重建僵尸大陆3吧 关注:635贴子:3,772
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关于自制mod (手动滑稽)

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由于制作者只公开了一部分设置代码(移步秋冥月大神的帖子),因此自制mod非常的鸡肋,高玩可以自己修改config.ini文件,这个自制mod只能省掉一些又开又关的繁琐,毕竟config.ini放的位置不对


IP属地:辽宁1楼2017-02-08 08:57回复

    外网的mod文件都长这样,楼主也不知其中有什么玄机。楼主认为只要后缀是.bin就可以运行


    IP属地:辽宁2楼2017-02-08 08:58
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      自制步骤:
      1.新建一个txt文本文档
      2.在里面输入
      mod_type = config
      mod_name = Always find Equipment!(或者你喜欢的什么)
      mod_description = You always find equipment while scavenging.(或者你喜欢的什么)
      变量名=……就行了(这攻略简略的楼主都害羞了⁄(⁄ ⁄•⁄ω⁄•⁄ ⁄)⁄)


      IP属地:辽宁3楼2017-02-08 09:01
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        艾特点亲朋好友来帮(cheng)忙(cheng)测(chang)试(mian)
        @punk4ge @shenyinglin


        IP属地:辽宁4楼2017-02-08 09:06
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          楼主自制的自动导入config.ini文件模组,算是懒人包吧
          链接: https://pan.baidu.com/s/1bpIfiur
          提取密码: yicc


          IP属地:辽宁5楼2017-02-08 09:45
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            想要自制语言模组的(应该没有吧?)参考链接http://rebuildgame.com/mods.php
            或实例mod_type = language
            mod_name = French Event
            mod_description = Google Translated French of one random event
            mod_language_name = Français
            mod_locale_id = ES
            # Original English:
            # randomDeath_title = [FormalName] died
            # randomDeath_1 = [Name] was killed by {1} today while [missioning].\n\n
            # We'll miss [him]... Can I have [his] {2}?
            # This is what it looks like in the game:
            # Jane Smith died
            # Jane was killed by roamers today while scavenging.
            # We'll miss her... Can I have her guitar?
            # En Français:
            randomDeath_title = [FormalName] est morte
            randomDeath_1 = [Name] a été tué aujourd'hui par des {1} tandis [missioning].\n\n
            [g|Il|Elle] va nous manquer... Puis-je avoir son {2}?


            IP属地:辽宁6楼2017-02-08 09:47
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              开一个召唤楼吧(⊙﹏⊙)b @打酱油非我莫属


