
CheeseGeos
Containing 13 custom geos and 3 modified geos (I broke all the asset paths because I was bored)CheeseGeos
version 0.7.0
Patch notes
0.7.0
Added a WEO to Refinery_X_RLC_01 to place a terminal in the center of the tile
Fixed the yellow decals in Refinery_X_RLC_01 (They came back somehow)
Fixed navmesh in Mining_HSU_Exit_Decayed_RLC (it was broken before)
Fixed an issue related to BCGF with data_center_hub_JG_RLC_02_v3 where some of the props vanished
Added Storage_T_RLC_01
Added Lab_I_RLC_02
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"
}

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

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"
}

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"
}

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

Storage_T_RLC_01
This is a T tile in the standard rotation (Source gate SOUTH) only the West and East gates can be built from
{
"Prefab": "Assets/Bundles/RLC_Mining/Storage_T_01/geo_64x64_mining_storage_hub_T_RLC_01.prefab",
"SubComplex": 5,
"Shard": "S1"
}

Refinery_X_RLC_01
This tile contains a WEO for placing a terminal in the center
"WEO_CenteralTerminal"
{
"Prefab": "Assets/Bundles/RLC_Mining/Refinery_X_01/geo_64x64_mining_refinery_X_RLC_01.prefab",
"SubComplex": 5,
"Shard": "S1"
}

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

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"
}

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"
}

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"
}

Lab_I_RLC_02
Security Checkpoint style lab I tile please send all large packages to the transport zone
You will need to use LGTuner to load the "Mining" complex as some of the markers in this tile are mining markers
This tile also uses some custom markers (I am working on a way for you the rundown dev to not need to summon these at all)
Datablock bits
{
"CommonData": {
"FunctionComponentLinks": [
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[]
],
"Compositions": [
{
"preppedInstance": null,
"weight": 1.0,
"prefab": "Assets/Bundles/RLC_Markers/Boxes_1.prefab",
"function": 0,
"Shard": 0
},
{
"preppedInstance": null,
"weight": 1.0,
"prefab": "Assets/Bundles/RLC_Markers/Boxes_2.prefab",
"function": 0,
"Shard": 0
},
{
"preppedInstance": null,
"weight": 1.0,
"prefab": "Assets/Bundles/RLC_Markers/Boxes_3.prefab",
"function": 0,
"Shard": 0
},
{
"preppedInstance": null,
"weight": 1.0,
"prefab": "Assets/Bundles/RLC_Markers/Boxes_4.prefab",
"function": 0,
"Shard": 0
}
],
"AssetBundleName": 2,
"Group": 6,
"FunctionPotential": 2.0,
"RotationSnap": 0,
"RotationNoise": 0.0,
"EditorMesh": "Markerproducers/Mining/M_refinery_machine_1_4x4x4",
"BoundingVolume": 6400.0
},
"name": "MiningMarker_Digsite_BossTile1BoxCluster",
"internalEnabled": true,
"persistentID": 20003
}
{
"Prefab": "Assets/Bundles/RLC_Tech/Lab_I_02/geo_64x64_lab_I_RLC_02.prefab",
"SubComplex": "Lab",
"Shard": "S1"
}

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

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
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"
}

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"
}

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