Assembly-CSharp.dll v587362 笼统了很多修改及方法,附上已改好的可下载使用;还有删掉不喜欢的方法!!
☆★☆地图全开☆★☆
在游戏OxygenNotIncluded_Data文件夹创建一个debug_enable.txt的空文本文档
重新进游戏之后按backspace按钮(后退键)
修改下面内容之前你要拥有DNSPY这个软件
需要修改的文件
\OxygenNotIncluded\OxygenNotIncluded_Data\Managed\Assembly-CSharp.dll 修改前注意备份!!
直接搜索要修改的关键字
☆★☆传送门无限打印修改☆★☆
1、搜索 Immigration
找到
public void Sim200ms(float dt)
{
if (this.IsHalted() || this.bImmigrantAvailable)
{
return;
}
this.timeBeforeSpawn -= dt;
this.timeBeforeSpawn = Math.Max(this.timeBeforeSpawn, 0f);
if (this.timeBeforeSpawn <= 0f)
{
this.bImmigrantAvailable = true;
}
}
改成
public void Sim200ms(float dt)
{
if (this.IsHalted() || this.bImmigrantAvailable)
{
return;
}
this.timeBeforeSpawn -= dt;
this.timeBeforeSpawn = Math.Max(this.timeBeforeSpawn, 0f);
if (this.timeBeforeSpawn <= 0f)
{
this.bImmigrantAvailable = true;
}
this.bImmigrantAvailable = true;
}
也就是后面加一句
this.bImmigrantAvailable = true;
设置标志位为开
☆★☆修改小人兴趣数量和数值属性☆★☆
1、搜索 GenerateAptitudes
{
int num = UnityEngine.Random.Range(1, 4);
改成(12, 14);
你改14那么下面修改的时候要有13行数值
2、搜索 APTITUDE_ATTRIBUTE_BONUSES
{
7,
3,
1
};
改成
{
100,
100,
100,
100,
100,
100,
100,
100,
100,
100,
100,
100,
100
};
☆★☆移除小人坏习惯特质☆★☆
1、搜索GenerateTraits
找到351行的
{
if (num4 < num2 && func(DUPLICANTSTATS.BADTRAITS, false))
{
num4++;
}
if (num3 < num && func(DUPLICANTSTATS.GOODTRAITS, true))
{
BADTRAITS(坏习惯)改成GOODTRAITS
☆首页初始打印的小人☆
2、还是GenerateTraits
找到303行
if (is_starter_minion)
{
num = 1;
num2 = 1;
num = 1;1改成4个就是4个好特质
☆★☆小人被动经验获取速度修改☆★☆
1、搜索SKILLS
找到
public static float PASSIVE_EXPERIENCE_PORTION = 0.5f;
修改0.5数值,越大就越快获得技能点!(可以理解为原来是0.5倍率)
☆★☆学一个技能给的士气奖励修改☆★☆
1、搜索TUNING.DUPLICANTSTATS.APTITUDE_BONUS
DUPLICANTSTATS.APTITUDE_BONUS = 1;
修改1这个数值
☆★☆各种衣服的装饰值修改☆★☆
1、搜索ClothingWearer
找到114行
public static readonly ClothingWearer.ClothingInfo BASIC_CLOTHING = new
ClothingWearer.ClothingInfo(EQUIPMENT.PREFABS.COOL_VEST.GENERICNAME, -5, 0.0025f, -1.25f);
// Token: 0x040035E2 RID: 13794
public static readonly ClothingWearer.ClothingInfo WARM_CLOTHING = new
ClothingWearer.ClothingInfo(EQUIPMENT.PREFABS.WARM_VEST.NAME, -10, 0.01f, -1.25f);
// Token: 0x040035E3 RID: 13795
public static readonly ClothingWearer.ClothingInfo COOL_CLOTHING = new
ClothingWearer.ClothingInfo(EQUIPMENT.PREFABS.COOL_VEST.NAME, -10, 0.0005f, 0f);
// Token: 0x040035E4 RID: 13796
public static readonly ClothingWearer.ClothingInfo FANCY_CLOTHING = new
ClothingWearer.ClothingInfo(EQUIPMENT.PREFABS.FUNKY_VEST.NAME, 30, 0.0025f, -1.25f);
// Token: 0x040035E5 RID: 13797
public static readonly ClothingWearer.ClothingInfo CUSTOM_CLOTHING = new
ClothingWearer.ClothingInfo(EQUIPMENT.PREFABS.CUSTOMCLOTHING.NAME, 40, 0.0025f, -1.25f);
// Token: 0x040035E6 RID: 13798
public static readonly ClothingWearer.ClothingInfo SLEEP_CLINIC_PAJAMAS = new
ClothingWearer.ClothingInfo(EQUIPMENT.PREFABS.CUSTOMCLOTHING.NAME, 40, 0.0025f, -1.25f);
改成
5, 0.0025f, -1.25f);
10, 0.01f, -1.25f);
10, 0.0005f, 0f);
60, 0.0025f, -1.25f);
80, 0.0025f, -1.25f);
80, 0.0025f, -1.25f);
穿上衣服你的小人就是最靓的仔,BASIC_CLOTHING这个是原始衣服
☆★☆运动服行走速度提升☆★☆
☆航天运动服☆
1、搜索TUNING.EQUIPMENT.SUITS
找到88行
public static int ATMOSUIT_ATHLETICS = -6;
-6;修改数值6;
☆铅制运动服☆
1、搜索TUNING.EQUIPMENT.SUITS
找到124行
public static int LEADSUIT_ATHLETICS = -8;
-8;修改数值8;
☆氧气面罩运动服☆
