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hirnukuono-LGTuner-1.2.1 icon

LGTuner

Flowaria LGTuner, tweaked

Date uploaded 5 days ago
Version 1.2.1
Download link hirnukuono-LGTuner-1.2.1.zip
Downloads 567
Dependency string hirnukuono-LGTuner-1.2.1

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.2 icon
BepInEx-BepInExPack_GTFO

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

Preferred version: 3.2.2

README

LGTuner

This mod is basically Flowaria LGTuner with added tweaks. All credit goes to Flowaria for his continuing breath-taking work on GTFO.

How To use it?

  1. Install Plugin
  2. Run the game once
  3. Open YourRundownFolder/Custom/LGTuner folder
  4. Create json or jsonc file with any name!
  5. Write down config with following format

Formatting

{
  "LevelLayoutID": 1, //Layout PersistentID
  "ExtraComplexResourceToLoad": [ //Load "Extra" Complex Shard so you could use it on this config file! (Yes multi-complex type in same level is allowed)
    "Tech",
    "Mining",
    "Service"
  ],
  "ZoneOverrides": [
    {
      "LocalIndex": 0, //Local Index for zone
      "OverrideGeomorphs": true, //Override Geomorphs?
      "Geomorphs": [
        //first
        {
          "Geomorph": "Assets/AssetPrefabs/Complex/Mining/Geomorphs/Refinery/geo_64x64_mining_refinery_X_HA_04.prefab",
          "Direction": "Forward" //Unchanged, Random, Forward, Backward, Left, Right 
        },
        //second
        {
          "Geomorph": "Assets/AssetPrefabs/Complex/Mining/Geomorphs/Refinery/geo_64x64_mining_refinery_L_HA_01.prefab",
          "Direction": "Forward" //Unchanged, Random, Forward, Backward, Left, Right 
        }
        //if still needed, it will return to first one and repeat...
      ],
      "OverridePlugs": true, //Override Plug transition?
      "Plugs": [
        //Same behaviour as Geomorphs
        "Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab",
        "Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab"
      ],
      "OverrideAltitudes": true, //Override Altitude?
      "Altitudes": [
        //Same behaviour as Geomorphs, 0 = Mid, 1 = High, -1 = Low and so on!
        0,
        1,
        2,
        3
      ],
      "OverridePlugWithNoGateChance": true, //Override chance of spawning "no gate" plugs within this zone?
      "PlugWithNoGatechance": 1.0
    }
  ],
  //When you want to edit specific tile position instead of editing via zone numbers
  "TileOverrides": [
    {
      "X": 0, //Grid X Position, East-West (0,0 is elevator tile!)
      "Z": 1, //Grid Z Position, North-South
      "Rotation": "Flip", //None, Flip, MoveTo_Left, MoveTo_Right, Towards_Random, Towards_Forward, Towards_Backward, Towards_Left, Towards_Right
      "Geomorph": "Assets/AssetPrefabs/Complex/Mining/Geomorphs/Refinery/geo_64x64_mining_refinery_X_HA_04.prefab", //Geomorph you want to override (empty = don't alter)
      "OverrideAltitude": false, //Override Altitude?
      "Altitude": 0, //Wanted Altitude for this tile
      "ForwardPlug": "Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab", //South Direction Plug Prefab (empty = don't alter)
      "BackwardPlug": "Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab", //North Direction Plug Prefab
      "LeftPlug": "Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab", //West Direction Plug Prefab
      "RightPlug": "Assets/AssetPrefabs/Complex/Generic/Plugs/env_plug_8mheight_elev6m_03_with_gate.prefab", //East Direction Plug Prefab
      "OverridePlugWithNoGateChance": false, //Override Chance of Plugs out from this tile has "no gate"
      "PlugWithNoGateChance": 0.5
    }
  ]
}

