Bear with me as this will be a long message.
I'll first have to thank you for bringing up the UPS issue that my mod had in previous versions. When I started developing this mod, I was creating new saves or using saves that had little to no entities/world explored. I didn't think of testing it on megabase scaled saves as I assumed it would behave the same. After testing it on an actual save that many players would achieve (not me tho for now), it taught me to be more thorourgh with my testing and how I create/expand on features.
I'll also thank you for your last comment as well because I was originally planning to rework my logic for how I calculate radiation damage as I knew I was doing it inefficiently (e.g. doing an area check for one entity then having to do an area check for another entity) and then call the mod complete. But with you mentioning that how I calculate radiation is not communicated in any way reminded me that the tips and tricks existed (I forgot). It also gave me fresh new ideas that I could implement based on radiation as well which I plan to experiment with in the near future.
What you mention in number 3 (editor mode radiation disabled), I am assuming you mean when you are viewing the map and detached from your character. If thats the case then you still do take damage since you are still in the radius of the radioactive materials but the sound and healthbar isn't played/displayed. I do plan to fix this in a future update as this can become quite frustrating for players as they'll think they died for no reason.
Also when you mention a module/equipment that fully negates radiation damage, I don't plan on implementing such module/equipment. I did give it a good thought as it would give the player less to worry about but then since this mod is aimed to be an addon with this new threat, obtaining a module/equipment that fully negates radiation would overall be the same as not having the mod installed. This sort of item in my opinion would be more suitable for modpacks/overhaul mods as you feel you have made progression to not worry about x threat/issue anymore. If you feel like this should still be implemented, I am up for a further discussion regarding it.
Overall I plan to keep developing this mod and hopefully have it in a complete finished state in about a months time max (who knows, the bugs might invade my codespace as well as my factories). I have written/plan to write a roadmap and what each version will add to the mod.
Since this discussion thread was origionally about the UPS issue you brought up, I am gonna lock it now since the issue has now been resolved. You are free to open up more discussion threads on this website or ask me some further questions on discord and I will happily respond to any query/issue you bring up. Thanks again for your help.