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Lua Script•394 lines (14551 chars)
local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/xHeptc/Kavo-UI-Library/main/source.lua"))()
local Window = Library.CreateLib("me when i pee", "Ocean")
local Tab = Window:NewTab("idk")
local Section = Tab:NewSection("TUTORIAL : click button search for resources like uranium")
Section:NewButton("give me or else", "for free", function()
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
-- ==========================================
-- 1. LOCATE AND DESTROY THE OLD SCRIPT
-- ==========================================
local buildTool = LocalPlayer.Backpack:FindFirstChild("Build")
or (LocalPlayer.Character and LocalPlayer.Character:FindFirstChild("Build"))
if buildTool then
local oldScript = buildTool:FindFirstChild("BuildLocal")
if oldScript then
oldScript.Disabled = true -- Stop it from running
oldScript:Destroy() -- Remove it completely to kill its connections
print("Original BuildLocal script destroyed.")
end
else
warn("Could not find Build Tool. Please make sure it is in your inventory or equipped.")
return
end
-- ==========================================
-- 2. RUN THE TRICKED SCRIPT LOGIC
-- ==========================================
task.wait(1)
local resources = LocalPlayer:WaitForChild("Resources", 5)
if resources then
local resourceNames = {
"Tekkie", "Uranium", "Ash", "Wood", "Regolith", "Coal",
"Coal Coke", "Pig Iron", "Plastic", "Saltpeter", "Lime",
"Hematite", "Malachite", "Iridium", "Copper", "Steel"
}
for _, name in ipairs(resourceNames) do
local val = resources:FindFirstChild(name)
if not val then
val = Instance.new("IntValue")
val.Name = name
val.Parent = resources
end
val.Value = 999999
end
end
local mouse = LocalPlayer:GetMouse()
local Parent = buildTool
local Handle = Parent:WaitForChild("Handle")
local Terrain = workspace.Terrain
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local PartsMenu = LocalPlayer.PlayerGui:WaitForChild("PartsMenu")
local Ownership_m = require(game.ReplicatedStorage.Ownership)
local _ = require(game.ReplicatedStorage.Types)
local _ = require(game.ReplicatedStorage.Modules.General.RoleModule)
local Building_m = require(game.ReplicatedStorage.Modules.Gameplay.Building)
local RootPart_m = require(game.ReplicatedStorage.Modules.Gameplay.Building.RootPart)
local PartSelection_m = require(game.ReplicatedStorage.Modules.Gameplay.Building.PartSelection)
local gridgui = LocalPlayer:WaitForChild("PlayerGui"):WaitForChild("GridGui")
local v1 = false
local v2 = Vector3.new(0, 0, 0)
local v3 = nil
local v4 = nil
local v5 = 0
local v6 = 0
local v7 = 0
local cframe = CFrame.new()
local v8 = Vector3.new(4, 4, 4)
local v9 = Vector3.new(4, 4, 4)
local t = {}
local WorldData_m = require(game.ReplicatedStorage:WaitForChild("WorldData"))
local v11 = nil
local v12 = nil
local t_1 = {}
local partTemplates = Building_m.partTemplates
-- Define refreshRequirements before using it
local function refreshRequirements()
if v3 then
PartsMenu.RemainingResources.Visible = true
local v13 = ""
for key, val in pairs(v3.ResourcesRequired:GetAttributes()) do
v13 ..= string.format(
"\n%d/%d %s",
LocalPlayer.Resources[key].Value,
val,
key:gsub("_", " ")
)
end
PartsMenu.RemainingResources.Text = v13
return
end
PartsMenu.RemainingResources.Visible = false
end
local function roundVec3(arg1)
return Vector3.new(math.round(arg1.X), math.round(arg1.Y), math.round(arg1.Z))
end
local function absVec3(arg2)
return Vector3.new(math.abs(arg2.X), math.abs(arg2.Y), math.abs(arg2.Z))
end
local function roundCF(u1)
local t_2 = { u1:GetComponents() }
return CFrame.new(
math.round(t_2[1]), math.round(t_2[2]), math.round(t_2[3]),
math.round(t_2[4]), math.round(t_2[5]), math.round(t_2[6]),
math.round(t_2[7]), math.round(t_2[8]), math.round(t_2[9]),
