Yuoki Industries - Informations, Suggestions, Questions

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

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YuokiTani
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

combination of an old world, coded mods (yi-engines + yi-railways) can crash the game after 30-60 seconds (independend from your action) ...
if it happens to you please wait for an updated version.
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by NekoiNemo »

Main Yuoki industries mod crashes the game on startup if yi_engines mod is not present (Path __yi_engines__/graphics/icons/tech02_32.png does not match any mod.)

__yi_engines__ is referenced in prototypes/entity/e_pipes.lua and prototypes/items.lua
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Lemmy »

Factorio doesn't start. Error-message:

Error in assignID, item-subgroup with name 'yir_uranium_power' does not exist

The problem might be in this file: z_yira_yuokirails_0.3.2
Fatmice
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Fatmice »

Lemmy wrote:Factorio doesn't start. Error-message:

Error in assignID, item-subgroup with name 'yir_uranium_power' does not exist

The problem might be in this file: z_yira_yuokirails_0.3.2
You're suppose to use the top three links for the rails addon and not use the individual ones anymore. There is no such error for me.
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Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
YuokiTani
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

NekoiNemo wrote:Main Yuoki industries mod crashes the game on startup if yi_engines mod is not present (Path __yi_engines__/graphics/icons/tech02_32.png does not match any mod.)
__yi_engines__ is referenced in prototypes/entity/e_pipes.lua and prototypes/items.lua
fixed in current 0.3.48 build
- also most recipes with name- and status-issues
- turbines back in energy-tab
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

again a new version - but looks now more stable for me ...

0.3.49
changes/fixes:
- walls to show the gate-indicator (also was this the crash-reason ?)
- breaking the Power-Plant gives you a MEG-5.4-S
- SS-800-P build-recipe removed, breaking a SS-800-P give you a SS-800-S
- SS-800-S has a new blue-gfx instead of green

improved gfx/animation
Image
Codec
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Codec »

YuokiTani wrote:again a new version - but looks now more stable for me ...

0.3.49
changes/fixes:
- walls to show the gate-indicator (also was this the crash-reason ?)
- breaking the Power-Plant gives you a MEG-5.4-S
- SS-800-P build-recipe removed, breaking a SS-800-P give you a SS-800-S
- SS-800-S has a new blue-gfx instead of green

improved gfx/animation
Image
Are you going to make everything that high resolution? Looks great!
YuokiTani
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

Codec wrote: Are you going to make everything that high resolution? Looks great!
no,
- the screen is a bad example, not always is the improvement that much to see.
- not enough time and/or enthusiasm
- reworking limits makeing/testing new ideas

simple math compare:
vanila = ~ 75 entities (gfx ~ 118 MB)

yuoki-core = ~ 101 entities (gfx ~ 48.5 MB)
yuoki-engines = ~ 24 entities (gfx ~ 33.8 MB)
yuoki-pfw = ~ 9 entities (gfx ~ 6.5 MB)
yuoki-railways = ~ 89 entities (include add-ons) (gfx ~ 208 MB)

but of course quantity says nothing about quality :)
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Gergith »

Do you have plans to add your mod to https://mods.factorio.com?

I am in no rush as I'm probably not going to update for a little while, and it's still super easy to manually install mods.

Just more curious :) I was going through all my mods I love and yours and DyTech were the only two missing. Though DyTech does not seem to be under active development the way your mod is!

Regardless; thanks for your time!
Currently using: Latest Steam build
Plugins: Bob's Mods|DyTech|Yuoki Industries|5Dim's Mod|Mineable Rock|AutoTrash|Advanced Logistics System|Landfill|Long Reach|Upgrade Planner
For Testing: Test Mode

Plus my own: Coordinates mod
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

Gergith wrote:Do you have plans to add your mod to https://mods.factorio.com?
I am in no rush as I'm probably not going to update for a little while, and it's still super easy to manually install mods.
Just more curious :) I was going through all my mods I love and yours and DyTech were the only two missing. Though DyTech does not seem to be under active development the way your mod is!
Regardless; thanks for your time!
yes, but i haven't attempted yet.

if you wish call it development cycle or wave ... at the moment not all production-lines finished (ultimates, mastercrafts) - but soon.
i want a relative round, balanced version so i can close the current cycle before i upload to mods.factorio.com.
so for me looks atm easier to support only one source (forum) where you can get this mod.

yi-engines is playable but new additions not balanced or good tested, yi-pfw also playable but needs changes and restructure
yi-railways most locomotives are needs to removed and reworked for stretch and color-code (maybe easier to drop this and start new ^^)
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

this update is the worst update experience so far in factorio ... in every corner waits a little nasty bug - and many more waiting. atm i try based on error-messages and strange-behavior to figure out what in the game is changed. just like in the past most error-messages and version-changelog are useless.

