Concepts + GFX related to Yuoki-Industries MOD
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Re: Concepts + GFX related to Yuoki-Industries MOD
Amazing gfx as always. If a simple steam turbine is 1000 tech tokens, I can't imagine what the pricier machines would cost. The PFW thing is like 400k trade tokens and 100k UCA2 if traded directly. Lol.
- Arch666Angel
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Re: Concepts + GFX related to Yuoki-Industries MOD
Oh baby these pipes. Now I also have to add some ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
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Re: Concepts + GFX related to Yuoki-Industries MOD
I love your designs ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: Concepts + GFX related to Yuoki-Industries MOD
thanks.pyanodon wrote:I love your designs
steam-turbine 1000 token is a little less, but i needed quick a numberMantisShrimp wrote:Amazing gfx as always. If a simple steam turbine is 1000 tech tokens, I can't imagine what the pricier machines would cost. The PFW thing is like 400k trade tokens and 100k UCA2 if traded directly. Lol.
![Smile :)](./images/smilies/icon_e_smile.gif)
the stack-size for signs increase with next version to 100K.
also your idea with green leafs-tokens would not let me rest - so i tested for green-ultimate (eco-fanatic) (and you will not like the the product - but inoperates very good later with one of the tech-ultimates)
but i stay more mechanical-focussed.
without animation atm and low-res because it's big itself ^^ - i think all ultimates should have this size.
![Image](https://forums.factorio.com/images/ext/64549f0595112ce8bdb8c64350bbcc50.jpg)
- Arch666Angel
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Re: Concepts + GFX related to Yuoki-Industries MOD
The game is on, Yuoki raised the graphics bar even higher. DAMN YOU! ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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Re: Concepts + GFX related to Yuoki-Industries MOD
![Image](https://forums.factorio.com/images/ext/e44ec3c1955fceed9bae7c7f2b4cf512.jpg)
![Image](https://forums.factorio.com/images/ext/eb6f68edab61c555da1e399c7bc8425d.jpg)
Maybe farming/ranching is eco-friendly on your world, but on my world they surely as hell ain't. I'm not even using your beacons. 3MW plus all the beacon for a single cage is a bit nutty, but it saves a ton of space since it's equivalent to 9 cages.
That tree is cool though. Probably the last tree on my planet when I craft it. Lol.
Re: Concepts + GFX related to Yuoki-Industries MOD
it's hidden here in the forumArch666Angel wrote:The game is on, Yuoki raised the graphics bar even higher. DAMN YOU!
![Smile :)](./images/smilies/icon_e_smile.gif)
i need to fix this ! -> todoMantisShrimp wrote: Maybe farming/ranching is eco-friendly on your world, but on my world they surely as hell ain't. I'm not even using your beacons. 3MW plus all the beacon for a single cage is a bit nutty, but it saves a ton of space since it's equivalent to 9 cages.
That tree is cool though. Probably the last tree on my planet when I craft it. Lol.
Re: Concepts + GFX related to Yuoki-Industries MOD
i think the next version will include 5 mastercrafted machinery (all clean because you maintance these and it's not old scrap) ...
here another comparsion preview
![Image](https://forums.factorio.com/images/ext/4ec39c18552bd67795844b4dbe318b53.jpg)
here another comparsion preview
![Image](https://forums.factorio.com/images/ext/4ec39c18552bd67795844b4dbe318b53.jpg)
Re: Concepts + GFX related to Yuoki-Industries MOD
Nothing against Albert but Wube should offer you a job in the graphics department.
Re: Concepts + GFX related to Yuoki-Industries MOD
thxsteinio wrote:Nothing against Albert but Wube should offer you a job in the graphics department.
![Smile :)](./images/smilies/icon_e_smile.gif)
i'am sorry but it's not enough time to make for all 4 factions the current Ultimate-Buildungs. But there is also a good news inside, the Science-Ultimate is animated ! (and maybe suprise you if you place this - of course the ultimates are a little OP, but you need to play a good amount of time to see this ingame without cheating)
so let's see what tomorrow awaits us. - i will post a preview-video if this all works in factorio 0.13.
