Build the world and modify the mining industry
mining and dwarven operation experience
1. Dwarves sleep
there are several conditions for dwarves to sleep,
A: closed house, B: hanging statue, C: one person, one bed, D: the position of the bed should not exceed the space planned by the statue,
A: closed house, the world structure in the game is two layers, one in front and one in back, as shown in the figure,
at the beginning of the game, only one layer of wall was built, so the statue was not closed (the ball on the top of the statue turned yellow). In addition, if the position on the picture was g out, it was considered that it could not be closed, so we should avoid this problem.
the problems of B and C are very simple, not to say much,
D: the position of the bed should not exceed the space planned by the statue.
after the statue is detected, flowing stars will appear on the boundary to show the boundary. The position of the bed should not exceed that boundary. Otherwise, it will not be under the protection of the statue, and the dwarves will not be able to sleep at ease. Finally, the dwarves will be ordered, Then choose "choose dwarves" -- "sleep" and go to sleep obediently.
possible problems:
1. Sometimes the space is closed, and the statue will not change color immediately. Wait a moment, and have a look. If you confirm that the space is OK, you can close the game and go in again.
2. When digging underground, remember that if a wall behind is broken through, Remember to repair immediately (the repair method is to put the soil or stone in the menu below, click the soil, and then point the place to be repaired. The same way is to transform the terrain). If you don't repair it immediately, you will be miserable. You need to fill the map to find a small hole!!!! It's terrible!!!! Remember, remember
2. About upgrading
I saw many friends say that goblin was destroyed at level 5 or 6, which was actually caused by the fact that the dwarves could not return blood without building a shelter before level 3
if the shelter was built before level 3, there would be no problem at all, so my suggestion is: develop underground
because of this, You just need to build a manhole cover (the door should be built after the manhole cover, but also the lock, which is very troublesome). You only need to leave an exit, and you can quickly complete the closed space, so that the dwarves can rest and recover their blood
3. About the running of dwarves
I saw a post before saying: the biggest enemy is not goblin, nor all kinds of monsters, and the biggest enemy is the intelligence of dwarves!!! Always like to stick in the monster pile, really can't hurt
the solution is that at level 2, there will be a sign with a little tortoise on it (coming out with the statue. If you look carefully, it's not a tortoise, it's a little green monster. Anyway, I first feel that it's a tortoise). Put that sign where dwarves always like to run around, so that they won't cross the sign to dangerous places.
4 About mining, collecting
at the beginning of the game, they all rely on dwarves to run around, mining, collecting, slow death!!! Later found that there is magic door this magical thing
it's the magic that appeared at the beginning (the mapping is very troublesome, so it's just described). The blue one has an oval shape in the middle, like an eye. There's a "2" in the lower right corner. This is the magic gate. The starting point of the magic gate is home by default. You only need to consume "2" magic points (at first you thought that the number 2, the logo can only be used twice, but later you know it's not!! Wipe!!! The blue gem with mana in the upper left corner can recover a little in 5 minutes, but if you upgrade, it will be fully recovered. You can also adjust the time of the computer and restart the game, You can open the door in the distance
is it an instant!! Is the instant speed doubled!!!!!! Yes, it's super fast, whether it's mining, or collecting wood, water, or berries.
the general way used by building owners is to cut down the trees in front of the door, transform the potholes into flat ground, and then find a waterside in the distance to transform a large area of land. Anyway, with the portal, there will be a forest farm. The advantage of waterside is that plants grow fast. Do you find that no matter how you refresh the map, the environment and resources will change, but what remains unchanged is a stone mountain at the end of the horizontal axis!! That's our quarry!!!! With the portal, everything has been solved!!!! Therefore, it is not a problem to accumulate resources rapidly in the early stage
there are also mining tips. When mining, first dig a vertical shaft from your hometown (then cut more trees and build more ladders. You can't climb slowly without a ladder, and you won't fall down). And then straight to the left and right sides of the excavation, this process will see a number of mines, in the place of ore ignition, marking, when necessary, directly open transmission to dig down!!! But note that there will be many ants in the hole below. Although the attack power is not high, once the hole is g, there will be a large number of ants. In the early stage, it's better not to try to provoke, at least wait for armor and iron sword to abuse them
5, But there will be some big tasks (that is, tasks with more words), such as fishing, such as using magic compass. When I played the magic compass several times before, I encountered the problem that the magic compass task got stuck, because the magic release has a distance limit. The task is to use magic compass to find the nearest secret room, However, the nearby secret rooms were discovered by me in the early stage of mining, which directly led to the failure of this task. When the card was closed, I had to reopen it, and then I went to the edge area to look for mineral deposits (anyway, there was a portal). After this magic synthesis, I had to release it once to create a tree before I could continue to develop. Then there would be another task, but you can find the secret room again, So the first time you put it, you don't have to look for it. Just put the magic. The second time, you can look for the secret room.
