update
This commit is contained in:
@@ -189,6 +189,278 @@ if HaveForestryModule Bees <<
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Flower_Provider = "forestry.flowersVanilla" // See below
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}
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}
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cfg Uranium {
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Dominant = Yes // Whether species allele is dominant or recessive
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Glowing = Yes // Whether icon should be glowing
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PrimaryColor = 0x0c5c08 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x042b02
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Secret = No // If true - will not show up in NEI or creative and
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// will not count against the species total.
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Humidity = Normal // Arid, Normal, Damp
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Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
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Nocturnal = No // If true - only works at night
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Binominal = Uranium // Fluff
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Authority = BDEW
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Branch = "gendustry.meatball"
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Products = DropsList( // List of drops with chances
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99% HoneyComb:uranium // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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99% HoneyComb:uranium
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)
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cfg Traits {
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Base = "forestry.speciesForest" // Copy traits from another species
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Never_Sleeps = "forestry.boolTrue" // Override a single trait
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Flower_Provider = "forestry.flowersVanilla" // See below
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}
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}
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cfg Thorium {
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Dominant = Yes // Whether species allele is dominant or recessive
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Glowing = Yes // Whether icon should be glowing
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PrimaryColor = 0x393b39 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x040804
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Secret = No // If true - will not show up in NEI or creative and
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// will not count against the species total.
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Humidity = Normal // Arid, Normal, Damp
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Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
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Nocturnal = No // If true - only works at night
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Binominal = Thorium // Fluff
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Authority = BDEW
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Branch = "gendustry.meatball"
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Products = DropsList( // List of drops with chances
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99% HoneyComb:thorium // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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99% HoneyComb:thorium
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)
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cfg Traits {
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Base = "forestry.speciesForest" // Copy traits from another species
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Never_Sleeps = "forestry.boolTrue" // Override a single trait
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Flower_Provider = "forestry.flowersVanilla" // See below
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}
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}
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cfg Oxygen {
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Dominant = Yes // Whether species allele is dominant or recessive
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Glowing = No // Whether icon should be glowing
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PrimaryColor = 0xcea8ff // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0xf05e59
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Secret = No // If true - will not show up in NEI or creative and
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// will not count against the species total.
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Humidity = Normal // Arid, Normal, Damp
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Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
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Nocturnal = No // If true - only works at night
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Binominal = Oxygen // Fluff
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Authority = BDEW
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Branch = "gendustry.meatball"
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Products = DropsList( // List of drops with chances
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99% HoneyComb:oxygenated // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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99% HoneyComb:oxygenated
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)
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cfg Traits {
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Base = "forestry.speciesForest" // Copy traits from another species
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Never_Sleeps = "forestry.boolTrue" // Override a single trait
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Flower_Provider = "forestry.flowersVanilla" // See below
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}
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}
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cfg Alchemical {
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Dominant = Yes // Whether species allele is dominant or recessive
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Glowing = No // Whether icon should be glowing
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PrimaryColor = 0xffffff // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x13799c
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Secret = No // If true - will not show up in NEI or creative and
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// will not count against the species total.
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Humidity = Normal // Arid, Normal, Damp
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Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
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Nocturnal = No // If true - only works at night
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Binominal = Alchemical // Fluff
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Authority = BDEW
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Branch = "gendustry.meatball"
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Products = DropsList( // List of drops with chances
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99% HoneyComb:alchemical // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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99% HoneyComb:alchemical
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)
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cfg Traits {
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Base = "forestry.speciesForest" // Copy traits from another species
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Never_Sleeps = "forestry.boolTrue" // Override a single trait
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Flower_Provider = "forestry.flowersVanilla" // See below
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}
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}
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cfg Feesh {
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Dominant = Yes // Whether species allele is dominant or recessive
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Glowing = No // Whether icon should be glowing
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PrimaryColor = 0x7a4111 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x0a1f4d
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Secret = No // If true - will not show up in NEI or creative and
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// will not count against the species total.
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Humidity = Normal // Arid, Normal, Damp
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Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
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Nocturnal = No // If true - only works at night
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Binominal = Feesh // Fluff
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Authority = BDEW
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Branch = "gendustry.meatball"
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Products = DropsList( // List of drops with chances
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30% I:minecraft:clay_ball // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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99% I:contenttweaker:cat_hears
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)
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cfg Traits {
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Base = "forestry.speciesForest" // Copy traits from another species
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Never_Sleeps = "forestry.boolTrue" // Override a single trait
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Flower_Provider = "forestry.flowersVanilla" // See below
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}
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}
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cfg Fiotic {
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Dominant = Yes // Whether species allele is dominant or recessive
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Glowing = No // Whether icon should be glowing
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PrimaryColor = 0xffffff // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x0a1f4d
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Secret = No // If true - will not show up in NEI or creative and
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// will not count against the species total.
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Humidity = Normal // Arid, Normal, Damp
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Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
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Nocturnal = No // If true - only works at night
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Binominal = Fiotic // Fluff
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Authority = BDEW
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Branch = "gendustry.meatball"
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Products = DropsList( // List of drops with chances
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30% I:minecraft:clay_ball // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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99% I:contenttweaker:blue_hair
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)
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cfg Traits {
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Base = "forestry.speciesForest" // Copy traits from another species
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Never_Sleeps = "forestry.boolTrue" // Override a single trait
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Flower_Provider = "forestry.flowersVanilla" // See below
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}
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}
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cfg Armored {
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Dominant = Yes // Whether species allele is dominant or recessive
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Glowing = Yes // Whether icon should be glowing
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PrimaryColor = 0x000000 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x009fc7
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Secret = No // If true - will not show up in NEI or creative and
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// will not count against the species total.
