Yuoki Industries - Addon Engines 0.4.20 (0.14.X)

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

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SKleen75
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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by SKleen75 » Sat Feb 27, 2016 8:19 pm

Hi.
Sometimes the SteamTurbine from the TMFW-Generator is producing MF with 15 Celsius.

Any idea how that happens.

It´s a bit annoying, if I build 40+ TMFW´s and after some time some of them stop working.

Got me nearly killed. ;)
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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by YuokiTani » Sat Feb 27, 2016 9:02 pm

SKleen75 wrote:Hi.
Sometimes the SteamTurbine from the TMFW-Generator is producing MF with 15 Celsius.
Any idea how that happens.
It´s a bit annoying, if I build 40+ TMFW´s and after some time some of them stop working.
Got me nearly killed. ;)
yes, it's instable since last 2 factorio-updates. i don't know the cure/fix and for me personally i think i should drop this system.
sometimes it helps replace the turbines and if it works (hot mf) build in a flow-trigger to keep the mf-fluid at high level. if it runs dry, it's nearly over ^^.

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by Fatmice » Sat Feb 27, 2016 11:11 pm

SKleen75 wrote:Hi.
Sometimes the SteamTurbine from the TMFW-Generator is producing MF with 15 Celsius.

Any idea how that happens.

It´s a bit annoying, if I build 40+ TMFW´s and after some time some of them stop working.

Got me nearly killed. ;)
You must not drain the output. Keep it nicely stable or it will fluctuate wildly. The only way to fix it is to decrease the time between fluid-box check. I'll see what I can fiddle with.
YuokiTani wrote: yes, it's instable since last 2 factorio-updates. i don't know the cure/fix and for me personally i think i should drop this system.
sometimes it helps replace the turbines and if it works (hot mf) build in a flow-trigger to keep the mf-fluid at high level. if it runs dry, it's nearly over ^^.
I think our savior will be 0.13 with its temperature in recipe.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by SKleen75 » Sun Feb 28, 2016 12:21 am

Hahahaha. Oh lol guys. I just realised i wasted 3 days of my live because i tried to find a design that would work.


:shock: :D :shock:
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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by Fatmice » Sun Feb 28, 2016 12:25 am

There are designs that do work indefinitely. Use my designs, some where in the other thread (obviously I know the limitations since I wrote the code...kind of unfair but meh =P).
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Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by brab » Sat Mar 12, 2016 4:18 pm

Fatmice wrote:Here's a perpetual build :D
Endless Energy With Gearbox
I'm trying to reproduce this, and I cannot identify the things that are attached to the flow trigger. I guess they are the pumps, but where can I find them?

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by Fatmice » Sat Mar 12, 2016 4:40 pm

The pumps are a vanilla items. It should be under the logistic tab.
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Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by brab » Fri Mar 18, 2016 5:51 pm

Fatmice wrote:The pumps are a vanilla items. It should be under the logistic tab.
Of course, sorry! I had not researched that yet.

It took a bit of squinting to finally see how you configured the flow triggers, but I finally saw the green wires between them and the pumps. This is a very nice setup!

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by Airat9000 » Thu Mar 31, 2016 5:50 pm

:( bug what in recipe add to corn?

farm to add to corn seed! what in serch corn seed?
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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by Fatmice » Thu Mar 31, 2016 6:17 pm

There is no bug, there is another recipe to make the first corn seed. Look again. ;)
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Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by MantisShrimp » Tue Jun 14, 2016 3:34 am

Hey Yuoki, what's up with filling blood cans that requires yi steam? Isn't the only machine that can produce steam is the overheater? Also why? I tried opening the recipe file in the prototype folder and deleting the line that requires steam, but it doesn't work. When I load the game, it stills require steam to can blood.

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by YuokiTani » Tue Jun 14, 2016 2:12 pm

MantisShrimp wrote:Hey Yuoki, what's up with filling blood cans that requires yi steam? Isn't the only machine that can produce steam is the overheater? Also why? I tried opening the recipe file in the prototype folder and deleting the line that requires steam, but it doesn't work. When I load the game, it stills require steam to can blood.
if you think about you know the anwser :) - for sterilization ^^. i think it's because somehow my mind-flow was interupted ^^ and simply forgot to continue the path.
the recipe is maybe double (autobuild-export) or you simply have forget to reset your recipes [/c game.player.force.reset_recipes()]

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by MantisShrimp » Tue Jun 14, 2016 5:12 pm

YuokiTani wrote:if you think about you know the anwser :) - for sterilization ^^. i think it's because somehow my mind-flow was interupted ^^ and simply forgot to continue the path.
the recipe is maybe double (autobuild-export) or you simply have forget to reset your recipes [/c game.player.force.reset_recipes()]
Oh. That makes sense, lol. Though that's really just cooking the blood, but I get your point. Since blood is living, you would put it on ice for storage to be use later and not sterilized. If you're set on adding something extra to the blood canning process, how about a freezer type machine that produce ice for the purpose of off-world trading animal products. It can produce ice from water and the ice can be used with trifitan (insulating material) to ice blood or ice raw meat or whatever other animal products you plan on adding to the game and then traded through the stargate. Trading cooked meat by themselves is kind of odd. I like the 'boxing' idea that you do with certain items in PFW, like ammo and rockets in wooden and steel boxes. So for meat and veggies, you could put them in plastic or trifitan boxes, or have those material(s) be ingredients during the packaging process and then traded.

