Yuoki Industries - Informations, Suggestions, Questions

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

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Re: Yuoki Industries 0.2.18 (11.8)

Post by Fatmice »

YuokiTani wrote: i hope with joy :) - for the FHE i search a solution, the initial idea was to use all lubricant or heavy-oil that in normal game would be storeage in tanks or refined to petroleum-gas - and make so all outputs more useful. theoretical i can switch to petroleum-gas as gas-fired-engine - but i think it's the wrong way. so the FHE needs a better working-recipe or i change the max.temp of volatile-fluid ... if you have a suggestion for a good fluid-mixing-recipe let me know.
I suggest you use all 3 products for the FHE. The recipe could be a mix of petroleum gas, light oil, lubricant, and water. The ratio could be( 2 light oil + 2 lubricant + 8 petrol + 100 water) / 2 seconds => 100 Volatile Fluid. Increase the heat capacity to 8 KJ => (90-25)(8)(50) = 26000 KJ/s. This would put the FHE on equal footing to the obninsk reactor but is balanced in terms of space usage. FHE uses more space due to supporting buildings and the net power is actually less but the build is more impressive.
YuokiTani wrote: yep, different power-networks needed. or some other backup to get started again. especially if you use the electric-water-gen to produce the water. this 16 MW are gross or net ? - a stable-cycle or nearly-stable sounds good. i love the unicomp, but maybe this makes all things to easy. broken down to vanilla-game-mechanics this are very expensive solar-panels ^^ - but less space consuming. i should make the gfx to look fancy and give this a build-reason.
16 MW is gross. I will give you net below in terms of % of gross. The unicomp is not OP at all. If anything they are highly useful and create their own supply/demand cycles separate from the vanilla game resources. It is not only an energy source but also a resource for vanilla ore and liquid. It may look simple on the surface, i.e. use unicomp for everything, but there are competing demands for this all-encompassing resource. If you don't know what you are doing, you can easily bankrupt your factory if you make a mistake in unicomp management. It is also much easier to be extremely polluting when using unicomp so I think the trade-off is fine.
YuokiTani wrote: there is no real equivalent because i keep it simple and would it interchangeable with other mods. you can change 20 stone/iron-ore/copper-ore into 20 wood = 80 MJ or 20 coal = 160 MJ. the UC-cost in value-sheet counts only raw-material not the energy to produce this is intention, because solar-planels. also 2 recipes that turns wood into petroleum-gas and coal to oil are aviable. but if you found a good math i will use it to rebalance.
Yes, there isn't a fix equivalent because depending on how you obtain unicomp, the energy investment is different. Also, the energy recovered is also different depending on which route you used, i.e. your build, and whether you used SFE, FFE, or FHE. However, I think I've come up with a way to measure energy content that is somewhat parsimonious.

I will be measuring the energy of unicomp by comparing it to solid fuel equivalent. The value that one gets is different depending on which engine one used. All measurement done using builds in the save game below.

Lets start with FHE.

Investment -> 900 MJ (a.k.a. upkeep, provided by a fully charge crystal accumulator on a separate electrical network. Support buildings were run on this accumulator until empty.)
Produced -> 3,878,369,835 J or 3878.4 MJ (charged a bank of 34 crystals accumulator on a separate electrical network)
Net = 2,978,369,835 J or 2978.4 MJ
Expended 9 unicomp*
Gross Energy per unicomp = 430929981.6 J or 430.9 MJ
Net Energy per unicomp = 330929981.6 J or 330.9 MJ
Upkeep = 23.2% of Gross (that is quite a bit of upkeep - no where near free energy from solar panels).
* Since 1 unicomp = 10 crude oil = 7.5 solid fuel (using advanced oil method) = 187.5 MJ => 9 unicomp = 1687.5 MJ. Converting unicomp into crude oil to be refined into oil products for use in the FHE actually produced a gain of 1.764x energy.

