TL;DR, I would do the following:
The long version:
In my experience (and this may well be a product of my build style, and may bot quite be applicable to you) belt balancing is not an issue that needs to be addressed. Belt capacity and throttling leads naturally to self-balancing.
Example: in the Steelworks build I did recently, I had two different sets of machines needing to consume Steel Ingot: Constructors for Steel Pipe and Constructors for Steel Beam. Currently, the factory is clocked for a max belt of Mk1, since I can’t really afford the power for more, right now. My foundries produce 90 Steel Ingot/min, so that means I need 2 belts worth of Steel Ingot transport. I ended up building 12 Foundries, in 2 groups of 6, each outputting to a separate Mk1 manifold, so I’ve got 2 belts of 45/min each.
On the consumption side, I need 21.068/min to make Steel Pipe and 68.932/min to make Steel Beam. So, I still need 2 belts of bandwidth for Steel Beam, but only 1 for Steel Pipe. To make this happen, I split each of the Steel Ingot lines into 2, let 1 from each split go onward to Steel Beam, and took the other from each split and merged them, for Steel Pipe. All dumb splitters.
Now, you might say "well, that just gives you 45/min going to both Steel Pipe and Steel Beam, you just made it that the two separate Foundry lines can now mix. But this doesn’t account for (what I call) “back-pressure”.
The magic of back-pressure is that it makes dumb splitting (splitting evenly, instead of with ratios) irrelevant. With my setup, the Steel Pipe constructors only need 21.068/min but are getting 45/min. However, as long as the clock rates are set correctly on those machines, they will only consume 21.068/min, and the extra 23.932/min will eventually back up, and flow over to Steel Beam anyway.
Essentially, it’s the balancer vs manifold debate. Upside is, you don’t have to deal with crazy balancing calculations, when you’ve got odd ratios like you have. Downside is, the system doesn’t reach full efficiency until it “primes” up all the back-pressure.
The one caveat to back-pressure is if you have “re-combination” farther down the line. In my example, if I were going to take those Steel Beams and Steel Pipes and combine them together in some other recipe, then it might be impossible to build up enough back-pressure to balance everything out. Sort of like having an air-bubble in the system. You can solve this by either manually priming the back-pressure, or just swapping to a Smart Splitter with an Overflow output, in the right spot, to allow the “bubble” to bleed out.
Nope, no trains in this playthrough. Everything forbthis facility is mined one-site.
It does indeed do something! ;)
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.
That’s the first blocky build I caught you doing, ha!
Hey, now, it’s still a work-in-progress. ;)
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.
As if the new notepad wasn’t already enough of a downgrade.
I dunno, I still think this is on YT. There’s a reason it’s stupid easy to bypass geolocked content on basically any other platform, and it’s because of what you say: the platforms don’t actually care. They BENEFIT from having more content to give you. YouTube is making a distinct effort to go detect geolock bypassing here, where other platforms choose not to.
If I had to guess, it’s really that they want to discourage VPNs entirely, as it fucks with their primary business of data collection.
It actually took me multiple trues to get into Stardew. The whole “track down everyone” quest is intimidating for a lot of people.
Up to you if you think it’s worth keeping at it, for the possibility of getting hooked later.
I mean, the book of Revelations is indeed a prophecy.
I’m 34 and don’t have $10,000 in savings.
Congrats on the milestone, friend.
10/min is pretty freakin’ impressive, as far as HMFs go. The one I have planned won’t be hitting that mark until I get Mk5 belts.
The biggest hole in WASM right now is being able to DO anything really useful in it, natively. The only thing you can do natively right now is use the CPU. Can’t manipulate the DOM. Can’t access local storage or cookies or networking APIs, etc. You can call out to arbitrary JS code, but that’s it.
This is great for some of the big JS libraries that have very CPU-heavy workloads they can optimize in WASM and call to from JS. Like frequently parsing and re-parsing HTML. Or doing game physics calculations.
I haven’t heard word one about WHEN any of this will be available. Which is particularly troubling, given how long people have been begging for it.
Of course, none of this stops you from using WASM in the real world, to do quite a lot of things. You’re just gonna have to deal with JS interop, still, do do anything really useful.
I saw the plastic, yeah. Couldn’t tell if the other was caterium or copper. That definitely will give a higher yield.
Nice!
Is that running on just plastic and copper? Intuitively, I would’ve expected you to need more machines than that for 9/min. Or are we heavily overclocking?
A quality apology consists of 3 things:
Your proposed apology has all those elements, so you’re already ahead of most folks. But there are a few suggestions for improvement in this thread that I think are also good.
“if you felt so, I apologize”: I don’t read this as you apologizing for how the other person feels, since you clarified that earlier. But I think it’s fair that others might read it that way, so you’re better off eliminating the ambiguity. You’re apologizing for what you did, without considering that others might (validly) consider it inappropriate.
“I’ll try to control myself around you”: similar deal, it should be clear that this is about you, not them. And when it comes to swearing in a workplace, it’s pretty-darn common to consider it inappropriate and unprofessional, no matter who you’re around. Maybe part of your apology needs to focus on how the behavior is unprofessional, and you simply needed help recognizing that, as you’re (possibly?) new to the professional working world.
Did they, though? Do we know how Nevaeh Crain and Candace Fails voted? Would that somehow make it okay?
The fact thay people who have done nothing to support these policies can still be killed by them is PRECISELY the problem.
Saving.
One of these days, I’ll actually play with trains.
I try to, when I have the time, but I don’t sweat it if I don’t, I just try to avoid forming too many opinions about the topic.
Also, a good chunk of the time I try, I get paywalled. Which I can usually bypass if I’m on PC, but that’s not really feasible on mobile.
Props to all the heroes copying the article into the post, or pointing out when the headline is misleading.