Yuoki Industries - Addon PFW (obsolete)

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

Moderator: YuokiTani

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Yuoki Industries - Addon PFW (obsolete)

Post by YuokiTani »

Type: Addon
Name: Profit From War/Weapons
Description: adds machinery, items and recipes to build weapons & items to trade for material
License:
Version: 0.4.15
Release: 2016-10-23
Tested-With-Factorio-Version: 0.14.11+, need Addon YI-Engines 0.4.19+
Category: Other
Tags: Addon, Yuoki-Industries

Version 0.4.15 Changes !
- removed duplicate recipes

Version 0.4.14 Changes !
- fixed Walker-Armor access

0.14 - Download-Url: YI - PFW 0.4.15 - 23.10.2016
0.13 - Download-Url: YI - PFW 0.3.12 ~ 6.5 MB - 07.Jul.2016 - 20:53 (CET)
0.12 - Download-Url: YI - PFW 0.0.10 ~ 6.5 MB - 17.Jun.2016 - 19:26 (CET)

compatible with YI 0.2.40
Download-Url: YI - PFW 0.0.6 ~ 6.4 MB - 20.Jul.2015 - 17:51 (CET)
Website: -
Long description
Pictures
Version history

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.4

Post by YuokiTani »

version 0.0.4

- before you update make sure you have Addon YI-Engines
- value-sheet updated
- some new organisation
- Truck/Vehicle-factory aviable
- some other new items added, some with retrade possibility
- you can watch latest videos to get a better overview

I know some of you want to use this stuff ingame. If it fits into game-style i think it is possible, but of course it needs way more copy&paste - code ^^ - and i can say this is a painful task. anyways for some stuff it's not very useful and possible because engine-limits (i don't want extra code because it fails after factorio-updates)
another great drawback is in my opinion interaction and intersection with other mods. i really want avoid stuff that other mods add or make better. (exceptions for things i like my personal way more)
And of course it can be very funny run around as a fully armed Mech (changed charakter-gfx) and crush the Alien-Scum ;) - But my and your time is limited.

no new release/version planed until July (exception may occur)

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.4

Post by YuokiTani »

little preview into PFW 0.0.5
and i hope you forgive me - i'am not working on research/techtree atm.

before someone this picture missunderstands - your new mech is ingame a armor - not a tank/locomotive because i think i can't give a tank a walk-
animation.
video that shows some action (early preview not all done/fixed) -> Youtube <-
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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.5 (f0.12)

Post by YuokiTani »

PFW 0.0.5
- Patched Release for factorio 0.12
- Walker-GFX unchanged but no crash's - it's now a possible option to change player-armor-gfx

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by YuokiTani »

PFW 0.0.6 - last version before reorganisation

notes
- fixed component-factory mining
- fighting in mech/robo has no animation just hovering you can see below.
- mech-armor now a 12x12 grid (changed from 10x10)
- all personal-equiment has values to compare with vanilla-f12

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by JohnDoe »

Why does this mod change the walking sound of the player?

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by YuokiTani »

JohnDoe wrote:Why does this mod change the walking sound of the player?
walk-sound can't changed by mod ... only eating, heartbeat and that's not overwritten ...

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by JohnDoe »

YuokiTani wrote:
JohnDoe wrote:Why does this mod change the walking sound of the player?
walk-sound can't changed by mod ... only eating, heartbeat and that's not overwritten ...
I am very sure that this mod changes the walking sound of the player, both on sand and on grass. I am using Factorio 0.12.4, Yuoki Industries 0.2.33, Engines 0.1.5 and PFW 0.0.6. Only when toggling PFW in the mod list does the walking sound change.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by bruteman »

confirmed this mod in 12.5 is overriding the walking sounds and its also overriding other mods somehow (larger inventory / dytech / more light are just a few) removed the mod for now and its back to normal.

