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YN122-墙自动回血

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 1 2一二二.墙自动回血 3 4 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/walls.lua文件,在if old_percent > 0 and new_percent <= 0 then clearobstacle(inst) end的下一行插入以下内容: 5 6 if new_percent < 1 then inst.components.health:StartRegen(200, 1) end 7 if new_percent >= 1 then inst.components.health:StopRegen() end 8 9 即可让墙自动回血,其中200和1为每1秒回200的血,数字可自行调整

2025/04/23 · Bny

YN123-墙壁永固(自己可砸,怪物无法破坏)

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 1 2一二三.墙壁永固(自己可砸,怪物无法破坏) 3 4 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/walls.lua文件,在inst:AddTag("noauradamage")的下一行插入以下内容: 5 6 inst.components.health:SetInvincible(true) 7 8 即可让墙壁永固

2025/04/23 · Bny

YN124-建造农田、蜂箱、晾肉架零距离

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 1 2一二四.建造农田、蜂箱、晾肉架零距离 3 4 用MT管理器打开游戏目录/assets/DLC0002/scripts/recipes.lua文件, 5 6 1.将下列内容: 7 8Recipe("slow_farmplot", {Ingredient("cutgrass", 8),Ingredient("poop", 4),Ingredient("log", 4)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, "slow_farmplot_placer") 9Recipe("fast_farmplot", {Ingredient("cutgrass", 10),Ingredient("poop", 6),Ingredient("rocks", 4)}, RECIPETABS.FARM, TECH.SCIENCE_TWO, "fast_farmplot_placer") 10 11 替换为: 12 13Recipe("slow_farmplot", {Ingredient("cutgrass", 8),Ingredient("poop", 4),Ingredient("log", 4)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, "slow_farmplot_placer", 1) 14Recipe("fast_farmplot", {Ingredient("cutgrass", 10),Ingredient("poop", 6),Ingredient("rocks", 4)}, RECIPETABS.FARM, TECH.SCIENCE_TWO, "fast_farmplot_placer", 1) 15 16 17 2.将下列内容: 18 19Recipe("beebox", {Ingredient("boards", 2),Ingredient("honeycomb", 1),Ingredient("bee", 4)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, "beebox_placer") 20Recipe("meatrack", {Ingredient("twigs", 3),Ingredient("charcoal", 2), Ingredient("rope", 3)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, "meatrack_placer") 21 22 替换为: 23 24Recipe("beebox", {Ingredient("boards", 2),Ingredient("honeycomb", 1),Ingredient("bee", 4)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, "beebox_placer", 1) 25Recipe("meatrack", {Ingredient("twigs", 3),Ingredient("charcoal", 2), Ingredient("rope", 3)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, "meatrack_placer", 1) 26 27 即可让农田、蜂箱、晾肉架紧挨着建造,节省空间

2025/04/23 · Bny

YN125-在海上盖建筑

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 1 2一二五.在海上盖建筑 3 4 用MT管理器打开游戏目录/assets/DLC0002/scripts/components/builder.lua文件,将下列内容: 5 6 if tile == GROUND.IMPASSABLE then 7 return false 8 9 替换为: 10 11 if tile == GROUND.IMPASSABLE then 12 return true 13 14 即可在海上盖建筑,当然要先修改“主角可渡海”(见本修改技巧),才能到海上来哦。注意不要在海上造墙和农田,除非你的计算机硬件配置很高

2025/04/23 · Bny

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 1 2一二六.围海造田(建造岛屿) 3 4 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" 5 6 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 1 2一二七.用岩石种海洋(建造护城河) 3 4 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: 5 6local function ondeploy(inst, pt, deployer) 7 local ground = GetWorld() 8 if ground then 9 local original_tile_type = ground.Map:GetTileAtPoint(pt.x, pt.y, pt.z) 10 local x, y = ground.Map:GetTileCoordsAtPoint(pt.x, pt.y, pt.z) 11 if x and y then 12 ground.Map:SetTile(x,y, GROUND.IMPASSABLE) 13 ground.Map:RebuildLayer( original_tile_type, x, y ) 14 ground.Map:RebuildLayer( GROUND.IMPASSABLE, x, y ) 15 end 16 local minimap = TheSim:FindFirstEntityWithTag("minimap") 17 if minimap then 18 minimap.MiniMap:RebuildLayer( original_tile_type, x, y ) 19 minimap.MiniMap:RebuildLayer( GROUND.IMPASSABLE, x, y ) 20 end 21 end 22 inst.components.stackable:Get():Remove() 23end 24 inst:AddComponent("deployable") 25 inst.components.deployable.ondeploy = ondeploy 26 inst.components.deployable.min_spacing = 0 27 inst.components.deployable.placer = "gridplacer" 28 29 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 1 2一二八.地板一次造10个 3 4 用MT管理器打开游戏目录/assets/DLC0002/scripts/recipes.lua文件,将下列内容: 5 6Recipe("turf_road", {Ingredient("turf_rocky", 1), Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO) 7Recipe("turf_woodfloor", {Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO) 8Recipe("turf_checkerfloor", {Ingredient("marble", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO) 9Recipe("turf_carpetfloor", {Ingredient("boards", 1), Ingredient("beefalowool", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO) 10 11 替换为: 12 13Recipe("turf_road", {Ingredient("turf_rocky", 1), Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10) 14Recipe("turf_woodfloor", {Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10) 15Recipe("turf_checkerfloor", {Ingredient("marble", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10) 16Recipe("turf_carpetfloor", {Ingredient("boards", 1), Ingredient("beefalowool", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10) 17 18 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 1 2一二九.增加15种可造地皮(1根草造10块) 3 4 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: 5 6Recipe("turf_rocky", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 7Recipe("turf_forest", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 8Recipe("turf_marsh", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 9Recipe("turf_grass", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 10Recipe("turf_savanna", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 11Recipe("turf_dirt", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 12Recipe("turf_cave", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 13Recipe("turf_fungus", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 14Recipe("turf_fungus_red", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 15Recipe("turf_fungus_green", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 16Recipe("turf_sinkhole", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 17Recipe("turf_underrock", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 18Recipe("turf_mud", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 19Recipe("turf_deciduous", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 20Recipe("turf_desertdirt", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10) 21 22 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 1 2一三0.眼睛炮塔建在地上后可搬运 3 4 用MT管理器打开游戏目录/assets/scripts/prefabs/eyeturret.lua文件, 5 6 1.在inst:AddComponent("inventoryitem")的下一行插入以下内容: 7 8 inst:AddComponent("stackable") 9 inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM 10 11 12 2.将下列内容: 13 14 inst.components.health:SetMaxHealth(TUNING.EYETURRET_HEALTH) 15 inst.components.health:StartRegen(TUNING.EYETURRET_REGEN, 1) 16 17 inst:AddComponent("combat") 18 inst.components.combat:SetRange(TUNING.EYETURRET_RANGE) 19 inst.components.combat:SetDefaultDamage(TUNING.EYETURRET_DAMAGE) 20 21 替换为: 22 23 inst.components.health:SetMaxHealth(TUNING.EYETURRET_HEALTH*10) 24 inst.components.health:StartRegen(TUNING.EYETURRET_REGEN*10, 1) 25 inst:AddComponent("combat") 26 inst.components.combat:SetRange(TUNING.EYETURRET_RANGE) 27 inst.components.combat:SetDefaultDamage(TUNING.EYETURRET_DAMAGE*10) 28local function turnon(inst) 29 inst.components.machine.ison = true 30 inst:Remove() 31 SpawnPrefab("eyeturret_item").Transform:SetPosition(inst.Transform:GetWorldPosition()) 32end 33 inst:AddComponent("machine") 34 inst.components.machine.turnonfn = turnon 35 36 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 1 2一三一.眼睛炮塔一次造10个(无须犀牛角、巨鹿眼球) 3 4 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: 5 6Recipe("eyeturret_item", {Ingredient("thulecite", 5)}, RECIPETABS.ANCIENT, TECH.ANCIENT_FOUR, nil, nil, nil,10) 7 8 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