Yuoki Industries - Informations, Suggestions, Questions

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

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by Nagshell »

Help needed - Not sure if that's because of patch 11.22 or something, but GearBox is not working properly -.-
Edit: GearBox is working only if mechanical force is staying in it's output buffer -> If we use more force then Gearbox can produce it'll stop working.

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by YuokiTani »

Nagshell wrote:Help needed - Not sure if that's because of patch 11.22 or something, but GearBox is not working properly -.-
Edit: GearBox is working only if mechanical force is staying in it's output buffer -> If we use more force then Gearbox can produce it'll stop working.
i'am not sure, but make sure you have power at your gearbox. typically gearbox is on same power-net, but if you take to much the generator stops, and with it the gearbox. 1 solar-stirling/panel can kickstart the system again.

i place accumulators "only" to make my game-world more colorful ;)
for reputation is planed to change this into advanced-recipes or advanced materials, also should deviver weapons or material give some reputation. so that you have profit and fame as conflict maker/solver ;)
but i think the game is not at that point i can say at 1000 reputation i give you a tech, or entity without hardcore lua-coding.

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by Nagshell »

If you drain Mechanical Power too fast from GearBox it does not heat it up to 200 :(
For now I'm trying to count how much machines I can put so gearbox is working without temperature fail.
Edit:
Currently none of Mechanical Power recipes is efficient. At most I reached like 56% efficiency
Another thing is about PFW - I didn't do whole math yet, but at this point Magnetic Blocks can't be used in any way.
And that propably makes many recipes don't profit, as you can't get UCA back from Magnetic Blocks.
So we are waiting for Gauss Guns or something else that could use them :P
Edit 2.0:
Biomass Cubes are completly OP
If you burn extra fuel (wood) from Soldiers and trade them, you get 14563 MJ of additional fuel energy per 1 UCA-2 produced. So you make free UCA-2 and generate fuel at same time. At least it's not very fast.
I was suprised, but Standard Electric Charge chain is better at producing UCA-2 than Special Drill :P

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by YuokiTani »

Nagshell wrote:If you drain Mechanical Power too fast from GearBox it does not heat it up to 200 :(
For now I'm trying to count how much machines I can put so gearbox is working without temperature fail.
Edit:
Currently none of Mechanical Power recipes is efficient. At most I reached like 56% efficiency
Another thing is about PFW - I didn't do whole math yet, but at this point Magnetic Blocks can't be used in any way.
And that propably makes many recipes don't profit, as you can't get UCA back from Magnetic Blocks.
So we are waiting for Gauss Guns or something else that could use them :P
Edit 2.0:
Biomass Cubes are completly OP
If you burn extra fuel (wood) from Soldiers and trade them, you get 14563 MJ of additional fuel energy per 1 UCA-2 produced. So you make free UCA-2 and generate fuel at same time. At least it's not very fast.
I was suprised, but Standard Electric Charge chain is better at producing UCA-2 than Special Drill :P
PFW is 1/3 done ;) - Still todo, Vehice-, Tank, Heavy Gun- and Support-Factory (needs another ~ 25-30 Core-Recipes and some support-Recipes) - all needs fitted under 100 Recipes in Total, to not scroll in recipe-screen :) - Magnetic Blocks, Ultra-Wire more for later use. i'am not really sure how much i break this down, but for vehicle and tanks at least into engine, hull/frame, weapon+equiment/equiment. But i need before test all recipes and build all current pfw-chains or someone else do this :) - i think this would take a good amount of playtime ^^

maybe i should turn it into a 1:1 cycle with biomass for soldiers as byproduct.

i want digging for Blue/Green only as last option, if you can't reach something in starting-area. i think at the moment it provides still to much UC-2 for free.

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by dffactor »

Hallo Yuoki,

Kurze Frage wie kann man die Cyborgs benutzen? Denn gebaut haben wir diese schon.

Wäre nett wenn du uns das Verraten könntest.

Danke schon mal für die nette Mod.

