Yuoki Industries - Informations, Suggestions, Questions

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

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Peppe
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Peppe »

Not sure if you have a plan for more inserters, but at least in my game the inserter row wraps at 10, so one evade inserter was in a row by itself. If it is going to take two rows anyway might as well organize them a bit?

I would sort maybe all the left/right ones to their own line.
Not sure where diagnol fits, but I think the long handed and 4x should move to the end. So you have all the 1 length inserts first and then the 2x and 4x.

Example using a local mod to override positions:
Image
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

it's atm in my version (next release) changed to
more focussed at mostly use. but i also want to remove 1 inserter to have only 10.
more lines leads to a scrollbar that i really hate (small screen resolutions) - so i try not to exceed 10x10 recipes/tab (current i fail)

Image
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Peppe »

YuokiTani wrote:it's atm in my version (next release) changed to
more focussed at mostly use. but i also want to remove 1 inserter to have only 10.
more lines leads to a scrollbar that i really hate (small screen resolutions) - so i try not to exceed 10x10 recipes/tab (current i fail)

Image
Nice i like the tweaks. On the row count in a group, i have a local mod where I move some things around -- trying to keep to 2 rows of groups and then squish the group with the most subgroups down to at least the level of the next highest... currently that is angels refining, which has 2 more rows than the Yuoki tab, so don't feel bad :)

Looks like washed iron/copper are wrapping with line 2 in your shot. Would it make sense to move washed iron+copper down to the smelted copper/iron row? You could have the washed iron / copper, the smelted, and the brick. Maybe move the slag hole brick up a row with the other intermediates. So you would have a row of final products -- washed iron / copper is kinda both a final and intermediate depending on if you can smelt it or not.

You might hint in the description of pure iron/copper recipe on this tab that they can be used in the furnace now or be smelted. I think you can see that in the vanilla intermediate tab, but a new player may not see it.

On the intermediate rows (drilled dirt to orange stuff)... might be worth it to sort those two rows by machine. Like dirt, drilled dirt, alien artifacts, crushed recipes, pressed recipes, assembler recipes, and then furnace recipes.

Reputation maybe should be in the energy or atomics tab? I know it consumes energy to create, but it's machine is over in energy and it is mainly used in atomics.
sore68
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by sore68 »

Hi Yuoki~


A2 pipe image has been pushed to the right
pipe
A2-UGPC and pipe does not look like the connection
can you change this image??
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

yes, of course - it will be fixed in next version ... soon
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by kinnom »

are there plans for railways addons?
no yes yes no yes no yes yes
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

kinnom wrote:are there plans for railways addons?
depends on what you expect - but some new locomotives and wagons, reducing tiles - yes; new buildings, cross-signs, fences atm - no.
first i need to update the gfx to the 0.13+ system. (mostly all long-vehicles and auto-stretch, maybe color-choose for locomotives)

you can leave a comment or suggestion also in the railway-thread.
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Ethan_faulkner »

can you fix your newest version. It isn't working for me
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Mooncat »

Ethan_faulkner wrote:can you fix your newest version. It isn't working for me
You can't just say "fix it" without telling people what should be fixed. :roll:
Any error? Production problem? Graphical problem?
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by danymatrix69 »

hi! same error here with 14.4 version. tkz
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Peppe »

danymatrix69 wrote:hi! same error here with 14.4 version. tkz
I don't think Yuoki rail has a .14 update... so did you update it yourself?

The error is likely from trains getting equipment grids, so any mod trains will also need to add the required equipment grid fields to their entity prototype.
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Mooncat »

danymatrix69 wrote:hi! same error here with 14.4 version. tkz
This may help: viewtopic.php?f=51&t=6987&start=560#p203357
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Peppe »

Yuoki mod data.lua Player inventory size is set to 100. Larger Inventory mod sets it to 120. I guess mod load order puts your mod last, so your change conflicts with larger inventory mod.

Can you check if the player inventory has already been set to something higher then your value before setting it yourself?

