DesertMarkerFix

v0.0.2·Updated 2025-04-10

can haz terimnal plz?

About this mod Author’s original text

DesertMarkerFix

for rundowns devs. attempts to fix terminals not spawning or spawning badly in crs 47 desert dims when not using the tie-in complex as expedition base complex.

takes terminal markers in the dim geo prefabs and replaces them with ComplexSubcomplexMarkerProducers. for example, TechExpeditionMarkerProducer id 77 -> MiningStorageMarkerProducer id 126 == u got terminal.

tested with mining + r6ax, mining + r6cx, mining + r6d1, service + r6cx, service + r7c2, worked fine.

most terminals were right where vanilla put them on the levels, but on one occasion there was some jank. placement weights or markerseeds might have to reroll or use EOS to reposition them but at least you have terminals to reroll/reposition instead of 0 terminals in dim.

mod will execute OnFactoryBuildStart every time a level is loaded, so u can use the same dim in the same rundown with different complexes down below. will not modify data on disk, naturally, so no permanent changes.

Changelog

V0.0.2

spotted a slight copypaste error, fixed

V0.0.1

initial

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_GTFO

File & checksum

Filename
DesertMarkerFix-0.0.2.zip
File size
124.8 KiB