LGTuner
Fine tune your LevelGeneration! [Early Access 2]
Last updated | 2 years ago |
Total downloads | 26223 |
Total rating | 4 |
Categories | Rundown Mods |
Dependency string | Flowaria-LGTuner-0.99999.3 |
Dependants | 72 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.0.0README
This Mod is for Rundown Developer, not user
LGTuner is plugin that adds support to modify result of LevelGeneration by their swapping their tile and plugs. As doing this you could do:
- Modify Rotation of specific geomorph
- Directly Specify list of geomorphs/plugs/altitudes that can be used on zones
- Extends altitudes by depth numbers! (0 = mid / 1 = high / -1 = low / and so on!)
- And many things!
0.9999~.2 Update
- Resolved Skill Issue - Thanks Endskill for compile it for me!
How To use it?
- Install Plugin
- Run the game once
- Open
YourRundownFolder/Custom/LGTuner
folder - Create
json
orjsonc
file with any name! - Write down config with following format
Formatting
{
"LevelLayoutID": 1, //Layout PersistentID
"ExtraComplexResourceToLoad": [ //Load "Extra" Complex Shard so you could use it on this config file! (Yes multi-complex type in same level is allowed)
"Tech",
"Mining",
"Service"
],
"ZoneOverrides": [
{
"LocalIndex": 0, //Local Index for zone
"OverrideGeomorphs": true, //Override Geomorphs?
"Geomorphs": [
//first
{
"Geomorph": "Assets/AssetPrefabs/Complex/Mining/Geomorphs/Refinery/geo_64x64_mining_refinery_X_HA_04.prefab",
"Direction": "Forward" //Unchanged, Random, Forward, Backward, Left, Right
},
//second
{
"Geomorph": "Assets/AssetPrefabs/Complex/Mining/Geomorphs/Refinery/geo_64x64_mining_refinery_L_HA_01.prefab",
"Direction": "Forward" //Unchanged, Random, Forward, Backward, Left, Right
}
//if still needed, it will return to first one and repeat...
],
"OverridePlugs": true, //Override Plug transition?
"Plugs": [
//Same behaviour as Geomorphs
"Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab",
"Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab"
],
"OverrideAltitudes": true, //Override Altitude?
"Altitudes": [
//Same behaviour as Geomorphs, 0 = Mid, 1 = High, -1 = Low and so on!
0,
1,
2,
3
],
"OverridePlugWithNoGateChance": true, //Override chance of spawning "no gate" plugs within this zone?
"PlugWithNoGatechance": 1.0
}
],
//When you want to edit specific tile position instead of editing via zone numbers
"TileOverrides": [
{
"X": 0, //Grid X Position, East-West (0,0 is elevator tile!)
"Z": 1, //Grid Z Position, North-South
"Rotation": "Flip", //None, Flip, MoveTo_Left, MoveTo_Right, Towards_Random, Towards_Forward, Towards_Backward, Towards_Left, Towards_Right
"Geomorph": "Assets/AssetPrefabs/Complex/Mining/Geomorphs/Refinery/geo_64x64_mining_refinery_X_HA_04.prefab", //Geomorph you want to override (empty = don't alter)
"OverrideAltitude": false, //Override Altitude?
"Altitude": 0, //Wanted Altitude for this tile
"ForwardPlug": "Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab", //South Direction Plug Prefab (empty = don't alter)
"BackwardPlug": "Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab", //North Direction Plug Prefab
"LeftPlug": "Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab", //West Direction Plug Prefab
"RightPlug": "Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab", //East Direction Plug Prefab
"OverridePlugWithNoGateChance": false, //Override Chance of Plugs out from this tile has "no gate"
"PlugWithNoGateChance": 0.5
}
]
}
Supports PartialData
You could use layout GUID for LevelLayoutID
field!