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    @CorinaMarie Going on your last posts (skipping the print screens ones), if I summarize, you are asking if the tract has an impact of pollution radius and if also altitude has an impact?

    That could be interesting.

    On the first point, what happens if I put the coal mine in the center of a tract, or between 2 or 4 tracts, is the center of the radius affected?

    For the second point, if I put the coal mine on top on a mesa or on the bottom of a canyon, will the pollution radius be affected?

    And thank you for confirming the 2x2 pollution block theory.

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    @DrFrankinStein93 for the 4 x 4 tract part, I was merely wondering if the adjacent cell's pollution data was altered if the Coal Plant was plopped fully in a tract as compared to one straddling the boundaries.

    And for the elevation, that was surplus info in the TerrainQuery while pointing out the cell coordinates info.

    So, yes to the first and no to the second. (I don't expect any difference in the pollution itself based on elevation.

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    question bout the pollution: is it possible that the distance for the air pollution is also for the dirty clouds that spawn around buildings?

    only wondering cause I was looking at a city (testing yet another mod, *:lol: ), and saw the dirty clouds and realized that it could be possible that the distance is there to help with spawning them.

    pix for reference:

    67a6659cf0c3a_dirtyclouds.jpg.30c1615f069c8718b489416549ac7f05.jpg

    67a665aa6b6c1_pollutioncoverage.jpg.b8c8e423aecc20186df25ccc78941707.jpg

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    Okay, I made some tests about the placement of a coal power plant and the center of the pollution radius.
    And the center changes following 2 things : The location and the orientation of the building!

    TLDR:
    Thin black lines represents the normal grid (1x1).
    Thick black lines are the 2x2 cells grid used for pollution.
    Dark red is the plant.
    Blue arrow is the orientation of the side facing street.
    Bright red is the pollution center 2x2 tile.

    image.jpeg.991f4dbff9dec6a4cac5e928eee4760b.jpeg

    My explanation:
    To keep things simple (I didn't do the math stuff yet), imagine the maps having a 2x2 cell grid over. Placing the power plant, the game will try to find the nearest 2x2 tile closest to the center of the building using the top left corner of the side facing the street (the side with little arrow we see in game) as the origin. If the center is a cell, it will use the cell, but if the center is between cells, the game will round up the value if it isn't a full number (1.5 -> 2)

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