PART1物品 1.1 盔甲 X:\Factorio\data\base\prototypes\item\demo-armor.lua name = "basic-armor",(基础装甲) X:\Factorio\data\base\prototypes\item\armor.lua name = "heavy-armor",(重甲) name = "basic-modular-armor",(基础模块化装甲) name = "power-armor",(能源装甲) name = "power-armor-mk2",(能源装甲2型) 实用条目 type = "armor",(类型) name = "power-armor-mk2",(名称) icon = "__base__/graphics/icons/power-armor-mk2.png",(对应图标位置) flags = {"goes-to-main-inventory"}, resistances = (抗性) { { type = "physical",(物理) decrease = 12.5,(减少数值) percent = 50(减少百分比) }, { type = "acid",(酸蚀) decrease = 12.5, percent = 50 }, { type = "explosion",(爆炸) decrease = 25, percent = 62.5 } }, durability = 20000,(耐久度) subgroup = "armor",(制造面板分组) order = "e",(排序,E为第五位) stack_size = 1,(堆叠大小,该物品最大叠放数量) equipment_grid = {width = 10, height = 10}(包裹大小,能源装甲系列独有,能源装甲内含的空间大小,width为宽, height为高) 以上数值部分可以自行调节 1.2 弹药 X:\Factorio\data\base\prototypes\item\demo-ammo.lua name = "basic-bullet-magazine",(标准弹夹) X:\Factorio\data\base\prototypes\item\ammo.lua name = "piercing-bullet-magazine",(棘轮弹夹) name = "flame-thrower-ammo",(火焰喷射器装甲) name = "rocket",(火箭) name = "explosive-rocket",(爆炸火箭) name = "shotgun-shell",(霰弹) name = "piercing-shotgun-shell",(穿刺霰弹) name = "railgun-dart",(激光炮塔发射出去的激光实体) 实用参数 type = "ammo", name = "basic-bullet-magazine", icon = "__base__/graphics/icons/basic-bullet-magazine.png", flags = {"goes-to-main-inventory"}, ammo_type = { category = "bullet", action = { { type = "direct",(直接伤害) action_delivery = { { type = "instant",(弹药速度级别) source_effects = { { type = "create-entity", entity_name = "explosion-gunshot" } }, target_effects = { { type = "create-entity",(打出的子弹在空中的实体) entity_name = "explosion-gunshot"(实体名称) }, { type = "damage", damage = { amount = 2 , type = "physical"}(伤害数值与类别) } } } } } } }, magazine_size = 10,(每个弹夹包含的弹药数) subgroup = "ammo", order = "a-a", stack_size = 100(堆叠大小) } } ) 特例 火焰喷射器装甲 type = "flame-thrower", explosion = "flame-thrower-explosion", direction_deviation = 0.07,(方向偏差) speed_deviation = 0.1,(速度偏差) starting_frame_deviation = 0.07,(喷射起始效果动画偏差) damage = { amount = 20, type = "fire"}, projectile_starting_speed = 0.2,(喷射速度) starting_distance = 0.6, (开始距离) } 特例 火箭 type = "projectile", projectile = "rocket", starting_speed = 0.1,(启动速度) source_effects = 特例 霰弹 action = ntimes(12,(每次喷射的子弹数量) { type = "direct", action_delivery = { type = "projectile", projectile = "shotgun-pellet", starting_speed = 0.5, (启动速度) direction_deviation = 0.36,(方向偏差) range_deviation = 0.36,(偏差范围) max_range = 16.5,(最大射程) 1.3 胶囊 X:\Factorio\data\base\prototypes\item\capsule.lua name = "basic-grenade",(手雷) name = "poison-capsule",(剧毒胶囊) name = "slowdown-capsule",(减速胶囊) name = "defender-capsule",(防御胶囊) name = "distractor-capsule",(牵引胶囊) name = "destroyer-capsule",(毁灭胶囊) basic-electric-discharge-defense-remote(基本远程防御放电装置) type = "throw",(投掷武器) attack_parameters = { ammo_category = "capsule", cooldown = 30,(冷却时间) projectile_creation_distance = 0.6,(起始抛射距离) range = 15,(投掷范围) ammo_type = …… starting_speed = 0.3 …… stack_size = 100 1.4 枪 X:\Factorio\data\base\prototypes\item\demo-gun.lua name = "pistol",(手枪) name = "submachine-gun",(冲锋枪) name = "flame-thrower",(火焰喷射器) name = "land-mine",(地雷) name = "rocket-launcher",(火箭发射器) name = "shotgun",(霰弹枪) name = "combat-shotgun",(作战霰弹枪) name = "railgun",(电磁炮)前面的弹药说明错误了,不是激光炮塔的子弹实体,就是电磁炮弹药 type = "gun", name = "pistol", …… cooldown = 10,(冷却时间) movement_slow_down_factor = 0.7,(动作减速系数) shell_particle = { name = "shell-particle",(弹壳颗粒) direction_deviation = 0.1,(方向偏差) speed = 0.1,(攻击速度) speed_deviation = 0.03,(速度偏差) center = {0, 0.6}, creation_distance = 0.6,(起始范围) starting_frame_speed = 0.4,(攻击起始速度) starting_frame_speed_deviation = 0.1(起始速度偏差量) }, projectile_creation_distance = 0.6,(攻击起始范围) range = 15,(范围) sound = { { filename = "__base__/sound/gunshot.wav", volume = 0.3(音量,无关) } } }, stack_size = 4(堆叠数量) }, 地雷 damage_radius = 5,(伤害半径) 1.5 物品 这两个文件可以快速替换stack_size = 4,8,16,32,64,128,256,100至任意想替换的物品堆叠数 特例 煤,原木,木材,木箱项皆可作为燃料 fuel_value = "4MJ",(每单位物品可以提供的能量)单位有k,M,G, 特例 鱼 …… type = "damage", damage = {type = "physical", amount = -20}(回复的生命值)对自己造成负的伤害即为回血,负值越大回的血越多 特例 修理包 …… speed = 1,(修理速度) durability = 100,(单位修理包可修复血量) stack_size = 64 …… X:\Factorio\data\base\prototypes\item\demo-item.lua name = "stone-brick",(石砖) name = "raw-wood",(原木) name = "coal",(煤) name = "stone",(石头) name = "iron-ore",(铁矿) name = "copper-ore",(铜矿) name = "wood",(木材) name = "iron-plate",(铁板) name = "copper-plate",(铜板) name = "iron-stick",(铁棍) name = "iron-gear-wheel",(铁齿轮) name = "copper-cable",(铜线) name = "electronic-circuit",(电路板) name = "wooden-chest",(木箱) name = "stone-furnace",(石炉) name = "burner-mining-drill",(热能采掘机) name = "basic-mining-drill",(电能采掘机) name = "basic-transport-belt",(基础传送带) name = "burner-inserter",(热能机械臂) name = "basic-inserter",(电能机械臂) name = "offshore-pump",(抽水泵) name = "pipe",(管子) name = "boiler",(锅炉) name = "steam-engine",(蒸汽机) name = "small-electric-pole",(小电线杆) name = "radar",(雷达) name = "biter-spawner",(虫族产卵者) name = "computer",(电脑) name = "small-plane",(小型飞机) name = "small-lamp",(小灯) name = "alien-artifact",(外星造物) name = "pipe-to-ground",(地下管道) name = "assembling-machine-1",(组装机1型) name = "red-wire",(红色铜线) name = "green-wire",(绿色铜线) name = "raw-fish",(鱼) name = "repair-pack",(修理包) 1.5.2 物品2 特例 固体燃料 fuel_value = "25MJ", 单位提供能量,单位有k,M,G X:\Factorio\data\base\prototypes\item\item.lua name = "iron-chest",(铁箱) name = "steel-chest",(钢箱) name = "smart-chest",(智能箱) name = "fast-transport-belt",(快速传送带 红) name = "express-transport-belt",(极速传送带 蓝) name = "long-handed-inserter",(长臂机械臂 红) name = "fast-inserter",(高速机械臂 蓝) name = "smart-inserter",(智能机械臂 绿) name = "assembling-machine-2",(组装机2型) name = "assembling-machine-3",(组装机3型) name = "solar-panel",(太阳能电板) name = "diesel-locomotive",(火车头) name = "cargo-wagon",(车厢) name = "straight-rail",(直线轨道) name = "curved-rail",(曲型轨道) name = "wall",(墙) name = "car",(车) name = "science-pack-1",(科技包1型 红) name = "science-pack-2",(科技包2型 绿) name = "science-pack-3",(科技包3型 蓝) name = "alien-science-pack",(外星科技包 紫) name = "lab",(实验室) name = "train-stop",(火车站) name = "rail-signal",(铁路信号) name = "steel-plate",(钢板) name = "basic-transport-belt-to-ground",(基础地下传送带 黄) name = "fast-transport-belt-to-ground",(快速地下传送带 红) name = "express-transport-belt-to-ground",(极速地下传送带 蓝) name = "basic-splitter",(基础分离器 黄) name = "fast-splitter",(快速分离器 红) name = "express-splitter",(极速分离器 蓝) name = "advanced-circuit",(高级电路) name = "processing-unit",(处理器) name = "logistic-robot",(后勤机器人) name = "construction-robot",(建造机器人) name = "logistic-chest-passive-provider",(物流智能箱 被动供应型 红) name = "logistic-chest-active-provider",(物流智能箱 主动供应型 紫) name = "logistic-chest-storage",(物流智能箱 主动储存型 黄) name = "logistic-chest-requester",(物流智能箱 被动储存型 蓝) name = "rocket-defense",(火箭防御) name = "roboport",(机器人指挥中心) name = "coin",(硬币,未实装) name = "big-electric-pole",(大型电线杆) name = "medium-electric-pole",(中型电线杆) name = "substation",(变电站) name = "basic-accumulator",(基础蓄电器) name = "steel-furnace",(钢炉) name = "electric-furnace",(电炉) name = "basic-beacon",(插件效果分享塔) name = "storage-tank",(储液罐) name = "small-pump",(小型泵) name = "blueprint",(蓝图) name = "deconstruction-planner",(拆除计划) name = "pumpjack",(油井) name = "oil-refinery",(精炼厂) name = "chemical-plant",(化工厂) name = "sulfur",(硫) name = "empty-barrel",(空桶) name = "crude-oil-barrel",(原油桶) name = "solid-fuel",(固体燃料) name = "plastic-bar",(塑料) name = "engine-unit",(发动机 白) name = "electric-engine-unit",(电能发动机 红) name = "explosives",(炸药) name = "battery",(电池) name = "flying-robot-frame",(飞行机器人框架) 1.6 工具 X:\Factorio\data\base\prototypes\item\demo-mining-tools.lua name = "iron-axe",(铁斧) …… damage = { amount = 5 , type = "physical"}(伤害) …… durability = 4000,(耐久度) subgroup = "tool", order = "a-a", speed = 2.5,(速度) stack_size = 32(堆叠数量) X:\Factorio\data\base\prototypes\item\mining-tools.lua name = "steel-axe",(钢斧) 同上 1.7 能源装甲装备 X:\Factorio\data\base\prototypes\item\equipment.lua name = "solar-panel-equipment",(太阳能电板装备 name = "fusion-reactor-equipment",(小型聚变反应堆 name = "energy-shield-equipment",(能量护盾 name = "energy-shield-mk2-equipment",(能量护盾2型 name = "battery-equipment",(储能电池 name = "battery-mk2-equipment",(储能电池2型 name = "basic-laser-defense-equipment",(个人激光防御 name = "basic-electric-discharge-defense-equipment",(基本放电防御装置 name = "basic-exoskeleton-equipment",(外骨骼装置 