
GTFO
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LGTuner is plugin that adds support to modify result of LevelGeneration by their swapping their tile and plugs. As doing this you could do:
YourRundownFolder/Custom/LGTuner folderjson or jsonc file with any name!{
"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
}
]
}
You could use layout GUID for LevelLayoutID field!