Concepts + GFX related to Yuoki-Industries MOD

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

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MantisShrimp
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by MantisShrimp » Mon Jun 20, 2016 6:31 am

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 » Mon Jun 20, 2016 7:41 am

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 » Mon Jun 20, 2016 9:32 am

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

Post by YuokiTani » Mon Jun 20, 2016 8:49 pm

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 » Tue Jun 21, 2016 1:43 pm

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 » Tue Jun 21, 2016 2:53 pm

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 » Tue Jun 21, 2016 4:18 pm

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 » Sun Jun 26, 2016 12:17 am

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 » Sun Jun 26, 2016 10:22 am

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 » Sun Jun 26, 2016 12:30 pm

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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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by miturion » Mon Jun 27, 2016 2:23 pm

These look so cool. The pipes look great too.

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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani » Fri Jul 01, 2016 6:50 pm

with maybe a little more improvement it will work as Trader-Ultimate and can replace the old pfw end-game-buildings (be rich and show this) ... if you need a reason to collect something this could be a reason.
don't get to enthusastic, i don't break the game-physics and most things more decorative (with some functions)
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani » Wed Jul 20, 2016 7:01 pm

if the recipes not worth the build - the gfx-animation are ;)

i prepare yuoki 0.3.58 - typical industrial-smelting in its own yi-way ;)
in my video i set this bad example featured in a screenshot (it's unmodified 6 plates/second/machine)
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sometimes a special situation needs special equipment
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani » Tue Aug 23, 2016 6:17 pm

to support people who made videos with Yuoki-Industries i will make some pictures aviable ... size in 1920 x 1080
click for enlarge ^^ (+color edit variant)
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Re: Concepts + GFX related to Yuoki-Industries MOD

Post by YuokiTani » Mon Feb 11, 2019 4:38 pm

After long annoyment make the gfx some sort of wrong i found today a solution. i was not really searching but testing around some things. I hope this will help to improve some gfx and removes the weird settings i had the train-animations with a vertical-stretch. but this still, i need to test.

The difference you can see is marginal for most people i think, but the angle of the cimota and many other machinery looks always wrong compare and nearby a vanilla machine. after some changes the cimota-angle looks now better. the other benefit is a easier connection handling and remove some tricks to make the gfx looks long enough.

orginal:
Image

changed: (cimota only)
Image

I will test this a little more and share the solution later. it's not very complicated.

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