PreludeGeos
Geos used in Prelude
Screenshots 8 screenshots
About this mod Author’s original text
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)
AreaA is no weak door ver.
{
"Prefab": "Assets/CustomGeo_Tech_Prelude/geo_64x64_lab_I_DE_01.prefab",
"SubComplex": 5,
"Shard": 6
}
{
"Prefab": "Assets/CustomGeo_Tech_Prelude/geo_64x64_lab_I_DE_01_AreaA.prefab",
"SubComplex": 5,
"Shard": 6
}
Service
Floodways Hub
AreaA is no weak door ver.
{
"Prefab": "Assets/CustomGeo_Service_Prelude/geo_64x64_service_floodways_hub_DE_01.prefab",
"SubComplex": 6,
"Shard": 2
}
{
"Prefab": "Assets/CustomGeo_Service_Prelude/geo_64x64_service_floodways_hub_DE_01_AreaA.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 Reactor
Real Reactor
{
"Prefab": "Assets/CustomGeo_Service_Prelude_2/geo_64x64_service_floodways_reactor_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
}
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- 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.
Install these first, or the mod will not work: