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)