br \/>\n&#8211; Ambient sounds fully overhauled.<br \/>\n&#8211; Smarter cave detection.<br \/>\n&#8211; Reliable Boss Bars &#038; notifications.<br \/>\n&#8211; Bug fixes \u2192 condition actions now always execute correctly.<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\ude80 Why Biomentry?<br \/>\nBiomes in Minecraft are **stories, atmospheres, and identities**.<br \/>\n**Biomentry gives them a voice.**<\/p>\n<p>Ideal for servers that want:<br \/>\n&#8211; **Immersion** \u2192 RPG, semi-RP, adventure worlds<br \/>\n&#8211; **Storytelling tools** \u2192 triggers when entering zones<br \/>\n&#8211; **Atmosphere** \u2192 ambient sounds &#038; visuals<br \/>\n&#8211; **Customization** \u2192 advanced configs &#038; player preferences  <\/p>\n<p>With Biomentry, **every step into a new biome \u2014 surface or cave, vanilla or modded \u2014 feels like a new chapter**.<\/p>\n<p>## Config files<\/p>\n<details>\n<summary>config.yml<\/summary>\n<p>&#8220;`<br \/>\n#configuration for Biomentry<br \/>\n# General settings<br \/>\ngeneral:<br \/>\n  language: &#8216;en&#8217;  # Plugin language: &#8216;fr&#8217; (French) or &#8216;en&#8217; (English)<br \/>\n  enableParticles: false # Enable or disable particle effects globally<br \/>\n  enableCommands: false # Enable or disable command execution globally<br \/>\n  enableAmbientSounds: true # Enable or disable ambient sounds globally<\/p>\n<p># Title display settings<br \/>\ntitleInfo:<br \/>\n  fadeIn: 10      # Fade-in time (in ticks)<br \/>\n  stay: 70        # Display duration (in ticks)<br \/>\n  fadeOut: 20     # Fade-out time (in ticks)<br \/>\n  animationType: &#8216;fade&#8217;  # Animation type: &#8216;fade&#8217;, &#8216;typewriter&#8217;, or &#8216;slide&#8217;<br \/>\n  typewriterSpeed: 2           # Typewriter speed (characters per tick)<\/p>\n<p># Priority system for display management<br \/>\npriority:<br \/>\n  enabled: true                    # Enable priority system<br \/>\n  level: &#8216;medium&#8217;                  # Priority level: &#8216;low&#8217;, &#8216;medium&#8217;, &#8216;high&#8217;<br \/>\n  pauseOnOtherPlugins: true        # Pause biome displays when other plugins show titles<br \/>\n  resumeDelay: 40                  # Delay (in ticks) before resuming after other plugin finishes<br \/>\n  checkInterval: 5                 # Interval (in ticks) to check for other plugin activities<\/p>\n<p># Biome groups \u2013 Biomes in the same group won\u2019t trigger a notification<br \/>\n# when transitioning between each other<br \/>\nbiomeGroups:<br \/>\n  # Birch forests<br \/>\n  &#8211; [&#8216;birch_forest&#8217;, &#8216;old_growth_birch_forest&#8217;]<br \/>\n  # Taigas<br \/>\n  &#8211; [&#8216;taiga&#8217;, &#8216;old_growth_spruce_taiga&#8217;, &#8216;old_growth_pine_taiga&#8217;, &#8216;snowy_taiga&#8217;]<br \/>\n  # Dark forests<br \/>\n  &#8211; [&#8216;dark_forest&#8217;]<br \/>\n  # Oceans<br \/>\n  &#8211; [&#8216;ocean&#8217;, &#8216;deep_ocean&#8217;, &#8216;warm_ocean&#8217;, &#8216;lukewarm_ocean&#8217;, &#8216;cold_ocean&#8217;, &#8216;frozen_ocean&#8217;, &#8216;deep_cold_ocean&#8217;, &#8216;deep_frozen_ocean&#8217;, &#8216;deep_lukewarm_ocean&#8217;]<br \/>\n  # Deserts<br \/>\n  &#8211; [&#8216;desert&#8217;]<br \/>\n  # Mountains and peaks<br \/>\n  &#8211; [&#8216;windswept_hills&#8217;, &#8216;windswept_forest&#8217;, &#8216;windswept_gravelly_hills&#8217;, &#8216;windswept_savanna&#8217;, &#8216;jagged_peaks&#8217;, &#8216;frozen_peaks&#8217;, &#8216;stony_peaks&#8217;]<br \/>\n  # Caves<br \/>\n  &#8211; [&#8216;deep_dark&#8217;, &#8216;dripstone_caves&#8217;, &#8216;lush_caves&#8217;]<br \/>\n  # Badlands<br \/>\n  &#8211; [&#8216;badlands&#8217;, &#8216;eroded_badlands&#8217;, &#8216;wooded_badlands&#8217;]<br \/>\n  # Savannas<br \/>\n  &#8211; [&#8216;savanna&#8217;, &#8216;savanna_plateau&#8217;, &#8216;windswept_savanna&#8217;]<\/p>\n<p># WorldGuard regions where notifications are disabled<br \/>\ndisabledRegions:<br \/>\n  &#8211; spawn<br \/>\n  &#8211; safe_zone<br \/>\n  &#8211; pvp_arena<\/p>\n<p># List of worlds where the plugin is completely disabled (just exemple here)<br \/>\ndisabled-worlds:<br \/>\n  &#8211; &#8220;a_minigame_world&#8221;<br \/>\n  &#8211; &#8220;world_the_end&#8221;<br \/>\n&#8220;`<\/p>\n<\/details>\n<details>\n<summary>biomes.yml<\/summary>\n<p>&#8220;`<br \/>\n# And extract of the biome configurations<br \/>\n# Here you define the BEHAVIOR of each biome.<br \/>\n# The actual text for titles and subtitles is in the language files.<br \/>\nbiomes:<br \/>\n  plains:<br \/>\n    title: &#8216;biomes.plains.title&#8217;<br \/>\n    subtitle: &#8216;biomes.plains.subtitle&#8217;<br \/>\n    display: &#8216;actionbar&#8217;<br \/>\n    animationType: &#8216;typewriter&#8217;<br \/>\n    separator: &#8216; | &#8216;<br \/>\n    sound: &#8216;BLOCK_GRASS_BREAK&#8217;<br \/>\n    commands: []<br \/>\n    particle:<br \/>\n      type: &#8220;VILLAGER_HAPPY&#8221;<br \/>\n      count: 10<br \/>\n      offset: 0.5<br \/>\n      speed: 0.1<br \/>\n    bossBar:<br \/>\n      color: &#8216;WHITE&#8217;<br \/>\n      style: &#8216;SOLID&#8217;<\/p>\n<p>    ambient_sound:<br \/>\n      sound: &#8216;ambient.weather.rain&#8217;<br \/>\n      volume: 0.1<br \/>\n      pitch: 1.0<br \/>\n      delay: 200<br \/>\n  forest:<br \/>\n    title: &#8216;biomes.forest.title&#8217;<br \/>\n    subtitle: &#8216;biomes.forest.subtitle&#8217;<br \/>\n    display: &#8216;actionbar&#8217;<br \/>\n    animationType: &#8216;typewriter&#8217;<br \/>\n    separator: &#8216; | &#8216;<br \/>\n    sound: &#8216;BLOCK_CHERRY_WOOD_BREAK&#8217;<br \/>\n    commands: []<br \/>\n    particle:<br \/>\n      type: &#8220;VILLAGER_HAPPY&#8221;<br \/>\n      count: 10<br \/>\n      offset: 0.5<br \/>\n      speed: 0.1<br \/>\n    bossBar:<br \/>\n      color: &#8216;WHITE&#8217;<br \/>\n      style: &#8216;SOLID&#8217;<\/p>\n<p>    ambient_sound:<br \/>\n      sound: &#8216;ambient.weather.rain&#8217;<br \/>\n      volume: 0.1<br \/>\n      