Re: Yuoki Industries 0.2.23 (11.13)
Posted: Sat Feb 07, 2015 4:58 am
Keep scorlling down the page and then I found my name!
www.factorio.com
https://forums.factorio.com/
Thanks, in previous versions was a ground-floor-light - (it's removed) - i think good use for your LED - creations. you should view and copy the needed parts and try it. the light-radius changed in entity-subsection.Neotix wrote:There is no wonder Yuoki, your mod is awesome. It is and will be one of few main mods in my gameplays.
at start i change/add things for personal use which i missing from game - but the game makes it easy to make addons/mods so it grows.SuperSandro2000 wrote:When I saw your post first I tought this doesn't realy feed into factorio but now I realy like your mod. Your are from Germany Yuoki?
depends on how smooth i want the animation and spending time. usally i use 12, 16 or 18 frames because for spinning 360°/frames gives a nice rotation-cycle. now i need 2, 4, 6, 10, 12 rotating indicators ... if i use 2 i need single-frames for 180°. if i use 6 i need 60° animation but this can collide with other indicators, so mostly i use 90°, 180° or 360° spins and look that the ending is -1 step before zero/360°. later animation-speed can changed in code.SuperSandro2000 wrote:I didn't look into the code neightbor but do you use a full animation cycle or just a peace that reapits itself?
suggestions are always welcome !Dragonchampion wrote:Hello! I'm rather new (and kinda scared of posting suggestions) so I have been testing out different mods and found this one. I feel it works really well, but there is a bit of a problem; when I place down the Steam Engines (The easiest to make ones) that are power on demand, I realize that while the sprite is really good, the pipes do not align correctly!
See? They don't align, and the pipes go into the thin "lower" part of the engine, instead of the upper part where they would fit well.
Other than that I'm having a lot of fun with the enhancements here! I am not that advanced yet, but the upgraded boilers and generators are absolutely wonderful and adds to the sense of growth in the game.
However, there is a bit of trouble; can't you add in some custom research for the items? Having the entire thing up front is rather overwhelming, not to mention that having a lot of the stuff to begin with is extremely unbalancing! If not, that's alright.
at game-begin it's not really important what you use. i personal prefer my boilers, and steam-turbines because these boilers have better efficency and the turbines save space (and play-time ^^) and keep my power-generation-zone clean. these 3x3 boilers are better than vanilla but not as good as the 540/2 but provides more flow. the 3x3 equal ~ 10-15 vanilla-boilers - and you need only 1 inserter.thr3sh3r wrote:ok im really new at this and am having a real problem working out the generators how do they go together like what is required to supply the power to them and how do I connect everything up thanks for any help you can give
Thank You, I hope Google translate the following lines perfect into russian.kreyser_waryag wrote:Hi! I'm a fan of your mods . By profession I am electrical engineer. And that is why I am particularly your fashion in mind. I am from Russia. On the Russian fan site game Factorio I actively advertise your fashion I look forward to new releases. I want to wish you good luck and a lot of fans of your work.
I want to offer you the idea of fashion is also on energy. It consists in the transmission of electricity. It is no secret in the cable (power line) is the limit of possibility. Such as copper cable cross section of 10 millimeters can transmit a maximum current of 70 amperes, respectively the maximum transmit power done Wmax = 70A * 400volt = 28 kW. This power is enough leash to connect small engine . For transmitting high-power high voltage 6 kV, 10 kV, 30 kW, 100 kW, 500 kW and others. However, such high voltages are unsuitable for use in industry. Thus, the power transmission system is as follows: from electric - increases substation, further high-voltage power line, then the consumer down substation to the industry standard (0.4 kW).
This is very much in the general case. Nuances nasamom actually a lot. After all, there are both air and underground power lines, and there are also powerful motor using voltage of 6000 V. But this nuances. If you're interested then write. Can act as a consultant to look for photo content, and markups will do everything to realize the idea
PS I do not know English. This message is translated into Google translator.
YuokiTani wrote:Thank You, I hope Google translate the following lines perfect into russian.kreyser_waryag wrote:Hi! I'm a fan of your mods . By profession I am electrical engineer. And that is why I am particularly your fashion in mind. I am from Russia. On the Russian fan site game Factorio I actively advertise your fashion I look forward to new releases. I want to wish you good luck and a lot of fans of your work.
