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Factory visibility
Placed machines, pipe and cable runs, batteries, connected tank shells, bulk crates and beds now stay visible out to the terrain fog distance while their chunks are loaded. At the default view distance this is 304 blocks, replacing the former 64-block machine cutoff.
The same camera position shows the difference. With the previous cutoff restored for comparison, the far production rows and tank vanish:

With the new distance rendering, those machines remain visible:

Matched camera positions in the same test build; production and daylight continue between captures.

Nearby machines show their normal detailed models, moving parts and controls. Between 48 and 64 blocks, they transition to simpler versions of the same models. Farther away you can still see the layout and connected runs; move closer to read labels and inspect moving parts.


Distance includes height, so this also applies when looking down from a tower or flying in Creative mode.


A formed tank’s liquid remains visible with its walls even when the controller is farther away. Stored amounts and machine operation follow the usual rules.
Visibility does not keep chunks loaded. Use chunk loaders when a factory needs persistent residency, and follow Tanks, Pipes and Electricity and batteries for setup.
Watch the 24-second in-game camera tour.
Captured from the native Windows player on October 2, 2026. This is a staged working stress-test factory; the separate visual run fills the demonstration tank halfway so its level is easy to see. The video contains actual Unity frames recorded at a fixed 30 Hz; it is a visual demonstration, not a real-time performance measurement.
Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
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Workshop components — craft Cogs, Plates, Rivets and your first machine parts.
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Tools and durability — faster tiers, remaining uses and worn-tool storage.
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Electric Furnace — smelting and cooking with electricity.
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Lava — deep lakes, buckets and burning hazards.
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Floater — hovering stone enemies and Floater Rock drops.
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Farming and cooking — wild crops, fibre and basic/electric food preparation.
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Food and hunger — eating, saturation and meal planning.
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Mobs — Rustback beetles, Dusk prowlers and Floaters; encounters, combat and persistence.
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Compost — organic surplus, crop acceleration and bin automation.
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Lighting and underground farms — cave openings and growing with torches.
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Fishing — rod crafting, deep source-water ponds, bite timing and fish meals.
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Chickens — lead, breed and raise a persistent flock; collect eggs and cook meals.
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Building and inventory — picking blocks, sorting and farmland harvests.
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Floater spawners — rare cave rooms, lighting and independent cage populations.
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Spawn mechanics — light, floors, distances, natural populations, cage caps and persistent chickens.
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Beds and home spawn — craft a bed, set home and sleep until morning.
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Crates and warehouses — bulk storage, type locks and controller setup.
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Item-pipe routing — editable receiver priorities, compatible destinations and round-robin overflow.
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Weather — clear skies, rain, storms, shelter and saved weather.
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Renewable power — solar panels, wind turbines and parallel battery charging.
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Seeing your factory from a distance — distant machines, pipes and tanks, with a native camera tour.
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Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.
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Slabs and connected glass — half-height building and clear joined windows.
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Exploration and navigation — ore heights, tool requirements, Home and Last death.
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Machine setup feedback — power, fuel, shaft and pipe guidance.