2024年1月18日发(作者:)

流年离伤

流年饥荒控制台指令大全+物品大全+服务器管理命令大全

一键搭建服务器请加qun四九七三九八四四五

LiuNianLiShang

2016

目录

一、服务器操作指令: ........................................................................................................... 2

二、控制台命令函数原型 ....................................................................................................... 6

三、高级控制台命令:请自行翻译 ..................................................................................... 14

四、全部道具配方翻译 ......................................................................................................... 20

五、修改料理食谱(含全部料理精确食谱) ..................................................................... 25

六、常用物品中英文名称 ..................................................................................................... 37

1.材料: .............................................................................................................................. 37

2.工具武器: ...................................................................................................................... 38

3.穿戴: .............................................................................................................................. 40

4.建筑: .............................................................................................................................. 41

5.食物: .............................................................................................................................. 44

6.植物: .............................................................................................................................. 47

7.动物: .............................................................................................................................. 48

8.角色: .............................................................................................................................. 50

一、服务器操作指令:

TheNet:Kick(userid)--踢出用户ID为“userid”的玩家

TheNet:Ban(userid)--禁止用户ID为“userid”的玩家加入

c_save()--立即保存当前世界(一般会在每天早上自动保存)

c_reset(true|false)--true删除当前世界并新建一个全新的世界;false重新加载当前世界。

c_shutdown(true|false)--true保存并关闭当前世界;false不保存直接关闭当前世界

c_rollback() 回档

c_rollback(1) 回滚一个存档

c_rollback(2) 回滚两个存档

c_rollback(3) 回滚三个存档

服务器没有回过档时理论可以回到任何一个档,但是如果回档一次,最多只能往前回5个档

TheNet:SetAllowIncomingConnections(true|false)--true允许他人加入;false阻止任何人加入。

TheNet:SetAllowIncomingConnections(false)

TheNet:SetAllowIncomingConnections(true)

-console -lan -player 6

重新生成世界

c_regenerateworld()

测试模式

c_testruins()

超级上帝模式

c_supergodmode()

-------------------定位----------------------------

GetPlayer().Transform:SetPosition(22,0,33)

地图全开:第一次输入 minimap=TheSim:FindFirstEntityWithTag("minimap")

第二次打开地图输入:

minimap=TheSim:FindFirstEntityWithTag("minimap")

p:ShowArea(0, 0, 0, 10000)

c_listplayers()

-lan -console -player 10

c_announce("大家记好房间名,回一下档")

流年离伤提醒你:卡?把小地图关了吧。。")

c_announce("亲们,重启一下,有点bug,封了那人之后,我也进不去了")

c_announce("不早了,兄弟们都睡觉吧,服务器要关了,晚安")

流年离伤提醒你:复活密码#LNCS,重新选人密码#LNLS,先按u然后输入密码方可")

c_give("faroz_gls")

c_give("scythe")

复活所有人:

for k,v in pairs(AllPlayers) do v:PushEvent('respawnfromghost') end

把所有人聚集在一起:

c_gatherplayers()

传送到任意坐标:例子传送到(64.008,81.882)

GetPlayer().Transform:SetPosition(64.008,0,81.882)

GetPlayer().Transform:SetPosition(101,0,112)

GetPlayer().Transform:SetPosition(73,0,145)

minimap=TheSim:FindFirstEntityWithTag("minimap")

p:ShowArea(0,0,0,10000)

全图显示

GetWorld().p:showarea(0,0,0,10000)

代码示例:

c_give("goldnugget",40) //金子

c_give("rocks",240) //6组石头

c_give("log",120) //6组木头

c_give("wall_ruins_item",60) //铥墙

c_give("log",80) //木头

c_give("ancient_altar") //远古祭坛

c_give("cellar_placer") //暴风地窖

c_give("bonestew",40)

c_give("bonestew",40)

c_give("rope",40)) //绳子papyrus

c_give("papyrus",40) //zhi

c_give("trunk_summer",40) 夏象鼻

c_give("cutstone",20) 砖块

c_give("silk",40) 蛛网

c_give("krampus_sack") 看普斯背包

c_give("seeds",40) 种子

c_give("poop",40) 便便

c_give("spidergland",40)

c_give("gears",40) 齿轮

c_give("rope",40)

c_give("rope",40)

c_give("rope",40)

c_give("rope",40)

c_give("rope",40)

最大生命值:

GetPlayer().:SetMaxHealth(300)

-------------------------------------------------------------

GetPlayer().Transform:SetPosition(-1,-1,-1)

自动回血

GetPlayer().:StartRegen(30,10)

饥饿上限:

GetPlayer().:SetMax(500)

设置sun上限

GetPlayer().:SetMax(1000)

火的伤害为零:

GetPlayer()._damage_scale=0

---------晾肉架-------------

c_give("twigs",30)

c_give("charcoal",20)

c_give("rope",30)

----------强心针---------

healingsalve

c_give("healingsalve",20)

c_give("papyrus",30)

----------猪窝---------------

c_give("board",4)

c_give("cutstone",3)

c_give("pigskin",4)

resurrectionstatue

-----------建家植物--------

dug_grass(长草簇)

dug_sapling(可种的树苗)

dug_berrybush(可种的果树丛)

c_give("dug_grass",40)

c_give("dug_sapling",40)

c_give("dug_berrybush",40)

c_give("dug_grass",13)

c_give("dug_sapling",21)

c_give("dug_berrybush",16)

c_give("minerhat")

c_give("lightbulb",40)

暴风地窖5ge

cutstone

c_give("cutstone",20)

c_give("turf_woodfloor",20)

c_give("goldenshovel",1)

c_give("perogies",10)

minimap=TheSim:FindFirstEntityWithTag("minimap")

GetWorld().p:ShowArea(0,0,0,10000)

c_give("goldnugget",20)

c_give("rocks",40)

c_give("log",40)

c_give("cutgrass",40)

c_give("twigs",40)

c_give("flint",40)

c_give("perogies",20)

c_give("krampus_sack")

c_give("minerhat")

c_give("lightbulb",40)

GetPlayer().:SetMaxHealth(300)

GetPlayer().:StartRegen(30,10)

GetPlayer().:SetMax(350)

GetPlayer().:SetMax(400)

c_give("wall_ruins_item",60)

GetPlayer().:SetMaxHealth(9999)

GetPlayer().:StartRegen(50,10)

GetPlayer().:SetMax(3500)

GetPlayer().:SetMax(4000)

c_give("goldnugget",20)

c_give("rocks",40)

c_give("log",40)

c_give("cutgrass",40)

c_give("twigs",40)

c_give("flint",40)

c_give("perogies",5)

c_give("krampus_sack")

c_give("minerhat")

c_give("lightbulb",40)

c_give("gears",4)

c_give("flower_cave_triple")

灯笼草单朵的:flower_cave

双朵:flower_cave_double

三朵:flower_cave_triple

二、控制台命令函数原型

--------------------以下为各个函数原型,使用时只需要输入函数比如c_save()-----------------

----------------世界喊话-------------------------------------

-- Show server announcements:

-- To send a one time announcement: c_announce(msg)

-- To repeat a periodic announcement: c_announce(msg, interval)

-- To cancel a periodic announcement: c_announce()

c_announce("大家记好房间名,回一下档")

----------------回滚---------------------------

-- Roll back *count* number of saves (default 1)

function c_rollback(count)

c_rollback(1)

----------------保存----------------------------

function c_save()

----------------刷物品-------------------------------

-- Spawn At Cursor and select the new ent

-- Has a gimpy short name so it's easier to type from the console

function c_spawn(prefab, count)

----------------关闭服务器 (是否保存)--------------------------------

-- Shutdown the application, optionally close with out saving (saves by default)

function c_shutdown(save)

----------------重启服务器(是否保存)--------------------------------

-- Restart the server, optionally save before restarting (does not save by default)

function c_reset(save)

----------------重新生成世界--------------------------------

-- Permanently delete the game world, rengerates a new world afterwords

function c_regenerateworld()

----------------远程执行lua命令--------------------------------

-- Remotely execute a lua string

function c_remote( fnstr )

----------------使一个玩家重新开始进入选人阶段--------------------------------

-- Despawn a player, returning to character select screen

function c_despawn(player)

----------------c_despawn helper--------------------------------

-- c_despawn helper

local function dodespawn(player)

----------------列出当前活跃用户--------------------------------

-- Return a listing of currently active players

function c_listplayers()

----------------与上一个命令感觉没有什么区别--------------------------------

-- Return a listing of AllPlayers table

function c_listallplayers()

-----------------获取选择的物品-------------------------------

-- Get the currently selected entity, so it can be modified etc.

-- Has a gimpy short name so it's easier to type from the console

function c_sel()

function c_select(inst)

-----------------光标下打印。。。-------------------------------

-- Print the (visual) tile under the cursor

function c_tile()

-----------------应用场景脚本来选择和运行它。-------------------------------

-- Apply a scenario script to the selection and run it.

function c_doscenario(scenario)

-----------------改变单位生命值-------------------------------

-- Some helper shortcut functions

function c_sel_health()

function c_sethealth(n)

function c_setminhealth(n) 最小生命值

function c_setsanity(n) 脑残值

c_sethunger(n) 饥饿值

function c_setbeaverness(n)

function c_setmoisture(n) 湿度

function c_settemperature(n) 温度

-----------------运行中直连-------------------------------

-- Work in progress direct connect code.