Provide a simple configuration file modification process, for you to want to be dragoon pland Skye's new masochistic game! The following configuration files can be opened with Notepad, but it is recommended to find an XML editing tool to clearly see the hierarchical structure, which is not easy to make mistakes
Part I: game options settings
file path: appdata% dekovicrafttheworldconfig.xml
-
display tag. This is the setting, the width value is the horizontal resolution, the height value is the vertical resolution, the fullscreen is the full screen, and the FPS is the frame value. For example,
< / OL > -
Mining Area: adjustable minerals, such as two coal balls falling out of a coal mine grid or Mithril Shenma falling out... Dirt1234 refers to various colors of soil grid (the harder it is to crack the magma, the color also changes), this area through = & quot; false" Indicates that it will block the movement of the creature
< / OL >
indicates windowed game and uses 1080 × 720 resolution, the default frame value
2. Audio tag. This is the sound setting. It can be adjusted directly in the menu. The 100% volume value is 1.. ambient represents the ambient sound, music represents the background music, and sound represents the voice
3. Game tag. This is the game setting, the first two are important
max_ resources_ Count indicates the maximum number of resources. The default value is 999, that is, whether your item (most likely soil) exceeds or is 999. If you want to change it yourself, such as 9999, then 1K, 1.1k and so on will be displayed when it exceeds 999
pause_ on_ focus_ Lost indicates whether to pause when the window is not activated. By default, true means to pause, and false means that the game can continue even if the window is not activated
Part Two: parameter setting of random map generation
file path:. Levelsdefault.xml
here is a collection of map parameter settings for custom games. For example, caves, reservoirs, high and wide ranges of mountains, the distribution ratio of plants and minerals and the range of strata, etc. are basically unchanged without explanation. The original ones are very good
note: in the data folder, please use the following format: A-M, b-n-p.a-n stands for n a, for example, "wood-4" stands for 4 wood; B-n-p means the probability of losing n B's by P, for example, "torch-2-25" means the probability of losing two torches by 25%
Part Three: parameter setting of destructable objects
file path:. Datablocks.xml
2. Tree area: adjustable trees and shrubs, this area through = & quot; true" It means that the creature can move over without being blocked. Note that the top, trunk and bottom of the tree need to set the treasure dropping resources, which means the top, trunk and bottom of the tree (the part where the root is on the ground) and means what you drop when you chop and where you chop
3. Column area (pillar), furniture area (furniture), construct area (monster building and your building), light area (lamp, light value indicates light illumination range), map object area (map item), other area (other destructible object), weapon area (weapon) do not make much explanation
the former can change the number of Map Resources dropped, the drop probability, the number of props synthesized, and the value of magic potion replenishment in the game; The latter can modify dwarf attributes, health, movement speed, attack ability, monster health, etc.
if you don't understand English, you can translate it online, and you can know what most of them mean
for example:
& lt; healt value=" 10"/& gt; Dwarf's health value can be changed to & lt; healt value=" 100"/& gt;< br />< walk_ speed value=" 80"/& gt; The working speed of dwarves can be changed to value = & quot; 150", But not more than 150
and so on. There are a lot of specific modification details on the Internet, but I won't introce them one by one here
after all, too many modifications will greatly rece the playability of the game. Someone asked me to help him solve the problem of gold coins before, so I gave him a modification to drop 10 gold coins at the same time for each metal mineral. With enough gold coins, he only needs to spend gold coins to buy props in the shop instead of making his own tools.
open the data & # 92 of main.pak; Create. XML, take chicken as an example
...
...
modify the chicken drop code: resources value = & quot; egg-2,feather-2", On behalf of the chicken off 2 eggs and 2 feathers, can be changed into their own lack of things. For example, resources value = & quot; coal-100", It's 100 coal at a time
you can also search for other animals, such as snails, sheep, zombies and so on, and modify their drops.