1、搜索TUNING.EQUIPMENT.SUITS
找到88行
public static int OXYGEN_MASK_ATHLETICS = -2;
-2;修改数值2;
☆★☆各类储存数值☆★☆
1、搜索PrimaryElement
找到524行
public static float MAX_MASS = 100000f;
100000f;这个是游戏原始储存上线,改储存先改这个2100000f
☆储存箱100倍修改☆
1、搜索Storage
找到1606行
public float capacityKg = 20000f;
20000f;修改这个数值2000000f;这个要用Editing class(编辑类)来修改
☆储气罐100倍修改☆
1、搜索GasReservoirConfig
找到36行
storage.capacityKg = 150f;
150f;修改这个数值15000f;
☆储液库100倍修改☆
1、搜索LiquidReservoirConfig
找到37行
storage.capacityKg = 5000f;
5000f;修改这个数值500000f;
☆食物盒100倍修改☆
1、搜索RationBoxConfig
找到36行
storage.capacityKg = 150f;
150f;修改这个数值15000f;
☆冰箱1000倍修改☆
1、搜索RefrigeratorConfig
找到56行
storage.capacityKg = 100f;
100f;修改这个数值100000f;
☆电池电量100倍☆
1、搜索BatteryConfig
找到33行
battery.capacity = 10000f;
10000f;修改这个数值1000000f;
☆电线负载修改☆
1、搜索Wire
找到
switch (rating)
{
case Wire.WattageRating.Max500:
return 500f;
case Wire.WattageRating.Max1000:
return 1000f;
case Wire.WattageRating.Max2000:
return 2000f;
case Wire.WattageRating.Max20000:
return 20000f;
case Wire.WattageRating.Max50000:
return 50000f;
default:
return 0f;
}
}
return 500f;修改这个数值return 50000f;
☆★☆电池的耗电数值修改☆★☆
1、搜索BatteryConfig
找到34行
battery.joulesLostPerSecond = 1.6666666f;
1.6666666f;修改这个数值0.6666666f;
☆★☆发电机发电量修改☆★☆
☆发电机发电100倍☆
1、搜索GeneratorConfig
buildingDef.GeneratorWattageRating = 600f;
600f;修改这个数值60000f;
☆人力发电机发电100倍☆
1、搜索ManualGeneratorConfig
找到23行
buildingDef.GeneratorWattageRating = 400f;
400f;修改这个数值40000f;
☆天燃气发电机发电100倍☆
1、搜索MethaneGeneratorConfig
找到23行
buildingDef.GeneratorWattageRating = 800f;
800f;修改这个数值80000f;
☆氢气发电机发电100倍☆
1、搜索HydrogenGeneratorConfig
找到23行
buildingDef.GeneratorWattageRating = 800f;
800f;修改这个数值80000f;
☆石油发电机发电100倍☆
1、搜索PetroleumGeneratorConfig
找到30行
buildingDef.GeneratorWattageRating = 2000f;
2000f;修改这个数值200000f;
☆木燃发电机发电100倍☆
1、搜索WoodGasGeneratorConfig
找到24行
buildingDef.GeneratorWattageRating = 300f;
300f;修改这个数值30000f;
☆蒸汽发电机发电100倍☆
1、搜索StaterpillarGeneratorConfig
找到31行
buildingDef.GeneratorWattageRating = 1600f;
1600f;修改这个数值160000f;
☆★☆储物箱隔热修改☆★☆
1、搜索RefrigeratorConfig
找到30行
public override void ConfigureBuildingTemplate(GameObject go, Tag prefab_tag)下
最好是在storage后面加上
storage.SetDefaultStoredItemModifiers(Storage.StandardInsulatedStorage);
同理食物盒也是这样改
☆★☆房间格数扩大4倍☆★☆
1、搜索RoomConstraints
找到105行
public static RoomConstraints.Constraint CEILING_HEIGHT_4 = new
RoomConstraints.Constraint(null, (Room room) => 1 + room.cavity.maxY - room.cavity.minY >= 4,
1, string.Format(ROOMS.CRITERIA.CEILING_HEIGHT.NAME, "4"), string.Format
(ROOMS.CRITERIA.CEILING_HEIGHT.DESCRIPTION, "4"), null);
// Token: 0x040054EA RID: 21738
public static RoomConstraints.Constraint CEILING_HEIGHT_6 = new
RoomConstraints.Constraint(null, (Room room) => 1 + room.cavity.maxY - room.cavity.minY >= 6,
1, string.Format(ROOMS.CRITERIA.CEILING_HEIGHT.NAME, "6"), string.Format
(ROOMS.CRITERIA.CEILING_HEIGHT.DESCRIPTION, "6"), null);
// Token: 0x040054EB RID: 21739
public static RoomConstraints.Constraint MINIMUM_SIZE_12 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells >= 12, 1, string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.NAME, "12"), string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.DESCRIPTION, "12"), null);
// Token: 0x040054EC RID: 21740
