ZaeroGeos
A pack of geomorphs for custom tilesets. Currently contains 7 tiles + 2 variants.
Last updated | 10 months ago |
Total downloads | 30766 |
Total rating | 5 |
Categories | Dev Tools Libraries |
Dependency string | ProjectZaero-ZaeroGeos-0.6.0 |
Dependants | 49 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: 3.2.1README
Zaero's Custom Tilesets
Custom tilesets that can be mixed with vanilla tilesets to expand the possibilities for expeditions.
AVAILABLE TILESETS
- CAVES
- 7 tiles currently available, 2 have a variant.
- This tileset works best when paired with Digsite.
- Intentionally dark in most areas. Bring a flashlight.
- High verticality.
Prefabs to add to Complex Resources:
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_01.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_01_v2.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_02.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_02_X.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_03.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_04.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_I_01.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_I_02.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_Dead_End_01.prefab",
"SubComplex": 0,
"Shard": 4
}
Screenshots
Cave 01
Notes
- This is an X tile; security doors can spawn on all 4 sides.
- A generator cluster objective can be used, it will spawn in the lower cave.
Main Entrance | Generator Cluster Area |
---|---|
Tunnel Area | High Ledge |
Cave 01 v2
Notes
- This is a simplified version of Cave 01; the upper and lower floors are blocked off.
Cave 02
Notes
- This is a T tile; security doors can only spawn on the front and sides.
Entrance Ramp | Upper Ramp |
---|---|
Middle Island | Wall Dweller |
Cave 02 X
Notes
- This is an X tile version of Cave 02; security doors can spawn on all 4 sides.
- There is now a path leading from the Middle Island to the 4th security door.
- X version is flipped 180 degrees so you enter from the new security door instead of the front.
Cave 03
Notes
- This is an X tile; security doors can spawn on all 4 sides.
- This is the first cave tile with more than 1 room. This tile has 2 rooms that can generate.
Bottomless Pit | Entrance to Main Area |
---|---|
Main Room | Ramp to Ladder |
Cave 04
Notes
- This is an X tile; security doors can spawn on all 4 sides.
Central Pillar | Ramp to Structures |
---|---|
Side Cave | Across from Entrance |
Cave I 01
Notes
- This is a narrow I tile; security doors can only spawn forward and backward.
Path to Entrance | Lower Section Ramp |
---|---|
Ladder | Ramp to Ladder |
Cave I 02
Notes
- This is a large open I tile; security doors can only spawn forward and backward.
Diverging Paths | Main Ramp to Side of Pit |
---|---|
Center Pit | Side Ramp to Center of Pit |
Cave Dead End 01
Notes
- This is a dead end. There is only one entrance.
Dome Room | Main Ramp to Side of Pit |
---|---|
How to use
- Install the mod
- Add the tiles you wish to use to the corresponding section of
ComplexResourceSet
of the respective environment - Reference the tile like you would any other!
Contact Project Zaero#9999 on the discord if you find any issues.
Patch Notes
0.1.3
- Added Cave Dead End 01.
- Added missing Zone Signs to Cave I 02.
0.1.2
- Cave Tileset nearly complete...
- Added Cave I 02.
- Fixed some holes in Cave 04.
0.1.1
- Added Bulkhead DC spawns to all tiles except Cave 04 which already had them. Reroll marker seed if they fail to spawn.
0.1.0
- Updated geo pack for Alt/R1 update.
0.0.12
- Fixed soft lock in Cave 01 v2.
- Fixed holes in Cave 04.
0.0.11
- Properly aligned the plugs for Cave 04.
0.0.10
- Added Cave 04.
- Added Cave 01 variant where the upper and lower sections are blocked off to simplify the tile.
- Updated Cave 03 markers to attempt to fix the issue where terminals spawned randomly on the floor.
0.0.9
- Rundown 7 Hotfix 1 Version support.
0.0.8
- Rundown 7 Release Version support.
0.0.7
- Fixed all plug transitions. They were defaulted to Labs, so they used a random transition. They now use Dig Site transitions.
- Updated Cave 01
- Added additional markers for more resource spawns.
- Added additional lighting with different categories around the entire tile.
- The Upper Tunnel section is now filled with matter wave crystals and better lighting.
- Removed robots to make the tile a bit more serious.
- Now compatible with doubledrop plug transitions from all 4 directions.
- Removed unintentional rat's den.
- Updated Cave I 01
- Lower floor decorated with more interesting flooring and markers.
- Added additional terminal spawn locations.
- Revamped lighting on lower floor.
- Updated Cave 02 & Cave 02 X
- Fixed holes in the floor and ceiling.
- Fixed markers that had invisible barriers.
- Removed excessive tube lights and relit the environment.
- Updated Cave 03
- Shipment Crate marker is now static with random submarkers inside.
- Added proper terminal spawn points to the smaller room.
- Added several resource spawn points in the smaller room.
- Improved lighting in the smaller room.
- Robots can now probably be pinged.
- Invisible barriers fixed.
- Patched holes.
0.0.6
- Updated Cave 02 + Cave 02 X with zone signs.
- Added Cave 03.
0.0.5
- Added Cave I 01.
0.0.4
- Added Cave 02 X, a 4-way version of the same tile.
0.0.3
- Fixed mod category.
0.0.2
- Added Cave 02.
0.0.1
- Initial Release.