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YN126-围海造田(建造岛屿)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一二六.围海造田(建造岛屿) 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/turfs.lua文件,将return tiletype == GROUND.DIRT or inst.data.tile == "webbing"替换为return tiletype >= GROUND.IMPASSABLE or inst.data.tile == "webbing" 即可在海中用草叉挖出陆地(前提是已经修改了“主角可渡海”和“在海上盖建筑”,见本修改技巧),将喜欢的地皮铺在上面,建一个属于自己的岛屿吧

2025/04/23 · Bny

YN127-用岩石种海洋(建造护城河)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一二七.用岩石种海洋(建造护城河) 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/inv_rocks.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: local function ondeploy(inst, pt, deployer) local ground = GetWorld() if ground then local original_tile_type = ground.Map:GetTileAtPoint(pt.x, pt.y, pt.z) local x, y = ground.Map:GetTileCoordsAtPoint(pt.x, pt.y, pt.z) if x and y then ground.Map:SetTile(x,y, GROUND.IMPASSABLE) ground.Map:RebuildLayer( original_tile_type, x, y ) ground.Map:RebuildLayer( GROUND.IMPASSABLE, x, y ) end local minimap = TheSim:FindFirstEntityWithTag("minimap") if minimap then minimap.MiniMap:RebuildLayer( original_tile_type, x, y ) minimap.MiniMap:RebuildLayer( GROUND.IMPASSABLE, x, y ) end end inst.components.stackable:Get():Remove() end inst:AddComponent("deployable") inst.components.deployable.ondeploy = ondeploy inst.components.deployable.min_spacing = 0 inst.components.deployable.placer = "gridplacer" 即可用岩石种海洋,建造护城河。如果对自己建的岛不满意,也可以用岩石修改哦。岩石种过海洋后,会保留岸边的贴图,存档退出后再进入游戏就正常了。不要将海洋建在路底下

2025/04/23 · Bny

YN128-地板一次造10个

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一二八.地板一次造10个 用MT管理器打开游戏目录/assets/DLC0002/scripts/recipes.lua文件,将下列内容: Recipe("turf_road", {Ingredient("turf_rocky", 1), Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO) Recipe("turf_woodfloor", {Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO) Recipe("turf_checkerfloor", {Ingredient("marble", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO) Recipe("turf_carpetfloor", {Ingredient("boards", 1), Ingredient("beefalowool", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO) 替换为: Recipe("turf_road", {Ingredient("turf_rocky", 1), Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10) Recipe("turf_woodfloor", {Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10) Recipe("turf_checkerfloor", {Ingredient("marble", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10) Recipe("turf_carpetfloor", {Ingredient("boards", 1), Ingredient("beefalowool", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10) 即可让地板一次造10个,调整每行最后的数字10为其他数字,可以改变一次造出的数量

2025/04/23 · Bny

YN129-增加15种可造地皮(1根草造10块)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一二九.增加15种可造地皮(1根草造10块) 用MT管理器打开游戏目录/assets/DLC0002/scripts/recipes.lua文件,在Recipe("pottedfern", {Ingredient("foliage", 5), Ingredient("slurtle_shellpieces",1 )}, RECIPETABS.TOWN, TECH.SCIENCE_TWO, "pottedfern_placer", 0.9)的下一行插入以下内容: Recipe("turf_rocky", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_forest", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_marsh", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_grass", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_savanna", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_dirt", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_cave", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_fungus", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_fungus_red", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_fungus_green", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_sinkhole", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_underrock", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_mud", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_deciduous", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) Recipe("turf_desertdirt", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 即可在建造选项(画着木锤子)下,增加15种可造地皮,且1根草造10块

2025/04/23 · Bny

YN130-眼睛炮塔建在地上后可搬运

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一三0.眼睛炮塔建在地上后可搬运 用MT管理器打开游戏目录/assets/scripts/prefabs/eyeturret.lua文件, 1.在inst:AddComponent("inventoryitem")的下一行插入以下内容: inst:AddComponent("stackable") inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM 2.将下列内容: inst.components.health:SetMaxHealth(TUNING.EYETURRET_HEALTH) inst.components.health:StartRegen(TUNING.EYETURRET_REGEN, 1) inst:AddComponent("combat") inst.components.combat:SetRange(TUNING.EYETURRET_RANGE) inst.components.combat:SetDefaultDamage(TUNING.EYETURRET_DAMAGE) 替换为: inst.components.health:SetMaxHealth(TUNING.EYETURRET_HEALTH*10) inst.components.health:StartRegen(TUNING.EYETURRET_REGEN*10, 1) inst:AddComponent("combat") inst.components.combat:SetRange(TUNING.EYETURRET_RANGE) inst.components.combat:SetDefaultDamage(TUNING.EYETURRET_DAMAGE*10) local function turnon(inst) inst.components.machine.ison = true inst:Remove() SpawnPrefab("eyeturret_item").Transform:SetPosition(inst.Transform:GetWorldPosition()) end inst:AddComponent("machine") inst.components.machine.turnonfn = turnon 即可在眼睛炮塔建在地上后仍能搬运,对其按鼠标右键即可解除部署,再按鼠标左键即可带走,到别处重新部署吧。另外将眼睛炮塔的生命值、回血效率、攻击力均提高了10倍,并且可堆叠

2025/04/23 · Bny

YN131-眼睛炮塔一次造10个(无须犀牛角、巨鹿眼球)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一三一.眼睛炮塔一次造10个(无须犀牛角、巨鹿眼球) 用MT管理器打开游戏目录/assets/DLC0002/scripts/recipes.lua文件,将Recipe("eyeturret_item", {Ingredient("deerclops_eyeball", 1), Ingredient("minotaurhorn", 1), Ingredient("thulecite", 5)}, RECIPETABS.ANCIENT, TECH.ANCIENT_FOUR, nil, nil, true)替换为以下内容: Recipe("eyeturret_item", {Ingredient("thulecite", 5)}, RECIPETABS.ANCIENT, TECH.ANCIENT_FOUR, nil, nil, nil,10) 即可在远古选项(画着远古祭坛)下用5个铥矿石一次造10个眼睛炮塔,不需要靠近远古遗迹就可制造

2025/04/23 · Bny

YN132-靠近盆栽可补脑、可采蜂蜜,盆栽会发光

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一三二.靠近盆栽可补脑、可采蜂蜜,盆栽会发光 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/pottedfern.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: inst:AddTag("flower") inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_SMALL inst:AddComponent("pickable") inst.components.pickable.picksound = "dontstarve/wilson/pickup_plants" inst.components.pickable:SetUp("honey", 30) local light = inst.entity:AddLight() light:SetFalloff(0.5) light:SetIntensity(.8) light:SetRadius(1.0) light:SetColour(146/255, 225/255, 146/255) light:Enable(true) 即可靠近盆栽可补脑、可采蜂蜜(30秒生一次),还会招蜂引蝶,发出微光,让你的家多一份温馨。盆栽在建造选项(画着锤子)下,用5个叶子、1个蜗牛壳碎片建造

2025/04/23 · Bny

YN133-牙齿陷阱自动重置(1秒自动重置)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一三三.牙齿陷阱自动重置(1秒自动重置) 用MT管理器打开游戏目录/assets/scripts/prefabs/trap_teeth.lua文件,在 inst.components.finiteuses:Use(1)的下一行插入以下内容: end if inst.components.mine then inst:DoTaskInTime(1, function() inst.components.mine:Reset() end ) 即可让牙齿陷阱在触发后1秒钟自动重置。修改其中的1为任意数字,即可设置几秒钟自动重置

2025/04/23 · Bny

YN134-部署牙齿陷阱零距离

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一三四.部署牙齿陷阱零距离 用MT管理器打开游戏目录/assets/scripts/prefabs/trap_teeth.lua文件,将inst.components.deployable.min_spacing = .75替换为inst.components.deployable.min_spacing = 0 即可在部署牙齿陷阱时没有最小距离限制

2025/04/23 · Bny

YN135-回旋镖自动接住且无限使用

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一三五.回旋镖自动接住且无限使用 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/boomerang.lua文件, 1.在owner.SoundEmitter:PlaySound("dontstarve/wilson/boomerang_return")的下一行插入owner.components.inventory:Equip(inst) 2.将下列内容: inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(TUNING.BOOMERANG_USES) inst.components.finiteuses:SetUses(TUNING.BOOMERANG_USES) inst.components.finiteuses:SetOnFinished(OnFinished) 替换为: --inst:AddComponent("finiteuses") --inst.components.finiteuses:SetMaxUses(TUNING.BOOMERANG_USES) --inst.components.finiteuses:SetUses(TUNING.BOOMERANG_USES) --inst.components.finiteuses:SetOnFinished(OnFinished) 即可让回旋镖自动接住且无限使用

2025/04/23 · Bny