Walls have 1/3 health of laser turrets

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Supercheese
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Re: Walls have 1/3 health of laser turrets

Post by Supercheese »

Qon wrote:Mods can now bring resistances back! Who said devs don't listen? q:
The Factorio devs are the most attentive to customer feedback of any company I've ever encountered, by a very large margin. :)

Jap2.0
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Re: Walls have 1/3 health of laser turrets

Post by Jap2.0 »

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?
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Re: Walls have 1/3 health of laser turrets

Post by Engimage »

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?
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.
That is why you can't add it on F4 menu.
Mods however might have some sets of items to turn it on where it is useful to prevent screen cluttering on entities where is has no sense.
So the goal of players is to determine which entities would benefit from turning it on and which don't. But first the mod should be released so people would try to research and vote.

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Re: Walls have 1/3 health of laser turrets

Post by Jap2.0 »

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.
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Re: Walls have 1/3 health of laser turrets

Post by Qon »

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.
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.

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