Friday Facts #358 - Alien decoratives & Polluted water
Re: Friday Facts #358 - Alien decoratives & Polluted water
I like the polluted water idea. The simple interpolation between blue and green based on the pollution value for polluted water could be reused for air pollution, too. Just interpolate between a pollution colour and the regular land graphics to make a haze of pollution on land.
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Re: Friday Facts #358 - Alien decoratives & Polluted water
Is water going to absorb pollution now?
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Re: Friday Facts #358 - Alien decoratives & Polluted water
Water has always absorbed pollution - see https://wiki.factorio.com/Pollution#Chunks.
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Re: Friday Facts #358 - Alien decoratives & Polluted water
There's an opportunity for you to learn more about this disease and not to be dismissive of it. Comment should be deleted as off-topic (as should this one), but as long as it stays, I will respond with some facts:
- COVID is not the flu (influenza). It's a disease based on a Coronavirus, Sars-Cov-2.
- It's much deadlier than influenza.
- Just as importantly, it causes far more serious illness and hospitalizations than influenza.
- It appears to cause serious organ damage in many people (lung, heart, etc.)
- It's far more infectious than influenza, i.e. it spreads faster and more easily,
- We can reduce the spread by taking sensible precautions such as wearing masks, not congregating in large groups, avoiding especially indoor poorly-ventilated spaces, staying home especially when feeling ill, etc.
- None of this is an overreaction. It is a sensible approach which will save jobs, save lives, and reduce the incidence of long-term health effects.
Re: Friday Facts #358 - Alien decoratives & Polluted water
I suspect it will be a trifle to modify the pollution color - or even a pollution color slider. I wonder if having a color shader tied to the pollution would make it possible for a mod to have pollution make factories and equipment rusty over time?
Re: Friday Facts #358 - Alien decoratives & Polluted water
Sorry if i missed it, but will it be possible / easy to migrate from a current game to 1.0 visual effects ? (creep, polluted water, etc.). Need new game to get benefit from it ? Existing game ok but only new chunks ? Console command ?
It's great that pollution has a visual effect, it's definitely an encouragement to not pollute too much. I don't like the idea that pollution is without any visible effects, it just make players don't care
Thanks !
It's great that pollution has a visual effect, it's definitely an encouragement to not pollute too much. I don't like the idea that pollution is without any visible effects, it just make players don't care
Thanks !
Re: Friday Facts #358 - Alien decoratives & Polluted water
[Koub] Moderator warning : this thread will not derail into a discussion on Sars-Cov-2 virus and Covid -19 disease. Despite the topic being interesting, this forum is not the right place to do so.
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Re: Friday Facts #358 - Alien decoratives & Polluted water
Existing bases will not have creep, everything else will be upgraded to 1.0 visual effects without problems. And new bases when you explore far enough to generete more of the map, or because of natives migrating to make new nests, will also be using the new visual look with creep. So it's not a big deal.
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Re: Friday Facts #358 - Alien decoratives & Polluted water
True, although it may be nicer to wait a couple more weeks to have all this (and maybe more ? ) than starting a long game right now. Thanks for answer
Re: Friday Facts #358 - Alien decoratives & Polluted water
Polluted water should be something like gray-brown color. Green water looks like algae bloom which, while not healthy for the ecosystem, is an indication of good quality water. Algae blooms happen when nutrients (not toxins!) are released into the water faster than the ecosystem can adapt, resulting in a lot more algae than there are algae-eating animals, causing it to accumulate. Given enough time, algae-eating animals will grow in number until they can graze down the algae to normal levels, which in turn creates plenty of food for other animals. There will be overall a lot more aquatic life in the area, due to more nutrients present in the water, the same way as rich soils could support more life than deserts.
Last edited by raidho36 on Sat Aug 01, 2020 4:07 pm, edited 2 times in total.
Re: Friday Facts #358 - Alien decoratives & Polluted water
A great idea for post 1.0 could be gradual desertification and buildup of smog (maybe indicated by a slight saturation loss).(...) It would be lovely if we could make grass or decoratives die too, but that's something way too technically complicated for now.
Both should be more than pure cosmetics, e.g. decreasing solar output, further increasing the need for polluting energy production.
This has already been partially done by mods (credit: darkfrei).
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Re: Friday Facts #358 - Alien decoratives & Polluted water
If they did that for solar, it would lose all value as a ups free power source.conn11 wrote: ↑Sat Aug 01, 2020 4:01 pmA great idea for post 1.0 could be gradual desertification and buildup of smog (maybe indicated by a slight saturation loss).(...) It would be lovely if we could make grass or decoratives die too, but that's something way too technically complicated for now.
Both should be more than pure cosmetics, e.g. decreasing solar output, further increasing the need for polluting energy production.
This has already been partially done by mods (credit: darkfrei).
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Re: Friday Facts #358 - Alien decoratives & Polluted water
Polluted wated is good, but too flashy.
Seriously it's "alien green".
Can you just apply a greyish effect on it ? it's would be a lot realistic and aesthetic.
Seriously it's "alien green".
Can you just apply a greyish effect on it ? it's would be a lot realistic and aesthetic.
Re: Friday Facts #358 - Alien decoratives & Polluted water
Yeah, I definitely agree with changing the polluted water colour: green water is actually healthier. It's actually lifesaving advice that is given to people in the real world who might need to find drinkable water in a survival scenario, especially in areas where arsenic is present, to choose thick, algae-filled water over any beautiful crystal-clear stream, because the latter may very well be beautiful and crystal-clear because it kills everything in it.
Re: Friday Facts #358 - Alien decoratives & Polluted water
Blue water looks nice. I guess that's the price to pay for polluting
Be careful guys, trying to make small changes that have the biggest impacts can be a dangerous pursuit.
Be careful guys, trying to make small changes that have the biggest impacts can be a dangerous pursuit.
Re: Friday Facts #358 - Alien decoratives & Polluted water
I wonder if the color change to polluted water isn't a bit too strong, considering that the ground doesn't change at all either. As a result, it looks a little out of place on a the large view of the map despite the otherwise sound logic. Other than that, it's definitely a nice touch!
Re: Friday Facts #358 - Alien decoratives & Polluted water
I'm divided. I also find the green too strong, but in other hand, I can't wait to see how shocked I am when I get outside of my polluted zone after several hours of gameplay and see water as it was before I messed everything up (so a big contrast is also good)
Re: Friday Facts #358 - Alien decoratives & Polluted water
Are alien decoratives a separate layer or they are somehow generated when base is created?
I'm assuming that if I spawn enemy base in RSO I'll need to spawn the decoratives for it somehow too.
I'm assuming that if I spawn enemy base in RSO I'll need to spawn the decoratives for it somehow too.
Re: Friday Facts #358 - Alien decoratives & Polluted water
If you create them using create_entity() function, it will have boolean parameter spawn_decorations.