FFE
Investment -> 900 MJ (a.k.a. upkeep, provided by a fully charge crystal accumulator on a separate electrical network. Support buildings were run on this accumulator until empty.)
Produced -> 1.873649551x10^10 J or 18.7 GJ (charged a bank of 34 crystals accumulator on a separate electrical network)
Net = 1.783649551x10^10 J or 17.8 GJ
Expended 91 unicomp*
Gross Energy per unicomp = 205.8 MJ
Net Energy per unicomp = 196 MJ
Upkeep = 4.8% of Gross (much less upkeep than FHE).
* Since 1 unicomp = 10 crude oil = 7.5 solid fuel (using advanced oil method) = 187.5 MJ => 91 unicomp = 17062.5 MJ. It would seem using the FFE to produce energy only net a gain of 1.045x energy. This is rather surprising.

Energy equivalent for Unicomp was not measured for SFE. I would assume that it would yield the most.

Energy euqivalent is for Unicomp was measured for a FHE+FFE+SFE chain, where excess light oil and petrol were converted into solid fuel to be burned in the SFE and obninsk reactors.

Investment -> 1800 MJ (a.k.a. upkeep, provided by two fully charge crystal accumulators on a separate electrical network. Support buildings were run on this accumulator until empty.)
Produced -> 2.69189325x10^10 J or 26.9 GJ (charged a bank of 34 crystals accumulator on a separate electrical network)
Net = 2.51189325x10^10 J or 25.1 GJ
Expended 161 unicomp*
Gross Energy per unicomp = 167.2 MJ
Net Energy per unicomp = 156 MJ
Upkeep = 6.7% of Gross (much less upkeep than FHE).
* Since 1 unicomp = 10 crude oil = 7.5 solid fuel (using advanced oil method) = 187.5 MJ => 161 unicomp = 30187.5 MJ. It would seem using a full chain of FHE+FFE+SFE and obninsk to produce energy actually produce only 89.1% of the energy comparable to burning solid fuel directly. This is very surprising.

So it would seems that recycling oil products back into unicomp is much more desirable than converting them into solid fuel. Perhaps the result will be better with fuel burning sterling engine.

Save game has the build for the positive feedback Air-heater Engine build.

Save game (0.11.8)
http://www.mediafire.com/download/1toi1 ... energy.zip
Mods
http://www.mediafire.com/download/fnmm3 ... energy.zip

Edit: So the most I've manage to extract is a net of 34.4 GJ from 275 unicomp, using my build and a special thermo generator, putting unicomp at 125 MJ/unit. It would seem the more you extract energy through solid fuel the worst the conversion. So it is highly advisable to recycle light oil and petrol back into unicomp if you value efficiency.
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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 0.2.18 (11.8)

Post by YuokiTani »

Wow :o - really nice testing and measuring - i appreciate your support.

- with 0.0.4 heat-capacity is increased to 10 KJ = 32.5 MJ/s - your measure is done on this value. but it's possible to bump it more if nessesary or increase max.temp. 4 inputs - i try this and change the recipe.
- thats for sure, you can ruine your ressource-supply ... a stargate change to 10 GJ Fuel costs only 8 Unicomp but this equal 160 iron- or copper-ore and can only burned once :) - next version give a little more variant, and cimota energy consume reduced to 1200 kW - still more as every normal assembling-machine
- so 1 unicomp is about ~ 160 - 310 MJ worth - thats good and fine balanced i think.

i'am thinking - the only way to get more unicomp in a energy-cycle is through refining - but i think the plus is consumed by the refinery(energy) itself. so extra generation of unicomp is always needed - or i'am wrong now. but in energy-generation seems a nice way. the intention was to find a good use for all heavy- and light-oil and don't crack them into petroleum-gas.

- the stirling-engine is not better because designed ~ 80% total eff. - but a quick and easy way to generate energy and burn solid fuel, or make a reserve - and of course power up a outpost without water in early game-play. if beacon can deliver 20% more air output then maybe ...
- nice builds in your savegame, but i see thats problematic to connect the engines correct, so i change them to 4x4 sizes.

(omg ... i forgot yesterday to hit the submit-button)

*edit
- new version is online 0.2.19

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Re: Yuoki Industries 0.2.18 (11.8)

Post by Fatmice »

YuokiTani wrote: i'am thinking - the only way to get more unicomp in a energy-cycle is through refining - but i think the plus is consumed by the refinery(energy) itself. so extra generation of unicomp is always needed - or i'am wrong now. but in energy-generation seems a nice way. the intention was to find a good use for all heavy- and light-oil and don't crack them into petroleum-gas.

