Write Dysoch.ralle030583 wrote: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
Yuoki Industries - Informations, Suggestions, Questions
Moderator: YuokiTani
- SuperSandro2000
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Re: Yuoki Industries 0.2.23 (11.13)
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
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Re: Yuoki Industries 0.2.23 (11.13)
think he wanted to release today (or soon) a new version with some bugfixes, will do when problem still appear, will test it with the bugfixed versionSuperSandro2000 wrote:ralle030583 wrote: ...
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
Write Dysoch.
Re: Yuoki Industries 0.2.23 (11.13)
a good idea - but i think dysoch wouldn't regard this mod. (dytech it's to big and so it's own standard.)SuperSandro2000 wrote:Write Dysoch.
the only conflict i guess comes from importing bobores (same namespace for ores as dytech-ores )
in yuoki/prototypes/data.lua - remove lines 3-7 or comment them out -> this removes ore-imports and maybe the conflict.
nearly all other items of my mod, have a präfix- before item-name - so it should be clear separated.
but i will check this.
*edit
i had no problems running bob-stuff, dytech 1.0 and yuoki 2.23 (+yi 0.7) or loading savegames.
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Re: Yuoki Industries 0.2.23 (11.13)
Ok installed dytech core 1.0.1 and machine 1.0.1
Factorio 0.11.13
Mods:
Dytech Core 1.0.1
Dytech Maschine 1.0.1
Dytech Power 1.0.0
Dytech War 1.0.0
Yuoiki 0.2.23
Treefarm Lite 0.1.2
Treffarm AC 0.1.1
Error Msg: edit* replaced error msg with Logfile
edit*
and just tested again its working when i remove yuoki
EDIT: SOLVED
i added bobores_0.6.3 and now game is loading fine :facepalm
Factorio 0.11.13
Mods:
Dytech Core 1.0.1
Dytech Maschine 1.0.1
Dytech Power 1.0.0
Dytech War 1.0.0
Yuoiki 0.2.23
Treefarm Lite 0.1.2
Treffarm AC 0.1.1
Error Msg: edit* replaced error msg with Logfile
Code: Select all
16924.929497 Info Logger.cpp:149: 2015-01-29 20:38:41; Factorio 0.11.13 (Build 13133, win64)
16924.929553 Info Logger.cpp:153: Operating system: Windows 7 Service Pack 1
16924.929576 Info Paths.cpp:202: Read data path: E
16924.929593 Info Paths.cpp:203: Write data path: C
16924.929608 Info Paths.cpp:204: Binaries path: E
16925.127067 Info ModManager.cpp:204: Loading mod core 0.0.0 (data.lua)
16925.143121 Info ModManager.cpp:204: Loading mod base 0.11.13 (data.lua)
16925.405135 Info ModManager.cpp:204: Loading mod CORE-DyTech-Core 1.0.1 (data.lua)
16926.397480 Info ModManager.cpp:204: Loading mod Treefarm-Lite 0.1.2 (data.lua)
16926.713851 Info ModManager.cpp:204: Loading mod Yuoki 0.2.23 (data.lua)
16927.814616 Info ModManager.cpp:204: Loading mod MAIN-DyTech-Machine 1.0.1 (data.lua)
16933.257954 Info ModManager.cpp:204: Loading mod MAIN-DyTech-Power 1.0.0 (data.lua)
16934.084757 Info ModManager.cpp:204: Loading mod MAIN-DyTech-War 1.0.0 (data.lua)
16935.228740 Info ModManager.cpp:204: Loading mod Treefarm-AC 0.1.1 (data.lua)
16936.040355 Info ModManager.cpp:204: Loading mod base 0.11.13 (data-updates.lua)
16939.116187 Error Util.cpp:43: Error in assignID, 'nickel-ore' was not recognized id of item
and just tested again its working when i remove yuoki
EDIT: SOLVED
i added bobores_0.6.3 and now game is loading fine :facepalm
Re: Yuoki Industries 0.2.23 (11.13)
i don't know why the selection if a mod present or not - not really works and i don't know a better way.
all this unfinished, bad documented stuff (or i'am to lazy to search ?) is annoying. in my opinion thats the reason why modders don't work together. no modder can be sure the next version of factorio supports the own mod, never mind a dependency to a other mod.
reuploaded version 0.2.23 - removes bobores support, and added changes from fatmice
(to enable you need removed comment in data.lua)
every little step to integrate other mods or support them brings only trouble - so in future no support for other mods
all this unfinished, bad documented stuff (or i'am to lazy to search ?) is annoying. in my opinion thats the reason why modders don't work together. no modder can be sure the next version of factorio supports the own mod, never mind a dependency to a other mod.
