270 lines
12 KiB
INI
270 lines
12 KiB
INI
// See http://bdew.net/gendustry/configuration/adding-custom-bees/ for general explanation
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if HaveForestryModule Bees <<
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// http://bdew.net/gendustry/configuration/adding-custom-bees/adding-bee-branches/
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cfg Branches {
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cfg Meatball { // Section name is unused but must be unique
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UID = "gendustry.meatball" // uid of new branch, should be namespaced to prevent colissions
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Parent = apidae // Parent uid, for bees should be "apidae"
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Scientific = Meatballis // Fluff
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}
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cfg Balanced { // Section name is unused but must be unique
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UID = "gendustry.balanced" // uid of new branch, should be namespaced to prevent colissions
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Parent = apidae // Parent uid, for bees should be "apidae"
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Scientific = Bilanciata // Fluff
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}
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}
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// http://bdew.net/gendustry/configuration/adding-custom-bees/adding-bee-species/
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cfg Bees {
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cfg Meatball {
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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 = 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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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 = Meatball // 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% HoneyComb:meatball // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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10% I:contenttweaker:meatball
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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.boolFalse" // Override a single trait
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Flower_Provider = "gendustry.flowersGoldBlocks" // See below
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}
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}
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cfg Springwater {
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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 = 0xb0e2ff // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x9af5a0
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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 = Springwater // 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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60% HoneyComb:hotspring // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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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.boolFalse" // Override a single trait
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Flower_Provider = "gendustry.flowersDirtBlocks" // See below
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}
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}
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cfg Gorgon {
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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 = 0x215224 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0xfffb00
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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 = Gorgon // 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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60% HoneyComb:gorgon // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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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.boolFalse" // 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 Formic {
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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 = 0x5db0a2 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x5db079
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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 = Formic // 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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60% HoneyComb:formic // Can use all the specifiers usable in recipes
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)
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Specialty = DropsList(
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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.boolFalse" // 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 Balanced {
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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 = 0x736d70 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x6d757d
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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 = Balanced // Fluff
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Authority = BDEW
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Branch = "gendustry.balanced"
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Products = DropsList( // List of drops with chances
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30% HoneyComb:balanced // Can use all the specifiers usable in recipes
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60% I:minecraft:clay_ball
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)
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Specialty = DropsList(
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90% HoneyComb:balanced
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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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cfg HoneyCombs {
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cfg meatball { // Section name used in localization, custom stack name, etc.
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ID = 13337 // Damage value, must be unique
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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 hotspring { // Section name used in localization, custom stack name, etc.
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ID = 13331 // Damage value, must be unique
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PrimaryColor = 0xb0e2ff // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x9af5a0
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}
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}
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cfg HoneyCombs {
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cfg balanced { // Section name used in localization, custom stack name, etc.
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ID = 13349 // Damage value, must be unique
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PrimaryColor = 0x736d70 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x6d757d
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}
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}
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cfg HoneyCombs {
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cfg gorgon { // Section name used in localization, custom stack name, etc.
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ID = 13341 // Damage value, must be unique
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PrimaryColor = 0x215224 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0xfffb00
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}
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}
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cfg HoneyCombs {
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cfg formic { // Section name used in localization, custom stack name, etc.
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ID = 13340 // Damage value, must be unique
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PrimaryColor = 0x5db0a2 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x5db079
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}
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}
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cfg HoneyDrops {
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cfg meatball {
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ID = 13337
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PrimaryColor = 0xFF0000
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SecondaryColor = 0x0000FF
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}
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}
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// Custom Flower allele that accepts gold blocks and spreads gold ore
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FlowerAllele goldBlocks { // Allele UID will be gendustry.flowersGoldBlocks (note the capitalization)
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Dominant // can be either Dominant or Recessive
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Accepts OD:blockGold, OD:blockIron // List of blocks that are accepted as "flowers"
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Spread OD:oreGold 1.0 // A block that will be spread randomly, with weight
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}
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FlowerAllele dirtBlocks { // Allele UID will be gendustry.flowersGoldBlocks (note the capitalization)
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Dominant // can be either Dominant or Recessive
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Accepts I:minecraft:dirt // List of blocks that are accepted as "flowers"
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}
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recipes {
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// http://bdew.net/gendustry/configuration/centrifuge-recipes/
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centrifuge: HoneyComb:meatball, 10 cycles => {
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100% HoneyDrop:meatball // List of possible drops and their chances
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30% I:Forestry:honeyDrop // Uses the same format as other item specifiers in the config
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50% I:Forestry:beeswax
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}
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// http://bdew.net/gendustry/configuration/mutation-recipes/
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mutation: 10% "forestry.speciesIndustrious" + "forestry.speciesDiligent" => "gendustry.bee.Meatball" Req Temperature Hot
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mutation: 10% "forestry.speciesIndustrious" + "forestry.speciesCommon" => "gendustry.bee.Meatball" Req Biome Hell
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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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}
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