public static RoomConstraints.Constraint MINIMUM_SIZE_24 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells >= 24, 1, string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.NAME, "24"), string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.DESCRIPTION, "24"), null);
// Token: 0x040054ED RID: 21741
public static RoomConstraints.Constraint MINIMUM_SIZE_32 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells >= 32, 1, string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.NAME, "32"), string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.DESCRIPTION, "32"), null);
// Token: 0x040054EE RID: 21742
public static RoomConstraints.Constraint MAXIMUM_SIZE_64 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells <= 64, 1, string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.NAME, "64"), string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.DESCRIPTION, "64"), null);
// Token: 0x040054EF RID: 21743
public static RoomConstraints.Constraint MAXIMUM_SIZE_96 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells <= 96, 1, string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.NAME, "96"), string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.DESCRIPTION, "96"), null);
// Token: 0x040054F0 RID: 21744
public static RoomConstraints.Constraint MAXIMUM_SIZE_120 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells <= 120, 1, string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.NAME, "120"), string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.DESCRIPTION, "120"), null);
房间格数4、6、12、24、32、64、96、120,前后都要更改
public static RoomConstraints.Constraint CEILING_HEIGHT_4 = new
RoomConstraints.Constraint(null, (Room room) => 1 + room.cavity.maxY - room.cavity.minY >= 16,
1, string.Format(ROOMS.CRITERIA.CEILING_HEIGHT.NAME, "16"), string.Format
(ROOMS.CRITERIA.CEILING_HEIGHT.DESCRIPTION, "16"), null);
// Token: 0x040054EA RID: 21738
public static RoomConstraints.Constraint CEILING_HEIGHT_6 = new
RoomConstraints.Constraint(null, (Room room) => 1 + room.cavity.maxY - room.cavity.minY >= 24,
1, string.Format(ROOMS.CRITERIA.CEILING_HEIGHT.NAME, "24"), string.Format
(ROOMS.CRITERIA.CEILING_HEIGHT.DESCRIPTION, "24"), null);
// Token: 0x040054EB RID: 21739
public static RoomConstraints.Constraint MINIMUM_SIZE_12 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells >= 48, 1, string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.NAME, "48"), string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.DESCRIPTION, "48"), null);
// Token: 0x040054EC RID: 21740
public static RoomConstraints.Constraint MINIMUM_SIZE_24 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells >= 96, 1, string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.NAME, "96"), string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.DESCRIPTION, "96"), null);
// Token: 0x040054ED RID: 21741
public static RoomConstraints.Constraint MINIMUM_SIZE_32 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells >= 128, 1, string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.NAME, "128"), string.Format
(ROOMS.CRITERIA.MINIMUM_SIZE.DESCRIPTION, "128"), null);
// Token: 0x040054EE RID: 21742