              IP属地:辽宁8楼2017-02-16 21:08
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                这里是部分源码,楼主做了些微调:
                ;Part 1 - Difficulty
                ;[difficulty]
                ; these are all length-5 arrays for the five difficulties:
                ; EASY, NORMAL, CHALLENGING, HARD, IMPOSSIBLE
                ; How many survivors are initially on the map for each passable nonfort square
                COLINS_PER_SQUARE = 0.30, 0.30, 0.30, 0.25, 0.20
                ; How often survivors join up randomly in survivor arrives type events
                SURVIVOR_ARRIVES_MULTIPLIER = 1.25, 1, 1, 0.75, 0.50
                ; Added to every survivor's level during all skill checks
                COLIN_BONUS_LEVELS = 1, 0, 0, 0, 0
                ; Game starts with this much food
                STARTING_FOOD = 50, 50, 50, 35, 25
                ; All survivors are created with this happiness, except the main leader
                STARTING_HAPPY = 100, 75, 50, 35, 25
                ; Extra zombies in the squares beside the fort at the start of the game
                EXTRA_ADJACENT_STARTING_ZOMBIES = 0, 1, 2, 6, 10
                ; How many zombies can there be max on one square at the same time?
                MAX_ZOMBIES_PER_SQUARE = 50, 75, 100, 150, 180
                ; How many zombies spawn on each square (away from the fort)
                ZOMBIE_SPAWN_MULTIPLIER = 0.17, 0.50, 1.50, 2.00, 3.25
                ; Zombie unit strength is 50 * this
                ZOMBIE_UNIT_STRENGTH_MULTIPLIER = 0.10, 0.50, 1.00, 1.70, 2.50
                ; How many days between regular zombie units spawning or attacking, halved while swarming
                DAYS_BETWEEN_ZOMBIE_UNITS = 8, 4, 4, 3, 3
                ; The number of days between mobile horde spawns, halved while swarming
                DAYS_BETWEEN_MOB_SPAWN = 20, 13, 12, 11, 10
                ; How strong are mobile zombie hordes?
                MOB_STRENGTH_MULTIPLIER = 0.50, 0.75, 1, 1.50, 2.00
                ; How quickly faction strength increases naturally over time
                FACTION_STRENGTH_MULTIPLIER = 0.10, 0.25, 1, 1.50, 2.00
                ; How much food does a one square farm produce per day
                BASE_FOOD_PER_FARM = 2.50, 2.00, 1.50, 1.50, 1.00
                ; How miserable are survivors in the lategame
                LATEGAME_UPSET_MULTIPLIER = 0.25, 0.75, 1.00, 1.50, 2.00
                ; How often do negative events occur compared to other events
                BAD_EVENTS_FREQUENCY = 0.25, 0.75, 1.00, 1.00, 1.50
                ; How quickly do the survivors gain skill
                EXPERIENCE_MULTIPLIER = 2.00, 1.00, 0.80, 0.75, 0.50
                ; How often do any random events happen
                EVENT_FREQUENCY_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00
                ; How many zombies on each square when the game starts
                STARTING_ZOMBIES_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00
                ; Police stations and banks give this much bonus defense
                DEFENSIVE_BUILDING_BONUS = 10, 10, 10, 10, 10
                ; Towers give this much bonus defense
                UPGRADE_TOWER_BONUS = 5, 5, 5, 5, 5
                ; Bunkers give this much bonus defense
                UPGRADE_BUNKER_BONUS = 10, 10, 10, 10, 10
                ; Turrets give this much bonus defense
                UPGRADE_TURRET_BONUS = 15, 15, 15, 15, 15
                ; When the average edge square reaches this, the fort's at max defense
                MAX_AVERAGE_FORT_DEFENSE = 50, 50, 50, 50, 50,
                ; Fertilizer tech gives this much extra food per farm square
                FERTILIZER_FOOD_BONUS = 0.50, 0.50, 0.50, 0.50, 0.50
                ; Reclaim missions can't happen if there are more than this many zombies on a square
                RECLAIM_MAX_ZOMBIES = 0, 0, 0, 0, 0
                ; Colins carried over to the next city will be nerfed to this level
                DREAM_TEAM_MAX_LEVEL = 5, 5, 5, 5, 5
                ; What survivor level are backstories awarded
                BACKSTORY_LEVEL_1 = 4, 4, 4, 4, 4
                ; What survivor level are backstories awarded
                BACKSTORY_LEVEL_2 = 7, 7, 7, 7, 7
