Doodads and plants over concrete floors :(

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Rebmes
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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.
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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.
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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.
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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 ^^
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Re: Doodads and plants over concrete floors :(

Post by Serenity »

A big reason why I turned decoratives off entirely
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Re: Doodads and plants over concrete floors :(

Post by Koub »

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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.
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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.

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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
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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


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viewtopic.php?f=6&t=83429 Some sort of herbicide, remove grass and foliage
viewtopic.php?f=80&t=22919 Decorations / Headquarters / Home / Houseing
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