Various Bug fixes for Yuoki (Recipes, Icons, Typo's, etc...) Also includes QOL changes by JATMN Mod Integrations: - Angel's Bioprocessing, Refining, Smelting, Petrochemical Processing... - Bob's Electronics, Adjustable Inserters, Modules, Ore's, Vehicle Equipment... - Pyanodons Industry, Raw Ores - Krastorio 2 - 248k - more to come..
Small changes concerning balance, gameplay, or graphics.
Please compatible in Space Exploration
Unfortunately, I can't. Space Exploration has a hard block banning the use of Yuoki Industries mods.
If they were to remove that I could add some support for it, but currently that's on their side.
Necro while i happen to go by here for others who are interested :
You can run both together, SE explicitely says in some documentation somewhere (the website i think) that it is blocked so he doesn't have to deal with making compat and getting bug reports or something but you can delete the line in SE's info.json in the mod's root folder (in appdata/roaming/factorio/mods or in the game install if you're using that folder) and they'll run fine together. From a technical point at least ; Yuoki has no scripts and in it's base form no integrations so it's very compatible (balance aside).
For this specifically i haven't tested yet if the integrations here and SE end blocking something somewhere (missing tech, critical recipe that takes an input that's now stuck behind it, ...) but i do intend to run that modpack at some point so maybe if i find something i'll report it here.
I would be curious to know how that goes. (game load crashes, etc?)
Yes, you can always just edit a mods json to allow a mod that.
Though I usually play factorio in a multiplayer mode with a friend so manually changing mods isnt something i exercise much because of sync and loading issues with multiplayer etc.
It doesn't crashes on load or game start because i have done it in the past and have it running right now while i'm testing stuff and balancing modpack settings. But playing it will be the real test and i may play a run of something lighter like Py or exotic industries first to get eased back into factorio first.
I'm setting up an absurdly large SE+K2+248K+BZ+Yuoki+Extras+Whatever else i'll manage to cram into it, which i had setup a year ago (when i gave you the fix for nuatreel graphics) then i got busy digging increasingly deep in factorio modding to fix the bloody compatibility between nuclear fuel, krastorio and true nukes myself and eventually got annoyed and left playing something else. So now i'm back to finish it (i've given up on true nukes, probably won't use it anyways even though it's really neat, solving that issue) and i have to say things are a million times better than back then. Only had one thing seriously break while setting things up and running tests so far, whereas back then it was unstable as fuck.
So i'm very hopeful. On yuoki's end i'm only worried about the tech tree, if this doesn't provides a tree i'll probably pick the non-integrated addon one because it's far less likely to break. On a big enough modpack there's enough ways to make something it becomes less likely that things outright block because of a recipe, but the tech tree can be a mess especially if the vanilla tree gets touched rather than built upon.
Yea, building out tech trees are super complicated.. more so when you try to introduce it in the middle of an active game save..
The current versions of Yuoki tech trees are sorta compatible with my changes? I think I might have broken progression a few times with some changes..
But the reason I have not added a tech tress is just being unsure how to structure it out.
This fixes and integration mod as been on and off in the works for the last 2 years.. and I plan to keep working on it here and there (I still play a lot of factorio, and plan to still play more in 2.x release)
But its been slow going because besides the hand full of discussion threads here.. about 80-90% of all the changes this mod does were just my own ideas and fixing things that bothered me or were broken in my playthrus.
So I have had very very minimal feedback on if what I have done frustrated other players or if I should keep going with my plans
(just posted another discussion thread for this topic)
So to build out a tech tree... I would very much need alot of feedback on how to build that out.. it can be done.. but, by myself? well its why I have not added one yet..
This mod appears to have something like 100+ active players of it from what I can extrapolate from the active downloads.. but almost none of them provide feedback.. lol
A quck rundown of this plus one of the trees mods one year ago showed no obvious kerfuffles but i don't know the details. Normally the safest way is to either set stuff in existing techs (with a check that they haven't been removed by some other mod, SE is notorious for deleting combat robotics breaking some stuff, and inserting elsewhere then) or have your new techs only depend on default techs and yours (again with a check in final fixes to replace/remove dependencies that other mods wiped).
I believe bob's library does these checks so it may play a big part as to why i haven't had have obvious issues so far. The only big enemy then is some mod that just rearranges or delete and remake everything, knocking out your integration in vanilla techs or backup dependencies. But there's little that can be done there beside writing an explicit compatibility tree.
Also note that tech is a matter of science packs so if you don't touch much to how those (and labs used for them) are acquired you're unlikely to lock things. You may end having your techs being acquired later than expected because some other mod rearranged tech, but that's all. Just don't insert yourself in the science pack path directly, or if you do only provide alternates recipes when some big tech touching mod is involved (you can try to just check for changes on key recipes rather than checking every mod. Science packs themselves and the stuff used in them that have recipes you edit.)
