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

User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5211
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: Configurable Decoration Removal

Post by eradicator »

ssilk wrote: Tue Jun 01, 2021 6:47 am 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.
Just a few days ago I posted a command to remove decoratives from concrete in already existing worlds. :lol:

But this won't ever be a vanilla "setting". Each tile type has a seperate deco-removal probability. And vanilla doesn't even have "Startup" type settings like mods do. It's also not good game-play to just make it a setting. Imho if it ever happens it will be a capsule or robot based solution, or a permanent change.
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
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 »

ssilk wrote: Tue Jun 01, 2021 6:47 am 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.
The original post made me think that it would be a setting that adjusts the percentage of decoratives removed. It couldn’t be a setting like the other settings because it would have to be the same for all other players on a server (making it good as a mod.)
—Crevez, chiens, si vous n'étes pas contents!
AWildTyphlosion
Manual Inserter
Manual Inserter
Posts: 3
Joined: Mon May 31, 2021 4:36 pm
Contact:

Re: Configurable Decoration Removal

Post by AWildTyphlosion »

How about just changing it to a straight solid, 100%. Realistically, when pouring concrete you cover everything. It doesn't make sense for there to be anything left. Yeah, life can grow after, but again, it's just annoying and ruins aesthetics.
NotRexButCaesar wrote: Tue Jun 01, 2021 5:09 pm making it good as a mod.
Mods disable achievements, which is my main complaint.
eradicator wrote: Tue Jun 01, 2021 11:06 am
Just a few days ago I posted a command to remove decoratives from concrete in already existing worlds
Won't this disable achievements?
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 »

AWildTyphlosion wrote: Wed Jun 02, 2021 9:27 pm Won't this disable achievements?
Commands completely disable achievements.

Mods don’t disable achievements, but they switch to a separate modded achievement list and prevent steam from saving them.
—Crevez, chiens, si vous n'étes pas contents!
AWildTyphlosion
Manual Inserter
Manual Inserter
Posts: 3
Joined: Mon May 31, 2021 4:36 pm
Contact:

Re: Configurable Decoration Removal

Post by AWildTyphlosion »

NotRexButCaesar wrote: Wed Jun 02, 2021 10:23 pm prevent steam from saving them.
Literally disabling achievements for steam users.
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 »

AWildTyphlosion wrote: Thu Jun 03, 2021 12:17 pm
NotRexButCaesar wrote: Wed Jun 02, 2021 10:23 pm prevent steam from saving them.
Literally disabling achievements for steam users.
You still get the achievement in the game, steam just won’t display that you did.
—Crevez, chiens, si vous n'étes pas contents!
User avatar
dodther
Burner Inserter
Burner Inserter
Posts: 13
Joined: Wed Mar 20, 2024 2:17 am
Contact:

Remove plants from floor tiles

Post by dodther »

Vegetation on a concrete floor looks terrible.
2024-11-30_12-59-52.png
2024-11-30_12-59-52.png (3.29 MiB) Viewed 450 times
fryyyy
Inserter
Inserter
Posts: 23
Joined: Fri May 07, 2021 9:47 pm
Contact:

Re: Remove plants from floor tiles

Post by fryyyy »

A "workaround" for this is repeatedly placing and removing the floor tiles. Each time you place floor (or buildings) there's a small chance to remove the plant so eventually you will clear the area.
User avatar
AileTheAlien
Filter Inserter
Filter Inserter
Posts: 396
Joined: Sat Mar 11, 2017 4:30 pm
Contact:

Re: Remove plants from floor tiles

Post by AileTheAlien »

IMO this mod should just be standard. :lol:
User avatar
dodther
Burner Inserter
Burner Inserter
Posts: 13
Joined: Wed Mar 20, 2024 2:17 am
Contact:

Re: Remove plants from floor tiles

Post by dodther »

I know about this mod, but having such a flaw in the game is terrible.
Koub
Global Moderator
Global Moderator
Posts: 7938
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Doodads and plants over concrete floors :(

Post by Koub »

[Koub] Merged several threads requesting a reliable way of removing doodads and decoratives by paving.
Koub - Please consider English is not my native language.
armagin
Burner Inserter
Burner Inserter
Posts: 15
Joined: Sat Aug 13, 2016 4:59 pm
Contact:

Re: Doodads and plants over concrete floors :(

Post by armagin »

Want to throw my support behind this one. It really visually looks quite terrrible, especially on Gleba.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14643
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Doodads and plants over concrete floors :(

Post by Rseding91 »

Moving to won’t implement because it was specifically set that way by the graphics department.
If you want to get ahold of me I'm almost always on Discord.
Locked

Return to “Outdated/Not implemented”