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Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 3:11 pm
by FactorioBot

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 3:16 pm
by kulib
Aaaaand now people will recreate minecraft.

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 3:23 pm
by Pinga
Cool.

Will we eventually get proper nuke explosions? You know, mushrooms, and blinding lights, and shockwaves, and stuff.

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 3:24 pm
by Serenity
There shouldn't be decoratives on paths/concrete in the first place. Placing down tiles should automatically pave over them. It's one reason why I turn them off altogether

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 3:36 pm
by BattleFluffy
Being able to clear vegetation on paths is AMAZING!!
This is going to be a change we'll all rapidly wonder how we lived without.

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 3:41 pm
by Matthias_Wlkp
I don't understand why laying tiles doesn't remove vegetation, or why would I prefer having craters instead...

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 3:47 pm
by valneq
The explosinos do feel more powerful now – with more stuff flying around. Thanks for that :-)
Matthias_Wlkp wrote:
Fri Apr 17, 2020 3:41 pm
I don't understand why laying tiles doesn't remove vegetation, or why would I prefer having craters instead...
I really like the vegetation crawling out of the gaps in the tiles – makes it feel more aged and alive. So I probably won't remove them in my bases, but I appreciate the possiblity.
As for the craters: they will disappear after a while, leaving a clean paved surface.

And yay! More total conversion mods in the future!

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 3:51 pm
by pleegwat
valneq wrote:
Fri Apr 17, 2020 3:47 pm
I really like the vegetation crawling out of the gaps in the tiles – makes it feel more aged and alive.
In that case, shouldn't the vegetation be initially removed and come back up through the cracks over time? Of course to a lesser degree the more often the path is used.

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 4:03 pm
by warlordship
Do you have nukes scour the decoratives within their radius? I hope so. Some bases can be QUITE large, and that grenade radius for clearing decoratives is very small. I'd hate to have to use a thousand grenades for a single chunk of land to clear out decoratives. Not to mention the precise clicking and mouse movements to optimize grenade use.

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 4:51 pm
by Omarflyjoemacky
Serenity wrote:
Fri Apr 17, 2020 3:24 pm
There shouldn't be decoratives on paths/concrete in the first place. Placing down tiles should automatically pave over them. It's one reason why I turn them off altogether
Second.

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 5:04 pm
by SirSmuggler
Omarflyjoemacky wrote:
Fri Apr 17, 2020 4:51 pm
Serenity wrote:
Fri Apr 17, 2020 3:24 pm
There shouldn't be decoratives on paths/concrete in the first place. Placing down tiles should automatically pave over them. It's one reason why I turn them off altogether
Second.
Third.

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 5:09 pm
by KingIonTrueLove
SirSmuggler wrote:
Fri Apr 17, 2020 5:04 pm
Omarflyjoemacky wrote:
Fri Apr 17, 2020 4:51 pm
Serenity wrote:
Fri Apr 17, 2020 3:24 pm
There shouldn't be decoratives on paths/concrete in the first place. Placing down tiles should automatically pave over them. It's one reason why I turn them off altogether
Second.
Third.
Fourth.

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 5:12 pm
by steinio

Code: Select all

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I'm with stupid

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 5:50 pm
by Omnifarious
pleegwat wrote:
Fri Apr 17, 2020 3:51 pm
In that case, shouldn't the vegetation be initially removed and come back up through the cracks over time? Of course to a lesser degree the more often the path is used.
While that would be nice, that's asking a lot from the engine. I'd rather have UPS for more complex factories than that.

I like the effect of the decoratives poking through the rails and tiles as well. Especially the rails, but I do like it on the tiles.

Of course, I also really dislike completely paved bases. ;)

I bet it wouldn't be hard for a mod to be implemented that destroyed decoratives when placing tiles.

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 5:52 pm
by Uristqwerty
For the pun of it, I almost want to see a "no base" mod, that penalizes leaving your main factory bits in one place for too long.

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 6:36 pm
by Hiladdar
Outside the game, about once a year, I have to remove vegetation between the concrete slabs in front of my home. Based on that, I am ok with the some vegetation forming between the cracks after a while. But, when the concrete is freshly laid, it should be vegetation free.

Regarding craters, the larger the impact or explosion, the larger the crater will be and longer the crater will remain in place with a possible impact on the topography. I would reason that if an explosion was large enough, say the size of 10 game nukes going off at the same time in the same place, it might even create a depression large enough and be surrounded by cliffs.

The real question could be what is the right amount of developmental, programming, and testing resources needed to for more realism, verses FPS, and play-ability, within the core game. I would expect to see some mod authors who specialize in modifying the environment develop mods for some of this functionality.

Hiladdar

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 6:44 pm
by FireByTrial
KingIonTrueLove wrote:
Fri Apr 17, 2020 5:09 pm
SirSmuggler wrote:
Fri Apr 17, 2020 5:04 pm
Omarflyjoemacky wrote:
Fri Apr 17, 2020 4:51 pm
Serenity wrote:
Fri Apr 17, 2020 3:24 pm
There shouldn't be decoratives on paths/concrete in the first place. Placing down tiles should automatically pave over them. It's one reason why I turn them off altogether
Second.
Third.
Fourth.
you get the idea, :D 99th lol. but I agree, this would be awesome, perhaps make decorative tile blocks disable in settings for the UPS obsessed. I love the randomness / diversity the decorations add, makes things come alive more and having the grass growing through the cracks should be a consequence of paving a greenspace imo. ideally it would be based on age or player/entity traffic in an area but that would be compute more compute intensive to maintain a layer for that.

Also, fallout/flash from a nuke would be really nice to see for even more realistic explosions 8-)

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 6:45 pm
by invisus
Omnifarious wrote:
Fri Apr 17, 2020 5:50 pm
I bet it wouldn't be hard for a mod to be implemented that destroyed decoratives when placing tiles.
Yeah, probably wouldn't be too hard. ;)

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 6:47 pm
by kirazy
Omnifarious wrote:
Fri Apr 17, 2020 5:50 pm
I bet it wouldn't be hard for a mod to be implemented that destroyed decoratives when placing tiles.
Dectorio does this.

Re: Friday Facts #343 - Environmental particle effects

Posted: Fri Apr 17, 2020 7:00 pm
by invisus
So... let me get this straight, currently, the methods for decoration removal are as follows:
  1. Placing entities
  2. Placing tiles (sometimes repeatedly to remove all decoratives)
  3. Grenades (and possibly other explosions)
  4. Assorted mods
Am I missing any?