*edit
- new version is online 0.2.19
If unicomp is being used for energy generation, it is best to turn the excess oil products, i.e. light oil, petrol, heavy oil, back into unicomp. This will allow you to use less unicomp or be more efficient with energy generation. Unicomp can be used to generate more unicomp but not directly. In order to generate more unicomp with some starting unicomp, you will need to use cimota to exchange unicomp to vanilla ore, process them into some vanilla product and exchange those vanilla products for more unicomp in the Laika gate. All of this can be supported with power generated by unicomp! The holy-grail of thermodynamic breakdown!!! :D

Of course, there is a smallest size system where this will work. I'm working on such a build.

Edit: link to Value Sheet V2.19 - X215-0104 is broken btw.

*Bug, when you mine the T.T Generator - P you will get T.T Generator - S. I don't think you wanted that.
# Maybe increase the compression rate for solid unicomp -> liquid? 24 solid -> 1 liquid would do nicely and is on par with 120000 solid unicomp per steel chest. The new ratio would allow a solid unicomp density of 128000 when stored as liquid in the 48K underground tank. Of course, the reverse ratio would also need to be increase. 24 solid -> 1 liquid and 1 liquid -> 24 solid.
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Re: Yuoki Industries 0.2.19 (11.8)

Post by Fatmice »

May I present an energy sufficient, net-gain unicomp cycle that's compact and almost blueprintable (except the FFE and sterling engine). This build needs 50 starter unicomp and a 10 solid fuel to get going and will provide net ~20 unicomp/min. Material investment is equivalent to about 1000 unicomp and will required about 50 min to recuperate. Off-shore pump can be replaced by an electric water generator.

Savegame
http://www.mediafire.com/download/shtkk ... nicomp.zip
Mods
http://www.mediafire.com/download/13t25 ... p_mods.zip
Holy_grail.jpg
Holy_grail.jpg (834.67 KiB) Viewed 7870 times
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Re: Yuoki Industries 0.2.18 (11.8)

Post by YuokiTani »

Fatmice wrote:
If unicomp is being used for energy generation, it is best to turn the excess oil products, i.e. light oil, petrol, heavy oil, back into unicomp. This will allow you to use less unicomp or be more efficient with energy generation. Unicomp can be used to generate more unicomp but not directly. In order to generate more unicomp with some starting unicomp, you will need to use cimota to exchange unicomp to vanilla ore, process them into some vanilla product and exchange those vanilla products for more unicomp in the Laika gate. All of this can be supported with power generated by unicomp! The holy-grail of thermodynamic breakdown!!! :D

Of course, there is a smallest size system where this will work. I'm working on such a build.

Edit: link to Value Sheet V2.19 - X215-0104 is broken btw.

*Bug, when you mine the T.T Generator - P you will get T.T Generator - S. I don't think you wanted that.
# Maybe increase the compression rate for solid unicomp -> liquid? 24 solid -> 1 liquid would do nicely and is on par with 120000 solid unicomp per steel chest. The new ratio would allow a solid unicomp density of 128000 when stored as liquid in the 48K underground tank. Of course, the reverse ratio would also need to be increase. 24 solid -> 1 liquid and 1 liquid -> 24 solid.
- link fixed
- not a bug, because if you have 3 different types you can't break them back into standard without a recipe, so it's easier by breaking it falls back to standard, and save inventory-space. the small-steam-engine and the generators have the same behavior. i like this way more then carry different generators around. first should also named T.N =2.9 (reduced max.load for contineous 100% run).
- hmm, 48K fluid uc = 480K solid-uc = 192 stacks ... (9.6 Mio Vanilla Ore/Stone/Wood /50 = 192K vanilla-stacks ->lol ) ... but there is a another issue - if i make the package higher you don't want loose any drop of fluid-uc or break a pipe what contains uc. because 1 fluid-uc = 200 ore.
Fatmice wrote:May I present an energy sufficient, net-gain unicomp cycle that's compact and almost blueprintable (except the FFE and sterling engine). This build needs 50 starter unicomp and a 10 solid fuel to get going and will provide net ~20 unicomp/min. Material investment is equivalent to about 1000 unicomp and will required about 50 min to recuperate. Off-shore pump can be replaced by an electric water generator.
Thumbs Up ! and +1 Likes :)

