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Releases: narc0tiq/YARM

YARM v0.7.302

15 Dec 15:40
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Contains the updated Russian translation provided by Rikkilook at https://forums.factorio.com/viewtopic.php?p=323016#p323016.

YARM v0.7.301

14 Dec 10:10
1151c89
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Ported to Factorio v0.16.

Mostly trivial (check commit 1151c89 for details), and I'd already met the stuff with EvoGUI.

YARM v0.7.206

23 Oct 15:22
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With help again from @Martok88, this release brings true settings to YARM, instead of that old config.lua -- check #72 if curious about the specifics.


Warning: If you were using the config.lua for custom settings, you will have to go into the Factorio mod settings and update them with the correct values. It is not possible to migrate the current values from one to the other. Luckily, there's only three settings, yeah?

YARM v0.7.205

17 Oct 06:53
4ba1b5f
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With thanks to @Martok88, this release contains #71 -- a per-player setting to control what counts as a warning percentage remaining (sites that show up at all times).

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
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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
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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
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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.