-- Currently, to join an online server you must authenticate first.

-- In the future this authentication will be taken care of for you.

function c_connect( ip, port, password )

-----------------在背包中放入物品-------------------------------

-- Put an item(s) in the player's inventory

function c_give(prefab, count)

-----------------未知-------------------------------

function c_mat(recname)

function c_pos(inst)

function c_printpos(inst)

function c_teleport(x, y, z, inst)

-----------------移动命令-------------------------------

function c_move(inst)

function c_goto(dest, inst)

未知

function c_inst(guid)

列举

function c_list(prefab)

function c_listtag(tag)

查找下一个

function c_findnext(prefab, radius, inst)

------------------上帝模式------------------------------

function c_godmode()

------------------------------------------------

-------------------超级上帝模式-----------------------------

function c_supergodmode()

-------------------查找-----------------------------

function c_find(prefab, radius, inst)

function c_findtag(tag, radius, inst)

未知命令

function c_gonext(name)

未知命令

function c_printtextureinfo( filename )

function c_simphase(phase)

function c_anim(animname, loop)

function c_light(c1, c2, c3)

function c_spawn_ds(prefab, scenario)

function c_countprefabs(prefab, noprint)

function c_counttagged(tag, noprint)

---------------计算所有物品数量---------------------------------

function c_countallprefabs()

---------------加速 几倍---------------------------------

function c_speedmult(multiplier)

c_speedmult(1.5)

c_speedmult(1.3)

c_speedmult(3)

----------------实验模式--------------------------------

function c_testruins()

ConsoleCommandPlayer().r:UnlockRecipesForTech({SCIENCE = 2, MAGIC

= 2})

c_give("log", 20)

c_give("flint", 20)

c_give("twigs", 20)

c_give("cutgrass", 20)

c_give("lightbulb", 5)

c_give("healingsalve", 5)

c_give("batbat")

c_give("icestaff")

c_give("firestaff")

c_give("tentaclespike")

c_give("slurtlehat")

c_give("armorwood")

c_give("minerhat")

c_give("lantern")

c_give("backpack")

end

未知

function c_teststate(state)

-----------------作战装备-------------------------------

function c_combatgear()

-----------------作战模拟器-------------------------------

function c_combatsimulator(prefab, count)

-----------------转储-------------------------------

function c_dump()

-----------------显示当前所处季节-------------------------------

function c_dumpseasons()

例子:

c_dumpseasons()

[04:48:05]: ConsoleInput: "c_dumpseasons()"

[04:48:05]: spring 14 -> 6 days (70 %) cycle

--------------打印世界信息----------------------

function c_dumpworldstate()

例子

[04:49:27]: ConsoleInput: "c_dumpworldstate()"

[04:49:27]:

[04:49:27]: //======================== DUMPING WORLD STATE =====================

===

[04:49:27]: summerlength 15

[04:49:27]: seasonprogress 0.7

[04:49:27]: elapseddaysinseason 14

[04:49:27]: isfullmoon false

[04:49:27]: moisture 1552.6871337891

[04:49:27]: springlength 20

[04:49:27]: moonphase threequarter

[04:49:27]: precipitationrate 0

[04:49:27]: iswet false

[04:49:27]: winterlength 15

[04:49:27]: iswinter false

[04:49:27]: issummer false

[04:49:27]: moistureceil 3359.3188476563

[04:49:27]: isday false

[04:49:27]: remainingdaysinseason 6

[04:49:27]: isnight false

[04:49:27]: isdusk true

[04:49:27]: isspring true

[04:49:27]: isautumn false

[04:49:27]: issnowing false

[04:49:27]: snowlevel 0

[04:49:27]: issnowcovered false

[04:49:27]: autumnlength 20

[04:49:27]: phase dusk

[04:49:27]: temperature 38.2

[04:49:27]: wetness 14.76150894165

[04:49:27]: pop 0.36728030875334

[04:49:27]: season spring

[04:49:27]: israining false

[04:49:27]: time 0.79473068118095

[04:49:27]: cycles 49

[04:49:27]: precipitation none

[04:49:27]: timeinphase 0.95938441412789

[04:49:27]: ==================================================================

===//

------------隐藏-------------------

function c_makeinvisible()

----------------------------------

作用未知

function c_selectnext(name)

以下应该是召唤boss

召唤鹿的马蹄声

function c_summondeerclops()

召唤熊德

function c_summonbearger()

-------------聚集队员---------------

function c_gatherplayers()

local x,y,z = ConsoleWorldPosition():Get()

for k,v in pairs(AllPlayers) do

orm:SetPosition(x,y,z)

end

end

------------加速----------------

function c_speedup()

TheSim:SetTimeScale(TheSim:GetTimeScale() *10)

print("Speed is now ", TheSim:GetTimeScale())

end

-------------跳过多少天---------------------

function c_skip(num)

num = num or 1

LongUpdate(_DAY_TIME * num)

end

----------------投票-----------------------

function c_togglevotekick()

:ToggleVoteKick()

end

---------------地面类型--------------------

function c_groundtype()

local index, table = ConsoleCommandPlayer():GetCurrentTileType()

print("Ground type is ", index)

for k,v in pairs(table) do

print(k,v)

end

end

-------------搜索----------------------

function c_searchprefabs(str)

例如

c_searchprefabs("log")

[04:57:55]: ConsoleInput: "c_searchprefabs("log")"

[04:57:55]: Found 10 matches:

[04:57:55]: log

[04:57:55]: yellowgem

[04:57:55]: maxwellphonograph

[04:57:55]: livinglog

[04:57:55]: glommerwings

[04:57:55]: deerclopswarning_lvl1

[04:57:55]: deerclopswarning_lvl4

[04:57:55]: deerclopswarning_lvl3

[04:57:55]: deerclopswarning_lvl2

[04:57:55]: teleportato_ring

---------------锁定健康--------------------

function c_maintainhealth(player, percent)

player = player or ConsoleCommandPlayer()

if _maintainhealthtask ~= nil then

_maintainhealthtask:Cancel()

end

_maintainhealthtask = player:DoPeriodicTask(3,

:SetPercent(percent or 1) end)

function(inst)

end

----------------锁定san-------------------

function c_maintainsanity(player, percent)

player = player or ConsoleCommandPlayer()

if _maintainsanitytask ~= nil then

_maintainsanitytask:Cancel()

end

_maintainsanitytask = player:DoPeriodicTask(3,

:SetPercent(percent or 1) end)

end

----------------锁定饥饿-------------------

function c_maintainhunger(player, percent)

player = player or ConsoleCommandPlayer()

if _maintainhungertask ~= nil then

_maintainhungertask:Cancel()

end

_maintainhungertask = player:DoPeriodicTask(3,

:SetPercent(percent or 1) end)

end

---------------锁定温度--------------------

function c_maintaintemperature(player, temp)

player = player or ConsoleCommandPlayer()

if _maintaintemptask ~= nil then

_maintaintemptask:Cancel()

end

_maintaintemptask = player:DoPeriodicTask(3,

ature:SetTemperature(temp or 25) end)

end

---------------锁定湿度--------------------

function c_maintainmoisture(player, percent)

player = player or ConsoleCommandPlayer()

if _maintainmoisturetask ~= nil then

_maintainmoisturetask:Cancel()

end

_maintainmoisturetask = player:DoPeriodicTask(3,

re:SetPercent(percent or 0) end)

end

--------------锁定以上所有---------------------

-- Use this instead of godmode if you still want to see deltas and things

function c_maintainall(player)

player = player or ConsoleCommandPlayer()

c_maintainhealth(player)

c_maintainsanity(player)

c_maintainhunger(player)

function(inst)

function(inst)

function(inst)

function(inst)

c_maintaintemperature(player)

c_maintainmoisture(player)

end

c_maintainall()

------------取消锁定-----------------------

function c_cancelmaintaintasks(player)

player = player or ConsoleCommandPlayer()

if _maintainhealthtask ~= nil then

_maintainhealthtask:Cancel()

_maintainhealthtask = nil

end

if _maintainsanitytask ~= nil then

_maintainsanitytask:Cancel()

_maintainsanitytask = nil

end

if _maintainhungertask ~= nil then

_maintainhungertask:Cancel()

_maintainhungertask = nil

end

if _maintaintemptask ~= nil then

_maintaintemptask:Cancel()

_maintaintemptask = nil

end

if _maintainmoisturetask ~= nil then

_maintainmoisturetask:Cancel()

_maintainmoisturetask = nil

end

end

-------------未知----------------------

function c_removeallwithtags(...)

for k,ent in pairs(Ents) do

for i,tag in ipairs(arg) do

if ent:HasTag(tag) then

ent:Remove()

break

end

end

end

end

-----------------------------------

-----------------------------------

-----------------------------------

三、高级控制台命令:请自行翻译

Get a certain player

AllPlayers[number]

AllPlayers[1] will get ThePlayer if you are the host. Other players should have numbers as shown

on the scoreboard (In certain situations, the number may be wrong. You can be more precise by

using c_listallplayers() first to see the username and character for each player number.). Most of

ThePlayer commands can be used with AllPlayers[number] instead of ThePlayer.