public static RoomConstraints.Constraint MAXIMUM_SIZE_64 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells <= 256, 1, string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.NAME, "256"), string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.DESCRIPTION, "256"), null);
// Token: 0x040054EF RID: 21743
public static RoomConstraints.Constraint MAXIMUM_SIZE_96 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells <= 384, 1, string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.NAME, "384"), string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.DESCRIPTION, "384"), null);
// Token: 0x040054F0 RID: 21744
public static RoomConstraints.Constraint MAXIMUM_SIZE_120 = new
RoomConstraints.Constraint(null, (Room room) => room.cavity.numCells <= 480, 1, string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.NAME, "480"), string.Format
(ROOMS.CRITERIA.MAXIMUM_SIZE.DESCRIPTION, "480"), null);
2、搜索RoomProber
找到229行
if (cavityInfo.numCells <= maxRoomSize)
改成
if (cavityInfo.numCells <= maxRoomSize * 500)
3、搜索RoomProber
找到
int maxRoomSize = TuningData<RoomProber.Tuning>.Get().maxRoomSize;
改成
int maxRoomSize = 500;
☆★☆缩短设施的使用时间☆★☆
☆洗手池☆
1、搜索WashSinkConfig
找到50行
work.workTime = 5f;
5f;修改数值2f;
☆淋浴间☆
1、搜索ShowerConfig
找到50行
shower.workTime = 15f;
15f;修改数值7.5f;
☆除污淋浴间☆
1、搜索DecontaminationShowerConfig
work.workTime = 15f;
15f;修改数值7.5f;
☆饮水机☆
1、搜索WaterCooler
找到228行
public float workTime = 5f;
5f;修改数值2f;
☆餐桌☆
1、搜索DiningTableConfig
buildingDef.WorkTime = 20f;
20f;修改数值10f;
☆户外厕所和抽水☆
1、搜索ToiletWorkableUse
base.SetWorkTime(8.5f);
(8.5f);修改数值(4f);
☆跳舞机☆
1、搜索PhonoboxWorkable
base.SetWorkTime(15f);
(15f);修改数值(7f);
☆游戏机☆
1、搜索ArcadeMachineWorkable
base.SetWorkTime(15f);
(15f);修改数值(7f);
☆咖啡机☆
1、搜索EspressoMachineWorkable
base.SetWorkTime(30f);
(30f);修改数值(15f);
☆榨汁机☆
1、搜索JuicerWorkable
base.SetWorkTime(30f);
(30f);修改数值(15f);
☆汽水☆
1、搜索SodaFountainWorkable
base.SetWorkTime(30f);
(30f);修改数值(15f);
☆机械冲浪板☆
1、搜索MechanicalSurfboardWorkable
base.SetWorkTime(30f);
(30f);修改数值(15f);
☆电话☆
1、搜索TelephoneCallerWorkable
base.SetWorkTime(40f);
(40f);修改数值(20f);
☆垂直风洞☆
1、搜索VerticalWindTunnelWorkable
base.SetWorkTime(90f);
(90f);修改数值(45f);
☆热水浴缸☆
1、搜索HotTubWorkable
base.SetWorkTime(90f);
(90f);修改数值(45f);
☆沙滩椅☆
1、搜索BeachChairWorkable
base.SetWorkTime(150f);
(150f);修改数值(75f);
☆★☆烹饪时长修改☆★☆
1、搜索food
找到276行
public static float SMALL_COOK_TIME = 30f;
public static float STANDARD_COOK_TIME = 50f;
30f;50f;修改数值15f;25f;
☆★☆擦水海绵在水底可以擦☆★☆
1、搜索MopTool
找到105行
public static float maxMopAmt = 150f;
改成
public static float maxMopAmt = float.MaxValue;
☆★☆野生动物下蛋加快☆★☆
1、搜索EntityTemplates
找到294行
def.baseFertileCycles = fertility_cycles;
改成
def.baseFertileCycles = 50f;
☆★☆藻类箱优化☆★☆
1、搜索ALGAEHABITATconfig
storage2.capacityKg = 360f;
storage2.showInUI = true;
storage2.SetDefaultStoredItemModifiers
(AlgaeHabitatConfig.PollutedWaterStorageModifiers);
storage2.allowItemRemoval = false;
storage2.storageFilters = storageFilters;
ManualDeliveryKG manualDeliveryKG = go.AddOrGet<ManualDeliveryKG>();
manualDeliveryKG.SetStorage(storage);
manualDeliveryKG.RequestedItemTag = tag;
manualDeliveryKG.capacity = 90f;
manualDeliveryKG.refillMass = 18f;
manualDeliveryKG.choreTypeIDHash = Db.Get().ChoreTypes.FetchCritical.IdHash;
ManualDeliveryKG manualDeliveryKG2 = go.AddComponent<ManualDeliveryKG>();
