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When a custom asset burns down, the game does "rescue operations" forever. There is never a simple option to "Rebuild," as there is with special regular assets. When you have gone to extra lengths to position assets perfectly, this can be quite annoying, as the only solution is to demo and re-place.

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Any solution for this? Where is the bug? Is it in the RICO mod or elsewhere?

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I think that's normal due to the way the mod works. Those buildings are converted to growable prefabs which stay active to not getting abandoned - I think that's the "problem" about this. Normally, as the building is some growable, it would simply get deleted after the response unit cleared the remains - somehow even this does not apply as the building gets never "empty"

I don't exactly know how this mod actually works, but my clue is that there is always one citizen forced to live inside / work inside of the desire type - so the building is never abandoned and also this one citizen is never going to be rescued. So there might be some check needed to trace down if the building is destroyed to remove this one agent.

Still I don't think that you could simply rebuild the building the vanilla way as it would have to be converted back to a ploppable landmark first. But that's all just guessing as I know as much as Jon Snow does ;)

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The RICO mod sets and removes various flags on each simulation step. 

There is possibly a flag set on the building that marks it as destroyed by a disaster. Can someone look this up in mod tools for me? I don't have the expansion installed.

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6 hours ago, AJ3D said:

The RICO mod sets and removes various flags on each simulation step. 

There is possibly a flag set on the building that marks it as destroyed by a disaster. Can someone look this up in mod tools for me? I don't have the expansion installed.

Atm I look up those flags in scene explorer for you. I found the following:

 

right after a growable building is destroyed by something like an earthquake or meteor strike the following flags apply:

  • m_flags = Created, Completed, ZonesUpdated, Collapsed
  • m_problems = StructureDamaged, FatalProblem

after the building was visited by the rescue team m_flags stay the same, but m_problems changes to:

  • m_problems = StructureVisited, FatalProblem

 

in case a growable building burned down we got:

  • m_flags = Created, Completed, ZonesUpdated, Collapsed
  • m_problems = Fire, FatalProblem (guess just like in the game without that DLC installed)

after the building was visited by the rescue team m_flags stay the same, but m_problems changes to:

  • m_problems = StructureVisited, FatalProblem

 

right after a ploppable building is destroyed by something like an earthquake or meteor strike the following flags apply:

  • m_flags = Created, Completed, ZonesUpdated, Collapsed
  • m_problems = StructureDamaged, FatalProblem

after the building was visited by the rescue team m_flags stay the same, but m_problems changes to:

  • m_problems = StructureVisitedService, FatalProblem

 

I hope this helps :) "Collapsed" seems to be your missing flag, but probably those problem flags are helpful too - on landmarks you are able to rebuild a plopped building by clicking a "rebuild" button in the buildings info panel. Growables got simply "bulldozed" after they were visited by the rescue teams.

 

I by now was not able to find the exact cause for the "rebuild button" to appear - probably it's some combination of the "Collapse" flag (the button appears as soon as this flag is triggered) and the "StructureVisitedService" flag (the button is active when this flag is enabled)

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Thanks for looking that up.

Planetside 2 has stolen my past month of gaming time, but I've had my fun with it and will probably get back into CSL stuff for a few weeks.

Ill add this to the list of stuff that I need to look at.

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1 hour ago, AJ3D said:

Thanks for looking that up.

Planetside 2 has stolen my past month of gaming time, but I've had my fun with it and will probably get back into CSL stuff for a few weeks.

Ill add this to the list of stuff that I need to look at.

Good to know, had the same, but with Fallout 4 again, lol

 

As you don't own the DLC here are some additional infos of how the game handles a collapsed landmark (as this is probably the way to go with those ploppable RICOs):

At the moment a building collapses the greyed out button for rebuilding appears in the building info panel + "Collapsed" is set. If the road connection is destroyed to an additional flag is set ("NoNetworkConnection" I think - this is used to decide if the disaster response team is send out by vehicle or by helicopter). The team then arrives and goes into the buildings collapsed remains. As the team has finished their job and left the remains (just like in case of a burning building) m_problems = BuildingVisitedService is set true and that button is clickable. After some click on it, the building "plops" itself again in the same spot while the destroyed remains got bulldozed at the same time.

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