Doodads and plants over concrete floors :(

Ideas that are too old (too many things have changed since) and ones which won't be implemented for certain reasons or if there are obviously better suggestions.

Moderator: ickputzdirwech

Rebmes
Long Handed Inserter
Long Handed Inserter
Posts: 98
Joined: Sat Sep 15, 2018 7:51 pm
Contact:

Doodads and plants over concrete floors :(

Post by Rebmes »

TL;DR
When paving my factory, lots of plants / doodads remain and it looks really messy.

What ?
I'm sure everyone has seen this, and unsure why it's still a thing.
Image

Why ?
Because honestly it looks like crap and isn't very functional.

The suggestion here is to make it so that paving your factory with Concrete or Refined Concrete (or their hazard variants) removes plants and doodads. The way my factory looks is very important to me and I'm sure I'm not alone on that, and it looks like I'm in a jungle, with no way of clearing it.
Last edited by Rebmes on Sun Aug 11, 2019 6:07 pm, edited 1 time in total.
FuryoftheStars
Smart Inserter
Smart Inserter
Posts: 2768
Joined: Tue Apr 25, 2017 2:01 pm
Contact:

Re: Doodads and plants over concrete floors :(

Post by FuryoftheStars »

While there are multiple mods to take care of this, I do agree that this kind of cleanup should be in vanilla.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
Rebmes
Long Handed Inserter
Long Handed Inserter
Posts: 98
Joined: Sat Sep 15, 2018 7:51 pm
Contact:

Re: Doodads and plants over concrete floors :(

Post by Rebmes »

FuryoftheStars wrote: Sun Aug 11, 2019 6:06 pm there are multiple mods to take care of this
That's a good sign that it needs fixing ^^
Serenity
Smart Inserter
Smart Inserter
Posts: 1017
Joined: Fri Apr 15, 2016 6:16 am
Contact:

Re: Doodads and plants over concrete floors :(

Post by Serenity »

A big reason why I turned decoratives off entirely
Koub
Global Moderator
Global Moderator
Posts: 7937
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Doodads and plants over concrete floors :(

Post by Koub »

Koub - Please consider English is not my native language.
masa
Burner Inserter
Burner Inserter
Posts: 7
Joined: Sun Mar 01, 2015 6:53 pm
Contact:

Re: Doodads and plants over concrete floors :(

Post by masa »

This is the number one thing I wish will be fixed/changed before 1.0 comes out. I think it would be nice if the doodads/shrubs simply would not render if there is a pavement tile of any kind in that location. So removing the pavement should allow the original shrubs to render again.

This is one of four things on my personal "Factorio vanilla wishlist", which is things I would like to see changed/improved to make the game virtually perfect from my point of view.
plepper1
Long Handed Inserter
Long Handed Inserter
Posts: 83
Joined: Tue May 23, 2017 4:25 pm
Contact:

Re: Doodads and plants over concrete floors :(

Post by plepper1 »

Didn't, once upon a time, Factorio remove the decoratives when you purposely covered them with something else? Or am I thinking of a different game... if so, it's definitely an idea.

I'd love biter bodies to go away when I build on top of them.

Image
User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12889
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Doodads and plants over concrete floors :(

Post by ssilk »

It seems to be some kind of problem because meanwhile there are mods that try to solve this
https://mods.factorio.com/mod/CleanTiles
https://mods.factorio.com/mod/CleanestConcrete
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
Optera
Smart Inserter
Smart Inserter
Posts: 2920
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: Doodads and plants over concrete floors :(

Post by Optera »

Some of the decoratives poking through look kinda nice, but generally I prefer my freshly concreted factory floors to be weed free.
The fix in mods is really simple btw, just go over all type = "tile" and set decorative_removal_probability = 1.
Xeorm
Fast Inserter
Fast Inserter
Posts: 206
Joined: Wed May 28, 2014 7:11 pm
Contact:

Re: Doodads and plants over concrete floors :(

Post by Xeorm »

Yea, it does look awkward to have fresh concrete still covered in grass. Ore isn't necessarily bad, as I do like the speed buff but may want the ore to stay, but it can still look wonky.
Nemo4809
Long Handed Inserter
Long Handed Inserter
Posts: 94
Joined: Thu Jan 16, 2020 10:49 am
Contact:

Re: Doodads and plants over concrete floors :(

Post by Nemo4809 »

On a related note, anyone else not like the (new) uneven texture for concrete? (The old one looks smoother.)

The current bumpy concrete texture should really be used for brick flooring.

