Progress on the steel factory, tonight.

First step was the foundry wing, making Iron Alloy Ingot and Solid Steel Ingot. With some trickery to avoid needing to balance the intermediate Iron Ingot product across 3 belts, before sending it to Steel and Iron Pipe.

Moving on to the Concrete wing…

Much simpler, but still a little tricky in that I’m building around one miner, providing half of the limestone, and the other half will be shipped in from outside the facility.

I’m also not sure if I’ll be keeping the holes in the roof for the Miners. Or maybe just decorating them, somehow. I think they’re too plain, at the moment.

  • .Donuts
    link
    23 days ago

    That’s the first blocky build I caught you doing, ha!

    I found out yesterday that signs don’t illuminate the world anymore as they used to before 1.0, and I’m pretty bummed about it.

    • @[email protected]OP
      link
      fedilink
      3
      edit-2
      3 days ago

      Sooooo, you can “fix” this, you just have to get into the weeds of Unreal Engine a bit.

      Firstly, of course, you have to have Lumen enabled, which is a normal setting in the Graphics section (or whatever it’s called) of the game menu.

      However, to get the illumination to be actually meaningful, like it used to be, you need to change an engine setting to increase the illumination radius. THEN you need to adjust a bunch of other engine settings to get rid of the terrible graininess that generates. Or, more accurately, tone it way down.

      Gimme a minute to go look up the settings I’m running with…

      EDIT:

      So, here’s the settings I’m running with. I got this set in particular out of a reddit thread. Out of a handful of different sets I tried, this is the one that worked the best, for me.

      r.Lumen.Reflections.Allow=1
      r.Lumen.Reflections.SmoothBias=0.8
      r.Lumen.ScreenProbeGather.TracingOctahedronResolution=10
      r.AOGlobalDistanceField.MinMeshSDFRadius=10
      r.LumenScene.SurfaceCache.CardTexelDensityScale=2500
      r.SupportReversedIndexBuffers=1
      FX.BatchAsync=1
      r.OneFrameThreadLag=0
      r.Lumen.TraceMeshSDFs=1
      r.LumenScene.SurfaceCache.CardMaxTexelDensity=0.5
      r.Lumen.DiffuseIndirect.SSAO=1
      

      The important one is r.AOGlobalDistanceField.MinMeshSDFRadius that’s what drives the brightness. The rest, feel free to play with, until you find a combination that works.

      To apply these settings, you can do one of two things.

      A) use the in-game console, triggered with the "" (back-tick) key. In the console, you change one of these settings by typing the name, a space, and then the desired value, I.E. r.AOGlobalDistanceField.MinMeshSDFRadius 10`. These changes aren’t saved, so you’ll lose them when restarting the game, but it does enable quicker testing. Although, they ALSO don’t take effect right away. Only “new” renders will use the settings, stuff that’s already rendered will stay the same. I.E. you have to walk a decent bit away from the thing you’re wanting to look at, then back.

      B) Head to %localappdata%/FactoryGame/Saved/Config/WindowsNoEditor/Editor.ini and paste the settings in at the end of the file, after adding the line “[SystemSettings]”. Within the .ini file, the format for a setting is different, instead of a space between the name and value, you use an =, like I have above. There’s also an Engine.ini file within a Windows folder, instead of WindowsNoEditor and I honestly have no idea which one serves which purpose, so I just made the edits in both.

      • .Donuts
        link
        2
        edit-2
        2 days ago

        I have tried following along but after some issues with opening the console I can’t seem to find the correct .ini file. I only have /Config/Windows, not WindowsNoEditor and most files are empty in that folder. There is a GameUserSettings.ini file as well, but there are no changes.

        Even when I put in the console commands one by one and take a train ride and back there are no differences:

        edit:

        I replaced some signs after desperation set in and the new ones are working!

        Now to find that .ini file 🤔

        • @[email protected]OP
          link
          fedilink
          12 days ago

          What graphics API are you using? DX11? DX12? Vulcan? I suspect maybe this affects which file is applicable? I’m actually running DX11asba workaround to a crashing issue that came up in 1.0, and doesn’t seem to be fixed yet.

          If there’s no Engine.ini file in /Windows, I’d say you’re safe to just create one, and see if that works. If the file’s there, but empty, that really shouldn’t matter, just drop the settings in there.

      • .Donuts
        link
        23 days ago

        Oh wow, thanks so much! I will try this when I’m at my PC and report back.

    • @[email protected]OP
      link
      fedilink
      13 days ago

      That’s the first blocky build I caught you doing, ha!

      Hey, now, it’s still a work-in-progress. ;)