yzzn2009
发表于 2013-10-13 14:39
994274298 发表于 2013-10-13 12:45 static/image/common/back.gif
打火机 魔法斧子 不是原人物制造了后东西会消失
对,所以也要修改打火机、斧子的文件,不能只改配方文件
一二六.全人物可制造打火机(原来只有薇洛专用,18版及以后版使用)
1.用记事本打开游戏目录\data\scripts\recipes.lua文件,在Recipe("torch", {Ingredient("cutgrass", 2),Ingredient("twigs", 2)}, RECIPETABS.LIGHT, TECH.NONE)的下一行插入Recipe("lighter", {Ingredient("goldnugget", 1),Ingredient("nitre", 1)}, RECIPETABS.LIGHT, TECH.NONE)
2.用记事本打开游戏目录\data\scripts\prefabs\lighter.lua文件,将inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "willow" then inst:Remove() end end)替换为--inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "willow" then inst:Remove() end end)
即可用1个金块、1个硝石在照明选项里制造打火机
一二七.全人物可制造伍迪的斧子(8下砍倒1棵树,普通斧子15下,18版及以后版使用)
1.用记事本打开游戏目录\data\scripts\recipes.lua文件,在Recipe("razor", {Ingredient("twigs", 2), Ingredient("flint", 2)}, RECIPETABS.TOOLS,TECH.SCIENCE_ONE)的下一行插入Recipe("Lucy", {Ingredient("twigs", 4), Ingredient("goldnugget", 4)}, RECIPETABS.TOOLS,TECH.SCIENCE_ONE)
2.用记事本打开游戏目录\data\scripts\prefabs\lucy.lua文件,将下列内容:
inst:AddComponent("sentientaxe")
inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "woodie" then inst:Remove() end end)
替换为:
--inst:AddComponent("sentientaxe")
--inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "woodie" then inst:Remove() end end)
即可用4个树杈、4个金块在工具选项里制造伍迪的斧子
yzzn2009
发表于 2013-10-13 14:45
994274298 发表于 2013-10-13 13:18 static/image/common/back.gif
能不能修改矿石随机出现在矿区 就是挖矿那里的地皮
游戏中固定的东西,都是在地图生成时就造完了,游戏中动态建造会导致游戏特别卡(类似生企鹅、生食人花),还不如手动种石头安全
四十二.用木头、木炭、灰种植石矿(可持续发展)
1.用木头种第一种石矿(只有石头):用记事本打开游戏目录\data\scripts\prefabs\log.lua文件,在inst:AddComponent("stackable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local rock_flintless = SpawnPrefab("rock_flintless")
if rock_flintless then
rock_flintless:PushEvent("growfromlog")
rock_flintless.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
2.用木炭种第二种石矿(带硝石的):用记事本打开游戏目录\data\scripts\prefabs\charcoal.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local rock1 = SpawnPrefab("rock1")
if rock1 then
rock1:PushEvent("growfromcharcoal")
rock1.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
3.用灰种第三种石矿(带黄金的):用记事本打开游戏目录\data\scripts\prefabs\ash.lua文件,在inst.AnimState:PlayAnimation("idle")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local rock2 = SpawnPrefab("rock2")
if rock2 then
rock2:PushEvent("growfromash")
rock2.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可使石矿循环利用
jayvscxx
发表于 2013-10-13 14:46
为什么洞穴的冰箱和箱子里的食物都变成了腐烂物呢?我才刚创建的洞穴啊,应该不至于那么快腐烂的啊。有解决方法吗?
yzzn2009
发表于 2013-10-13 14:50
jayvscxx 发表于 2013-10-13 14:46 static/image/common/back.gif
为什么洞穴的冰箱和箱子里的食物都变成了腐烂物呢?我才刚创建的洞穴啊,应该不至于那么快腐烂的啊。有解决 ...
