There is less lights on the tiles.
Mining
Refinery Exit (T tile)
Broken security doors contain enemy spawn points.
There is an Lookat event trigger in the elevator. (Evt_elevator, Lookat Max Distance : 15)
{
   "Prefab": "Assets/CustomGeo_Mining_Prelude/geo_32x32_mining_refinery_exit_DE_01.prefab",
   "SubComplex": 1,
   "Shard": 14
}


Refinery Hub
There are 2 spawn points below.
Need to settings MiningMarkerDataBlock. If you don't, There is a hole in the center.
{
   "Prefab": "Assets/CustomGeo_Mining_Prelude/geo_64x64_mining_refinery_hub_DE_01.prefab",
   "SubComplex": 1,
   "Shard": 2
}
{
      "CommonData": {
        "FunctionComponentLinks": [
          [],
          [],
          [],
          [
            0
          ],
          [],
          [
            0
          ],
          [
            0
          ],
          [
            0
          ],
          [
            0
          ],
          [],
          [
            0
          ],
          [
            0
          ],
          [
            0
          ],
          [],
          [],
          [
            0
          ],
          [],
          [],
          [],
          [
            0
          ],
          [],
          []
        ],
        "Compositions": [
          {
            "weight": 1.0,
            "prefab": "Assets/CustomGeo_Mining_Prelude/refinery_open_2200x2200x1000_DE_V01.prefab",
            "function": 19,
            "Shard": 6
          },
          {
            "weight": 1.0,
            "function": 0,
            "Shard": 0
          }
        ],
        "AssetBundleName": 2,
        "Group": 1,
        "FunctionPotential": 4.0,
        "RotationSnap": 0,
        "RotationNoise": 0.0,
        "EditorMesh": "Markerproducers/Mining/M_dig_site_open_2200x2200x1000",
        "BoundingVolume": 10648001.0
      },
      "name": "mining_refinery_open_2200x2200x2200_custom",
      "internalEnabled": true,
      "persistentID": 255
    }


Refinery Dead End
{
   "Prefab": "Assets/CustomGeo_Mining_Prelude/geo_64x64_mining_refinery_DE_dead_end_room_01.prefab",
   "SubComplex": 1,
   "Shard": 2
}


Dig Site Exit
Similar to Digsite Elevator 3. Just Exit version. Nothing special.
{
   "Prefab": "Assets/CustomGeo_Mining_Prelude/geo_64x64_mining_dig_site_exit_DE_01.prefab",
   "SubComplex": 0,
   "Shard": 1
}


Tech
Dead End
Just Lab Dead End Room 2 Alt version. Nothing special.
{
   "Prefab": "Assets/CustomGeo_Tech_Prelude/geo_64x64_Lab_dead_end_room_DE_01.prefab",
   "SubComplex": 5,
   "Shard": 9
}

Lab I
Hard to use Generator.
There is an Lookat event trigger. (Evt_Trigger, Lookat Max Distance : 10)
{
   "Prefab": "Assets/CustomGeo_Tech_Prelude/geo_64x64_lab_I_DE_01.prefab",
   "SubComplex": 5,
   "Shard": 6
}




Service
Floodways Hub
{
   "Prefab": "Assets/CustomGeo_Service_Prelude/geo_64x64_service_floodways_hub_DE_01.prefab",
   "SubComplex": 6,
   "Shard": 2
}



Not used in Prelude
Service
Floodways Reactor Destroyed
 High RAM Usage 
This is not reactor tile
There is a 2 event trigger.
WE_CameraShake_reactor_01
WE_Trigger_Reactor_01 (in center)
{
   "Prefab": "Assets/CustomGeo_Service_Prelude/geo_64x64_service_floodways_reactor_destroyed_DE_01.prefab",
   "SubComplex": 6,
   "Shard": 4
}


Floodways to Mining Exit
Mixed floodways_dead_end_HA_01_R8A2, mining_challenge_01, elevator_shaft_storage_01
Same name floodways_dead_end_HA_01_R8A2 event (Evt_EnterTrigger)
There is a custom scan point. Same location as Expedition Exit Scan (CustomExpeditionExitScanAlign)
{
   "Prefab": "Assets/CustomGeo_Service_Prelude/geo_64x64_service_floodways_to_mining_exit_DE_01.prefab",
   "SubComplex": 6,
   "Shard": 4
}


