cfg Branches {
        cfg Vampire {				// Section name is unused but must be unique
            UID = "aob.vampire"		// uid of new branch, should be namespaced to prevent colissions
            Parent = apidae			// Parent uid, for bees should be "apidae"
            Scientific = Succo		// Fluff
        }
    }


cfg Bees {
	cfg Bloody {
            Dominant = Yes                  // Whether species allele is dominant or recessive
            Glowing = No                    // Whether icon should be glowing

            PrimaryColor =	 0xb70909       // Color as a hex number, can also be specified as {r g b} with values (0-1)
            SecondaryColor = 0x5b0909

            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 = Sanguis                // Fluff
            Authority = ThanasiShadoW

            Branch = "gendustry.vampire"

            Products = DropsList(                   // List of drops with chances
                5% I:gendustry:HoneyComb@11	// Can use all the specifiers usable in recipes
				5% I:ExtraBees:honeyComb@6
            )
            Specialty = DropsList(
				5% I:evilcraft:condensedBlood
				2% S:gendustry:"HoneyComb.bloody"
			)                 // Empty list

            cfg Traits {
                Base = "forestry.speciesForest"     // Copy traits from another species
				Speed = "forestry.speedNormal"
				Lifespan = "forestry.lifespanLong"
				Fertility = "forestry.fertilityNormal"
				Temperature_Tolerance = "forestry.toleranceBoth1"
                Nocturnal = "forestry.boolFalse"
				Cave_Dwelling = "forestry.boolTrue"
				Tolerant_Flyer = "forestry.boolFalse"
				Humidity_Tolerance = "forestry.toleranceBoth1"
                Flower_Provider = "gendustry.flowersBloody" // See below
				Flowering = "forestry.floweringSlow"
				Territory = "forestry.territoryLarge"
				Effect = "forestry.effectNone"
            }
		}
		cfg Lamious {
            Dominant = Yes                  // Whether species allele is dominant or recessive
            Glowing = No                    // Whether icon should be glowing

            PrimaryColor =	 0xbf0707       // Color as a hex number, can also be specified as {r g b} with values (0-1)
            SecondaryColor = 0xfb0100

            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 = Lamia                // Fluff
            Authority = ThanasiShadoW

            Branch = "gendustry.vampire"

            Products = DropsList(                   // List of drops with chances
                5% I:evilcraft:condensedBlood
            )
            Specialty = DropsList(
				7% S:gendustry:"HoneyComb.bloody"
			)                 // Empty list

            cfg Traits {
                Base = "forestry.speciesForest"     // Copy traits from another species
				Speed = "forestry.speedFast"
				Lifespan = "forestry.lifespanLong"
				Fertility = "forestry.fertilityNormal"
				Temperature_Tolerance = "forestry.toleranceBoth1"
                Nocturnal = "forestry.boolFalse"
				Cave_Dwelling = "forestry.boolTrue"
				Tolerant_Flyer = "forestry.boolFalse"
				Humidity_Tolerance = "forestry.toleranceBoth1"
                Flower_Provider = "gendustry.flowersBloody" // See below
				Flowering = "forestry.floweringSlow"
				Territory = "forestry.territoryLarger"
				Effect = "forestry.effectAggressive"
            }
		}
		cfg Vampiric {
            Dominant = Yes                  // Whether species allele is dominant or recessive
            Glowing = No                    // Whether icon should be glowing

            PrimaryColor =	 0x210101       // Color as a hex number, can also be specified as {r g b} with values (0-1)
            SecondaryColor = 0xb70909

            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 = Succus                // Fluff
            Authority = ThanasiShadoW

            Branch = "gendustry.vampire"

            Products = DropsList(                   // List of drops with chances
                10% I:evilcraft:hardenedBloodShard
				13% S:gendustry:"HoneyComb.bloody"
            )
            Specialty = DropsList(
				8% S:gendustry:"HoneyDrop.blooddrop"
			)                 // Empty list

            cfg Traits {
                Base = "forestry.speciesForest"     // Copy traits from another species
				Speed = "forestry.speedFaster"
				Lifespan = "forestry.lifespanLongest"
				Fertility = "forestry.fertilityNormal"
				Temperature_Tolerance = "forestry.toleranceBoth2"
                Nocturnal = "forestry.boolFalse"
				Cave_Dwelling = "forestry.boolTrue"
				Tolerant_Flyer = "forestry.boolTrue"
				Humidity_Tolerance = "forestry.toleranceBoth2"
                Flower_Provider = "gendustry.flowersBloody" // See below
				Flowering = "forestry.floweringFast"
				Territory = "forestry.territoryLargest"
				Effect = "extrabees.effect.hunger"
            }
		}
		cfg BloodBatty {
            Dominant = Yes                  // Whether species allele is dominant or recessive
            Glowing = No                    // Whether icon should be glowing

            PrimaryColor =	 0x6b0100       // Color as a hex number, can also be specified as {r g b} with values (0-1)
            SecondaryColor = 0x260e00

            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 = Vespertilio                // Fluff
            Authority = ThanasiShadoW

            Branch = "gendustry.vampire"