reuploaded version 0.2.23 - removes bobores support, and added changes from fatmice
(to enable you need removed comment in data.lua)
every little step to integrate other mods or support them brings only trouble - so in future no support for other mods
Re: Yuoki Industries 0.2.23 (11.13)
just finished the animation for the huge-electric-generator (7x3 tiles) ... now the big-electric-generators looks a little bit tiny ^^ - for size comparsion a screenshot of all engines (i forgot the steam-power-plant and rensiur - to late sry)
(included in next version)
test-outputs with obninsk and 2 water pipe-lines ~ 15 MW, with hydro-force (yi-engines) easy ~ 16 MW - designed output 14.7 MW
recipe at the end not to hard, similar to beg - but this big thing make only sense if you need this power-output. and another drawback if you want is a efficency-balance to its size. bigger and direct means lesser efficency. if you want efficency you need to stay with steam-engines or steam-turbines. the whole electric-generators are only if you don't worry about efficency (later in game).
(included in next version)
test-outputs with obninsk and 2 water pipe-lines ~ 15 MW, with hydro-force (yi-engines) easy ~ 16 MW - designed output 14.7 MW
recipe at the end not to hard, similar to beg - but this big thing make only sense if you need this power-output. and another drawback if you want is a efficency-balance to its size. bigger and direct means lesser efficency. if you want efficency you need to stay with steam-engines or steam-turbines. the whole electric-generators are only if you don't worry about efficency (later in game).
some crazy-experimental setup
Re: Yuoki Industries 0.2.23 (11.13)
It's would looks awesome when we could combine your Steam Turbine with BEG and HEG.
I don't know if it would be possible to program in Factiorio such generator that need turbine to produce energy.
Something like that:
water -> Boiler -> steam -> Turbine -> torque (Nm) -> Generator -> electricity
So Turbine transform hot water into torque. Generator transform torque into electricity. So if we had powerful turbine, we could connect few generators but generator itself wouldn't generate energy.
I don't know if it would be possible to program in Factiorio such generator that need turbine to produce energy.
Something like that:
water -> Boiler -> steam -> Turbine -> torque (Nm) -> Generator -> electricity
So Turbine transform hot water into torque. Generator transform torque into electricity. So if we had powerful turbine, we could connect few generators but generator itself wouldn't generate energy.
Re: Yuoki Industries 0.2.23 (11.13)
you should try YI-EnginesNeotix wrote:It's would looks awesome when we could combine your Steam Turbine with BEG and HEG.
I don't know if it would be possible to program in Factiorio such generator that need turbine to produce energy.
Something like that:
water -> Boiler -> steam -> Turbine -> torque (Nm) -> Generator -> electricity
So Turbine transform hot water into torque. Generator transform torque into electricity. So if we had powerful turbine, we could connect few generators but generator itself wouldn't generate energy.
you can test also older versions with steam-output.
sample build
the described cycle is not possible except you can live with torque is a fluid. and thats simple to imagine if you think that transmission is hydraulic (converter-gears). and this is in the yi_engines mod.engine generates hydro-force (torque or rpm) -> gearbox (game reasons) changes rpm/torque -> generator consumes torque
for all steps its possible to change graphics, so as gearbox can also work the steam-turbine.
so good it's sounds i think its to radical and not every player would understand this at the end.
but there is also a good news, yi-engines tends more this way - and as a addon for main-mod.
but also i can't break the game-mechanics it'self, so the vanilla steam-engine eat torque and not generate them.
but at the moment i think about how i can a make a ingame particle accelerator like the CERN ^^
Re: Yuoki Industries 0.2.23 (11.13)
I was thinking about some "nasty" tricks.
You probably know Filtered Splitters mod. In that mod each segment can detect neighbor and move items between them.
Maybe it would be possible to make that turbine and connected generators are detect each other and while they're connected, turbine consume steam to generate torque and Generators take torque (inside code) to generate electricity.
You probably know Filtered Splitters mod. In that mod each segment can detect neighbor and move items between them.
Maybe it would be possible to make that turbine and connected generators are detect each other and while they're connected, turbine consume steam to generate torque and Generators take torque (inside code) to generate electricity.
Re: Yuoki Industries 0.2.23 (11.13)
there is only 1 problem ... i'am not a fan of code here because it needs stable version and a good documentation. most code-related things going obsolete if the version change, or generating some hard to solve errors. if you want to code here, you need a good amount of anti-frust-drugs.Neotix wrote:I was thinking about some "nasty" tricks.
You probably know Filtered Splitters mod. In that mod each segment can detect neighbor and move items between them.
