Yuoki Industries - Railways


Yuoki Industries - Railways is a decorative railway mod

Content
24 days ago
0.13 - 2.0
20.5K
Trains Manufacturing

b Option to revert some of the recent changes also a migration bug.

22 days ago

While as a whole the update was good, some of the changes aren't. Not trying to be naggy or anything like that, just want to understand why some of these were changed and for options to revert them. For instance you hid and removed the recipe for the Rudalf's Fuel Canister (which I was using because of it's smaller stack size and decent fuel value as opposed to the fuel unit which has a stack size of 2,000 and tiny fuel value), but you left in the energy fuel cell (not unit, cell) which has never had a recipe. Why? And can we have the canister back?
The changes to the fluid wagon volumes broke a train manager mod I am using (mod: Yatm) because it pulled the volumes from the entities for cargo calculations. So can you add an option to revert to those old values (I liked the varied tank volumes more any way.)?
The bug I mentioned in another post, about some freight cars missing wheels, was only partially fixed (4A-Acid, 4A-Water, 4A-Oil still missing wheels).
Also can you please have an option to add the energy fuel unit back to the Fuel Plant and the Evil Sunz speed back to 362 kmh (was using it as a personal shuttle)? Can you add a circuit connection the Fuel Plant also.

15 days ago

Heyo, I'm the author of those changes.

A lot of changes were made due to code / entities being outdated or stuff being plainly unbalanced. Some of your requested changes are on their way to be incorporated however.
- hiding of fuel canister - For me was just another fuel with no benefitial value so I hid the recipe. However now thinking about the huge stacksize of the "liquid" diesel fuel, I re-added it now. But not making it stronger or anything. Just for use when you want a quicker refill.
- change of fluid waggon size - Was done for balancing, won't revert. No well written mod should break through adjusting those values o.O
- some waggons still missing wheels - I overlooked that, it'll be fixed.
- energy fuel unit not in fuel plant recipes anymore - Gonna be readded.
- small steam loco having realistic speed cap now instead of 300+ - Yeah that'll stay for balancing reasons lol
- circuit connection for fuel plant - Why not, think I can add that.

If you want some changes back, feel free to modify the code or write an adjustment mod yourself. Specifically for those adjustments it's fairly easy.

14 days ago

Thanks for responding. I made the FE-SW45-110 in place of the Evil Sunz loco (FE is much faster than Evil Sunz was), so I'm not worried about that now.

In terms of the fluid change breaking that train manager mod, I think (not a coder, so just a guess) it's because the manager buildings that I had manually selected specific wagons from this mod in place of a general layout (such as 1 loco-4 cargo) cashed the values they had at the time. So when those particular buildings tried to display the info (when hovering over it), or dispatch its train it caused an error due to a value mismatch with the updated wagon capacity then crashed back to main menu. It happened with both fluid and cargo wagons that had their capacity changed. Again that's just a guess as I'm not a coder. Luckily I was able to surgically dismantle the broken buildings with a filtered deconstruction planer in map view.
The reason I liked the the smaller fluid wagon values was that it meant I could have longer trains without having to have a larger buffer at the loading station or using circuits, but it's not a big deal.
I am happy about the ones you are re-adding. Also 2 questions: 1st is regarding the fuel canister - are you re-adding it as it was or are you changing its fuel value? 2nd question - do you plan to add a recipe for energy cell for energy locomotives, with the reason behind it being the same as re-adding the fuel canister? If you do add a recipe for it its fuel category is wrong, currently listed under the Burnable fuels instead of Locomotive Energy-Cells.

14 days ago

The fuel canister is gonna have 20MJ and still 50 as stack size. Aka 1GJ total energy value. Diesel fuel has 1200 stack size then, so 0.2 GJ more, being the nummerically superior option, yet taking way more time to load into a train. Both fuels cost the same amount of fuel if you calculate it down to MJ per fluid unit. Except for the canister also needing iron plates.

The energy cell was just left in the mod in case any other mod is using it. It will not be re-added.

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