Apply a command to all players

for k,v in pairs(AllPlayers) do command end

Replace command with another command, using "v" instead of AllPlayers[number]. For example,

"for k,v in pairs(AllPlayers) do c_move(v) end" will move all players to the mouse position.

Move another player

c_move(AllPlayers[number])

Moves the player to the cursor position.

c_move(AllPlayers[1])

Kill a player

AllPlayers[number]:PushEvent('death')

Kills the player.

Resurrect a player

AllPlayers[number]:PushEvent('respawnfromghost')

Resurrects the player.

AllPlayers[number]:PushEvent('respawnfromghost')

Teleport to a player

c_goto(AllPlayers[number])

Teleports you to to the player corresponding to the player number from c_listallplayers().

Return a player to character select

c_despawn(AllPlayers[number])

Note that this will delete their items, so it is recommended that you kill them first to drop their

items.

World commandsEdit

Teleport to Prefab

c_gonext("prefab")

After pressing enter, it teleports you to the first numerical instance of the named prefab. If

multiple iterations of the prefab exist, a list of the entity numbers will be displayed in the console

log, and each subsequent execution of the same command will transport the player from entity

to entity in the order they were generated in the world.

Delete Item Under Mouse

TheInput:GetWorldEntityUnderMouse():Remove()

c_select() c_sel():Remove()

After pressing enter, it deletes the item under your mouse. Use the second command on

dedicated servers, the first command will not work.

Reveal Map

p:ShowArea(0,0,0,10000)

Note that this is a local command, but will not work if you are a client.

Skip day

?TheWorld:PushEvent("ms_nextcycle")

Skips the current day. Change the value to skip more days or parts of days (e.g. 16*30*4.5 to skip

4.5 days) WARNING: Too big values may freeze the game. (Depending on computer speed)

Skip time

:OnUpdate(16*30*x)

Skips the current day. Change x to skip more days or parts of days (e.g. 16*30*4.5 to skip 4.5 days)

WARNING: Too big values may freeze the game. (Depending on computer speed)

Skip time units and update

LongUpdate(X)

Skips X time units and performs the "LongUpdate" function on world objects

Note: There are 30 time units per segment. To skip a whole day one can either use

LongUpdate(480) or use multiplicative values such as LongUpdate(X*16*30) or

LongUpdate(X*_DAY_TIME), with X=days to skip.

Skip phase

TheWorld:PushEvent("ms_nextphase")

Skips the current phase.

Set segments

TheWorld:PushEvent("ms_setclocksegs", {day=x,dusk=y,night=z})

Sets amount of segments. Errors if x + y + z adds up to over 16. Note that this will get reset the

next day.

Example:

TheWorld:PushEvent("ms_setclocksegs", {day=14,dusk=1,night=1})

Very long day, very short dusk and night (one segment for dusk and one for night)

Set season segments

?TheWorld:PushEvent("ms_setseasonclocksegs", {summer={day=sx,dusk=sy,night=sz},

winter={day=wx,dusk=wy,night=wz}})

Sets amount of segments. Errors if x + y + z adds up to over 16. Unlike setclocksegs, this is

permanent.

Example:

TheWorld:PushEvent("ms_setseasonclocksegs", {summer={day=14,dusk=1,night=1},

winter={day=13,dusk=1,night=2}})

Very long day, very short dusk and night (one segment for dusk and one for night), with a slightly

longer night in winter.

Set season lengths

TheWorld:PushEvent("ms_setseasonlengths", {summer=20, winter=15})

Sets the lengths of the seasons. {summer=20, winter=15} is the default, while {summer=50,

winter=10} would be long summer.

Start Summer

TheWorld:PushEvent("ms_setseason", "summer")

Start summer

Start Winter

TheWorld:PushEvent("ms_setseason", "winter")

Start winter

When the RoG DLC is added, the additional commands will likely be

TheWorld:PushEvent("ms_setseason", "spring")? and TheWorld:PushEvent("ms_setseason",

"autumn")?

Start Rain

TheWorld:PushEvent("ms_forceprecipitation")

Start rain.

Stop Rain

TheWorld:PushEvent("ms_forceprecipitation", false)

Stop rain. This also includes Frog Rain.

Do Lightning Strike

TheWorld:PushEvent("ms_sendlightningstrike", TheInput:GetWorldPosition())

Lightning strike on mouse cursor. Will hit lightning rod instead if there is one near

Meteor Strike

c_spawn("shadowmeteor", 1)

Meteor strike on mouse cursor. Spawns different kind of rocks randomly.

Measure Distance

print((ThePlayer:GetDistanceSqToInst(TheInput:GetWorldEntityUnderMouse())))

Prints the distance between player and object under mouse to the console log (displayed with

Ctrl + L by default).

Network/Server CommandsEdit

Kick/Ban a player

TheNet:Kick(userid)

TheNet:Ban(userid)

Note that this can be accomplished more easily through the scoreboard. The userid can be

obtained from the AllPlayers table. Once you've found the number of the player you want to kick

(as shown above in the Other Player Commands section), you can use AllPlayers[#].userid. So, for

example, with player 2, TheNet:Kick(AllPlayers[2].userid).

Connect to a server

c_connect("IP address", port, "password")

If connecting conventionally doesn't work, it is possible to connect directly to an IP address. By

default, the port is 10999. If there is no password, you can leave that part out:

c_connect("10.0.0.8", 10999)

Reload the world

c_reset( true / false )

true will save the world before reloading it, false will reload without saving. This command may

crash your game if you are a client (unless you send it as a remote command).

Regenerate the world

c_regenerateworld()

Regenerates specified items in a world.

Save the server

c_save()

Forces the server to save immediately (servers normally autosave whenever night finishes).

Shut down the server

c_shutdown( true / false)

true will save the game, false will exit without saving. c_shutdown() is the same as

c_shutdown(true).

Roll back the server

c_rollback(count)

Rolls back a server by the given number of saves. c_rollback() will roll it back by one, while

c_rollback(3) will roll it back three.

Enable/Disable new player joining

TheNet:SetAllowIncomingConnections( true / false )

Setting it to true is the default behavior (people can join). Setting it to false prevents anyone from

joining.

Make a server announcement (for dedicated server console)

c_announce("announcement")

This allows you to announce server shutdowns/restarts so players do not just get disconnected

without warning.

Miscellaneous CommandsEdit

Clear the morgue

ErasePersistentString("morgue")

Clears the morgue. Requires closing and reopening the game for changes to be seen.

Categories:

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-----------------------------------

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Make all players invincible(no damage to sanity, hunger or health):

for k,v in pairs(AllPlayers) do :SetInvincible(true) end

Make all players vulnerable again:

for k,v in pairs(AllPlayers) do :SetInvincible(false) end

Set all players hunber to 100%:

for k,v in pairs(AllPlayers) do :SetPercent(1) end

Set all players sanity to 100%:

for k,v in pairs(AllPlayers) do :SetPercent(1) end

Set all players health to 100%:

for k,v in pairs(AllPlayers) do :SetPercent(1) end

Move all players to the cursor:

for k,v in pairs(AllPlayers) do c_move(v) end

Respawn all players:

for k, v in pairs(AllPlayers) do v:PushEvent('respawnfromghost') end

Set health max to specific value(1000 in the example):

for k,v in pairs(AllPlayers) do :SetMaxHealth(1000) end

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:PushEvent('respawnfromghost')

所有人重生

for k,v in pairs(AllPlayers) do v:PushEvent('respawnfromghost') end

for k,v in pairs(AllPlayers) do v:PushEvent('respawnfromghost') end

四、全部道具配方翻译

--LIGHT(照明)

campfire(营火):cutgrass(草)3、log(木)2

firepit(石头营火):log(木)2、rocks(石)12

torch(火炬):cutgrass(草)2、twigs(树枝)2

coldfire(冷火):cutgrass(草)3、nitre(硝石)2

coldfirepit(石头冷火):nitre(硝石)2、cutstone(石砖)5、transistor(晶体管)2

minerhat(矿工帽):strawhat(草帽)1、goldnugget(黄金)1、fireflies(萤火虫)1

molehat(鼹鼠帽):mole(鼹鼠)2、transistor(晶体管)2、wormlight(虫子果)1

pumpkin_lantern(南瓜灯):pumpkin(南瓜)1、fireflies(萤火虫)1

lantern(提灯):twigs(树枝)3、rope(绳子)2、lightbulb(荧光果)2

--STRUCTURES(建造)

treasurechest(木箱):boards(木板)3

homesign(标牌):boards(木板)1

wall_hay_item(干草墙):cutgrass(草)4、twigs(树枝)2

wall_wood_item(木墙):boards(木板)2、rope(绳子)1

wall_stone_item(石墙):cutstone(石砖)2

pighouse(猪人房):boards(木板)4、cutstone(石砖)3、pigskin(猪皮)4

rabbithouse(兔子房):boards(木板)4、carrot(胡萝卜)10、manrabbit_tail(兔人尾巴)4

birdcage(鸟笼):papyrus(纸)2、goldnugget(黄金)6、seeds(种子)2

turf_road(卵石路):turf_rocky(岩石草皮)1、boards(木板)1

turf_woodfloor(木地板):boards(木板)1

turf_checkerfloor(棋盘地板):marble(大理石)1

turf_carpetfloor(地毯地板):boards(木板)1、beefalowool(牛毛)1

pottedfern(盆栽植物):foliage(叶子)5、slurtle_shellpieces(蜗牛壳碎片)1

dragonflychest(蜻蜓箱子):dragon_scales(蜻蜓鳞片)1、boards(木板)4、goldnugget(黄金)10

--FARM(种植)