                ; What survivor level are backstories awarded
                BACKSTORY_LEVEL_3 = 10, 10, 10, 10, 10
                ; Amount of total food, fuel etc that raiders take
                PERCENT_STEALABLE_RESOURCE = 0.25, 0.50, 0.50, 0.50, 0.75
                ; How much food raiders can take max, medicine is 1/2, bombs 1/10, based on their food value
                MAX_STEALABLE_RESOURCE = 20, 40, 40, 40, 60
                ; How long do we have to wait before meeting with a faction or trading at their fort again
                MIN_DAYS_BETWEEN_MEET_TRADE = 3, 3, 3, 3, 3
                ; Building materials at the start of the game
                STARTING_MATERIALS = 20, 20, 20, 20, 20
                ; Ammunition at the start of the game
                STARTING_AMMO = 10, 10, 10, 10, 10
                ; Fuel at the start of the game
                STARTING_FUEL = 5, 5, 5, 5, 5
                ; Medicine at the start of the game
                STARTING_MEDICINE = 5, 5, 5, 5, 5
                ; Even with no apartments or suburbs, can still house this many survivors
                BASE_HOUSES = 2, 2, 2, 2, 2
                ; How many survivors can live in an apartment or 1x1 suburb
                HOUSES_PER_SQUARE = 2, 2, 2, 2, 2
                ; Any roll for injury vs death has at minimum this chance to be injury
                INJURY_CHANCE_BASE = 0.50, 0.25, 0.25, 0.25, 0.10
                ; Injury vs death rolls will be injury if someone died within this many days
                DAYS_BETWEEN_DEATHS = 10, 5, 5, 5, 0
                ; The amount of food eating one person gives you. Dogs are half.
                FOOD_PER_BODY = 10, 10, 10, 10, 10
                ; Gifting this value during a trade will net the most respect possible from even the strongest faction
                MAX_TRADE_GIFT = 100, 100, 100, 100, 100
                ; how many regular zombies it takes to become an attack-ready unit
                MIN_ZOMBIES_PER_UNIT = 5, 5, 5, 5, 5
                ; Number of attacks or missions takes it takes to use up one unit of ammo per gun
                USES_PER_AMMO = 3, 3, 3, 3, 3
                ; like usesPerAmmo, how many uses does a single unit of bath salts get you
                USES_PER_BATHSALT = 2, 2, 2, 2, 2
                ; A survivor loses this much (0-100) happiness if they are injured
                SELF_HAPPINESS_LOSS_FROM_INJURY = 20, 20, 20, 20, 20
                ; All friends lose this much (0-100) happiness when somebody dies; relatives lose double
                FRIEND_HAPPINESS_LOSS_FROM_DEATH = 20, 20, 20, 20, 20
                ; The entire fort loses this much happiness if a building is lost in an attack
                TOTAL_HAPPINESS_LOSS_FROM_BUILDING_LOSS = 5, 5, 5, 5, 5
                ; How many zombies per turn a trap kills
                TRAP_ZED_PER_DAY = 5, 5, 5, 5, 5
                ; How many zombies per turn an upgraded trap kills
                TRAP2_ZED_PER_DAY = 10, 10, 10, 10, 10
                ; How many zombies per turn an attractor pulls in
                ATTRACTOR_ZED_PER_DAY = 5, 5, 5, 5, 5
                ; Regular zombie units will spawn faster until this many are on the map
                MIN_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00
                ; How many regular zombie units can be on the map at once
                MAX_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00
                ; How strong should factions be at the start of the game
                FACTION_STARTING_STRENGTH_MULTIPLIER = 0.25, 0.25, 0.25, 0.25, 0.25
                ; How often recruits are leaders compared to other skills
                COLIN_LEADER_FREQUENCY = 1, 1, 1, 1, 1
                ; How often recruits are soldiers compared to other skills
                COLIN_SOLDIER_FREQUENCY = 3, 3, 3, 3, 3
                ; How often recruits are scavengers compared to other skills
                COLIN_SCAVENGER_FREQUENCY = 2, 2, 2, 2, 2
                ; How often recruits are builders compared to other skills
                COLIN_BUILDER_FREQUENCY = 2, 2, 2, 2, 2
                ; How often recruits are engineers compared to other skills
                COLIN_ENGINEER_FREQUENCY = 1, 1, 1, 1, 1


