Yuoki Industries - Informations, Suggestions, Questions

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

Moderator: YuokiTani

Ratzap
Filter Inserter
Filter Inserter
Posts: 371
Joined: Sun Aug 16, 2015 11:15 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Ratzap »

xtertristl wrote:Hello I've been playing Factorio for a few years now and never really tried Yuoki Industries mod pack. So after about 1h I'm up to green science and I didn't even need to touch the new blue and green ores yet. When will I need them it looks like I could just launch a rocket without ever touching them.
That's the point. You don't need to at all. It confused me at first too. You can try adding the tech tree that someone made which will guide you through using YI reasonably well or just start playing around and see what you can do with YI. Begin by making all the lower teir products and muck about with what they make. Bear in mind that YI seems to be concieved to be bot based, if you try and build a belt factory to make all the YI stuff you'll fail or go nuts.

YuokiTani
Smart Inserter
Smart Inserter
Posts: 1037
Joined: Thu May 08, 2014 7:57 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

Yes, bots and clusters for specific products make your factorio life a lot easier. Belts help feeding your hungry factories with raw materials and first products.
You can pile up huge reserves of raw-material by using transformation into unicomp and back into raw-material. Unicomp stacks 2500 ~ (x20 ) 50000 Ore, and UC-Liquids 1:10 can stored in every tank.

YuokiTani
Smart Inserter
Smart Inserter
Posts: 1037
Joined: Thu May 08, 2014 7:57 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

Version 0.6.75 - Notes

Always Backup your Savegame before Update !

removed:
- Steam-Overheater
- Water Mixer

changes/fixes:
- all Steam-Generators use 250°C Steam
- all MF-Generators use 150°C MF
- fluid consumption changed to these temperatures
- Obninsk back to working condition
- MEG now size 5x3

new:
- Obninsk cycle to produce better fuel for this reactor
- Obninsk devilers directly MF (from fusion fuel), for MF-Generators
->Youtube

Fusion Fuel Types can only used in YI-Reactors
- Alien Fuel Cell - 300 MJ
- MX-A Fusion Fuel - 1 GJ
- MX-C Fusion Fuel - 7 GJ

Radiation-Cycle
Prepare Fuel -> Radiate in Reactor Cycle -> Cooling -> Ready to use as reactor-fuel.
drawback MF-Output is very low, so better you have 2 or more reactors and 1 dedicated to produce fuel.

Update YI-Engines 0.6.29 for better compatibility with Yuoki Industries-0.6.75.

YuokiTani
Smart Inserter
Smart Inserter
Posts: 1037
Joined: Thu May 08, 2014 7:57 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

in preparation for the new 0.17-version i have made some calculations and charts with foreman.
i recommend reading FFF-275 for better understanding.
i played in the last days some hours and it's hard to get science in old imported worlds so i think i will make some exchanges so you can use mod-items to produce science-packs as well.
from the post for 0.17 have 1 science-pack the following values green=0,35 UC, gray=1,225 UC, blue=2,9 UC, purple=8,025 UC, yellow=10,11 UC and white=24,6 UC

i want add the following alternatives to get these science-packs
gray (military) - 2,83 UC -> Chart
blue (chemical) - 3,03 UC -> Chart
purple(production) - 8,84 UC -> Chart
yellow (utility) - 10,51 UC -> Chart

for white (space) i want to make a exchange. so you can trade Merchant-Signs into Space-Science. This would gives YI-Engines with farming, breeding much more sense and usefullness. But this is hard to calculate, as you can see here Chart. To make it not to complicated i think i choose a rate of 100 or 1000 MS : 1 White. Let me know what you think about these.

Bonus ;)
Techanic -> Chart
Unicomp-Cheats -> Chart

silenced
Inserter
Inserter
Posts: 39
Joined: Tue Jan 13, 2015 12:38 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by silenced »

Looking forward to. Thank you.

