Yuoki Industries - Informations, Suggestions, Questions

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

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CreeperDaReeper
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Re: Yuoki Industries 0.2.23 (11.13)

Post by CreeperDaReeper »

Would it be possible to make a special pipe that only the liquid torque could flow through that would be textured to look like a spinning axle? The more liquid torque flowing throw said pipe, the faster its animation would spin.

Just a thought using the hack-y method.

Better turbines would output more liquid torque faster, and bigger 'pipes' would have to be made to accommodate the throughput, (stronger, thicker, faster spinning axles).
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Re: Yuoki Industries 0.2.23 (11.13)

Post by YuokiTani »

CreeperDaReeper wrote:Would it be possible to make a special pipe that only the liquid torque could flow through that would be textured to look like a spinning axle? The more liquid torque flowing throw said pipe, the faster its animation would spin.
Just a thought using the hack-y method.
Better turbines would output more liquid torque faster, and bigger 'pipes' would have to be made to accommodate the throughput, (stronger, thicker, faster spinning axles).
not really without code i think, but i following this path by setting pipes with max-flow 1 (basic 10) - but i have not changed all graphics at the moment. and changed the fluid-flow to min, so it nearly stucks in pipe. my planed gfx are shaft fpr straight, and ball-bearing intersections or short joint-shafts. of course not all is possible so i need fake this this gfx to make a good illusion ;)

a single shaft, needs still a gear or other spinning indicator.

its a technical experiment, but at the end it needs still useable, understandable and playable.

edit:
Image
needs maybe some more fine-tuning, but you got the idea (atm no underground-transmission but can be useful ...)
possible upload this week together with yuoki_0.2.24 ...
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Re: Yuoki Industries 0.2.23 (11.13)

Post by Airat9000 »

YuokiTani wrote:
CreeperDaReeper wrote:Would it be possible to make a special pipe that only the liquid torque could flow through that would be textured to look like a spinning axle? The more liquid torque flowing throw said pipe, the faster its animation would spin.
Just a thought using the hack-y method.
Better turbines would output more liquid torque faster, and bigger 'pipes' would have to be made to accommodate the throughput, (stronger, thicker, faster spinning axles).
not really without code i think, but i following this path by setting pipes with max-flow 1 (basic 10) - but i have not changed all graphics at the moment. and changed the fluid-flow to min, so it nearly stucks in pipe. my planed gfx are shaft fpr straight, and ball-bearing intersections or short joint-shafts. of course not all is possible so i need fake this this gfx to make a good illusion ;)

a single shaft, needs still a gear or other spinning indicator.

its a technical experiment, but at the end it needs still useable, understandable and playable.

edit:
Image
needs maybe some more fine-tuning, but you got the idea (atm no underground-transmission but can be useful ...)
possible upload this week together with yuoki_0.2.24 ...

good! like!
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Re: Yuoki Industries 0.2.23 (11.13)

Post by SuperSandro2000 »

Can you make the blue holding thing less frequent? The image is compresses right? (Because they are quiet unclear for me.)
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Re: Yuoki Industries 0.2.23 (11.13)

Post by YuokiTani »

SuperSandro2000 wrote:Can you make the blue holding thing less frequent? The image is compresses right? (Because they are quiet unclear for me.)
i was a little to fast with my post.
after the screen was taken and edited i checked again and testing little more ...
it look now nearly uncompressed 1:1 screen

i'am not really happy with the corners (can capsled), but for now i think nothing looks better. still need to make a underground transmission.
technical every window-pipe is now blank shaft without a bearing block. and which is window-pipe and which not decides the game itself ;)

maybe i should exchange window-pipe with non-window-pipe, this can look better, but i need yet figure out if the game always use a end-cap pipe and overlays or not. so maybe a different looking end-shaft is possible.
^^ many things for such a small, specific and rarely used mod.

for the moment i stick with blue, but the underground-transmission-connection become a different color.
apart from actual color it's maybe useful for aestetical reasons have a different color to separate geared and non-geared transmissions.
(fluid 0 °C and 200°C) but this needs placed by the player then.
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Re: Yuoki Industries 0.2.23 (11.13)

Post by SuperSandro2000 »

YuokiTani wrote:it look now nearly uncompressed 1:1 screen
fancy
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Re: Yuoki Industries 0.2.23 (11.13)

