Files
meatballcraft/config/gendustry/meatball_bees.cfg
T
sainagh 979a58ca07 0.14.8
2023-09-17 16:11:04 -07:00

1656 lines
74 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
99% HoneyComb:alchemical // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:alchemical
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
}
}
cfg Necronomibee {
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 = 0x032901
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 = Necronomibee // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
90% HoneyComb:necronomicomb // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:necronomicomb
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Flower_Provider = "gendustry.flowersAbyssalStatue" // See below
}
}
cfg Herblore {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0xfcba03 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x064200
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 = Herblore // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
10% HoneyComb:herblore // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
10% HoneyComb:herblore
)
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 Flux {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0x570400 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x000000
Secret = No // If true - will not show up in NEI or creative and
// will not count against the species total.
Humidity = Arid // Arid, Normal, Damp
Temperature = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = Yes // If true - only works at night
Binominal = Flux // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
50% I:fluxnetworks:flux // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
90% I:fluxnetworks:flux
99% I:fluxnetworks:flux
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "extrabees.flower.rock" // See below
}
}
cfg Experienced {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x53e825 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x9ae31b
Secret = No // If true - will not show up in NEI or creative and
// will not count against the species total.
Humidity = Arid // Arid, Normal, Damp
Temperature = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = Yes // If true - only works at night
Binominal = Experienced // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
50% I:contenttweaker:condensed_essence // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
90% I:contenttweaker:condensed_essence
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "gendustry.flowersFrostedAllure" // See below
}
}
cfg Uselessforce {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0xb84b0d // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xde6d6d
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 = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = Yes // If true - only works at night
Binominal = Uselessforce // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
50% I:contenttweaker:ai_art // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
90% I:contenttweaker:ai_art
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "extrabees.flower.rock" // See below
}
}
cfg Restlessclam {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0xa67777 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xf7f2f2
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 = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = Yes // If true - only works at night
Binominal = Restlessclam // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
50% I:contenttweaker:sick_fade // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
90% I:contenttweaker:sick_fade
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "extrabees.flower.rock" // See below
}
}
cfg Sandman {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0xff9f40 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x000000
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 = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = Yes // If true - only works at night
Binominal = Sandman // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
50% I:minecraft:sand // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
90% I:contenttweaker:addiction_cookie
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "extrabees.flower.rock" // See below
}
}
cfg Shadow {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0x2bdcf0 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xf02bed
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 = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = Yes // If true - only works at night
Binominal = Shadow // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
50% I:contenttweaker:kitty_smile // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
90% I:contenttweaker:kitty_smile
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "extrabees.flower.rock" // See below
}
}
cfg Baguette {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0x26c91a // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xd4a7cf
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 = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = Yes // If true - only works at night
Binominal = Shadow // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
50% I:contenttweaker:sausage_sandwich // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
90% I:contenttweaker:sausage_sandwich
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "extrabees.flower.rock" // See below
}
}
cfg Ryleyan {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x117063 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x117013
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 = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = Yes // If true - only works at night
Binominal = Ryleyan // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
5% I:contenttweaker:stone_of_the_sleeping_city // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
10% I:contenttweaker:stone_of_the_sleeping_city
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
Flower_Provider = "extrabees.flower.rock" // See below
}
}
cfg Sanitizing {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x765b8a // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x8565e6
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 = Hellish // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = Yes // If true - only works at night
Binominal = Sanitizing // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
15% I:thaumcraft:flesh_block // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
20% I:thaumcraft:sanity_soap
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Flower_Provider = "forestry.flowersNether" // See below
}
}
cfg Agricultural {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x7aff88 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x004f08
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 = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Agricultural // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
1% HoneyComb:agricultural // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
10% HoneyComb:agricultural
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
}
}
cfg Heraldry {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = No // Whether icon should be glowing
PrimaryColor = 0x00fffb // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xff94b4
Secret = No // If true - will not show up in NEI or creative and
// will not count against the species total.
Humidity = Arid // Arid, Normal, Damp
Temperature = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Heraldry // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
18% HoneyComb:heraldry // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
80% HoneyComb:heraldry
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
}
}
cfg Helplessness {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x6d0fd9 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x2754e8
Secret = No // If true - will not show up in NEI or creative and
// will not count against the species total.
Humidity = Arid // Arid, Normal, Damp
Temperature = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Helplessness // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
99% HoneyComb:helplessness // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:helplessness
)
cfg Traits {
Base = "careerbees.acceleration" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
}
}
cfg Darkness {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x870000 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x523e10
Secret = No // If true - will not show up in NEI or creative and
// will not count against the species total.