slow_farmplot(一般农田):cutgrass(草)8、poop(便便)4、log(木)4

fast_farmplot(高级农田):cutgrass(草)10、poop(便便)6、rocks(石)4

fertilizer(化肥):poop(便便)3、boneshard(硬骨头)2、log(木)4

beebox(蜂箱):boards(木板)2、honeycomb(蜂巢)1、bee(蜜蜂)4

meatrack(晾肉架):twigs(树枝)3、charcoal(木炭)2、rope(绳子)3

cookpot(煮锅):cutstone(石砖)3、charcoal(木炭)6、twigs(树枝)6

icebox(冰箱):goldnugget(黄金)2、gears(齿轮)1、cutstone(石砖)1

--SURVIVAL(生存)

trap(陷阱):twigs(树枝)2、cutgrass(草)6

birdtrap(捕鸟陷阱):twigs(树枝)3、silk(蛛丝)4

bugnet(捕虫网):twigs(树枝)4、silk(蛛丝)2、rope(绳子)1

fishingrod(鱼竿):twigs(树枝)2、silk(蛛丝)2

grass_umbrella(草伞):twigs(树枝)4、cutgrass(草)3、petals(花瓣)6

umbrella(伞):twigs(树枝)6),pigskin(猪皮)1、silk(蛛丝)2

bandage(蜂蜜绷带):papyrus(纸)1、honey(蜂蜜)2

healingsalve(治疗药膏):ash(灰)2、rocks(石)1、spidergland(蜘蛛腺体)1

compass(指南针):goldnugget(黄金)1、papyrus(纸)1

heatrock(保温石):rocks(石)10、pickaxe(镐)1、flint(燧石)3

backpack(背包):cutgrass(草)4、twigs(树枝)4

piggyback(猪皮包):pigskin(猪皮)4、silk(蛛丝)6、rope(绳子)2

bedroll_straw(草席卷):cutgrass(草)6、rope(绳子)1

bedroll_furry(毛皮铺盖):bedroll_straw(草席卷)1、manrabbit_tail(兔人尾巴)2

tent(帐篷):silk(蛛丝)6、twigs(树枝)4、rope(绳子)3

siestahut(午睡小屋):silk(蛛丝)2、boards(木板)4、rope(绳子)3

featherfan(羽毛扇):goose_feather(鹿鸭羽毛)5、cutreeds(芦苇)5、rope(绳子)2

icepack(冰包):bearger_fur(熊皮)1、gears(齿轮)3、transistor(晶体管)3

--TOOLS(工具)

axe(斧头):twigs(树枝)1、flint(燧石)1

goldenaxe(黄金斧头):twigs(树枝)4、goldnugget(黄金)2

pickaxe(镐):twigs(树枝)2、flint(燧石)2

goldenpickaxe(黄金镐):twigs(树枝)4、goldnugget(黄金)2

shovel(铲子):twigs(树枝)2、flint(燧石)2

goldenshovel(黄金铲子):twigs(树枝)4、goldnugget(黄金)2

hammer(锤子):twigs(树枝)3、rocks(石)3、cutgrass(草)6

pitchfork(草叉):twigs(树枝)2、flint(燧石)2

razor(剃刀):twigs(树枝)2、flint(燧石)2

--SCIENCE(科学)

researchlab(科学机器):goldnugget(黄金)1、log(木)4、rocks(石)4

researchlab2(炼金术引擎):boards(木板)4、cutstone(石砖)2、transistor(晶体管)2

transistor(晶体管):goldnugget(黄金)2、cutstone(石砖)2

diviningrod(探矿杖):twigs(树枝)1、nightmarefuel(噩梦燃料)4、gears(齿轮)1

winterometer(寒冬温度计):boards(木板)2、goldnugget(黄金)2

rainometer(雨量计):boards(木板)2、goldnugget(黄金)2、rope(绳子)2

gunpowder(火药):rottenegg(烂鸡蛋)1、charcoal(木炭)1、nitre(硝石)1

lightning_rod(避雷针):goldnugget(黄金)4、cutstone(石砖)1

firesuppressor(灭火器):gears(齿轮)2、ice(冰)15、transistor(晶体管)2

--MAGIC(魔法)

researchlab4(灵子分解器):rabbit(兔子)4、boards(木板)4、tophat(高礼帽)1

researchlab3(阴影操纵者):livinglog(活木头)3、purplegem(紫宝石)1、nightmarefuel(噩梦燃料)7

resurrectionstatue(肉块雕像):boards(木板)4、cookedmeat(熟肉)4、beardhair(胡须)4

panflute(排箫):cutreeds(芦苇)5、mandrake(曼德拉草)1、rope(绳子)1

bell(铃):glommerwings(格罗门翅膀)1、glommerflower(格罗门花)1

onemanband(独奏乐器):goldnugget(黄金)2、nightmarefuel(噩梦燃料)4、pigskin(猪皮)2

nightlight(暗影照明灯):goldnugget(黄金)8、nightmarefuel(噩梦燃料)2、redgem(红宝石)1

armor_sanity(夜魔盔甲):nightmarefuel(噩梦燃料)5、papyrus(纸)3

nightsword(暗夜剑):nightmarefuel(噩梦燃料)5、livinglog(活木头)1

batbat(蝙蝠棒):batwing(蝙蝠翅膀)5、livinglog(活木头)2、purplegem(紫宝石)1

armorslurper(饥饿腰带):slurper_pelt(啜食者皮)6、rope(绳子)2、nightmarefuel(噩梦燃料)2

amulet(红色护身符):goldnugget(黄金)3、nightmarefuel(噩梦燃料)2、redgem(红宝石)1

blueamulet(蓝色护身符):goldnugget(黄金)3、bluegem(蓝宝石)1

purpleamulet(紫色护身符):goldnugget(黄金)6、nightmarefuel(噩梦燃料)4、purplegem(紫宝石)2

firestaff(火魔杖):nightmarefuel(噩梦燃料)2、spear(长矛)1、redgem(红宝石)1

icestaff(冰魔杖):spear(长矛)1、bluegem(蓝宝石)1

telestaff(传送魔杖):nightmarefuel(噩梦燃料)4、livinglog(活木头)2、purplegem(紫宝石)2

telebase(传送核心):nightmarefuel(噩梦燃料)4、livinglog(活木头)4、goldnugget(黄金)8

--REFINE(精炼)

rope(绳子):cutgrass(草)3

boards(木板):log(木)4

cutstone(石砖):rocks(石)3

papyrus(纸):cutreeds(芦苇)4

transistor(晶体管):goldnugget(黄金)2、cutstone(石砖)1

nightmarefuel(噩梦燃料):petals_evil(噩梦花瓣)4

purplegem(紫宝石):redgem(红宝石)1、bluegem(蓝宝石)1

--WAR(战斗)

spear(矛):twigs(树枝)2、rope(绳子)1、flint(燧石)1

hambat(火腿短棍):pigskin(猪皮)1、twigs(树枝)2、meat(大肉)2

nightstick(夜棍):lightninggoathorn(闪电羊角)1、transistor(晶体管)2

armorgrass(草盔甲):cutgrass(草)10、twigs(树枝)2

armorwood(木盔甲):log(木)8、rope(绳子)2

armormarble(大理石盔甲):marble(大理石)12、rope(绳子)4

footballhat(猪皮帽):pigskin(猪皮)1、rope(绳子)1

blowdart_sleep(麻醉吹箭):cutreeds(芦苇)2、stinger(蜂刺)1、feather_crow(乌鸦羽毛)1

blowdart_fire(燃烧吹箭):cutreeds(芦苇)2、charcoal(木炭)1、feather_robin(红雀羽毛)1

blowdart_pipe(吹箭):cutreeds(芦苇)2、houndstooth(犬牙)1、feather_robin_winter(雪雀羽毛)1

boomerang(回旋镖):boards(木板)1、silk(蛛丝)1、charcoal(木炭)1

beemine(蜜蜂地雷):boards(木板)1、bee(蜜蜂)4、flint(燧石)1

trap_teeth(牙齿陷阱):log(木)1、rope(绳子)1、houndstooth(犬牙)1

armordragonfly(蜻蜓盔甲):dragon_scales(蜻蜓鳞片)1、armorwood(木盔甲)1、pigskin(猪皮)3

staff_tornado(龙卷风魔杖):goose_feather(鹿鸭羽毛)10、lightninggoathorn(闪电羊角)1、gears(齿轮)1

--DRESSUP(穿戴)

