Yuoki Industries - Informations, Suggestions, Questions

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

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Xankek
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Xankek »

A few pages ago you were talking about sorting the items in the ui to make it look nicer. I would suggest possibly using more tabs, or even sub tabs to help sort the items. The base game has logistics, production, intermediate and combat. But in your tabs, these are all jumbled together, and its hard for me to find what I am looking for, especially when it comes to the production facilities that I need. If each was sorted in to similar tabs as the base game, it would make it a lot easier to go through. Are sub tabs something possible? I do not have much experience with modding but if it is possible I might give it a try for your mod. I very much enjoy how you don't go too over the top with everything.

Though, I find with the lack of tech tree the lack of progression feels weird. I'm even using the tech tree mod, and while I appreciate it, i was able to get a mastercrafted energy set up worth 50MW that produces no pollution before even touching blue science. I know you're against research, but it feels strange.

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

let's see which changes factorio 0.15 make, also to the research. (i don't support the current research-system because i think it's a little stupid) if it steps away from the current system i will include some sort of research.
Sub-Tabs are possible ... but if you add 1 or 2 mods - lets say bob or dytech your complete screen is flooded with tabs. thats reason why i press all in less tabs together. if factorio disables the fixed-window-inventory/research-size more tabs make sense. personal i would reduce the tab-icon-size to 32x32 or 48x48 to get more space and increase tabs to 10 and recipe-lines to 15 and test the reaction from players - but my opinion does not count :)
At the moment it's sorted in basic and electric and item/entity in the tab-lines itself.
this game is alpha ? beta ? final ? ... i forgot ... for this state of development the devs operate very carefully without any experiment or surprising feature.

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Airat9000 »

:D hello man!

questions
Hello! I would like to add new resources and products that could be turned into a unicore-a2 where to dig code?
example Cobalt plate, nickel plate to unicomp-a2
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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

Yuoki_0.4.XX/prototypes/item/ir_atomics.lua

contains all recipes for forward and backward transformation.

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Attal »

Airat9000 wrote:I would like to add new resources and products that could be turned into a unicore-a2 where to dig code?
example Cobalt plate, nickel plate to unicomp-a2
You can try Yuoki and Bob's Ores Integration mod for transform Bob->Yuoki resources

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Attal »

Hi Yuoki!

I just started new game with your mods and non resources on map... (except trees, water and biters)

It is totally impossible to get out of here....

Can you add some simple mod like "Gentleman pack of useful items, needed for live somewhere in the middle of nowhere"?

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

Attal wrote:Hi Yuoki!
I just started new game with your mods and non resources on map... (except trees, water and biters)
It is totally impossible to get out of here....
Can you add some simple mod like "Gentleman pack of useful items, needed for live somewhere in the middle of nowhere"?
If you use one of the scenarios you have a lot of unicomp to start. It's very uncommon that people start maps without ressources :)

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Attal »

YuokiTani wrote:
Attal wrote:Hi Yuoki!
I just started new game with your mods and non resources on map... (except trees, water and biters)
It is totally impossible to get out of here....
Can you add some simple mod like "Gentleman pack of useful items, needed for live somewhere in the middle of nowhere"?
If you use one of the scenarios you have a lot of unicomp to start. It's very uncommon that people start maps without ressources :)
I can't start scenario without resource's....

Probably minimal requirements for map generation is:
  • Skip Burner Stage mod
  • minimum coal, N4 and F7 ore's
  • fast research BlueAssembler and Steel
p.s. I need Waduk for trees!

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Attal »

So... Game without resources are successful. Thank you Yuoki for nice addon!
It's was a good training for Yuoki based megabase without resources in 0.15

Prerequisites:
  • Skip Burner Stage mod
  • poor rare chunks of coal, N4 and F7 ore's
[*]A lot of powerful aliens with Nature evolution mod (Aliens in base game are like kittens agains Yuoki turrets)
[*]Big starting area (you need some time without aliens :))


Game splits to few phases:
  • PHASE 1:
    • Mine coal for energy
    • Research BlueAssembler and Steel with starting resources (enough, but spend very carefully)
  • PHASE 2:
    • Build Cimota
    • Convert F7 to iron and copper(poor ore chunk is enough)
    • Research Engine
  • PHASE 3:
    • Setup basic endless unicorp generation, like
      • corn->vegetable oil->lube->unicorp
      • dirt->fragments->unicorp
    • research electric engine, combinators, armor, guns, blueprints(optionally) and logistic chests(optionally - Yuoki's chests are good, but big - 2x2)
  • PHASE 4:
    • Completelly stop all research
    • Make first Science signs
    • Build Alien Infuser
    • Setup 100MW power generation system, feeded via trasmuted unicorp (ofc -80% energy consumption for AlienInfuser), see example
    • Build defense system
  • PHASE 5:
    • Build Laika
    • Setup powerful unicorp generation system (for me is selling Battlefield Energy Stockpile ~ 500 unicorp/min)
  • PHASE 6: enjoy your game!
@Yuoki, according to your last update
  • Removing sign->rep->sign exchange made game more harder and interesting!
  • Reputation-generation now are useless. you need only 10 for Laika and 20 for armor
  • Split Laika to trade nodes?
  • Two different trade nodes? (first in original addon, second in PFW)
  • Nature sign - easy to collect, almost useless.
  • Red sign - awesome balanced, useful for mastercraft machines in late game
  • Trader sign - very easy to collect via new recipe corn->canned_corn->300!!! sign
  • Science sign - awesome balanced, very useful. Very hard to collect first signs for engine but normal in late game (beacons+research centers)
  • Agronomy, animals and fish like toys, needs a lot of space and hard to find something useful
  • New belts are cool, but both of Special sheet metal recipes are imbalances:
    • Special sheet metal from Verotin are crazy hard to setup and balance for good output (see in Agronomy point upper)
    • Buying for Trader Signs are very cheap (see in Trader sign point upper)
  • I still want starting Yuoki-mod. With few Cimotas and unicorp :)
Energy Setup example
Special sheet metal example

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by giimer »

Hello
I found an undeground tile factory. The things produced on it are decorations or have a different purpose?

