GTFO

Details

Last Updated
last week
First Uploaded
last week
Downloads
12K
Likes
3
Size
34MB
Dependency string
Red_Leicester_Cheese-CheeseGeos-0.5.2
Dependants

CheeseGeos

version 0.5.2

Patch notes

0.5.2

Updated to the latest GTFO version

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

lab: 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/geo_64x64_mining_HSU_exit_Destroyed_RLC.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0

Mining_HSU_Exit_Decayed_RLC
  {
    "Prefab": "Assets/Bundles/RLC_Mining/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

0

Mining_Dig_Site_Dead_End_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_digsite_dead_end_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0

Storge_Exit_Hub_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_storage_exit_hub_RLC_01.prefab",
    "SubComplex": "Storage",
    "Shard": "S1"
  }

0 0 0

Storage_I_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_storage_I_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0

Refinery_X_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_refinery_X_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0

Refinery_I_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_refinery_I_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

The bridge is a little bit wider than in the images

0 0 0

Refinery_Portal_RLC_01

It is currently untested if the portal actually works

  {
    "Prefab": "Assets/Bundles/RLC_Mining/geo_64x64_mining_refinery_portal_I_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0

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 cat 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/geo_64x64_mining_reactor_RLC_01.prefab",
    "SubComplex": 5,
    "Shard": "S1"
  }

0 0 0 0

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/geo_64x64_tech_lab_I_RLC_01.prefab",
    "SubComplex": "Lab",
    "Shard": "S1"
  }

0 0 0

Lab_Hub_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Tech/geo_64x64_tech_lab_Hub_RLC_01.prefab",
    "SubComplex": "Lab",
    "Shard": "S1"
  }

0 0 0

Lab_Hub_Exit_RLC_01
  {
    "Prefab": "Assets/Bundles/RLC_Tech/geo_64x64_tech_lab_Hub_Exit_RLC_01.prefab",
    "SubComplex": "Lab",
    "Shard": "S1"
  }

This tile includes World Event Objects see below the images

0 0 0 0

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/geo_64x64_tech_datacenter_I_RLC_01.prefab",
    "SubComplex": "DataCenter",
    "Shard": "S1"
  }

0 0 0

Datacenter_Hub_JG_RLC_02_v3
  {
    "Prefab": "Assets/Bundles/RLC_Tech/geo_64x64_tech_data_center_hub_JG_RLC_02_v3.prefab",
    "SubComplex": "DataCenter",
    "Shard": "S1"
  }

0 0 0

Hoping for service tiles? never I will never make a service tile ever
Why? Because service parts fucking suck to work with

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