pitch: 1.0<br \/>\n      delay: 200<br \/>\n  dark_forest:<br \/>\n    title: &#8216;biomes.dark_forest.title&#8217;<br \/>\n    subtitle: &#8216;biomes.dark_forest.subtitle&#8217;<br \/>\n    display: &#8216;actionbar&#8217;<br \/>\n    animationType: &#8216;typewriter&#8217;<br \/>\n    separator: &#8216; | &#8216;<br \/>\n    sound: &#8216;AMBIENT_CAVE&#8217;<br \/>\n    commands: []<br \/>\n    particle:<br \/>\n      type: &#8220;VILLAGER_HAPPY&#8221;<br \/>\n      count: 10<br \/>\n      offset: 0.5<br \/>\n      speed: 0.1<br \/>\n    bossBar:<br \/>\n      color: &#8216;WHITE&#8217;<br \/>\n      style: &#8216;SOLID&#8217;<\/p>\n<p>    ambient_sound:<br \/>\n      sound: &#8216;ambient.weather.rain&#8217;<br \/>\n      volume: 0.1<br \/>\n      pitch: 1.0<br \/>\n      delay: 200<br \/>\n  birch_forest:<br \/>\n    title: &#8216;biomes.birch_forest.title&#8217;<br \/>\n    subtitle: &#8216;biomes.birch_forest.subtitle&#8217;<br \/>\n    display: &#8216;actionbar&#8217;<br \/>\n    animationType: &#8216;typewriter&#8217;<br \/>\n    separator: &#8216; | &#8216;<br \/>\n    sound: &#8216;BLOCK_CHERRY_WOOD_BREAK&#8217;<br \/>\n    commands: []<br \/>\n    particle:<br \/>\n      type: &#8220;VILLAGER_HAPPY&#8221;<br \/>\n      count: 10<br \/>\n      offset: 0.5<br \/>\n      speed: 0.1<br \/>\n    bossBar:<br \/>\n      color: &#8216;WHITE&#8217;<br \/>\n      style: &#8216;SOLID&#8217;<\/p>\n<p>    ambient_sound:<br \/>\n      sound: &#8216;ambient.weather.rain&#8217;<br \/>\n      volume: 0.1<br \/>\n      pitch: 1.0<br \/>\n      delay: 200<br \/>\n  old_growth_birch_forest:<br \/>\n    title: &#8216;biomes.old_growth_birch_forest.title&#8217;<br \/>\n    subtitle: &#8216;biomes.old_growth_birch_forest.subtitle&#8217;<br \/>\n    display: &#8216;actionbar&#8217;<br \/>\n    animationType: &#8216;typewriter&#8217;<br \/>\n    separator: &#8216; | &#8216;<br \/>\n    sound: &#8216;BLOCK_CHERRY_WOOD_BREAK&#8217;<br \/>\n    commands: []<br \/>\n    particle:<br \/>\n      type: &#8220;VILLAGER_HAPPY&#8221;<br \/>\n      count: 10<br \/>\n      offset: 0.5<br \/>\n      speed: 0.1<br \/>\n    bossBar:<br \/>\n      color: &#8216;WHITE&#8217;<br \/>\n      style: &#8216;SOLID&#8217;<\/p>\n<p>    ambient_sound:<br \/>\n      sound: &#8216;ambient.weather.rain&#8217;<br \/>\n      volume: 0.1<br \/>\n      pitch: 1.0<br \/>\n      delay: 200<br \/>\n  flower_forest:<br \/>\n    title: &#8216;biomes.flower_forest.title&#8217;<br \/>\n    subtitle: &#8216;biomes.flower_forest.subtitle&#8217;<br \/>\n    display: &#8216;actionbar&#8217;<br \/>\n    animationType: &#8216;typewriter&#8217;<br \/>\n    separator: &#8216; | &#8216;<br \/>\n    sound: &#8216;BLOCK_GRASS_BREAK&#8217;<br \/>\n    commands: []<br \/>\n    particle:<br \/>\n      type: &#8220;VILLAGER_HAPPY&#8221;<br \/>\n      count: 10<br \/>\n      offset: 0.5<br \/>\n      speed: 0.1<br \/>\n    bossBar:<br \/>\n      color: &#8216;WHITE&#8217;<br \/>\n      style: &#8216;SOLID&#8217;<\/p>\n<p>    ambient_sound:<br \/>\n      sound: &#8216;ambient.weather.rain&#8217;<br \/>\n      volume: 0.1<br \/>\n      pitch: 1.0<br \/>\n      delay: 200<\/p>\n<p>  &#8216;clifftree:desert_cliff&#8217;:<br \/>\n    title: &#8216;biomes.clifftree.desert_cliff.title&#8217;<br \/>\n    subtitle: &#8216;biomes.clifftree.desert_cliff.subtitle&#8217;<br \/>\n    display: &#8216;actionbar&#8217;<br \/>\n    animationType: &#8216;typewriter&#8217;<br \/>\n    separator: &#8216; | &#8216;<br \/>\n    sound: &#8216;BLOCK_SAND_BREAK&#8217;<br \/>\n    bossBar:<br \/>\n      color: &#8216;YELLOW&#8217;<br \/>\n      style: &#8216;SOLID&#8217;<br \/>\n      duration: 120<br \/>\n    particle:<br \/>\n      type: &#8220;DUST&#8221;<br \/>\n      count: 15<br \/>\n      offset: 0.6<br \/>\n      speed: 0.1<\/p>\n<p>&#8220;`<\/p>\n<\/details>\n<details>\n<summary>conditions.yml<\/summary>\n<p>&#8220;`<br \/>\n# Configuration file for the Biomentry condition system.<br \/>\n# Each &#8220;rule&#8221; defines a trigger, conditions, and actions.<\/p>\n<p>rules:<br \/>\n  # &#8212; EXAMPLE 1: Simple &#8220;IF &#8230; AND &#8230;&#8221; condition (AND) &#8212;<br \/>\n  # The player receives speed in the desert, but only if it&#8217;s daytime AND they have the permission.<br \/>\n  desert_speed_day:<br \/>\n    trigger:<br \/>\n      type: &#8216;ENTER_BIOME&#8217;<br \/>\n      biome: &#8216;minecraft:desert&#8217;<br \/>\n    conditions:<br \/>\n      and: # &#8220;and&#8221; is a list of conditions that must ALL be true<br \/>\n        &#8211; type: &#8216;WORLD_TIME&#8217;<br \/>\n          operator: &#8216;LESS_THAN&#8217;<br \/>\n          value: 12500 # Before sunset<br \/>\n        &#8211; type: &#8216;HAS_PERMISSION&#8217;<br \/>\n          permission: &#8216;biomentry.condition.desert_speed&#8217;<br \/>\n    actions:<br \/>\n      &#8211; type: &#8216;APPLY_EFFECT&#8217;<br \/>\n        effect: &#8216;SPEED&#8217;<br \/>\n        duration: 600 # in ticks (30 seconds)<br \/>\n        amplifier: 0<\/p>\n<p>  # &#8212; EXAMPLE 2: &#8220;IF IN CAVE&#8221; condition &#8212;<br \/>\n  # The player receives a torch if they enter any cave and have the permission.<br \/>\n  generic_cave_torch:<br \/>\n    trigger:<br \/>\n      type: &#8216;ENTER_BIOME&#8217;<br \/>\n      in_cave: true # This rule only applies when the player is in a cave.<\/p>\n<p>    conditions:<br \/>\n      or: # AT LEAST ONE condition must be true<br \/>\n        &#8211; type: &#8216;HAS_PERMISSION&#8217;<br \/>\n          permission: &#8216;biomentry.condition.torch_giver&#8217;<br \/>\n        &#8211; type: &#8216;HAS_EFFECT&#8217;<br \/>\n          effect: &#8216;NIGHT_VISION&#8217;<br \/>\n    actions:<br \/>\n      &#8211; type: &#8216;RUN_COMMAND&#8217;<br \/>\n        command: &#8216;give %player_name% minecraft:torch 4&#8217;<br \/>\n      &#8211; type: &#8216;SEND_MESSAGE&#8217;<br \/>\n        message: &#8216;<gray>You feel like an explorer in these caves.