Yuoki Industries - Informations, Suggestions, Questions

Energy production, weapons, handling fluids and much more - excellent graphics.

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SuperSandro2000
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Re: Yuoki Industries 0.2.24 (11.15)

Post by SuperSandro2000 »

http://forum.industrial-craft.net/index ... eadID=7156&
Very unfriendly guy. You get bans for asking questions.

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Re: Yuoki Industries 0.2.24 (11.15)

Post by hoho »

[offtopic]
You get temporarily suspended from industrialcraft forums when you don't take the time to read through the first post and especially the FAQ. He isn't unfriendly, he just doesn't want to waste time with people who are incapable of reading and expect to be spoonfed instead. He also does accept all sorts of suggestions, you just have to present them decently well and be able to say why they are good.
Most people think he is unfriendly since he has been targeted by massive flamewars due to some other modder not playing all that nicely.

Not to mention that ever since modders wanted to one-up each other with creating more and more overpowered methods for pulling resources out of thin air or multiplying them players have been spoiled. They seem to think that since gregtech doesn't do that it means the mod is terrible.
[/offtopic]

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Re: Yuoki Industries 0.2.24 (11.16)

Post by YuokiTani »

ah then i know him :)
he ruined industrialcraft - since MC 1.5.2 i have industrialcraft removed
as i begun (mc 1.2.5) was this beside Buildcraft, RedPower one of the must have mods.
SuperSandro2000 wrote: Very unfriendly guy. You get bans for asking questions.
thats funny, you can sure find a post he ask something - so he gets selfbaned :)

i know other developer like him, but i have little bit understanding ;)
i try to explain why a feature-request can't be inplemented - mostly the idea is good, looks good and sounds possible but from a other perspective it's one or two forgotten side effects. if the user he made the feature-request friendly the he says - ok i understand - otherwise ...

back to thread-move ...
i think i take a break from factorio for 2-3 months - in april i need work-realated travel, in june holidays - at the end not a good timepoint to change something.
of course i try to hold the mod compatible with comming factorio-versions. also some graphics need a changed ^^

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Re: Yuoki Industries 0.2.24 (11.16)

Post by hoho »

YuokiTani wrote:ah then i know him :)
he ruined industrialcraft - since MC 1.5.2 i have industrialcraft removed
Quite literally the only thing Greg has done with IC2 is fixing bugs. All the feature changes have been done by the original developers. Changelogs for IC2 changes are public, feel free to check if you don't believe it.

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Re: Yuoki Industries 0.2.24 (11.16)

Post by YuokiTani »

hoho wrote:
YuokiTani wrote:ah then i know him :)
he ruined industrialcraft - since MC 1.5.2 i have industrialcraft removed
Quite literally the only thing Greg has done with IC2 is fixing bugs. All the feature changes have been done by the original developers. Changelogs for IC2 changes are public, feel free to check if you don't believe it.
i believe you - then i blame the original devs :) - but for me is industrialcraft now to complicated ... i think unplayable without NEI ;) - some people love it so it's a dev's decision.
related to factorio i had also some of this decions. i removed mostly copper-wire and used copper-plates instead because for me was this a unnessary step that only consumes time.
and if you see copper-wire hand-crafted and consumed or not it's not a real drawback. - yes not realistic but better playable.

well here a factorio 0.11.16 tested version of Yuoki-Industries - have fun and don't blame the developer (me) to much ;)
Mod-Release (fa-0.11.16): Yuoki Industries 0.2.25 ~ 15.0 MB - 01.Mrz.2015 - 14:41 (MET)

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Re: Yuoki Industries 0.2.25 (11.16)

Post by YuokiTani »

today i have started 2 new addons for Yuoki-Industries (maybe later i separate into own mods - i have no plan ;) )
about i'am realy sure at the moment is, that not everyone would understand the goal of the addons. ok this sounds not good and more bad for starting but this can't stop me ;) - i think a few people will love it beside the fact thats not typical mods/addons.

the picture make you maybe wrong hope - but the buildings are in the addon. - this makes also the whole thread more chaotic -> that's not the goal (but posting here it's easier to follow my own posts)
Screenshot
Last edited by YuokiTani on Fri Mar 06, 2015 2:55 pm, edited 1 time in total.

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Re: Yuoki Industries 0.2.25 (11.16)

Post by waduk »

@Youki:
What is that ? :shock:
I wish one of them can become a Bot Bomber. :)
I'm new to this forum, i thought you were only active as modeller :oops:
Man i didn't know this whole beautiful mod exist, and your reluctance/reasoning why you wouldn't move out from WIP,..lol...

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Re: Yuoki Industries 0.2.25 (11.16)

Post by YuokiTani »

waduk wrote:I wish one of them can become a Bot Bomber. :)
I'm new to this forum, i thought you were only active as modeller :oops:
Man i didn't know this whole beautiful mod exist, and your reluctance/reasoning why you wouldn't move out from WIP,..lol...
- sry - unfortunately not planed from me next time.
- i need modelling because i want fancy graphics in my mod - and support other liked mods
- i think new about the last point ^^ - only need find out how and who i need to contact ^^

makeing some progress - i will wait with addon publish until i can split the threads and have a little more stuff
Screenshot
Last edited by YuokiTani on Fri Mar 06, 2015 2:55 pm, edited 2 times in total.

