Type: Addon
Name: Profit From War/Weapons
Description: adds machinery, items and recipes to build weapons & items to trade for material
License:
Version: 0.4.15
Release: 2016-10-23
Tested-With-Factorio-Version: 0.14.11+, need Addon YI-Engines 0.4.19+
Category: Other
Tags: Addon, Yuoki-Industries
Version 0.4.15 Changes !
- removed duplicate recipes
Version 0.4.14 Changes !
- fixed Walker-Armor access
compatible with YI 0.2.40
Download-Url: YI - PFW 0.0.6 ~ 6.4 MB - 20.Jul.2015 - 17:51 (CET)
Website: -
Long description
This Addon needs Yuoki-Industries MOD + Addon YI-Engines - without can't be played.
status: testing / unbalanced - playable yes, but some parts unbalanced or misscalculated
Before you update make sure you have Addon YI-Engines installed
it gives you more products, more automation, more product-line-puzzles, trade with products, endless energy for enough reputation (<- means you are rich) ... etc.
some documatation about this addon -->yi-pfw-docu also view page 41/42 in this main-thread for more information about
Version 0.3.12 Changes !
- change icons on mostly all not useable stuff,
- mobile-generator ouputs 15 MW Version 0.3.11 Changes !
- works with factorio 0.13 Version 0.0.10 Changes !
- added Walker-Legs for faster movement Version 0.0.9 Changes !
- fixed Equipment-Values for Armor and Shields ... now the 2x2 and 3x3 Shields are line up correct
- Reputation-Generator (Be Rich and Show This) have new crafting speed and energy-consume ... factors now 0.5, 0.6, 0.7 (after YI change to 0.2.46 / 0.3.1) - new Item - Trader-Sign
for every sell through the Trade-Node you will get 1 Trader-Sign and marks you as trusted partner. in combination with Unicomp you can use these Trader-Signs to buy-in different rare material.
- before you update make sure you have Addon YI-Engines
- value-sheet updated
- some new organisation
- Truck/Vehicle-factory aviable
- some other new items added, some with retrade possibility
- you can watch latest videos to get a better overview
I know some of you want to use this stuff ingame. If it fits into game-style i think it is possible, but of course it needs way more copy&paste - code ^^ - and i can say this is a painful task. anyways for some stuff it's not very useful and possible because engine-limits (i don't want extra code because it fails after factorio-updates)
another great drawback is in my opinion interaction and intersection with other mods. i really want avoid stuff that other mods add or make better. (exceptions for things i like my personal way more)
And of course it can be very funny run around as a fully armed Mech (changed charakter-gfx) and crush the Alien-Scum - But my and your time is limited.
no new release/version planed until July (exception may occur)
little preview into PFW 0.0.5
and i hope you forgive me - i'am not working on research/techtree atm.
before someone this picture missunderstands - your new mech is ingame a armor - not a tank/locomotive because i think i can't give a tank a walk-
animation.
video that shows some action (early preview not all done/fixed) -> Youtube <-
notes
- fixed component-factory mining
- fighting in mech/robo has no animation just hovering you can see below.
- mech-armor now a 12x12 grid (changed from 10x10)
- all personal-equiment has values to compare with vanilla-f12
JohnDoe wrote:Why does this mod change the walking sound of the player?
walk-sound can't changed by mod ... only eating, heartbeat and that's not overwritten ...
I am very sure that this mod changes the walking sound of the player, both on sand and on grass. I am using Factorio 0.12.4, Yuoki Industries 0.2.33, Engines 0.1.5 and PFW 0.0.6. Only when toggling PFW in the mod list does the walking sound change.
confirmed this mod in 12.5 is overriding the walking sounds and its also overriding other mods somehow (larger inventory / dytech / more light are just a few) removed the mod for now and its back to normal.
I suspect its because of the empty functions in the control.lua :
bruteman wrote:confirmed this mod in 12.5 is overriding the walking sounds and its also overriding other mods somehow (larger inventory / dytech / more light are just a few) removed the mod for now and its back to normal.
