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I'd imagine the scenario creator from RW would allow you to make sandstorms a permanent game condition, yea.
I'm not sure what you mean with wasteland, but a map with a permanent sandstorm is probably somewhat comparable to ice sheet? Nothing to grow, difficult to do combat outside, very bunker-like playstyle.
On another note you could achieve the same by using [url]WeatherControl[/url], which allows you to crank up the likelihood for sandstorm weather and remove all the other ones, so you can have phases of clear weather to get a bit of a break from the constant sand.
And how does it affect everyone if it becomes a wasteland? That would be spectacular.
I've updated the logic for buildings that are "filling cells", like coolers and geothermal generators. It should now be a universal solution to all buildings that go over walls / act as walls and are able to break down.
I've received so much annoyed feedback about the breakdown feature that I can't help but assume everyone hates it, I'm super happy to hear that's not the case!
For coolers there is also a "smart" fix implemented in the mod, basically using the place worker to check the "red and blue" cells for the outside-ness check rather than the cooler cell itself. For geothermals that won't work, but I might be able to come up with a good solution for them rather than just flagging all of them as "immune" to breakdown from sand.
Thanks so much for your quick responses and reactivity. I really love this mod, it makes playing in deserts much more fun and dynamic and gives an in-game incentive to do stuff you normally wouldn't (like enclosing geothermals in a vented room). Apologies for the miscommunication earlier
Alright, I misunderstood then, sorry. Right now I could apply an "exemption" for geothermal generators, but that would apply to all of them. The game considers geothermal generators as always outside, because they are fundamentally "walls" - so they are neither inside nor outside... I'll have to apply a similar solution as with the coolers, which used some of its placeworker logic to make it work dynamically.