Humidity = Arid // Arid, Normal, Damp
Temperature = Hellish // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Darkness // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
99% HoneyComb:dark // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:dark
)
cfg Traits {
Base = "careerbees.honey_smelter" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
}
}
cfg Fear {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0xe67e10 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x82776b
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 = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Fear // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
99% HoneyComb:fearful // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:fearful
)
cfg Traits {
Base = "careerbees.police" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
}
}
cfg Solitude {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0xff75e8 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x8c8162
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 = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Solitude // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
99% HoneyComb:solitary // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:solitary
)
cfg Traits {
Base = "careerbees.phd" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
}
}
cfg Deeplearner {
Dominant = Yes // Whether species allele is dominant or recessive
Glowing = Yes // Whether icon should be glowing
PrimaryColor = 0x15688c // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x04151c
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 = Icy // None, Icy, Cold, Normal, Warm, Hot, Hellish
Nocturnal = No // If true - only works at night
Binominal = Deeplearner // Fluff
Authority = BDEW
Branch = "gendustry.meatball"
Products = DropsList( // List of drops with chances
99% HoneyComb:deeplearner
88% HoneyComb:deeplearner
77% HoneyComb:deeplearner // Can use all the specifiers usable in recipes
)
Specialty = DropsList(
99% HoneyComb:deeplearner
88% HoneyComb:deeplearner
77% HoneyComb:deeplearner
)
cfg Traits {
Base = "forestry.speciesForest" // Copy traits from another species
Never_Sleeps = "forestry.boolTrue" // Override a single trait
}
}
}
// 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 necronomicomb { // Section name used in localization, custom stack name, etc.
ID = 14010 // Damage value, must be unique
PrimaryColor = 0x000000 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x032901
}
cfg herblore { // Section name used in localization, custom stack name, etc.
ID = 14011 // Damage value, must be unique
PrimaryColor = 0xfcba03 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x064200
}
cfg agricultural { // Section name used in localization, custom stack name, etc.
ID = 14012 // Damage value, must be unique
PrimaryColor = 0x7aff88 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x004f08
}
cfg heraldry { // Section name used in localization, custom stack name, etc.
ID = 14013 // Damage value, must be unique
PrimaryColor = 0x00fffb // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0xff94b4
}
cfg helpless { // Section name used in localization, custom stack name, etc.
ID = 14014 // Damage value, must be unique
PrimaryColor = 0x6d0fd9 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x2754e8
}
cfg dark { // Section name used in localization, custom stack name, etc.
ID = 14015 // Damage value, must be unique
PrimaryColor = 0x870000 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x523e10
}
cfg fearful { // Section name used in localization, custom stack name, etc.
ID = 14016 // Damage value, must be unique
PrimaryColor = 0xe67e10 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x82776b
}
cfg solitary { // Section name used in localization, custom stack name, etc.
ID = 14017 // Damage value, must be unique
PrimaryColor = 0xff75e8 // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x8c8162
}
cfg deeplearner { // Section name used in localization, custom stack name, etc.
ID = 14018 // Damage value, must be unique
PrimaryColor = 0x15688c // Color as a hex number, can also be specified as {r g b} with values (0-1)
SecondaryColor = 0x04151c
}
}
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"
}
FlowerAllele abyssalStatue { // Allele UID will be gendustry.flowersGoldBlocks (note the capitalization)
Dominant // can be either Dominant or Recessive
Accepts I:abyssalcraft:decorativestatue // List of blocks that are accepted as "flowers"
Spread OD:oreCoralium 1.0 // A block that will be spread randomly, with weight
}
FlowerAllele frostedAllure { // Allele UID will be gendustry.flowersGoldBlocks (note the capitalization)
Dominant // can be either Dominant or Recessive
Accepts I:divinerpg:frosted_allure // 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
mutation: 55% "magicbees.speciesSavant" + "extrabees.species.abyss" => "gendustry.bee.Necronomibee" Req Temperature Normal
mutation: 5% "magicbees.speciesEsoteric" + "extrabees.species.quantum" => "gendustry.bee.Herblore" Req Temperature Normal
mutation: 15% "gendustry.bee.Radiant" + "gendustry.bee.Armored" => "gendustry.bee.Experienced" Req Temperature Normal
mutation: 25% "gendustry.bee.red" + "forestry.speciesFiendish" => "gendustry.bee.Uselessforce" Req Temperature Normal
mutation: 24% "gendustry.bee.white" + "magicbees.speciesTEShocking" => "gendustry.bee.Restlessclam" Req Temperature Normal
mutation: 44% "gendustry.bee.black" + "magicbees.speciesFirey" => "gendustry.bee.Sandman" Req Temperature Normal
mutation: 12% "extrabees.species.alcohol" + "magicbees.speciesTransmuting" => "gendustry.bee.Shadow" Req Temperature Normal
mutation: 33% "careerbees.thief" + "magicbees.speciesPupil" => "gendustry.bee.Baguette" Req Temperature Normal
mutation: 24% "extrabees.species.virulent" + "magicbees.speciesDoctoral" => "gendustry.bee.Agricultural" Req Temperature Normal
mutation: 44% "forestry.speciesSpectral" + "magicbees.speciesTEEndearing" => "gendustry.bee.Heraldry" Req Temperature Normal
}
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