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Stillkill committed 2026-03-08 15:34:38 -05:00
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{
//////////////////////////////////// Fixed Cameras
//"Strategic_View"
"fixed_camera0": {
//This is the distance of the camera from Steve.
"distance": 90.0,
//This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras.
"offset": [0.0, 0.0, 0.0],
//This is the downward angle of the camera.
"pitch": 90,
//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
"head_pitch": 35.0,
//This is the FOV that this camera will use (overrides the default value)
"fov": 80.0,
//This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick)
"lerp": 0.05,
//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
"follow_structure_placement": true
},
//"fixed_fov55_p47_d22.5"
"fixed_camera1_UNUSED": {
//This is the distance of the camera from Steve.
"distance": 22.5,
//This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras.
"offset": [0.0, 0.0, 0.0],
//This is the downward angle of the camera.
"pitch": 47.0,
//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
"head_pitch": 35.0,
//This is the FOV that this camera will use (overrides the default value)
"fov": 55.0,
//This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick)
"lerp": 0.05,
//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
"follow_structure_placement": true
},
//////////////////////////////////// Free Cameras
//"orbit_fov70_p35_p55_d15"
"free_camera2_UNUSED": {
//This is the distance of the camera from Steve.
"distance": 15,
//This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras.
"offset": [0.0, 0.0, 0.0],
//This is the downward angle the orbit camera is initalized with.
"pitch": 45.0,
//This is the maximum downward angle the player can look at (MC default is -90.0).
"pitch_min": 35.0,
//This is the maximum upward angle the player can look at (MC default is 90.0).
"pitch_max": 55.0,
//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
"head_pitch": 35.0,
//This is the FOV that this camera will use (overrides the default value)
"fov": 70.0,
//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
"follow_structure_placement": true
},
//"Far_fov65_p20_p65_d18"
"free_camera0": {
//This is the distance of the camera from Steve.
"distance": 18,
//This is the tranaslation offset of the cameras.
"offset": [0.0, 0.0, 0.0],
//This is the downward angle the orbit camera is initialized with.
"pitch": 45,
//This is the maximum downward angle the player can look at (MC default is -90.0).
"pitch_min": 20,
//This is the maximum upward angle the player can look at (MC default is 90.0).
"pitch_max": 65,
//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
"head_pitch": 35.0,
//This is the FOV that this camera will use (overrides the default value)
"fov": 65.0,
//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
"follow_structure_placement": true
},
//"free_fov70_d12.5"
"free_camera3_UNUSED": {
//This is the distance of the camera from Steve.
"distance": 12.5,
//This is the tranaslation offset of the cameras.
"offset": [0.0, 0.0, 0.0],
//This is the downward angle the orbit camera is initalized with.
"pitch": 40.0,
//This is the maximum downward angle the player can look at (MC default is -90.0).
"pitch_min": 0.0,
//This is the maximum upward angle the player can look at (MC default is 90.0).
"pitch_max": 85.0,
//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
"head_pitch": 35.0,
//This is the FOV that this camera will use (overrides the default value)
"fov": 70.0,
//This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick)
"lerp": 0.05,
//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
"follow_structure_placement": true
},
//"Close_fov55_p15_p70_d16.5"
"free_camera1": {
//This is the distance of the camera from Steve.
"distance": 16.5,
//This is the tranaslation offset of the cameras.
"offset": [0.0, 0.0, 0.0],
//This is the downward angle the orbit camera is initalized with.
"pitch": 45.0,
//This is the maximum downward angle the player can look at (MC default is -90.0).
"pitch_min": 15.0,
//This is the maximum upward angle the player can look at (MC default is 90.0).
"pitch_max": 70.0,
//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
"head_pitch": 35.0,
//This is the FOV that this camera will use (overrides the default value)
"fov": 55.0,
//This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick)
"lerp": 0.05,
//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
"follow_structure_placement": true
},
//////////////////////////////////// Follow Cameras
//"follow_fov70_d10"
"follow_camera0_UNUSED": {
//This is the distance of the camera from Steve.
