// 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 = "gendustry.flowersWoodLog" // 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_ears ) 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 90% HoneyComb:twilightnether // Can use all the specifiers usable in recipes ) Specialty = DropsList( 99% HoneyComb:twilight 90% HoneyComb:twilightnether ) 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 NerdySpider { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0x6b6145 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x30b839 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 = Warm // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = Yes // If true - only works at night Binominal = NerdySpider // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 50% I:contenttweaker:spooder_glasses // Can use all the specifiers usable in recipes ) Specialty = DropsList( 90% I:contenttweaker:spooder_glasses ) 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 Pyromaniacal { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // 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 = 0x1788ad 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 = Pyromaniacal // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 50% I:contenttweaker:rainbow_fire // Can use all the specifiers usable in recipes ) Specialty = DropsList( 90% I:contenttweaker:rainbow_fire ) cfg Traits { Base = "careerbees.devil" // Copy traits from another species } } 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:helpless // Can use all the specifiers usable in recipes ) Specialty = DropsList( 99% HoneyComb:helpless ) 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 } } cfg Salty { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0x9f70a1 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x948d69 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 = Salty // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 50% I:contenttweaker:polar_catalyst 15% I:contenttweaker:polar_catalyst // Can use all the specifiers usable in recipes ) Specialty = DropsList( 99% I:contenttweaker:polar_catalyst 55% I:contenttweaker:polar_catalyst ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Stormborn { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x05063b // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x37043b 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 = Stormborn // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 50% I:contenttweaker:stormlight_fragment 15% I:contenttweaker:stormlight_fragment // Can use all the specifiers usable in recipes ) Specialty = DropsList( 99% I:contenttweaker:stormlight_fragment ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Apothecary { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x9e951c // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x6d0e80 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 = Apothecary // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 15% HoneyComb:apothecary ) Specialty = DropsList( 69% HoneyComb:apothecary ) cfg Traits { Base = "careerbees.mad_scientist" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Soulsucking { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0xffe600 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x7a7649 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 = Soulsucking // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 65% HoneyComb:soulsucking ) Specialty = DropsList( 89% HoneyComb:soulsucking ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Isekai { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0xffe600 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x7a7649 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 = Warm // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Soulsucking // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 45% HoneyComb:isekai ) Specialty = DropsList( 65% HoneyComb:isekai 44% HoneyComb:isekai 25% HoneyComb:isekai ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Crepuscular { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x6f8f84 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x62708a 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 = Warm // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Soulsucking // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 1% I:contenttweaker:crimson_doctrine_tome 1% I:contenttweaker:crimson_emperor_icon 1% I:contenttweaker:scarlet_letter ) Specialty = DropsList( 5% I:contenttweaker:crimson_doctrine_tome 5% I:contenttweaker:crimson_emperor_icon 5% I:contenttweaker:scarlet_letter ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Warrior { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0xfbff00 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x00ff0d 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 = Warm // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Warrior // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 65% HoneyComb:warrior ) Specialty = DropsList( 65% HoneyComb:warrior 60% HoneyComb:warrior ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Pyramid { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0xada800 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0xc9c895 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 = Pyramid // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 1% I:minecraft:sand ) Specialty = DropsList( 45% I:minecraft:sand 10% I:contenttweaker:stargate_sand ) cfg Traits { Base = "magicbees.speciesInfernal" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Buried { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0xa8a183 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0xc9c895 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 = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Buried // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 1% I:minecraft:sand ) Specialty = DropsList( 55% I:minecraft:sand 10% I:contenttweaker:stargate_hieroglyphs ) cfg Traits { Base = "magicbees.speciesSavant" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Stargazer { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x34a89d // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x1b2682 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 = No // If true - only works at night Binominal = Stargazer // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 1% I:minecraft:sand ) Specialty = DropsList( 66% I:minecraft:sand 