Yuoki Industries - Addon PFW (obsolete)

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

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.3.12 (f0.13)

Post by YuokiTani » Thu Jul 07, 2016 6:58 pm

updated !
- mobile generator outputs 15 MW (raised from 1.5MW)
- all icons for items only for trade changed. its not better of course, but i need to prevent misunderstandings until its changed.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.3.12 (f0.13)

Post by Codec » Wed Jul 13, 2016 6:27 am

Are you sure you meant to increase the generator to 15MW? That is 20 times a normal fusion reactor.

Edit: Also the very same hard locking I was getting in the engines add-on is happening in this one. I do notice that its only on things that are complex, like a speed 3 module. Can say that the hard locking no longer happens with the engines add-on.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.3.12 (f0.13)

Post by YuokiTani » Wed Jul 13, 2016 3:49 pm

Codec wrote:Are you sure you meant to increase the generator to 15MW? That is 20 times a normal fusion reactor.
Edit: Also the very same hard locking I was getting in the engines add-on is happening in this one. I do notice that its only on things that are complex, like a speed 3 module. Can say that the hard locking no longer happens with the engines add-on.
factorio changed the vanilla numbers - this value was i suggestion - i take it. until complete overhaul and rebalance i don't change this. the concept behind pfw is broken. all other stuff has old vanilla-values - mighty chaos ;)

hard locking - idk what the devs have changed - so maybe it's now a limit in the recipe-search tree or it comes from the research-option itself. if it's only my mod - i think i'am forced to make simpler recipes with lower deep (maybe only 4 or 5 levels)

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.3.12 (f0.13)

Post by Codec » Fri Jul 15, 2016 5:00 am

YuokiTani wrote:
Codec wrote:Are you sure you meant to increase the generator to 15MW? That is 20 times a normal fusion reactor.
Edit: Also the very same hard locking I was getting in the engines add-on is happening in this one. I do notice that its only on things that are complex, like a speed 3 module. Can say that the hard locking no longer happens with the engines add-on.
factorio changed the vanilla numbers - this value was i suggestion - i take it. until complete overhaul and rebalance i don't change this. the concept behind pfw is broken. all other stuff has old vanilla-values - mighty chaos ;)

hard locking - idk what the devs have changed - so maybe it's now a limit in the recipe-search tree or it comes from the research-option itself. if it's only my mod - i think i'am forced to make simpler recipes with lower deep (maybe only 4 or 5 levels)

It seems I was wrong about this being the source of the hard locks I was getting, it seems to still be engines. If I hover over the speed 3 module item in the tech window on a new game it is fine, until i use /c game.player.force.research_all_technologies() and then its right back to hard locking. Whats odd is its fine until you learn how to make the item. if i remove the engines addon its fine. Its hard to say if this one has anything to do with it since engines is required. Here is a quick video showing what I am talking about. https://www.youtube.com/watch?v=GMcs9Sq9W6A

Edit: I've tracked it to the z_recipes.lua. If i exclude it from the data.lua all seems fine. Ill try and see if i can find out just what recipe its so mad about.

Edit 2: I've commented out lines 465-705 in z_recipes.lua and the hard locking is gone. There is still a huge fps hit, but isn't crashing my server anymore or kicking anyone. With engine and pfw i get down to about 9fps if i wiggle my mouse over a speed 3 module like in my video. One thing I noticed also its only if i move around on the icon, if I sit my mouse on it and don't move its fine. This may be some kind of vanilla bug, as I can't see a good reason to be recalculating the recipes every frame that the tooltip frame moves.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.3.12 (f0.13)

Post by YuokiTani » Fri Jul 15, 2016 2:09 pm

Codec wrote:It seems I was wrong about this being the source of the hard locks I was getting, it seems to still be engines. If I hover over the speed 3 module item in the tech window on a new game it is fine, until i use /c game.player.force.research_all_technologies() and then its right back to hard locking. Whats odd is its fine until you learn how to make the item. if i remove the engines addon its fine. Its hard to say if this one has anything to do with it since engines is required. Here is a quick video showing what I am talking about. https://www.youtube.com/watch?v=GMcs9Sq9W6A

Edit: I've tracked it to the z_recipes.lua. If i exclude it from the data.lua all seems fine. Ill try and see if i can find out just what recipe its so mad about.