"distance": 10,
//This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras.
"offset": [0.0, 0.0, 0.0],
//This is the downward angle the camera will try to approach.
"pitch": 40.0,
//This is the maximum downward angle the player can look at (MC default is -90.0).
"pitch_min": 0.0,
//This is the maximum upward angle the player can look at (MC default is 90.0).
"pitch_max": 85.0,
//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
"head_pitch": 35.0,
//This is the FOV that this camera will use (overrides the default value)
"fov": 70.0,
//Below are a bunch of tweaks for manipulating the follow camera
// +/- max angle in degrees per frame that the camera offset can swing about the player
"follow_clamp": 1.0,
// The fractional rate per frame that the swing (from above) rate to zero
"follow_rate": 1,
// The fractional rate per second that the camera tries to get behind the player (0.1 == 90% swing offset, 10% right behind the player)
"follow_lerp": 0.002,
// The velocity Steve has to travel in order for the camera to try and swing behind him
"follow_velocity": 0.1,
// The delay in seconds before the camera attempts to swing behind the player after some movement AND the right stick is released
"follow_delay": 0.5,
//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
"follow_structure_placement": true
},
//"follow_fov55_d17.5"
"follow_camera1_UNUSED": {
//This is the distance of the camera from Steve.
"distance": 17.5,
//This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras.
"offset": [0.0, 0.0, 0.0],
//This is the downward angle the camera will try to approach.
"pitch": 40.0,
//This is the maximum downward angle the player can look at (MC default is -90.0).
"pitch_min": 0.0,
//This is the maximum upward angle the player can look at (MC default is 90.0).
"pitch_max": 85.0,
//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
"head_pitch": 35.0,
//This is the FOV that this camera will use (overrides the default value)
"fov": 55.0,
//Below are a bunch of tweaks for manipulating the follow camera
// +/- max angle in degrees per frame that the camera offset can swing about the player
"follow_clamp": 1.0,
// The fractional rate per frame that the swing (from above) rate to zero
"follow_rate": 1,
// The fractional rate per second that the camera tries to get behind the player (0.1 == 90% swing offset, 10% right behind the player)
"follow_lerp": 0.002,
// The velocity Steve has to travel in order for the camera to try and swing behind him
"follow_velocity": 0.1,
// The delay in seconds before the camera attempts to swing behind the player after some movement AND the right stick is released
"follow_delay": 0.5,
//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
"follow_structure_placement": true
}
}
@@ -0,0 +1,65 @@
{
"resources": {
"definitions": [
{
"type": "villager"
},
{
"type": "wood",
"stacks": [
[
"dirt",
"log",
"log"
],
[
"grass",
"log",
"log"
],
[
"dirt",
"log2",
"log2"
],
[
"grass",
"log2",
"log2"
]
]
},
{
"type": "stone",
"stacks": [
[
"stone",
"air"
]
]
},
{
"type": "iron",
"stacks": [
[
"iron_ore",
"air"
]
]
},
{
"type": "diamond",
"stacks": [
[
"diamond_ore",
"air"
]
]
}
],
"special": [
"glowstone_dust",
"emerald"
]
}
}
@@ -0,0 +1,257 @@
{
"settings": {
//Use twin stick (ie. camera-relative) controls when in "Badger Fixed" camera mode
//(also forces the player's head to stay locked to their body facing direction in that camera mode)
"twin_stick": true,
//Use the "new LT/RT" control scheme (for both gamepad and mouse), where to use an item you
//first hold LT (or RMB), and then press RT (or LMB) to actually use the item
"new_trigger_controls": true,
//Players will spawn a certain distance from each other in blocks
//If you set 100 blocks, then players will spawn 50 blocks from the center of the island.
//Blocks not to be confused with chunks (chunks are 16 blocks).
