Files
meatballcraft/config/gendustry/meatball_bees.cfg
T
2022-12-21 20:38:54 +01:00

270 lines
12 KiB
INI

// See http://bdew.net/gendustry/configuration/adding-custom-bees/ for general explanation
if HaveForestryModule Bees <<
// http://bdew.net/gendustry/configuration/adding-custom-bees/adding-bee-branches/
cfg Branches {
cfg Meatball { // Section name is unused but must be unique
UID = "gendustry.meatball" // uid of new branch, should be namespaced to prevent colissions
Parent = apidae // Parent uid, for bees should be "apidae"
Scientific = Meatballis // Fluff
}
cfg Balanced { // Section name is unused but must be unique
UID = "gendustry.balanced" // uid of new branch, should be namespaced to prevent colissions
Parent = apidae // Parent uid, for bees should be "apidae"
Scientific = Bilanciata // Fluff
}
}
// http://bdew.net/gendustry/configuration/adding-custom-bees/adding-bee-species/
cfg Bees {
cfg Meatball {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0xFF0000 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x0000FF
Secret = No // If true - will not show up in NEI or creative and
// will not count against the species total.
Humidity = Normal // Arid, Normal, Damp
Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Meatball // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
30% HoneyComb:meatball // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
10% I:contenttweaker:meatball
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolFalse" // Override a single trait
Flower_Provider = "gendustry.flowersGoldBlocks" // See below
}
}
cfg Springwater {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0xb0e2ff // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x9af5a0
Secret = No // If true - will not show up in NEI or creative and
// will not count against the species total.
Humidity = Normal // Arid, Normal, Damp
Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Springwater // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
60% HoneyComb:hotspring // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolFalse" // Override a single trait
Flower_Provider = "gendustry.flowersDirtBlocks" // See below
}
}
cfg Gorgon {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0x215224 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xfffb00
Secret = No // If true - will not show up in NEI or creative and
// will not count against the species total.
Humidity = Normal // Arid, Normal, Damp
Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Gorgon // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
60% HoneyComb:gorgon // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolFalse" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Formic {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0x5db0a2 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x5db079
Secret = No // If true - will not show up in NEI or creative and
// will not count against the species total.
Humidity = Normal // Arid, Normal, Damp
Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Formic // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
60% HoneyComb:formic // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolFalse" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Balanced {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x736d70 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x6d757d
Secret = No // If true - will not show up in NEI or creative and
// will not count against the species total.
Humidity = Normal // Arid, Normal, Damp
Temperature = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Balanced // Fluff
Authority = BDEW
Branch = "gendustry.balanced"
Products = DropsList( // List of drops with chances
30% HoneyComb:balanced // Can use all the specifiers usable in recipes
60% I:minecraft:clay_ball
)
Specialty = DropsList(
90% HoneyComb:balanced
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
}
// http://bdew.net/gendustry/configuration/adding-custom-bees/adding-honey-drops-and-combs/
cfg HoneyCombs {
cfg meatball { // Section name used in localization, custom stack name, etc.
ID = 13337 // Damage value, must be unique
PrimaryColor = 0xFF0000 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x0000FF
}
}
cfg HoneyCombs {
cfg hotspring { // Section name used in localization, custom stack name, etc.
ID = 13331 // Damage value, must be unique
PrimaryColor = 0xb0e2ff // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x9af5a0
}
}
cfg HoneyCombs {
cfg balanced { // Section name used in localization, custom stack name, etc.
ID = 13349 // Damage value, must be unique
PrimaryColor = 0x736d70 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x6d757d
}
}
cfg HoneyCombs {
cfg gorgon { // Section name used in localization, custom stack name, etc.
ID = 13341 // Damage value, must be unique
PrimaryColor = 0x215224 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xfffb00
}
}
cfg HoneyCombs {
cfg formic { // Section name used in localization, custom stack name, etc.
ID = 13340 // Damage value, must be unique
PrimaryColor = 0x5db0a2 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x5db079
}
}
cfg HoneyDrops {
cfg meatball {
ID = 13337
PrimaryColor = 0xFF0000
SecondaryColor = 0x0000FF
}
}
// Custom Flower allele that accepts gold blocks and spreads gold ore
FlowerAllele goldBlocks { // Allele UID will be gendustry.flowersGoldBlocks (note the capitalization)
Dominant // can be either Dominant or Recessive
Accepts OD:blockGold, OD:blockIron // List of blocks that are accepted as "flowers"
Spread OD:oreGold 1.0 // A block that will be spread randomly, with weight
}
FlowerAllele dirtBlocks { // Allele UID will be gendustry.flowersGoldBlocks (note the capitalization)
Dominant // can be either Dominant or Recessive
Accepts I:minecraft:dirt // List of blocks that are accepted as "flowers"
}
recipes {
// http://bdew.net/gendustry/configuration/centrifuge-recipes/
centrifuge: HoneyComb:meatball, 10 cycles => {
100% HoneyDrop:meatball // List of possible drops and their chances
30% I:Forestry:honeyDrop // Uses the same format as other item specifiers in the config
50% I:Forestry:beeswax
}
// http://bdew.net/gendustry/configuration/mutation-recipes/
mutation: 10% "forestry.speciesIndustrious" + "forestry.speciesDiligent" => "gendustry.bee.Meatball" Req Temperature Hot
mutation: 10% "forestry.speciesIndustrious" + "forestry.speciesCommon" => "gendustry.bee.Meatball" Req Biome Hell
mutation: 10% "forestry.speciesIndustrious" + "forestry.speciesCommon" => "gendustry.bee.Meatball" Req Block B:wool@1
mutation: 10% "careerbees.acceleration" + "magicbees.speciesForlorn" => "gendustry.bee.Balanced" Req Temperature Normal
mutation: 10% "extrabees.species.acidic" + "forestry.speciesMeadows" => "gendustry.bee.Formic" Req Temperature Normal
}
>>