Create the latest version of the world series software, Download
< UL >
other modifications are similar methods, here is only the method, the specific content of your own look at the specific content of XML, you can explore ~ ~ ~ do not use CE, UE and other professional archive modification software, you can use this method, remember to back up the archive
file location data & # 92; Blocks.xml, such as mud
& lt; block name=" dirt"( Mud) file = & quot; gfx\ level_ tiles\ tile\ dirt_ ground\ dirt_ ground" corner=" gfx\ level_ tiles\ tile\ dirt_ ground\ corner" corner_ group=" 1" corner_ type=" every" extract=" 4" build=" 0" through=" false" resource=" dirt,seed-1-5" crack=" true" border=" dirt1" grass_ border=" grass" draw_ layer=" front_ a1" properties=" apply_ tool1,wave_ idx=3,wave_ idx1=5,dirt,can_ replace,land"& gt;
resource = & quot; dirt,seed-1-5", It is the resources and quantity that can be collected at a time. This means that one soil can be collected at a time, and there is a 5% chance that one seed can be collected; dirt-100,seed-100", It means that 100 soil and 100 seeds can be collected at a time. Search resource = & quot;, I wish I had changed everything. There are iron ore, sand and silver under the mud. I don't know that I can use the Internet
2. Modify things that are dropped by monsters and small animals
file location data & # 92; Create. XML, such as chicken
& lt; creature name=" chick"& gt;< br />
.......
< resources value=" egg-2,feather-2" /& gt;< br />
.......
</ creature>
similar to blicks.xml, for example, resources value = & quot; egg-2,feather-2", A chicken loses two eggs and two feathers at a time; egg-100,feather-100", It is to drop 100 eggs and 100 feathers at a time, and search resources value = & quot;, I wish I had changed everything
3. Modify some settings
file location data & # 92; World.xml
a strange tide in 6 days can shorten the day time to 20 minutes at least. Don't change a wave of strange tide in the evening, otherwise it will be dawn before the strange tide is killed.
the number of strange tide is related to the wave number of strange tide, and the more the strange tide goes back,
& lt; param name=" DayTime" value=" 300"/& gt; The ration of the day
& lt; param name=" NightTime" value=" 200"/& gt; The length of night
& lt; param name=" HealtRestoreTime" value=" 300"/& gt; Life recovery interval of dwarves
& lt; param name=" ManaRestoreTime" value=" 300"/& gt; Tree growth interval
& lt; param name=" NewTreeInterval" value=" 180"/& gt; Interval of magic recovery
1、修改采集的资源
文件位置data\blocks.xml,比如泥巴
<block name="dirt" file="gfx\level_tiles\tile\dirt_ground\dirt_ground" corner="gfx\level_tiles\tile\dirt_ground\corner" corner_group="1" corner_type="every" extract="4" build="0" through="false" resource="dirt,seed-1-5" crack="true" border="dirt1" grass_border="grass" draw_layer="front_a1" properties="apply_tool1,wave_idx=3,wave_idx1=5,dirt,can_replace,land">
里面的resource="dirt,seed-1-5",就是一次能采集到的资源和数量,这个的意思是一次能采到一个泥土,有5%的机会还能采集到一个种子,如果改成resource="dirt-100,seed-100",就表示一次能采集到100个泥土和100个种子,搜索resource=",全改了就好了
2、修改打怪和小动物掉落的东西
文件位置data\creatures.xml,比如鸡
<creature name="chick">
.......
<resources value="egg-2,feather-2" />
.......