Post by YuokiTani »

slowly but surely i end the current cycle ;) - i aim for weekend-release

link shows: >>LINK<<
- changed gearbox - gfx (need animation yet)
- medium electric generator in Secondary and terciary - configuration
- blue and red transmission shafts (damn i forgot to show the transmission to ground)

spinning generators for fun and eye ;) - at full speed (gif not a round cycle, s-second, t-terciary)
Image
^^ i can't make the pipe (gears) spinning

todo
- in the center is at this test-build a quantrinum-reactor needs a different gfx (obnisk-gfx temporary)
- and for you find a solution to fill this bad-boy and measure it out. maybe it provides 300 MW or 500 MW i don't no, but depends on generators and a good efficent setup


i used these photos for inspiration and reference taken by visit in Ostrava/Česká republika - mining museum
Photo 1 - belt-driven generator - still in working condition
Photo 2 - steam-driven steel-wire-drum for transport ore from mining shaft - i'am sure kovarex can read the warning
Photo 3 - another generator
Last edited by YuokiTani on Thu Feb 05, 2015 6:02 pm, edited 1 time in total.
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Re: Yuoki Industries 0.2.23 (11.13)

Post by SuperSandro2000 »

The buildings need shadows, too.
I realy like the spinning blue wheel. I could look at it for hours.
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Re: Yuoki Industries 0.2.23 (11.13)

Post by Degraine »

Yeah, I could watch this for a while too.

Might have to pick this up at some point...
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Re: Yuoki Industries 0.2.23 (11.13)

Post by YuokiTani »

I would say a big Thank You ! to all you guys - which viewed, tested, played this mod and had leave a post/comment.

i didn't expect 40 names but they are here (i think'd more 10 ^^ but good i'am wrong). i'am sure some of you lost patience, fun over time or have other good reasons and playing factorio no longer. but you left a footprint here and so you stand in personal hall of fame.

in order of appearing
Airat9000
Sleeeper
Baleur
drs9999
lordjoda
FreeER
Vitduo
Rensiur
jorgenRe
Gh0st
Doskan
hoho
Slan
Schmendrick
SuperSandro2000
Aodat
1M-Industries
aklesey1
Nicb1
DE3000
Neotix
Rseding91
cube
the_noisies
Kajanor
Fan777
DreamSmith
max2605
katalex
zerotooll
Fatmice
G_glop
L0771
Despy
starholme
thewd
TheLastRonin
ralle030583
CreeperDaReeper
Degraine

some of you are stay here since the first version comes out - at 08-May-2014 - it's a good amount of time
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Re: Yuoki Industries 0.2.23 (11.13)

Post by SuperSandro2000 »

Keep scorlling down the page and then I found my name!
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Re: Yuoki Industries 0.2.23 (11.13)

Post by Neotix »

There is no wonder Yuoki, your mod is awesome. It is and will be one of few main mods in my gameplays.
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Re: Yuoki Industries 0.2.23 (11.13)

Post by YuokiTani »

Neotix wrote:There is no wonder Yuoki, your mod is awesome. It is and will be one of few main mods in my gameplays.
Thanks, in previous versions was a ground-floor-light - (it's removed) - i think good use for your LED - creations. you should view and copy the needed parts and try it. the light-radius changed in entity-subsection.

Uploaded 0.2.24
- works with 0.11.15
- bobores - integration must be switched on manual in data.lua - lines 3-9
- added 2 Medium Electric Generators (Second and Third - Energy Priority) - 5.3/5.6 MW - but i do the gfx wrong - should be 3x3 size but it's now 3x2 so a good power/tile ratio. it's not intended to change.

yi-engines
- still experimental and not very well balanced but i got gfx after gfx finished
- you see maybe the new gearbox, and transmission-shafts its all already included in next version (hope tomorrow)
- here a fancy from the solid-fuel-engines - needs yet animation - surely not the most useful engine - same for whole yi-engine-mod but i try to get the best appearance ;) - but i think the style is good, and the fluid-fuel-engine would later look similar
Image
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Re: Yuoki Industries 0.2.24 (11.15)

Post by SuperSandro2000 »

When I saw your post first I tought this doesn't realy feed into factorio but now I realy like your mod. Your are from Germany Yuoki?
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Re: Yuoki Industries 0.2.24 (11.15)

Post by YuokiTani »

SuperSandro2000 wrote:When I saw your post first I tought this doesn't realy feed into factorio but now I realy like your mod. Your are from Germany Yuoki?
at start i change/add things for personal use which i missing from game - but the game makes it easy to make addons/mods so it grows.
Germany yes, Saxonia yes - and if you live near Dresden i can call you neighbor ;)

experimental version yi-engines 0.0.9 - needs Yuoki-Industries -> Download yi_engines

contains more hypnotize spinning/moving stuff ... you are warned ;)
ImageImage

- Quantrinum-Reactor has a temporary recipe - also balance for Reactor-Recipes needs proved
- some gfx still todo, and more experimental stuff
you can use TestMode to spawn Stuff
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Re: Yuoki Industries 0.2.24 (11.15)