Grüße

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by YuokiTani »

dffactor wrote:Hallo Yuoki,
Kurze Frage wie kann man die Cyborgs benutzen? Denn gebaut haben wir diese schon.
Wäre nett wenn du uns das Verraten könntest.
Danke schon mal für die nette Mod.
Grüße
Wäre cool wenn man damit rumlaufen könnte, geht aber leider nicht - sind nur Handelsware/Kanonenfutter - so wie Soldaten im richtigen Leben.
Aber ist ne gute Idee, vielleicht lassen sich ja Kampfroboter daraus machen.

Question: How to use Cyborgs ?
Anwser: It would be a nice option to walk around with cyborgs, but this is not possible - cyborgs are trade-goods/cannon-fodder - like in real-life. But good idea maybe i can turn them into combat-robots.

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by dffactor »

Danke für die schnelle Antwort :D.
Aber ist ne gute Idee, vielleicht lassen sich ja Kampfroboter daraus machen.
Ja wäre es, vor allem in der Verbindung mit anderen Mods, z.b. Dytech oder so.

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by Nagshell »

Theorycrafting Saturday
Part 3.1 In-depth Profits From War part 1

I counted beacons hitting only 1 building each, so in more clever designs you can get even better results.
I used 1 beacon per Crusher, 2 beacons per PFW Factory and 2 beacons per Trade Node
Modules with 40% energy reduction are sufficient.

I summed up costs of producing 1 UCA-2 using specific chains, so they are easly comparable by energy efficiency.
Also worth noting is that if recipe is more energy efficient it's propably also producing less polution.
They may differ in production speed.
------------------------
Base Line
Dirt -> UCA-2 : 20,33 MJ per UCA-2
Dirt -> UCA-2 : 4,08 MJ per UCA-2 (with modules and beacons)
------------------------
UCA-2 -> UCA-2 chains
Close Combat Weapons chain: 25,20 MJ per UCA-2
Standard Electrical Charge chain : 20,01 MJ per UCA-2
Grenade Launchers chain : 19,78 MJ per UCA-2
Soldier chain : 12,06 MJ per UCA-2
Close Combat Weapons chain: 0,40 MJ per UCA-2 (with modules and beacons)
Standard Electrical Charge chain : -0,05 MJ per UCA-2 (with modules and beacons)
Grenade Launchers chain : -0,68 MJ per UCA-2 (with modules and beacons)
Soldier chain : -9,50 MJ per UCA-2 (with modules and beacons)
^- If negative then it produces energy and UCA-2 ^^

propably best in category Soldier Chain with modules
------------------------
UCA-2 -> Green Fractals chains
Base recipe : 7 UCA-2 + 0,3 MJ per GF

Standard Projectile Crate chain : 3,99 UCA-2 + 83,97 MJ per GF
Shaden chain : 1,49 UCA-2 + 62,22 MJ per GF
Asklepios chain : 0,38 UCA-2 + 50,86 MJ per GF
Standard Projectile Crate chain : 3,99 UCA-2 + -1,47 MJ per GF (with modules and beacons)
Shaden chain : 1,49 UCA-2 + -41,57 MJ per GF (with modules and beacons)
Asklepios chain : 0,38 UCA-2 + -14,05 MJ per GF (with modules and beacons)

propably best in category Shaden chain with modules and beacons (energy production)
or Asklepion chain with modules and beacons (UCA-2 cost per GF)
Propably speed is deciding factor in choosing which one from above should you use
-------------------------



Incoming in next Saturday Theorycrafting
Part 3: Rest of In-Depth Profits from War (propably in even more parts)
Part 4: YI-Engines - How efficient they are?
Part 5: Summary with Modules and Example Power Plants and Fuel Managment Designs

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by YuokiTani »

if you want, you can send me Theocrafting also as pdf or per pm ... so i can patch the parts to a book if you want ... like >example<
and of course link this to first page (but this means not much more read)

if have changed for next version 0.2.28 getting green and blue dust for free (through dirt) a little. this effects only the chain before using the dust, and has not much effect on energy-use. but of course i respect your work so, i think uploading a new version can wait a month.

