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Overlap - yea probably makes sense. But this is not something like Vanilla Fishing Expanded that can stand on its own thanks to adding other fish and different ways fish are used.
This is literally just sandstorms. It fundamentally works on a so-called "SandGrid" that each map has. Odyssey implements its own SandGrid. If I just push my own SandGrid next to that for 1.6 and say "yea, but that's mine" I will almost surely get slapped with a "copying DLC-locked logic for usage when player does not own the DLC". And that goes against Workshop ToS.
The mod is pretty complex, so you can probably understand that I don't want to invest a bunch of time to update it and then have a high chance of it getting taken down.
If you are unhappy with this decision, you are in luck: The mods license allows you to freely copy and adapt this mod however you see fit. I am stopping nobody from forking the gitlab repo and updating the mod to 1.6 to take the chance.
That's not how DLC locked content works. Read the information at the top of the workshop page. The mod would get taken down if it added sandstorms in 1.6.
It literally says in very big letters at the top, that this mod cannot be updated to 1.6. And the mod is not tagged as 1.6 compatible for that very reason.
Would love to see this made into Dune Proportions for 1.6
Just use the mod "Cherry picker" if you want to remove it without breaking the mod.
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.