math.round(t_2[10]), math.round(t_2[11]), math.round(t_2[12])
)
end
local Setting = gridgui:WaitForChild("Frame"):WaitForChild("TextButton"):WaitForChild("Setting")
local function updateGrid()
v8 = v3.Configuration.Scale.Value
local v16, v17, v18
if Setting.Value == false then
v16, v17, v18 = 4, 4, 4
if v8.X < 4 then v16 = 2 end
if v8.Y < 4 then v17 = 2 end
if v8.Z < 4 then v18 = 2 end
else
v16, v17, v18 = 2, 2, 2
if v4 and v4:HasTag("Small") then
if v8.X < 4 then v16 = 1 end
if v8.Y < 4 then v17 = 1 end
if v8.Z < 4 then v18 = 1 end
end
end
v9 = roundVec3(cframe:VectorToWorldSpace(Vector3.new(v16, v17, v18)))
end
local function recalculatePlacementRotation()
if v4.Configuration.RotateMode.Value == 0 then
cframe = CFrame.new()
return
end
cframe = CFrame.fromEulerAnglesYXZ(math.rad(v6 * 90), math.rad(v5 * 90), math.rad(v7 * 90))
updateGrid()
end
local function refreshHolding()
if v4 then
v4:Destroy()
v4 = nil
end
v4 = v3:Clone()
local descendants = v4:GetDescendants()
table.insert(descendants, v4)
for _, val_1 in ipairs(descendants) do
if val_1:IsA("BasePart") then
val_1.Transparency = 0.5 + val_1.Transparency * 0.5
val_1.Anchored = true
val_1.CanCollide = false
val_1.CanTouch = false
val_1.CanQuery = false
val_1.CastShadow = false
elseif val_1:IsA("ProximityPrompt") then
val_1:Destroy()
end
end
v5, v6, v7 = 0, 0, 0
cframe = CFrame.new()
updateGrid()
v4.Parent = workspace
mouse.TargetFilter = v4
refreshRequirements()
end
PartsMenu.Hotbar.CurrentSelection.Changed:Connect(function()
if v4 then v4:Destroy(); v4 = nil end
local Value = PartsMenu.Hotbar.CurrentSelection.Value
if Value ~= "" then
v3 = partTemplates[Value]
refreshHolding()
else
v3 = nil
end
refreshRequirements()
end)
Parent.Equipped:Connect(function()
v1 = true
PartsMenu.Enabled = true
PartsMenu.Frame.Visible = false
PartsMenu.Categories.Visible = false
PartsMenu.PartInfo.Visible = false
PartsMenu.RParts.Visible = true
gridgui.Enabled = true
if v3 then refreshHolding() end
Handle.Equip:Play()
v2 = WorldData_m.getNearestBody(Handle.Position).Position
for _, val_2 in ipairs(workspace.OverlapPrevention:GetChildren()) do
val_2:Destroy()
end
t = {}
if game:GetService("UserInputService").GamepadEnabled then
game.GuiService.SelectedObject = PartsMenu.Hotbar["1"]
end
end)
Parent.Unequipped:Connect(function()
PartsMenu.Enabled = false
gridgui.Enabled = false
if v4 then v4:Destroy(); v4 = nil end
Handle.Unequip:Play()
v1 = false
v12, v11 = nil, nil
t_1 = {}
for _, val_3 in ipairs(t) do val_3:Destroy() end
t = {}
game.GuiService.SelectedObject = nil
end)
Setting.Changed:Connect(function() updateGrid() end)
local v33 = nil
local cframe_1 = CFrame.new()
local v45 = 0
RunService.Heartbeat:Connect(function(_)
if mouse.Target and v4 then
local Hit = mouse.Hit
if PartsMenu.Frame.Visible then
v4.Parent = nil
else
v4.Parent = workspace
local v46 = mouse.Target
if not v46 then return end
local v48, v50, v51, v52, v54, v56, v58, v59, v60, v61, v64, v66
if v46 ~= Terrain and v46 ~= workspace:FindFirstChild("CorePart") then
if v4:HasTag("Projectile") then
v45 = 1
recalculatePlacementRotation()
v48 = CFrame.lookAt(v46.CFrame:PointToWorldSpace(Hit.Position), v2) * CFrame.Angles(1.5707963267948966, 0, 0)
v4:PivotTo(v48 * cframe + v48.UpVector * 1)
if v4.Handle:FindFirstChild("Trail") then v4.Handle.Trail.Enabled = false end
else
if v46.Name == "OverlapPrevention" and v33 then
v50 = v33.Parent.Parent
else
while v46 do
if v46:HasTag("Block") then break end
v46 = v46.Parent
end
if not v46 then return end
v50 = v46.Parent.Parent
end
if v50:GetAttribute("Uneditable") then return end
if v46.Name ~= "OverlapPrevention" then
v33 = v46
elseif not v33 then
return
end
if v45 ~= mouse.TargetSurface then
v45 = mouse.TargetSurface
recalculatePlacementRotation()
end
v12, t_1 = RootPart_m:getSafeAssemblyRootPart(v33, v50, t_1)
