Foliage / Grass grows up and around machines

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

Post Reply
Lord_lammington
Inserter
Inserter
Posts: 39
Joined: Fri Jan 30, 2015 11:24 pm
Contact:

Foliage / Grass grows up and around machines

Post by Lord_lammington »

A vary small addition that may add more of a shed of realism to the whole game. machines placed for a long time on grass or sand will begin to show around machines. And if they are removed a noticlable putline or "footprint" can be seen that will also fade over time.The whole why is solely because it adds more realism to the game and it is a basic aesthetic

Tl;DR: Machines blend into the environment the longer they are there

User avatar
Deadly-Bagel
Smart Inserter
Smart Inserter
Posts: 1498
Joined: Wed Jul 13, 2016 10:12 am
Contact:

Re: Foliage / Grass grows up and around machines

Post by Deadly-Bagel »

Everything about writing this game is efficiency. In the latest FFF discussion they said they don't want to put in a check for overlapping rails to reduce CPU use.

Yes I agree it would be neat but I doubt it's going to even be considered.
Money might be the root of all evil, but ignorance is the heart.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Foliage / Grass grows up and around machines

Post by ssilk »

Why not? It's basically same game-machanic with the desease of the forrest-trees under pollution.
The most afford goes into the graphics and in the end I doubt, that most players will recognise this little changes.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
<NO_NAME>
Filter Inserter
Filter Inserter
Posts: 291
Joined: Tue Aug 02, 2016 9:52 am
Contact:

Re: Foliage / Grass grows up and around machines

Post by <NO_NAME> »

This could even be helpful gameplay-wise:
1) As visual indicator, how long ago something was placed/removed.
2) During modifying factory, to see where buildings were before.
I am a translator. And what did you do for Factorio?
Check out my mod "Realistic Ores" and my other mods!

User avatar
OdinYggd
Fast Inserter
Fast Inserter
Posts: 200
Joined: Wed May 25, 2016 12:55 pm
Contact:

Re: Foliage / Grass grows up and around machines

Post by OdinYggd »

I suppose as a graphics option that can be disabled with a checkbox.

Grass and leaves are torture testing for most graphics capabilities, and with factorio already pushing the limits in many areas something like this would have to be an optional feature for people who had enough computing power to use it.
In my mind, Steam is the eternal king of the railway.

User avatar
Deadly-Bagel
Smart Inserter
Smart Inserter
Posts: 1498
Joined: Wed Jul 13, 2016 10:12 am
Contact:

Re: Foliage / Grass grows up and around machines

Post by Deadly-Bagel »

Trees are built into the pollution mechanic and are most likely done per chunk. This suggestion would be adding ticks to every machine (as they have to be calculated separately) so major difference.

Most players would probably notice after removing a bunch of old assemblers and think "oh that's neat!" then mostly forget about the feature. Yes it would be a neat feature but IMO not worth the development or processing time.
Money might be the root of all evil, but ignorance is the heart.

User avatar
<NO_NAME>
Filter Inserter
Filter Inserter
Posts: 291
Joined: Tue Aug 02, 2016 9:52 am
Contact:

Re: Foliage / Grass grows up and around machines

Post by <NO_NAME> »

I don't think it would be as much processing time. The process would be slow, so it don't need to be calculated every tick. I think that one update per 15 seconds would be enough. In this case 1/900 of all buildings would be calculating in every tick. This is nothing, compared to transport belts or inserters.
I am a translator. And what did you do for Factorio?
Check out my mod "Realistic Ores" and my other mods!

Post Reply

Return to “Ideas and Suggestions”