CheeseGeos
Containing 11 custom geos and 3 modified geos (I broke all the asset paths because I was bored)
| Last updated | 17 hours ago |
| Total downloads | 24870 |
| Total rating | 3 |
| Categories | Rundown Mods Dev Tools |
| Dependency string | Red_Leicester_Cheese-CheeseGeos-0.6.2 |
| Dependants | 56 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1README
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"
}

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"
}

Refinery_X_RLC_01
{
"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_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