那是游戏故意设成那样,让你感觉那里是被遗弃的营地,可以将没变成腐烂物的在冰箱里回复新鲜度,已经是腐烂物的就没办法了
食品在冰箱里回复新鲜度
用记事本打开游戏目录\data\scripts\tuning.lua文件,将PERISH_FRIDGE_MULT = .5,替换为PERISH_FRIDGE_MULT = -10,
yzzn2009
发表于 2013-10-13 14:51
小涛丶 发表于 2013-10-13 11:20 static/image/common/back.gif
大神 求把可制造虫子果 和虫子果可叠加 添加修改里面
需要的人太少了,再等等,如果要的人多就加入,好吗
有_人_坑我
发表于 2013-10-13 15:15
yzzn2009 发表于 2013-10-13 14:51 static/image/common/back.gif
需要的人太少了,再等等,如果要的人多就加入,好吗
怎样可以加大麦斯威尔灯范围
jayvscxx
发表于 2013-10-13 15:16
yzzn2009 发表于 2013-10-13 14:50 static/image/common/back.gif
那是游戏故意设成那样,让你感觉那里是被遗弃的营地,可以将没变成腐烂物的在冰箱里回复新鲜度,已经是腐 ...
你搞错我的意思了,现在的问题是我80多天的存档直接刷新洞穴时。洞穴送的冰箱里的食物直接是腐烂物而不是半新鲜的食物(试过重置洞穴n次,而每次都是腐烂物了)
而另外新开的存档下洞穴,送的冰箱食物都是半新鲜的(也试过重置洞穴n次,而每次都是半新鲜的食物)。
这个是哪里出错了吗?
yzzn2009
发表于 2013-10-13 15:34
jayvscxx 发表于 2013-10-13 15:16 static/image/common/back.gif
你搞错我的意思了,现在的问题是我80多天的存档直接刷新洞穴时。洞穴送的冰箱里的食物直接是腐烂物而不是 ...
是因为洞穴和地面的时间被统一了,这是20版以后更新带来的
huangff
发表于 2013-10-13 15:40
yzzn2009 发表于 2013-10-13 15:34 static/image/common/back.gif
是因为洞穴和地面的时间被统一了,这是20版以后更新带来的
可不可以把浆果丛改成盆栽?
yzzn2009
发表于 2013-10-13 15:49
有_人_坑我 发表于 2013-10-13 15:15 static/image/common/back.gif
怎样可以加大麦斯威尔灯范围
增加麦斯维尔灯照亮范围
用记事本打开游戏目录\data\scripts\prefabs\maxwelllight_flame.lua文件,将下列内容:
{anim="level1", sound="dontstarve/common/maxlight", radius=1, intensity=.75, falloff= 1, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=1.5, intensity=.8, falloff=.9, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=2, intensity=.8, falloff=.8, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=2.5, intensity=.9, falloff=.7, colour = {207/255,234/255,245/255}, soundintensity=1},
{anim="level1", sound="dontstarve/common/maxlight", radius=2, intensity=.75, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=3, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=4, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=6, intensity=.9, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=1},
替换为
{anim="level1", sound="dontstarve/common/maxlight", radius=5, intensity=.75, falloff= 1, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=7.5, intensity=.8, falloff=.9, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=10, intensity=.8, falloff=.8, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=12.5, intensity=.9, falloff=.7, colour = {207/255,234/255,245/255}, soundintensity=1},
{anim="level1", sound="dontstarve/common/maxlight", radius=10, intensity=.75, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=15, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=20, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=30, intensity=.9, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=1},
jayvscxx
发表于 2013-10-13 15:53
yzzn2009 发表于 2013-10-13 15:34 static/image/common/back.gif
是因为洞穴和地面的时间被统一了,这是20版以后更新带来的
原来如此,那我想问洞穴的冰箱会给种子吗?我见过有浆果,萝卜,肉,蝙蝠翅膀,还有小肉,怪兽肉,光果,还有其他的吗?
yzzn2009
发表于 2013-10-13 16:02
huangff 发表于 2013-10-13 15:40 static/image/common/back.gif
可不可以把浆果丛改成盆栽?