I want to offer you the idea of fashion is also on energy. It consists in the transmission of electricity. It is no secret in the cable (power line) is the limit of possibility. Such as copper cable cross section of 10 millimeters can transmit a maximum current of 70 amperes, respectively the maximum transmit power done Wmax = 70A * 400volt = 28 kW. This power is enough leash to connect small engine . For transmitting high-power high voltage 6 kV, 10 kV, 30 kW, 100 kW, 500 kW and others. However, such high voltages are unsuitable for use in industry. Thus, the power transmission system is as follows: from electric - increases substation, further high-voltage power line, then the consumer down substation to the industry standard (0.4 kW).
This is very much in the general case. Nuances nasamom actually a lot. After all, there are both air and underground power lines, and there are also powerful motor using voltage of 6000 V. But this nuances. If you're interested then write. Can act as a consultant to look for photo content, and markups will do everything to realize the idea
PS I do not know English. This message is translated into Google translator.
I don't say its impossible, but the game supports only 1 power-system. To bring this system into game it's needed to think abstract and over edges ^^.
Lets see our scope. Best option are pipes, the pictures can change, and they can transport everything. on power generation-side fluid comes out, transported and end down substation transfered into electricty. But maybe need to prevent players store fluid for later use.
Another option is overwrite the vanilla-recipes for electric-poles. so high-power connects only to a substation at both ends. and make a bigger substation support area.
Most changes to the mod comes from personal gameplay. i play and i think is nice to have this option or makeing things that way.
The Yuoki-Industries-Mod is stable - YI-Engines unfinished (needs gfx and some recipe).
in terms of technology and research
- i will add a base research for startup with Yuoki-Industries and YI-Engines
- it's not easy to add a techtree because i need to change all recipes - but a base-research is a easy first step.
Maybe with code it's possible to simulate or change energy behavior. But i use so little code as i can do, and want to remind that game itself is not final. so a actual code solution maybe not work after game-release - same for mods. at the moment my mods using not very much as basic game components so if the game itself makes changes it's possible to change and update mod with some work.kreyser_waryag wrote:If I understand correctly, the idea can not be implemented due to the limitations of the game. I understand a little programming, and it seems to me to be sufficient to implement and supports other devices in the event of power onTick check the current load. when the limit is exceeded, you can for example devices to destroy power (in life so often happens) or off (as if tripped current protection)
YuokiTani wrote:Maybe with code it's possible to simulate or change energy behavior. But i use so little code as i can do, and want to remind that game itself is not final. so a actual code solution maybe not work after game-release - same for mods. at the moment my mods using not very much as basic game components so if the game itself makes changes it's possible to change and update mod with some work.kreyser_waryag wrote:If I understand correctly, the idea can not be implemented due to the limitations of the game. I understand a little programming, and it seems to me to be sufficient to implement and supports other devices in the event of power onTick check the current load. when the limit is exceeded, you can for example devices to destroy power (in life so often happens) or off (as if tripped current protection)
change the devs the game-interface deeper for tactical/codeing reasons than mods stay broken
from 9.8 to 11.15 - 2 major changes for my mod - some i had worked out other i dropped the feature (tank-vehicle)
if bigger changes happens it's easier to start new from zero instead of change all files or search and fix the new errors ...
i would say Yuoki-Industries and YI-Engines are not really mods (modifikations). <- use original lua-templates for adding more stuff - so it's more like a addon or extension - everyone can do this !
i a far distant future, after microsoft, google and co world domination is broken, maybe you type your question and get instant your link - but i guess microsoft develops new rectangles, and google is focussing photographing the entire world.kreyser_waryag wrote:everything is clear. You are right. If I could also draw beautifully model as you can own to try to). What do you use to draw?
YuokiTani wrote:i a far distant future, after microsoft, google and co world domination is broken, maybe you type your question and get instant your link - but i guess microsoft develops new rectangles, and google is focussing photographing the entire world.kreyser_waryag wrote:everything is clear. You are right. If I could also draw beautifully model as you can own to try to). What do you use to draw?
but until then, i'am need typeing the anwser
Link to another Forum-Post, it's a little tutorial or work-flow with many pictures. -> Jump <-
i personal use cinema4d and photoshop, but blender + gimps works too.