manualDeliveryKG2.SetStorage(storage);
manualDeliveryKG2.RequestedItemTag = tag2;
manualDeliveryKG2.capacity = 360f;
manualDeliveryKG2.refillMass = 72f;
manualDeliveryKG2.choreTypeIDHash = Db.Get().ChoreTypes.FetchCritical.IdHash;
KAnimFile[] overrideAnims = new KAnimFile[]
{
Assets.GetAnim("anim_interacts_algae_terarrium_kanim")
};
AlgaeHabitatEmpty algaeHabitatEmpty = go.AddOrGet<AlgaeHabitatEmpty>();
algaeHabitatEmpty.workTime = 5f;
algaeHabitatEmpty.overrideAnims = overrideAnims;
algaeHabitatEmpty.workLayer = Grid.SceneLayer.BuildingFront;
AlgaeHabitat algaeHabitat = go.AddOrGet<AlgaeHabitat>();
algaeHabitat.lightBonusMultiplier = 1.1f;
algaeHabitat.pressureSampleOffset = new CellOffset(0, 1);
ElementConverter elementConverter = go.AddComponent<ElementConverter>();
elementConverter.consumedElements = new ElementConverter.ConsumedElement[]
{
new ElementConverter.ConsumedElement(tag, 0.030000001f, true),
new ElementConverter.ConsumedElement(tag2, 0.3f, true)
};
elementConverter.outputElements = new ElementConverter.OutputElement[]
{
new ElementConverter.OutputElement(0.040000003f, SimHashes.Oxygen,
303.15f, false, false, 0f, 1f, 1f, byte.MaxValue, 0, true)
};
go.AddComponent<ElementConverter>().outputElements = new
ElementConverter.OutputElement[]
{
new ElementConverter.OutputElement(0.29033336f, SimHashes.DirtyWater,
303.15f, false, true, 0f, 1f, 1f, byte.MaxValue, 0, true)
};
ElementConsumer elementConsumer = go.AddOrGet<ElementConsumer>();
elementConsumer.elementToConsume = SimHashes.CarbonDioxide;
elementConsumer.consumptionRate = 0.0003333333f;
elementConsumer.consumptionRadius = 3;
elementConsumer.showInStatusPanel = true;
elementConsumer.sampleCellOffset = new Vector3(0f, 1f, 0f);
elementConsumer.isRequired = false;
PassiveElementConsumer passiveElementConsumer =
go.AddComponent<PassiveElementConsumer>();
passiveElementConsumer.elementToConsume = SimHashes.Water;
passiveElementConsumer.consumptionRate = 1.2f;
passiveElementConsumer.consumptionRadius = 1;
passiveElementConsumer.showDescriptor = false;
passiveElementConsumer.storeOnConsume = true;
passiveElementConsumer.capacityKG = 360f;
passiveElementConsumer.showInStatusPanel = false;
go.AddOrGet<KBatchedAnimController>().randomiseLoopedOffset = true;
go.AddOrGet<AnimTileable>();
Prioritizable.AddRef(go);
}
// Token: 0x06000062 RID: 98 RVA: 0x00004BF4 File Offset: 0x00002DF4
public override void DoPostConfigureComplete(GameObject go)
{
}
// Token: 0x0400004C RID: 76
public const string ID = "AlgaeHabitat";
// Token: 0x0400004D RID: 77
private const float ALGAE_RATE = 0.030000001f;
// Token: 0x0400004E RID: 78
private const float WATER_RATE = 0.3f;
// Token: 0x0400004F RID: 79
private const float OXYGEN_RATE = 0.040000003f;
// Token: 0x04000050 RID: 80
private const float CO2_RATE = 0.0003333333f;
// Token: 0x04000051 RID: 81
private const float ALGAE_CAPACITY = 90f;
// Token: 0x04000052 RID: 82
private const float WATER_CAPACITY = 360f;
改成
storage2.capacityKg = 36f;
storage2.showInUI = true;
storage2.SetDefaultStoredItemModifiers
(AlgaeHabitatConfig.PollutedWaterStorageModifiers);
storage2.allowItemRemoval = false;
storage2.storageFilters = storageFilters;