                IP属地:辽宁12楼2017-06-27 18:29
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                  ;Part 2 - Config
                  ;[config]
                  ; these are mostly set to false by default, set to true to do wacky debug things
                  ; Show debug text, log additional info (TRUE for beta)
                  DEBUG_MODE = true
                  ; Start any mission, finish missions immediately, tons of survivors, etc etc
                  CRAZY_EASY = false
                  ; Makes the game load faster but zooming initially slower
                  DISABLE_PRERENDERING = false
                  ; Automatically continue your last savegame when the game starts
                  FORCE_AUTOLOAD = false
                  ; Same as muting
                  DISABLE_MUSIC = false
                  ; Same as muting
                  DISABLE_SOUND = false
                  ; Do not save debugging info to harddrive
                  DISABLE_COOKIE_LOGGING = false
                  ; "judgment", "dahlias" etc to include that faction on new maps, null for none
                  FORCE_FACTION = null
                  ; Disable achievements, highscores etc
                  DISABLE_EXTENSIONS = false
                  ; Zombie and faction units appear but do not attack
                  DISABLE_ALL_ATTACKS = false
                  ; No pop up events
                  DISABLE_RANDOM_EVENTS = false
                  ; Always injuries or deaths when there could be one
                  EVERYBODY_HURTS = false
                  ; No deaths or injuries due to danger
                  NOBODY_HURTS = false
                  ; All injury vs death rolls are injury
                  ONLY_INJURIES = false
                  ; All injury vs death rolls are death
                  ONLY_DEATHS = false
                  ; Remove fog of war and tinting, for taking pretty screenshots
                  BRIGHT_MAP = false
                  ; No fog, bodies, icons, etc
                  FAST_MAP = false
                  ; Create lots of children
                  MANY_BABBIES = false
                  ; Random events can fire again immediately
                  IGNORE_COOLDOWNS = false
                  ; "factions", "policies", or "order" to limit to one kind of random event, null for all
                  ONLY_ALLOWED_EVENTS = null
                  ; Everything can happen on day one
                  IGNORE_START_DAYS = false
                  ; Makes leaving mission available
                  ALWAYS_LEAVING = false
                  ; Put colored squares behind all bitmaps
                  SHOW_BITMAP_BGS = false
                  ; No 4096x4096 textures on better machines
                  DISABLE_BIG_TEXTURES = false
                  ; Overrides DISABLE_PRERENDERING on mobile
                  FORCE_PRERENDERING = false
                  ; -1 for random, or 711287 etc to set the random seed for the city
                  NONRANDOM_SEED = -1
                  ; Don't show recruit icons on the map
                  HIDE_RECRUITMENT = false
                  ; Only keep one zoom size, makes zooming slower, saves ram
                  DISABLE_ATLAS_CACHING = false
                  ; Do not add roads under buildings on map, done in atlas
                  HIDE_ROADS = false
                  ; "baselineConstrained" etc, null defaults to "auto"
                  FORCE_STAGE3D_PROFILE = null
                  ; Always disabled in mobile by ConfigAir
                  DISABLE_ZOOMING = false
                  ; No zombies or bodies on the map, fewer zoom levels etc
                  FORCE_LIGHT_GRAPHICS = false
                  ; Menus don't slide in, etc
                  FORCE_LIGHT_ANIMATIONS = false
                  ; Turn down vector quality to speed up gameplay
                  FORCE_LOW_QUALITY = false
                  ; Random events every day
                  LOTSA_EVENTS = false
                  ; No regular zombie units
                  DISABLE_ZOMBIE_UNITS = false
                  ; No mobile zombie hordes
                  DISABLE_ZOMBIE_MOBS = false
                  ; Factions make a unit every day
                  CONSTANT_FACTION_UNITS = false
                  ; No factions in new maps and factions don't advance
                  DISABLE_FACTIONS = false
                  ; Zombie units spawn and attack every day
                  CONSTANT_ATTACKS = false
                  ; Create tons of survivors and equipment at game start
                  LOTSA_COLINS = false
                  ; Overrides Player setting
                  DISABLE_TUTORIAL = false
                  ; Also set via config menu
                  HIDE_UNITS = false
                  ; New maps are only farms of various dimensions
                  ALL_FARMS = false
                  ; Always get equipment while scavenging
                  EQUIPMENT_ABOUNDS = false
                  ; No fog
                  DISABLE_FOGOFWAR = false
                  ; No policies
                  DISABLE_POLICIES = false
                  ; Show zombie count on map squares
                  SHOW_SQUARE_ZED = ture
                  ; Show coords on map squares
                  SHOW_SQUARE_INFO = false
                  ; May still autosave during important events
                  DISABLE_AUTOSAVE_TIMER = false
                  ; Start nearly all reclaimed
                  HELLA_RECLAIMED = false
                  ; Don't show debug mouseovers even in DEBUG_MODE
                  HIDE_DEBUG_TEXT = false
                  ; Crazy realtime speed
                  SUPERFAST_SPEED = false
                  ; Scout every square, becomes permanent only after save/load
                  ALL_SCOUTED = false
                  ; Reclaim anywhere anytime
                  CRAZY_RECLAIM = false
                  ; Display debug log on the screen, may only work in debug menu
                  SHOW_LOG = false
                  ; Super slow gpu-less rendering
                  FORCE_SOFTWARE_MODE = false
                  ; Never open results event menu for anything
                  DISABLE_RESULTS = false
                  ; Stop all saving auto or otherwise
                  DISABLE_SAVING = false
                  ; Not very playable without a map, but it sure runs fast
                  HIDE_MAP = false
                  ; Might not happen in SPLODE_MODE anyway?
                  DISABLE_AUTOSAVE_ON_EXIT = false
                  ; True for both beta and release
                  DISABLE_GOOGLE_ANALYTICS_LOGGING = false
                  Part 3 - Others
                  How many squares away can mobs and roamers see an attractor
                  ATTRACTOR_MOB_RANGE = 5
                  ; Preaching in a church adds the devout perk to someone on average once this many days
                  PREACH_DEVOUT_DAYS = 60
                  ; Cultist preaching in a church adds the cultist perk to someone on average once this many days
                  PREACH_CULTIST_DAYS = 30
                  ; A child's age (& pregnancy) is the number of days they've been alive divided by this (real life is 365.242)
                  GOAT_YEAR = 90
                  ; Autosave this often. Set to zero to disable autosave.
                  AUTOSAVE_SECONDS = 60
                  ; Chance of a new colin having the DEVOUT perk (main leader priest job overrides to 0.50)
                  PERK_DEVOUT_CHANCE = 0.20
                  ; Chance of a new colin preferring same-sex relationships (anyone can also be bisexual under certain conditions)
                  PERK_SAMESEX_CHANCE = 0.20
                  ; Chance of a new colin having a random starting-level perk
                  PERK_RANDOM_CHANCE = 0.20
                  ; Skin tone weights from light to dark; 7th is not used (rotten); some faces or npcs may override
                  SKIN_WEIGHTS:Array = 0.7, 0.8, 1, 1, 0.7, 0.5, 100
                  ; Random job weights (leader, soldier, scavenger, builder, engineer)
                  SKILL_FREQUENCIES:Array = 1, 3, 2, 2, 1
                  ; How high level should new colins be
                  COLIN_LEVEL_MULTIPLIER = 0.50


                  IP属地:辽宁13楼2017-06-28 17:47
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