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Re: Friday Facts #214 - Concrete rendering

Posted: Sat Nov 04, 2017 3:50 pm
by Jürgen Erhard
That last one looks like a StarCraft tile set. Dislike. Strongly. (There's a word for that)

Re: Friday Facts #214 - Concrete rendering

Posted: Sun Nov 05, 2017 2:30 am
by RobertTerwilliger
Wow.
Don't know, if such walkaway really can increase walking speed, being so uneven, but who really cares? It looks amazing!

Re: Friday Facts #214 - Concrete rendering

Posted: Fri Nov 10, 2017 8:18 am
by LiborTheOne
I'm sorry, but I must agree with others, that new concrete graphic looks more like stone.
When You pour concrete it is flat and smooth. You can keep it composed of small tiles, but don't make them look so bumpy.
The old texture looked more clean and suitable for factory flooring use, when You really don't want to trip over a tile and fall into furnace or nuclear reactor. ;-)

Re: Friday Facts #214 - Concrete rendering

Posted: Sun Nov 26, 2017 8:39 pm
by dRaMaTiC
Same here, the current texture (0.15) is fine for me at least. Nevertheless i really really like that feature to have smaller corners and borders of different textures. With placeable / craftable plants, trees, water stuff we can build our very own oases. Awesome!

Re: Friday Facts #214 - Concrete rendering

Posted: Sat Dec 23, 2017 7:28 pm
by jasendorf
TheTom wrote:Ok, here is an idea.

GET RID OF THE GRASS ETC.

Not in general - but when I lay down concrete. I really hate that I have a large area of poured concrete (or set stone) and there are bushes around. Concrete and Stone should form a flat area without any decals from the original terrain.
Agree 1000%. I'm fine with the textures, but those stupid bushes and grass that remain are infuriating. Then, the new "functionality" of not being able to see which bushes will be removed until AFTER you replace a concrete piece has made it even worse. If we wanted bushes in our bases, we'd just make paths.

Re: Friday Facts #214 - Concrete rendering

Posted: Wed Dec 27, 2017 5:27 pm
by jasendorf
Follow-up: I've learned that if I hold down both the left and right mouse buttons while holding concrete, it will remove and replace almost immediately allowing for a quicker solution for removing the grass and bushes from concrete pads.

Re: Friday Facts #214 - Concrete rendering

Posted: Thu Jun 04, 2020 5:04 pm
by freeafrica
TheTom wrote:
Fri Oct 27, 2017 5:27 pm
Ok, here is an idea.

GET RID OF THE GRASS ETC.

Not in general - but when I lay down concrete. I really hate that I have a large area of poured concrete (or set stone) and there are bushes around. Concrete and Stone should form a flat area without any decals from the original terrain.
Sorry for necrobumping this, but those grassroots everywhere in my concrete are a bit of an annoyence. Leaving trees/minable-stones is totally fine, but those decoration-only small objects should be removed IMHO.

Re: Friday Facts #214 - Concrete rendering

Posted: Thu Jun 04, 2020 5:15 pm
by valneq
Leaving the grass there by default is intended by the devs.
In 0.18 you can get rid of it by using explosives:
https://www.factorio.com/blog/post/fff-343

Re: Friday Facts #214 - Concrete rendering

Posted: Thu Jun 04, 2020 7:54 pm
by Oktokolo
An easy and reliable way to get concrete to behave as it should be... is installing a mod.

Re: Friday Facts #214 - Concrete rendering

Posted: Sat Jun 06, 2020 8:26 am
by freeafrica
valneq wrote:
Thu Jun 04, 2020 5:15 pm
Leaving the grass there by default is intended by the devs.
In 0.18 you can get rid of it by using explosives:
https://www.factorio.com/blog/post/fff-343
Thanks for poiting me to the explosive update. It would be nice to have a bigger explosion effect - only on the destroyed decoratives of course. I've tried the a-bomb and the cluster grenade and it takes a lot of work to clean up with those.
Oktokolo wrote:
Thu Jun 04, 2020 7:54 pm
An easy and reliable way to get concrete to behave as it should be... is installing a mod.
Thanks for the link, I'm a weird vanilla-only guy doe'.