Yuoki Industries - Informations, Suggestions, Questions

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

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SuperSandro2000
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Re: Yuoki Industries 0.2.20 (11.10)

Post by SuperSandro2000 »

thx
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Re: Yuoki Industries 0.2.20 (11.10)

Post by aklesey1 »

YoukiTani, sometimes i notice you make some changes in graphcis, like pure iron and pure copper, it looks cool
Cartmen is back with his mod and he said that can make the design of proceesing faciliy to process natural gas in his mod, and I may say that you get to draw nicely as far as can be judged by your mod
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Re: Yuoki Industries 0.2.20 (11.10)

Post by YuokiTani »

aklesey1 wrote:YoukiTani, sometimes i notice you make some changes in graphcis, like pure iron and pure copper, it looks cool
Cartmen is back with his mod and he said that can make the design of proceesing faciliy to process natural gas in his mod, and I may say that you get to draw nicely as far as can be judged by your mod
It's natural progress ;) - at some point i don't like some of the gfx or think they are not suitable anymore - so i change them. as example the special-drill has now a animation and looks clearer but i don't like the colors. sure out of the game as i made them it looks good, but ingame not. so at any point i had time for that i change these colors once more.
also over the time i made gfx for factorio, i discovered new tricks/mechanics to make the gfx better looking ingame.

higher detailed gfx costs more time, and bigger gfx needs more details to look good. - so it needs a (good) reason to start makeing a gfx. the amount of time can range from 0.5 hours up to nearly endless - usually i take 1-2 hours for a factorio-gfx (icons 5-15min).

one of the good reason is - i like the idea or mod ;)
another attractor is a post in the forum-section Texture-Packs - i read this, mostly other sections not - too little time
i generally don't make gfx of rl-organics like humans, animals, tree's
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Re: Yuoki Industries 0.2.20 (11.10)

Post by thewd »

YuokiTani, may I use some gfx from your mod in creation of my own?
Want to make something like cartman does -something like Bobs MCI, a mix from Bobs+Dytech+UraniumPower :)
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Re: Yuoki Industries 0.2.21 (11.12)

Post by YuokiTani »

thewd wrote:YuokiTani, may I use some gfx from your mod in creation of my own?
Want to make something like cartman does -something like Bobs MCI, a mix from Bobs+Dytech+UraniumPower :)
i suggest writeing your gfx-request into the texture-pack-thread - i will read and make/change gfx if needed and possible - so it turns out as your own unique looking mod.
beside,
yes, if you keep the intended type - don't use a drill as furnance - i don't want to confuse players.
you can use unused stuff as you want - like the small-steam-turbine - it's removed in new version so it's possible to use as engine, assembly or whatever you want.
you can also look in older versions, i remove some gfx from time to time because file-size.


new version 0.2.21 - tested with factorio 0.11.12 out
here the version-notes


Always Backup your Savegame before Update !
- fixed not shown uc2 to wood recipe
- removed all durotal, nuatreel, krakon, wire-alloy from recipes - make sure you use all in older version
- removed small steam-turbine
- changed ammunition to belts - counts as magazin-size 50 now
- changed some ammunition-stats and gfx (again)
- changed most related recipes for better things
- owner monument reduces pollution, but only at night
- added orange-stuff (smelt mixed dust - form-press mix-dust gives unicomp) - orange-stuff is the new wire-alloy, nuatreel ... it's universal orange ;)
- added machine-frame 1, heat-exchanger, stirling-engine, solar-dish
solar-dish its a sun-heated-stirling-engine that acts like a solar-panel. uses 2x2 space and produces more energy as a solar-panel but is more expensive to build, saves some space.

next planed steps
without reason ...
- a new train/loco-gfx because every train looks equal
- a new laser-turret because the mod have a gap between vanilla-laser and ZTT-defense - and i want another laser-turret-gfx
- maybe makeing a mod-tutorial-video
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Re: Yuoki Industries 0.2.21 (11.12)

Post by Airat9000 »

;) hello Yuoki!

idea in min module mod in bob ore mod

to in other resourses (gold silver and etc.) in convert to unicomposite
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Re: Yuoki Industries 0.2.21 (11.12)

Post by YuokiTani »

Airat9000 wrote:;) hello Yuoki!
idea in min module mod in bob ore mod
to in other resourses (gold silver and etc.) in convert to unicomposite
a specialised version for you ... Yuoki_0.2.22 with Ore-Support
some ores can't transfered - throws loading-errors
if not works - reset recipes, and change mod-load order ... bobores before Yuoki ... tested with bobores 0.6.3

this version adds also 1:1 transfer from krakon, durotal, wire-alloy, nuatreel to unicomposite - transfer these metals because they removed in future.
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Re: Yuoki Industries 0.2.21 (11.12)

