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This is by design so you have at least one large guranteed POI.
Everything else outward from that fixed biome is random.
There are other wasteland cities of various sizes as well.
Get out there and explore.
Wasteland Hub biomes have the following unique features.
1. A city
2. Radiated Earth pockets (that currently do no damage). The green on the ground in the wasteland though is a very easy identifier for a Wasteland Hub biome.
Wonder why #2 is not active.
I wouldn't mind glowing for a while if i wasn't paying attention and stumbled into an irradiated patch.
Because being chased by a horde of zombies isn't hazardous enough.
If it isn't a block level trigger for a damage type, i wonder how it's handled?
The code then checks to see if the player or zombie is sensitive to radiation if yes, it does the damage.
You could add damage to the block specifically by changing it in models_2 (blocks.xml). I did a post on how I could try to find but easier to just give the answer again:
And here is a modified version that will damage entities that walk on it:
Note: I have not tested such a modification but believe it would work. You would not get the radiated earth sound, but walking across such terrain with that change would cause damage.
I'll test it out and report back.
Maybe i can find the damage classes and the associated sound effects.
Looks like material definitions lead to models_7 so i modfied that which led to another NFE.
The console blows by so fast i can't get a handle on what i'm missing.
It has to be a missing material definition (i think) so i'll keep tinkering.
Added class="damage" to the block id element.
That generated an NRE so i added a Property element inside the block with name/values of damage and 1.
<block id="5" mesh="terrain" class="damage" shape="Terrain" material="dirt">
<property name="Damage" value="1"/>
<texture id="181" instance="0" name="radiated" />
<property name="CanEntitiesSpawnOn" value="false" />
<property name="DropScale" value="2" />
</block>
That also blew up so i looked at the material definitions in model_7 thinking that i was defineing common dirt with block level damage and that might be disastrous.
I added a new definition to models_7 and tried to tie this to block id="5".
<material id="radiateddirt"
damage_category="earth"
surface_category="earth"
hardness="2.5"
stepsound="dirt"
fertile_level="1"
stability_glue="20"
mass="10"
/>
i'm pretty sure i have no idea what i'm doing and i wired this up all wrong.
It's not a priority. Just fun to tinker with.