//TODO: Not yet implemented
"player_separation_blocks": 0,
//When this is true, the player will auto-jump in any direction (left, right, backward),
//not just forward (this is recommended / necessary when "twin_stick" is enabled).
"omnidirectional_auto_jump": true,
// Controller deadzone for the controller R stick
"deadzone": 0.05,
// When using a Badger camera, how far away a sound can play from the audio listener before it's cut off (originally hard coded to 16)
"audio_listen_distance": 24,
// Enable friendly fire when attacking friendly structures
"enable_friendlyfire": false,
// Use volume based collision detection for attacks
"use_attack_volume": true,
// The angle Steve aims when attacking using a hand equipped item (0 is straight ahead, positive values pitching down)
"attack_aiming_angle": 40.0,
// [IF use_attack_volume IS TRUE] The dimensions (approximately in blocks) for the sword attack
"attack_volume_sword_dims": [ 3.0, 3.0, 2.0 ],
// [IF use_attack_volume IS TRUE] The offset (approximately in blocks) relative to forward facing center for the sword attack
"attack_volume_sword_offset": [ 0.0, -3.0, 0.0 ],
// [IF use_attack_volume IS TRUE] Whether to prioritize attacking mobs or attacking buildings
"attack_volume_prioritize_mobs": true,
// Should the character attack enemy / wild mobs automatically
"auto_attack_enabled": true,
// [IF auto attack IS TRUE] the rate of fire (in seconds) the player will attack
"auto_attack_rof": 0.5,
// Is auto attacking enabled on the bow
"auto_fire_enabled": true,
// [IF auto_fire_enabled IS TRUE] the rate of fire (approx in seconds) the player will fire the bow
"auto_fire_rof": 1.25,
// [IF auto_fire_enabled IS TRUE] the distance enemy mobs have to be before the player will auto fire the bow at them
"auto_fire_range": 16.0,
"mob_jump_multiplier": 1.3,
"hero_banner_range": 50,
"hero_banner_speed_multiplier": 1.5,
// The amount of time a structure fire will burn (in seconds).
"structure_fire_burn_time": 5.0,
// The amount of damage a structure fire will affect the structure's health (in seconds per block on fire).
"structure_fire_damage_amount": 1.0,
// The distance the selector can travel when the current camera has "follow_structure_placement" to true
"max_structure_placement_range": 8.0,
// The sensitivity for when the structure placement selector is active and is associated to WASD / L-stick
"place_cursor_sensitivity_via_move": 0.5,
// The sensitivity for when the structure placement selector is active and is associated to Mouse Move / R-stick
"place_cursor_sensitivity_via_aim": 0.35,
// How much slowdown is applied to movement when the structure placement selector is active
"structure_placement_slowdown": 0.25,
// The max rotation rate while on a horse (in degrees)
"mounted_rotation_rate": 270.0,
// The delay time before health regen will start after a structure takes damage.
"regen_damage_delay": 2.5,
// The duration in ticks that is needed to reach max jump on the horse.
"horse_jump_max_ticks": 3,
// The sensitivity of aiming the trebuchet with the gamepad. A larger number makes the target "move faster".
"trebuchet_gamepad_aim_sensitivity": 0.015,
// The sensitivity of aiming the trebuchet with the mouse. A larger number makes the target "move faster".
"trebuchet_mouse_aim_sensitivity": 1.5,
// The sensitivity of aiming structures with the gamepad. A larger number makes the target "move faster".
"building_gamepad_aim_sensitivity": 0.03,
// Force the "Play Badger" button to generate a flat world instead
"flat_world": false,
// Set a multiplier on the structure build speed.
"build_speed": 1
},
//Island-generation parameters.
"island_generation": {
//Force island generation which will override world generation type when creating server.
//You can use this to convert a saved normal world into an island world and even configure the distance.
//Be aware that chunks that have been interacted with will not be overridden and can make your world
//look crazy. If this is false, none of the other values in this section will take effect.