Maybe it would be possible to make that turbine and connected generators are detect each other and while they're connected, turbine consume steam to generate torque and Generators take torque (inside code) to generate electricity.
if you want to code, good luck and have fun.
ps. the whole mod-"code" can be easy generated by editor - need programmed (easy), but for this you need the chart/documentation what methods every type of entinity/item/recipe make visible to lua, what a must have is, what optional and what not.
i can't imagine that the developers not use a generating tool and write this all with hand.
the only thing i want to code here is a gfx-placer that helps to find out the shift and provides a ingame-view of gfx without loading the game, and the generating-tool that make adding mod-item, entities clickable, and provides a clean list with dependencys and so on.
- CreeperDaReeper
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Re: Yuoki Industries 0.2.23 (11.13)
Would it be possible to make a special pipe that only the liquid torque could flow through that would be textured to look like a spinning axle? The more liquid torque flowing throw said pipe, the faster its animation would spin.
Just a thought using the hack-y method.
Better turbines would output more liquid torque faster, and bigger 'pipes' would have to be made to accommodate the throughput, (stronger, thicker, faster spinning axles).
Just a thought using the hack-y method.
Better turbines would output more liquid torque faster, and bigger 'pipes' would have to be made to accommodate the throughput, (stronger, thicker, faster spinning axles).
Re: Yuoki Industries 0.2.23 (11.13)
not really without code i think, but i following this path by setting pipes with max-flow 1 (basic 10) - but i have not changed all graphics at the moment. and changed the fluid-flow to min, so it nearly stucks in pipe. my planed gfx are shaft fpr straight, and ball-bearing intersections or short joint-shafts. of course not all is possible so i need fake this this gfx to make a good illusionCreeperDaReeper wrote:Would it be possible to make a special pipe that only the liquid torque could flow through that would be textured to look like a spinning axle? The more liquid torque flowing throw said pipe, the faster its animation would spin.
Just a thought using the hack-y method.
Better turbines would output more liquid torque faster, and bigger 'pipes' would have to be made to accommodate the throughput, (stronger, thicker, faster spinning axles).
a single shaft, needs still a gear or other spinning indicator.
its a technical experiment, but at the end it needs still useable, understandable and playable.
edit:
needs maybe some more fine-tuning, but you got the idea (atm no underground-transmission but can be useful ...)
possible upload this week together with yuoki_0.2.24 ...
Re: Yuoki Industries 0.2.23 (11.13)
YuokiTani wrote:not really without code i think, but i following this path by setting pipes with max-flow 1 (basic 10) - but i have not changed all graphics at the moment. and changed the fluid-flow to min, so it nearly stucks in pipe. my planed gfx are shaft fpr straight, and ball-bearing intersections or short joint-shafts. of course not all is possible so i need fake this this gfx to make a good illusionCreeperDaReeper wrote:Would it be possible to make a special pipe that only the liquid torque could flow through that would be textured to look like a spinning axle? The more liquid torque flowing throw said pipe, the faster its animation would spin.
Just a thought using the hack-y method.
Better turbines would output more liquid torque faster, and bigger 'pipes' would have to be made to accommodate the throughput, (stronger, thicker, faster spinning axles).
a single shaft, needs still a gear or other spinning indicator.
its a technical experiment, but at the end it needs still useable, understandable and playable.
edit:
needs maybe some more fine-tuning, but you got the idea (atm no underground-transmission but can be useful ...)
possible upload this week together with yuoki_0.2.24 ...
good! like!
- SuperSandro2000
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Re: Yuoki Industries 0.2.23 (11.13)
Can you make the blue holding thing less frequent? The image is compresses right? (Because they are quiet unclear for me.)
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
Re: Yuoki Industries 0.2.23 (11.13)
i was a little to fast with my post.SuperSandro2000 wrote:Can you make the blue holding thing less frequent? The image is compresses right? (Because they are quiet unclear for me.)
after the screen was taken and edited i checked again and testing little more ...
it look now nearly uncompressed 1:1 screen
i'am not really happy with the corners (can capsled), but for now i think nothing looks better. still need to make a underground transmission.
technical every window-pipe is now blank shaft without a bearing block. and which is window-pipe and which not decides the game itself
maybe i should exchange window-pipe with non-window-pipe, this can look better, but i need yet figure out if the game always use a end-cap pipe and overlays or not. so maybe a different looking end-shaft is possible.
^^ many things for such a small, specific and rarely used mod.
for the moment i stick with blue, but the underground-transmission-connection become a different color.
apart from actual color it's maybe useful for aestetical reasons have a different color to separate geared and non-geared transmissions.