Post by SuperSandro2000 »

I didn't look into the code neightbor but do you use a full animation cycle or just a peace that reapits itself?
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Re: Yuoki Industries 0.2.24 (11.15)

Post by YuokiTani »

SuperSandro2000 wrote:I didn't look into the code neightbor but do you use a full animation cycle or just a peace that reapits itself?
depends on how smooth i want the animation and spending time. usally i use 12, 16 or 18 frames because for spinning 360°/frames gives a nice rotation-cycle. now i need 2, 4, 6, 10, 12 rotating indicators ... if i use 2 i need single-frames for 180°. if i use 6 i need 60° animation but this can collide with other indicators, so mostly i use 90°, 180° or 360° spins and look that the ending is -1 step before zero/360°. later animation-speed can changed in code.
If a linear-move needed, it's sometimes easier to start with mid-point and make the sinus-curve per hand.

if i do all this i have in mind to not exceed the 2048 px - frame-line limit. i can make animations more smoother but this needs more frame-lines, every additional line can hold 12 or more frames but need maybe 10 mouse-clicks more ^^
sounds not very much, but it's a pain ;) - especially if the whole animation went wrong. then i need to start from single-frames again. not make the model, sometimes only px-size wrong, forgot shadows, wrong color ... all this needs to render all single frames again (make the pc for me)
and because there is no preview - means copy animation to mod-folder, include animation in code, start factorio, see animation, quit factorio, change shift-offset, start factorio - shift ok, animation overlaps, pipe visual not connected, quit factorio, make animation new (also new size), copy animation, start factorio - quit factorio - tweak offset - start factorio - quit factoro ... (if i get lucky after 3 restarts it's correct - much luck ;) )

the game itselfs plays the animation until the work-cycle ends. and stops also in a middle of an animation.

i understand why people only use 1 picture or simply recolor the original animations :)
but i can make models/animations so it's no option for me to go the simple way. beside that i had not read the licence, whether is allowed to change original-gfx for makeing mods.
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Re: Yuoki Industries 0.2.24 (11.15)

Post by Dragonchampion »

Hello! I'm rather new (and kinda scared of posting suggestions) so I have been testing out different mods and found this one. I feel it works really well, but there is a bit of a problem; when I place down the Steam Engines (The easiest to make ones) that are power on demand, I realize that while the sprite is really good, the pipes do not align correctly!

Image

See? They don't align, and the pipes go into the thin "lower" part of the engine, instead of the upper part where they would fit well.

Other than that I'm having a lot of fun with the enhancements here! I am not that advanced yet, but the upgraded boilers and generators are absolutely wonderful and adds to the sense of growth in the game.

However, there is a bit of trouble; can't you add in some custom research for the items? Having the entire thing up front is rather overwhelming, not to mention that having a lot of the stuff to begin with is extremely unbalancing! If not, that's alright.
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Re: Yuoki Industries 0.2.24 (11.15)

Post by thr3sh3r »

ok im really new at this and am having a real problem working out the generators how do they go together like what is required to supply the power to them and how do I connect everything up thanks for any help you can give
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Re: Yuoki Industries 0.2.24 (11.15)

Post by YuokiTani »

Dragonchampion wrote:Hello! I'm rather new (and kinda scared of posting suggestions) so I have been testing out different mods and found this one. I feel it works really well, but there is a bit of a problem; when I place down the Steam Engines (The easiest to make ones) that are power on demand, I realize that while the sprite is really good, the pipes do not align correctly!
See? They don't align, and the pipes go into the thin "lower" part of the engine, instead of the upper part where they would fit well.
Other than that I'm having a lot of fun with the enhancements here! I am not that advanced yet, but the upgraded boilers and generators are absolutely wonderful and adds to the sense of growth in the game.
However, there is a bit of trouble; can't you add in some custom research for the items? Having the entire thing up front is rather overwhelming, not to mention that having a lot of the stuff to begin with is extremely unbalancing! If not, that's alright.
suggestions are always welcome !
I know this, but the previous solution was more worse. I have this engine on my todo-list :)
Research is at the moment not very useful, some recipes depend on vanilla-stuff, so it's balanced over this way. if i remember the storyline correct, you prepare the planet or you for landing troops or evacuation. and if you travel in space you don't use a stone+wooden-spaceship ;)
at start some thing seems overpowered but you need vanilla-stuff to progress (flying robots, moduls, armor, research) your game :) so it's more vanilla blocks your fast expansion. the only real downside i encounter over some play is i stuck at my base and do not really big expand like other players, but i don't like fight biter's so it's more my playstyle.