你的意思没完全懂,如果是把浆果丛种在盆里,动画模型不允许。如果将地图上所有浆果丛都替换为盆栽,也很容易出错。如果你只是嫌盆栽制造所用材料太复杂,可以用1根草造盆栽
1根草造盆栽
用记事本打开游戏目录\data\scripts\recipes.lua文件,将Recipe("pottedfern", {Ingredient("foliage", 5), Ingredient("slurtle_shellpieces",1 )}, RECIPETABS.TOWN, TECH.SCIENCE_TWO, "pottedfern_placer", 0.9)替换为以下内容:
Recipe("pottedfern", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO, "pottedfern_placer", 0.9)
994274298
发表于 2013-10-13 16:08
收割者有一个BUG 我改了之后进不去了 就重新改了一遍 可以了 但是MOD不能用了(类似没但是MOD补丁) 于是下了个补丁打好进去又强制退出了 是有什么问题吗
yzzn2009
发表于 2013-10-13 16:08
jayvscxx 发表于 2013-10-13 15:53 static/image/common/back.gif
原来如此,那我想问洞穴的冰箱会给种子吗?我见过有浆果,萝卜,肉,蝙蝠翅膀,还有小肉,怪兽肉,光果, ...
地洞冰箱全部物品:浆果、胡萝卜、荧光果、大肉、小肉、疯肉
local items =
{
{
item = "berries",
count = math.random(5, 9),
initfn = function(item) item.components.perishable:SetPercent(math.random()) end
},
{
item = "carrot",
count = math.random(3, 6),
initfn = function(item) item.components.perishable:SetPercent(math.random())end
},
{
item = "lightbulb",
count = math.random(4, 9),
initfn = function(item) item.components.perishable:SetPercent(math.random())end
},
{
item = "batwing",
initfn = function(item) item.components.perishable:SetPercent(math.random())end
},
{
item = "meat",
count = math.random(2, 4),
initfn = function(item) item.components.perishable:SetPercent(math.random())end
},
{
item = "smallmeat",
count = math.random(2, 5),
initfn = function(item) item.components.perishable:SetPercent(math.random())end
},
{
item = "monstermeat",
count = math.random(2, 5),
initfn = function(item) item.components.perishable:SetPercent(math.random())end
},
}
yzzn2009
发表于 2013-10-13 16:12
本帖最后由 yzzn2009 于 2013-10-13 16:15 编辑
994274298 发表于 2013-10-13 16:08 static/image/common/back.gif
收割者有一个BUG 我改了之后进不去了 就重新改了一遍 可以了 但是MOD不能用了(类似没但是MOD补丁) 于是 ...
如果修改后无法进游戏,多半是替换或插入不准确导致的,将备份的原文件复制回来,再修改就可以了。收割者只改了排箫文件,不会影响mod使用的(20、21版mod模式修复补丁也是我做的,之间没有冲突)
靚仔
发表于 2013-10-13 17:33
能不能把最近的修改给我,我开了乱码,不用之前的,就最近的就可以了,谢谢
:):)
huangff
发表于 2013-10-13 18:08
本帖最后由 huangff 于 2013-10-13 18:16 编辑
yzzn2009 发表于 2013-10-13 16:02 http://bbs.3dmgame.com/static/image/common/back.gif
你的意思没完全懂,如果是把浆果丛种在盆里,动画模型不允许。如果将地图上所有浆果丛都替换为盆栽,也很 ...
易宁大大我把 WILSON_WALK_SPEED = 4, 改成了,WILSON_WALK_SPEED = 8, 游戏进不去了改回来了还是进不去 帮我看看
רҵ
发表于 2013-10-13 18:27
yzzn2009 发表于 2013-10-12 21:03 static/image/common/back.gif
抱歉,我实在没有时间回答深度改写游戏和做mod的问题,你向论坛里经常做mod的人问一问吧
...
