is there a possibility to avoid particelrecycling when we use such a solution and have heavy particleload for other things ?

The shadow-decals would gettn removed if max_particles limit got reached.

would be nice if we could define 2 types of for the normal stuff like explosions or weathereffects, recycled like now.

And besides of that the decals like shadows, stay'n until removed outside of the recycling.

"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)