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Ein Übersetzungsproblem melden
The new 2.0 approach converts RICO buildings before any game initialisation occurs. This saves doing two separate initialisations for each building, means that the original building data is no longer visible to the game, and solves a whole lot of issues (it also enables the option of having growable buildings). Having consistent zoning behaviour (growable RICO buildings don't erase zoning, plopped ones do) was a key part of this, and doing the conversion before any intialisation should mean that the zone manager no longer sees ploppable RICO buildings as 'valid' buildings to grow (which I think is what's happening with you when you're using buildings with existing growable attributes - you can use Building Themes as a workaround in the meantime).
2.0 overhauls the way building assets are initialised - the original mod behaviour (and this one up to now) is to have the game initialise everything and then go back and 'force' changes on those (already-initialised) assets to give them their RICO behaviours. This mostly works, but sometimes effects from the original initialisation remain (sometimes just cosmetic, e.g. RICO assets using unique builing templates still showing the highlight in map overlays, sometimes annoying, e.g. non-selectable decoration buildings, and sometimes more - e.g. if a building spawns naturally somehow it'll inherit the default RICO 'zap the zoning' behaviour).
Nice!! That fix will be really useful! :)