"forced": false,
/*Force a specific biome for the island landmass. Here is the current list (names are case-sensitive):
"Plains", "Desert", "Extreme Hills", "Forest" "Taiga", "Swampland" "River",
"Hell" "The End", "FrozenOcean" "FrozenRiver", "Ice Plains" "Ice Mountains",
"MushroomIsland" "MushroomIslandShore", "Beach" "DesertHills", "ForestHills" "TaigaHills",
"Extreme Hills Edge" "Jungle", "JungleHills" "JungleEdge", "Deep Ocean" "Stone Beach",
"Cold Beach" "Birch Forest", "Birch Forest Hills" "Roofed Forest", "Cold Taiga" "Cold Taiga Hills",
"Mega Taiga" "Mega Taiga Hills", "Extreme Hills+" "Savanna", "Savanna Plateau" "Mesa",
"Mesa Plateau F" "Mesa Plateau"
Leave it blank or give it an invalid name to not force a biome. */
//TODO: Not yet implemented (I tried, but WorldGen is overriding me somewhere).
"biome_name": "Desert",
//Defines the size of the island's radius in chunks.
"chunk_radius": 6
},
//Each player is awarded list of items at game start with specified quantity
"player_settings": {
"starting_items": [
{ "diamond_sword": {} },
{
"arrow": {
"quantity": 64
}
},
{
"splash_potion": {
// (see Potion.h for auxvalue mappings)
"auxvalue": [ 16, 30, 33, 17, 34, 27, 7, 22, 24, 11 ],
"quantity": 5
}
},
{
"tnt": {
"quantity": 0
}
},
{
"leather_helmet": {
"slot": "slot.armor.head"
}
},
{
"leather_chestplate": {
"slot": "slot.armor.chest"
}
},
{
"leather_leggings": {
"slot": "slot.armor.legs"
}
},
{
"leather_boots": {
"slot": "slot.armor.feet"
}
},
{ "badger_shovel_a": {} },
{ "badger_shovel_b": {} },
{ "badger_shovel_c": {} },
{ "badger_shovel_d": {} },
{ "badger_shovel_e": {} },
{ "badger_crowbar": {} },
{
"flint_and_steel": {
"quantity": 1
}
},
{
"torch": {
"quantity": 50
}
}
],
// Supported mounts:
// horse
// skeleton_horse
// donkey
// llama
// mule
// pig
"starting_mount": "horse"
},
"debug": {
"entity_behavior_debug": false,
"show_attack_volume": false
},
"render_settings": {
"influence_search_radius": 35,
"trail_death_ticks": 16,
"trail_intensity": 0.75,
"progress_bars": [
// ordering here matches the enum BadgerOverlayPacket::Type
{
// capture bar
"range": 50.0,
"offset": [ 0, -9 ],
"size": [ 40, 3 ]
},
{
// health bar
"range": 50.0,
"offset": [ 0, -12 ],
"size": [ 50, 3 ]
}
],
"lines": [
// matches BadgerRenderSettings::LineWidth enum
{ "width": 1.0 }, // default
{ "width": 5.0 }, // selection outline
{ "width": 5.0 } // direction arrow
],
"teams": [
{
"red": {
"id": 1,
"tint": [ 0.7, 0.2, 0.2, 1.0 ]
}
},
{
"blue": {
"id": 2,
"tint": [ 0.2, 0.2, 0.7, 1.0 ]
}
},
{
"wild": {
"id": 0,
"tint": [ 0.0, 0.0, 0.0, 0.0 ]
}
}
]
}
}
@@ -0,0 +1,39 @@
{
"categories": [
{
"name": "category-sword",
"icon": "diamond_sword"
},
{
"name": "category-pickaxe",
"icon": "diamond_pickaxe"
},
{
"name": "category-hammer",
"icon": "diamond_axe"
},
{
"name": "category-shovel",
"icon": "diamond_shovel"
},
{
"name": "category-chest",
"icon": "chest"
},
{
"name": "category-placeable",
"icon": "jukebox"
}
],
"item_categories": {
"bow": "category-sword",
"splash_potion": "category-sword",
"crown": "category-pickaxe",
"badger_shovel_a": "category-shovel",
"badger_shovel_b": "category-shovel",
"badger_shovel_c": "category-shovel",