Post by Airat9000 »

YuokiTani wrote:
Airat9000 wrote:;) hello Yuoki!
idea in min module mod in bob ore mod
to in other resourses (gold silver and etc.) in convert to unicomposite
a specialised version for you ... Yuoki_0.2.22 with Ore-Support
some ores can't transfered - throws loading-errors
if not works - reset recipes, and change mod-load order ... bobores before Yuoki ... tested with bobores 0.6.3

this version adds also 1:1 transfer from krakon, durotal, wire-alloy, nuatreel to unicomposite - transfer these metals because they removed in future.
:cry: link dead
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Re: Yuoki Industries 0.2.21 (11.13)

Post by YuokiTani »

Airat9000 wrote: :cry: link dead
don't give up, try again ...
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Re: Yuoki Industries 0.2.21 (11.12)

Post by Airat9000 »

hi author, I tested here, some things would be easier .. too gemoroyno and clear process for their production.
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Re: Yuoki Industries 0.2.21 (11.12)

Post by Fatmice »

Airat9000 wrote:hi author, I tested here, some things would be easier .. too gemoroyno and clear process for their production.
Maybe some translation is needed??? But what are you trying to say? Google translate has a hard time translating idiomatic usage of russian so simple sentence construction would be best if you are using that.

If gemoroyno is gemorroy (hemorrhoid), then are you saying this mod need to be less anal retentive and strange with its technologies?
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
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Re: Yuoki Industries 0.2.22 (11.13)

Post by YuokiTani »

Fatmice wrote:
Airat9000 wrote:hi author, I tested here, some things would be easier .. too gemoroyno and clear process for their production.
Maybe some translation is needed??? But what are you trying to say? Google translate has a hard time translating idiomatic usage of russian so simple sentence construction would be best if you are using that.
If gemoroyno is gemorroy (hemorrhoid), then are you saying this mod need to be less anal retentive and strange with its technologies?
some times its better not try understand what people want to say :)

changed yi-engines to 0.0.7 - download 0.0.7
includes following changes:
- gearbox, solid-fuel-engine can work without lubricant, but this reduce the production
- gearbox output now more and faster
- fatmice-cycle-engine new desigend - takes water to clean air (removes pollution) and create burnable waste - so cylce closes again. this means also you want as much energy-consume as possible at this machines (more energy more pollution-removed)

notice:
- gearbox with lubricant can output 5 MF/s, 1x SFE creates 1 MF/s, 1x FFE creates 1.25 MF/s
- some gfx are placeholder, also not all recipes finial - and of course no tech-research

okay thats not realy genius, but it closes the cycle and rounds the mod - i think.

Update Yuoki-Industries will follow after sorting some things new.
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Re: Yuoki Industries 0.2.21 (11.12)

Post by Fatmice »

How nice Yuoki. Now I not only violate thermodynamics but also clean air while doing it. Awsome :mrgreen:

I'm working on a nice gift for you. Still not done yet...but do me a big favor and don't change anything drastic in Yuoki Industries hm?
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
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Re: Yuoki Industries 0.2.21 (11.12)

Post by YuokiTani »

Fatmice wrote:How nice Yuoki. Now I not only violate thermodynamics but also clean air while doing it. Awsome :mrgreen:
I'm working on a nice gift for you. Still not done yet...but do me a big favor and don't change anything drastic in Yuoki Industries hm?
ohoh ... i'am curios now ... nope no drastic changes in this version.

Version 0.2.23 - Notes
- removed all durotal, nuatreel, krakon, wire-alloy - items
- changed most recipes to use copper-plate instead of copper-cable for faster hand-crafting
- clean up recipes-screens and moved some recipes into other tabs
Cleaned Recipe Screens
a little warning
- it's possible that after more then 20 hours of play your chunks-generation goes crazy. this can be releated to other mods or not. i have savegames over 80 hours with yuoki-mods without problems.
- but it seems if your chunks rising you better looks for the trigger. for my savegame the rensuir-turbine triggers chunks-generation but only on low power-output - very strange. on the positive side, the chunks raised extremly quick so a autosave-game saves your day and gameplay. - i removed also other "stable" mods to save my game.
- you can check your current chunk-count pressing F6 - i assume in normal games it's below 10K, over 100K you become trouble.
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Re: Yuoki Industries 0.2.21 (11.12)

Post by Airat9000 »

YuokiTani wrote:
Fatmice wrote:How nice Yuoki. Now I not only violate thermodynamics but also clean air while doing it. Awsome :mrgreen:
I'm working on a nice gift for you. Still not done yet...but do me a big favor and don't change anything drastic in Yuoki Industries hm?
ohoh ... i'am curios now ... nope no drastic changes in this version.