name = "night-vision-equipment",(夜视镜 1.8 炮塔 X:\Factorio\data\base\prototypes\item\demo-turret.lua name = "gun-turret", 机枪炮塔 X:\Factorio\data\base\prototypes\item\turret.lua name = "small-worm-turret",( 小虫炮 NPC name = "medium-worm-turret",( 中虫炮 NPC name = "laser-turret",( 激光炮塔 1.9 模块(重点)~~~ name = "speed-module",(速度模块1 ……-2",(速度模块2 ……-3",(速度模块3 …… effect = { speed = {bonus = 0.2}, consumption = {bonus = 0.5}} 速度增加比率,能量消耗增加比率,0.2即*1.2 …… name = "effectivity-module",(节能模块1……同上 …… effect = { consumption = {bonus = -0.3}},能量消耗增加比率,负值即为减少 …… name = "productivity-module",(生产力模块1……同上 …… effect = { productivity = {bonus = 0.04}, consumption = {bonus = 0.4}, pollution = {bonus = 0.3}, speed = {bonus = -0.15}}, 产量增加比例,能量消耗增加比例,速度增加比例,负值即为减少 …… function productivitymodulelimitation() 这边下边是可以运用模块的设备,可以通过调节实体参数或者添加条目给设备 增加插件槽位 return {"sulfuric-acid", …… 2.1 创建地图的资源 X:\Factorio\data\base\prototypes\entity\demo-resources.lua name = "copper-ore",(铜矿) name = "iron-ore",(铁矿) name = "coal",(煤) name = "stone",(石头) …… hardness = 0.9,(强度) mining_particle = "copper-ore-particle",(开采颗粒) mining_time = 2,(开采时间) result = "copper-ore" …… collision_box = {{ -0.1, -0.1}, {0.1, 0.1}},(物体碰撞框架,与我们无关) selection_box = {{ -0.5, -0.5}, {0.5, 0.5}},(选择框体,与我们无关) autoplace = { control = "copper-ore", sharpness = 1,(清晰度) richness_multiplier = 1300000,(富饶情况下的资源倍数,越高越好) richness_base = 3500,(富饶情况下的资源基础,越高越好,前后两者相乘效果更好) size_control_multiplier = 0.06,(大小的倍数) peaks = { …… stage_counts = {1000, 600, 400, 200, 100, 50, 20, 1},(矿源处于不同阶段的图标样式) stages = { filename = "__base__/graphics/entity/copper-ore/copper-ore.png", priority = "extra-high",(优先级) frame_width = 38, (图像高宽,无关) frame_height = 38, ( frame_count = 4, ( direction_count = 8 ( }, map_color = {r=0.803, g=0.388, b=0.215}(颜色) X:\Factorio\data\base\prototypes\entity\resources.lua name = "crude-oil",(原油) …… infinite = true,(是否为无限资源) minimum = 7500,(最小值) normal = 75000,(正常值) minable = { hardness = 1, mining_time = 1, results = { { type = "fluid", name = "crude-oil", amount_min = 2,(最小值的时候输出) amount_max = 2,(最大值的时候输出) probability = 1(概率) …… control = "crude-oil", (同上) sharpness = 1, max_probability = 0.04, richness_multiplier = 15000000, richness_base = 50000, size_control_multiplier = 0.06, peaks = 2.2 能源装甲内装置 X:\Factorio\data\base\prototypes\entity\equipment\equipment.lua name = "night-vision-equipment",(夜视镜) name = "energy-shield-equipment",(能量护盾) name = "energy-shield-mk2-equipment",(能量护盾2型) name = "battery-equipment",(储能电池) name = "battery-mk2-equipment",(储能电池2型) name = "solar-panel-equipment",(太阳能电板装备) name = "fusion-reactor-equipment",(小型聚变反应堆) name = "basic-laser-defense-equipment",(个人激光防御) name = "basic-electric-discharge-defense-equipment",(基本放电防御装置) name = "basic-exoskeleton-equipment",(外骨骼装置) 