dakkhuza-DakGeos icon

DakGeos

Premium leading brand 'dak type' geomorphs!

Last updated 10 months ago
Total downloads 31358
Total rating 5 
Categories Dev Tools
Dependency string dakkhuza-DakGeos-0.3.8
Dependants 52 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.0 icon
BepInEx-BepInExPack_GTFO

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

Preferred version: 3.2.0
dakkhuza-MTFO-4.5.0 icon
dakkhuza-MTFO

The premier in GTFO DataBlock editing ;^)

Preferred version: 4.5.0

README

Dak's Custom Geos

A pack of tiles to expand the possibility space beyond vanilla.

AVAILABLE TILES

STORAGE
None yet!

REFINERY
None yet!

DIG SITE
T - 1
Exit - 1
Dead End - 1
I - 1

LAB
None yet!

DATA CENTER
None yet!

FLOOD WAYS
None yet!

Dig Site

Elevator


Regular


Custom

{
   "Prefab": "ASSETS/GEO_64X64_MINING_DIG_SITE_T_DAK_01.PREFAB",
   "SubComplex": 0,
   "Shard": 2
}

Entrance Overview Catwalks Sideroom

Notes

This tile is a T intersection.

Exits are forward and right.

There is a flyer spawnpoint in the fan.

A terminal can spawn inside the small elevator.

There is a variation without the spawnpoints called ASSETS/GEO_64X64_MINING_DIG_SITE_T_DAK_01_NOSPAWN.PREFAB

{
   "Prefab": "ASSETS/GEO_64X64_DIG_SITE_I_DAK_01.PREFAB",
   "SubComplex": 0,
   "Shard": 2
}

Bridge Roof Underside

Notes

This tile is a bridge tile.

There is one exit opposite the entrance.

The bridge has a roof area and catwalks running underneath.

There is a variation without the spawnpoints called ASSETS/GEO_64X64_DIG_SITE_I_DAK_01_NOSPAWN.PREFAB


Exit

{
   "Prefab": "ASSETS/GEO_64X64_DIG_SITE_EXIT_DAK_01.PREFAB",
   "SubComplex": 0,
   "Shard": 2
}

Left Middle Right

Notes

This tile is configured as an exit.

It is a dead end tile.

There are open areas to the left and right of the evac point.

There is a variation of this configured as a regular dead end tile, ASSETS/GEO_64X64_DIG_SITE_DEAD_END_DAK_01.PREFAB

Use the dead end tile if you don't want to be forced into a forward evac.

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 Dak#0001 on the discord if you find any issues.

Patch Notes

0.3.6

  • Re-compress 2: Re-compress harder

0.3.5

  • Added new- just kidding, recompressed :^)

0.3.5

  • Take a wild guess what this update is for.

0.3.5

  • Re-compressed to run on latest game version.

0.3.4

  • Re-compressed to run on latest game version.
  • Updated dependencies.

0.3.3

  • Re-compressed to run on latest game version.

0.3.2

  • Fixed some formatting issues on this page.

0.3.1

  • Re-compressed to run on latest game version.

0.3.0

  • DIG_SITE_T_DAK_01
  • Tweaked T-tile to fix issue with right side gate not working
  • Adjusted some props
  • Added variation without spawnpoints
  • DIG_SITE_I_DAK_01
  • Tweaked markers and increased brightness of some lights
  • Adjusted some props
  • Added variation without spawnpoints

0.2.4

  • Fixed 'tangled prop

Rectangle

0.2.3

  • Updated for latest game version
  • Added a static spawn point to GEO_64X64_DIG_SITE_EXIT_DAK_01 & GEO_64X64_DIG_SITE_DEAD_END_DAK_01

0.2.2

  • Fixed pathing issues on GEO_64X64_MINING_DIG_SITE_T_DAK_01
  • Adjusted props, markers and lighting on GEO_64X64_MINING_DIG_SITE_T_DAK_01

0.2.1

  • Updated markers, lighting and prop placement across all tiles
  • Fixed some plug issues with GEO_64X64_MINING_DIG_SITE_T_DAK_01
  • Did some minor detail work

0.2.0

  • Added geo_64x64_dig_site_I_dak_01

0.1.0

  • Added geo_64x64_dig_site_exit_dak_01 with a variation geo_64x64_dig_site_dead_end_dak_01

0.0.2

  • Updated the readme with more info

0.0.1

  • Initial Release