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Date uploaded | 9 months ago |
Version | 0.0.3 |
Download link | DarkEmperor-PreludeGeos-0.0.3.zip |
Downloads | 2230 |
Dependency string | DarkEmperor-PreludeGeos-0.0.3 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.0README
There is less lights on the tiles.
Mining
Refinery Exit (T tile)
Broken security doors contain enemy spawn points.
There is an Lookat event trigger in the elevator. (Evt_elevator, Lookat Max Distance : 15)
{
"Prefab": "Assets/CustomGeo_Mining_Prelude/geo_32x32_mining_refinery_exit_DE_01.prefab",
"SubComplex": 1,
"Shard": 14
}
Refinery Hub
There are 2 spawn points below.
Need to settings MiningMarkerDataBlock. If you don't, There is a hole in the center.
{
"Prefab": "Assets/CustomGeo_Mining_Prelude/geo_64x64_mining_refinery_hub_DE_01.prefab",
"SubComplex": 1,
"Shard": 2
}
{
"CommonData": {
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"Compositions": [
{
"weight": 1.0,
"prefab": "Assets/CustomGeo_Mining_Prelude/refinery_open_2200x2200x1000_DE_V01.prefab",
"function": 19,
"Shard": 6
},
{
"weight": 1.0,
"function": 0,
"Shard": 0
}
],
"AssetBundleName": 2,
"Group": 1,
"FunctionPotential": 4.0,
"RotationSnap": 0,
"RotationNoise": 0.0,
"EditorMesh": "Markerproducers/Mining/M_dig_site_open_2200x2200x1000",
"BoundingVolume": 10648001.0
},
"name": "mining_refinery_open_2200x2200x2200_custom",
"internalEnabled": true,
"persistentID": 255
}
Refinery Dead End
{
"Prefab": "Assets/CustomGeo_Mining_Prelude/geo_64x64_mining_refinery_DE_dead_end_room_01.prefab",
"SubComplex": 1,
"Shard": 2
}
Dig Site Exit
Similar to Digsite Elevator 3. Just Exit version. Nothing special.
{
"Prefab": "Assets/CustomGeo_Mining_Prelude/geo_64x64_mining_dig_site_exit_DE_01.prefab",
"SubComplex": 0,
"Shard": 1
}
Tech
Dead End
Just Lab Dead End Room 2 Alt version. Nothing special.
{
"Prefab": "Assets/CustomGeo_Tech_Prelude/geo_64x64_Lab_dead_end_room_DE_01.prefab",
"SubComplex": 5,
"Shard": 9
}
Lab I
Hard to use Generator.
There is an Lookat event trigger. (Evt_Trigger, Lookat Max Distance : 10)
{
"Prefab": "Assets/CustomGeo_Tech_Prelude/geo_64x64_lab_I_DE_01.prefab",
"SubComplex": 5,
"Shard": 6
}
Service
Floodways Hub
{
"Prefab": "Assets/CustomGeo_Service_Prelude/geo_64x64_service_floodways_hub_DE_01.prefab",
"SubComplex": 6,
"Shard": 2
}
Not used in Prelude
Service
Floodways Reactor Destroyed
High RAM Usage
This is not reactor tile
There is a 2 event trigger.
WE_CameraShake_reactor_01
WE_Trigger_Reactor_01 (in center)
{
"Prefab": "Assets/CustomGeo_Service_Prelude/geo_64x64_service_floodways_reactor_destroyed_DE_01.prefab",
"SubComplex": 6,
"Shard": 4
}
Floodways to Mining Exit
Mixed floodways_dead_end_HA_01_R8A2, mining_challenge_01, elevator_shaft_storage_01
Same name floodways_dead_end_HA_01_R8A2 event (Evt_EnterTrigger)
There is a custom scan point. Same location as Expedition Exit Scan (CustomExpeditionExitScanAlign)
{
"Prefab": "Assets/CustomGeo_Service_Prelude/geo_64x64_service_floodways_to_mining_exit_DE_01.prefab",
"SubComplex": 6,
"Shard": 4
}