sewing_kit(针线包):log(木)1、silk(蛛丝)8、houndstooth(犬牙)2

flowerhat(花环):petals(花瓣)12

strawhat(草帽):cutgrass(草)12

tophat(高礼帽):silk(蛛丝)6

rainhat(防雨帽):mole(鼹鼠)2、strawhat(草帽)1、boneshard(硬骨头)1

earmuffshat(兔耳罩):rabbit(兔子)2、twigs(树枝)1

beefalohat(牛毛帽):beefalowool(牛毛)8、horn(野牛角)1

winterhat(寒冬帽):beefalowool(牛毛)4、silk(蛛丝)4

catcoonhat(浣熊帽):coontail(浣熊尾巴)4、silk(蛛丝)4

watermelonhat(西瓜帽):watermelon(西瓜)1、twigs(树枝)3

icehat(冰帽):transistor(晶体管)2、rope(绳子)4、ice(冰)10

beehat(养蜂帽):silk(蛛丝)8、rope(绳子)1

featherhat(羽毛帽):feather_crow(乌鸦羽毛)3、feather_robin(红雀羽毛)2、tentaclespots(触手皮)2

bushhat(丛林帽):strawhat(草帽)1、rope(绳子)1、dug_berrybush(浆果灌木丛)1

raincoat(雨衣):tentaclespots(触手皮)2、rope(绳子)2、boneshard(硬骨头)2

sweatervest(小巧背心):houndstooth(犬牙)8、silk(蛛丝)6

trunkvest_summer(夏日背心):trunk_summer(红色象鼻)1、silk(蛛丝)8

trunkvest_winter(寒冬背心):trunk_winter(蓝色象鼻)1、silk(蛛丝)8、beefalowool(牛毛)2

reflectivevest(反射背心):rope(绳子)1、feather_robin(红雀羽毛)4、pigskin(猪皮)2

hawaiianshirt(夏威夷衬衫):papyrus(纸)3、silk(蛛丝)3、cactus_flower(仙人掌花)5

cane(步行手杖):goldnugget(黄金)2、walrus_tusk(海象牙)1、twigs(树枝)4

beargervest(熊背心):bearger_fur(熊皮)1、sweatervest(小巧背心)1、rope(绳子)2

eyebrellahat(眼睛帽):deerclops_eyeball(巨鹿眼球)1、twigs(树枝)15、boneshard(硬骨头)4

----ANCIENT----(远古)

thulecite(铥矿石):thulecite_pieces(铥矿碎片)6

wall_ruins_item(铥矿墙):thulecite(铥矿石)1

nightmare_timepiece(铥矿奖章):thulecite(铥矿石)2、nightmarefuel(噩梦燃料)2

orangeamulet(橙色护身符):thulecite(铥矿石)2、nightmarefuel(噩梦燃料)3、orangegem(橙色宝石)1

yellowamulet(黄色护身符):thulecite(铥矿石)2、nightmarefuel(噩梦燃料)3、yellowgem(黄色宝石)1

greenamulet(绿色护身符):thulecite(铥矿石)2、nightmarefuel(噩梦燃料)3、greengem(绿色宝石)1

orangestaff(橙色魔杖):nightmarefuel(噩梦燃料)2、cane(步行手杖)1、orangegem(橙色宝石)2

yellowstaff(黄色魔杖):nightmarefuel(噩梦燃料)4、livinglog(活木头)2、yellowgem(黄宝石)2

greenstaff(绿色魔杖):nightmarefuel(噩梦燃料)4、livinglog(活木头)2、greengem(绿色宝石)2

multitool_axe_pickaxe(多功能工具):goldenaxe(黄金斧头)1、goldenpickaxe(黄金镐)1、thulecite(铥矿石)2

ruinshat(远古王冠):thulecite(铥矿石)4、nightmarefuel(噩梦燃料)4

armorruins(远古盔甲):thulecite(铥矿石)6、nightmarefuel(噩梦燃料)4

ruins_bat(远古短棒):livinglog(活木头)3、thulecite(铥矿石)4、nightmarefuel(噩梦燃料)4

eyeturret_item(眼睛炮塔):deerclops_eyeball(巨鹿眼球)1、minotaurhorn(远古守护者角)1、thulecite(铥矿石)5

五、修改料理食谱(含全部料理精确食谱)

下一页列出了一张食谱:

用记事本打开游戏目录文件,以奶油松饼(butterflymuffin)食谱为例:

奶油松饼 butterflymuffin =

{

所用食材 test = function(cooker, names, tags) return flywings and not

and end,

优先顺序

重量

食物类型

补血量

补饥饿量

保鲜时间

补脑值

料理时间

其中:

},

priority = 1,

weight = 1,

foodtype = "VEGGIE",

health = G_MED,

hunger = ES_LARGE,

perishtime = _SLOW,

sanity = _TINY,

cooktime = 2,

所用食材:flywings(蝴蝶翅膀)、not (不放肉)、(蔬菜)

食物类型:"VEGGIE",(蔬菜),可以修改的选项为"MEAT",(肉)

补血量:G_MED,(20点血),可以修改的选项为G_TINY,(1点血)、G_SMALL,(3点血)、G_MEDSMALL,(8点血)、G_MEDLARGE,(30点血)、G_LARGE,(40点血)、G_HUGE,(60点血)、G_SUPERHUGE,(100点血)

补饥饿量:ES_LARGE,(37.5点饥饿),可以修改的选项为ES_TINY,(9.375点饥饿)、ES_SMALL,(12.5点饥饿)、ES_MEDSMALL,(18.75点饥饿)、ES_MED,(25点饥饿)、ES_HUGE,(75点饥饿)、ES_SUPERHUGE,(150点饥饿)

保鲜时间:_SLOW,(15天),可以修改的选项为_ONE_DAY,(1天)、_TWO_DAY,(2天)、_SUPERFAST,(3天)、_FAST,(6天)、_MED,(10天)、_PRESERVED,(20天)、_SUPERSLOW,(40天)

补脑值:_TINY,(5点脑),可以修改的选项为_SUPERTINY,(1点脑)、_SMALL,(10点脑)、_MED,(15点脑)、_MEDLARGE,(20点脑)、_LARGE,(33点脑)、_HUGE,(50点脑)

料理时间:2,(2小时),可以自行调整,比如修改为.1,就是0.1个小时

举例1(简化所用食材):将曼德拉草汤食谱(至少有1个曼德拉草)简化为4个树枝。用记事本打开游戏目录文件,将test =

function(cooker, names, tags) return ke end,替换为test = function(cooker, names,

tags) return >= 4 end,

即可在游戏中仅以4个树枝煮出曼德拉草汤

举例2(添加料理品种):用4个浆果煮出蓝色象鼻(trunk_winter)。用记事本打开游戏目录文件,在下列内容:

cooktime = .25,

},

的下一行插入以下内容:

trunk_winter =

{

test = function(cooker, names, tags) return s >= 4 end,

priority = 1,

foodtype = "MEAT",

health = G_SUPERHUGE,

hunger = ES_SUPERHUGE,

perishtime = _SUPERSLOW,

sanity = _HUGE,

cooktime = .1,

},

即可用4个浆果煮出蓝色象鼻,补血100点、补饥饿150点、保鲜时间40天、补50点脑、料理时间0.1小时。煮熟后会显示开盖的空锅,点空锅即可拿出蓝色象鼻。注意不要将不可食用、不会腐烂的物品添加为料理,比如黄金等,会改变其属性、使其存在保鲜时间。可添加为料理的食物名称见修改技巧最后一项“常用物品中英文名称”

备注:全部料理精确食谱

butterflymuffin(奶油松饼)

所用食材:flywings(蝴蝶翅膀)、not (不放肉)、(蔬菜)

食物类型:"VEGGIE",(蔬菜)

补血量:G_MED,(20点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_SLOW,(15天)

补脑值:_TINY,(5点脑)

料理时间:2,(2小时)

frogglebunwich(青蛙圆面包三明治)

所用食材:gs or gs_cooked(生、熟蛙腿)、(蔬菜)

食物类型:"MEAT",(肉)

补血量:G_MED,(8点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_SLOW,(15天)

补脑值:_TINY,(5点脑)

料理时间:2,(2小时)

taffy(太妃糖)

所用食材:ner and ner >= 3(蜂蜜或蜂巢大于等于3)、not

(不放肉)

食物类型:"VEGGIE",(蔬菜)

补血量:-G_SMALL,(-3点血)

补饥饿量:ES_SMALL*2,(25点饥饿)

保鲜时间:_SLOW,(15天)

补脑值:_MED,(15点脑)

料理时间:2,(2小时)

pumpkincookie(南瓜饼)

所用食材:n or n_cooked(生、熟南瓜)、ner and

ner >= 2(蜂蜜或蜂巢大于等于2)

食物类型:"VEGGIE",(蔬菜)

补血量:0,(0点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_MED,(10天)

补脑值:_MED,(15点脑)

料理时间:2,(2小时)

stuffedeggplant(香酥茄盒)

所用食材:nt or nt_cooked(生、熟茄子)、 and

> 1(蔬菜大于1)

食物类型:"VEGGIE",(蔬菜)

补血量:G_SMALL,(3点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_SLOW,(15天)

补脑值:_TINY,(5点脑)

温度:_FOOD_BONUS_TEMP,(40度)

温度持续时间:_TEMP_BRIEF,(5秒)

料理时间:2,(2小时)

fishsticks(鱼肉条)

所用食材:(鱼)、 and (le and le <= 1)(树枝且树枝小于等于1)