可调试条目为 大小 shape =(占用能源护甲内的大小) { width = 3,(宽) height = 2,(高) type = "full" }, filename = "__base__/graphics/equipment/battery-equipment.png",(图像来源与实际在游戏中图标的大小,需要配合前 面调节,所有实体大小都可以如此调整) width = 32, height = 64, priority = "medium"(优先级) buffer_capacity = "120J",(电能缓冲容量) input_flow_limit = "120W",(能量注入上限) energy_input = "10W"(能量输入速度) max_shield_value = 50,(能量护盾独有,护盾值) energy_per_shield = "20J"(能量护盾独有,每单位护盾需要的能量) output_flow_limit = "10KW",(能量输出速度 储存电池特有) power = "10W"(能量产生速度,太阳能电板跟小型聚变装置特有) cooldown = 20,(个人防御设备特有,冷却时间) damage_modifier = 1,(伤害修正,个人防御设备特有) energy_consumption = "100J",(能源消耗,个人防御设备特有,攻击时的能源消耗) perimeter = 10,(攻击半径) starting_speed(发动速度) speed = 1,(攻击速度) movement_bonus = 0.3(移动速度增加比率,外骨骼装置特有,0.3即*1.3) 2.3 开采设备 实体建筑,造物可以更改参数条目达到很多效果,比如加快物体动画效果的速度,比如将电能设备与热能设备相互变换,给 没有模块插槽的建筑加上模块插槽,当然这需要在之前所说的模块物品项目中添加进可使用实体,具体可以自己琢磨 X:\Factorio\data\base\prototypes\entity\demo-mining-drill.lua name = "burner-mining-drill",(热能开采器) …… minable = {mining_time = 1, result = "burner-mining-drill"},把放置在地上的建筑捡回来的速度,捡回来是什么东西 ,你也可以设置成把热能开采器捡起来以后是个实验室,诸如此类 max_health = 100,(HP) …… mining_speed = 0.35,(采矿速度) …… type = "burner",(燃烧) effectivity = 1,(转化损耗) fuel_inventory_size = 1,(燃料格数) emissions = 0.1 / 3,(排放烟的速度) smoke = { { name = "smoke", deviation = {0.1, 0.1},(差值) frequency = 1(频率) …… energy_usage = "300kW",(能量消耗速度) mining_power = 2.5,(开采强度) …… animation_speed = 0.5,(动画速度) …… resource_searching_radius = 0.99,(资源搜索范围,为采掘器边缘向外延展格数) name = "basic-mining-drill",(电能采掘器) …… module_slots = 3,(模块插槽) …… 其他条目同上 X:\Factorio\data\base\prototypes\entity\mining-drill.lua name = "pumpjack",(油井) …… base_area = 1,(基础开采面积为1) …… 其他条目同上 2.4杂项 未列出的文件夹内文件为无关主要修改内容的文件 X:\Factorio\data\base\prototypes\entity\demo-doodads.lua 装饰品,珊瑚,绒毛,星点等 X:\Factorio\data\base\prototypes\entity\demo-projectiles.lua 虫族的唾#液, acceleration = 0.005,(加速度) damage = {amount = 10, type = "acid"}(伤害数值,伤害类型) X:\Factorio\data\base\prototypes\entity\demo-particles.lua 碎屑,挖矿时周围掉落的沫,与弹壳类似 X:\Factorio\data\base\prototypes\entity\demo-remnants.lua 残骸 time_before_removed = 60 * 60 * 15, -- 15 minutes(存在时间,修改后两个数字同步即可) :\Factorio\data\base\prototypes\entity\demo-trees.lua 树,可以修改树的HP,开采速度,开采量,图样等等 2.5 炮塔含虫族攻击单位 X:\Factorio\data\base\prototypes\entity\demo-turrets.lua name = "small-worm-turret",(小型虫族炮塔 NPC) max_health = 200,(生命值) …… healing_per_tick = 0.01,(生命恢复速度) …… folded_speed = 0.01,(伸缩头速度1) …… prepare_range = 25,(视野) preparing_speed = 0.025,(开始准备时间) preparing_animation = small_worm_preparing,(动画效果) prepared_speed = 0.015,(准备完成时间) …… starting_attack_speed = 0.03,(开始攻击速度) starting_attack_animation = small_worm_starting_attack,(动画效果) ending_attack_speed = 0.03,(结束攻击速度) …… folding_speed = 0.015,(伸缩头速度2) …… ammo_category = "bullet",(发射物效果) cooldown = 15,(冷却时间) range = 