![Image](https://forums.factorio.com/images/ext/3470cf9dd974ae15ea100593afdf249d.jpg)
Re: Concepts + GFX related to Yuoki-Industries MOD
These look so cool. The pipes look great too.
Re: Concepts + GFX related to Yuoki-Industries MOD
with maybe a little more improvement it will work as Trader-Ultimate and can replace the old pfw end-game-buildings (be rich and show this) ... if you need a reason to collect something this could be a reason.
don't get to enthusastic, i don't break the game-physics and most things more decorative (with some functions)
![Image](https://forums.factorio.com/images/ext/1e9ed487b971c5deaa23ac446c7effce.jpg)
don't get to enthusastic, i don't break the game-physics and most things more decorative (with some functions)
![Image](https://forums.factorio.com/images/ext/1e9ed487b971c5deaa23ac446c7effce.jpg)
Re: Concepts + GFX related to Yuoki-Industries MOD
if the recipes not worth the build - the gfx-animation are ![Wink ;)](./images/smilies/icon_e_wink.gif)
i prepare yuoki 0.3.58 - typical industrial-smelting in its own yi-way![Wink ;)](./images/smilies/icon_e_wink.gif)
in my video i set this bad example featured in a screenshot (it's unmodified 6 plates/second/machine)
![Image](https://forums.factorio.com/images/ext/c8d48a3aa005cbf80fc5813cdd8c9bab.jpg)
sometimes a special situation needs special equipment
![Image](https://forums.factorio.com/images/ext/eaecebc87880f604bd7483cbbdab7896.jpg)
![Wink ;)](./images/smilies/icon_e_wink.gif)
i prepare yuoki 0.3.58 - typical industrial-smelting in its own yi-way
![Wink ;)](./images/smilies/icon_e_wink.gif)
in my video i set this bad example featured in a screenshot (it's unmodified 6 plates/second/machine)
![Image](https://forums.factorio.com/images/ext/c8d48a3aa005cbf80fc5813cdd8c9bab.jpg)
sometimes a special situation needs special equipment
![Image](https://forums.factorio.com/images/ext/31ad0984c255fb1fb63fca005fdce057.jpg)
![Image](https://forums.factorio.com/images/ext/eaecebc87880f604bd7483cbbdab7896.jpg)
Re: Concepts + GFX related to Yuoki-Industries MOD
After long annoyment make the gfx some sort of wrong i found today a solution. i was not really searching but testing around some things. I hope this will help to improve some gfx and removes the weird settings i had the train-animations with a vertical-stretch. but this still, i need to test.
The difference you can see is marginal for most people i think, but the angle of the cimota and many other machinery looks always wrong compare and nearby a vanilla machine. after some changes the cimota-angle looks now better. the other benefit is a easier connection handling and remove some tricks to make the gfx looks long enough.
orginal:
![Image](https://forums.factorio.com/images/ext/d492d7490ff68886d5f741ab09a45ce5.jpg)
changed: (cimota only)
![Image](https://forums.factorio.com/images/ext/2e8e8e8e4d40f4d7c9ad773958e2fee4.jpg)
I will test this a little more and share the solution later. it's not very complicated.
The difference you can see is marginal for most people i think, but the angle of the cimota and many other machinery looks always wrong compare and nearby a vanilla machine. after some changes the cimota-angle looks now better. the other benefit is a easier connection handling and remove some tricks to make the gfx looks long enough.
orginal:
![Image](https://forums.factorio.com/images/ext/d492d7490ff68886d5f741ab09a45ce5.jpg)
changed: (cimota only)
![Image](https://forums.factorio.com/images/ext/2e8e8e8e4d40f4d7c9ad773958e2fee4.jpg)
I will test this a little more and share the solution later. it's not very complicated.