            Products = DropsList(                   // List of drops with chances
                3% I:evilcraft:condensedBlood
				10% I:MagicBees:comb@7
            )
            Specialty = DropsList(
				2% I:witchery:ingredient@24
			)                 // Empty list

            cfg Traits {
                Base = "forestry.speciesForest"     // Copy traits from another species
				Speed = "forestry.speedFast"
				Lifespan = "forestry.lifespanElongated"
				Fertility = "forestry.fertilityNormal"
				Temperature_Tolerance = "forestry.toleranceBoth1"
                Nocturnal = "forestry.boolFalse"
				Cave_Dwelling = "forestry.boolTrue"
				Tolerant_Flyer = "forestry.boolFalse"
				Humidity_Tolerance = "forestry.toleranceBoth1"
                Flower_Provider = "gendustry.flowersBloody" // See below
				Flowering = "forestry.floweringSlow"
				Territory = "forestry.territoryLarge"
				Effect = "magicbees.effectBatty"
            }
		}
		cfg Bloodstained {
            Dominant = Yes                  // Whether species allele is dominant or recessive
            Glowing = No                    // Whether icon should be glowing

            PrimaryColor =	 0x6b0100       // Color as a hex number, can also be specified as {r g b} with values (0-1)
            SecondaryColor = 0xd6d6d6

            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 = Lana_Eruntis               // Fluff
            Authority = ThanasiShadoW

            Branch = "gendustry.vampire"

            Products = DropsList(                   // List of drops with chances
                8% I:minecraft:wool
				10% I:MagicBees:comb@7
            )
            Specialty = DropsList(
				1% I:witchery:bloodedwool
			)                 // Empty list

            cfg Traits {
                Base = "forestry.speciesForest"     // Copy traits from another species
				Speed = "forestry.speedFast"
				Lifespan = "forestry.lifespanNormal"
				Fertility = "forestry.fertilityNormal"
				Temperature_Tolerance = "forestry.toleranceDown1"
                Nocturnal = "forestry.boolFalse"
				Cave_Dwelling = "forestry.boolTrue"
				Tolerant_Flyer = "forestry.boolFalse"
				Humidity_Tolerance = "forestry.toleranceBoth1"
                Flower_Provider = "gendustry.flowersBloody" // See below
				Flowering = "forestry.floweringSlower"
				Territory = "forestry.territoryLarge"
				Effect = "forestry.effectNone"
            }
		}
		cfg Lilithian {
            Dominant = Yes                  // Whether species allele is dominant or recessive
            Glowing = Yes                    // Whether icon should be glowing

            PrimaryColor =	 0x3600c1       // Color as a hex number, can also be specified as {r g b} with values (0-1)
            SecondaryColor = 0x300202

            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 = yes                  // If true - only works at night

            Binominal = Daemoni                // Fluff
            Authority = ThanasiShadoW

            Branch = "gendustry.vampire"

            Products = DropsList(                   // List of drops with chances
                1% I:witchery:ingredient@80
				15% S:gendustry:"HoneyComb.bloody"
            )
            Specialty = DropsList(
				1% S:gendustry:"HoneyDrop.lilithblood"
			)                 // Empty list

            cfg Traits {
                Base = "forestry.speciesPhantasmal"     // Copy traits from another species
				Speed = "forestry.speedFaster"
				Lifespan = "forestry.lifespanLongest"
				Fertility = "forestry.fertilityHigh"
				Temperature_Tolerance = "forestry.toleranceNone"
                Nocturnal = "forestry.boolTrue"
				Cave_Dwelling = "forestry.boolTrue"
				Tolerant_Flyer = "forestry.boolTrue"
				Humidity_Tolerance = "forestry.toleranceNone"
                Flower_Provider = "gendustry.flowersBloody" // See below
				Flowering = "forestry.floweringFaster"
				Territory = "forestry.territoryLargest"
				Effect = "forestry.effectMisanthrope"
            }
		}

	}

cfg HoneyCombs {
	cfg bloody {                     // Section name used in localization, custom stack name, etc.
          ID = 13342                   // Damage value, must be unique
          PrimaryColor =	0xb70909   // Color as a hex number, can also be specified as {r g b} with values (0-1)
		SecondaryColor =	0x5b0909
    }
}

cfg HoneyDrops {
        cfg blooddrop {
			ID = 13339
			PrimaryColor =	 0x210101       // Color as a hex number, can also be specified as {r g b} with values (0-1)
			SecondaryColor = 0x210101
        }
		cfg lilithblood {
			ID = 13340
			PrimaryColor =	 0x300202       // Color as a hex number, can also be specified as {r g b} with values (0-1)
			SecondaryColor = 0x400101
        }

	}
FlowerAllele flesh {                   // Allele UID will be gendustry.flowersGoldBlocks (note the capitalization)
        Dominant                                // can be either Dominant or Recessive
		Accepts B:BiomesOPlenty:flesh, B:Thaumcraft:blockTaint@2      // List of blocks that are accepted as "flowers"
		Spread B:BiomesOPlenty:flowers@14 1.0                // A block that will be spread randomly, with weight
    }
FlowerAllele bloody {                   // Allele UID will be gendustry.flowersGoldBlocks (note the capitalization)
		Dominant
		Accepts B:AWWayofTime:lifeEssence, B:BiomesOPlenty:hell_blood, B:evilcraft:blockBlood, B:witchery:bloodrose      // List of blocks that are accepted as "flowers"
		Spread B:evilcraft:undeadSapling 1.0                // A block that will be spread randomly, with weight
    }