I apologize for the bad grammar, I do not speak English.

---------------------------------------------

Здравствуйте
Я обнаружил undeground tile factory. Производимые на ней вещи являются декорациями или имеют иное предназначение?

Прошу прощения за плохую грамматику, я не говорю на англиском.

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Attal »

Underground tile factory used for decoration purposes
except Red Big Accumulator - you need one Cooling platform per accumulator

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

All for decorations. Floor-Lights act as normal lights, inclusive wireing.

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

It's more work as thinked. I need to fix some uncommented lua-entity-changes. Todo this i need again to reverse-engineer the original lua-files. It's hard to predict a time for new YI-versions because i don't know what else is changed. So i see a lot of crashs until the game will work with the mod again.

I have made a video where you can see the crash's & reasons.

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by kinnom »

YuokiTani wrote:It's more work as thinked. I need to fix some uncommented lua-entity-changes. Todo this i need again to reverse-engineer the original lua-files. It's hard to predict a time for new YI-versions because i don't know what else is changed. So i see a lot of crashs until the game will work with the mod again.

I have made a video where you can see the crash's & reasons.
That seems like a hard crash, and is definitely worth posting on the bugs forum
no yes yes no yes no yes yes

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by Rseding91 »

kinnom wrote:
YuokiTani wrote:It's more work as thinked. I need to fix some uncommented lua-entity-changes. Todo this i need again to reverse-engineer the original lua-files. It's hard to predict a time for new YI-versions because i don't know what else is changed. So i see a lot of crashs until the game will work with the mod again.

I have made a video where you can see the crash's & reasons.
That seems like a hard crash, and is definitely worth posting on the bugs forum
Yes, if you're able to get a crash like that please report it.
If you want to get ahold of me I'm almost always on Discord.

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by BreakingForce »

:( i will miss YI until you get it updated. I understand that you're not coding it professionally, and i understand that there will be a delay. Great work on it thus far. However, I will still miss it. :D

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

all updated to 0.15 - but it's more a first convert. Power-System is broken and changed to "work".

Yuoki 0.5.64:
- small boiler, medium-boiler removed
- all power-number-displays show different numbers
- SS-Turbine, Steam-Turbine, Rensuir accept (only) steam (vanilla-behavior)
- MEG 5.6 only accept Industrial-Water-Mix
- SEG-S 3.3, B-Generator 9.7, H-Generator 14.7 accept only MF ! (YI-Engines)
- Obninsk output steam 500°C, Big-Boiler Steam 200°C

YI-Engines 0.5.21
- code for gearbox removed (gearbox useless now)
- WWR Rheinsberg output steam 1000°C
- 50 MW Generator accept only MF
- all Canister-Fill-recipes removed (barrels are now vanilla-standard)

YI-Railways 0.5.17 (including addons)
- Rail-Tank-Stations for fill and empty removed
- locomotive-prototype is changed in 0.15-> this can cause issues.

Notice:
- vanilla boilers work now different, and can't chained anymore. also the fluid-mechanics changed so its useless to afterheat MF or IWM
- power-system with MF works but now complete unbalanced and OP !
- the current power-solution (shown in video) is only a path to a complete remove the power-production from the mod in some of the next versions. with the current vanilla-solution it looks unnecessary. in the short time i can't understand the new mechanics and how they work.

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by BreakingForce »

woohoo

also, what video? i see nothing linked either here or on the mod homepage.

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by YuokiTani »

here https://www.youtube.com/watch?v=XEdR-qn23Zg you can see some fixes alternatives to the power-production.
it's only a quick-fix before new working setups found and values tweaked and balanced.

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Re: Yuoki Industries - Informations, Suggestions, Questions

Post by pezzawinkle »

YuokiTani wrote:all updated to 0.15 - but it's more a first convert. Power-System is broken and changed to "work".
<snip>
other changes...
</snip>
Notice:
- vanilla boilers work now different, and can't chained anymore. also the fluid-mechanics changed so its useless to afterheat MF or IWM
- power-system with MF works but now complete unbalanced and OP !
- the current power-solution (shown in video) is only a path to a complete remove the power-production from the mod in some of the next versions. with the current vanilla-solution it looks unnecessary. in the short time i can't understand the new mechanics and how they work.
From what i can tell, steam is not a new entity, but a re-badge of water above 100C, i cannot find where the steam generation is within the base or core lua sets (so it may be hard-coded), so i would hazard a guess that it determines how much water can be heated to the "target_temperature" ,defined in the demo-entities.lua (lines 943-1002 seem relevant). You may be able to use this info to change the steam properties to make your version compatible (over-heater etc). Keep in mind the new "output fluid box" creating the option to only output the new fluid and daisy chaining the lower tier, this seems to imply that the boiler is not heating all of the fluid like it used to.
I think im going to have a quick tinker with an entity to test...
Awesome work getting it up soo quick anyway.

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