I had little problems to get starting because i changed the FFE-size and input and needed to restart your build but it seems it works. of course until biters came and attack :)
Also a nice amount of ressource and energy invest to get some return after all - and i hope more fun to build as simply place solar-panel-patterns.
I contine to tweak the laika-gate recipes so that the return equals the raw-material. in the future maybe the only way to get a leftover is ore-washing and crushing raw-material from special-drill.
Additional Hint - vanilla steam-engines = 100% - electric-generators below - steam-turbines above .. for max. output from fluid-flow turbines should be better, but especially hot-air looses fast speed so no long ways useful possible.

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Re: Yuoki Industries 0.2.18 (11.8)

Post by Fatmice »

YuokiTani wrote: - hmm, 48K fluid uc = 480K solid-uc = 192 stacks ... (9.6 Mio Vanilla Ore/Stone/Wood /50 = 192K vanilla-stacks ->lol ) ... but there is a another issue - if i make the package higher you don't want loose any drop of fluid-uc or break a pipe what contains uc. because 1 fluid-uc = 200 ore.
That's a price one pays for better compression. One can use a pipe pump to clear pipes containing liquid unicomp if trying to save every tiny drop.
YuokiTani wrote: I had little problems to get starting because i changed the FFE-size and input and needed to restart your build but it seems it works. of course until biters came and attack :)
Also a nice amount of ressource and energy invest to get some return after all - and i hope more fun to build as simply place solar-panel-patterns.
I contine to tweak the laika-gate recipes so that the return equals the raw-material. in the future maybe the only way to get a leftover is ore-washing and crushing raw-material from special-drill.
Additional Hint - vanilla steam-engines = 100% - electric-generators below - steam-turbines above .. for max. output from fluid-flow turbines should be better, but especially hot-air looses fast speed so no long ways useful possible.
If Laika-gate recipes gives net-zero return, then it's not much of a trade I think. It uses 5 MW of energy when active so it should offer a positive return, otherwise it is useless to build or keep it around. The current recipes offer fun builds. How often does one build an entire factory chain to automate steam generators? Usually never since you do not need them in bulk. So I would consider that the recipes are balance as they are, no tweaks needed, if anything, some recipes need buffing (one has a 0.5 unicomp return...I don't think anyone trade/barter with such ratio as that).

For the same space and energy usage, without using the Laika-gate or its recipes, I can net much more unicomp/min through the dirt method, but it is less fun.

Edit: With 0.11.10 out, Factorio refuses to start complaining that y-inserter-s4 has "wrong insert vector as it isn't in a safe distance from tile edge."
I fixed with the following changes. I also changed the minable result as it returned a long-handed insterter instead of the s4, which is annoying.

Code: Select all

minable = {hardness = 0.2, mining_time = 0.5, result = "y-inserter-s4"}
pickup_position = {0, -1},
insert_position = {0, 4.2},
I also revert all of the charge and discharge cooldown on all of the Yuoki accumulators to the vanilla values. For whatever reasons, your modified values make them not as responsive to electrical network demand as the vanilla basic accumulator.

A more serious problem has occurred with SFE, FFE, and FHE engines, they are making fluid with default_temperature instead of the right temperature. The stirling and EAH engines are not affected...I fail to see why.
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Re: Yuoki Industries 0.2.18 (11.8)

Post by YuokiTani »

Fatmice wrote: If Laika-gate recipes gives net-zero return, then it's not much of a trade I think. It uses 5 MW of energy when active so it should offer a positive return, otherwise it is useless to build or keep it around. The current recipes offer fun builds. How often does one build an entire factory chain to automate steam generators? Usually never since you do not need them in bulk. So I would consider that the recipes are balance as they are, no tweaks needed, if anything, some recipes need buffing (one has a 0.5 unicomp return...I don't think anyone trade/barter with such ratio as that).

For the same space and energy usage, without using the Laika-gate or its recipes, I can net much more unicomp/min through the dirt method, but it is less fun.