食物类型:"MEAT",(肉)

补血量:G_LARGE,(40点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_MED,(10天)

补脑值:_TINY,(5点脑)

料理时间:2,(2小时)

honeynuggets(甜蜜金砖)

所用食材:(蜂蜜)、 and <= 1.5(肉小于等于1.5,即1大肉、1小肉)、not le(不放树枝)

食物类型:"MEAT",(肉)

补血量:G_MED,(20点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_SLOW,(15天)

补脑值:_TINY,(5点脑)

料理时间:2,(2小时)

honeyham(蜜汁火腿)

所用食材:(蜂蜜)、 and > 1.5(肉大于1.5,即1大肉、1小肉)、not le(不放树枝)

食物类型:"MEAT",(肉)

补血量:G_MEDLARGE,(30点血)

补饥饿量:ES_HUGE,(75点饥饿)

保鲜时间:_SLOW,(15天)

补脑值:_TINY,(5点脑)

温度:_FOOD_BONUS_TEMP,(40度)

温度持续时间:_TEMP_AVERAGE,(10秒)

料理时间:2,(2小时)

dragonpie(龙馅饼)

所用食材:fruit or fruit_cooked(生、熟火龙果)、not (不放肉)

食物类型:"VEGGIE",(蔬菜)

补血量:G_LARGE,(40点血)

补饥饿量:ES_HUGE,(75点饥饿)

保鲜时间:_SLOW,(15天)

补脑值:_TINY,(5点脑)

温度:_FOOD_BONUS_TEMP,(40度)

温度持续时间:_TEMP_AVERAGE,(10秒)

料理时间:2,(2小时)

kabobs(肉串)

所用食材:(肉)、(树枝)、not r or r <= 1(没有疯肉或疯肉小于等于1)、le and le <= 1(树枝小于等于1)

食物类型:"MEAT",(肉)

补血量:G_SMALL,(3点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_SLOW,(15天)

补脑值:_TINY,(5点脑)

料理时间:2,(2小时)

mandrakesoup(曼德拉草汤)

所用食材:ke(曼德拉草)

食物类型:"VEGGIE",(蔬菜)

补血量:G_SUPERHUGE,(100点血)

补饥饿量:ES_SUPERHUGE,(150点饥饿)

保鲜时间:_FAST,(6天)

补脑值:_TINY,(5点脑)

料理时间:3,(3小时)

baconeggs(鸡蛋火腿)

所用食材: and > 1(蛋大于1)、 and > 1(肉大于1,即大于1块大肉)、not (不放蔬菜)

食物类型:"MEAT",(肉)

补血量:G_MED,(20点血)

补饥饿量:ES_HUGE,(75点饥饿)

保鲜时间:_PRESERVED,(20天)

补脑值:_TINY,(5点脑)

料理时间:2,(2小时)

meatballs(肉丸)

所用食材:(肉)、not le(不放树枝)

食物类型:"MEAT",(肉)

补血量:G_SMALL,(3点血)

补饥饿量:ES_SMALL*5,(62.5点饥饿)

保鲜时间:_MED,(10天)

补脑值:_TINY,(5点脑)

料理时间:.75,(0.75小时)

bonestew(肉汤)

所用食材: and >= 3(肉大于等3,即至少3块大肉)、not le(不放树枝)

食物类型:"MEAT",(肉)

补血量:G_SMALL*4,(12点血)

补饥饿量:ES_LARGE*4,(150点饥饿)

保鲜时间:_MED,(10天)

补脑值:_TINY,(5点脑)

温度:_FOOD_BONUS_TEMP,(40度)

温度持续时间:_TEMP_LONG,(15秒)

料理时间:.75,(0.75小时)

perogies(半圆小酥饼)

所用食材:(蛋)、(肉)、(蔬菜)、not le(不放树枝)

食物类型:"MEAT",(肉)

补血量:G_LARGE,(40点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_PRESERVED,(20天)

补脑值:_TINY,(5点脑)

料理时间:1,(1小时)

turkeydinner(火鸡正餐)

所用食材:ick and ick > 1(鸡腿大于1)、 and

> 1(肉大于1,即至少1块大肉)、 or (蔬菜或水果)

食物类型:"MEAT",(肉)

补血量:G_MED,(20点血)

补饥饿量:ES_HUGE,(75点饥饿)

保鲜时间:_FAST,(6天)

补脑值:_TINY,(5点脑)

温度:_FOOD_BONUS_TEMP,(40度)

温度持续时间:_TEMP_AVERAGE,(10秒)

料理时间:3,(3小时)

ratatouille(蹩脚的炖菜)

所用食材:not (不放肉)、(蔬菜)、not le(不放树枝)

食物类型:"VEGGIE",(蔬菜)

补血量:G_SMALL,(3点血)

补饥饿量:ES_MED,(25点饥饿)

保鲜时间:_SLOW,(15天)

补脑值:_TINY,(5点脑)

料理时间:1,(1小时)

jammypreserves(果酱蜜饯)

所用食材:(水果)、not (不放肉)、not (不放蔬菜)、not

le(不放树枝)

食物类型:"VEGGIE",(蔬菜)

补血量:G_SMALL,(3点血)

补饥饿量:ES_SMALL*3,(37.5点饥饿)

保鲜时间:_SLOW,(15天)

补脑值:_TINY,(5点脑)

料理时间:.5,(0.5小时)

fruitmedley(水果拼盘)

所用食材: and >= 3(水果大于等于3)、not (不放肉)、not

(不放蔬菜)

食物类型:"VEGGIE",(蔬菜)

补血量:G_MED,(20点血)

补饥饿量:ES_MED,(25点饥饿)

保鲜时间:_FAST,(6天)

补脑值:_TINY,(5点脑)

温度:_FOOD_BONUS_TEMP,(-40度)

温度持续时间:_TEMP_BRIEF,(5秒)

料理时间:.5,(0.5小时)

fishtacos(玉米饼包炸鱼)

所用食材:(鱼)、 or _cooked(生、熟玉米)

食物类型:"MEAT",(肉)

补血量:G_MED,(20点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_FAST,(6天)

补脑值:_TINY,(5点脑)

料理时间:.5,(0.5小时)

waffles(华夫饼)

所用食材:(黄油)、s or s_cooked(生、熟浆果)、(蛋)

食物类型:"VEGGIE",(蔬菜)

补血量:G_HUGE,(60点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_FAST,(6天)

补脑值:_TINY,(5点脑)

料理时间:.5,(0.5小时)

monsterlasagna(怪物千层饼)

所用食材:r and r >= 2(疯肉大于等于2)、not le(不放树枝)

食物类型:"MEAT",(肉)

补血量:-G_MED,(-20点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_FAST,(6天)

补脑值:-_MEDLARGE,(-20点脑)

料理时间:.5,(0.5小时)

powcake(芝士蛋糕)

所用食材:(树枝)、(蜂蜜)、 or _cooked(生、熟玉米)

食物类型:"VEGGIE",(蔬菜)

补血量:-G_SMALL,(-3点血)

补饥饿量:0,(0点饥饿)

保鲜时间:9000000,(9000000天)

补脑值:0,(0点脑)

料理时间:.5,(0.5小时)

unagi(鳗鱼料理)

所用食材:hen(苔藓)、 or _cooked(生、熟鳗鱼)

食物类型:"MEAT",(肉)

补血量:G_MED,(20点血)

补饥饿量:ES_MEDSMALL,(18.75点饥饿)

保鲜时间:_MED,(10天)

补脑值:_TINY,(5点脑)

料理时间:.5,(0.5小时)

wetgoop(湿腻焦糊)

所用食材:true(所有非食谱的组合)

食物类型:无

补血量:0,(0点血)

补饥饿量:0,(0点饥饿)

保鲜时间:_FAST,(6天)

补脑值:0,(0点脑)

料理时间:.25,(0.25小时)

flowersalad(花沙拉)

所用食材:flower(仙人掌花)、 and >= 2(蔬菜大于等于2)、not (不放肉)、not le(不放树枝)、not (不放蛋)、not ner(不放蜂蜜或蜂巢)、not (不放水果)

食物类型:"VEGGIE",(蔬菜)

补血量:G_LARGE,(40点血)

补饥饿量:ES_SMALL,(12.5点饥饿)

保鲜时间:_FAST,(6天)

补脑值:_TINY,(5点脑)

料理时间:.5,(0.5小时)

icecream(冰激淋)

所用食材:(冰)、(乳制品)、ner(蜂蜜或蜂巢)、not

(不放肉)、not (不放蔬菜)、not le(不放树枝)、not (不放蛋)

食物类型:"VEGGIE",(蔬菜)

补血量:0,(0点血)

补饥饿量:ES_MEDSMALL,(18.75点饥饿)

保鲜时间:_SUPERFAST,(3天)

补脑值:_LARGE,(33点脑)

温度:_FOOD_BONUS_TEMP,(-40度)

温度持续时间:_TEMP_LONG,(15秒)

料理时间:.5,(0.5小时)

watermelonicle(西瓜冰)

所用食材:elon(西瓜)、(冰)、(树枝)、not (不放肉)、not (不放蔬菜)、not (不放蛋)

食物类型:"VEGGIE",(蔬菜)

补血量:G_SMALL,(3点血)

