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Their original purpose is unknown, thought likely to herd cattle Haybots are, most likely, the second enemy you will enounter in the world. Spider-like Totebots, which are the most basic of them all and whose heads can be used to make alarms, music and deter other bots.
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The world is inhabited by a variety of robots that attack the players on sight. Other locations include ruined structures like the Silo District or Ruin City filled with enemy robots, supply crates, and chests with loot the Trader's Outpost or Hideout, where items can be purchased with Produce Crates and Caged Farmers the Roadside Markets that can be harvested for blocks, parts and other resources and warehouses, large buildings storing more advanced supplies filled with Tapebots guarding the warehouse with their clippers and tape guns. The cheapest item is the Resource Collector used for collecting resources and transmitting them to refiners. The second major location in the game is the mechanic station, where most complex crafting can be undertaken with the other crafting stations: the large Craftbot the Dressbot, for making clothes the Refinebot, for refining raw materials and the Cookbot, for combining raw foods into recipes. The spaceship has a basic crafting station called a Craftbot with limited functionality, primarily focused on allowing players to build a simple automobile to begin exploring the world. They must search for supplies and food in order to survive. Place the part and press the interact button.Players begin at the site of a crashed spaceship, with very few items. It is recommended to create a symbolic link from. There's a test mod included in this repo.
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returns the description.json of a mod as a table. If your mod contains such an integer, you have to convert it back yourself. Note: Due to sm.json.open crashing when it tries to load a 64 bit integer, all integers that require more than 32 bits are stored as strings. Loading a database stores all entries into a dictionary with the localId of a mod as key. name )Įnd - Make sure to unload the databases after you're done using them, they take up quite a bit of memory
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getAllInstalledMods() - Returns an array of localIds (UUIDs, strings) - Do something with the localIds for _, localId in ipairs(loadedMods) do - Get the name of the mod found it's description.json print( ModDatabase. getAllLoadedMods() - Returns an array of localIds (UUIDs, strings) -] - Getting all installed mods local installedMods = ModDatabase. Getting all loaded mods local loadedMods = ModDatabase. Everything works both server-side and client-side function ModDatabaseTest.doDatabaseStuff( self )
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