Inf Resources (  )
Key Required

Inf Resources ( )

Space Pioneersfrutalrbxfrutalrbx 421 views 88 executesUpdated Oct 10, 2026
5.0/ 5(1 votes)
10100% Positive
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
#space#pioneers

Community Comments (0)

No comments yet for this script.