0.15 Yuoki-Industries Versions
Moderator: YuokiTani
Re: 0.15 Yuoki-Industries Versions
I work on 0.16 versions !
Re: 0.15 Yuoki-Industries Versions
I love your mods thanks for your effort.
Re: 0.15 Yuoki-Industries Versions
I noticed the railways addon is out, but the core mod isn't. However, the addon requires a yuoki industries version that is not yet on the mod portal. Is this a intended?
Re: 0.15 Yuoki-Industries Versions
I hoped it goes faster to update and i started with Railways first. This addon has additional cargo-wagons, if you haven't build these in your gameplay you can skip this addon until i updated the core.donoya wrote:I noticed the railways addon is out, but the core mod isn't. However, the addon requires a yuoki industries version that is not yet on the mod portal. Is this a intended?
Re: 0.15 Yuoki-Industries Versions
Hello Youki and thanks a lot for a wonderful series of mods as they are fantastic.
I wonder why you have not added the possibility to use Production modules for your submaterials? Do you think production is overpowered or what is the reason? I do use a lot of speed modules and effect modules instead and I do not lack resources at all for sure and it is not a big issue as I got more of everything then I really need. But I do like to optimize everything - if possible....
I wonder why you have not added the possibility to use Production modules for your submaterials? Do you think production is overpowered or what is the reason? I do use a lot of speed modules and effect modules instead and I do not lack resources at all for sure and it is not a big issue as I got more of everything then I really need. But I do like to optimize everything - if possible....
Re: 0.15 Yuoki-Industries Versions
The production is OP - Many multipliers come into effect on raw-material.
In the discontinued Addon PFW and in current version are trade-exchanges for other material. it would make the calculation more complicated - also some trade/cimota-loops currently produce more material as feeded in.
Another reason in the past was Yuoki-Mod was use with other mods and more powerful modules. i decided to go a step back and not challenge other mods the faster, bigger way
So the modules are useful (early game) but in some circumstances vanilla-modules are the better fit.
If you want a challenge, you can create a self-subtaining factory. you create all needed material from unicomp (incl power) and use waste-material and trade to get unicomp to close the loop
In the discontinued Addon PFW and in current version are trade-exchanges for other material. it would make the calculation more complicated - also some trade/cimota-loops currently produce more material as feeded in.
Another reason in the past was Yuoki-Mod was use with other mods and more powerful modules. i decided to go a step back and not challenge other mods the faster, bigger way
So the modules are useful (early game) but in some circumstances vanilla-modules are the better fit.
If you want a challenge, you can create a self-subtaining factory. you create all needed material from unicomp (incl power) and use waste-material and trade to get unicomp to close the loop
Re: 0.15 Yuoki-Industries Versions
Sorry for my english! everybody HALLO! I found bug! - before starting the game in Factorio, if you change the mode to a marathon, or change the cost of the recipes in the game settings, then the turbines in yoki do not work, look at the screenshots, feel the difference before the changes and after ...
https://yadi.sk/i/k4Al5vHiCunZyg
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https://yadi.sk/i/hSNrFkAl9_lrwQ
https://yadi.sk/i/k4Al5vHiCunZyg
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https://yadi.sk/i/hSNrFkAl9_lrwQ