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Releases: narc0tiq/YARM

YARM v0.7.204

08 Aug 09:31
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This release prevents you from getting kicked out of your vehicle when going to remote view a site... by preventing you from remote viewing while in a vehicle.

I should really consider making it possible to rename a site without viewing it. Maybe in v0.8...

YARM v0.7.203

15 Jun 12:07
bc14288
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Thanks to @745275633 we have a new Chinese translation for YARM! I can't verify its excellence, but I assume it's quite good!

YARM v0.7.202

07 Jun 10:04
cc5825d
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The only change in this version is changing the mod title (which shows up in the mod list and on the item/entities) to something less ugly looking ("YARM - Resource Monitor"). Feel free to ignore this version completely.

YARM v0.7.201

01 May 18:55
f6fec08
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Semi-trivial port to Factorio v0.15.

The new Factorio doesn't allow entity health to be set to 0 when talking about a player-type, so we're setting destructible = false instead. Same effective behaviour, just a different way to achieve it.

YARM v0.7.108

05 Dec 17:27
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Thanks to @Thel89 for #53 -- we can now expand sites (without having to recreate them). This allows potentially maintaining a site with "all the iron ore (that I care about)", though it remains a fairly manual process.

YARM v0.7.107

20 Sep 11:03
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Thanks to @squizzling for #51, which should dramatically improve YARM's performance by splitting large sites such that only 100 of their ore entities are checked every game tick. In particular, for those with very large sites (on the order of ten thousand entities), this should lead to a performance (UPS) boost[1] at the cost of the sites needing longer (more than a second) to be fully counted.

Also notable, thanks to #49 reminding me to do so, a short how to is now available in the README. I'm pretty sure it's a complete listing of what YARM can do at the moment, from the player's point of view, but if there's something I forgot, please don't hesitate to remind me.


[1]: this still leaves the possibility of different sites getting queried in parallel, so occasionally one might see 200, 300, etc., entities checked in a given tick, so #47 is not fulfilled by this change. Nonetheless, it's a marked improvement.

YARM v0.7.106

29 Aug 10:10
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This release updates YARM to work on Factorio v0.14

YARM v0.7.105

15 Aug 08:06
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This release has a fix for #45, which may have been all that was needed to make remote viewing reliable -- apparently, missing a sanity check is a bad idea. Who knew?

YARM v0.7.104

08 Aug 08:51
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This is a mostly-invisible change that adds support for non-standard resource categories (used, most notably, by the Homeworld mod -- for sand).

Unfortunately, sand itself is way too common to track with YARM, so that gets explicitly blacklisted with a friendlier error message. Sorry. On the other hand, if another mod feels like adding a custom resource_category, it's all cool now.

YARM v0.7.103

07 Aug 09:36
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This release adds (via ca7adf4) the fix suggested by @Nexela in #38 (comment) to make the remote viewers invulnerable. Thanks, dude!