Edit: With 0.11.10 out, Factorio refuses to start complaining that y-inserter-s4 has "wrong insert vector as it isn't in a safe distance from tile edge."
I fixed with the following changes. I also changed the minable result as it returned a long-handed insterter instead of the s4, which is annoying.

I also revert all of the charge and discharge cooldown on all of the Yuoki accumulators to the vanilla values. For whatever reasons, your modified values make them not as responsive to electrical network demand as the vanilla basic accumulator.
- stargate-recipes are more to sell old machines (if you wish to newbies if it was a mmorpg)
- i have changed the inserter to +5, but if 4.2 works, it's also okay. breaking to long-standard is intended, side-inserter-mod use the same behavior and building a new long is done in zero time, and you don't get confused about different inserters in your inventory.
- charge/discharge - bad news - so i take your changes and all back to vanilla-cooldowns.
- if replace the engines not help - then i can't help at the moment

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Re: Yuoki Industries 0.2.18 (11.8)

Post by Fatmice »

YuokiTani wrote:- if replace the engines not help - then i can't help at the moment
The SFE, FFE, and FHE uses the same code as the sterling and EAH to make its hot fluid...so I don't understand why the game is not registering the placement of those engines. Hitbox issues?
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Re: Yuoki Industries 0.2.20 (11.10)

Post by YuokiTani »

Fatmice wrote:
YuokiTani wrote:- if replace the engines not help - then i can't help at the moment
The SFE, FFE, and FHE uses the same code as the sterling and EAH to make its hot fluid...so I don't understand why the game is not registering the placement of those engines. Hitbox issues?
i think not, it's the same thing that recipes in first version not work. some internal little change to something. maybe fluid-recipes wrong, maybe heat-capacity-cap now hardcoded and capped, output-limits whatever ... who knows ... working things turn from factorio-version to not work in next - so best time to chancel this and don't waste more time.

last experimental build with only working hot-air-engines ... yi-engines 0.0.5

i suggest - don't waste your time and try get the other engines running - simple forget this.

i'am happy if i can load my old savegames after a factorio-update - sometimes little things make happy.

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Re: Yuoki Industries 0.2.20 (11.10)

Post by Fatmice »

Don't despair. I asked Liquius for help and he said it was the fluidbox. Here is the fix for the most recent version. I tested and it worked. You should double check all engines.
control.lua
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Re: Yuoki Industries 0.2.20 (11.10)

Post by YuokiTani »

Fatmice wrote:Don't despair. I asked Liquius for help and he said it was the fluidbox. Here is the fix for the most recent version. I tested and it worked. You should double check all engines.
this code will work, but is nearly useless if factorio changes from version to version handling such things. in previous version i changed all so the first fluid-box should always be the output. now it seems there is no fluid-box order and it's luck to get the right fluid-box. if it's not the order in code that describe the order of fluidboxes what else ? - position/orientation ? star-constellation ? mystical-power ? ;)

it works - but i'am sure its only temporary - no good base for a mod ...

fixed f-boxes ... updated 0.0.5 -> download

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Re: Yuoki Industries 0.2.20 (11.10)

Post by starholme »

You might be able to solve the fluidbox issue permanently by detecting what fluid is in the box. If you know that you are outputting 'water' you can can check each box for a .type of water
Something like the below function(I didn't test it yet cause I'm at work, probably has some dumb syntax error):

Code: Select all

findFluidboxWithFluid = function(entity, fluidname)
    for k, v in pairs(entity.fluidbox) do
        if v ~= nil then
            if v.type == fluidname then
                return k end
            end
        end
    end
    return nil
end

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Re: Yuoki Industries 0.2.20 (11.10)

Post by YuokiTani »

starholme wrote:You might be able to solve the fluidbox issue permanently by detecting what fluid is in the box. If you know that you are outputting 'water' you can can check each box for a .type of water
thanks ! - after avoiding so long codeing it looks like nessary now - i will try your code.