"badger_shovel_d": "category-shovel",
"badger_shovel_e": "category-shovel",
"badger_crowbar": "category-shovel"
}
}
@@ -0,0 +1,141 @@
{␍
"generation": {␍
"features": [␍
{␍
"structures": [␍
"test_platform"␍
],␍
"frequency": 3,␍
"max_delta_height": 3␍
},␍
{␍
"structures": [␍
"test_platform",␍
"spawner_zombie_generated"␍
],␍
"frequency": 3,␍
"max_delta_height": 3␍
},␍
{␍
"structures": [␍
"test_platform",␍
"spawner_spider_generated"␍
],␍
"frequency": 3,␍
"max_delta_height": 3␍
},␍
{␍
"structures": [␍
"test_platform",␍
"spawner_wolf_generated"␍
],␍
"frequency": 2,␍
"max_delta_height": 3␍
},␍
{␍
"structures": [␍
"test_platform",␍
"spawner_skeleton_generated"␍
],␍
"frequency": 3,␍
"max_delta_height": 3␍
},␍
{␍
"structures": [␍
"test_platform",␍
"spawner_creeper_generated"␍
],␍
"frequency": 2,␍
"max_delta_height": 3␍
},␍
{␍
"structures": [␍
"test_platform",␍
"spawner_witch_generated"␍
],␍
"frequency": 2,␍
"max_delta_height": 3␍
},␍
{␍
"structures": [␍
"test_platform",␍
"spawner_slime_generated"␍
],␍
"frequency": 2,␍
"max_delta_height": 3␍
}␍
],␍
"seeds": [],␍
"ores": [␍
{␍
"type": "stone",␍
"count": 3,␍
"size": 20␍
},␍
{␍
"type": "iron_ore",␍
"count": 2,␍
"size": 15␍
},␍
{␍
"type": "diamond_ore",␍
"count": 1,␍
"size": 10␍
}␍
],␍
"forests": [␍
{␍
"biome": "Plains",␍
"count": 0␍
},␍
{␍
"biome": "Forest",␍
"count": 5␍
},␍
{␍
"biome": "ForestHills",␍
"count": 5␍
},␍
{␍
"biome": "Birch Forest",␍
"count": 5␍
},␍
{␍
"biome": "Birch Forest M",␍
"count": 5␍
},␍
{␍
"biome": "Roofed Forest",␍
"count": 0␍
},␍
{␍
"biome": "Jungle",␍
"count": 15␍
},␍
{␍
"biome": "JungleHills",␍
"count": 15␍
},␍
{␍
"biome": "Taiga",␍
"count": 5␍
},␍
{␍
"biome": "Mega Taiga",␍
"count": 5␍
},␍
{␍
"biome": "Mega Taiga Hills",␍
"count": 0.1␍
},␍
{␍
"biome": "Cold Taiga",␍
"count": 5␍
},␍
{␍
"biome": "Taiga M",␍
"count": 5␍
}␍
]␍
}␍
}
@@ -0,0 +1,50 @@
{
"lightningstone" : {
"isotropic" : true,
"textures" : "glowstone",
"sound": "glass"
},
"directional_desire_block": {
"textures": {
"up": "mob_spawner",
"down": "mob_spawner",
"north": "mob_spawner",
"south": "directional_desire_block",
"west": "mob_spawner",
"east": "mob_spawner"
},
"sound": "metal",
"blockshape": "invisible"
},
"directional_mob_spawner": {
"textures": {
"up": "mob_spawner",
"down": "mob_spawner",
"north": "mob_spawner",
"south": "directional_mob_spawner",
"west": "mob_spawner",
"east": "mob_spawner"
},
"sound": "metal",
"blockshape": "invisible"
},
"crown": {
"blockshape": "block_half",
"textures": {
"up": "pedestal_top",
"down": "pedestal_bottom",
"side": "pedestal_side"
}
},
"crown_as_helm": {
"blockshape" : "block",
"textures": {
"up": "crown_top",
"down": "crown_top",
"east": "crown_side",
"west": "crown_side",
"north": "crown_front",
"south": "crown_front"
}
}
}
@@ -0,0 +1,7 @@
{
"diamond_sword": {
"damage" : 10
}
}
@@ -0,0 +1,35 @@
{
"loading_messages": [
"Defend your Crownhall at all costs!",
"Building a 'Wood Upgrade' building will make nearby buildings' health regenerate faster.",
"Building a 'Stone Upgrade' building will increase the health of nearby buildings.",
"Building an 'Iron Upgrade' building will add a spiky, damaging perimeter to nearby buildings.",