Maybe the same for the long reach values in your data.lua.
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Airat9000 »

YuokiTani wrote:
kinnom wrote:are there plans for railways addons?
depends on what you expect - but some new locomotives and wagons, reducing tiles - yes; new buildings, cross-signs, fences atm - no.
first i need to update the gfx to the 0.13+ system. (mostly all long-vehicles and auto-stretch, maybe color-choose for locomotives)

you can leave a comment or suggestion also in the railway-thread.
Hello friend I have a favor to ask you, how can you have Angels with mod to separate your resource? to make and separate respawn.

привет друг у меня к тебе просьба, как можно у Ангелов,с мод отделить твой ресурс? сделать и отдельный респаун.
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Peppe »

Airat9000 wrote:
YuokiTani wrote:
kinnom wrote:are there plans for railways addons?
depends on what you expect - but some new locomotives and wagons, reducing tiles - yes; new buildings, cross-signs, fences atm - no.
first i need to update the gfx to the 0.13+ system. (mostly all long-vehicles and auto-stretch, maybe color-choose for locomotives)

you can leave a comment or suggestion also in the railway-thread.
Hello friend I have a favor to ask you, how can you have Angels with mod to separate your resource? to make and separate respawn.

привет друг у меня к тебе просьба, как можно у Ангелов,с мод отделить твой ресурс? сделать и отдельный респаун.
Angel's refining is the mod that disable's Yuoki's ore spawn.

You will have to edit angel's mod if you want Yuoki's mods to still spawn with Angels Refining installed.
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

Errors for YI_PFW + Railways (including Addons) fixed for factorio 0.14.5 (downloads in Forum-Section)

next YI release sets inventory to 120 and reach to 10K - and i hope to rearrange some recipe-icons in a better way (peppe's suggestions).
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Peppe »

If you are in there updated minor things I would change the Purified Iron/Copper text to just indicate they can be smelted in a furnace for 2x iron plate.

The purified iron recipe in Yuoki's tab says "get cleaner iron"

The intermediate tab shows a 2 x smelting purified iron

If you can work iron plates into one or both, or on the intermediate tab one add iron plate to the icon, so it does not look the same as the production recipe?


Also the slag tile subgroup is out of sync. Looks like they should be on the energy tab, but are in the Yuoki tab?
z_groups.lua
{ type="item-subgroup", group="yuoki", order="za", name="y_tiles", }, --old + new tiles

Recipe:
{
type = "recipe",
name = "y_tile_slagfilled_recipe",
category = "yuoki-formpress-recipe", --
enabled = "true",
energy_required = 2.00,
ingredients = {
{ type = "item", name = "y-slag" , amount = 4.0, },
},
results = {
{ type = "item", name = "y_tile_slagfilled", amount = 2.0, },
},
icon = "__Yuoki__/graphics/entity/path_tiles/pslag_icon.png",
order = "a", group = "yuoki-energy", subgroup = "y_tiles",
}
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

thx,
i can fix this ...

it's a good question if the change of the recipe-icons now more confusing or not. but i will give new icons a try.
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Peppe »

Another minor graphics thing.

Unicomp icon is used instead of item icon and down arrow overlay on the create unicomp from Yuoki batteries and alien artifacts (red circles).

No up arrow on unicomp to vanilla battery and alien artifacts (green circles).

Liquid Unicomp convert/reverse recipes circled in blue are kinda different than the rest. I think they are in opposite spots? The stack of blocks one would be a down arrow one, so should be up where the liquid one is. The liquid one takes unicomp so it would be an up arrow and with the lower rows.
Maybe sort them together on the oil line? Give them a new arrow forming a circle? Like a recycle symbol?
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

yes, because this was a change in the dark days ... i thinked the fps-drops in 0.13 comes from deep-tech-tree calculation, so i made this change. i'am still unhappy with this. fps seems fixed so i can go back to the recipe (Vanilla-Batteries from Yuoki-Batteries) before.

Liquid unicomp in Fluids-Tab is maybe confuseing ? - but i don't use this ^^ so it can be moved and is together with canister-filling uc than.
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