you need not to dig to deep into yi-engines because if a future factorio-version breaks this i would this addon/concept give up. i think i can't fix it in future, this applies only to the after-gearbox use (->MF for Electric Generators) because this use lua-code. before you step into part 4 (overnext saturday - 16.May ? - make sure use the current version) - if i know you theocrafting this i will rework this and integrate some planed things with temporary-gfx.

and your testing with pfw gives me the idea to make a video-series about solving the pfw-production puzzle :) - of course with some profit at the end - i hope ;) (with Testmod - i'am not crazy) - the same, if someone watch i post my attempts at > youtube <

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by Nagshell »

YuokiTani wrote:if you want, you can send me Theocrafting also as pdf or per pm ... so i can patch the parts to a book if you want ... like >example<
and of course link this to first page (but this means not much more read)
After I'll finish all parts I'm gonna to send you it again in another file. For now I'm still preparing some systems, and I'm currently thinking about writing a little program to calculate things even better.
YuokiTani wrote: if have changed for next version 0.2.28 getting green and blue dust for free (through dirt) a little. this effects only the chain before using the dust, and has not much effect on energy-use. but of course i respect your work so, i think uploading a new version can wait a month.
I spend last few days on preparing recipe spreadsheet, which recalculates everything. So If you change recipe to give like 1 more UCA-2 i can recalculate all my data in like 5 min. So don't worry about updates, even better, post them if you think they are ready :)
YuokiTani wrote: you need not to dig to deep into yi-engines because if a future factorio-version breaks this i would this addon/concept give up. i think i can't fix it in future, this applies only to the after-gearbox use (->MF for Electric Generators) because this use lua-code. before you step into part 4 (overnext saturday - 16.May ? - make sure use the current version) - if i know you theocrafting this i will rework this and integrate some planed things with temporary-gfx.
I found a good way to not break GearBox, but it's still not good. It's like boiler with 52% efficiency, so currently it's not worth it to use it :(

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by YuokiTani »

Tata !!! :shock:

1 year Yuoki-Industries Modification.

(Post subject: Yuoki Industries 0.2.27 (11.17+) PostPosted: Thu May 08, 2014 9:56 pm) <- see at First Page

the funniest thing last months here ? - i need to search my own mod in forum ... i have now bookmarked this thread ^^ to find it.
(i had never agree with moving this thread from WIP-Section - final/release version or not)

i don't count how many downloads this mod has or the addons ... so i don't know how many people play with this mod or have tested over the time -> of course 1 (myself)
but i think i continue shareing new mod/addon-versions with you, and thank you for all ideas, suggestions and support.

but let's see if factorio allow another year of playing & modding.

YI-Addon PFW 0.0.3 > download <
- too many new stuff to describe in a few words ;) - you can view the videos if you want more information about.
Last edited by YuokiTani on Fri May 08, 2015 4:23 pm, edited 2 times in total.

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by matpmag »

YuokiTani wrote: 1 year Yuoki-Industries Modification.
Happy Birthday Yuoki Industries! :lol:

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by 1M_Industries »

Hey! One whole year! Congrats! You can add another count to the number of players you have, as I have been here for a while, and I have even saved worlds just to keep working on Youki Industries factories. http://imgur.com/3u9skDd,cThfPfA,H9H2Hvx,jnBhjLO (Ps: anyone know if there is a screenshot key in Factorio?)

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by YuokiTani »

Thank You !

I think you can upgrade an play YI also still on factorio 0.10.X ... of course some things changed in newer versions. but sometimes is older better ;)

i have added and changed little stuff to Addon YI-Engines
- changed Stirling-Engine from 1x1 to 2x2 and outputs now 0.4 MF - reduced fuel-consume too.
- changed MF outputs of Fluid-Engine and Solid-Fuel-Engine to max. 4.0 MF (from 2.5)
- added Water-Pump - you can pump out deep-ground water at any place - needs MF to work
- added Small Electric Motor - generate MF from Electric Power - because graphical glitches its 3x3 but i give not up, and change this later.

