Friday Facts #343 - Environmental particle effects

Regular reports on Factorio development.
User avatar
FactorioBot
Factorio Staff
Factorio Staff
Posts: 423
Joined: Tue May 12, 2015 1:48 pm

Friday Facts #343 - Environmental particle effects

Post by FactorioBot »

kulib
Burner Inserter
Burner Inserter
Posts: 7
Joined: Tue Jun 16, 2015 5:13 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post by kulib »

Aaaaand now people will recreate minecraft.
Pinga
Inserter
Inserter
Posts: 42
Joined: Fri Oct 27, 2017 3:59 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post by Pinga »

Cool.

Will we eventually get proper nuke explosions? You know, mushrooms, and blinding lights, and shockwaves, and stuff.
Serenity
Smart Inserter
Smart Inserter
Posts: 1016
Joined: Fri Apr 15, 2016 6:16 am
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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
User avatar
BattleFluffy
Fast Inserter
Fast Inserter
Posts: 200
Joined: Sun Mar 31, 2019 4:58 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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.
Matthias_Wlkp
Fast Inserter
Fast Inserter
Posts: 123
Joined: Mon Oct 10, 2016 11:28 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post by Matthias_Wlkp »

I don't understand why laying tiles doesn't remove vegetation, or why would I prefer having craters instead...
User avatar
valneq
Smart Inserter
Smart Inserter
Posts: 1260
Joined: Fri Jul 12, 2019 7:43 am
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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!
pleegwat
Filter Inserter
Filter Inserter
Posts: 278
Joined: Fri May 19, 2017 7:31 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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.
warlordship
Inserter
Inserter
Posts: 39
Joined: Mon May 08, 2017 8:13 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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.
Omarflyjoemacky
Fast Inserter
Fast Inserter
Posts: 104
Joined: Tue Nov 15, 2016 10:56 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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.
"And then Bender ran."
SirSmuggler
Long Handed Inserter
Long Handed Inserter
Posts: 84
Joined: Tue May 24, 2016 1:55 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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.
KingIonTrueLove
Inserter
Inserter
Posts: 24
Joined: Sun Jun 04, 2017 1:38 am
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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.
User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post by steinio »

Code: Select all

 /\
/  \
 || 
I'm with stupid
Image

Transport Belt Repair Man

View unread Posts
User avatar
Omnifarious
Filter Inserter
Filter Inserter
Posts: 276
Joined: Wed Jul 26, 2017 3:24 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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.
Last edited by Omnifarious on Fri Apr 17, 2020 5:53 pm, edited 1 time in total.
Uristqwerty
Inserter
Inserter
Posts: 20
Joined: Tue May 06, 2014 8:00 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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.
Hiladdar
Fast Inserter
Fast Inserter
Posts: 214
Joined: Mon May 14, 2018 6:47 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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
FireByTrial
Manual Inserter
Manual Inserter
Posts: 3
Joined: Fri Aug 09, 2019 7:42 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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-)
User avatar
invisus
Filter Inserter
Filter Inserter
Posts: 284
Joined: Fri Sep 21, 2018 5:33 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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. ;)
User avatar
kirazy
Filter Inserter
Filter Inserter
Posts: 426
Joined: Tue Mar 06, 2018 12:18 am
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post by kirazy »

Omnifarious wrote: ↑Fri Apr 17, 2020 5:50 pmI bet it wouldn't be hard for a mod to be implemented that destroyed decoratives when placing tiles.
Dectorio does this.
User avatar
invisus
Filter Inserter
Filter Inserter
Posts: 284
Joined: Fri Sep 21, 2018 5:33 pm
Contact:

Re: Friday Facts #343 - Environmental particle effects

Post 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?
Post Reply

Return to β€œNews”