Please use together with Yuoki Industries Engines for best experience ! adds more content like generators, ressource-transformations, machinery, turrets ...
Large total conversion mods.
Augmented or new ways of transporting materials - belts, inserters, pipes!
New ways to deal with enemies, be it attack or defense.
Armors or armor equipment.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Related to roboports and logistic robots.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
More than just chests.
Any chance for separate Yuoki planet for SA?
With some sort tech tree/progression like other modded planets?
Basically, I feel like separating Yuoki with all it's toys from Nauvis will be better for new players.
I have been thinking about that..
But there is a lot to do to "fix" Yuoki still..
I do think it would be neat to, at minimum, have a second planet that is at least Yuoki resource-rich and not have them on Nauvis..
But also, as you have mentioned, there isn't a progression tree..
I do know there are mods for a research tree for Yuoki, and I have used them.. but they still have a broken progression based on the issues with some of the recipes or the usefulness of the unlock by the time you actually unlock it.
There is also just a lot in Yuoki that needs "fixed." I want to go through and fully re-do the entire power production part and try to make it make more sense or at least more cross-compatible with vanilla, so there is better progression to that.
The power production options in the mod used to be very overpowered and good for mega factories.. but that was pre-1.0 days.. Now the power options don't make a whole lot of sense, and often just going with vanilla options is better.
So I want to make a pass at them again and either make them make sense early game or late game or both.. but at least make them practical.
Also, there is SOOOOO many accumulators that they don't make a lot of sense anymore. I only ever use 1-2 of them myself, a whole playthrough..
And per YuokiTani - the mod creator.. the mod itself was originally intended for late game play (sorta like end game content, or just visual changes to your factory) and progression was never a factor in it.
Basically, a full rebuild of recipes and an unlock tree would be needed to make a new planet make much sense at least one that would be set up in a way that a player could get back off it with Yuoki-based tech. Even if the only unlock is to land on the planet and mine the resource.. You really can't get back off with just Yuoki tech really....
Need some people to work through some playthroughs with to figure out balance and recipe changes etc... but it's more or less just me doing anything with 1-2 people sending me messages now and then for ideas for various parts of the mod.
Some things are just broken/locked as they are due to not having the source graphic assets to remake, im also not a graphics person....
Armor for example, can't change color partially because the armor color is in the sprite images, because they were from before that setting existed. I could force allow it probably but the color tints are going to be dark/odd at best :(
Well, as I see it - you can eather rebuild this mod from vanilla perspective or from "new planet" one (like Tiberium mod evolved into its own planet).
The mod itself was originally intended for late game play.
[...]
You really can't get back off with just Yuoki tech really.
Oh, you can make the planet "endgame" like Aquilo. Also it may be combat-heavy with empasize on big electric grid for hungry mashines.
On the other hand - vanilla have more players than Space Age so it's kinda 50/50 what is best.
YI is indeed an old mod, but I belive that it may be on par with other big mods like Krastorio/Bob/Py/etc.
In my expirience it's faster to "rebuild" than "make from scratch"...
I suggest you to rewrite the "info" tab for this mod, mention that you seek help, lay out some plans/"roadmap", maybe make discord server.
I will gladly join the course, maybe can test something, dunno. I have moderate expirience in modding Factorio and I can't speak for others, but AI nowadays definetly can help.
Anyway, I wish you good luck and inspiration!
Your feedback is indeed helpful and appreciated.
And yeah, personally, I really love this mod, I've been playing it for many years and usually include it in most of my runs (4,400hrs in Factorio myself)
I'm not the best programmer, but even back to pre-1.0 days, I was working on a companion fixes mod to fix various broken parts in this mod or forcing compatibility with the various other overhaul mods I played.. could tell what mods I played because they had more or less cross integration fixes lol.
That mod got quite a bit of downloads (in the 1000s) so I was comfortable porting many fixes to the main mod instead of making that one 2.0 ready.
When I found out the mod wouldn't be updated to 2.0
- The creator does not play Factorio anymore
- The primary contributor and fixer during the earlier 1.0 release days, passed away - dark right? :(
I requested access to the mod to patch it to 2.0, and have been slowly working my fixes and updates into the mod via the various updates I have done.
I've been kind of holding back because some of my changes are save file-breaking, so ill need to make a "cut off" point to do it so people know.
- I have ideas for mk2 version of some of the machines - tested them in a remake mod I was trying before 2.0. Some are sorta pointless now if you do Quality stuff.
- Ideas for some "angels" style ore sorting/mixing using the current assets that are underutilized (at least in my play styles)
- second version of the contaminated water that provides further ore boosting after some double processing loops (current boosting is actually weak vs Space Age update recipes, Pure Iron and Pure Copper were so much better pre 2.0 days, now they are almost useless)
Im doing a play-through right now where im testing various custom planets to see what people have come up with. (I had actually not done that yet)
I have thought about a Vulcanus Fulgora fusion-type world where everything needs mass power but the resource is limitless via making the "oil water" into liquid unicomp but then making the process of liquid unicomp -> ore's require more steps or loops with waste to manage (slag) etc. How do you turn liquid unicomp in the purple cubes?! With a "reusable" mold, maybe?
