ProjectZaero-ZaeroGeos icon


A pack of geomorphs for custom tilesets. Currently contains 7 tiles + 2 variants.

Last updated 5 months ago
Total downloads 25770
Total rating 4 
Categories Dev Tools Libraries
Dependency string ProjectZaero-ZaeroGeos-0.6.0
Dependants 39 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.1 icon

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.1
dakkhuza-MTFO-4.5.2 icon

The premier in GTFO DataBlock editing ;^)

Preferred version: 4.5.2


Zaero's Custom Tilesets

Custom tilesets that can be mixed with vanilla tilesets to expand the possibilities for expeditions.


  1. 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


Cave 01


  • 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


  • This is a simplified version of Cave 01; the upper and lower floors are blocked off.

Cave 02


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • This is a dead end. There is only one entrance.
Dome Room Main Ramp to Side of Pit

How to use

  1. Install the mod
  2. Add the tiles you wish to use to the corresponding section of ComplexResourceSet of the respective environment
  3. Reference the tile like you would any other!

Contact Project Zaero#9999 on the discord if you find any issues.

Patch Notes


  • Added Cave Dead End 01.
  • Added missing Zone Signs to Cave I 02.


  • Cave Tileset nearly complete...
  • Added Cave I 02.
  • Fixed some holes in Cave 04.


  • Added Bulkhead DC spawns to all tiles except Cave 04 which already had them. Reroll marker seed if they fail to spawn.


  • Updated geo pack for Alt/R1 update.


  • Fixed soft lock in Cave 01 v2.
  • Fixed holes in Cave 04.


  • Properly aligned the plugs for Cave 04.


  • 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.


  • Rundown 7 Hotfix 1 Version support.


  • Rundown 7 Release Version support.


  • 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.


  • Updated Cave 02 + Cave 02 X with zone signs.
  • Added Cave 03.


  • Added Cave I 01.


  • Added Cave 02 X, a 4-way version of the same tile.


  • Fixed mod category.


  • Added Cave 02.


  • Initial Release.