ManualDeliveryKG manualDeliveryKG = go.AddOrGet<ManualDeliveryKG>();
manualDeliveryKG.SetStorage(storage);
manualDeliveryKG.RequestedItemTag = tag;
manualDeliveryKG.capacity = 9f;
manualDeliveryKG.refillMass = 1.8f;
manualDeliveryKG.choreTypeIDHash = Db.Get().ChoreTypes.FetchCritical.IdHash;
ManualDeliveryKG manualDeliveryKG2 = go.AddComponent<ManualDeliveryKG>();
manualDeliveryKG2.SetStorage(storage);
manualDeliveryKG2.RequestedItemTag = tag2;
manualDeliveryKG2.capacity = 36f;
manualDeliveryKG2.refillMass = 7.2f;
manualDeliveryKG2.choreTypeIDHash = Db.Get().ChoreTypes.FetchCritical.IdHash;
KAnimFile[] overrideAnims = new KAnimFile[]
{
Assets.GetAnim("anim_interacts_algae_terarrium_kanim")
};
AlgaeHabitatEmpty algaeHabitatEmpty = go.AddOrGet<AlgaeHabitatEmpty>();
algaeHabitatEmpty.workTime = 5f;
algaeHabitatEmpty.overrideAnims = overrideAnims;
algaeHabitatEmpty.workLayer = Grid.SceneLayer.BuildingFront;
AlgaeHabitat algaeHabitat = go.AddOrGet<AlgaeHabitat>();
algaeHabitat.lightBonusMultiplier = 1.1f;
algaeHabitat.pressureSampleOffset = new CellOffset(0, 1);
ElementConverter elementConverter = go.AddComponent<ElementConverter>();
elementConverter.consumedElements = new ElementConverter.ConsumedElement[]
{
new ElementConverter.ConsumedElement(tag, 0.01f, true),
new ElementConverter.ConsumedElement(tag2, 0.3f, true)
};
elementConverter.outputElements = new ElementConverter.OutputElement[]
{
new ElementConverter.OutputElement(0.43f, SimHashes.Oxygen, 303.15f,
false, false, 0f, 1f, 1f, byte.MaxValue, 0, true)
};
go.AddComponent<ElementConverter>().outputElements = new
ElementConverter.OutputElement[]
{
new ElementConverter.OutputElement(0.29033336f, SimHashes.DirtyWater,
303.15f, false, true, 0f, 1f, 1f, byte.MaxValue, 0, true)
};
ElementConsumer elementConsumer = go.AddOrGet<ElementConsumer>();
elementConsumer.elementToConsume = SimHashes.CarbonDioxide;
elementConsumer.consumptionRate = 0.3f;
elementConsumer.consumptionRadius = 5;
elementConsumer.showInStatusPanel = true;
elementConsumer.sampleCellOffset = new Vector3(0f, 1f, 0f);
elementConsumer.isRequired = false;
PassiveElementConsumer passiveElementConsumer =
go.AddComponent<PassiveElementConsumer>();
passiveElementConsumer.elementToConsume = SimHashes.Water;
passiveElementConsumer.consumptionRate = 1.2f;
passiveElementConsumer.consumptionRadius = 1;
passiveElementConsumer.showDescriptor = false;
passiveElementConsumer.storeOnConsume = true;
passiveElementConsumer.capacityKG = 36f;
passiveElementConsumer.showInStatusPanel = false;
go.AddOrGet<KBatchedAnimController>().randomiseLoopedOffset = true;
go.AddOrGet<AnimTileable>();
Prioritizable.AddRef(go);
}
// Token: 0x0600006E RID: 110
public override void DoPostConfigureComplete(GameObject go)
{
}
// Token: 0x0600006F RID: 111
public AlgaeHabitatConfig()
{
}
// Token: 0x06000070 RID: 112
static AlgaeHabitatConfig()
{
}
// Token: 0x0400004F RID: 79
public const string ID = "AlgaeHabitat";
// Token: 0x04000050 RID: 80
private const float ALGAE_RATE = 0.01f;
// Token: 0x04000051 RID: 81
private const float WATER_RATE = 0.3f;
// Token: 0x04000052 RID: 82
private const float OXYGEN_RATE = 0.43f;
// Token: 0x04000053 RID: 83
private const float CO2_RATE = 0.3f;
