CheeseGeos
Containing 10 custom geos and 3 modified geos (now with a mining reactor)
Last updated | 5 days ago |
Total downloads | 3724 |
Total rating | 2 |
Categories | Rundown Mods |
Dependency string | Red_Leicester_Cheese-CheeseGeos-0.3.2 |
Dependants | 18 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
CheeseGeos
version 0.3.2
Patch notes
0.3.2
Fixed the broken reactor text
Tiles
Mining
digsite: 3
hsuExitDestroyed
hsuExitDecayed
dead_end_01
storage: 2
HubExit_01
I_01
Reactor_01
refinery: 3
X_01
I_01
Portal_01
Tech
lab: 2
Hub_01
I_01
datacenter: 2
Hub_01
I_01
service
floodways: 0
gardens: 0
Mining Tiles
Mining_HSU_Exit_Destroyed_RLC
{
"Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_HSU_exit_Destroyed_RLC.prefab",
"SubComplex": 5,
"Shard": "S1"
}
Mining_HSU_Exit_Decayed_RLC
{
"Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_HSU_exit_Decayed_RLC.prefab",
"SubComplex": 5,
"Shard": "S1"
}
This is almost identical to the one above but without all of the burning
Mining_Dig_Site_Dead_End_RLC_01
{
"Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_digsite_dead_end_RLC_01.prefab",
"SubComplex": 5,
"Shard": "S1"
}
Storge_Exit_Hub_RLC_01
{
"Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_storage_exit_hub_RLC_01.prefab",
"SubComplex": "Storage",
"Shard": "S1"
}
Storage_I_RLC_01
{
"Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_storage_I_RLC_01.prefab",
"SubComplex": 5,
"Shard": "S1"
}
Refinery_X_RLC_01
{
"Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_refinery_X_RLC_01.prefab",
"SubComplex": 5,
"Shard": "S1"
},
Refinery_I_RLC_01
{
"Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_refinery_I_RLC_01.prefab",
"SubComplex": 5,
"Shard": "S1"
}
Refinery_Portal_RLC_01
{
"Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_refinery_portal_I_RLC_01.prefab",
"SubComplex": 5,
"Shard": "S1"
},
Mining_Reactor_RLC_01
Important note this reactor has a lot of lights, I suggest adding this into your LightSettings (make sure to delete the existing cat 2 entry)
{
"On": true,
"Category": 2,
"Chance": 1.0,
"ChanceBroken": 0.0,
"Color": {
"a": 0.0,
"r": 0.1,
"g": 0.0133,
"b": 0.0133
},
"IntensityMul": 1.0,
"Weight": 1.0
},
This reactor also doubles as a generator cluster the marker data for this is below
{
"CommonData": {
"FunctionComponentLinks": [
[],
[],
[],
[
0
],
[],
[
0
],
[
0
],
[
0
],
[
0
],
[],
[
0
],
[
0
],
[
0
],
[],
[],
[
0
],
[],
[],
[],
[
0
],
[],
[]
],
"Compositions": [
{
"preppedInstance": null,
"weight": 1.0,
"prefab": "Assets/Bundles/Markers/mining_reactor_01_GenCluster_v1.prefab",
"function": 19,
"Shard": 6
},
{
"preppedInstance": null,
"weight": 1.0,
"prefab": null,
"function": 0,
"Shard": 0
}
],
"AssetBundleName": 2,
"Group": 1,
"FunctionPotential": 4.0,
"RotationSnap": 0,
"RotationNoise": 0.0,
"EditorMesh": "",
"BoundingVolume": 0.0
},
"name": "geo_64x64_mining_reactor_01_GenCluster_v1",
"internalEnabled": true,
"persistentID": 501
}
{
"Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_reactor_RLC_01.prefab",
"SubComplex": 5,
"Shard": "S1"
},
Tech Tiles
Lab_I_RLC_01
Lots of corpses are recommended for this tile
{
"Prefab": "Assets/Bundles/RLC_Tech/geo_64x64_tech_lab_I_RLC_01.prefab",
"SubComplex": "Lab",
"Shard": "S1"
}
These screenshots were taken with OldSchoolGraphics installed so they're grainy
Lab_Hub_RLC_01
{
"Prefab": "Assets/Bundles/RLC_Tech/geo_64x64_tech_lab_Hub_RLC_01.prefab",
"SubComplex": 5,
"Shard": "S1"
}
Datacenter_Hub_JG_RLC_02_v3
{
"Prefab": "Assets/Bundles/RLC_Tech/geo_64x64_tech_data_center_hub_JG_RLC_02_v3.prefab",
"SubComplex": "DataCenter",
"Shard": "S1"
}
Datacenter_I_RLC_01
{
"Prefab": "Assets/Bundles/RLC_Tech/geo_64x64_tech_datacenter_I_RLC_01.prefab",
"SubComplex": "DataCenter",
"Shard": "S1"
}