哦,谢谢
yzzn2009
发表于 2013-10-13 19:30
靚仔 发表于 2013-10-13 17:33 static/image/common/back.gif
能不能把最近的修改给我,我开了乱码,不用之前的,就最近的就可以了,谢谢
...
十.主角不怕火、无惧黑暗
用记事本打开游戏目录\data\scripts\prefabs\player_common.lua文件,将下列内容:
inst:AddComponent("grue")
inst.components.grue:SetSounds("dontstarve/charlie/warn","dontstarve/charlie/attack")
替换为:
--inst:AddComponent("grue")
--inst.components.grue:SetSounds("dontstarve/charlie/warn","dontstarve/charlie/attack")
inst.components.health.fire_damage_scale = 0
即可让主角不怕火、无惧黑暗
二十三.背包格子增大至39格
用记事本打开游戏目录\data\scripts\prefabs\backpack.lua文件,
1.将下列内容:
for y = 0, 3 do
table.insert(slotpos, Vector3(-162, -y*75 + 114 ,0))
table.insert(slotpos, Vector3(-162 +75, -y*75 + 114 ,0))
替换为:
for y = 0, 12 do
table.insert(slotpos, Vector3(-162, -y*75 + 435 ,0))
table.insert(slotpos, Vector3(-162 +75, -y*75 + 435 ,0))
table.insert(slotpos, Vector3(-162 +150, -y*75 + 435 ,0))
2.将下列内容:
inst.components.container.widgetanimbank = "ui_backpack_2x4"
inst.components.container.widgetanimbuild = "ui_backpack_2x4"
inst.components.container.widgetpos = Vector3(-5,-50,0)
替换为:
--inst.components.container.widgetanimbank = "ui_backpack_2x4"
--inst.components.container.widgetanimbuild = "ui_backpack_2x4"
inst.components.container.widgetpos = Vector3(-25,-50,0)
即可让普通背包格子增大至39格。增大背包格子以前有人发过类似修改,本不想再发,但要的人太多,只好加入修改技巧
七十八.蜂箱容量增加10倍(最多可采60个蜂蜜)
用记事本打开游戏目录\data\scripts\prefabs\beebox.lua文件,
1.将下列内容:
{ amount=6, idle="honey3", hit="hit_honey3" },
{ amount=3, idle="honey2", hit="hit_honey2" },
{ amount=1, idle="honey1", hit="hit_honey1" },
替换为:
{ amount=60, idle="honey3", hit="hit_honey3" },
{ amount=30, idle="honey2", hit="hit_honey2" },
{ amount=10, idle="honey1", hit="hit_honey1" },
2.将inst.components.harvestable:SetUp("honey", 6, nil, onharvest, updatelevel)替换为inst.components.harvestable:SetUp("honey", 60, nil, onharvest, updatelevel)
即可让蜂箱容量增加10倍,可减少照管的时间
八十.喂牛蔬菜无限产黄油
用记事本打开游戏目录\data\scripts\prefabs\beefalo.lua文件,在inst.components.eater:SetVegetarian()的下一行插入下列内容:
local function OnGetItemFromPlayer(inst, giver, item)
if item.components.edible.foodtype == "VEGGIE" then
SpawnPrefab("butter").Transform:SetPosition(inst.Transform:GetWorldPosition())
end
end
inst:AddComponent("trader")
inst.components.trader.onaccept = OnGetItemFromPlayer
即可喂牛胡罗卜、浆果等蔬菜无限产黄油,相当于挤牛奶吧
八十一.牛醒着也可剪牛毛
用记事本打开游戏目录\data\scripts\prefabs\beefalo文件,将下列内容:
inst.components.beard.canshavetest = function() if not inst.components.sleeper:IsAsleep() then return false, "AWAKEBEEFALO" end return true end
替换为:
inst.components.beard.canshavetest = function() if not inst.components.sleeper:IsAsleep() then return true, "AWAKEBEEFALO" end return true end
即可在牛醒着时也可剪牛毛
八十二.游牧生涯(带牛毛帽让牛群跟随,牛不集体攻击主角)
1.用记事本打开游戏目录\data\scripts\prefabs\hats.lua文件,将下列内容:
local function beefalo_equip(inst, owner)
onequip(inst, owner)
owner:AddTag("beefalo")
end
local function beefalo_unequip(inst, owner)
onunequip(inst, owner)
owner:RemoveTag("beefalo")