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Re: Yuoki Industries 0.2.25 (11.16)

Post by diegokilla »

For those of you who are contemplating using this mod and/or Resource Spawner Overhaul, iGi came up with a bit of code that you can add into RSO's config file to get YI ores to work with it. This isn't necessarily going to be supported by either RSO or YI devs, but I've tested it and it works!

Code: Select all

-- yuoki industries mod
if remote.interfaces["yuoki-ind"] then
  config["y-res1"] = {
    type="resource-ore",
    allotment=55,
    spawns_per_region={min=1, max=1},
    size={min=7, max=15},
    richness=8000,

    starting={richness=2500, size=12, probability=0},

    multi_resource_chance=0.002,
    multi_resource={
      ["stone"] = 8,
    }
  }
   
   config["y-res2"] = {
    type="resource-ore",
    allotment=50,
    spawns_per_region={min=1, max=1},
    size={min=7, max=12},
    richness=7000,

    starting={richness=2500, size=12, probability=0},

    multi_resource_chance=0.001,
    multi_resource={
      ["iron-ore"] = 8,
    }
  }
end
Just add that chunk of code in at the end of the config.lua, just before the --Fmod stuff.

Also, I really hope that that is an advanced radar with a larger range in the picture above this :P

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Re: Yuoki Industries 0.2.25 (11.16)

Post by YuokiTani »

usually i don't read much other threads but yesterday i read some random and read this

i hit immediate the emergency-stop-button for the planed mod-addon above - let me explain.

end-game-content is aimed for spring/summer, hi-res-graphics shortly later.
for hi-res graphics in my opinion only 2 ways, higher resolution ingame (double/triple-sizes gfx and reduce zoom) or 3d-objects with textures.

both variants make the current graphics useless and incompatibel - and in result the graphical mods too.
so it seems we have a end-time for the mod.

(i change the post before so the screenshots no more a eyecatcher)

Yuoki-Industries + YI-Engines works with factorio 0.11.17
Last edited by YuokiTani on Fri Mar 06, 2015 3:01 pm, edited 4 times in total.

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Re: Yuoki Industries 0.2.25 (11.16)

Post by StanFear »

agaaaaaaa !!!

what you have in store for us is simply amazing ! can't wait to play with this !!(don't know if you have realeased it yet or not, but anyways, I couldn't use it until next week so ....

but still ...
Amazing !
thanks for your work

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Re: Yuoki Industries 0.2.25 (11.16)

Post by YuokiTani »

i'am sorry but you miss my post before for a few seconds.

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Re: Yuoki Industries 0.2.25 (11.16)

Post by Fatmice »

YuokiTani wrote:usually i don't read much other threads but yesterday i read some random and read this

i hit immediate the emergency-stop-button for the planed mod-addon above - let me explain.

end-game-content is aimed for spring/summer, hi-res-graphics shortly later.
for hi-res graphics in my opinion only 2 ways, higher resolution ingame (double/triple-sizes gfx and reduce zoom) or 3d-objects with textures.

both variants make the current graphics useless and incompatibel - and in result the graphical mods too.
so it seems we have a end-time for the mod.

(i change the post before so the screenshots no more a eyecatcher)

Yuoki-Industries + YI-Engines works with factorio 0.11.17
Actually, the high res gfx is a mod and will be optional. The current gfx will still work. The high res gfx is something that many people requested so the devs thought they will provide an optional high res gfx mod that will override the base mod's gfx.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x

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Re: Yuoki Industries 0.2.25 (11.16)

Post by YuokiTani »

Fatmice wrote: Actually, the high res gfx is a mod and will be optional. The current gfx will still work. The high res gfx is something that many people requested so the devs thought they will provide an optional high res gfx mod that will override the base mod's gfx.
this is not possible ... because if you use bitmap-based graphic you can named it high-res but if you don't change the resolution it's still the same. you can provide a high-res feel with double the image-size and change the zoom-faktor let's say from 2 to 1.5 or 1.25. for viewers now look high-res. same princip on tablets, 4K monitors etc.
if you remove the 2x zoom and use the 1:1 gfx at this stage and put all gfx to a 64px per tile standard than you have higher-res. at normal or current state it's just double size.
(wavelet, vector - gfx or 3d-objects with textures make high-res from format/rendering itself possible)

i can make high-res (pixel, dpi) as i want as long as 1 tile equal 32 x 32 px - it pixels out in zoom. i didn't see a mod can change this - as long as you don't change the bitmap-source is no change - and all graphic-sizes are coded ^^
-> but i let me suprise.

a good viewing example in action is minecraft, if you use 16px, 32px or 128px texture-packs. (but here from 8px up to 512px can fitted in a block because its 3D and a texture)

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Re: Yuoki Industries 0.2.25 (11.16)

Post by hoho »

I'm quite certain the will not go 3D any time soon, if at all.
It's actually easier to provide higher detail level with 2D sprites than going 3D with higher res textures. Going full 3D would mean grounds-up rebuild of the engine as it'd require completely different approach to display thousands of different items. Not to mention the massive penalty of constant GL state changes compared to 2D rendering.