I apologize for the inconvenience and wasting your time.
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Fatmice »

YuokiTani wrote:this update is the worst update experience so far in factorio ... in every corner waits a little nasty bug - and many more waiting. atm i try based on error-messages and strange-behavior to figure out what in the game is changed. just like in the past most error-messages and version-changelog are useless.

I apologize for the inconvenience and wasting your time.
This is what happens when a year's worth of changes are released. Hang in there.
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Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by GyroByte »

I created a new map to play in 0.13 version.I had YI installed when I created it, played for a "few" hours, and then I noticed that the YI ores have not spawned in the map. I looked around in a really big area and there is none. When I generated the map I had the ore frequency on high, the size on very big and the richness on very good.
I don't want to start a new map (since I did a lot in my current one).
So, is there a way to add the ores to my map?
Is there some console command or something to regenerate the same map but with YI ores? Retrogen?
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by MantisShrimp »

GyroByte wrote:I created a new map to play in 0.13 version.I had YI installed when I created it, played for a "few" hours, and then I noticed that the YI ores have not spawned in the map. I looked around in a really big area and there is none. When I generated the map I had the ore frequency on high, the size on very big and the richness on very good.
I don't want to start a new map (since I did a lot in my current one).
So, is there a way to add the ores to my map?
Is there some console command or something to regenerate the same map but with YI ores? Retrogen?
I don't know if you can do that with vanilla Factorio, but I know you can regenerate all ores with RSO. Though be mindful that RSO is used mainly to lower the spawn rate of ore patches and space them further apart, ideal for train worlds. However, that's configurable. Check out their forum for more info.
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

/c remote.call("yuoki","spawn")

if this not work
console comands

ore-names are "y-res1" and "y-res2"

you can still play/continue your map, it's only more difficult. instead of pressing mud-balls you take the dust (ore-washing) -> build a cimota -> from here you can transform any ressource in others. (like stone/wood into uc and uc into green/blue)
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by GyroByte »

/c remote.call("yuoki","spawn") worked, but the ore patches are very small and very far apart.

I used the console commands from Reddit to give myself 2 patches to get started.
From there I can use the Cimota.

Thank you for the quick reply and thank you for making this great mod. :D
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Fatmice »

GyroByte wrote:/c remote.call("yuoki","spawn") worked, but the ore patches are very small and very far apart.

I used the console commands from Reddit to give myself 2 patches to get started.
From there I can use the Cimota.

Thank you for the quick reply and thank you for making this great mod. :D
Might have something to do with resource generation parameters. If Yuoki used my values straight, that would do it. ;)

Otherwise, it's the game's code that's generating the resources and not something Yuoki can do about it. As an aside, use cimotas to transmute and make as much as you need.
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Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Elafar »

Could you ( GyroByte ) or anyone else kind and knoledgable copy/ paste an example how command should look, I tried several things but nothing works ..
thx in advance
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

i have uploaded a new version 0.3.53.
this version will spawn big ressource-fields or nothing. use /c remote.call("yuoki","spawn") to regenerate.
if you start a new game, check if all resources aviable.

i added a obelisk (energy-tab, last line) (it's a lamp with removeing pollution function).
this recipe-line collect "YI-achievments" - i will remove after some versions the possiblity to craft of these obelisk and statues. so from now you can collect these and if you later watch in a aged savegame you can see these achievements (if you have build some and still use YI)

first you can see here (i think description speaks for itself - also it's not aviable 0.3.55+ ^^)
Image

okay not the best idea and maybe there more important problems to solve, but hey it's Yuoki-Industries :)
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Elafar »

Thank you again for your great work and time spent and for sharing this with us :)
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