end
local function beefalo()
local inst = simple()
inst.components.equippable:SetOnEquip( beefalo_equip )
inst.components.equippable:SetOnUnequip( beefalo_unequip )
inst:AddComponent("insulator")
inst.components.insulator.insulation = TUNING.INSULATION_LARGE
inst:AddComponent("fueled")
inst.components.fueled.fueltype = "USAGE"
inst.components.fueled:InitializeFuelLevel(TUNING.BEEFALOHAT_PERISHTIME)
inst.components.fueled:SetDepletedFn(generic_perish)
return inst
end
替换为以下内容:
local function beefalo_disable(inst)
if inst.updatetask then
inst.updatetask:Cancel()
inst.updatetask = nil
end
local owner = inst.components.inventoryitem and inst.components.inventoryitem.owner
owner.components.leader:RemoveFollowersByTag("beefalo")
end
local function beefalo_update(inst)
local owner = inst.components.inventoryitem and inst.components.inventoryitem.owner
if owner and owner.components.leader then
local x,y,z = owner.Transform:GetWorldPosition()
local ents = TheSim:FindEntities(x,y,z, TUNING.SPIDERHAT_RANGE, {"beefalo"})
for k,v in pairs(ents) do
if v.components.follower and not v.components.follower.leader and not owner.components.leader:IsFollower(v) and owner.components.leader.numfollowers < 50 then
owner.components.leader:AddFollower(v)
end
end
end
end
local function beefalo_enable(inst)
local owner = inst.components.inventoryitem and inst.components.inventoryitem.owner
if owner and owner.components.leader then
end
inst.updatetask = inst:DoPeriodicTask(0.5, beefalo_update, 1)
end
local function beefalo_equip(inst, owner)
onequip(inst, owner)
beefalo_enable(inst)
owner:AddTag("beefalo")
end
local function beefalo_unequip(inst, owner)
onunequip(inst, owner)
beefalo_disable(inst)
owner:RemoveTag("beefalo")
end
local function beefalo_perish(inst)
beefalo_disable(inst)
inst:Remove()
end
local function beefalo()
local inst = simple()
inst.components.equippable:SetOnEquip( beefalo_equip )
inst.components.equippable:SetOnUnequip( beefalo_unequip )
inst.components.inventoryitem:SetOnDroppedFn( beefalo_disable )
inst:AddComponent("insulator")
inst.components.insulator.insulation = TUNING.INSULATION_LARGE
inst:AddComponent("fueled")
inst.components.fueled.fueltype = "USAGE"
inst.components.fueled:InitializeFuelLevel(TUNING.BEEFALOHAT_PERISHTIME)
inst.components.fueled:SetDepletedFn(beefalo_perish)
return inst
end
2.用记事本打开游戏目录\data\scripts\prefabs\beefalo.lua文件,将return not guy:HasTag("beefalo") and替换为return not guy:HasTag("beefalo") and not guy:HasTag("player") and
3.将return dude:HasTag("beefalo") and not dude:HasTag("player") and not dude.components.health:IsDead()替换为return dude:HasTag("beefalo") and dude:HasTag("player") and not dude.components.health:IsDead()
4.将inst.components.locomotor.walkspeed = 1.5替换为inst.components.locomotor.walkspeed = 3
即可带牛毛帽让牛群跟随,杀牛它们不会集体反击,也提高了牛走路的速度。加上“牛产便便速度增加1倍”、“喂牛蔬菜无限产黄油”、“牛醒着也可剪牛毛”的修改(见本修改技巧),就可以烧着便便取暖,吃牛肉、黄油,经营自己的牛群吧
九十六.用硝石种麦斯威尔灯(靠近自动点燃、远离自动灭)