Currently the game supports down-sampling the texture quality (graphics quality dropdown in menu). Even at highest quality I can still see how pixellated the textures are at closest zoom. High-res texture pack/mod would essentially just add a new quality setting above the current best one. It might require some trickery, perhaps like adding a new optional flag for textures that indicates it's higher resolution than default or something.

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Re: Yuoki Industries 0.2.25 (11.16)

Post by Fatmice »

From what I understand, there was a Factorio Friday's Fact not too long ago about upping the resolution of the bitmap graphics and animations. There the devs alluded that such thing will be a mod that override the base mod so it must be possible. They said they wanted to do it this way because the high resolution graphics will take up more texture memory and so might not be suitable for everyone's gaming system. It is only offered for those who want better looking graphics and can handle the increased texture memory load.

I don't think the game requires a set pixel per tile. Even if it does now, I would think the devs will do some additional coding to allow some range of pixel per tile when the high res graphics are provided. What will end up happening though is that you can't mix graphic resolution, i.e. you can't be using 32x32 px per tile graphics along with 128x128 px per tile or whatever.
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Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x

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Re: Yuoki Industries 0.2.25 (11.17)

Post by YuokiTani »

hoho wrote:I'm quite certain the will not go 3D any time soon, if at all.
It's actually easier to provide higher detail level with 2D sprites than going 3D with higher res textures. Going full 3D would mean grounds-up rebuild of the engine as it'd require completely different approach to display thousands of different items. Not to mention the massive penalty of constant GL state changes compared to 2D rendering.

Currently the game supports down-sampling the texture quality (graphics quality dropdown in menu). Even at highest quality I can still see how pixellated the textures are at closest zoom. High-res texture pack/mod would essentially just add a new quality setting above the current best one. It might require some trickery, perhaps like adding a new optional flag for textures that indicates it's higher resolution than default or something.
i agree
(i think around 9 months back - i read (in friday-facts? - sure not in forum) someone would working on 3D - it's possible for entitys because the dev has the modells - like Total Annihilation/Supreme Commander 1, 2) - maybe i understand wrong.

yes a flag (internal bigger-size images) is a option - but currently is a limit of 2048 x 2048 px for sheets/images. sure you can combine sheets like the locomotive.

@fatmice
i let suprise me - you can see the base-mod it's the base-directory
and this is point - if you play vanilla with high-res than mods don't work because low-res gfx. and out there is no bump-to-high button for all gfx and mod-lua-code. so it's not fair from me to provide a mod with many graphical-stuff that you can't use anymore in 3 or 4 months. sure can be also possible for Yuoki-Industries but this exists and is playable. but for starting new i don't take the risk for now - maybe later .


i overwork some graphics and reuploaded the mod-zip.
- new cimota-restructor-animation (because i had made a dytech-compressor-animation which was not used, so i overworked this sheet for my mod. but now someone see's this or build both nearby. to prevent confusion - i overworked.)
- changed small and big-boiler for better matching pipe-connection
Image

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Re: Yuoki Industries 0.2.25 (11.17)

Post by hoho »

YuokiTani wrote:(i think around 9 months back - i read (in friday-facts? - sure not in forum) someone would working on 3D - it's possible for entitys because the dev has the modells - like Total Annihilation/Supreme Commander 1, 2) - maybe i understand wrong.
Obviously it is technically possible to have both 2D sprites together with 3D models in the game, not everything has to be 3D if 3D stuff is used. My point simply was that going 3D wouldn't probably make the game look better.
They can still do things like have the moving entities (cars, bots, players, enemies ...) as 3D as there aren't too many of them and it would probably save quite a bit on texture memory while also making it possible to have more fluid animations and easier "attachments" (visible changes when player wears armor or holds a gun).

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Re: Yuoki Industries 0.2.25 (11.17)

Post by YuokiTani »

i updated yi-engines and set this addon-state on release ;)
i recommend trying this too - but works only as addon to Yuoki-Industries - not standalone.

- temporary recipes all changed and now mid-/late-game recipes.
if you want to try it ->download<-

i suggest testing and experimenting in a new sandbox-game with testmode-mod if you not sure with the addon - but it's not to hard and can be understand by playing.
Electrical-Generators from Yuoki-Industries should be prefered otherwise maybe you lost some energy.

this youtube-video show that you can expect ...

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Re: Yuoki Industries 0.2.25 (11.17)

Post by Vitduo »

I changed some text to be ingame one more right. I think the text needs more improvements but I can't do it. Anyone, make the text correct and delete useless lines for the better future of the great mod
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locale.rar
(7.42 KiB) Downloaded 139 times

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