The Factorio devs are the most attentive to customer feedback of any company I've ever encountered, by a very large margin.Qon wrote:Mods can now bring resistances back! Who said devs don't listen? q:
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The Factorio devs are the most attentive to customer feedback of any company I've ever encountered, by a very large margin.Qon wrote:Mods can now bring resistances back! Who said devs don't listen? q:
The problem is they added this to all entities independently so you can't just "turn it on" globally and have to do it on all entities.Jap2.0 wrote:They should add it to the F4 menu, something like show_all_resistances - if they added it for a mod, it should be really easy to add that way, right?
Correct. PacifyerGrey doesn't know what he is talking about or worded his post extremely poorly. If it's possible to do it at run time (and this support if missing could be implemented when doing the debug switch), with the mod API or not, then of course a toggle switch in debug menu can do it.Jap2.0 wrote:I get that not everything should have them shown, but shouldn't it be fairly simple to, when the option is turned on, have a loop check all entities to see if they have resistances, and if so, show them? If they don't want mod support, they could even use a predetermined list from vanilla.