Download: YI-Engines 0.1.1

all fitted into this picture
Image

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by Thomasnotused »

Happy (a little late) birthday!
And congrats on getting your own sub-forum :D
I have no idea what I'm doing.

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by ssilk »

It was time.... :)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by Zellenon »

I seem to be having the following problem with Yuoki. I just have the base mod installed, and whenever I launch the game, whether I have the .zip version or the folder version installed, I get a blank screen and an "Unexpected error, please post log to forums" alert. So, here is the log. I would have tried to sort it out myself (I usually like to do things myself with mods), but the log really had nothing useful. But here it is:
log file
And here is the total list of mods I have installed:
The entirety of the 5DIM pack
Compression Chests
Endless Resources
F-Mod
Flechette Rifle
Fluid Void
Landfill
Mocombat
Mohole
Mopower
N.Tech Chem
Pocketbots
Slipstream
Treefarm (Both versions)

I should note that on my friend's computer, I was able to run all these mods (and more) alongside Yuoki. The only difference is that he was running an older version. Did Yuoki break with the newest version? and if it did, how do I backdate? I care more about Yuoki than I do having the newest version of Factorio :)

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by YuokiTani »

Zellenon wrote:I seem to be having the following problem with Yuoki. I just have the base mod installed, and whenever I launch the game, whether I have the .zip version or the folder version installed, I get a blank screen and an "Unexpected error, please post log to forums" alert. So, here is the log. I would have tried to sort it out myself (I usually like to do things myself with mods), but the log really had nothing useful.
I should note that on my friend's computer, I was able to run all these mods (and more) alongside Yuoki. The only difference is that he was running an older version. Did Yuoki break with the newest version? and if it did, how do I backdate? I care more about Yuoki than I do having the newest version of Factorio :)
you are right, the log is not useful :) - you should post this in log-thread but i think there is no help because it's a modded log.

before you read next lines, try, delete the crop-cache.dat in factorio-directory and restart factorio.

all previous versions of YI still aviable - YI is playable with factorio 0.11.22 - but if you upgrade from let's say YI 0.2.12 -> 0.2.27 is maybe trouble. If you have factorio updated from 0.10.X to 0.11.X you need to try YI-version after version - because factorio has internally changed some entity-methods and i didn't follow this.

you can also test invert, make a copy of factory + YI without other mods and see if it's run. if it's not running maybe the log is more useful then.

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by Zellenon »

First off: I meant older version of factorio, not of your mod.
Second off: Thanks for the quick reply! I mean... wow.
Third: Trying to launch with the latest version of Yuoki and Just Yuoki works without a hitch. I guess there's just an incompatibility.


EDIT: It is with deep sadness that I announce your mod's incompatibility with F-Mod and the MoMods modpack. I am at a loss. I have the most updated version of everything.

EDIT THE SECOND: Your engines add-on also seems to be incompatible with the latest version (and all other versions, sans testing) of Treefarm. Which... sucks.



Anyway, I appreciate the tips. My game is running smooth as butter, and I do hope you'll be able to iron out the bugs pertaining to these mods. Good Luck, and Thanks! :mrgreen:

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Re: Yuoki Industries 0.2.27 (11.17+)

Post by YuokiTani »

i will review my mod + addon and in next version i take the last and oldest parts/items and move them into yi-mod-namespace. (you will lost some items ingame)
i had suggest long time ago all modders use own prefix to make sure no double use of item/entity-words are in the mods. after changeing the last 3 or 4 items should no conflict remain from yuoki-industries side. but i will take also a look into F-Mod and MoMods - Code to see whats going on.

For YI-Engines is very possible next factorio-version breaks the mechanic completly (means Gearbox -> Power-Generation). sure it makes some machines useless, but i will find a other way to make MF an alternative for doing some work.

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