CHANGELOG

Changelog

v.1.2.1

  • feedback: re-drop fails, fix here:
  • no cleanup anymore onfactorybuilddone, destroying a prefab, erasing it from assetshardmanager.s_loadedassetlookup .. no success in re-load and re-add, leading to failure
  • many mega/gigabytes should still be saved eventho this operation is not done

v1.2.0

  • memory saver activated
  • renames configured filenames in bepinex/assets/assetbundles/ to filename.fdfd.manifest
  • bepinex doesnt load assetbundles with filename ending in .manifest
  • on game launch, lgtuner catalogs the prefabs in the asset bundles for later use
  • on expedition drop, lgtuner deduces what prefabs are needed to gen level (complexresource level and dimension(s), complex marker dbs, override configs geomorph, plug, plugcap)
  • after deduction, lgtuner loads the required prefabs in from the asset bundles, gtfo builds level
  • onfactorybuilddone, lgtuner destroys the loaded prefabs from ram
  • result: ram memory saved more or less, some levels have seen even 10+gb ram savings
  • new file: bepinex/config/LGTuner.cfg
  • provided as LGTuner-example.cfg, rename to get config instantly
  • lists all the assetbundle filenames that get this treatment, included are most common geo bundles that have been tested to work
  • one can also make game always load all prefabs from a bundle (if a geo requires something from someother.prefab but lgtuner fails to load it in)
  • one can remove a bundle name from the "do it" list, distribute config with one's rundown
  • make sure all assetbundle files are under bepinex/assets and not bepinex/config/assets/ to get full benefit
  • make sure assetbundlename has no dots (yes: no-dots-in-here-compressed, no: dots.here.whee-compressed)
  • in other news, mtfo dependency removed (soft dependency)
  • split readme and changelog
  • fixed readme title from advancedwardenobjective to lgtuner (heh)

v1.1.9

  • thyunsus requests filecreated live-editability, added

v1.1.8

v1.1.7

  • bugfix, dimensions got +50m height unintentionally. sorry.

v1.1.6

  • bugfix, snatcher arena dims didn't work in previous. sorry.

v1.1.5

  • makes extra dimensions' gridsize 40x40 instead of stock 10x10.
  • enables bigger levellayouts (or very big staticdimension geos) in dim1 and above.

v1.1.4

  • fix on geo_64x64_tech_lab_HA_05 softlock-spot (pipe under the grating in z281)
  • thanks auri and ghostlymire for debug help and testing

V1.1.3

  • hirnugeos removed from here, split into its own mod.
  • stairsfix moved over here, only runs fix if stairsfix is absent
  • AIGraphSource position fix on Assets/AssetPrefabs/Complex/Service/Geomorphs/Maintenance/geo_64x64_service_floodways_hub_SF_01.prefab (hopefully fixing navmesh and enemy spawning issues some have had with the tile)

V1.1.2

hotfix for issue reported by RLC, thanks cheese. if there was no tech complex either natively or loaded as extra shards, stupid choice of material handling location prevented lgtuner function. fixed.

V1.1.1

partial rework of hirnugeos material handling, fixing elevator when not complex service (would brick textures if other)

V1.1.0

hirnugeos_elevator finished, geos building logic simplified a bit.

V1.0.9

ceilings of hirnugeos tiles fixed, were absent due to a stupid logic error. dimensions that are outside are still without ceilings.

V1.0.8

added HirnuGeos, check HIRNUGEOS.md and rundown HirnuGeosDemo for details

V1.0.7

same check on createdimension. sorry for spam.

v1.0.6

previous version produces smelly bricks if TileOverrides is empty. (using only zoneoverrides for example) .. thank you Ceb for reporting!

V1.0.5

TileOverrides X=0 Z=0 Geomorph="any elevator geomorph" (first in list of tileoverrides for the layout) .. reality or any non-static dimension.

V1.0.4

plugs and plug caps should not get messed up anymore, removed some stupid. not all.

V1.0.3

now able to override also plugs that are just separators for different zone's walls (used to work only on plugs with void on the other side), thanks thyunsus for the unrelenting testing work.

V1.0.2

thyunsus requested the ability to override plugcaps (lgtuned floodways tile with mining caps doesn't look very cool). done.

"LeftPlug": "Assets/AssetPrefabs/Complex/Service/Plugs/env_plug_8mheight_cap_floodways_01.prefab", //West Direction Plug Prefab "RightPlug": "Assets/AssetPrefabs/Complex/Service/Plugs/env_plug_8mheight_cap_floodways_02.prefab", //East Direction Plug Prefab

V1.0.1

initial.