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CheeseGeos

version 0.6.2

Patch notes

0.6.2

Added back the old bundles because they unbreak old mods and won't affect performance on mods that use the new paths
(I still strongly recommend using the new paths as they will significantly increase memory performance)

Tile List

Tile List

Mining

Digsite: 3

hsuExitDestroyed
hsuExitDecayed
dead_end_01

Storage: 3

HubExit_01
I_01
Reactor_01

Refinery: 3

X_01
I_01
Portal_01

Tech

Labs: 3

Hub_01
Hub_Exit_01
I_01

Datacenter: 2

Hub_01
I_01

Mining Tiles

Mining_HSU_Exit_Destroyed_RLC
  {
    "Prefab": "Assets/Bundles/RLC_Mining/Exit_HSU_Destroyed_01/geo_64x64_mining_HSU_exit_Destroyed_RLC.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0

Mining_HSU_Exit_Decayed_RLC
  {
    "Prefab": "Assets/Bundles/RLC_Mining/Exit_HSU_Decayed/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

0

Mining_Dig_Site_Dead_End_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Mining/DigSite_DeadEnd_01/geo_64x64_mining_digsite_dead_end_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0

Storge_Exit_Hub_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Mining/Storage_Exit_Hub_01/geo_64x64_mining_storage_exit_hub_RLC_01.prefab",
    "SubComplex": "Storage",
    "Shard": "S1"
  }

0 0 0

Storage_I_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Mining/Storage_I_01/geo_64x64_mining_storage_I_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0

Refinery_X_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Mining/Refinery_X_01/geo_64x64_mining_refinery_X_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0

Refinery_I_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Mining/Refinery_I_01/geo_64x64_mining_refinery_I_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

The bridge is a little bit wider than in the images

0 0 0

Refinery_Portal_I_RLC_01

The tile does have portal arms now (image hasn't been updated)

  {
    "Prefab": "Assets/Bundles/RLC_Mining/Refinery_I_Portal_01/geo_64x64_mining_refinery_portal_I_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0

Mining_Reactor_RLC_01
Datablock bits This tile has a lot of lights all the tiny red ribbon lights in the images above are from this entry in LightSettingsDatablock (make sure to delete the existing category 2 entry beforehand)
      {
        "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
Put the below JSON in MiningMarkerDatablock this way the gen cluster can spawn

  {
    "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/Mining_Reactor_01/geo_64x64_mining_reactor_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0 0

Tech Tiles

Lab_I_RLC_01 Looking for the old tile? use this path "Assets/Bundles/RLC_Legacy/geo_64x64_tech_lab_I_RLC_01_LEGACY.prefab"
  {
    "Prefab": "Assets/Bundles/RLC_Tech/Lab_I_01/geo_64x64_tech_lab_I_RLC_01.prefab",
    "SubComplex": "Lab",
    "Shard": "S1"
  }

0 0 0

Lab_Hub_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Tech/Lab_Hub_01/geo_64x64_tech_lab_Hub_RLC_01.prefab",
    "SubComplex": "Lab",
    "Shard": "S1"
  }

0 0 0

Lab_Hub_Exit_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Tech/Lab_Hub_Exit_01/geo_64x64_tech_lab_Hub_Exit_RLC_01.prefab",
    "SubComplex": "Lab",
    "Shard": "S1"
  }

This tile includes World Event Objects see below the images

0 0 0 0

World Event Animation Objects

"EVT_ElevatorHatchAnim"
"EVT_ElevatorHatchAnim_Top"
"EVT_ElevatorHatchAnim_Bottom"
"EVT_DropCageArrival"

"EVT_ElevatorHatchAnim" Opens the 2 hatches in the tile (not tested but should work)
"EVT_ElevatorHatchAnim_Top" Opens the top hatch
"EVT_ElevatorHatchAnim_Bottom" Opens the bottom hatch
"EVT_DropCageArrival" Brings a drop cage down to the platform from the top tile

World Event Objects

"WEO_TerminalCommandBridge"

"WEO_TerminalCommandBridge" This is a spawn point for a terminal which can be spawned using the SpecificTerminalSpawnData
section in LevelLayoutDB
Datacenter_I_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Tech/DC_I_01/geo_64x64_tech_datacenter_I_RLC_01.prefab",
    "SubComplex": "DataCenter",
    "Shard": "S1"
  }

0 0 0

Datacenter_Hub_JG_RLC_02_v3
  {
    "Prefab": "Assets/Bundles/RLC_Tech/DC_Hub_Mod_01/geo_64x64_tech_data_center_hub_JG_RLC_02_v3.prefab",
    "SubComplex": "DataCenter",
    "Shard": "S1"
  }

0 0 0

Hoping for service tiles? never I will never make a service tile ever
Why? Because service parts fucking suck to work with

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