Run it
Copy the script and paste it into your executor.
Library = (:())()
Window = Library.(, )
Tab = Window:()
Section = Tab:()
Section:(, , ()
Players = :()
LocalPlayer = Players.LocalPlayer
buildTool = LocalPlayer.Backpack:()
(LocalPlayer.Character LocalPlayer.Character:())
buildTool
oldScript = buildTool:()
oldScript
oldScript.Disabled =
oldScript:()
()
()
.()
resources = LocalPlayer:(, )
resources
resourceNames = {
, , , , , ,
, , , , ,
, , , ,
}
_, name (resourceNames)
val = resources:(name)
val
val = .()
val.Name = name
val.Parent = resources
val.Value =
mouse = LocalPlayer:()
Parent = buildTool
Handle = Parent:()
Terrain = .Terrain
RunService = :()
UserInputService = :()
PartsMenu = LocalPlayer.PlayerGui:()
Ownership_m = (.ReplicatedStorage.Ownership)
_ = (.ReplicatedStorage.Types)
_ = (.ReplicatedStorage.Modules.General.RoleModule)
Building_m = (.ReplicatedStorage.Modules.Gameplay.Building)
RootPart_m = (.ReplicatedStorage.Modules.Gameplay.Building.RootPart)
PartSelection_m = (.ReplicatedStorage.Modules.Gameplay.Building.PartSelection)
gridgui = LocalPlayer:():()
v1 =
v2 = .(, , )
v3 =
v4 =
v5 =
v6 =
v7 =
cframe = .()
v8 = .(, , )
v9 = .(, , )
t = {}
WorldData_m = (.ReplicatedStorage:())
v11 =
v12 =
t_1 = {}
partTemplates = Building_m.partTemplates
()
v3
PartsMenu.RemainingResources.Visible =
v13 =
key, val (v3.ResourcesRequired:())
v13 ..= .(
,
LocalPlayer.Resources[key].Value,
val,
key:(, )
)
PartsMenu.RemainingResources.Text = v13
PartsMenu.RemainingResources.Visible =
(arg1)
.(.(arg1.X), .(arg1.Y), .(arg1.Z))
(arg2)
.(.(arg2.X), .(arg2.Y), .(arg2.Z))
(u1)
t_2 = { u1:() }
.(
.(t_2[]), .(t_2[]), .(t_2[]),
.(t_2[]), .(t_2[]), .(t_2[]),
.(t_2[]), .(t_2[]), .(t_2[]),
.(t_2[]), .(t_2[]), .(t_2[])
)
Setting = gridgui:():():()
()
v8 = v3.Configuration.Scale.Value
v16, v17, v18
Setting.Value ==
v16, v17, v18 = , ,
v8.X < v16 =
v8.Y < v17 =
v8.Z < v18 =
v16, v17, v18 = , ,
v4 v4:()
v8.X < v16 =
v8.Y < v17 =
v8.Z < v18 =
v9 = (cframe:(.(v16, v17, v18)))
()
v4.Configuration.RotateMode.Value ==
cframe = .()
cframe = .(.(v6 * ), .(v5 * ), .(v7 * ))
()
()
v4
v4:()
v4 =
v4 = v3:()
descendants = v4:()
.(descendants, v4)
_, val_1 (descendants)
val_1:()
val_1.Transparency = + val_1.Transparency *
val_1.Anchored =
val_1.CanCollide =
val_1.CanTouch =
val_1.CanQuery =
val_1.CastShadow =
val_1:()
val_1:()
v5, v6, v7 = , ,
cframe = .()
()
v4.Parent =
mouse.TargetFilter = v4
()
PartsMenu.Hotbar.CurrentSelection.Changed:(()
v4 v4:(); v4 =
Value = PartsMenu.Hotbar.CurrentSelection.Value
Value ~=
v3 = partTemplates[Value]
()
v3 =
()
)
Parent.Equipped:(()
v1 =
PartsMenu.Enabled =
PartsMenu.Frame.Visible =
PartsMenu.Categories.Visible =
PartsMenu.PartInfo.Visible =
PartsMenu.RParts.Visible =
gridgui.Enabled =
v3 ()
Handle.Equip:()
v2 = WorldData_m.(Handle.Position).Position
_, val_2 (.OverlapPrevention:())
val_2:()
t = {}
:().GamepadEnabled
.GuiService.SelectedObject = PartsMenu.Hotbar[]
)