1.用记事本打开游戏目录\data\scripts\prefabs\nitre.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local maxwelllight = SpawnPrefab("maxwelllight")
if maxwelllight then
maxwelllight:PushEvent("growfromnitre")
maxwelllight.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
2.用记事本打开游戏目录\data\scripts\prefabs\maxwelllight.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function onhammered(inst, worker)
SpawnPrefab("collapse_small").Transform:SetPosition(inst.Transform:GetWorldPosition())
SpawnPrefab("nitre").Transform:SetPosition(inst.Transform:GetWorldPosition())
inst:Remove()
end
inst:AddComponent("playerprox")
inst.components.playerprox:SetDist(17, 27 )
inst.components.playerprox:SetOnPlayerNear(function() if not inst.components.burnable:IsBurning() then inst.components.burnable:Ignite() end end)
inst.components.playerprox:SetOnPlayerFar(extinguish)
inst:AddComponent("workable")
inst.components.workable:SetWorkAction(ACTIONS.HAMMER)
inst.components.workable:SetWorkLeft(1)
inst.components.workable:SetOnFinishCallback(onhammered)
3.用记事本打开游戏目录\data\scripts\prefabs\maxwelllight_flame.lua文件,将下列内容:
{anim="level1", sound="dontstarve/common/maxlight", radius=1, intensity=.75, falloff= 1, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=1.5, intensity=.8, falloff=.9, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=2, intensity=.8, falloff=.8, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=2.5, intensity=.9, falloff=.7, colour = {207/255,234/255,245/255}, soundintensity=1},
{anim="level1", sound="dontstarve/common/maxlight", radius=2, intensity=.75, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=3, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=4, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=6, intensity=.9, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=1},
替换为
{anim="level1", sound="dontstarve/common/maxlight", radius=5, intensity=.75, falloff= 1, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=7.5, intensity=.8, falloff=.9, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=10, intensity=.8, falloff=.8, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=12.5, intensity=.9, falloff=.7, colour = {207/255,234/255,245/255}, soundintensity=1},
{anim="level1", sound="dontstarve/common/maxlight", radius=10, intensity=.75, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=15, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=20, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=30, intensity=.9, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=1},
即可用硝石种麦斯威尔灯,靠近自动点燃、远离自动灭,不想要时用锤子砸毁即可
一五三.光阴似箭(对指南针按右键跳到下个时段)
用记事本打开游戏目录\data\scripts\prefabs\compass.lua文件,在local function GetStatus(inst, viewer)的下一行插入GetClock():NextPhase()
即可对指南针按右键跳到下个时段,即白天变傍晚、傍晚变黑夜、黑夜变白天,采蘑菇、捉萤火虫等有时段要求的事情,无须再等待了
一六五.打地面蜘蛛巢掉3个蜘蛛卵
用记事本打开游戏目录\data\scripts\prefabs\spiderden.lua文件,