</creature>
和blicks.xml差不多,比如掉落是resources value="egg-2,feather-2",表示一只鸡一次掉2个鸡蛋和2个羽毛,改成resources value="egg-100,feather-100",就是一次掉100个鸡蛋和100个羽毛,搜索resources value=",全改了就好了
3、修改矮人的属性
文件位置data\creatures.xml
<creature name="worker">
<params>
<ai value="worker"/>
<!--<height value="57"/>--> 这个<!-- -->是注释,里面的不需要修改的,改了也没用
<height value="40"/> 矮人的高度
<width value="27"/> 矮人的宽度
<!--<ratio value="0.6"/> --> <!--пропорция ширины к высоте-->
<scale value="1"/> <!--скейл для всех анимаций-->
<healt value="10"/> 矮人的生命值
<satiety value="10"/> 矮人的饭量
<walk_speed value="80"/> 矮人走路的速度
<climbs_speed value="40"/> 矮人爬墙的速度
<climbs_ladder_speed value="60"/> 矮人爬梯子的速度
<radius value="4"/>
<fall_height value="3"/> 跌落的高度
<capacity value="3"/> 背包容量
<rest_healt value="40%"/> 剩多少生命的时候去睡觉
<attack value="0.3"/> 矮人的攻击力
<attack_healt value="0.5"/>
<fatal_attack_healt value="0.4"/>
<escape_alone_healt value="0.25"/>
<escape_most_healt value="0.15"/>
<call_help_radius value="12"/>
<water_die_time value="180"/> 多久淹死
<retreat value="3"/> 远程攻击的距离,矮人射箭的时候会后退这个距离
<base_armor value="0.2"/> 矮人的白板装甲
<magic_stuff_end_bone value="staff_end"/>
<fishing_pole_end_bone value="pole_end" />
<resources_end_bone value="for_resurses" />
<shot_time value="1.3"/>
照着注释改就可以了,我一般就是把走路爬墙爬楼梯的速度改成120,然后把背包容量改成6
4、修改魔法消耗
文件位置data\items.xml,比如传送门
<item name="mportal" effect="portal" size="60" properties="magic,magic_portal,time=240,use_mana=2,radius=1" light="4">
这里的time=240,就是魔法的持续时间,最好不要改长,不然传送门会一直在,实际上改短一点反而好控制
use_mana=2就是耗魔,改成1就好了
5、修改科技树
文件位置data\default_techtree.csv
比如我想把收集魔法改成和一开始的石镐石斧一起,就搜索mcollect,然后移动到pick_stone,axe_stone后面,变成pick_stone,axe_stone,mcollect这样技树模式下一开始就能用收集魔法了科技项目之间使用逗号分隔的,大类之间用的是分号这个很重要,因为我们把资源修改多了,砍一棵树或者挖一个地块,会掉出很多资源,一开始的一个矮人会搬很久很久,天一黑就麻烦了
6、修改一些设定
文件位置data\world.xml
里面有很多比如
<param name="DayTime" value="300"/> 白天的时长
<param name="NightTime" value="200"/> 夜晚的时长
<param name="HealtRestoreTime" value="300"/> 矮人生命回复间隔
<param name="ManaRestoreTime" value="300"/> 魔法回复间隔
<param name="NewTreeInterval" value="180"/> 树木生长的间隔
除了魔法回复间隔改成1以外,其它的也不用怎么改
7、修改获得的经验
文件位置data\exp.xml
<exp cmd="crash_block" first="20" value="1" />
<exp cmd="dig_inclusion" first="50" value="2" />
<exp cmd="new_recipe" first="50" value="50" />
<exp cmd="kill_animal" first="20" value="10" />
<exp cmd="kill_monster" first="100" value="50" />
<exp cmd="craft_recipe" first="20" value="3" />
<exp cmd="build_block" first="10" value="2" />
这里的first="20" value="1"就是首次和以后每次获得的经验,稍改大就行了,不然4级一下就到了,就要倒计时了
8、修改升级需要的经验
文件位置data\char_levels.txt
1 0 1
2 100 1
3 500 1
4 1000 2
5 2000 2
6 4000 2
7 8000 2
8 16000 2
9 32000 2
10 64000 2
11 128000 2
12 256000 2
13 512000 2
14 1024000 2
15 2048000 2
16 4096000 2
17 8192000 2
18 16384000 2
19 32768000 2
20 65536000 2
第一个数字是级别,中间的是需要达到的经验,最后一个不知道是什么意思
同样的,4级以前,别改太小,不然倒计时来的早
9、修改配方
文件位置data\recipes.xml,比如火把
<recipe name="torch" ingredients="resin-2,wood-5" proce="torch=4" group="5" require="any-2-deep" save="false" on_read_quest="build_torch" />
proce="torch=4",意思就是一次能造4个火把,因为能修改资源,除了木板、铁块什么需求量很大的物资意外,也没什么可改的
10、修改商店
文件位置data\craft_resources.xml,比如石块
<resource name="stone" title="%StoneT" desc="%StoneD" file="gfx\level_tiles\craft_res\craft_stone_01" build="stone" application="minning" properties="wall" shop_count="5" shop_cost="1" />
这个shop_count="5" shop_cost="1",表示1个金币买5个,因为资源能修改,其实也不怎么需要改