// Token: 0x04000054 RID: 84
private const float ALGAE_CAPACITY = 9f;
// Token: 0x04000055 RID: 85
private const float WATER_CAPACITY = 36f;
☆★☆氧气扩散器优化☆★☆
1、搜索MineralDeoxidizerConfig
buildingDef.EnergyConsumptionWhenActive = 120f;
storage.capacityKg = 330f;
storage.showInUI = true;
ElementConverter elementConverter = go.AddOrGet<ElementConverter>();
elementConverter.consumedElements = new ElementConverter.ConsumedElement[]
{
new ElementConverter.ConsumedElement(new Tag("Algae"), 0.55f, true)
};
elementConverter.outputElements = new ElementConverter.OutputElement[]
{
new ElementConverter.OutputElement(0.5f, SimHashes.Oxygen, 303.15f,
false, false, (float)cellOffset.x, (float)cellOffset.y, 1f, byte.MaxValue, 0, true)
};
ManualDeliveryKG manualDeliveryKG = go.AddOrGet<ManualDeliveryKG>();
manualDeliveryKG.SetStorage(storage);
manualDeliveryKG.RequestedItemTag = new Tag("Algae");
manualDeliveryKG.capacity = 330f;
manualDeliveryKG.refillMass = 132f;
manualDeliveryKG.choreTypeIDHash = Db.Get().ChoreTypes.FetchCritical.IdHash;
}
// Token: 0x04000A5E RID: 2654
private const float ALGAE_BURN_RATE = 0.55f;
// Token: 0x04000A5F RID: 2655
private const float ALGAE_STORAGE = 330f;
// Token: 0x04000A60 RID: 2656
private const float OXYGEN_GENERATION_RATE = 0.5f;
修改成
buildingDef.RequiresPowerInput = true;
buildingDef.EnergyConsumptionWhenActive = 12f;
buildingDef.ExhaustKilowattsWhenActive = 0.9f;
buildingDef.SelfHeatKilowattsWhenActive = 1f;
buildingDef.LogicInputPorts =
// Token: 0x06000FC1 RID: 4033
public override void ConfigureBuildingTemplate(GameObject go, Tag prefab_tag)
{
CellOffset cellOffset = new CellOffset(0, 1);
Prioritizable.AddRef(go);
Electrolyzer electrolyzer = go.AddOrGet<Electrolyzer>();
electrolyzer.maxMass = 1.8f;
electrolyzer.hasMeter = false;
electrolyzer.emissionOffset = cellOffset;
Storage storage = go.AddOrGet<Storage>();
storage.capacityKg = 33f;
storage.showInUI = true;
ElementConverter elementConverter = go.AddOrGet<ElementConverter>();
elementConverter.consumedElements = new ElementConverter.ConsumedElement[]
{
new ElementConverter.ConsumedElement(new Tag("Algae"), 0.55f, true)
};
elementConverter.outputElements = new ElementConverter.OutputElement[]
{
new ElementConverter.OutputElement(0.9f, SimHashes.Oxygen, 303.15f,
false, false, (float)cellOffset.x, (float)cellOffset.y, 1f, byte.MaxValue, 0, true)
};
ManualDeliveryKG manualDeliveryKG = go.AddOrGet<ManualDeliveryKG>();
manualDeliveryKG.SetStorage(storage);
manualDeliveryKG.RequestedItemTag = new Tag("Algae");
manualDeliveryKG.capacity = 33f;
manualDeliveryKG.refillMass = 13.2f;
manualDeliveryKG.choreTypeIDHash = Db.Get().ChoreTypes.FetchCritical.IdHash;
}
// Token: 0x06000FC2 RID: 4034
public override void DoPostConfigureComplete(GameObject go)
{
go.AddOrGet<LogicOperationalController>();
go.AddOrGetDef<PoweredActiveController.Def>();
}
// Token: 0x04000A5D RID: 2653
public const string ID = "MineralDeoxidizer";
// Token: 0x04000A5E RID: 2654
private const float ALGAE_BURN_RATE = 0.05f;
// Token: 0x04000A5F RID: 2655
private const float ALGAE_STORAGE = 33f;
// Token: 0x04000A60 RID: 2656
private const float OXYGEN_GENERATION_RATE = 0.9f;
// Token: 0x04000A61 RID: 2657
