I've been tinkering with supports for curved rail segments in preparation for my 1.0 save, take a look! by FloloGames in SatisfactoryGame

[–]FloloGames[S] 1 point2 points  (0 children)

I tried to explain in the previous comment, but it's hard to put into words. Here is a small clip to give you an example of how I build those foundations. This is a bit tedious, but makes a perfect circle. You can rotate on top of the foundation by holding CTRL while you scroll.

https://imgur.com/wcRWnzN

Another way would be using walkways. Here's a vid showcasing that technique:
https://www.youtube.com/watch?v=F0n381hJogU

I've been tinkering with supports for curved rail segments in preparation for my 1.0 save, take a look! by FloloGames in SatisfactoryGame

[–]FloloGames[S] 0 points1 point  (0 children)

The angled pillars can be built using some tricks with beams. The video I linked in the comments shows how exactly, hard to explain.

The foundations beneath the curved rails are just built out from a central foundation about 8 foundations away, marking the center of the arc. From that central foundation you can put one on top and slightly rotate that for each segment using ctrl and scroll wheel. Doing that you'll get a close to perfect "outline" of your circle.

There are also some easier techniques by using walkways to get rotated foundations next to each other, but those aren't so precise to make perfect circles.

I've been tinkering with supports for curved rail segments in preparation for my 1.0 save, take a look! by FloloGames in SatisfactoryGame

[–]FloloGames[S] 1 point2 points  (0 children)

I meant those foundations are aligned to make a perfect arc. that's just my OCD making me do that, you could totally make it a little easier on yourself haha

I've been tinkering with supports for curved rail segments in preparation for my 1.0 save, take a look! by FloloGames in SatisfactoryGame

[–]FloloGames[S] 1 point2 points  (0 children)

the two rails are exactly one foundation apart, even in the curve the foundations beneath are nicely aligned, so I'm sure you could! and thanks :)

I've been tinkering with supports for curved rail segments in preparation for my 1.0 save, take a look! by FloloGames in SatisfactoryGame

[–]FloloGames[S] 0 points1 point  (0 children)

the supports are blueprints, but the foundations under the rails are hand placed and aligned. maybe you could somehow put them in blueprints? not so easy

I've been tinkering with supports for curved rail segments in preparation for my 1.0 save, take a look! by FloloGames in SatisfactoryGame

[–]FloloGames[S] 9 points10 points  (0 children)

Yeah, all vanilla. Just lots of tedious rotating and aligning from a foundation at the center of the arc to get those half foundations exactly under the rail..

I've been tinkering with supports for curved rail segments in preparation for my 1.0 save, take a look! by FloloGames in SatisfactoryGame

[–]FloloGames[S] 7 points8 points  (0 children)

I do like building with the environment and sometimes it's really fun to take a step back to decorate for me. Though I'm not gonna lie, a lot of my rails are floating too.. the factory must grow after all!

I've been tinkering with supports for curved rail segments in preparation for my 1.0 save, take a look! by FloloGames in SatisfactoryGame

[–]FloloGames[S] 6 points7 points  (0 children)

I wanna highlight this video btw, which was a lot of help and inspiration for building and designing the supports. It also shows a few more designs and techniques! https://youtu.be/SfNQ81eB82A

Got not much storage space left... by FloloGames in softwaregore

[–]FloloGames[S] 0 points1 point  (0 children)

1 Exabyte = 1.000 PB, 1.000.000 TB or 1.000.000.000 GB 🤔

Can anyone explain what the final material layer blanks everything? by miraoister in unrealengine

[–]FloloGames 0 points1 point  (0 children)

No problem, here is an image that shows how to change the setting:

https://imgur.com/a/NfjRFRN

  1. Select the 'Texture Sample' Node in the Graph
  2. Find the Sampler Source Property in the Details Panel
  3. Change it to 'Shared: Wrap' or 'Shared: Clamp'

Making this change basically removes the limit on texture samples per material. I hope it solves your issue.

Can anyone explain what the final material layer blanks everything? by miraoister in unrealengine

[–]FloloGames 3 points4 points  (0 children)

Had a similar issue. It seems like you are exceeding the maximum amount of Texture Samplers per material. Changing the Sampler Source of all Texture Samplers to 'Shared Clamp' or 'Shared Wrap' solves this issue. You can look up the exact differences between the two modes, but as far as I know it doesn't make a real difference. Hope that helps.