补饥饿量:ES_SMALL,(12.5点饥饿)

保鲜时间:_SUPERFAST,(3天)

补脑值:_MEDLARGE,(20点脑)

温度:_FOOD_BONUS_TEMP,(-40度)

温度持续时间:_TEMP_AVERAGE,(10秒)

料理时间:.5,(0.5小时)

trailmix(干果)

所用食材:_cooked(熟橡果)、 and >= 1(种子大于等于1)、s or s_cooked(浆果或熟浆果)、 and >= 1(水果大于等于1)、not (不放肉)、not (不放蔬菜)、not (不放蛋)、not (不放乳制品)

食物类型:"VEGGIE",(蔬菜)

补血量:G_MEDLARGE,(30点血)

补饥饿量:ES_SMALL,(12.5点饥饿)

保鲜时间:_SLOW,(15天)

补脑值:_TINY,(5点脑)

料理时间:.5,(0.5小时)

hotchili(咖喱)

所用食材: >= 1.5(肉大于等于1.5)、 >= 1.5(蔬菜大于等于1.5)

食物类型:"MEAT",(肉)

补血量:G_MED,(20点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_MED,(10天)

补脑值:0,(0点脑)

温度:_FOOD_BONUS_TEMP,(40度)

温度持续时间:_TEMP_LONG,(15秒)

料理时间:.5,(0.5小时)

guacamole(鳄梨酱)

所用食材:(鼹鼠)、_meat(仙人掌肉)、not (不放水果)

食物类型:"MEAT",(肉)

补血量:G_MED,(8点血)

补饥饿量:ES_LARGE,(37.5点饥饿)

保鲜时间:_MED,(10天)

补脑值:0,(0点脑)

料理时间:.5,(0.5小时)

六、常用物品中英文名称

1.材料:

cutgrass (草)

twigs (树枝)

log (木头)

charcoal (木炭)

ash (灰)

cutreeds (采下的芦苇)

lightbulb (荧光果)

petals (花瓣)

petals_evil (噩梦花瓣)

pinecone (松果)

foliage (叶子)

cutlichen (摘下的苔藓)

wormlight (虫子果)

lureplantbulb (食人花种子)

flint (燧石)

nitre (硝石)

redgem (红宝石)

bluegem (蓝宝石)

purplegem (紫宝石)

greengem (绿宝石)

orangegem (橙宝石)

yellowgem (黄宝石)

rocks (岩石)

goldnugget (黄金)

thulecite (铥矿石)

thulecite_pieces (铥矿碎片)

rope (绳子)

boards (木板)

cutstone (石砖)

papyrus (纸)

houndstooth (犬牙)

pigskin (猪皮)

manrabbit_tail (兔人尾巴)

silk (蜘蛛丝)

spidergland (蜘蛛腺体)

spidereggsack (蜘蛛卵)

beardhair (胡子)

beefalowool (牛毛)

honeycomb (蜂巢)

stinger (蜂刺)

walrus_tusk (海象牙)

feather_crow (乌鸦羽毛)

feather_robin (红雀羽毛)

feather_robin_winter (雪雀羽毛)

horn (牛角)

tentaclespots (触手皮)

trunk_summer (夏象鼻)

trunk_winter (冬象鼻)

slurtleslime (蜗牛龟粘液)

slurtle_shellpieces (蜗牛龟壳片)

butterflywings (蝴蝶翅膀)

mosquitosack (蚊子血囊)

slurper_pelt (啜食者皮)

minotaurhorn (远古守护者角)

deerclops_eyeball (巨鹿眼球)

lightninggoathorn (闪电羊角)

glommerwings (格罗门翅膀)

glommerflower (格罗门花)

glommerfuel (格罗门燃料)

livinglog (活木头)

nightmarefuel (噩梦燃料)

gears (齿轮)

transistor(晶体管)

marble (大理石)

boneshard (硬骨头)

ice (冰)

poop (便便)

guano (鸟粪)

dragon_scales (蜻蜓鳞片)

goose_feather (鹿鸭羽毛)

coontail (浣熊尾巴)

bearger_fur (熊皮)

2.工具武器:

axe (斧子)

goldenaxe (黄金斧头)

lucy (露西斧子)

hammer (锤子)

pickaxe (镐)

goldenpickaxe (黄金镐)

shovel (铲子)

goldenshovel (黄金铲子)

pitchfork (草叉)

razor (剃刀)

bugnet (捕虫网)

fishingrod (鱼竿)

multitool_axe_pickaxe (多功能工具)

cane (行走手杖)

trap (陷阱)

birdtrap (鸟陷阱)

trap_teeth (牙齿陷阱)

trap_teeth_maxwell (麦斯威尔的牙齿陷阱)

backpack (背包)

piggyback (猪皮包)

krampus_sack (坎普斯背包)

umbrella (雨伞)

grass_umbrella(草伞)

heatrock (保温石)

bedroll_straw (草席卷)

bedroll_furry (毛皮铺盖)

torch (火炬)

lantern (提灯)

pumpkin_lantern (南瓜灯)

compass (指南针)

fertilizer(化肥)

firesuppressor(灭火器)

sewing_kit (缝纫工具包)

spear (矛)

boomerang (回旋镖)

tentaclespike (狼牙棒)

blowdart_pipe (吹箭)

blowdart_sleep (麻醉吹箭)

blowdart_fire (燃烧吹箭)

hambat (火腿短棍)

nightsword (暗影剑)

batbat (蝙蝠棒)

ruins_bat (远古短棒)

spear_wathgrithr (瓦丝格雷斯矛)

panflute (排箫)

onemanband (独奏乐器)

gunpowder (火药)

beemine (蜜蜂地雷)

bell (铃)

amulet (红色护身符)

blueamulet (蓝色护身符)

purpleamulet (紫色护身符)

yellowamulet (黄色护身符)

orangeamulet (橙色护身符)

greenamulet (绿色护身符)

nightmare_timepiece (铥矿奖章)

icestaff (冰魔杖)

firestaff (火魔杖)

telestaff (传送魔杖)

orangestaff (橙色魔杖)

greenstaff (绿色魔杖)

yellowstaff (黄色魔杖)

diviningrod (探矿杖)

book_birds (召唤鸟的书)

book_tentacles (召唤触手的书)

book_gardening (催生植物的书)

book_sleep (催眠的书)

book_brimstone (召唤闪电的书)

waxwelljournal (麦斯威尔的日志)

abigail_flower (阿比盖尔之花)

balloons_empty (空气球)

balloon (气球)

lighter (薇洛的打火机)

chester_eyebone (切斯特骨眼)

featherfan (羽毛扇)

staff_tornado (龙卷风魔杖)

nightstick (夜棍)

3.穿戴:

strawhat (草帽)

flowerhat (花环)

beefalohat (牛毛帽)

featherhat (羽毛帽)

footballhat (猪皮帽)

tophat (高礼帽)

earmuffshat (兔耳罩)

winterhat (冬帽)

minerhat (矿工帽)

spiderhat (蜘蛛帽)

beehat (蜂帽)

walrushat (海象帽)

slurtlehat (蜗牛帽子)

bushhat (丛林帽)

ruinshat (远古王冠)

rainhat(防雨帽)

icehat(冰帽)

watermelonhat (西瓜帽)

catcoonhat (浣熊帽)

wathgrithrhat (瓦丝格雷斯帽)

armorwood (木盔甲)

armorgrass (草盔甲)

armormarble (大理石盔甲)

armor_sanity (夜魔盔甲)

armorsnurtleshell (蜗牛龟盔甲)

armorruins (远古盔甲)

sweatervest (小巧背心)

trunkvest_summer (夏日背心)

trunkvest_winter (寒冬背心)

armorslurper (饥饿腰带)

raincoat(雨衣)

webberskull (韦伯头骨)

molehat (鼹鼠帽)

armordragonfly (蜻蜓盔甲)

beargervest (熊背心)

eyebrellahat (眼睛帽)

reflectivevest (反射背心)

hawaiianshirt (夏威夷衬衫)

4.建筑:

campfire (营火)

firepit (石头营火)

coldfire(冷火)

coldfirepit(石头冷火)

cookpot (锅)

icebox (冰箱)

winterometer (寒冰温度计)

rainometer (雨量计)

slow_farmplot (一般农田)

fast_farmplot (高级农田)

siestahut(午睡小屋)

tent (帐篷)

homesign (路牌)

birdcage (鸟笼)

meatrack (晾肉架)

lightning_rod (避雷针)

pottedfern (盆栽)

nightlight (暗夜照明灯)

nightmarelight (影灯)

researchlab (科学机器)

researchlab2 (炼金术引擎)

researchlab3 (阴影操纵者)

researchlab4 (灵子分解器)

treasurechest (木箱)

skullchest (骷髅箱)

pandoraschest (华丽的箱子)

minotaurchest (大华丽的箱子)

wall_hay_item (草墙)

wall_wood_item (木墙)

wall_stone_item (石墙)

wall_ruins_item (铥墙)

wall_hay (地上的草墙)

wall_wood (地上的木墙)

wall_stone (地上的石墙)

wall_ruins (地上的铥墙)

pighouse (猪房)

rabbithole (兔房)

mermhouse (鱼人房)

resurrectionstatue (肉块雕像)

resurrectionstone (重生石)

ancient_altar (远古祭坛)

ancient_altar_broken (损坏的远古祭坛)

telebase (传送核心)

gemsocket (宝石看台)

eyeturret (固定在地上的眼睛炮塔)

eyeturret_item (可带走的眼睛炮塔)

cave_exit (洞穴出口)

turf_woodfloor (木地板)

turf_carpetfloor (地毯地板)

turf_checkerfloor (棋盘地板)

adventure_portal (冒险之门)

rock_light (火山坑)

gravestone (墓碑)

mound (坟墓土堆)

skeleton (人骨)

houndbone (狗骨头)

animal_track (动物足迹)

dirtpile (可疑的土堆)

pond (池塘)

pond_cave (洞穴池塘)

pighead (猪头棍)

mermhead (鱼头棍)

pigtorch (猪火炬)

rabbithole (兔子洞)

beebox (蜂箱)

beehive (野生蜂窝)

wasphive (杀人蜂窝)

spiderhole (洞穴蜘蛛洞)

walrus_camp (海象窝)

tallbirdnest (高鸟窝)

houndmound (猎犬丘)

slurtlehole (蜗牛窝)

batcave (蝙蝠洞)

monkeybarrel (猴子桶)

spiderden (蜘蛛巢穴)

molehill (鼹鼠丘)

catcoonden (浣熊洞)

rock1 (带硝石的岩石)

rock2 (带黄金的岩石)

rock_flintless (只有石头的岩石)

stalagmite_full(大圆洞穴石头)

stalagmite_med (中圆洞穴石头)

stalagmite_low (小圆洞穴石头)

stalagmite_tall_full (大高洞穴石头)

stalagmite_tall_med (中高洞穴石头)

stalagmite_tall_low (小高洞穴石头)

rock_ice (冰石)

ruins_statue_head (远古头像)

ruins_statue_mage (远古法师雕像)

marblepillar (大理石柱子)

marbletree (大理石树)

statueharp (竖琴雕像)

basalt (玄武岩)

basalt_pillar (高玄武岩)

insanityrock (猪王矮柱石)

sanityrock (猪王高柱石)

ruins_chair (远古椅子)

ruins_vase (远古花瓶)

ruins_table (远古桌子)

statuemaxwell (麦斯威尔雕像)

statueglommer (格罗门雕像)

relic (废墟)

ruins_rubble (损毁的废墟)

bishop_nightmare (损坏的雕像)

rook_nightmare (损坏的战车)

knight_nightmare (损坏的骑士)

chessjunk1 (损坏的机械1)

chessjunk2 (损坏的机械2)

chessjunk3 (损坏的机械3)

teleportato_ring (环状传送机零件)

teleportato_box (盒状传送机零件)

teleportato_crank (曲柄状传送机零件)

teleportato_potato (球状传送机零件)

teleportato_base (传送机零件底座)

teleportato_checkmate (传送机零件底座)

wormhole (虫洞)

wormhole_limited_1 (被限制的虫洞)

stafflight (小星星)

treasurechest_trap (箱子陷阱)

icepack (冰包)

dragonflychest (蜻蜓箱子)

5.食物:

carrot (胡萝卜)

carrot_cooked (熟胡萝卜)

berries (浆果)

berries_cooked (熟浆果)

pumpkin (南瓜)

pumpkin_cooked (熟南瓜)

dragonfruit (火龙果)

dragonfruit_cooked(熟火龙果)

pomegranate (石榴)

pomegranate_cooked (熟石榴)

corn (玉米)

corn_cooked (熟玉米)

durian (榴莲)

durian_cooked (熟榴莲)

eggplant (茄子)

eggplant_cooked (熟茄子)

cave_banana (洞穴香蕉)

cave_banana_cooked (熟洞穴香蕉)

acorn (橡果)

acorn_cooked(熟橡果)

cactus_meat (仙人掌肉)

watermelon(西瓜)

red_cap (采摘的红蘑菇)

red_cap_cooked (煮熟的红蘑菇)

green_cap (采摘的绿蘑菇)

green_cap_cooked (煮熟的绿蘑菇)

blue_cap_cooked (煮熟的蓝蘑菇)

blue_cap (采摘的蓝蘑菇)

seeds (种子)

seeds_cooked (熟种子)

carrot_seeds (胡萝卜种子)

pumpkin_seeds (南瓜种子)

dragonfruit_seeds (火龙果种子)

pomegranate_seeds (石榴种子)

corn_seeds (玉米种子)

durian_seeds (榴莲种子)

eggplant_seeds (茄子种子)

smallmeat (小肉)

cookedsmallmeat (小熟肉)

smallmeat_dried (小干肉)

meat (大肉)

cookedmeat (大熟肉)

meat_dried (大干肉)

drumstick (鸡腿)

drumstick_cooked (熟鸡腿)

monstermeat (疯肉)

cookedmonstermeat (熟疯肉)

monstermeat_dried (干疯肉)

plantmeat (食人花肉)

plantmeat_cooked (熟食人花肉)

bird_egg (鸡蛋)

bird_egg_cooked (煮熟的鸡蛋)

rottenegg (烂鸡蛋)

tallbirdegg (高鸟蛋)

tallbirdegg_cooked (熟高鸟蛋)

tallbirdegg_cracked (孵化的高鸟蛋)

fish (鱼)

fish_cooked (熟鱼)

eel (鳗鱼)

eel_cooked (熟鳗鱼)

froglegs (蛙腿)

froglegs_cooked (熟蛙腿)

batwing (蝙蝠翅膀)

batwing_cooked (熟蝙蝠翅膀)

trunk_cooked (熟象鼻)

mandrake (曼德拉草)

cookedmandrake (熟曼特拉草)

honey (蜂蜜)

butter (黄油)

butterflymuffin (奶油松饼)

frogglebunwich (青蛙圆面包三明治)

honeyham (蜜汁火腿)

dragonpie (龙馅饼)

taffy (太妃糖)

pumpkincookie (南瓜饼)

kabobs (肉串)

powcake (芝士蛋糕)

mandrakesoup (曼德拉草汤)

baconeggs (鸡蛋火腿)

bonestew (肉汤)

perogies (半圆小酥饼)

wetgoop (湿腻焦糊)

ratatouille (蹩脚的炖菜)

fruitmedley (水果拼盘)

fishtacos (玉米饼包炸鱼)

waffles (华夫饼)

turkeydinner (火鸡正餐)

fishsticks (鱼肉条)

stuffedeggplant (香酥茄盒)

honeynuggets (甜蜜金砖)

meatballs (肉丸)

jammypreserves (果酱蜜饯)

monsterlasagna (怪物千层饼)

unagi (鳗鱼料理)

bandage (蜂蜜绷带)

healingsalve (治疗药膏)

spoiled_food (腐烂食物)

flowersalad (花沙拉)

icecream (冰激淋)

watermelonicle (西瓜冰)

trailmix (干果)

hotchili (咖喱)

guacamole (鳄梨酱)

goatmilk (羊奶)

6.植物:

flower (花)

flower_evil (噩梦花)

carrot_planted (长在地上的胡萝卜)

grass (长在地上的草)

depleted_grass (草根)

dug_grass (长草簇)

sapling (树苗)

dug_sapling (可种的树苗)

berrybush (果树丛)

dug_berrybush (可种的果树丛)

berrybush2 (果树丛2)

dug_berrybush2 (可种的果树丛2)

marsh_bush (尖刺灌木)

dug_marsh_bush (可种的尖刺灌木)

reeds (芦苇)

lichen (洞穴苔藓)

cave_fern (蕨类植物)

evergreen (树)

evergreen_sparse (无松果的树)

marsh_tree (针叶树)

cave_banana_tree (洞穴香蕉树)

livingtree (活树)

deciduoustree (橡树)

deciduoustree_tall (高橡树)

deciduoustree_short (矮橡树)

red_mushroom (红蘑菇)

green_mushroom (绿蘑菇)

blue_mushroom (蓝蘑菇)

mushtree_tall (高蘑菇树)

mushtree_medium (中蘑菇树)

mushtree_small (小蘑菇树)

flower_cave (单朵洞穴花)

flower_cave_double (双朵洞穴花)

flower_cave_triple (三朵洞穴花)

tumbleweed (滚草)

cactus (仙人掌)

cactus_flower (仙人掌花)

marsh_plant (水塘边小草)

pond_algae (水藻)

7.动物:

rabbit (兔子)

perd (火鸡)

crow (乌鸦)

robin (红雀)

robin_winter (雪雀)

butterfly (蝴蝶)

fireflies (萤火虫)

bee (蜜蜂)

killerbee (杀人蜂)

flies (苍蝇)

mosquito (蚊子)

frog (青蛙)

beefalo (牛)

babybeefalo (小牛)

lightninggoat (闪电羊)

pigman (猪人)

pigguard (猪守卫)

bunnyman (兔人)

merm (鱼人)

spider_hider (洞穴蜘蛛)

spider_spitter (喷射蜘蛛)

spider (地面小蜘蛛)

spider_warrior (地面绿蜘蛛)

spiderqueen (蜘蛛女王)

spider_dropper (白蜘蛛)

hound (猎狗)

firehound(红色猎狗)