I suspect its because of the empty functions in the control.lua :
[/code]
no, i reviewed this ... seems some things are hardcoded - and if you load this addon at last it overwrites the inventory-size with 60 (changed to 100 now) - but the sound.
i can't hear a difference between with addon or without still the same walking sound.
you can switch off player override (and with this the armor)
if you edit the data.lua
change last line
require("prototypes.uo_fabx")
to
-- require("prototypes.uo_fabx")
you can still use the better armor but without the extra animation.
bruteman wrote:confirmed this mod in 12.5 is overriding the walking sounds and its also overriding other mods somehow (larger inventory / dytech / more light are just a few) removed the mod for now and its back to normal.
I suspect its because of the empty functions in the control.lua :
[/code]
no, i reviewed this ... seems some things are hardcoded - and if you load this addon at last it overwrites the inventory-size with 60 (changed to 100 now) - but the sound.
i can't hear a difference between with addon or without still the same walking sound.
you can switch off player override (and with this the armor)
if you edit the data.lua
change last line
require("prototypes.uo_fabx")
to
-- require("prototypes.uo_fabx")
you can still use the better armor but without the extra animation.
so if i rename the mod folder to AAA_ or something to make it load first it your saying it would not interfere with Larger inventory (double inv) or More light (light radius) as they would load after this?
Edit: didn't work i renamed and changed the path in all prototypes to __001_yi_pfw__ and it still blocked the more light mod and the larger inventory its baffling.
Edit2 : changing data.lua to -- require("prototypes.uo_fabx") fixes the mod conflicts as well its strange but for now that's the solution i was looking for more light and the larger inventory mods are back working thanks.
Edit 3: I see what you have done in UO_fabx you have overridden everything in the player profile entirely light inventory etc. was it necessary to over ride every aspect of the player with defaults again for the new animations??
in first place i was happy get the animation changed without a crash like in the versions before. without other mods i didn't notice the changes or restrictions.
maybe there is a better solution - but for me the first and easy way was functional so i don't think more about it.
overwriting only some methods is not working, and it was an experiment if it possible to change the animation/armor.
some other mods have more and different equiment with research - so i don't need to keep it.
For those wanting this with 12.19, be sure to go into the zip file using 7zip, find "control.lua" and edit all lines that say "game.on_load(function()" to say "script.on_load(function()". when you do this, it solves an issue where the game doesn't allow you to generate a new game.
Dragonchampion wrote:For those wanting this with 12.19, be sure to go into the zip file using 7zip, find "control.lua" and edit all lines that say "game.on_load(function()" to say "script.on_load(function()". when you do this, it solves an issue where the game doesn't allow you to generate a new game.
YI_PFW has no control.lua, all other Addons in last version are updated
This mod adds a fair bit to the production chain but they dont have any tech tree line. Maybe a little advanced research could be used here.
Also the output from these products needs to be balanced. Most of the final products that gives anything other than the the "pink balls" have a less than 100% exchange, making the PDF of profit u gave incorrect. For the profit the maximum value has been used and not the exchange value.
Also the amount of energy this thing requires is insanely high. Unless yokio energy, more specifically the engine mod isnt being used, its always WAY TOO MUCH in loss to run this mod. Although the reason to use it is barely profit, i see it more as a fun extension, which it aces.
Addition of few new lines
There is something that i think should be added to this expansion though. Most of the side products in the factorio like railways side products, engine and robots dont find any use once we get the DESIRED numbers that we want. Infact mostly the basic resources and electronic circuits line is the only mass produced section throughout the game.
This mod adds a very interesting outlook to the resource management.
Since any resource could be obtained through the exchange, high production of one resource could be used to cash out on the other product. So maybe if we had some branch that would use railways line of production {rails tracks, locomotives etc} and some robotics line , that would be great.
Also could you reduce the reduction of byproducts from 10% to 2~5%,it would work better.
Also the energy producing recipe needs balancing. The assembly machine consumes 100 MW of power, and the recipe has way to long a time, it basically consumes more energy than the raw resources provide. And the drain of 5MW is also way to high.
An overall addition of 15 to 20% (without energy) or 5 to 15 % (with energy being considered as an input) would be great. And please take coal as the standard resource for energy, at 8MJ of energy per unit.