10% I:contenttweaker:sideral_steel ) cfg Traits { Base = "extrabees.species.quantum" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait Flower_Provider = "gendustry.flowersSideralSteel" // See below } } cfg Chevron { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0xfffb00 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0xffaa00 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 = Cold // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Chevron // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 1% I:minecraft:sand ) Specialty = DropsList( 66% I:minecraft:sand 10% I:contenttweaker:stargate_chevron ) cfg Traits { Base = "extrabees.species.quantum" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait Flower_Provider = "gendustry.flowersSideralSteel" // See below } } cfg Ringbearer { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x6a7f80 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x539194 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 = Hot // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Ringbearer // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 1% I:minecraft:sand ) Specialty = DropsList( 66% I:minecraft:sand 10% I:contenttweaker:stargate_ring ) cfg Traits { Base = "extrabees.species.quantum" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait Flower_Provider = "gendustry.flowersSideralSteel" // See below } } cfg Controller { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x6a7f80 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x72758f 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 = Hot // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Controller // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 1% I:minecraft:sand ) Specialty = DropsList( 66% I:minecraft:sand 10% I:contenttweaker:stargate_controller ) cfg Traits { Base = "extrabees.species.quantum" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait Flower_Provider = "gendustry.flowersSideralSteel" // See below } } cfg Tinkerest { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x282d2e // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0xebe728 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 = Hellish // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Tinkerest // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 65% HoneyComb:tinkerest ) Specialty = DropsList( 99% HoneyComb:tinkerest ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species } } cfg Thermallyexpanded { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x006338 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x2eab75 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 = Hellish // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Thermallyexpanded // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 65% HoneyComb:thermallyexpanded ) Specialty = DropsList( 99% HoneyComb:thermallyexpanded ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Nucleartechnician { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0xb5b36b // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x9fc9bf 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 = Hellish // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Nucleartechnician // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 65% HoneyComb:nucleartechnician ) Specialty = DropsList( 99% HoneyComb:nucleartechnician ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Serenading { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x701680 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x7c67ab 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 = Hellish // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Serenading // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 65% HoneyComb:serenading ) Specialty = DropsList( 99% HoneyComb:serenading ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Fluorine { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0x91876a // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x3d7342 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 = Hellish // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Fluorine // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 65% HoneyComb:fluorine ) Specialty = DropsList( 99% HoneyComb:fluorine ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Helium { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0xd158b3 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x8c0a40 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 = Helium // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 65% HoneyComb:helium ) Specialty = DropsList( 99% HoneyComb:helium ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Connor { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0xc96330 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x702387 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 = Connor // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 65% I:contenttweaker:massive_boomboom ) Specialty = DropsList( 75% I:contenttweaker:massive_boomboom ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Freeky { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0x1b1f8f // 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 = Cold // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = Yes // If true - only works at night Binominal = Freeky // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 1% I:contenttweaker:emc_crown ) Specialty = DropsList( 99% I:contenttweaker:emc_crown ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Kurrycat { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0xafb0c7 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x407073 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 = Warm // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = Yes // If true - only works at night Binominal = Kurrycat // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 1% I:contenttweaker:atomic_glasses ) Specialty = DropsList( 99% I:contenttweaker:atomic_glasses ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg SpoonyPanda { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0xe33667 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x788f7c 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 = SpoonyPanda // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 20% I:contenttweaker:cool_walking_stick ) Specialty = DropsList( 90% I:contenttweaker:cool_walking_stick ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg LordRaine { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0x49c9c7 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x54b86c 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 = Warm // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = Yes // If true - only works at night Binominal = LordRaine // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 20% I:contenttweaker:horrible_unedited_fanfiction ) Specialty = DropsList( 90% I:contenttweaker:horrible_unedited_fanfiction ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Aedial { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0xd46a00 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x56bfba 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 = Aedial // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 50% I:contenttweaker:null_pointer ) Specialty = DropsList( 50% I:contenttweaker:null_pointer ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg Mathias { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0xff9782 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0xffffff 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 = Warm // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = Yes // If true - only works at night Binominal = Mathias // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 80% I:contenttweaker:p0rtals_redish_white_hat ) Specialty = DropsList( 10% I:contenttweaker:p0rtals_redish_white_hat ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg ChaosStrikez { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0x4c228c // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0xa486d1 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 = Warm // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = Yes // If true - only works at night Binominal = ChaosStrikez // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 33% I:contenttweaker:collar_bells ) Specialty = DropsList( 66% I:contenttweaker:collar_bells ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species Never_Sleeps = "forestry.boolTrue" // Override a single trait } } cfg UniversalConstellation { 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 = 0xffffff 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 = UniversalConstellation // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 1% I:contenttweaker:universal_constellation ) Specialty = DropsList( 1% I:contenttweaker:universal_constellation ) cfg Traits { Base = "magicbees.speciesInfernal" // Copy traits from another species } } cfg TreeOfLife { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x379951 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x37a6a4 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 = Warm // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = TreeOfLife // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 80% I:contenttweaker:order_wood 80% I:contenttweaker:chaos_wood ) Specialty = DropsList( 80% I:contenttweaker:order_wood 80% I:contenttweaker:chaos_wood ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species } } cfg Gallifreyan { 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 = 0xd94e6c 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 = Warm // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = No // If true - only works at night Binominal = Gallifreyan // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 80% I:contenttweaker:strange_stone_essence ) Specialty = DropsList( 80% I:contenttweaker:strange_stone_essence ) cfg Traits { Base = "forestry.speciesForest" // Copy traits from another species } } cfg Deeplands { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x7d7d7d // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0xad5700 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 = Cold // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = Yes // If true - only works at night Binominal = Deeplands // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 80% I:contenttweaker:deep_dark_matter 60% I:contenttweaker:deep_dark_matter 50% I:contenttweaker:deep_dark_matter ) Specialty = DropsList( 99% I:contenttweaker:deep_dark_matter 95% I:contenttweaker:deep_dark_matter 90% I:contenttweaker:deep_dark_matter ) 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 Ascendant { 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 = 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 = Normal // None, Icy, Cold, Normal, Warm, Hot, Hellish Nocturnal = Yes // If true - only works at night Binominal = Ascendant // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 80% I:contenttweaker:opalescent_matter 60% I:contenttweaker:opalescent_matter 50% I:contenttweaker:opalescent_matter ) Specialty = DropsList( 99% I:contenttweaker:opalescent_matter 95% I:contenttweaker:opalescent_matter 90% I:contenttweaker:opalescent_matter ) 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 Honeysmeltest { Dominant = Yes // Whether species allele is dominant or recessive Glowing = Yes // Whether icon should be glowing PrimaryColor = 0x827548 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x633417 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 = Yes // If true - only works at night Binominal = Honeysmeltest // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 40% HoneyComb:honeysmeltest 30% HoneyComb:honeysmeltest 20% HoneyComb:honeysmeltest ) Specialty = DropsList( 80% HoneyComb:honeysmeltest 75% HoneyComb:honeysmeltest 70% HoneyComb:honeysmeltest ) 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 Alecsio { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0x7930a1 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x8f8b67 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 = Yes // If true - only works at night Binominal = Alecsio // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 40% I:contenttweaker:kitty_paw ) Specialty = DropsList( 80% I:contenttweaker:kitty_paw ) 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 Bifrost { Dominant = Yes // Whether species allele is dominant or recessive Glowing = No // Whether icon should be glowing PrimaryColor = 0x5cbfba // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x99d19e 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 = Yes // If true - only works at night Binominal = Bifrost // Fluff Authority = BDEW Branch = "gendustry.meatball" Products = DropsList( // List of drops with chances 40% I:divinerpg:arcanium_block ) Specialty = DropsList( 80% I:contenttweaker:arcanium_cluster 