983 lines
44 KiB
INI
983 lines
44 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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cfg Radiant {
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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 = 0xa85e32 // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x54ebcf
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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 = Radiant // 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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10% HoneyComb:beacon // 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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10% HoneyComb:beacon
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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 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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cfg Trinity {
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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 = 0xffffff // Color as a hex number, can also be specified as {r g b} with values (0-1)
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SecondaryColor = 0x92960b
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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 = Trinity // 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
|
|
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
|
|
|
|
}
|
|
|
|
>> |