Radiation where there's no monumentsFixed
pookins
Try this plugin and see how you go. https://umod.org/plugins/remove-default-radiation
Thanks for the response but I am also using the Remove Default Radiation plugin which hasn't made any difference in the placement of these rad bubbles at 0, 0, 0.
I'm not quite sure what is causing it but for some reason Monument Radiation is thinking that there are monuments at this location when there isn't.
Merged post
Maybe I need to clarify this issue... When you activate the preset radiation in the plugin on Rocket Factory, Trainyard and/or Powerplant it also creates radiation bubbles at 0, 0, 0(Center of map) that coincide with the already existing bubbles at the true locations of these monuments.
Anyone else that uses this having this issue and/or has fixed it? Seems to happen on any procedural map I choose.
As stated previously I am using the other plugin Remove Defualt Radiation as well which doesn't seem to help any.
EDIT:
Found that the bug comes from the list of monuments contained in UnityEngine.Object.FindObjectsOfType<GameObject>()
Some monuments appear 2 times...
EDIT2: Bugs solved by adding an IF: if (pos != new Vector3(0,0,0))
Merged post
Fixed it. Thank you!
Open up your MonumentRadiation.CS file using notepad++ or whatever code viewer you want. I just use notepad++ cause it's simple and easy and it works.
You're going to want to add in this line of code that Maelep has made " if (pos != new Vector3(0,0,0)) "
You're going to place this new line of code under the " private void CreateZone(ConfigData.RadZones.MonumentSettings zone, Vector3 pos) "
For me this is at line 262.
Your new code should look like this:
private void CreateZone(ConfigData.RadZones.MonumentSettings zone, Vector3 pos)
{
if (pos != new Vector3(0,0,0))
{
RadiationZone newZone = new GameObject().AddComponent<RadiationZone>();
newZone.InitializeRadiationZone(zone.Name, pos, zone.Radius, zone.Radiation);
radiationZones.Add(newZone);
}
}
This is basically telling the program to create the zone IF the position is not equal to (0,0,0) which is where these dupilicate zones are made, thus preventing them from being created. I hope this helps! Big shout out to Maelep though for giving us the code necessary to fix this issue. I hope that for everyone who downloads this in the future you can see this and this helps you as well. Best of luck and thank you!
God Bless,
-Niyle
niyleI know there is a topic that says fixed, which is true, the brilliant mind of Maelep has created the line of code necessary to fix this issue. I am making this post to show those who don't exactly know what to do with that line of code and where to put it.
Yes, because that was fixed in the current version a month ago.
You can see the fix in the current plugin:
if (!pos.Equals(new Vector3(0, 0, 0)))This is the same, though different style, of what was shown above.