Parent.Unequipped:(()
PartsMenu.Enabled =
gridgui.Enabled =
v4 v4:(); v4 =
Handle.Unequip:()
v1 =
v12, v11 = ,
t_1 = {}
_, val_3 (t) val_3:()
t = {}
.GuiService.SelectedObject =
)
Setting.Changed:(() () )
v33 =
cframe_1 = .()
v45 =
RunService.Heartbeat:((_)
mouse.Target v4
Hit = mouse.Hit
PartsMenu.Frame.Visible
v4.Parent =
v4.Parent =
v46 = mouse.Target
v46
v48, v50, v51, v52, v54, v56, v58, v59, v60, v61, v64, v66
v46 ~= Terrain v46 ~= :()
v4:()
v45 =
()
v48 = .(v46.CFrame:(Hit.Position), v2) * .(, , )
v4:(v48 * cframe + v48.UpVector * )
v4.Handle:() v4.Handle.Trail.Enabled =
v46.Name == v33
v50 = v33.Parent.Parent
v46
v46:()
v46 = v46.Parent
v46
v50 = v46.Parent.Parent
v50:()
v46.Name ~=
v33 = v46
v33
v45 ~= mouse.TargetSurface
v45 = mouse.TargetSurface
()
v12, t_1 = RootPart_m:(v33, v50, t_1)
v51 = v46:()
v52 = v12.Parent == v50.Parts partTemplates[v12.Name].Configuration.Scale.Value v12.Size
v11 = v12:():(.(v52 / - v9 / ))
v54 = v11:(Hit.Position)
v56 = v11:(v51:(v46.PivotOffset.Rotation:() * .(v45)))
v58 = (cframe:(v8))
v59 = v58 / - v9 /
v60 = v54 + v58 * v56 / + v59
v61 = v9
v64 = .(v60.X / v61.X) * v61.X
v66 = .(v60.Y / v61.Y) * v61.Y
cframe_1 = (v51:(v11:(cframe + .(v64, v66, .(v60.Z / v61.Z) * v61.Z) - v59)))
v4:(v51:(cframe_1))
v45 =
()
v48 = .(v46.CFrame:(Hit.Position), v2) * .(, , )
v4:(v48 * cframe + v48.UpVector * )
v4:()
v4.Handle.Transparency =
v4.Handle:() v4.Handle.Trail.Enabled =
()
)
mouse.Button1Down:(()
v1 v3 v4 PartsMenu.Frame.Visible
v75 =
key_4, val_4 (v3.ResourcesRequired:())
val_4 > LocalPlayer.Resources[key_4].Value
v75 =
v75
v77 = mouse.Target
v77
Parent_1, Part, WeldConstraint, v79
v77 ~= Terrain v77 ~= :()
v4:()
v33 = PartSelection_m.(v33)
v33
Parent_1 = v33.Parent.Parent
v77.Name ~=
v77 = PartSelection_m.(v77)
v77 v77.Parent.Parent ~= Parent_1
v77 (partTemplates[v77.Name] v77.Name == ) Parent_1:() Parent_1:()
Ownership_m.(LocalPlayer.UserId, Parent_1:(), Parent_1)
v79 = v11:(v77:():(cframe_1))
v4:()
v79 = v79.Rotation + (v79.Position)
Parent.AddPart:(Parent_1, v79, v4.Name, v8, v33, v9, v12)
Part = .(, .OverlapPrevention)
Part.Size = v3.Size *
Part.Transparency =
Part.CanCollide =
Part:(v77:():(cframe_1))
Part.Name =
Part:()
v33:()
Part.Anchored =
WeldConstraint = .(, Part)
WeldConstraint.Part0 = v77
WeldConstraint.Part1 = Part
.(t, Part)
Parent.NewShip:(v4.Position, v4.Name, v4:())
v4.Material == .Material.Ice v4.Material == .Material.Glacier Handle[ .. .(, )]:()
v4.Material == .Material.Grass v4.Material == .Material.Wood Handle[ .. .(, )]:()
v4.Material == .Material.Glass Handle[ .. .(, )]:()
Handle[ .. .(, )]:()
)
UserInputService.InputBegan:((input, gameProcessedEvent)
v1 gameProcessedEvent v4
input.KeyCode == .KeyCode.R v5 = .(v5 + , )
input.KeyCode == .KeyCode.T v6 = .(v6 + , )
input.KeyCode == .KeyCode.Y v7 = .(v7 + , )
()
)
()
)Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
This will give you Infinite resources planning to add more features