Oh, I didn't mean the technicality of adding the tech tree.. I mean what to unlock and when etc.
Yuoki never had a tech tree in his mods.. and due to this.. there is some intermediates and machines that you could consider early game.. that might use an intermediate or need to be produced by a machine that would be considered more mid/late game.
Would kinda require going thru each recipe and adjusting them etc.
The thing I have found very puzzling.. is there is technically a production loop for the dust's to kickstart yuoki resources early game from bricks because when you playing a mod pack that does not have the ore patches to mine the resource directly using most of the yuoki recipes are mostly obsolete at the point you can finely make the resources.
The problem is.. the machines consume WAY more power and cause WAY more pollution than your factory is usually ready for at such an early stage.
And the recipes for I think.. 2? of the factories use components that you dont unlock in vanilla tech tree progression until much later.
So you end up with these very useful production lines for the early game.. but once you're able to handle running them? there is far better ways to get the resources.
That's up to you to judge. Pollution and power levels are the easy ones, they should just be adjusted relative to what a similar vanilla crafter makes for a given production speed.
As to the crafter recipes, i have no idea because i never played with only yuoki and therefore to me it's more addon stuff to fill gaps in other mods and provide opportunities to do things differently than being the main path i'm walking on. If something gets obsoleted too early i'll never notice because i'm probably either not using it anyways or busy bulding something else, and if a machine can only be made after there's better options i probably have too many other options to compare them all and may try it anyways.
Yup and what you just described is why I have not added such a tree yet.. because I usually face the same thing..
Playing with Yuoki's mods in most of my playthrus for a few years now.. there is still maybe 30-40% of the recipes I have NEVER used.
And as I note in the description, this mod has mostly been focused on fixing bugs or just adding integration to things that make sense with other mods
(Still considering making Yuoki crushers cross-compatible with K2 crusher and the bob's crushers lol)
Easier path on crushes is simply reclassing them in K2s/whoever's crusher machine crafting group. Auto-compatibility, and then the yuoki base crusher can become a smaller, early game crusher option, and the electric one be a fancy one capable of doing extra processes but slower and leave the mass crushing of basic rocks to K2.
https://mods.factorio.com/user/planetfall
I was thinking and maybe you should go ask this guy for help. He's been making these mods that are functioanlly very similar to the BZ set in that they add a given ressource and then integrate it everywhere as much as possible, so he seems to know things around decently well when it comes to setting up ressource chains, tech trees and integrations. And unlike brevven he's actively developping stuff right now so maybe he could get him interested and show you how to do some of that stuff.
On a side note you'll need compat with some combat mods to add damage resists to yuoki walls and armors. Fire for walls and Radiation with K2 would be a good starting point.
Ah, I have seen his mods around.. though not tried them yet.
Yea I know the walls and armor need an overhaul.. actually, the armor itself needs a full revisit as there is little reason to use any except the very first one and the last one.. lol Also none of them support player colors which is frustrating.. i tried adding this support, it didnt go over very well because of how the sprites are made vs modern armor sprites now.
For the walls.. yea ill have to check what % makes sense for resistances on the walls themselves.. i myself only ever use the basic wood fences and the final tier walls.. (again a issue related to progression..)
I think in vanilla they barely have any resists. It's things like combat mechanics overhaul and krastorio which add the resists. Maybe there's a way to have them be detected by these mods as armours and have the resists autoadded.
Tough digging through combat mechanics overhaul code i can't see anything related to that so maybe not that. And krastorio seems to have handwritten compat for many, many mods. Maybe rampant ? I have a lot of mods and multiple do combat things, so it's hard to tell who's up. K2+SE seems to be the ones who are responsible for most of it here.
I was tinking and i think for resists the no headache solution is to check the resists that exiists on vanilla armours and walls at the final fixes stage and throw a multiplier on that. Check that they weren't removed by some other mods first, i don't know any that does it but better be safe.
So some yuoki power armour would just copy whatever resists exist on the closest vanilla armour in functionality and tech level, and then you multiply everything by a scaling factor depending on where they sit relative to each other. Then clamp the % resists at 90 or whatever feels appropriate for that damage type.
Same for walls, but AAI adds walls and it's a common mod so for fancier youki walls you should probably copy it's reinforced wall stats instead if it's available.
That's a principle that can probably be applied to other places. Like solar power output scaling by whatever factor between vanilla panel without mods and whatever value it has at final fixes. Or belts / robots speeds and capacities so they keep their place relative to vanilla objects after mods get involved. Though i don't think any of these are as critical as combat balance. Turret and ammo range / damage could very much use this too.