- 马老四
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延长蓝色魔杖冻住敌人时间 用记事本打开游戏目录dataDLC0001scriptscomponentsfreezable.lua文件,将self.wearofftime = 10替换为self.wearofftime = 50000000 即可延长蓝色魔杖冻住敌人时间至存档退出游戏。手动解冻用任何武器打击冰冻敌人即可
小冰山(用铥矿碎片种小冰山,靠近可解暑,无限开采冰和永冻冰,吃了能降温)
用记事本打开游戏目录dataDLC0001scriptsprefabs hulecite_pieces.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function makeiceberg(inst)
local pt = inst:GetPosition()
local iceberg = SpawnPrefab("thulecite_pieces")
iceberg.Transform:SetPosition(pt.x, pt.y, pt.z)
iceberg.AnimState:SetBank("ice_boulder")
iceberg.AnimState:SetBuild("ice_boulder")
iceberg.AnimState:PlayAnimation("full")
iceberg.Transform:SetScale(2, 2, 2)
iceberg:AddComponent("named")
i*****.components.named:SetName("Ice")
local minimap = iceberg.entity:AddMiniMapEntity()
minimap:SetIcon( "iceboulder.png" )
MakeObstaclePhysics(iceberg, 1)
MakeLargeBurnable(iceberg)
iceberg.AnimState:SetBloomEffectHandle("shaders/anim.ksh")
iceberg.entity:AddLight()
iceberg.Light:SetFalloff(1)
iceberg.Light:SetIntensity(.8)
iceberg.Light:SetRadius(7)
iceberg.Light:SetColour(255/255,255/255,255/255)
iceberg.Light:Enable(true)
iceberg:RemoveComponent("edible")
iceberg:RemoveComponent("tradable")
iceberg:RemoveComponent("inventoryitem")
iceberg:RemoveComponent("stackable")
iceberg:RemoveComponent("bait")
iceberg:RemoveComponent("repairer")
iceberg:RemoveComponent("deployable")
iceberg:RemoveTag("molebait")
iceberg:AddComponent("heater")
i*****.components.heater.iscooler = true
i*****.components.heater.heatfn = function(iceberg) return -40 end
iceberg:AddComponent("workable")
i*****.components.workable:SetWorkAction(ACTIONS.MINE)
i*****.components.workable:SetWorkLeft(30)
i*****.components.workable:SetOnWorkCallback(function(iceberg)
i*****.components.workable:SetWorkLeft(30)
local pt1 = iceberg:GetPosition()
if math.random()<.2 then
local icecream = SpawnPrefab("thulecite_pieces")
icecream.Transform:SetPosition(pt1.x+(math.random(3)-math.random(3)), 3, pt1.z+(math.random(3)-math.random(3)))
icecream.AnimState:SetBank("ice")
icecream.AnimState:SetBuild("ice")
icecream.AnimState:PlayAnimation("f1")
icecream:RemoveComponent("edible")
icecream:RemoveComponent("tradable")
icecream:RemoveComponent("stackable")
icecream:RemoveComponent("bait")
icecream:RemoveComponent("repairer")
icecream:RemoveComponent("deployable")
icecream:RemoveTag("molebait")
icecream:AddComponent("named")
i******.components.named:SetName("Ice")
i******.components.inventoryitem.imagename = "ice"
icecream:AddComponent("edible")
i******.components.edible.foodtype = "SEEDS"
i******.components.edible.healthvalue = TUNING.HEALING_TINY/2
i******.components.edible.hungervalue = TUNING.CALORIES_TINY/4
i******.components.edible:SetOnEatenFn(function(icecream, eater)
if eater and e***.components.temperature then
local temp = e***.components.temperature:GetCurrent()
e***.components.temperature:SetTemperature(temp - 70)
end
end )
i******.components.edible.degrades_with_spoilage = false
icecream:AddTag("icecream")
elseif math.random()<.4 then
local ice = SpawnPrefab("ice")
ice.Transform:SetPosition(pt1.x+(math.random(3)-math.random(3)), 3, pt1.z+(math.random(3)-math.random(3)))
end
end )
i*****.components.workable:SetOnFinishCallback(function(iceberg)
SpawnPrefab("ground_chunks_breaking").Transform:SetPosition(iceberg.Transform:GetWorldPosition())
iceberg:Remove()
end )
iceberg:AddTag("iceberg")
end
local function OnDeploy (inst, pt)
makeiceberg(inst)
i**.components.stackable:Get():Remove()
end
inst:AddComponent("deployable")
i**.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
if inst:HasTag("iceberg") then
data.iceberg = true
end
if inst:HasTag("icecream") then
data.icecream = true
end
end
local function onload(inst, data)
if data and data.iceberg then
makeiceberg(inst)
inst:Remove()
end
if data and data.icecream then
inst.AnimState:SetBank("ice")
inst.AnimState:SetBuild("ice")
inst.AnimState:PlayAnimation("f1")
inst:RemoveComponent("edible")
inst:RemoveComponent("tradable")
inst:RemoveComponent("stackable")
inst:RemoveComponent("bait")
inst:RemoveComponent("repairer")
inst:RemoveComponent("deployable")
inst:RemoveTag("molebait")
inst:AddComponent("named")
i**.components.named:SetName("Ice")
i**.components.inventoryitem.imagename = "ice"
inst:AddComponent("edible")
i**.components.edible.foodtype = "SEEDS"
i**.components.edible.healthvalue = TUNING.HEALING_TINY/2
i**.components.edible.hungervalue = TUNING.CALORIES_TINY/4
i**.components.edible:SetOnEatenFn(function(inst, eater)
if eater and e***.components.temperature then
local temp = e***.components.temperature:GetCurrent()
e***.components.temperature:SetTemperature(temp - 70)
end
end )
i**.components.edible.degrades_with_spoilage = false
inst:AddTag("icecream")
end
end
inst.OnSave = onsave
inst.OnLoad = onload
即可用铥矿碎片种小冰山(拿着1个铥矿碎片对地面点鼠标右键,如果拿着多个,则不会种出来),靠近可解暑。用锄头凿冰山,有一定概率获得冰和永冻冰(不会腐烂且不可堆叠的是永冻冰),永冻冰可食用,吃了能降温,如果没有中暑就不要吃,否则会冻伤。不想要小冰山了,烧掉即可。不要与“用铥矿碎片种猴子桶”一同修改