70% I:contenttweaker:arcanium_cluster 50% I:contenttweaker:arcanium_cluster ) 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 } } } // 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 twilightnether { // Section name used in localization, custom stack name, etc. ID = 13379 // 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 apothecary { // Section name used in localization, custom stack name, etc. ID = 14019 // Damage value, must be unique PrimaryColor = 0x9e951c // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x6d0e80 } cfg soulsucking { // Section name used in localization, custom stack name, etc. ID = 14020 // Damage value, must be unique PrimaryColor = 0xffe600 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x7a7649 } cfg isekai { // Section name used in localization, custom stack name, etc. ID = 14021 // Damage value, must be unique PrimaryColor = 0x0067b5 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x0eab74 } cfg warrior { // Section name used in localization, custom stack name, etc. ID = 14022 // Damage value, must be unique PrimaryColor = 0xfbff00 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x00ff0d } cfg tinkerest { // Section name used in localization, custom stack name, etc. ID = 14023 // Damage value, must be unique PrimaryColor = 0x282d2e // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x282d2e } cfg thermallyexpanded { // Section name used in localization, custom stack name, etc. ID = 14024 // Damage value, must be unique PrimaryColor = 0x006338 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x2eab75 } cfg nucleartechnician { // Section name used in localization, custom stack name, etc. ID = 14025 // Damage value, must be unique PrimaryColor = 0xb5b36b // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x9fc9bf } cfg serenading { // Section name used in localization, custom stack name, etc. ID = 14026 // Damage value, must be unique PrimaryColor = 0x701680 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x7c67ab } cfg fluorine { // Section name used in localization, custom stack name, etc. ID = 14027 // Damage value, must be unique PrimaryColor = 0x91876a // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x3d7342 } cfg helium { // Section name used in localization, custom stack name, etc. ID = 14028 // Damage value, must be unique PrimaryColor = 0xd158b3 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x8c0a40 } cfg honeysmeltest { // Section name used in localization, custom stack name, etc. ID = 14029 // Damage value, must be unique PrimaryColor = 0x827548 // Color as a hex number, can also be specified as {r g b} with values (0-1) SecondaryColor = 0x633417 } } 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" } FlowerAllele sideralSteel { // Allele UID will be gendustry.flowersGoldBlocks (note the capitalization) Dominant // can be either Dominant or Recessive Accepts OD:blockSteel // List of blocks that are accepted as "flowers" Spread I:contenttweaker:sideral_steel 1.0 // A block that will be spread randomly, with weight } FlowerAllele woodLog { // Allele UID will be gendustry.flowersGoldBlocks (note the capitalization) Dominant // can be either Dominant or Recessive Accepts OD:logWood // List of blocks that are accepted as "flowers" Spread I:minecraft:log2 1.0 // A block that will be spread randomly, with weight } 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 mutation: 21% "careerbees.devil" + "careerbees.rainbow" => "gendustry.bee.Pyromaniacal" Req Temperature Normal mutation: 25% "gendustry.bee.Crepuscular" + "gendustry.bee.Deeplearner" => "gendustry.bee.Isekai" Req Temperature Normal mutation: 25% "magicbees.speciesLordly" + "careerbees.acceleration" => "gendustry.bee.Pyramid" Req Temperature Normal mutation: 18% "magicbees.speciesAESkystone" + "extrabees.species.platinum" => "gendustry.bee.Buried" Req Temperature Normal mutation: 10% "extrabees.species.quantum" + "extrabees.species.classical" => "gendustry.bee.Stargazer" Req Temperature Normal mutation: 14% "careerbees.robot" + "gendustry.bee.lightblue" => "gendustry.bee.Chevron" Req Temperature Normal mutation: 14% "extrabees.species.gold" + "magicbees.speciesTEEndearing" => "gendustry.bee.Ringbearer" Req Temperature Normal mutation: 36% "gendustry.bee.Ringbearer" + "gendustry.bee.Chevron" => "gendustry.bee.Controller" Req Temperature Normal mutation: 55% "extrabees.species.blutonium" + "careerbees.phd" => "gendustry.bee.Tinkerest" Req Temperature Normal mutation: 55% "gendustry.bee.Radiant" + "magicbees.speciesArcane" => "gendustry.bee.Serenading" Req Temperature Normal mutation: 55% "gendustry.bee.Bomber" + "careerbees.phd" => "gendustry.bee.Nucleartechnician" Req Temperature Normal mutation: 55% "magicbees.speciesTEPyro" + "careerbees.phd" => "gendustry.bee.Thermallyexpanded" Req Temperature Normal mutation: 36% "gendustry.bee.Oxygen" + "gendustry.bee.Deeplearner" => "gendustry.bee.Helium" Req Temperature Normal mutation: 36% "gendustry.bee.Oxygen" + "gendustry.bee.Helium" => "gendustry.bee.Fluorine" Req Temperature Normal mutation: 42% "forestry.speciesPhantasmal" + "magicbees.speciesEmerald" => "gendustry.bee.NerdySpider" Req Temperature Normal mutation: 40% "extrabees.species.radioactive" + "magicbees.speciesDraconic" => "gendustry.bee.Connor" Req Temperature Normal mutation: 30% "gendustry.bee.Alchemical" + "extrabees.species.sweet" => "gendustry.bee.Freeky" Req Temperature Normal mutation: 69% "magicbees.speciesScholarly" + "careerbees.phd" => "gendustry.bee.Kurrycat" Req Temperature Normal mutation: 33% "magicbees.speciesSupernatural" + "extrabees.species.mineral" => "gendustry.bee.SpoonyPanda" Req Temperature Normal mutation: 60% "magicbees.speciesSorcerous" + "careerbees.acceleration" => "gendustry.bee.LordRaine" Req Temperature Normal mutation: 20% "extrabees.species.bone" + "magicbees.speciesScholarly" => "gendustry.bee.Aedial" Req Temperature Normal mutation: 22% "gendustry.bee.Ringbearer" + "extrabees.species.granite" => "gendustry.bee.Mathias" Req Temperature Normal mutation: 99% "extrabees.species.energetic" + "magicbees.speciesSavant" => "gendustry.bee.ChaosStrikez" Req Temperature Normal mutation: 80% "gendustry.bee.Gallifreyan" + "careerbees.honey_smelter" => "gendustry.bee.Honeysmeltest" Req Temperature Normal mutation: 80% "gendustry.bee.UniversalConstellation" + "gendustry.bee.Apothecary" => "gendustry.bee.Ascendant" Req Temperature Normal } >>