Files
meatballcraft/config/gendustry/meatball_bees.cfg
T
2023-04-30 10:50:40 -07:00

983 lines
44 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
}
}
cfg Radiant {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0xa85e32 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x54ebcf
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 = Radiant // Fluff
Authority = BDEW
Branch = "gendustry.balanced"
Products = DropsList( // List of drops with chances
10% HoneyComb:beacon // Can use all the specifiers usable in recipes
60% I:minecraft:clay_ball
)
Specialty = DropsList(
10% HoneyComb:beacon
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Uranium {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x0c5c08 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x042b02
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 = Uranium // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
99% HoneyComb:uranium // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:uranium
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Thorium {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x393b39 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x040804
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 = Thorium // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
99% HoneyComb:thorium // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:thorium
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Oxygen {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0xcea8ff // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xf05e59
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 = Oxygen // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
99% HoneyComb:oxygenated // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:oxygenated
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Alchemical {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0xffffff // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x13799c
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 = Alchemical // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
99% HoneyComb:alchemical // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:alchemical
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Feesh {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0x7a4111 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x0a1f4d
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 = Feesh // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
30% I:minecraft:clay_ball // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% I:contenttweaker:cat_hears
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Fiotic {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0xffffff // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x0a1f4d
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 = Fiotic // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
30% I:minecraft:clay_ball // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% I:contenttweaker:blue_hair
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Armored {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x000000 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x009fc7
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 = Armored // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
30% I:contenttweaker:shield_of_terra // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% I:contenttweaker:shield_of_terra
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Luctor {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x17e300 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xeb1207
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 = Luctor // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
30% I:contenttweaker:italian_flag // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% I:contenttweaker:italian_flag
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Trinity {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0xffffff // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x92960b
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 = Trinity // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
30% HoneyComb:trinity // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:trinity
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Shyre {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x073c91 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xd6d60d
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 = Shyre // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
90% HoneyComb:shyre // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:shyre
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Twilight {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x919191 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x333333
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 = Twilight // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
90% HoneyComb:twilight // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:twilight
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersVanilla" // See below
}
}
cfg Sniper {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0x262626 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x0f7d27
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 = Sniper // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
10% HoneyComb:sniper // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
10% HoneyComb:sniper
)
cfg Traits {
Base = "forestry.speciesDemonic" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersNether" // See below
}
}
cfg Gunman {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0x262626 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x827a0c
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 = Gunman // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
10% HoneyComb:gun // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
10% HoneyComb:gun
)
cfg Traits {
Base = "forestry.speciesDemonic" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersNether" // See below
}
}
cfg Artillery {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0x262626 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x07228c
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 = Artillery // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
10% HoneyComb:cannon // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
10% HoneyComb:cannon
)
cfg Traits {
Base = "forestry.speciesDemonic" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersNether" // See below
}
}
cfg Bomber {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0x262626 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x961412
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 = Bomber // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
10% HoneyComb:bomb // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
10% HoneyComb:bomb
)
cfg Traits {
Base = "forestry.speciesDemonic" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersNether" // See below
}
}
cfg GunDevil {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x262626 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xe6f0e9
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 = GunDevil // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
10% I:contenttweaker:gun_devil_fragment // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
70% I:contenttweaker:gun_devil_fragment
)
cfg Traits {
Base = "forestry.speciesDemonic" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersNether" // See below
}
}
cfg Fissile {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x245e08 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x657507
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 = Fissile // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
50% I:contenttweaker:heuf_fuel // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
90% I:contenttweaker:heuf_fuel
)
cfg Traits {
Base = "forestry.speciesDemonic" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "forestry.flowersNether" // See below
}
}
cfg Gravity {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x06347a // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xc7c7c7
Secret = No // If true - will not show up in NEI or creative and
// will not count against the species total.
Humidity = Damp // Arid, Normal, Damp
Temperature = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = Yes // If true - only works at night
Binominal = Gravity // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
50% HoneyComb:gravitybound // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
1% I:contenttweaker:dense_gravitite_ore
80% HoneyComb:gravitybound
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Flower_Provider = "gendustry.flowersGoldBlocks" // See below
}
}
}
// http://bdew.net/gendustry/configuration/adding-custom-bees/adding-honey-drops-and-combs/
cfg HoneyCombs {
cfg beacon { // Section name used in localization, custom stack name, etc.
ID = 13369 // Damage value, must be unique
PrimaryColor = 0xa85e32 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x54ebcf
}
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 alchemical { // Section name used in localization, custom stack name, etc.
ID = 14004 // Damage value, must be unique
PrimaryColor = 0xffffff // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x13799c
}
cfg uranium { // Section name used in localization, custom stack name, etc.
ID = 14001 // Damage value, must be unique
PrimaryColor = 0x0c5c08 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x042b02
}
cfg thorium { // Section name used in localization, custom stack name, etc.
ID = 14002 // Damage value, must be unique
PrimaryColor = 0x393b39 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x040804
}
cfg shyre { // Section name used in localization, custom stack name, etc.
ID = 13370 // Damage value, must be unique
PrimaryColor = 0x073c91 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xd6d60d
}
cfg twilight { // Section name used in localization, custom stack name, etc.
ID = 13371 // Damage value, must be unique
PrimaryColor = 0x919191 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x333333
}
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 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 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 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 oxygenated { // Section name used in localization, custom stack name, etc.
ID = 14003 // Damage value, must be unique
PrimaryColor = 0xcea8ff // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xf05e59
}
cfg sniper { // Section name used in localization, custom stack name, etc.
ID = 14005 // Damage value, must be unique
PrimaryColor = 0x262626 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x0f7d27
}
cfg trinity {
ID = 13338
PrimaryColor = 0xffffff
SecondaryColor = 0x92960b
}
cfg gun { // Section name used in localization, custom stack name, etc.
ID = 14006 // Damage value, must be unique
PrimaryColor = 0x262626 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x827a0c
}
cfg cannon { // Section name used in localization, custom stack name, etc.
ID = 14007 // Damage value, must be unique
PrimaryColor = 0x262626 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x07228c
}
cfg bomb { // Section name used in localization, custom stack name, etc.
ID = 14008 // Damage value, must be unique
PrimaryColor = 0x262626 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x961412
}
cfg gravitybound { // Section name used in localization, custom stack name, etc.
ID = 14009 // Damage value, must be unique
PrimaryColor = 0x06347a // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xc7c7c7
}
}
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
mutation: 60% "careerbees.student" + "forestry.speciesImperial" => "gendustry.bee.Oxygen" Req Temperature Normal
mutation: 20% "magicbees.speciesEthereal" + "magicbees.speciesArcane" => "gendustry.bee.Alchemical" Req Temperature Normal
mutation: 42% "gendustry.bee.lightblue" + "extrabees.species.classical" => "gendustry.bee.Fiotic" Req Temperature Normal
mutation: 61% "extrabees.species.water" + "extrabees.species.prehistoric" => "gendustry.bee.Feesh" Req Temperature Normal
mutation: 55% "careerbees.rainbow" + "extrabees.species.abyss" => "gendustry.bee.Luctor" Req Temperature Normal
}
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