Concepts + GFX related to Yuoki-Industries MOD

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

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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani »

MantisShrimp wrote:All of your cargoes look the same length, but some of your train engines look longer than others. That's gonna be a problem when making train stations. And are the tank one for liquids? As in actual liquid getting pumped into them or just for show?
it's only a problem if you want highest efficency ... if not you can live that only 1 or 2 inserter reach the first cargo-wagon (worst case).
the difference is shorter as you think. if i remember correct, i got 4 inserter per shot-wagon working.
green steam, white diesel = vanilla length, all other shorter atm.

its only visual for show - vanilla don't support liquid-wagons. but maybe the next factorio-version will change this.
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by Fatmice »

I'm working on a little thing for you to make this happen early. ;)
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by Neotix »

Fatmice I assume that you're doing something similar to Rail Tanker Mod so may I have little request? Could it be possible to improve pump detection for wagons? In Rail Tanker Mod sometimes we can put 1 pump, sometime 2 (on one side). All because that broken alignment wagons to the grid. I would like to be able to place pumps like inserters (4-5 for Youoki wagons).

And I have question. Will it be compatible with logic station from SmartTrains Mod.
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by Fatmice »

Neotix wrote:Fatmice I assume that you're doing something similar to Rail Tanker Mod so may I have little request? Could it be possible to improve pump detection for wagons? In Rail Tanker Mod sometimes we can put 1 pump, sometime 2 (on one side). All because that broken alignment wagons to the grid. I would like to be able to place pumps like inserters (4-5 for Youoki wagons).
You won't need more than 1 per wagon. The liquid handler will self-fill or empties due to the base_level that I've set for the entity. There are two of them, one for filling and one for emptying the wagon. There is no modification to the rail-wagon, they are indeed cargo-wagon types. There is no spawning of "proxy" storage tanks on top of them.
Neotix wrote: And I have question. Will it be compatible with logic station from SmartTrains Mod.
One step at a time, I don't play with SmartTrains mod so I don't know how it would interface nor have I ever written an interface. I only glanced at that mod's code and saw virtual signals are tabulated from the wagons and being sent to the train station. It will probably be quickest if Choumiko can tell me how to expose my tables for the SmartTrains mod to read.

The code is now complete for what it is suppose to do, enable one to move liquids via rail-wagons. :)
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani »

Why I removed YI-Mod dependency from YI-Railways ?
it's simple ... first, i want a stable future - factorio in development changes things for modders from time to time and i'am not always happy about it. So a future change can make it impossible for me to update Yuoki-Industries. Removeing this point can make it easier to adjust YI-Railways to future factorio versions, as long as factorio itself contains trains.
second, it reduces the entrence concerns because it has no dependency and don't change any ressource, vanilla-recipe etc.

Why I splitting Railways ?
- it allows me to add/provide more locomotives and cargo-wagon - modells and also recolors/reskins - separate without uploading the whole mod (current 129 MB).
- you don't need to wait for a new version, because i can upload a modell then it's done. no more reason to collect 3 or 5 new things and make a new version.
- you can choose your favorite locomotive and cargo-wagon to play with, and remove no longer wanted locomotives easier.
- it gives you the chance to take some locomotive and recolor + rebalance it and provide it or make your own custom version.
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by jouki »

Hello, may I ask you for a favor? :oops: I've made some extensions of my mod and I don't have any way how to make a proper graphics for it. So I've split my mod into public version that I can publish without using someone else's work and private that I'm using (right now) your (two) entity images. (+ icons).
ImageImage

(first one is represented as "Transmitter of wireless electricity" and the second one is just a big lamp (as a "reflector"))
I'd be really glad if I could publish even this part of my mod but before that I need your permission to use these images :oops: Is there any way I could get that perm. for my mod? (Credits in forum thread is sure thing) Image

(By the way sorry if I put it in a wrong section, actually this one looks most accurate for my question)
:any-quality: played 3,000hrs. Maybe I need help...
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani »

the lamps yes, but for the substation no - it's better i make for you a different/new gfx. this will avoid confuseing players.
write me a pm what you want, with a little explain to the entity and a link to your mod, also if you prefer a different color on the lamp i can change this too.
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by jouki »

wowie, that would be great, I'll pm you next day (actually today in CET time). about the lamp, I've already edited by adding a shadow in off-mode and if you don't have any plans with that it's enough for my use
:any-quality: played 3,000hrs. Maybe I need help...
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani »

Tokens, Signs - What ? - i dont understand.

its a new concept to make the game a little more interesting for me. i can't really explain it, you should play and try the options. to make this concept successful i need to work a little on the current mods/addons. i have also encountered the first setback, because if a entity-recipe has more than 1 result it fails to show the stats. not a real problem but good to know and i need to change some recipes again.

now to the whole token-system here a example for for what tech-signs used in future (beside the reputation-trade, production-boost and special-builds)

here the mastercrafted MS-1.8 Steam-Turbine - so i plan for the most "iconic" and best YI-graphics - mastercrafted versions. it's not this big mod-change with the next update in game-play but a pleasant update for the eyes. of course all mastercrafted-stuff comes in higher resolution.

Image

i would not post this if it's not ready for next version ^^ (if factorio 0.13 not break) - also notice steam-turbine is changed from 4x4 to 3x4
Image

and i have changed some of the pipes (a very long open task) - i personal like the look.
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by steinio »

Is there anything like an eyegasm :)
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by MantisShrimp »

Amazing gfx as always. If a simple steam turbine is 1000 tech tokens, I can't imagine what the pricier machines would cost. The PFW thing is like 400k trade tokens and 100k UCA2 if traded directly. Lol.
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by Arch666Angel »

Oh baby these pipes. Now I also have to add some :P
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by pyanodon »

I love your designs :D
pY Coal processing mod
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani »

pyanodon wrote:I love your designs :D
thanks.
MantisShrimp wrote:Amazing gfx as always. If a simple steam turbine is 1000 tech tokens, I can't imagine what the pricier machines would cost. The PFW thing is like 400k trade tokens and 100k UCA2 if traded directly. Lol.
steam-turbine 1000 token is a little less, but i needed quick a number :)
the stack-size for signs increase with next version to 100K.
also your idea with green leafs-tokens would not let me rest - so i tested for green-ultimate (eco-fanatic) (and you will not like the the product - but inoperates very good later with one of the tech-ultimates)
but i stay more mechanical-focussed.

without animation atm and low-res because it's big itself ^^ - i think all ultimates should have this size.
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by Arch666Angel »

The game is on, Yuoki raised the graphics bar even higher. DAMN YOU! :D
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by MantisShrimp »

ImageImage

Maybe farming/ranching is eco-friendly on your world, but on my world they surely as hell ain't. I'm not even using your beacons. 3MW plus all the beacon for a single cage is a bit nutty, but it saves a ton of space since it's equivalent to 9 cages.

That tree is cool though. Probably the last tree on my planet when I craft it. Lol.
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani »

Arch666Angel wrote:The game is on, Yuoki raised the graphics bar even higher. DAMN YOU! :D
it's hidden here in the forum :) - only a few people will notice that. and from modpack-players maybe 1 from 100 will see this in game ... so all its fine and as before.
MantisShrimp wrote: Maybe farming/ranching is eco-friendly on your world, but on my world they surely as hell ain't. I'm not even using your beacons. 3MW plus all the beacon for a single cage is a bit nutty, but it saves a ton of space since it's equivalent to 9 cages.
That tree is cool though. Probably the last tree on my planet when I craft it. Lol.
i need to fix this ! -> todo
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani »

i think the next version will include 5 mastercrafted machinery (all clean because you maintance these and it's not old scrap) ...

here another comparsion preview
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by steinio »

Nothing against Albert but Wube should offer you a job in the graphics department.
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani »

steinio wrote:Nothing against Albert but Wube should offer you a job in the graphics department.
thx :)

i'am sorry but it's not enough time to make for all 4 factions the current Ultimate-Buildungs. But there is also a good news inside, the Science-Ultimate is animated ! (and maybe suprise you if you place this - of course the ultimates are a little OP, but you need to play a good amount of time to see this ingame without cheating)
so let's see what tomorrow awaits us. - i will post a preview-video if this all works in factorio 0.13.
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