PreludeGeos
Geos used in Prelude
截圖 共 8 張
模組介紹 作者原文
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
}
安裝與使用 安裝:按包內說明操作
- 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
- 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。
- 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。
- 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。
下面這些內容需要先安裝,否則該模組不會生效: