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Hi there,

I wanted to know how can I change the durability of armor, clothing and structures with the command:

c_select() c_sel()

For example I can craft an axe, drop it and use this to change the number of uses of that particular axe:

c_select() c_sel().components.finiteuses:SetUses(1000)

How can I do this with:

1. Armor, a Log Suit for example.

Tried this, but it just went back to the cap (100%):

c_select() c_sel().components.armor:SetPercent(2.00)

2. Clothing, a Winter Hat for example.

3. Structures, a Science Machine or a Stone Wall for example. Can I change the base health, make it fire immune or indestructible with "c_select() c_sel()"?

Did a search and only found this, which solved the tools/weapons part:

Thanks for any help.

25 minutes ago, Felippe said:

Thanks it worked! Tried this with walls, but crashed:


c_select() c_sel().components.health.maxhealth = 20000
c_select() c_sel().components.health.currenthealth = 20000

 


c_select() c_sel().components.health:SetMaxHealth(2000)

Just now, zUsername said:


c_select() c_sel().components.health:SetMaxHealth(2000)

Tried that one, wall gets upgraded visually, but still takes 3 hammer hits to destroy.

These didn't work either:

c_select() c_sel().components.health.invincible = true
c_select() c_sel().components.health.vulnerabletoheatdamage = false

 

7 minutes ago, Felippe said:

Tried that one, wall gets upgraded visually, but still takes 3 hammer hits to destroy.

These didn't work either:


c_select() c_sel().components.health.invincible = true
c_select() c_sel().components.health.vulnerabletoheatdamage = false

 

Of course. This code: c_select() c_sel().components.health:SetMaxHealth(2000)  will change wall health ( like Hounds attack your wall it will decrease health wall ).
Maybe this code you will want:

c_select() c_sel().components.workable:SetWorkLeft(2000)

13 minutes ago, Felippe said:

Awesome, thanks again! Any way to avoid creatures like Bearger still 1 hit them (AoE attack / just walk destroying them) or give them indestructible / fire immune properties?

This will make giant can't destroy your wall: c_select() c_sel():RemoveComponent("workable")

This will make your wall can't be set on fire :


c_select() c_sel():RemoveComponent("propagator")

c_select() c_sel():RemoveComponent("burnable")

Edited by zUsername
Just now, zUsername said:

This will make giant can't destroy your wall: c_select() c_sel():RemoveComponent("workable")

Worked perfectly for both walls and structures like a Science Machine, I couldn't hammer them anymore so that's 2 in 1, what about fire damage? Any way to avoid it?

EDIT:

Hah it makes them immune to meteors as well.

Edited by Felippe
9 minutes ago, zUsername said:

c_select() c_sel():RemoveComponent("propagator")

c_select() c_sel():RemoveComponent("burnable")

Just burnable seems to do both in 1, thank you so much for the help!

Just 2 types left, items like a winter hat and torches, any ideas?

  • Developer
14 minutes ago, Felippe said:

Hah it makes them immune to meteors as well.

Yeah, because what that code does, basically, is to not allow the wall to be "de-constructed" anymore. It's immune to everything now, mostly.

How will players remove these walls now if they ever want to, though? O.o

Just now, ImDaMisterL said:

Yeah, because what that code does, basically, is to not allow the wall to be "de-constructed" anymore. It's immune to everything now, mostly.

How will players remove these walls now if they ever want to, though? O.o

It's for a panic room and let's say a science machine, I had to spawn stuff like basalt before.

Edited by Felippe
c_select() c_sel().components.fueled.maxfuel = 2000
c_select() c_sel().components.fueled.currentfuel = 2000
9 minutes ago, ImDaMisterL said:

Oh, I see...

Well, you just won't be able to close this panic room with you inside. Ever. :p

He can using this to remove wall

c_select() c_sel():Remove()
  • Developer
3 minutes ago, zUsername said:

He can using this to remove wall


c_select() c_sel():Remove()

Yeah, but only by inputting that on the console...

Feels kinda like cheating to me. A way to remove them through game means would be good.

24 minutes ago, ImDaMisterL said:

Oh, I see...

Well, you just won't be able to close this panic room with you inside. Ever. :p

Just something like this:

toothtrap2.png

Would be a pain to rebuild everything if a giant walks in and 1 hits everything.

Edited by Felippe
1 hour ago, Aquaterion said:

did u try using the command u were using before with a dropped item? it should work

Yeah that one works fine, I just wanted to know if there's another way without the need to drop them (like when you're around a bunch of players). It's OK, I'll just keep going a screen or 2 away to do it.

For some reason, with modded items, at least, the

c_select() c_sel().components.finiteuses:SetUses(1000)

command doesn't work very consistently for me. I'm using the Above the Clouds mod and trying to give the shears more durability by dropping it on the ground and using the command, but it doesn't seem to be working for me.
Also, is there a way to set infinite durability on the tools? I have a mod that does it for the base game stuff, but it doesn't work for modded stuff. This is the mod, by the way. https://steamcommunity.com/sharedfiles/filedetails/?id=3092787387

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