Thank you for your list and your pov, but some additional reasons for not implementing in YI - but someone makes a Equivalent Exchange Mod (like the minecraft one) - he/she needs your list
- people fail to understand the basic conversation rate and how to use (cimota itself) ... more complicated or realistic recipes would not help
- people fail to research what they needed to progress
- people tends to use the most OP mod if possible - especially if they get easy access or the item-name say "with me you can cheat"
- people research things, and can't remember what they research or searching the item and don't find it
if you don't believe this, watch some let's Plays with mods ...
- this is a important thing - if i lost fun playing my mod to satisfy some requests which i don't like has this mod/addon no future, because why should i play something what i don't like ?Fatmice wrote:There are positive cycles in Yuoki Industries. They are there because YuokiTani himself wants them there. They are a boon for turtling, which is how he plays. The mod is made primarily for his play style. It wasn't always that way, but has been so quite early on after he realized how people choose to play mods. They play them because they offer convenience or features that vanilla or other mods don't. They also tend toward "OP" mods. This last reason is probably why fewer people play Yuoki Industries than the "other" mods, which I won't mention by name.
this is a good example of a useful/helping post/suggestion in my opinion ...MantisShrimp wrote:@Yuokitanimpressive mod-That's an impressive mod. Thanks, but you misspelled optimization, lol 2 of those in miner, washed the ores, 2 in the furnace = all the freaking copper/iron you'll ever need. Also, finally I have a use for all those unicomps I infused.
-The recipe for the crystal accumulator seems temporary, the new gfx looks amazing though. I imagine it needs superconductors and wires in there. Since there are 2 clear line of accumulators, I feel like the fast charge and regular version should have the same capacity but different charge/discharge rate, otherwise I don't see the point of making slower version aside from the fact that you can upgrade them and not the fast one. Also, the 2 lines should be exclusive like regsmall->regmed->regbig and fastsmall->fastmed->fastbig. Then the last 2 assembly only accumulators requires both regbig/fastbig and then the crystals and some wire/superconductors.
-I finally got around to play with the floor tiles that you added. While they're really cool, they're kind of useless for how I use floor tiles. I spam them by holding down the mouse key and running over whatever I want to have floor. That's just not possible with your tiles since they change depending on the size and changes if they're touching another tile of the same type and thus changes size. Covering an area of any significant size with your floor tiles is a huge hassle as it's impossible to spam. I don't know how some of the gfx would work, but it'll be a good idea to separate them into 9 floor tiles instead of 3, that way we can spam to cover a large area and then go back with a different floor tile for the detail work. They're really cool and I want to use them, but I can't cover 20-something chunks of ground without having it turning into a huge mess or spending so much time to make sure the floor tiles don't change based on size and stuff.
-I feel like purified copper should be used in more recipes. I think its only use is in bullet shells. On the other hand, purified iron is used in one of those fancy crystal that's used in a lot of advanced machinery. I think purified copper should be used in the recipe of the newer crystals, especially ones that will be apart of accumulators or electric-based stuff. Alien crystal fragments should be the base of all of the crystal recipes (to give it an alien-tech base), and then purified copper or iron depending on what they're used for (electricity-based or structure-based) plus various forms of the blue/green ores. The more advanced crystals would also require more advanced version of unicomp(dust, plate, block, infused) or combination of them.
- it's a little bit from the old recipe, and the old values. i will rework the whole accumulator-line - the small gets dropped only into a item, so medium (2x2) and big (3x3) remain. pfw adds later a bigger type maybe 75-100 MJ pro Tile. And splitting load/discharge-rates is a good idea, because atm i use UPS-Flywheels as transmitter between energy-networks (input limits also the output). the original concept was a replace-system ... old->new in same space. but i assume most people build only the best if they can, also the better accumulator was not to hard to make.
- copy into yi_railway/graphics/entity/path_slag - overwrite the old file (checkerbord) - this fixes the Labor-Tiles - i encounter the same problem so i fix this in next version of yi_railways (if you use older version this icon goes into yuoki-zip) - slag-path and labor tile then without placing changes. vents-down is more a separation thing, you switch the tile-size and with it through the tiles - but works best only in single-hand-place, and if nearby tiles have a different type.
- yes, i will consider this. - i prepared 2 more gfx-variants of the new blue-crystal for later use ... in general shows my gameplay-test now a shortage on slag and alien-data-fragments ^^