Edit 2: I've commented out lines 465-705 in z_recipes.lua and the hard locking is gone. There is still a huge fps hit, but isn't crashing my server anymore or kicking anyone. With engine and pfw i get down to about 9fps if i wiggle my mouse over a speed 3 module like in my video. One thing I noticed also its only if i move around on the icon, if I sit my mouse on it and don't move its fine. This may be some kind of vanilla bug, as I can't see a good reason to be recalculating the recipes every frame that the tooltip frame moves.
i think the recipes broken/overload the internal research/raw-calc ... if you look at first animal-grow it shows fantasy-raw-values and for Verotin/OF nothing. Same behavior for some other recipes. Maybe if i switch off the recipe for Alien-Artifacts will help. Looks like every mod-content that can produce vanilla-items freaks out the raw-calculation.
initial DNA-recipe uses vanilla science-packs + alien-artifacts ^^ (with funny raw-values) - i will prepare the changes and upload here later for testing.

only YI changes but with effect of remove all fantasy raw-calculations - i hope this will help and you can turn the other recipes on again (i'am too in yi_engines).
- changed exchanges
YI-Battery->Unicomp->Vanilla Battery (Atomics Tab now)
Alien Artifact->Unicomp->Alien Artifact (Atomics Tab now)

version for testing only -> download YI-0.3.57

this version don't fix this, maybe its a little improve - i get down to 13 fps ^^

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.3.12 (f0.13)

Post by aklesey1 » Sat Sep 17, 2016 4:26 pm

Hi YoukiTani, will u update this mod for 0.14 ? many of your mods were updated for 0.14 but this mod wan't updated

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.3.12 (f0.13)

Post by YuokiTani » Sun Sep 18, 2016 9:25 am

you can find the update here: viewtopic.php?f=70&t=31691

i need a better organisation ^^

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.4.14 (0.14.X)

Post by kab83 » Sat Oct 01, 2016 1:40 pm

I find some problem in pfw 0.4.14 version.

mod cant load because of not existing recipe.
< y_turret_flame_recipe.> and < Y_ammo_flame ammo.> and <rwtechsign_recipe>
another may be exist.

another way, yuoki 0.4.60 may have a problem.

if you solve this problem. it will be prefect mod to yuoki user. thank you for reading

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.4.14 (0.14.X)

Post by YuokiTani » Sat Oct 01, 2016 4:52 pm

strange - if you toggle pfw off - factorio works ?

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.4.15 (0.14.X)

Post by Tharox » Mon Oct 31, 2016 11:26 am

Hi,
I have problem with icons in this mod.
Image
Image

I think error is here, many items graphics are "__yi_pfw__/graphics/package_common.png" in .lua
Image

sorry for my English, i'm bad.
Thanks for this mod, i like!!!!

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.4.15 (0.14.X)

Post by Ratzap » Mon Oct 31, 2016 3:03 pm

Tharox wrote:Hi,
I have problem with icons in this mod.

Thanks for this mod, i like!!!!
Are you referring to the icons being red? You did not specify what problem you have with them so I must assume so.

The red tint is Factorio, not the mod. It is used to denote an item that cannot be hand crafted such as processing units or batteries.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.4.15 (0.14.X)

Post by Tharox » Mon Oct 31, 2016 5:35 pm

Problem isn't red icon, but the icon.
Look 2nd line, 3rd ,4th and 5th line of second picture, icons are all same (box YI). It's same icon for different name items. Not one icon for one item?

Image

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.4.15 (0.14.X)

Post by YuokiTani » Wed Nov 02, 2016 10:17 pm

it has changed some versions before, because people guess functional equipment behind the items, but they are only for trade.
so it's maybe better you think its an error as other people think they can use this weapons, cyborgs etc. - so the icons unified to stop the hope of using these and make clear - only trade.

in future i will change these icons to better, like in YI_Engines.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.4.15 (0.14.X)

Post by Tharox » Thu Nov 03, 2016 12:25 pm

ok i understand

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.4.15 (0.14.X)

Post by boussk » Sun Mar 12, 2017 3:27 pm

Hi Yuoki Tani.

I want to build Nakajima in the game, so I need to make Combat Armor Mk.1.
But I cant find the recipe.
I found in ir_zmaterial.lua it was commented out.
If it is your intention, why did you delete the recipe?

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.4.15 (0.14.X)

Post by YuokiTani » Thu Mar 16, 2017 3:26 pm

The current version of this Addon is broken.
Sorry.

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Re: Yuoki Industries - Addon PFW (obsolete)

Post by YuokiTani » Fri Mar 31, 2017 8:07 am

Until i have time to redesign this mod and fix the errors i mark this obsolete-broken.
Some parts of the concept are moved and integrated into YI-Engines - Agronomie.

It will also removed from mod-portal but the last versions still here in available

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