Version 0.2.23 - Notes
- removed all durotal, nuatreel, krakon, wire-alloy - items
- changed most recipes to use copper-plate instead of copper-cable for faster hand-crafting
- clean up recipes-screens and moved some recipes into other tabs
Cleaned Recipe Screens
a little warning
- it's possible that after more then 20 hours of play your chunks-generation goes crazy. this can be releated to other mods or not. i have savegames over 80 hours with yuoki-mods without problems.
- but it seems if your chunks rising you better looks for the trigger. for my savegame the rensuir-turbine triggers chunks-generation but only on low power-output - very strange. on the positive side, the chunks raised extremly quick so a autosave-game saves your day and gameplay. - i removed also other "stable" mods to save my game.
- you can check your current chunk-count pressing F6 - i assume in normal games it's below 10K, over 100K you become trouble.
you lost quartz! thanks
Image
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Re: Yuoki Industries 0.2.23 (11.13)

Post by TheLastRonin »

This mod is amazing...

The textures are amazing...

Great job.
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Re: Yuoki Industries 0.2.23 (11.13)

Post by YuokiTani »

TheLastRonin wrote:This mod is amazing...
The textures are amazing...
Great job.
Thanks :) - i hope you have fun playing and testing all these different machines, combinations and found automated solutions.
also i hope (this means found time ^^) - i can step by step bring all textures to the same level (or better) for all machines.
Airat9000 wrote: you lost quartz! thanks
Not really, quartz, gems and another ore produce non-releasable errors. after some try's i simple decide to skip these and do better things with my time.
Put these in a wooden chest, and shot them with the shotgun ... then these things disappear :) - forever - promised
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Re: Yuoki Industries 0.2.23 (11.13)

Post by Fatmice »

Hi Yuoki, you left a fluid.psd file in the release and also commented out y-fuel-alien-recipe recipe (Cimota Cnds Fuel Ring) guess you didn't want to do that?

Added subgroup="y-fuel" to y-fuel-alien.

Group Yuoki-Atomics had Unknown-key. I fixed by adding yuoki-atomics=YI-Atomics to locale/en/item-names.cfg

I also made a tiny adjustment to the smoke frequency of the steam-turbine-mk3. Decreased it down to 0.2. You went just a tad over-zealous with the smoke there. The thing was billowing smoke like no tomorrow and they blanketed the base, which made it impossible to see what's going on below. :o

I also changed y-seg-p minable result to y-seg-p instead of y-seg, a personal thing.

Other than that, I'm still working on this gift. Hopefully, I will finish it before the weekend.
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Re: Yuoki Industries 0.2.23 (11.13)

Post by YuokiTani »

Fatmice wrote:Hi Yuoki, you left a fluid.psd file in the release and also commented out y-fuel-alien-recipe recipe (Cimota Cnds Fuel Ring) guess you didn't want to do that?
Added subgroup="y-fuel" to y-fuel-alien.
Group Yuoki-Atomics had Unknown-key. I fixed by adding yuoki-atomics=YI-Atomics to locale/en/item-names.cfg
I also made a tiny adjustment to the smoke frequency of the steam-turbine-mk3. Decreased it down to 0.2. You went just a tad over-zealous with the smoke there. The thing was billowing smoke like no tomorrow and they blanketed the base, which made it impossible to see what's going on below. :o
I also changed y-seg-p minable result to y-seg-p instead of y-seg, a personal thing.
Other than that, I'm still working on this gift. Hopefully, I will finish it before the weekend.
- i have removed all *.psd now, should no left in next version
- it's the purple, and i think not really useful or used very often - so i removed - not the item because backward-compatibility
- damn, not enough testing from me (i remember i would change this but other things distract me) - fixed
- i'am not sure, but smoke was always high on the steam-plant but maybe a factorio-version jump makes this go crazy ... i reduce to nearly your value - but heavy smoke is also fun ;)
- i aggree with the seg change, after some playtime it's a fact that not often the energy-layout would change, and i always handcraft only needed engines. still the meg and heg in todo.
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Re: Yuoki Industries 0.2.23 (11.13)

Post by ralle030583 »

rlly nice mod, just need to figure how everthing work, but
what i have tested so far is working fine :)

have it running with treefarm mod together , im used to have dytech also but the 2 mods (yours and dytech in current versions) conflict with each other


P.S. Wenn mal einen Tester für etwas suchst, kannst mich hier oder über steam anschreiben, gleicher nick :)
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