Abandoned factories
Abandoned factories
Look for Machine Works, Boiler and Kiln, and Loading Gantry ruins in newly generated default-overworld terrain. Installing the mod does not add buildings to explored areas. Travel beyond already generated terrain or start a new world.
Finding a site
Factories need dry natural ground, space for their complete structure and a manageable slope. Tree trunks, water, existing buildings and steep ground can prevent generation. Candidate spacing does not promise a factory every few chunks. Shallow foundations, trimmed ground and a broken yard edge help connect a selected site to the landscape.
New generation avoids columns intersecting a 64-block horizontal buffer around every configured spawn point. Missing spawn information prevents factory placement. This does not remove buildings already saved or guarantee clearance around a spawn that is moved later.
Explore and salvage
Bring suitable mining tools and spare inventory space. Follow the entrance through damaged work areas, tiled office/locker corners and loading yards. These are inactive industrial landmarks: furnishings have no loot inventory or processing, and there is no takeover or restoration system.
Recover weathered steel, cracked concrete, moss-darkened brick, soot masonry, windows, roof panels, rafters, cornices, arch corners, steps, gantry braces, chains and hoist hooks. Mine them normally, collect the drops, then use normal right-click placement and R rotation in your own build. Chains can extend a hanging run.
Generated ruins are unowned salvage. Once recovered pieces are placed by a player, their normal owner dismantling protection applies. Removed salvage stays removed after saving/reloading; revisiting never refills or reconstructs the factory. Previously saved earlier ruins remain intact.
Old company signs
Recover original Ironvale Foundry, Northline Machine Co, Red Spur Rail Works and Cinder Co Kiln Works emblems, plus evacuation, maintenance, last-shift and closed-loading notices. Different sites carry different plates. Place them against a full wall and rotate them to face the room. There is no automatic collection tracker or repeat reward.
Weathered materials, structural pieces, the desk, locker, riveted vessel and old signs are salvage-only: they have no crafting recipe. Their handling sounds follow normal placement/mining; generated ruins remain silent.
Native inspection, representative player harvesting and normal reload were checked during development. These checks do not establish every seed, route, item, survival balance or real second-client case. The large showcase factory is a separate creative build, not one of these generated ruins.