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monkeywater

Adding radiation to a building

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I am trying to add an ambient radiation property to a building in game.

 

I have modified the pollution radius and pollution at center exemplars to match that of a custom lot that had a radiation output.

 

However when I go in game and check the radiation pollution map, it does not show. 

 

Is there another exemplar that must be modified that I am missing? 

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Did you demolish the building after the edit and plop / grow it again? A prior instance would probably retain the properties from when it was built, not knowing about the new properties from your edit.

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-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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  • Original Poster
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    I did demolish it, which is one reason I am so confused.

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    How much time did you run after the rebuild? If you gave it a year and saw no radiation from your new version, then it's time to show us a screen cap of your exemplar in your editor.

    PS: Another random thought -- There are mods out there that clean up pollution (e.g. trees with large pollution radius, all pollutants negative). Might you have something like that lurking in your plugins? You could try retesting your edited building in a blank region with minimal plugins.

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    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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  • Original Poster
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    I let it go for several months in an empty tile.

     

    I put a known lot to emit radiation in the same tile and saw it on the radiation view no problem.

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    Also when I edit the same lot, say to increase costs, that change quickly takes.

     

    So it does not appear to have anything to do with my testing method.

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    From your screenshot of the exemplar properties, all appears to be fine there at first glance. I do notice though how it seems to be a nuclear power plant, as defined by the OccupantGroups property values. I'm wondering since the Maxis nuclear plant doesn't emit radiation unless a meltdown occurs (hard failure type), whether this is preventing the effect from being produced in normal circumstances. Maybe try editing the OccupantGroups to remove those after the 2nd value set as Building: Power there.

    I presume this is an override to the Maxis nuclear plant with identical IIDs? If so it will be replacing the properties of the default one as listed in the Power menu. Initially this will be locked until meeting the eligibility requirements for construction, unless using the you don't deserve it cheat to plop it before then.

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  • Original Poster
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    I take back my most recent post. 

     

    I am doing my modding based on the radical degradation mod.

    It contains overrides for all the power plants.

    If I change the cost of the coal plant, it takes immediatly

     

    If I change the cost or the radiation on the nuclear, it does not take at all.

     

    So this is something else going on here too.

     

    I named the mod starting with zzzzzz so it should be the last thing to load....

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    Something I just thought of, given your mention of "you don't deserve it"

     

    I have this mod to avoid typing that

     

    Could this be interfering somehow?

     

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  • Original Poster
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    ok cool, that had something to do with it.  I opened up the RH rewards unlock mod and edited the nuke plant there.

    Modifying the same parameters as above I successfully made it produce radiation.

    When testing my mod I named it zzzzz but but it in the main plugin directory.  In said plugin directory I had a folder called zmods. Inside this was zRH_rewards_unlock folder with RH_rewards unlock inside.

     

    I moved the zzzzzmymod thing into this folder, and it now loaded after, solving this issue and making my modified plant show up.

     

    Thanks so much for mentioning that I need to use "you don't deserve it"!  if you had not mentioned it, I would have forgotten about my rewards unlock mod, which was overriding mine.

     

     

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