1.将inst.components.lootdropper:SetLoot({ "silk","silk"})替换为inst.components.lootdropper:SetLoot({ "silk","silk", "spidereggsack", "spidereggsack", "spidereggsack"})
2.将inst.components.lootdropper:SetLoot({ "silk","silk","silk","silk"})替换为inst.components.lootdropper:SetLoot({ "silk","silk","silk","silk", "spidereggsack", "spidereggsack", "spidereggsack"})
3.将inst.components.lootdropper:SetLoot({ "silk","silk","silk","silk","silk","silk", "spidereggsack"})替换为inst.components.lootdropper:SetLoot({ "silk","silk","silk","silk","silk","silk", "spidereggsack", "spidereggsack", "spidereggsack"})
即可无论打大、中、小三种地面蜘蛛巢都掉3个蜘蛛卵,游戏原来只有大蜘蛛巢才有1个蜘蛛卵,很容易让蜘蛛绝种
一八0.无限刷洞穴(用岩石种洞穴入口,用铲子可挖掉洞穴入口)
1.用记事本打开游戏目录\data\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)
local cave_entrance = SpawnPrefab("cave_entrance")
if cave_entrance then
cave_entrance:PushEvent("growfrominv_rocks")
cave_entrance.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
2.用记事本打开游戏目录\data\scripts\prefabs\cave_entrance.lua文件,将inst:RemoveComponent("workable")替换为以下内容:
local function dig_up(inst, chopper)
inst:Remove()
end
inst:AddComponent("workable")
inst.components.workable:SetWorkAction(ACTIONS.DIG)
inst.components.workable:SetOnFinishCallback(dig_up)
inst.components.workable:SetWorkLeft(1)
即可无限刷洞穴,在地面用岩石种洞穴入口将下到洞穴层,在洞穴层用岩石种洞穴入口将下到远古层,注意不要在远古层再种洞穴入口了。不需要该洞穴时,用铲子将洞口铲掉即可
RK007BBC
发表于 2013-10-13 19:34
1111111111111111
RK007BBC
发表于 2013-10-13 19:34
1111111111111111
RK007BBC
发表于 2013-10-13 19:39
111111111111111
不争先生
发表于 2013-10-13 21:09
你好,那个远古祭坛可以修改成自己制造吗:lol,另外有没有定点传送的修改方法
994274298
发表于 2013-10-13 21:42
是不是在修改制造配方页面适当位置 加上Recipe("minotaurhorn", {Ingredient("trunk_winter", 1),Ingredient("silk", 8), Ingredient("beefalowool", 2)}, RECIPETABS.DRESS,TECH.SCIENCE_TWO) 就能制造犀牛角了:)
yzzn2009
发表于 2013-10-13 23:15
不争先生 发表于 2013-10-13 21:09 static/image/common/back.gif
你好,那个远古祭坛可以修改成自己制造吗,另外有没有定点传送的修改方法 ...
远古祭坛在制造栏里会随机显示图片,不如用东西种。定点传送因为现有的紫色魔杖加传送核心模式比较完善,所以没什么创意
一0四.用黄金种远古祭坛(以解锁远古科技)
用记事本打开游戏目录\data\scripts\prefabs\goldnugget.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local ancient_altar = SpawnPrefab("ancient_altar")
if ancient_altar then
ancient_altar:PushEvent("growfromgoldnugget")
ancient_altar.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可用黄金种远古祭坛,想造远古装备不用再去地下2层了
nowege55
发表于 2013-10-13 23:48
{:3_92:}易宁大 求一个种燧石得普通牛的代码...
yzzn2009
发表于 2013-10-14 00:07
nowege55 发表于 2013-10-13 23:48 static/image/common/back.gif
易宁大 求一个种燧石得普通牛的代码...
用燧石种牛
用记事本打开游戏目录\data\scripts\prefabs\flint.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local beefalo = SpawnPrefab("beefalo")
if beefalo then
beefalo:PushEvent("growfromgoldnugget")
beefalo.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
yzzn2009
发表于 2013-10-14 12:35
迷魂花阵
有_人_坑我
发表于 2013-10-14 12:47
yzzn2009 发表于 2013-10-13 15:49 static/image/common/back.gif
增加麦斯维尔灯照亮范围
用记事本打开游戏目录\data\scripts\prefabs\maxwelllight_flame.lua文件, ...
thanks
暗暗V5
发表于 2013-10-14 14:02
楼主,你太强大了,
都可以不用其它mods了,除了人物mods外。。。。