把几个需要小人操作的改成全自动(回帖给密码,注意私聊接收)
本帖最后由 fanvalen 于 2022-10-10 18:18 编辑首先厨房三件套
MicrobeMusherConfig 食物压制
go.AddOrGet<BuildingComplete>().isManuallyOperated = false;//true改false
microbeMusher.duplicantOperated=false;//新添加的一句
看到有相同前缀microbeMusher放在一起
不能放在MicrobeMusher microbeMusher = go.AddOrGet<MicrobeMusher>();之前
CookingStationConfig电烤炉
go.AddOrGet<BuildingComplete>().isManuallyOperated = false;//true改false
cookingStation.duplicantOperated = false;//新添加的一句
看到有相同前缀cookingStation放在一起
GourmetCookingStationConfig燃气灶
go.AddOrGet<BuildingComplete>().isManuallyOperated = false;//true改false
gourmetCookingStation.duplicantOperated = false;//true改false
RockCrusherConfig碎石机
go.AddOrGet<BuildingComplete>().isManuallyOperated = false;//true改false
complexFabricator.duplicantOperated = false;//true改false
MetalRefineryConfig精炼器
go.AddOrGet<BuildingComplete>().isManuallyOperated = false;//true改false
liquidCooledRefinery.duplicantOperated = false;//true改false
SupermaterialRefineryConfig分子机
go.AddOrGet<BuildingComplete>().isManuallyOperated = false;//true改false
complexFabricator.duplicantOperated = false;//true改false
DiamondPressConfig钻石压制
go.AddOrGet<BuildingComplete>().isManuallyOperated = false;//true改false
complexFabricator.duplicantOperated = false;//true改false
GlassForgeConfig玻璃熔炉
go.AddOrGet<BuildingComplete>().isManuallyOperated = false;//true改false
glassForge.duplicantOperated = false;//true改false
SludgePressConfig泥浆分离
go.AddOrGet<BuildingComplete>().isManuallyOperated = false;//true改false
complexFabricator.duplicantOperated = false;//true改false
暂时没有原油精炼器,后面单独出一个原油精炼的工具,主要是这货比较麻烦
111111111111111
22222222222222222222222 1111111111111111111111111111111111111
的发广告梵蒂冈发的广泛地 11111111111111111111111111111111111111111 把几个需要小人操作的改成全自动(回帖给密码,注意私聊接收)
回帖给密码,注意私聊接收 1111111111111111111111 6666666666
回帖给密码,注意私聊接收 来看看啦。要密码 来看看啦。要密码
学习学习 密码密码密码密码密码密码 密码密码坐等密码 3dm_19530492 发表于 2022-9-4 17:01
密码密码密码密码密码密码
密码都一样拿过一次都就直接看
qwe6622149 发表于 2022-9-10 18:05
密码密码坐等密码
密码已私聊发送
原油精炼器的修改链接能发一下吗?
shishenshisha 发表于 2022-9-11 16:08
原油精炼器的修改链接能发一下吗?
https://bbs.3dmgame.com/thread-6325721-1-1.html
这个重新造的一个建筑用来炼油
请问堆肥、太空服制作机能不能也改成不用小人操作? 1224487158 发表于 2022-9-24 12:47
请问堆肥、太空服制作机能不能也改成不用小人操作?
啊这也要,自带功能不好改,如果需要可以单独做一个mod把某些东西塞进去就直接给你成品完全不需要时间,还要上面无人操作。
111111111111111111111111111
来看看啦。要密码 111111111111111111111111111111111111111111111 求密码
66666666666666
6666666666666 感谢大佬。请问有没有 堆肥(将污染土,腐烂物转换为泥土的那个建筑) 的修改,让其无人化操作呢。
xukain 发表于 2023-8-14 18:15
感谢大佬。请问有没有 堆肥(将污染土,腐烂物转换为泥土的那个建筑) 的修改,让其无人化操作呢。
...