I see on your screenshot also walls and guns, after you reached science-3 you can think about a setup for making alien-science-packs or using a cimota-reactor as overflow/waste-reducer and make unicomp-a2 for later or backup use.

engines/generators can have 3 energy-functions
-P (Primary) / Always On - This engine runs always and slows only down if no more power needed. It shares solar-enery-output - so it's not a good idea run this engines if you have a high solar-output. But this engines provides a solid energy-output at engine-max.
-S (Secondary) / Power On Demand - This is vanilla-standard behavoir, come into action after Solar (-P) go down (Night) or -P reached max. Output
-T (Terciary) / Backup - Your last chance to rethink your power-concept if on of these engines go online. This can happen if you attacked by biters (laser-turrets) or night comes, or research/product-lines goes online. This is also the accumulator-level. if at least the accumulator empty this engines holds the backup-line until runs out of fuel.

Vanilla-Energy-Demand/Use-Line
Solar (P) -> Steam-Engine (S) -> Accumulator (T)
thr3sh3r wrote:ok im really new at this and am having a real problem working out the generators how do they go together like what is required to supply the power to them and how do I connect everything up thanks for any help you can give
at game-begin it's not really important what you use. i personal prefer my boilers, and steam-turbines because these boilers have better efficency and the turbines save space (and play-time ^^) and keep my power-generation-zone clean. these 3x3 boilers are better than vanilla but not as good as the 540/2 but provides more flow. the 3x3 equal ~ 10-15 vanilla-boilers - and you need only 1 inserter.

the mod provides many ways to make fuel in different ways, from coal, wood, charged-chunks, atomic-infusion, stargate-trade and so on. infusion is a late game choice after you reached around 20-30 MW and want or need more. (Infusor-Assembly needs 75MW without Beacons)
you have 2 choices of generators and if you added also yi-engines you have 2 choices of general-engines - i try to explain here :)

Vanilla-Generator-Concept
- these generators steam-engine, steam-turbine, power-plant, emergancy-generator using all heated-water (steam) heated by boilers (includes Obninsk-Reactor). only differences is mostly efficency thats better than vanilla.

Electric-Generators
- these generators can use heated water too, but the efficency is lower than 100% (vanilla 100%) - but they provide huge power-output at small space if you have short pipelines. i like the fact that they provides a good solid output and mostly run at 50-75% (BEG ~ 6 MW) so if power needed they spin up and supply the demand (BEG ~ 10 MW)
- but they more designed for use with engines from yi-engines because then they use hydromechanical-power. with this you can fit extrem high-power-generation in a very small area.

General-Engines (Vanilla)
- no ones, but boilers have this function. they transfer your fuel into heated water and this is transformed into energy. because this ratio is fix and a pipe has a max flow, you can reach a cap there no more water can flow. this limits the energy-output per pipe-line.

Yi-Engines
- gives you 2(3) additional engines - Solid-Fuel-Engine and Fluid-Fuel-Engine - burns Solid Fuel or light-oil directly, needs lubrication and outputs hydromechanical-power (hydraulic-fluid or shaft-power if you wish). you need to setup a gearbox to use it for generators. Engine -> Gearbox -> Generator (Steam-Turbine, SEG, MEG etc.). i needed to view code and calc but the factor is about 1:50 or more. so a pipe or shaft can transfer 50x more energy with hydromechanical-power. this means you can place bigger generators or more generators per pipe until it runs dry.

i prefer placeing backups and biggest generator a first at a pipe-line, then others. it makes sure that the best, biggest generators get enough flow to run if needed.
maybe later generators at pipe-line stops but the bigger previous generator catch this if the line is not to long.

example ~ 29.6 MW - best 3 pumps per pipe and 2-3 big-boilers - fueled with wood-pellets, infused-mud, energy-cells
Image

example ~ 33.2 MW - obninsk-reactor for 2 rensuir-turbines, and 2 lines -> 2 big-boilers for 1x SEG-P and 1x SEG-S
this setup provides ~ 27.6MW as base-ouput and additional 5.6 MW for energy-spikes. fueled with infused-mud
Image

example ~ 10 MW - needs water, lubricant and light-oil. engine -> gearbox -> storage-tank -> pump -> big electric-generator
it's a way if you won't turn light-oil into petroluem-gas - output equals ~20 vanilla-steam-engines
Image

example ~ 15+ MW infuser closed energy cycle
2 seperate energy-networks 1 infuser powered with stirling-engines and 2 solid-fuel-engines (yi-engines)
beacons used to drop the infuser to 15 MW input-use, some accumulator and tank - backup (for nighttime)
Image
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