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Humidity = Normal // Arid, Normal, Damp
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Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
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Nocturnal = No // If true - only works at night
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Binominal = Armored // Fluff
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Authority = BDEW
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Branch = "gendustry.meatball"
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Products = DropsList( // List of drops with chances
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30% I:contenttweaker:shield_of_terra // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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99% I:contenttweaker:shield_of_terra
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)
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cfg Traits {
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Base = "forestry.speciesForest" // Copy traits from another species
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Never_Sleeps = "forestry.boolTrue" // Override a single trait
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Flower_Provider = "forestry.flowersVanilla" // See below
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}
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}
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cfg Luctor {
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Dominant = Yes // Whether species allele is dominant or recessive
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Glowing = Yes // Whether icon should be glowing
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PrimaryColor = 0x17e300 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0xeb1207
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Secret = No // If true - will not show up in NEI or creative and
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// will not count against the species total.
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Humidity = Normal // Arid, Normal, Damp
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Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
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Nocturnal = No // If true - only works at night
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Binominal = Luctor // Fluff
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Authority = BDEW
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Branch = "gendustry.meatball"
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Products = DropsList( // List of drops with chances
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30% I:contenttweaker:italian_flag // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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99% I:contenttweaker:italian_flag
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)
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cfg Traits {
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Base = "forestry.speciesForest" // Copy traits from another species
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Never_Sleeps = "forestry.boolTrue" // Override a single trait
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Flower_Provider = "forestry.flowersVanilla" // See below
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}
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}
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}
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// http://bdew.net/gendustry/configuration/adding-custom-bees/adding-honey-drops-and-combs/
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@@ -199,6 +471,34 @@ if HaveForestryModule Bees <<
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PrimaryColor = 0xFF0000 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x0000FF
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}
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}
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cfg HoneyCombs {
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cfg uranium { // Section name used in localization, custom stack name, etc.
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ID = 14001 // Damage value, must be unique
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PrimaryColor = 0x0c5c08 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x042b02
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}
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}
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cfg HoneyCombs {
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cfg alchemical { // Section name used in localization, custom stack name, etc.
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ID = 14004 // Damage value, must be unique
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PrimaryColor = 0xffffff // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x13799c
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}
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}
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cfg HoneyCombs {
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cfg thorium { // Section name used in localization, custom stack name, etc.
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ID = 14002 // Damage value, must be unique
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PrimaryColor = 0x393b39 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x040804
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}
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}
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cfg HoneyCombs {
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cfg oxygenated { // Section name used in localization, custom stack name, etc.
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ID = 14003 // Damage value, must be unique
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PrimaryColor = 0xcea8ff // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0xf05e59
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}
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}
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cfg HoneyCombs {
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cfg hotspring { // Section name used in localization, custom stack name, etc.
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@@ -264,6 +564,11 @@ if HaveForestryModule Bees <<
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mutation: 10% "forestry.speciesIndustrious" + "forestry.speciesCommon" => "gendustry.bee.Meatball" Req Block B:wool@1
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mutation: 10% "careerbees.acceleration" + "magicbees.speciesForlorn" => "gendustry.bee.Balanced" Req Temperature Normal
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mutation: 10% "extrabees.species.acidic" + "forestry.speciesMeadows" => "gendustry.bee.Formic" Req Temperature Normal
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mutation: 60% "careerbees.student" + "forestry.speciesImperial" => "gendustry.bee.Oxygen" Req Temperature Normal
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mutation: 20% "magicbees.speciesEthereal" + "magicbees.speciesArcane" => "gendustry.bee.Alchemical" Req Temperature Normal
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mutation: 42% "gendustry.bee.lightblue" + "extrabees.species.classical" => "gendustry.bee.Fiotic" Req Temperature Normal
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mutation: 61% "extrabees.species.water" + "extrabees.species.prehistoric" => "gendustry.bee.Feesh" Req Temperature Normal
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mutation: 55% "careerbees.rainbow" + "extrabees.species.abyss" => "gendustry.bee.Luctor" Req Temperature Normal
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}
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@@ -2,4 +2,12 @@ gendustry.bees.species.Meatball=Meatball
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gendustry.bees.species.Meatball.description=A delicious species of bees, known for their meatballs!
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gendustry.honeycomb.meatball.name=Meatball Comb
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gendustry.honeydrop.meatball.name=Meatball Honey Drop
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gendustry.allele.flowers.goldBlocks=Gold Bocks
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gendustry.allele.flowers.goldBlocks=Gold Blocks
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gendustry.bees.species.Balanced=Balanced
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gendustry.honeycomb.balanced.name=Balanced Comb
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gendustry.honeycomb.gorgon.name=Gorgon Comb
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gendustry.bees.species.Gorgon=Gorgon
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gendustry.bees.species.Alchemical=EMBee
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gendustry.bees.species.Fiotic=Fiotic
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gendustry.bees.species.Feesh=Feesh
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gendustry.honeycomb.alchemical.name=Alchemical Comb
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