"Buildings will regenerate health slowly if they haven't taken damage recently.",
"If you're lost, run towards the crown icon near the edge of your screen to find your way back home.",
"If your enemy has built walls or towers, try building a Trebuchet!",
"If you're out of Beds then build more 'Villager Resource' buildings.",
"If you're out of Wood then build more 'Wood Resource' buildings near trees.",
"If you're out of Stone then build more 'Stone Resource' buildings on Stone.",
"If you're out of Iron then build more 'Iron Resource' buildings on Iron.",
"If you're out of Diamonds then build more 'Iron Resource' buildings on Diamonds.",
"BADGERCON 2018 was held in Stockholm.",
"Mob Spawners must be built on Spawner Foundations.",
"Hold (RT or Left Mouse) to auto attack nearby enemies using the Bow and Sword.",
"Hold (A or spacebar) to perform a charged jump; Charged jumps are useful for getting onto higher ledges.",
"If your Mobs are having a hard time getting where they're going, try using the terraforming tools to help them.",
"Use potions on yourself, friends or enemies to gain advantages in combat!",
"Collect Glowstone Dust and Emeralds to spend on Mob Spawners, Spawner Foundations, Placeable Buffs, and the Trebuchet.",
"Placeable Buffs enhance Mobs and Mob Spawners.",
"Use a 'Mob Lure' to gather nearby team Mobs into a specific area.",
"Placeable Buffs are powerful but fragile - protect them.",
"Don't fall into the pit!",
"Aim Mob Spawners toward your enemies.",
"If you can't build a building, it might be because you don't have enough resources! You can use the /getallresources cheat for now...",
"When your buildings flash red it means they are under attack. Defend them!",
"When placing upgrade buildings only highlighted buildings will be upgraded.",
"When placing new buildings near existing upgrade buildings ensure they are within the upgrade building's area of affect to gain the upgrade.",
"Build 'Archer Towers', 'Walls', 'Gates', and 'Golem Factories' to defend your village.",
"Build the 'Spawner Shop' to unlock the different Mob Spawners and the Spawner Foundations.",
"Build the 'Placeables Shop' to unlock the Placeable Buffs and Trebuchet."
]
}
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{
"splashes": [
"Badgers are part of the Mustelidae family.",
"There are 11 species of badger.",
"Badgers are nocturnal mammals.",
"Badgers have stocky bodies with short legs that are suitable for digging.",
"Badgers on average weigh around 9 - 11 kg.",
"The badger can run up to 30 km/h.",
"A male badger is called a boar.",
"A female badger is called a sow.",
"A baby badger is called a cub.",
"A group of badgers is called a cete.",
"Badgers were eaten in Britain during World War II",
"Badgers can grow up to 34 inches long.",
"Badgers mate any time they feel like it.",
"The badger is the state animal of Wisconsin.",
"Badgers typically live around 10 years.",
"The American badger spends most of its time alone.",
"The earliest recorded use of the word badger was in 1523.",
"Badgers feed mainly on earthworms.",
"Badgers have a very powerful sense of smell."
]
}
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