目前无法修改成无人,操作一下让它自己动还是可以的
CompostConfig
public override void ConfigureBuildingTemplate(GameObject go, Tag prefab_tag)
{
Storage storage = go.AddOrGet<Storage>();
storage.capacityKg = 2000f;
go.AddOrGet<Compost>().simulatedInternalTemperature = 348.15f;
CompostWorkable compostWorkable = go.AddOrGet<CompostWorkable>();
compostWorkable.workTime = 20f;
compostWorkable.overrideAnims = new KAnimFile[]
{
Assets.GetAnim("anim_interacts_compost_kanim")
};
ElementConverter elementConverter = go.AddOrGet<ElementConverter>();
elementConverter.consumedElements = new ElementConverter.ConsumedElement[]
{
new ElementConverter.ConsumedElement(CompostConfig.COMPOST_TAG, 0.1f, true)
};
elementConverter.outputElements = new ElementConverter.OutputElement[]
{
new ElementConverter.OutputElement(0.1f, SimHashes.Dirt, 348.15f, false, true, 0f, 0.5f, 1f, byte.MaxValue, 0, true)
};
ElementDropper elementDropper = go.AddComponent<ElementDropper>();
elementDropper.emitMass = 10f;
elementDropper.emitTag = SimHashes.Dirt.CreateTag();
elementDropper.emitOffset = new Vector3(0.5f, 1f, 0f);
ManualDeliveryKG manualDeliveryKG = go.AddOrGet<ManualDeliveryKG>();
manualDeliveryKG.SetStorage(storage);
manualDeliveryKG.RequestedItemTag = CompostConfig.COMPOST_TAG;
manualDeliveryKG.capacity = 300f;
manualDeliveryKG.refillMass = 60f;
manualDeliveryKG.MinimumMass = 1f;
manualDeliveryKG.choreTypeIDHash = Db.Get().ChoreTypes.FarmFetch.IdHash;
Prioritizable.AddRef(go);
go.AddOrGet<BuildingComplete>().isManuallyOperated = true;
}改成
public override void ConfigureBuildingTemplate(GameObject go, Tag prefab_tag)
{
Storage storage = go.AddOrGet<Storage>();
storage.capacityKg = 20000f;//容量改大
go.AddOrGet<Compost>().simulatedInternalTemperature = 348.15f;
CompostWorkable compostWorkable = go.AddOrGet<CompostWorkable>();
compostWorkable.workTime = 1f;
compostWorkable.overrideAnims = new KAnimFile[]
{
Assets.GetAnim("anim_interacts_compost_kanim")
};
ElementConverter elementConverter = go.AddOrGet<ElementConverter>();
elementConverter.consumedElements = new ElementConverter.ConsumedElement[]
{
new ElementConverter.ConsumedElement(CompostConfig.COMPOST_TAG, 1f, true)
};//1f为转换效率
elementConverter.outputElements = new ElementConverter.OutputElement[]
{
new ElementConverter.OutputElement(1f, SimHashes.Dirt, 348.15f, false, true, 0f, 0.5f, 1f, byte.MaxValue, 0, true)
};//1f获得泥土的
ElementDropper elementDropper = go.AddComponent<ElementDropper>();
elementDropper.emitMass = 10f;
elementDropper.emitTag = SimHashes.Dirt.CreateTag();
elementDropper.emitOffset = new Vector3(0.5f, 1f, 0f);
ManualDeliveryKG manualDeliveryKG = go.AddOrGet<ManualDeliveryKG>();
manualDeliveryKG.SetStorage(storage);
manualDeliveryKG.RequestedItemTag = CompostConfig.COMPOST_TAG;
manualDeliveryKG.capacity = 10000f;//污染土送入量
manualDeliveryKG.refillMass = 1000f;//再次送料低于质量
manualDeliveryKG.MinimumMass = 1f;
manualDeliveryKG.choreTypeIDHash = Db.Get().ChoreTypes.FarmFetch.IdHash;
Prioritizable.AddRef(go);
go.AddOrGet<BuildingComplete>().isManuallyOperated = true;
}
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