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.
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.
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.
Saving.
One of these days, I’ll actually play with trains.
Heh, I didn’t even consider that. It doesn’t feel missing, to me. Also, not sure how you’d make a proper one anyway, unless you’re really good at beam sculpting.
Love it. Great look.
I haven’t actually BUILT out any real roads yet, but my wife and I are planning to, and were doing some blueprinting and planning. We had a lot of trouble trying to build figure out inclines. Is that something you had trouble with as well?
This is an EXCELLENTLY-detailed build. Me, I have trouble coming up with interesting details for a build that don’t some how derive from its functionality, but with this, there’s just so much FLAVOR. You make it look very natural.
The progress is the juicy part, though!
Not to mention how power-expensive they are.
Ahhh, okay. I can see the double tubes on the other side of each one, now.
Nope, no trains in this playthrough. Everything forbthis facility is mined one-site.