private const float OXYGEN_TEMPERATURE = 303.15f;
}
**** Hidden Message *****
提取码:wgo3
☆★☆液泵、气泵抽取速度加快☆★☆
☆液泵☆
1、搜索liquidpumpconfig
go.AddOrGet<Storage>().capacityKg = 20f;
go.AddTag(GameTags.CorrosionProof);
ElementConsumer elementConsumer = go.AddOrGet<ElementConsumer>();
elementConsumer.configuration = ElementConsumer.Configuration.AllLiquid;
elementConsumer.consumptionRate = 10f;
elementConsumer.storeOnConsume = true;
elementConsumer.showInStatusPanel = false;
elementConsumer.consumptionRadius = 2;
改成
go.AddOrGet<Storage>().capacityKg = 200f;
go.AddTag(GameTags.CorrosionProof);
ElementConsumer elementConsumer = go.AddOrGet<ElementConsumer>();
elementConsumer.configuration = ElementConsumer.Configuration.AllLiquid;
elementConsumer.consumptionRate = 100f;
elementConsumer.storeOnConsume = true;
elementConsumer.showInStatusPanel = false;
elementConsumer.consumptionRadius = 4;
☆气泵☆
1、搜索gaspumpconfig
go.AddOrGet<Storage>().capacityKg = 1f;
ElementConsumer elementConsumer = go.AddOrGet<ElementConsumer>();
elementConsumer.configuration = ElementConsumer.Configuration.AllGas;
elementConsumer.consumptionRate = 0.5f;
elementConsumer.storeOnConsume = true;
elementConsumer.showInStatusPanel = false;
elementConsumer.consumptionRadius = 2;
改成
go.AddOrGet<Storage>().capacityKg = 200f;
ElementConsumer elementConsumer = go.AddOrGet<ElementConsumer>();
elementConsumer.configuration = ElementConsumer.Configuration.AllGas;
elementConsumer.consumptionRate = 100f;
elementConsumer.storeOnConsume = true;
elementConsumer.showInStatusPanel = false;
elementConsumer.consumptionRadius = 4;
☆管道☆
1、搜索game
找到176行
this.gasConduitFlow = new ConduitFlow(ConduitType.Gas, Grid.CellCount,
this.gasConduitSystem, 1f, 0.25f);
this.liquidConduitFlow = new ConduitFlow(ConduitType.Liquid, Grid.CellCount,
this.liquidConduitSystem, 10f, 0.75f);
改成
this.gasConduitFlow = new ConduitFlow(ConduitType.Gas, Grid.CellCount,
this.gasConduitSystem, 120f, 110f);
this.liquidConduitFlow = new ConduitFlow(ConduitType.Liquid, Grid.CellCount,
this.liquidConduitSystem, 120f, 110f);
☆气体调节阀☆
1、搜索GasValveConfig
找到42行
valveBase.maxFlow = 1f;
改成
valveBase.maxFlow = 120f;
☆液体调节阀☆
1、搜索LiquidValveConfig
valveBase.maxFlow = 10f;
改成
valveBase.maxFlow = 120f;
☆★☆植物成熟加快☆★☆
1、搜索EntityTemplates
找到181行
float max_age = 2400f
改成
float max_age = 1200f
☆★☆野生植物低于种植周期☆★☆
1、搜索Growing
找到214行
this.baseGrowingRate = new AttributeModifier
(master.maturity.deltaAttribute.Id, 0.0016666667f, CREATURES.STATS.MATURITY.GROWING, false,
false, true);
this.wildGrowingRate = new AttributeModifier
(master.maturity.deltaAttribute.Id, 0.00041666668f, CREATURES.STATS.MATURITY.GROWINGWILD,
false, false, true);
0.00041666668f,修改数值0.041666668f
☆★☆间歇泉单次喷发加速☆★☆
1、搜索GeyserConfigurator
找到300行
float num = 600f / this.GetIterationLength();
600f 修改数值60f
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谢谢大佬~
感谢大大分享!!!
1111111111111 我看看下面写的上面写的好啊
6666666666666666666
感谢楼主分享 回复来看看···
感谢楼主无私分享
66666666666 看看吧,多谢了 提取码? zj8201080 发表于 2024-2-5 14:36
提取码?
提取码在下面,是白色的{:3_116:}
66666666666666666
6666 支持下楼主6666 支持下楼主6666 支持下楼主6666 支持下楼主 感谢分享
萨达大叔大婶
谢谢分享了,支持一下啦 谢谢分享
11111111111111111111111111111
楼主666,感谢感谢
多谢大佬分享
看看隐藏了什么
666666666666
水水水水水水水水水水水水水水水水水水水
好东西,拿走了,临走顶个贴感谢一下楼主!这么好的东西!感谢楼主分享!感谢论坛!