17,(射程) projectile_creation_distance = 1.8,(子弹被发射的初始距离) …… starting_speed = 0.5(发射物速度) …… name = "gun-turret",(机枪炮塔) …… max_health = 200,(HP) …… rotation_speed = 0.015,(转速) preparing_speed = 0.08,(准备攻击速度) folding_speed = 0.08,(伸缩头速度) dying_explosion = "huge-explosion",(爆炸效果) inventory_size = 1,(弹药仓格数) automated_ammo_count = 10,(自动装弹发数,打出多少发后装弹) …… ammo_category = "bullet",(弹药效果) cooldown = 6,(冷却时间) …… name = "shell-particle",(散落在周围的弹壳数据) direction_deviation = 0.1, speed = 0.1, speed_deviation = 0.03, center = {0, 0.6}, creation_distance = 0.6, starting_frame_speed = 0.2, starting_frame_speed_deviation = 0.1 }, range = 17,(攻击范围) name = "small-worm-corpse",(小型虫族尸体 可以修改动画速度,动画效果,等等) X:\Factorio\data\base\prototypes\entity\turrets.lua name = "medium-worm-turret",(中型虫族炮塔 NPC) name = "big-worm-turret",(大型虫族炮塔) 大部分同小型虫族炮塔条目 特有条目 resistances =(抗性,参照前面能源装甲注释) { { type = "physical", decrease = 4, }, { type = "explosion", decrease = 5, percent = 15, …… rotation_speed = 1,(转速) …… ammo_category = "rocket",(发射物种类) cooldown = 100,冷却 range = 20,(距离) projectile_creation_distance = 1.9,(发射物起始距离) damage_modifier = 3,(伤害倍数) name = "laser-turret",(激光炮塔 重要) 大多同普通机枪炮塔,没有弹药仓 特有条目 energy_consumption = "1kJ",(发射炮弹的能量消耗) …… type = "projectile", projectile = "laser", starting_speed = 0.28(子弹速度) …… buffer_capacity = "200kJ",(炮塔能储存的电量) input_flow_limit = "100kW",(充电速度) drain = "6kW",(待机消耗) …… ammo_category = "electric",(弹药效果) cooldown = 20,(冷却) damage = 2,(伤害) damage_modifier = 2,(伤害倍数,这里是我自己添加,本身没有倍数) projectile_center = {0, 0}, projectile_creation_distance = 0.6, range = 100,(射程) sound = name = "medium-worm-corpse",(中型虫族炮塔尸体) name = "big-worm-corpse",(大型虫族炮塔尸体) 同小型虫族炮塔尸体 2.6 虫族 小型虫族在下面建筑部分文件中 X:\Factorio\data\base\prototypes\entity\enemies.lua name = "medium-biter",(中型虫族) name = "big-biter",(大型虫族) max_health = 75,(HP) …… resistances = (抗性) { { type = "physical", decrease = 4, }, { type = "explosion", percent = 10 …… healing_per_tick = 0.01,(生命恢复速度) …… distraction_cooldown = 300,(分散注意力的冷却时间) …… ammo_category = "melee",(攻击类型,近战) ammo_type = make_unit_melee_ammo_type(15),(攻击动画) range = 1,(攻击距离) cooldown = 35,(冷却时间) …… vision_distance = 30,(视野距离) movement_speed = 0.185,(移动速度) distance_per_frame = 0.15,(移动动作每一帧移动的距离) -- in pu pollution_to_join_attack = 1000,(接触到多少污染值开始攻击) name = "medium-biter-corpse",(中型虫族尸体) name = "big-biter-corpse",(大型虫族尸体) 同虫族炮塔尸体 2.7.1 主要实体建筑 重要,需要被修改的建筑基本都在这里 name = "player",(玩家) …… max_health = 200,(HP) healing_per_tick = 0.01,(恢复速度) …… inventory_size = 80,(物品栏格数,不要超过显示屏范围) running_speed = 0.15,(奔跑速度) distance_per_frame = 0.13,(奔跑动作每一帧移动的距离) …… light =(人物周围明暗) { { minimum_darkness = 0.3,(最低暗度) intensity = 0.4,(强度) size = 25,(半径) …… mining_speed = 0.01,(人物自身采集物品速度) |
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