Or what if I just made it simple and moved the 2 Yuoki resources ONLY to spawn on this other planet instead
Both of these options I could technically get away with, even if i can't sort out a tech tree but recipes for sure need reworked, as you basically can't currently get off a planet with "just" Yuoki resources unless you consider the process of converting unicomp to vanilla resources - that.
I also would love to force Yuoki into vanilla recipes, so there is a reason to need the ores vs just as a completely secondary resource loop (Yuoki gears needed in vanilla recipes etc..)
By the way, Yuoki-focused platforms are insanely overpowered currently, and that was even AFTER nerfing the heck out of the turrets.
But again, even just doing the basic planet approach I need to do a break-off version where it won't work with existing saves anymore.
It wouldn't be too hard to keep it working for 2.0 players without Space Age, and have more stuff unlock/change with Space Age.
But a break-off point is basically required from what I have sorted out.
I can't really just make "Yuoki 2.0" as its own mod either not if I want people to actually find/play it - so I would have to update this version of it.
There are some things that I don't think can ever be fixed in Yuoki
- belts (Tubes) are gone unless someone can remake the assets for them; they just don't work with 2.0 framework anymore.
- Turrets are forever borked unless someone can remake those assets for me (turret position is baked in the sprite, not separate like 2.0 this is why it always points north even when its turned "showing 1 fake barrel")
- The train mods and addons are the same story: limited assets to work with, and too many new position options.
- Bots I think I can fix the glitch sprites just not been a high priority vs other issues for me though.
I do have a Discord channel for my various mods, but it only gets the random silent lurker every few months over the years.
https://discord.gg/VhP9cnt6CK (if you want to chat more real-time)
I can push that on this mod if it makes sense, though.
This Yuoki mod, from what I can tell, still has around 1000 or so active players.. but like 99% of them are entirely silent. Even when I break things, I usually dont hear about it and only realize it after I find it myself.
Wow, your dedication to this mod is truly something unique!
Im doing a play-through right now where im testing various custom planets to see what people have come up with. (I had actually not done that yet)
Great idea. There are many interesting planets that enhance the SA experience.
From a modder's perspective I think closest to YI will be Tiberium (as I already mentioned) - OG mod, have separation between 2.0/SA and new resource that grow and glow.
But there are like 10+ other high quality ones. And who knows how many more will come.
I looked through the discord server... Factorio-wise it’s pretty dead, not gonna lie...
Maybe you should create a dedicated one.
This is just an outsider observation, no pressure.
My ultimate question is - do you need help with the mod? And what is your vision?
Coz I can hop in on a test playthrough, make some observations, make cross-references with other mods, look into graphics (no promises here) - but then all my ideas will be scrapped, because you had something completely different in mind.
And I don’t mean that “my ideas must be heard” - it’s just not efficient to slam my experience and vision bluntly when you will do most of the work.
I love YI but it always was a shiny gimmick with weird and sometimes completely broken mechanics (like plasma tower).
Also I never worked in collaboration on mods so I'm hesitant to force myself into your life and work x)))
I have never played the Tiberium mod - it was always on my todo list pre 2.0
I "think" my current play thru has that planet though so ill try to make it to that one as soon as im able...
Currently still stuck on my starting planet of... Gerkizia ... going to take awhile.. small islands and mixed ore patches :(
This planet is like playing danger ores (minus the explosions) .. or seablock.. lol
Discord it self is indeed quite dead.. there was more factorio channels but they were removed because no activity..
Like i said yuoki players just dont intract very often it appears.
also why i didnt dedicate a server to it.. this was just one i was running at the time (nearly 4yrs ago now) with my various hobbies etc and it was a place i controlled. The server itself was quite active back then.. but the factorio side never was..
Im mostly in need of some co-playtest to understand how others use yuoki in their playthru's as well as get feedback of how they are using the various machines and mechanics.
you ideas are hardly something to consider a scrap.. i have had ideas and liked others better.. or a fusion of the two sometimes.
mostly just need more voices to understand how others play.
Everyone gets something different out of this mod i have learned and some of those players just "want" the various overpowered aspects of it.
Okay, I will dig into YI sometime in the future.
Now I also want to visit Tiber - it sits nicely in the middle of my 12 planet system. Maybe I can use it as a midgame HUB instead of Nauvis.
I remember using YI as a mid/lategame alternate path to powercreep. Especially in electricity and military department.
Also it paired well with Crastorio 2 - both had ore washing and metal casting, so I used Crastorio's midgame and YI's later.
Anyway - I will write you on discord when will have something to show.