<\/gray>&#8216;<\/p>\n<p>  # &#8212; EXAMPLE 3: &#8220;IF NOT &#8230;&#8221; condition (NOT) &#8212;<br \/>\n  # The player receives a warning if they enter the Nether WITHOUT full diamond armor.<br \/>\n  nether_warning:<br \/>\n    trigger:<br \/>\n      type: &#8216;ENTER_BIOME&#8217;<br \/>\n      biome: &#8216;minecraft:nether_wastes&#8217;<br \/>\n      in_cave: false # Only applies on the &#8220;surface&#8221; of the Nether<br \/>\n    conditions:<br \/>\n      not: # &#8220;not&#8221; inverts the condition it contains<br \/>\n        type: &#8216;HAS_ARMOR&#8217;<br \/>\n        material: &#8216;DIAMOND&#8217;<br \/>\n        pieces: 4 # 4 pieces for full armor<br \/>\n    actions:<br \/>\n      &#8211; type: &#8216;SEND_MESSAGE&#8217;<br \/>\n        message: &#8216;<#FF6347><b>Warning!<\/b> The Nether is dangerous without proper equipment.&#8217;<\/p>\n<p>  # &#8212; EXAMPLE 4: &#8220;IF NEITHER &#8230; NOR &#8230;&#8221; condition (NOT + OR) &#8212;<br \/>\n  # The player takes damage in the Deep Dark if they have NEITHER the Regeneration effect, NOR the Resistance effect.<br \/>\n  deep_dark_danger:<br \/>\n    trigger:<br \/>\n      type: &#8216;ENTER_BIOME&#8217;<br \/>\n      biome: &#8216;minecraft:deep_dark&#8217;<br \/>\n    conditions:<br \/>\n      # The logic is: NOT (A OR B)<br \/>\n      not:<br \/>\n        or:<br \/>\n          &#8211; type: &#8216;HAS_EFFECT&#8217;<br \/>\n            effect: &#8216;REGENERATION&#8217;<br \/>\n          &#8211; type: &#8216;HAS_EFFECT&#8217;<br \/>\n            effect: &#8216;RESISTANCE&#8217;<br \/>\n    actions:<br \/>\n      &#8211; type: &#8216;APPLY_EFFECT&#8217;<br \/>\n        effect: &#8216;WITHER&#8217; # Applies the Wither effect<br \/>\n        duration: 100<br \/>\n        amplifier: 0<br \/>\n      &#8211; type: &#8216;SEND_MESSAGE&#8217;<br \/>\n        message: &#8216;<#8B0000>You feel a malevolent presence draining your life&#8230;&#8217;<\/p>\n<p>  # &#8212; EXAMPLE 5: Requested Actions &#8212;<br \/>\n  # Gives a temporary permission and health\/saturation upon entering a specific biome.<br \/>\n  ancient_forest_bonus:<br \/>\n    trigger:<br \/>\n      type: &#8216;ENTER_BIOME&#8217;<br \/>\n      biome: &#8216;minecraft:old_growth_pine_taiga&#8217;<br \/>\n    conditions:<br \/>\n      # No conditions, triggers for everyone<br \/>\n      and: []<br \/>\n    actions:<br \/>\n      &#8211; type: &#8216;ADD_PERMISSION&#8217;<br \/>\n        permission: &#8216;essentials.fly&#8217;<br \/>\n        duration: 300 # in seconds (5 minutes)<br \/>\n      &#8211; type: &#8216;HEAL&#8217;<br \/>\n        amount: 4.0 # in half-hearts (here, 2 hearts)<br \/>\n      &#8211; type: &#8216;GIVE_SATURATION&#8217;<br \/>\n        amount: 5.0<br \/>\n      &#8211; type: &#8216;SEND_MESSAGE&#8217;<br \/>\n        message: &#8216;<#2E8B57>The strength of the ancient forest flows through you.&#8217;<\/p>\n<p>&#8220;`<\/p>\n<\/details>\n","protected":false},"excerpt":{"rendered":"<p>Immersive and dynamic Titles when enter a new 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