v51 = v46:GetPivot()
v52 = if v12.Parent == v50.Parts then partTemplates[v12.Name].Configuration.Scale.Value else v12.Size
v11 = v12:GetPivot():ToWorldSpace(CFrame.new(v52 / 2 - v9 / 2))
v54 = v11:PointToObjectSpace(Hit.Position)
v56 = v11:VectorToObjectSpace(v51:VectorToWorldSpace(v46.PivotOffset.Rotation:Inverse() * Vector3.FromNormalId(v45)))
v58 = absVec3(cframe:VectorToWorldSpace(v8))
v59 = v58 / 2 - v9 / 2
v60 = v54 + v58 * v56 / 2 + v59
v61 = v9
v64 = math.round(v60.X / v61.X) * v61.X
v66 = math.round(v60.Y / v61.Y) * v61.Y
cframe_1 = roundCF(v51:ToObjectSpace(v11:ToWorldSpace(cframe + Vector3.new(v64, v66, math.round(v60.Z / v61.Z) * v61.Z) - v59)))
v4:PivotTo(v51:ToWorldSpace(cframe_1))
end
else
v45 = 1
recalculatePlacementRotation()
v48 = CFrame.lookAt(v46.CFrame:PointToWorldSpace(Hit.Position), v2) * CFrame.Angles(1.5707963267948966, 0, 0)
v4:PivotTo(v48 * cframe + v48.UpVector * 1)
if v4:HasTag("Projectile") then
v4.Handle.Transparency = 1
if v4.Handle:FindFirstChild("Trail") then v4.Handle.Trail.Enabled = false end
end
end
end
end
refreshRequirements()
end)
mouse.Button1Down:Connect(function()
if v1 and v3 and v4 and not PartsMenu.Frame.Visible then
local v75 = true
-- This check will always pass now because of the 999999 IntValues
for key_4, val_4 in pairs(v3.ResourcesRequired:GetAttributes()) do
if val_4 > LocalPlayer.Resources[key_4].Value then
v75 = false
break
end
end
if v75 then
local v77 = mouse.Target
if not v77 then return end
local Parent_1, Part, WeldConstraint, v79
if v77 ~= Terrain and v77 ~= workspace:FindFirstChild("CorePart") then
if not v4:HasTag("Projectile") then
v33 = PartSelection_m.GetBlockFromPart(v33)
if not v33 then return end
Parent_1 = v33.Parent.Parent
if v77.Name ~= "OverlapPrevention" then
v77 = PartSelection_m.GetBlockFromPart(v77)
if not v77 or v77.Parent.Parent ~= Parent_1 then return end
end
if v77 and (partTemplates[v77.Name] or v77.Name == "OverlapPrevention") and Parent_1:IsA("Model") and Parent_1:HasTag("Ship") then
if Ownership_m.CanBuildOn(LocalPlayer.UserId, Parent_1:GetAttribute("OwnerId"), Parent_1) then
v79 = v11:ToObjectSpace(v77:GetPivot():ToWorldSpace(cframe_1))
if not v4:HasTag("Small") then
v79 = v79.Rotation + roundVec3(v79.Position)
end
Parent.AddPart:FireServer(Parent_1, v79, v4.Name, v8, v33, v9, v12)
Part = Instance.new("Part", workspace.OverlapPrevention)
Part.Size = v3.Size * 0.975
Part.Transparency = 1
Part.CanCollide = false
Part:PivotTo(v77:GetPivot():ToWorldSpace(cframe_1))
Part.Name = "OverlapPrevention"
Part:AddTag("OverlapPrevention")
if v33:IsGrounded() then
Part.Anchored = true
else
WeldConstraint = Instance.new("WeldConstraint", Part)
WeldConstraint.Part0 = v77
WeldConstraint.Part1 = Part
end
table.insert(t, Part)
end
end
end
else
Parent.NewShip:FireServer(v4.Position, v4.Name, v4:GetPivot())
end
-- Sound effects
if v4.Material == Enum.Material.Ice or v4.Material == Enum.Material.Glacier then Handle["ice" .. math.random(1, 3)]:Play()
elseif v4.Material == Enum.Material.Grass or v4.Material == Enum.Material.Wood then Handle["leaf" .. math.random(1, 11)]:Play()
elseif v4.Material == Enum.Material.Glass then Handle["glass" .. math.random(1, 7)]:Play()
else Handle["concrete" .. math.random(1, 13)]:Play() end
end
end
end)
UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
if v1 and not gameProcessedEvent and v4 then
if input.KeyCode == Enum.KeyCode.R then v5 = math.fmod(v5 + 1, 4)
elseif input.KeyCode == Enum.KeyCode.T then v6 = math.fmod(v6 + 1, 4)
elseif input.KeyCode == Enum.KeyCode.Y then v7 = math.fmod(v7 + 1, 4) end
recalculatePlacementRotation()
end
end)
print("BuildLocal successfully bypassed and injected!")
end)Features & Information
This will give you Infinite resources
planning to add more features
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