... back to making paint for trains ...

kaueNP
Long Handed Inserter
Long Handed Inserter
Posts: 52
Joined: Fri Sep 16, 2016 3:51 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by kaueNP »

Finally Yuoki is back to life :D
What did you used to make those charts imgs?

YuokiTani
Smart Inserter
Smart Inserter
Posts: 1037
Joined: Thu May 08, 2014 7:57 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

i used Foreman ... these are some different versions out in the internet.
this helps you design better recipes and see the needed steps.

kaueNP
Long Handed Inserter
Long Handed Inserter
Posts: 52
Joined: Fri Sep 16, 2016 3:51 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by kaueNP »

YuokiTani wrote:
Mon Feb 18, 2019 8:34 pm
i used Foreman ... these are some different versions out in the internet.
this helps you design better recipes and see the needed steps.
Lmao! For some reason I thought that this 'Foreman' was a guy :D I will search it later (because for now I just found some grills ads haha)

kaueNP
Long Handed Inserter
Long Handed Inserter
Posts: 52
Joined: Fri Sep 16, 2016 3:51 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by kaueNP »

Dont you think you can revive YI PFW to your 'science trade' ideas?

YuokiTani
Smart Inserter
Smart Inserter
Posts: 1037
Joined: Thu May 08, 2014 7:57 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

hmm, maybe but for this i need to make a new space-port-gfx, new trading ships to take off ... etc ... so a lot of work. if i got a lot of free-time i will remember this post :)

kaueNP
Long Handed Inserter
Long Handed Inserter
Posts: 52
Joined: Fri Sep 16, 2016 3:51 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by kaueNP »

YuokiTani wrote:
Sun Feb 24, 2019 10:42 am
hmm, maybe but for this i need to make a new space-port-gfx, new trading ships to take off ... etc ... so a lot of work. if i got a lot of free-time i will remember this post :)
You already have some 'trade stations' and some nice 'factories' in YI PFW
Military shipments will be not a problem,so 'Military Signs' is ok
Bio Factory can be used to some 'chemical shipments' and trade for signs to blue science pack
Maybe some YI componets can be used to 'Production Signs',some high-tech components and weapons(YI PFW weapons I mean) to 'High Tech Signs',some early/middle game YI components to red and green science pack signs.....just put things in a box and its fine to trade :D
But yeah balacing will be hard and will take time

And bro,we are adults,we will never get a lot of free time...only after 55 years old lol

timuslala
Burner Inserter
Burner Inserter
Posts: 10
Joined: Sun Oct 30, 2016 9:04 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by timuslala »

Thank you for update :)

silenced
Inserter
Inserter
Posts: 39
Joined: Tue Jan 13, 2015 12:38 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by silenced »

Just seen them all updated, nice work. Thank you.

Your turrets will come in very handy ... with the new biters.


Edit: I just see ... coal stacks are still 57MJ, should they not be halved in value to get along with the new halved coal? 1 Coal Stack uses 6 coal, which is now only 24MJ. Although, in the end it won't matter too much, I will put arrays of Huge Generator-S everywhere anyways, fueled by solid fuel engines. No matter how much fuel it needs. ;)
Last edited by silenced on Thu Feb 28, 2019 6:43 pm, edited 1 time in total.

YuokiTani
Smart Inserter
Smart Inserter
Posts: 1037
Joined: Thu May 08, 2014 7:57 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

I hope all works fine. Let me know if you have problems.
- stacksizes for vanilla ores are 125.

if you import a savegame:
- yi - tank-storage sizes smaller, accumulator have a lower capacity, but still higher MJ/Tile as vanilla
- yie - yie-steam is not compatible with vanilla-steam to prevent OP
- yr - tank-wagon lowered capacity between 30K-37K (37.500)

know issues:
- Railways includes a unfinished gfx for a new locomotive. (i will finish asap)
- BCD accumulator can be gfx-offset. i will change this later.