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Re: Yuoki Industries 0.2.20 (11.10)

Post by Fatmice »

Detecting which fluidbox might not be necessary. The order of the fluid is always inputs then output. The count for the fluid is in those order, so output is always the last index. As long as you don't change the number of input, the output will always be the highest index for that particular recipe.
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Re: Yuoki Industries 0.2.20 (11.10)

Post by SuperSandro2000 »

Not compatible with newest version. Something with raw-silica item missing.

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Re: Yuoki Industries 0.2.20 (11.10)

Post by YuokiTani »

SuperSandro2000 wrote:Not compatible with newest version. Something with raw-silica item missing.
until next release you can use this quickfix
1.) open yuoki/data.lua with notepad
2.) scroll down to if data.raw.item["silicon-wafer"]
3.) remove these 5 lines (from if to end) - inclusiv
4.) save and all it's fine again

this affects not the silica-mod in any version.
the integration was a helper because in loaded savegames silica has not spawn.

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Re: Yuoki Industries 0.2.20 (11.10)

Post by SuperSandro2000 »

thx

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Re: Yuoki Industries 0.2.20 (11.10)

Post by YuokiTani »

re-uploaded yuoki-industries v0.2.20 - includes this fix - also some changed gfx

yi-engines 0.0.6
! warning - yi-engines changes complete mechanic of yi-engines ! - no vanilla mechanic affected
- fhe (Luquis-Engine) -removed -> turns into gearbox after pickup (simply remove from code crashes factorio)
- steam-output of all engines removed and changed to mechanical power (call it shaft-power or hydromechnical power if you like - i don't know whats correct in english) - includes stirling-engine
- shaft-power is liquid, because i can break the rules, but i want to use this direct for pressing-, crusher-machines and other engines and reduce electricity needed, basic electricity for operation is always needed -> control-lamps ;)
- can turn back into electricity if you use a gearbox (needs lubricant for operation) - reverse maybe added later
- fce (eah) unchanged
- internal reduces the needed code drastical so easier support in future
- in a far future i want to merge this into yuoki-industries of course.
- needs imagination ^^

a build for electricity would looks like - sfe/ffe/stirling -> gearbox -> generator (SEG, BEG or turbines)
(it's a op-build atm - 50 MW at one power-shaft(pipe) no problem ^^)

sure it's not a epic idea, but i like it to test this way.
Last edited by YuokiTani on Sat Jan 10, 2015 1:03 pm, edited 2 times in total.

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Re: Yuoki Industries 0.2.20 (11.10)

Post by SuperSandro2000 »

what does yi-engines??

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Re: Yuoki Industries 0.2.20 (11.10)

Post by YuokiTani »

SuperSandro2000 wrote:what does yi-engines??
i have changed the missleading warning above. (only yi-engines is changed)

it tests new engine ^^
you know in vanilla you can only add energy to a fluid with a boiler through burning solid-fuel. (named simply boiler, 540/2 or obninsk-reactor all boilers)
all boliers have a MJ-transfer rate & efficency to inject MJ into the fluid. the generators such as Steam-Engine (-Turbines, Electrical-Generators) take the fluid and turn this back into electricity. so the following simply cycle comes up ... coal -> water heated (boiler) -> electricity (generator).

Liquius from Uranium-Mod write some code to change the rules.

yi-engines uses this code to add another way for generating electricity, so you can burn heavy-oil, light-oil like a real-world combustion-engine.
for better imagination i changed in last version steam-output of the engines to shaft-power. (it's a liquid because game - so you need to imaginate its hydromechanical power). with this you can go direct onto a generator like vanilla (steam-engine) - i suggest useing electrical-generators because the can handle much more power.
also yi-engines adds a electrical-air-heater (electrical fuel) and a stirling-engine (solid-fuel) - a stirling engine in real can use any fuel - needs heat and cooling so it's possible use solar-heat or every other heat-source. the perfect outpost-engine without water needed.
the electrical-air-heater - FCE - is designed to take electricity and store this energy into a fluid (heated air). this can stored in tanks for later use with normal generators. if you have beacons researched you can create a infinite-cycle with a small amount of plus-energy. the intend use is store energy from solar-power or other over-power for later use without building huge accumulator-farms. needs careful and planed build with separate electrical-net for best working.

in summation: adds oil-burning-engines, engines that don't need water to final produce electricity.

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