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by YuokiTani » Wed Jun 15, 2016 3:29 pm

it was more filling blood in steril cans ... but ice (brilliant!) is the better idea - and i will use these :) - and boxing too !
(so now i need only make some machinery and icons ^^)

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by Arch666Angel » Wed Jun 15, 2016 5:42 pm

YuokiTani wrote:it was more filling blood in steril cans ... but ice (brilliant!) is the better idea - and i will use these :) - and boxing too !
(so now i need only make some machinery and icons ^^)
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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by YuokiTani » Thu Jun 16, 2016 4:31 pm

looks more like this at the moment :)
Image Image

if i count correct +7 package-, +1 plant-, +3 animal, +7 DNA-Splicer -recipes and some more to craft different stuff.
for retrade i hope of some good suggestion from you.
let's see if tomorrow new factorio-version happens.

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by MantisShrimp » Fri Jun 17, 2016 12:32 am

Well, since you're looking for a new type of trade token to add, here's a great place to add them. Some sort of agricultural trade token. A life token signifying that you've traded something living thus proving your worth as a farmer/rancher. The agricultural trade token can then be used to make more advanced machine within the agricultural tab. The token can look like a green leaf. The tokens themselves can be traded for advanced crafting ingredients like quantrinums and lachan-crystals or fuels like alien fuel cells and fuel cell c. That way it's similar to PFW like you wanted in that you can get ingredients directly from trade or specifically if you have the tokens and UC-A2.

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by Arch666Angel » Fri Jun 17, 2016 6:24 am

Genetically engineered smaller biters, that can be shipped offworld as fancy pets for the rich and famous. Image Paris Hilton running around with a small biter in her bag.

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Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Post by YuokiTani » Fri Jun 17, 2016 1:40 pm

Arch666Angel wrote:Genetically engineered smaller biters, that can be shipped offworld as fancy pets for the rich and famous. Image Paris Hilton running around with a small biter in her bag.
^^
MantisShrimp wrote:Well, since you're looking for a new type of trade token to add, here's a great place to add them. Some sort of agricultural trade token. A life token signifying that you've traded something living thus proving your worth as a farmer/rancher. The agricultural trade token can then be used to make more advanced machine within the agricultural tab. The token can look like a green leaf. The tokens themselves can be traded for advanced crafting ingredients like quantrinums and lachan-crystals or fuels like alien fuel cells and fuel cell c. That way it's similar to PFW like you wanted in that you can get ingredients directly from trade or specifically if you have the tokens and UC-A2.
good idea, but before i make this change too, i will wait and collect some feedback and experience from the current changes. it's more a internal code challenge. if i could say this product-group trade for x-token and x-material or automaticly know what todo (smelting) it would be easier. but atm i need to make for all retrades also a recipe. to avoid spaming many recipes (and for a clean recipe-list) i need to select some. if it's possible to throw items into a machinery and it spits out tokens+material without any player-action (select correct recipe) i had more options :)

new version for testing & playing - uploaded

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Re: Yuoki Industries - Addon Engines 0.3.11 (f0.13)

Post by Peppe » Sun Jul 03, 2016 7:51 pm

On the TMFW Engine + Steam turbine.


Am I missing something -- if I let the turbine get to max and then connect the engine it works fine 100% load.

If the turbine ever stops / MF goes to zero it can never re-start the engine.

Is there something that goes between them that would control the startup ? Older shots seem to just have one gap between the two mega blocks.

I couldn't connect either to the circuit network... is there something I could read?

Edit:
Not sure what I did, but the output on the turbine suddenly went from stuck at 15c to 400c and could cold start the engine.
Ok i guess the overheater still consumes water even if the input is not 85 degrees. But it still makes steam and then the turbine runs, but just outputs 15c. Guess it is doing what it should, but the problem is hard to spot unless you know what to look for.

Edit 3+:

I think i am starting to like this mod. Overwhelming initially -- really think it could use even free research tiers to hide things initially and let you control what is unlocked.

Took some trial and error in creative mode (great mod as well - https://mods.factorio.com/mods/Mooncat/creative-mode)

ANyway I got something I like -- 159MW stable. Consumes 2MW on the efficiency beacons... not sure how to calculate fuel used in boilers to pre-heat water for overheaters.
159MW

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