HirnuGeos

版本 v0.0.2·更新於 2025-05-19

Coding geomorphs is fun

模組介紹 作者原文

HirnuGeos

geomorph custom tiles, without unity compressed asset bundles.

details

generated at runtime, using the subcomplex set for the zone. assimilates wall and floor textures that are borrowed from LG_PrefabSpawners of loaded assets, depending on complex. same tile will look different on mining, tech, service.

all geos except i_forest have 1 or 2 areas with roomsize Medium (coverage 10) for each area. forest is huge.

on dimensions with levelgen and IsOutSide true, the ceiling is disabled. enjoy the sun.

no need to use ExtraComplexResourceToLoad Tech anymore except for generator cluster tile where it is needed if complex is not Tech.

if at any point u run into problems with geos, try load Tech shards with LGTuner, might help. (in my testing geos work fine without tech but there's some red lines in bepinex for markers, they seem to work fine tho)

usage

you can either use complexresourceset datablock, or LGTuner overrides, or both.

complexresourceset

the CRS of your level, any complex, add:

CustomGeoMorphs_Objective_1x1

{

"Prefab": "Assets/HirnuGeos/hirnugeos_deadend.prefab",

"SubComplex": 5,

"Shard": 2

},

{

"Prefab": "Assets/HirnuGeos/hirnugeos_i.prefab",

"SubComplex": 5,

"Shard": 2

},

{

"Prefab": "Assets/HirnuGeos/hirnugeos_i_areatest.prefab",

"SubComplex": 5,

"Shard": 2

},

{

"Prefab": "Assets/HirnuGeos/hirnugeos_i_forest.prefab",

"SubComplex": 5,

"Shard": 2

},

{

"Prefab": "Assets/HirnuGeos/hirnugeos_hub.prefab",

"SubComplex": 5,

"Shard": 2

},

{

"Prefab": "Assets/HirnuGeos/hirnugeos_hub_gencluster.prefab",

"SubComplex": 5,

"Shard": 2

},

{

"Prefab": "Assets/HirnuGeos/hirnugeos_hub_reactor.prefab",

"SubComplex": 5,

"Shard": 2

},

{

"Prefab": "Assets/HirnuGeos/hirnugeos_hub_png.prefab",

"SubComplex": 5,

"Shard": 2

}

ElevatorShafts_1x1 and / or CustomGeomorphs_Exit_1x1

{

"Prefab": "Assets/HirnuGeos/hirnugeos_hub_elevator.prefab",

"SubComplex": 5,

"Shard": 2

}

LGTuner overrides

override tile or zone with the asset name:

"Assets/HirnuGeos/hirnugeos_deadend.prefab"

"Assets/HirnuGeos/hirnugeos_i.prefab"

"Assets/HirnuGeos/hirnugeos_i_areatest.prefab"

"Assets/HirnuGeos/hirnugeos_i_forest.prefab"

"Assets/HirnuGeos/hirnugeos_hub.prefab"

"Assets/HirnuGeos/hirnugeos_hub_gencluster.prefab"

"Assets/HirnuGeos/hirnugeos_hub_reactor.prefab"

"Assets/HirnuGeos/hirnugeos_hub_png.prefab"

"Assets/HirnuGeos/hirnugeos_hub_elevator.prefab"

check HirnuGeosDemo custom/LGTuner/ for examples.

tiles

hirnugeos_i

a very basic straight hallway 16 x 64, some markers for lockers etc.

hirnugeos_hub

4-way hub with a central pillar with all storage and terminal markers going around it.

hirnugeos_deadend

16x16 room with terminal marker in the middle and locker markers on the far wall, a resource room.

hirnugeos_hub_gencluster

with this one, use tech complex or LGTuner "ExtraComplexResourceToLoad": [ "Tech" ]

hub but has a marker for gencluster in the middle, no central pillar, wall has a 16x24 hole to accommodate. make sure to add a gencluster to the zone in levellayout. (gencluster will be replaced by some other structure if not, see HirnuGeosDemo)

hirnugeos_hub_reactor

hub but reactor, startup and shutdown tested to work.

hirnugeos_i_areatest

i-tile but a weakdoor splits the zone in half

hirnugeos_i_forest

i-tile, size 320x192 (5x3), no roof. can be used in outside dimensions with some sunshine etc.

hirnugeos_hub_png

highly conceptual test WIP tile. the floor of the zone is built from Bepinex\Assets\HirnuGeos\hirnu_hub_png_floor.png.

the mesh will be created from exactly 160 points x and 160 points y, so no point in making extremely detailed bumpmaps here.

when building the png, pixel red is up, blue is down, green and alpha are unused. standard unity scale 0-1, altitude distance is multiplied by 8 (10% red times 8 is 80 centimeters, rgb color 255,0,0,0 will produce an 8-meter column, color 0,0,1,0 will result in an 8 centimeter hole)

hirnugeos_hub_elevator

hub but elevator. zone 0 area b builds south, and, u have to overrid

安裝與使用 安裝:按包內說明操作

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
  3. 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
  4. 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。

不同模組的安裝位置差異較大,包內說明是最可靠的依據。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPack_GTFOdakkhuza-MTFOhirnukuono-BorkenCellGeoFix

檔案與校驗

檔案名稱
HirnuGeos-0.0.2.zip
檔案大小
33.7 KiB