Not to mention concrete flooring in real life is just smooth. Just google "concrete flooring" if you don't believe me.
User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2920
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: Doodads and plants over concrete floors :(

Post by Optera »

Nemo4809 wrote: Sun Mar 01, 2020 7:38 pm On a related note, anyone else not like the (new) uneven texture for concrete? (The old one looks smoother.)

The current bumpy concrete texture should really be used for brick flooring.

Not to mention concrete flooring in real life is just smooth. Just google "concrete flooring" if you don't believe me.
Dectorio has you covered.
Xeorm
Fast Inserter
Fast Inserter
Posts: 206
Joined: Wed May 28, 2014 7:11 pm
Contact:

Re: Doodads and plants over concrete floors :(

Post by Xeorm »

I also preferred the old concrete floor look, but do find that the new stuff "fits" the style they have going. As long as the old tiles exist still in art for mods to use I'm quite happy with things.
User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

Re: Doodads and plants over concrete floors :(

Post by Deadlock989 »

Most of the base game placeable tiles are set to a decorative removal probability of 25%, except stone "paths" which are at 15%.

So 85% of decoratives are left when placing stone bricks.

It's a very strange thing.
Koub
Global Moderator
Global Moderator
Posts: 7937
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Doodads and plants over concrete floors :(

Post by Koub »

Deadlock989 wrote: Sun Mar 01, 2020 11:02 pm It's a very strange thing.
Indeed, I'd find more logical to have this reversed (85-ish% removal seems acceptable to me, more than 15-20%), even if I'd expect to be 100% for concrete slabs
Koub - Please consider English is not my native language.
Hannu
Filter Inserter
Filter Inserter
Posts: 850
Joined: Thu Apr 28, 2016 6:27 am
Contact:

Re: Doodads and plants over concrete floors :(

Post by Hannu »

Optera wrote: Sun Mar 01, 2020 7:42 am Some of the decoratives poking through look kinda nice, but generally I prefer my freshly concreted factory floors to be weed free.
I agree. There can be some imperfections in stone floor or normal concrete, but highest tier concrete should look like clean room floor. If you look photos from cleanrooms of real spacecraft factories there is not much vegetation on floors.
GotLag
Filter Inserter
Filter Inserter
Posts: 532
Joined: Sat May 03, 2014 3:32 pm
Contact:

Re: Doodads and plants over concrete floors :(

Post by GotLag »

Nemo4809 wrote: Sun Mar 01, 2020 7:38 pm On a related note, anyone else not like the (new) uneven texture for concrete? (The old one looks smoother.)

The current bumpy concrete texture should really be used for brick flooring.

Not to mention concrete flooring in real life is just smooth. Just google "concrete flooring" if you don't believe me.
Concretexture gives you a few simple options to change the textures of vanilla concrete and stone paths for a smoother but still vanilla-ish look.
AWildTyphlosion
Manual Inserter
Manual Inserter
Posts: 3
Joined: Mon May 31, 2021 4:36 pm
Contact:

Configurable Decoration Removal

Post by AWildTyphlosion »

It would be nice if we can adjust the RNG of concrete to be able to remove decorations when placed, or just have it be removed all together when we place concrete. While there is an option to remove decorations already, I don't believe it is a good fix because decorations are nice, just not ontop of concrete. There is also an existing mod to fix this so I'm sure it's not difficult, it's just that using mods disables achievements which kind of sucks.
User avatar
NotRexButCaesar
Smart Inserter
Smart Inserter
Posts: 1133
Joined: Sun Feb 16, 2020 12:47 am
Contact:

Re: Configurable Decoration Removal

Post by NotRexButCaesar »

I don’t think that this will be implemented: to avoid desynchronization, it would have to be to the same across all players for a server.
—Crevez, chiens, si vous n'étes pas contents!
User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12889
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Configurable Decoration Removal

Post by ssilk »

I’m not sure, what you mean, notrexbutcaesar. That’s of course the minimal precondition and as far as I can see, the mods does that. It’s simple and should work out of the box.

Btw. I was a little bit surprised by the number of mods around this subject. That’s a clear sign that there is a demand for this.

https://mods.factorio.com/mod/Realistic ... ionCleanup
https://mods.factorio.com/mod/CleanFloor
https://mods.factorio.com/mod/CleanTiles
https://mods.factorio.com/mod/CleanedConcrete
https://mods.factorio.com/mod/CreepCleaner
https://mods.factorio.com/mod/TreeCleaner
https://mods.factorio.com/mod/creative-world-plus
https://mods.factorio.com/mod/UnPollock


Related

viewtopic.php?f=6&t=83429 Some sort of herbicide, remove grass and foliage
viewtopic.php?f=80&t=22919 Decorations / Headquarters / Home / Houseing
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Locked

Return to “Outdated/Not implemented”