Maai
Burner Inserter
Burner Inserter
Posts: 19
Joined: Mon Dec 21, 2015 8:41 am
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Maai »

Hello YuokiTani! Do you will be made your addon for v 0.17?

silenced
Inserter
Inserter
Posts: 39
Joined: Tue Jan 13, 2015 12:38 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by silenced »

Maai, it's already available for 0.17, take a look in the mod downloads ingame for example.

DreamSmith
Inserter
Inserter
Posts: 42
Joined: Wed Mar 26, 2014 7:43 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by DreamSmith »

Mining tool slot removed. Items still craftable.

YuokiTani
Smart Inserter
Smart Inserter
Posts: 1037
Joined: Thu May 08, 2014 7:57 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

Removed in next Update.
I will make a new version this end of week. It will fix known current issuses.

Ratzap
Filter Inserter
Filter Inserter
Posts: 371
Joined: Sun Aug 16, 2015 11:15 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Ratzap »

With all the mods ready for 0.17 now, I migrated my old game to it (this was started in 0.14 and carried forward). Migration went fine but as expected all my power stopped working and science recipes were wrong.

The power was easy enough to fix up this time round but the science changes were quite significant (but not YI related). I'll finish fixing that this week.

Riding a train round the map is quite amusing as the generation changed from version to version and you can see the 'layers' of map gen.

User avatar
majesstic
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri May 03, 2019 2:14 pm
Contact:

Re: Yuoki Industries - Informations, Suggestions, Questions

Post by majesstic »

Hi everyone. First post here. I love the look, feel, and character of Yuoki's mods, but I've always found the English localization to be the one lacking piece in an otherwise stunning mod pack. So, since nobody else seems to have done it yet - or at least has not shared their edits here - I decided to take a stab at a proofreading pass.

I know some people find the rough edges of the localization to be a charming feature of Yuoki Industries. ;) I'm not here to tell you you're wrong or anything. And I'm not asking for the existing English localization to be replaced by my edit. Just want to provide a more polished alternative localization for those who may be interested in such a thing.

Disclaimers:
  • Only the core YI mod (Yuoki) is included here because I don't use the Engines, Trains, etc. mods.
  • For now, this is just a quick and dirty edit of the localization files and it will go poof any time you update the Yuoki mod. I have no Factorio mod creation experience, so I don't know how to split this into an optional "addon" mod to coexist with YI, but am open to any guidance on that. Or if YuokiTani would rather not have this available as a mod, I'm fine with that too.
  • I've tried to limit myself to copyediting for spelling, grammar, and general de-hyphenation :P while maintaining the humorous tone and presumed intent of names and descriptions. Most changes are minor. In some instances I felt that name and description changes were necessary for clarity or mod-wide consistency. Not everyone is going to like all of the changes, and that's okay (though I'm open to criticism).
  • As this is v1, there may be some inconsistencies or missed items.

Example changes:

Image

Image

Image



Download:
Yuoki_locale_en_edit_05042019.zip
(17.16 KiB) Downloaded 197 times
(Current as of today's Yuoki mod version 0.7.82.)

Installation instructions:
  • Download the zip file above.
  • Browse to

    Code: Select all

    %appdata%\Factorio\mods
    and extract the contents of Yuoki_0.7.82.zip.
  • (Optional) If you wish, make a backup of Yuoki_0.7.82.zip. Not really needed, since if you ever want to return to the "vanilla" localization you can just delete the extracted mod folder and re-download the mod in game.
  • Delete the Yuoki_0.7.82.zip file from your mods folder. You should now have a folder named Yuoki_0.7.82 in your mods folder, but not a zip file with the same name.
  • Extract the contents of Yuoki_locale_en_edit_05042019.zip to

    Code: Select all

    %appdata%\Factorio\mods\Yuoki_0.7.82\locale
    and overwrite any existing files.

Post Reply

Return to “Yuoki Industries”