![dakkhuza-DakGeos-0.3.6 icon](https://gcdn.thunderstore.io/live/repository/icons/dakkhuza-DakGeos-0.3.6.png.128x128_q95.png)
Date uploaded | a year ago |
Version | 0.3.6 |
Download link | dakkhuza-DakGeos-0.3.6.zip |
Downloads | 2345 |
Dependency string | dakkhuza-DakGeos-0.3.6 |
This mod requires the following mods to function
![BepInEx-BepInExPack_GTFO-3.2.0 icon](https://gcdn.thunderstore.io/live/repository/icons/BepInEx-BepInExPack_GTFO-3.2.0.png.64x64_q95.png)
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.0![dakkhuza-MTFO-4.5.0 icon](https://gcdn.thunderstore.io/live/repository/icons/dakkhuza-MTFO-4.5.0.png.64x64_q95.png)
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
}
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
}
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
}
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
- Install the mod
- Add the tiles you wish to use to the corresponding section of
ComplexResourceSet
of the respective environment - Reference the tile like you would any other!
Contact Dak#0001 on the discord if you find any issues.
Patch Notes
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
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 variationgeo_64x64_dig_site_dead_end_dak_01
0.0.2
- Updated the readme with more info
0.0.1
- Initial Release