(fluid 0 °C and 200°C) but this needs placed by the player then.
- SuperSandro2000
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Re: Yuoki Industries 0.2.23 (11.13)
fancyYuokiTani wrote:it look now nearly uncompressed 1:1 screen
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
Re: Yuoki Industries 0.2.23 (11.13)
slowly but surely i end the current cycle - i aim for weekend-release
link shows: >>LINK<<
- changed gearbox - gfx (need animation yet)
- medium electric generator in Secondary and terciary - configuration
- blue and red transmission shafts (damn i forgot to show the transmission to ground)
spinning generators for fun and eye - at full speed (gif not a round cycle, s-second, t-terciary)
^^ i can't make the pipe (gears) spinning
todo
- in the center is at this test-build a quantrinum-reactor needs a different gfx (obnisk-gfx temporary)
- and for you find a solution to fill this bad-boy and measure it out. maybe it provides 300 MW or 500 MW i don't no, but depends on generators and a good efficent setup
i used these photos for inspiration and reference taken by visit in Ostrava/Česká republika - mining museum
Photo 1 - belt-driven generator - still in working condition
Photo 2 - steam-driven steel-wire-drum for transport ore from mining shaft - i'am sure kovarex can read the warning
Photo 3 - another generator
link shows: >>LINK<<
- changed gearbox - gfx (need animation yet)
- medium electric generator in Secondary and terciary - configuration
- blue and red transmission shafts (damn i forgot to show the transmission to ground)
spinning generators for fun and eye - at full speed (gif not a round cycle, s-second, t-terciary)
^^ i can't make the pipe (gears) spinning
todo
- in the center is at this test-build a quantrinum-reactor needs a different gfx (obnisk-gfx temporary)
- and for you find a solution to fill this bad-boy and measure it out. maybe it provides 300 MW or 500 MW i don't no, but depends on generators and a good efficent setup
i used these photos for inspiration and reference taken by visit in Ostrava/Česká republika - mining museum
Photo 1 - belt-driven generator - still in working condition
Photo 2 - steam-driven steel-wire-drum for transport ore from mining shaft - i'am sure kovarex can read the warning
Photo 3 - another generator
Last edited by YuokiTani on Thu Feb 05, 2015 6:02 pm, edited 1 time in total.
- SuperSandro2000
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Re: Yuoki Industries 0.2.23 (11.13)
The buildings need shadows, too.
I realy like the spinning blue wheel. I could look at it for hours.
I realy like the spinning blue wheel. I could look at it for hours.
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
Re: Yuoki Industries 0.2.23 (11.13)
Yeah, I could watch this for a while too.
Might have to pick this up at some point...
Might have to pick this up at some point...
Re: Yuoki Industries 0.2.23 (11.13)
I would say a big Thank You ! to all you guys - which viewed, tested, played this mod and had leave a post/comment.
i didn't expect 40 names but they are here (i think'd more 10 ^^ but good i'am wrong). i'am sure some of you lost patience, fun over time or have other good reasons and playing factorio no longer. but you left a footprint here and so you stand in personal hall of fame.
in order of appearing
Airat9000
Sleeeper
Baleur
drs9999
lordjoda
FreeER
Vitduo
Rensiur
jorgenRe
Gh0st
Doskan
hoho
Slan
Schmendrick
SuperSandro2000
Aodat
1M-Industries
aklesey1
Nicb1
DE3000
Neotix
Rseding91
cube
the_noisies
Kajanor
Fan777
DreamSmith
max2605
katalex
zerotooll
Fatmice
G_glop
L0771
Despy
starholme
thewd
TheLastRonin
ralle030583
CreeperDaReeper
Degraine
some of you are stay here since the first version comes out - at 08-May-2014 - it's a good amount of time
i didn't expect 40 names but they are here (i think'd more 10 ^^ but good i'am wrong). i'am sure some of you lost patience, fun over time or have other good reasons and playing factorio no longer. but you left a footprint here and so you stand in personal hall of fame.
in order of appearing
Airat9000
Sleeeper
Baleur
drs9999
lordjoda
FreeER
Vitduo
Rensiur
jorgenRe
Gh0st
Doskan
hoho
Slan
Schmendrick
SuperSandro2000
Aodat
1M-Industries
aklesey1
Nicb1
DE3000
Neotix
Rseding91
cube
the_noisies
Kajanor
Fan777
DreamSmith
max2605
katalex
zerotooll
Fatmice
G_glop
L0771
Despy
starholme
thewd
TheLastRonin
ralle030583
CreeperDaReeper
Degraine
some of you are stay here since the first version comes out - at 08-May-2014 - it's a good amount of time