Search found 63 matches

by Nagshell
Thu Apr 23, 2015 10:55 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 560249

Re: Yuoki Industries 0.2.27 (11.17+)

YuokiTani wrote: your questions guys, inspired me to this wp :) - thx for that

you can also take a look into the wallpaper-thread for some internal values - some i integrated into the wallpapers.
Well, may I ask why on wp there are 29 Steam Engines? :D

You produce great graphical stuff Youki!
by Nagshell
Tue Apr 21, 2015 12:38 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 560249

Re: Yuoki Industries 0.2.27 (11.17+)

You sure you are using the lastest verison? Rensuir were changed quite a few version ago. So from mod files Rensuir is 1,35 effectivity (Not sure how that stat works exactly, but i think that it just produces more power) While big electric generator is 0,92 effectivity So at least one of them is be...
by Nagshell
Tue Apr 21, 2015 9:47 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 560249

Re: Yuoki Industries 0.2.27 (11.17+)

Tsk tsk, you guys are spoiled. You do realize there is no such thing as 100% efficient? The idea behind all Yuoki generators or whatever objects under energy production is power efficiency vs real estate efficiency. All Yuoki energy production buildings take up less space and produce much more powe...
by Nagshell
Mon Apr 20, 2015 8:41 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 560249

Re: Yuoki Industries 0.2.27 (11.17+)

I measured how good simple solid-fuel engine is efficient. I used water only recipes on both solid fuel engine and gearbox. Next time I'll try to measure real energy value of mechanical power. We'll see how good it is compared to boilers. It's about 56% efficiency if you have free water. Also Youki,...
by Nagshell
Mon Apr 20, 2015 8:40 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 79334

Re: [0.11.X] N.Tech-Chemistry

Liquefied gasses could be used as a method of storage, rather than being used for reactions etc. This might not be feasible, but here's my take on it: Production of gasses should yield a large volume of the substance, this would make it fill tanks and pipes very quickly. For balance reasons, the am...
by Nagshell
Sun Apr 19, 2015 10:01 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 560249

Re: Yuoki Industries 0.2.27 (11.17+)

So I played around a little and man, this is most fun mod I played so far while it's pretty balanced. If you don't mind I have some thoughts to share, about what could be improved a little. -Maybe more beacons? I don't like basic beacon, maybe you could design something interesting like smaller beac...
by Nagshell
Sun Apr 19, 2015 4:06 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 560249

Re: Yuoki Industries 0.2.27 (11.17+)

Can somebody suggest any good power generation setup? As new buildings costs so much power I tried to use some of power production chains, and they don't seem any good. Mostly it's because I couldn't find any good fuel production, so I rely on coal deposit. All new fuel items are not rly that useful...
by Nagshell
Sun Apr 19, 2015 3:21 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 79334

Re: [0.11.X] N.Tech-Chemistry

Found bugs:
Advanced Chemistry does nothing ^^ As battery technology unlocks blue science anyways.
There is no way of producing plastic. You can't produce plastic without naptha cracking, and you can't research cracking without blue science (which needs plastic ^^)
Sulfur chain is awesome tho.
by Nagshell
Sun Apr 19, 2015 2:43 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Train-proof facility
Replies: 12
Views: 14042

Re: [Idea] Train-proof facility

It's impossible to modify colision box of entity in-game?
by Nagshell
Sat Apr 18, 2015 8:54 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 560249

Re: Yuoki Industries 0.2.27 (11.17+)

I found a bug \\('_' )// There is awesome 4R-inserter, but when you mine it to place in another spot - it changes into normal long handed inserter o.O Also, can somebody tell me how should I use mechanical power? Edit: Got it, GearBox "heats" it up. Another thing, I think you made some mis...
by Nagshell
Sun Apr 12, 2015 9:17 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 79334

Re: [0.11.X] N.Tech-Chemistry

Hey, this mod is awesome. I was thinking about oil process for long time and I tried to catch what is so bothering in it. And then I looked at this mod and answer appeared -> dependency on iron and copper plates. And this mod solves it in a brilliant way. Good job Natha! Could you explain reasoning ...
by Nagshell
Sun Apr 12, 2015 6:14 pm
Forum: Mods
Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
Replies: 71
Views: 41340

Re: [0.11.xx](almost)Pointless mod 0.0.0.3

Maybe robots that have 1 kJ energy Storage, so they go to charge station and can't actually leave it?
by Nagshell
Sat Apr 11, 2015 5:07 pm
Forum: General discussion
Topic: Uncertainty factor
Replies: 19
Views: 10820

Re: Uncertainty factor

I think it all comes to fact that world generation is almost all randomness. Gameplay gets a little repetetive, because there is not that much happening durning game that could make it more interesting. The next phase that was introduced in developers blog could change end-game with some random cont...
by Nagshell
Sat Apr 11, 2015 3:23 pm
Forum: Mods
Topic: [MOD 0.11.21] Condense Air [ver. 1.0.0]
Replies: 2
Views: 4902

[MOD 0.11.21] Condense Air [ver. 1.0.0]

Do you ever found that getting water is very annoying? This mod let's you get water from air in any place you want. Also it is possible to play on maps where there is 0 water. Balance notes: Usually water is free, producing it with new method costs a little of energy [and fuel in early game], so I t...
by Nagshell
Sat Apr 11, 2015 3:09 pm
Forum: Mods
Topic: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
Replies: 85
Views: 85586

Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Well, version 0.11.21 > 0.11.0, so requirement >=0.11.0 is true in that case.
by Nagshell
Sat Apr 11, 2015 9:44 am
Forum: Mods
Topic: [MOD 0.11.21] Central Boxing ver. 1.0.1
Replies: 11
Views: 11890

Re: [MOD 0.11.21] Central Boxing ver. 1.0.0

Go ahead, it's okay.
Also if you guys have any feedback about balance or anything to say, then tell me about it :)
by Nagshell
Fri Apr 10, 2015 10:33 pm
Forum: Mods
Topic: [MOD 0.11.21] Central Boxing ver. 1.0.1
Replies: 11
Views: 11890

Re: Central Boxing [1.0.0 - tested on 0.11.21]

It is reusable after a bit of recycling/processing.
I made it so it's better to do one big "make box useable again" station than making many local assemblies for that
by Nagshell
Fri Apr 10, 2015 7:55 pm
Forum: Mods
Topic: [MOD 0.11.21] Central Boxing ver. 1.0.1
Replies: 11
Views: 11890

[MOD 0.11.21] Central Boxing ver. 1.0.1

Why another boxing mod? I tried some other boxing mods before and I decided that I wanted to do them in different way. Boxing is same as always(50 item per box), but to reuse box you need to gather whole stack of used boxes(100). Also making one box is not that cheap(13 iron and 1 raw wood) and it t...
by Nagshell
Tue Mar 31, 2015 11:53 am
Forum: Mods
Topic: [0.12.x] Mining Drill & Better ore storage - v1.0.3
Replies: 48
Views: 62487

Re: [0.11.x] Mining Drill & Better ore storage - v1.0.3

I don't really see a problem. I'm just using several unpacking machines if one is not enough. And in my opinion the real value of this mod is not about transporting tons of materials with trains etc, this works fine without packing. The thing that makes most sense is use boxes for carrying materials...
by Nagshell
Mon Mar 30, 2015 11:20 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 210909

Re: [0.11.x] Uranium Power

So with current build fuel assembly never runs out? I was looking at example map and I saw that reactors have no input other than starting inventory of access points.
If that's the case what to do with excess fuel sticks, as production of depleted ammo is pretty awesome.

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