I suspect its because of the empty functions in the control.lua :

Code: Select all

require "defines"

game.on_init(function()
	
end)


game.on_load(function()	
	
end)

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by YuokiTani »

bruteman wrote:confirmed this mod in 12.5 is overriding the walking sounds and its also overriding other mods somehow (larger inventory / dytech / more light are just a few) removed the mod for now and its back to normal.
I suspect its because of the empty functions in the control.lua :
[/code]
no, i reviewed this ... seems some things are hardcoded - and if you load this addon at last it overwrites the inventory-size with 60 (changed to 100 now) - but the sound.
i can't hear a difference between with addon or without still the same walking sound.
you can switch off player override (and with this the armor)
if you edit the data.lua

change last line
require("prototypes.uo_fabx")
to
-- require("prototypes.uo_fabx")

you can still use the better armor but without the extra animation.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by bruteman »

YuokiTani wrote:
bruteman wrote:confirmed this mod in 12.5 is overriding the walking sounds and its also overriding other mods somehow (larger inventory / dytech / more light are just a few) removed the mod for now and its back to normal.
I suspect its because of the empty functions in the control.lua :
[/code]
no, i reviewed this ... seems some things are hardcoded - and if you load this addon at last it overwrites the inventory-size with 60 (changed to 100 now) - but the sound.
i can't hear a difference between with addon or without still the same walking sound.
you can switch off player override (and with this the armor)
if you edit the data.lua

change last line
require("prototypes.uo_fabx")
to
-- require("prototypes.uo_fabx")

you can still use the better armor but without the extra animation.
so if i rename the mod folder to AAA_ or something to make it load first it your saying it would not interfere with Larger inventory (double inv) or More light (light radius) as they would load after this?

Edit: didn't work i renamed and changed the path in all prototypes to __001_yi_pfw__ and it still blocked the more light mod and the larger inventory its baffling.

Edit2 : changing data.lua to -- require("prototypes.uo_fabx") fixes the mod conflicts as well its strange but for now that's the solution i was looking for more light and the larger inventory mods are back working thanks.

Edit 3: I see what you have done in UO_fabx you have overridden everything in the player profile entirely light inventory etc. was it necessary to over ride every aspect of the player with defaults again for the new animations??
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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by YuokiTani »

in first place i was happy get the animation changed without a crash like in the versions before. without other mods i didn't notice the changes or restrictions.
maybe there is a better solution - but for me the first and easy way was functional so i don't think more about it.

overwriting only some methods is not working, and it was an experiment if it possible to change the animation/armor.
some other mods have more and different equiment with research - so i don't need to keep it.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by Berserker55 »

Which items can actually be used? It seems many are placeholder/trade items. An indication or something would be nice.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by YuokiTani »

Berserker55 wrote:Which items can actually be used? It seems many are placeholder/trade items. An indication or something would be nice.
all items with additional stats.
if you mouseover you can see on shields - capacity on weapons - range etc.

and let's warn you ... the items with stats = useable items are the wrong parts. the whole addon targets trading not using or wearing stuff.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by Airat9000 »

and why do we need cyborgs?
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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by Dragonchampion »

For those wanting this with 12.19, be sure to go into the zip file using 7zip, find "control.lua" and edit all lines that say "game.on_load(function()" to say "script.on_load(function()". when you do this, it solves an issue where the game doesn't allow you to generate a new game.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by YuokiTani »

Dragonchampion wrote:For those wanting this with 12.19, be sure to go into the zip file using 7zip, find "control.lua" and edit all lines that say "game.on_load(function()" to say "script.on_load(function()". when you do this, it solves an issue where the game doesn't allow you to generate a new game.
YI_PFW has no control.lua, all other Addons in last version are updated :)

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by Dragonchampion »

Strange, I must have an old version then. Sorry for the confusion!

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by YuokiTani »

if your YI-PFW.zip contains a control.lua simply delete this in the *.zip file.

some mistake happen and the YI-PFW.zip can have a old control.lua.

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Re: Yuoki Industries - Addon PFW (Profit From War/Weapons) - 0.0.6 (f0.12)

Post by monty »

This mod adds a fair bit to the production chain but they dont have any tech tree line. Maybe a little advanced research could be used here.

Also the output from these products needs to be balanced. Most of the final products that gives anything other than the the "pink balls" have a less than 100% exchange, making the PDF of profit u gave incorrect. For the profit the maximum value has been used and not the exchange value.

Also the amount of energy this thing requires is insanely high. Unless yokio energy, more specifically the engine mod isnt being used, its always WAY TOO MUCH in loss to run this mod. Although the reason to use it is barely profit, i see it more as a fun extension, which it aces.
Addition of few new lines
Also could you reduce the reduction of byproducts from 10% to 2~5%,it would work better.
Also the energy producing recipe needs balancing. The assembly machine consumes 100 MW of power, and the recipe has way to long a time, it basically consumes more energy than the raw resources provide. And the drain of 5MW is also way to high.

An overall addition of 15 to 20% (without energy) or 5 to 15 % (with energy being considered as an input) would be great. And please take coal as the standard resource for energy, at 8MJ of energy per unit.

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