Zaero's Custom Tilesets
Custom tilesets that can be mixed with vanilla tilesets to expand the possibilities for expeditions.
AVAILABLE TILESETS
- CAVES
- 4 tiles currently available, 1 has a variant. This tileset works best when paired with Digsite.
- Intentionally dark in most areas. Bring a flashlight.
- High verticality.
Prefabs to add to Complex Resources:
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_01.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_02.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_02_X.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_I_01.prefab",
"SubComplex": 0,
"Shard": 4
},
{
"Prefab": "Assets/CustomAssets/Geomorphs/Content/geo_64x64_mining_cave_PZ_03.prefab",
"SubComplex": 0,
"Shard": 4
}
Screenshots
Cave 01
Notes
- This is an X tile; security doors can spawn on all 4 sides.
- A generator cluster objective can be used, it will spawn in the lower cave.
| Main Entrance |
Generator Cluster Area |
 |
 |
| Tunnel Area |
High Ledge |
 |
 |
Cave 02
Notes
- This is a T tile; security doors can only spawn on the front and sides.
| Entrance Ramp |
Upper Ramp |
 |
 |
| Middle Island |
Wall Dweller |
 |
 |
Cave 02 X
Notes
- This is an X tile version of Cave 02; security doors can spawn on all 4 sides.
- There is now a path leading from the Middle Island to the 4th security door.
- X version is flipped 180 degrees so you enter from the new security door instead of the front.
Cave I 01
Notes
- This is an I tile; security doors can only spawn forward and backward.
| Path to Entrance |
Lower Section Ramp |
 |
 |
| Ladder |
Ramp to Ladder |
 |
 |
Cave 03
Notes
- This is an X tile; security doors can spawn on all 4 sides.
- This is the first cave tile with more than 1 room. This tile has 2 rooms that can generate.
| Bottomless Pit |
Entrance to Main Area |
 |
 |
| Main Room |
Ramp to Ladder |
 |
 |
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 Project Zaero#9999 on the discord if you find any issues.
Patch Notes
0.0.7
- Fixed all plug transitions. They were defaulted to Labs, so they used a random transition. They now use Dig Site transitions.
- Updated Cave 01
- Added additional markers for more resource spawns.
- Added additional lighting with different categories around the entire tile.
- The Upper Tunnel section is now filled with matter wave crystals and better lighting.
- Removed robots to make the tile a bit more serious.
- Now compatible with doubledrop plug transitions from all 4 directions.
- Removed unintentional rat's den.
- Lower floor decorated with more interesting flooring and markers.
- Added additional terminal spawn locations.
- Revamped lighting on lower floor.
- Updated Cave 02 & Cave 02 X
- Fixed holes in the floor and ceiling.
- Fixed markers that had invisible barriers.
- Removed excessive tube lights and relit the environment.
- Shipment Crate marker is now static with random submarkers inside.
- Added proper terminal spawn points to the smaller room.
- Added several resource spawn points in the smaller room.
- Improved lighting in the smaller room.
- Robots can now probably be pinged.
- Invisible barriers fixed.
- Patched holes.
0.0.6
- Updated Cave 02 + Cave 02 X with zone signs.
- Added Cave 03.
0.0.5
0.0.4
- Added Cave 02 X, a 4-way version of the same tile.
0.0.3
0.0.2
0.0.1