<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KamranMackey</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KamranMackey"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/KamranMackey"/>
	<updated>2026-04-23T14:48:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=News&amp;diff=138218</id>
		<title>News</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=News&amp;diff=138218"/>
		<updated>2017-05-27T06:01:30Z</updated>

		<summary type="html">&lt;p&gt;KamranMackey: Add FFF 192, and correct FFF 191 link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- CURRENT NEWS - PLEASE ARCHIVE BELOW &lt;br /&gt;
     Only maximal 10 news should be new, the rest should be archived...&lt;br /&gt;
&lt;br /&gt;
If the main page isn&#039;t updated for you, visit: &lt;br /&gt;
http://www.factorioforums.com/wiki/index.php?title=Main_Page&amp;amp;action=purge&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Latest ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:600px&amp;quot;&amp;gt;&lt;br /&gt;
What should be in the news and what not?&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The Factorio News in this wiki should be that kind of news, which - viewed from some future (for example in a year) - will be still relevant information. Examples:&lt;br /&gt;
&lt;br /&gt;
* Good: A player has made an interesting tweak in building a factory, which never has been seen before.&lt;br /&gt;
* Bad: Some youtuber has made his 100th Let&#039;s play about Factorio.&lt;br /&gt;
* Good: The developers announce Greenlight Campaign of Factorio&lt;br /&gt;
* Bad: There is a serious bug in MacOS-Version and you need to update to the current.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* May 26 FFF #192: [https://www.factorio.com/blog/post/fff-192 One million].&lt;br /&gt;
* May 19 FFF #191: [https://www.factorio.com/blog/post/fff-191 Gui improvements].&lt;br /&gt;
* May 12 FFF #190: [https://www.factorio.com/blog/post/fff-190 The quiet days].&lt;br /&gt;
* May 05 FFF #189: [https://www.factorio.com/blog/post/fff-189 Specifying the 1.0].&lt;br /&gt;
* Apr 28 FFF #188: [https://www.factorio.com/blog/post/fff-188 Bug, Bug, Desync].&lt;br /&gt;
* Apr 21 FFF #187: [https://www.factorio.com/blog/post/fff-187 Space science &amp;amp; 0.15 graphics].&lt;br /&gt;
* Apr 14 FFF #186: [https://www.factorio.com/blog/post/fff-186 Marathon testing].&lt;br /&gt;
* Apr 07 FFF #185: [https://www.factorio.com/blog/post/fff-185 Progress report].&lt;br /&gt;
* Mar 31 FFF #184: [https://www.factorio.com/blog/post/fff-184 Five years of Factorio].&lt;br /&gt;
* Mar 23 FFF #183: [https://www.factorio.com/blog/post/fff-183 Aiming for the release date].&lt;br /&gt;
* Mar 17 FFF #182: [https://www.factorio.com/blog/post/fff-182 Optimizations, always more optimizations].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;includeonly&amp;gt;&#039;&#039;&#039;[[News#Archive|Older news...]]&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ARCHIVED NEWS (not included on main page) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archive ==&lt;br /&gt;
&#039;&#039;Archived news don&#039;t appear on the main page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 2017 ===&lt;br /&gt;
&lt;br /&gt;
==== March ====&lt;br /&gt;
&lt;br /&gt;
* Mar 10 FFF #181: [https://www.factorio.com/blog/post/fff-181 Calm before the storm].&lt;br /&gt;
* Mar 03 FFF #180: [https://www.factorio.com/blog/post/fff-180 Map improvements].&lt;br /&gt;
&lt;br /&gt;
==== February ====&lt;br /&gt;
&lt;br /&gt;
* Feb 24 FFF #179: [https://www.factorio.com/blog/post/fff-179 New resource graphics &amp;amp; concrete].&lt;br /&gt;
* Feb 17 FFF #178: [https://www.factorio.com/blog/post/fff-178 Minimal mode and Mini-tutorials].&lt;br /&gt;
* Feb 10 FFF #177: [https://www.factorio.com/blog/post/fff-177 Difficulty settings].&lt;br /&gt;
* Feb 03 FFF #176: [https://www.factorio.com/blog/post/fff-176 Belts optimization for 0.15].&lt;br /&gt;
&lt;br /&gt;
==== January ====&lt;br /&gt;
&lt;br /&gt;
* Jan 27 FFF #175: [https://www.factorio.com/blog/post/fff-175 Programmable speaker].&lt;br /&gt;
* Jan 20 FFF #174: [https://www.factorio.com/blog/post/fff-174 Mod gui].&lt;br /&gt;
* Jan 13 FFF #173: [https://www.factorio.com/blog/post/fff-173 Nuclear stuff is almost done].&lt;br /&gt;
* Jan 07 FFF #172: [https://www.factorio.com/blog/post/fff-172 Blending and Rendering].&lt;br /&gt;
&lt;br /&gt;
===2016===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[News/2016|Archived news from 2016]]&lt;br /&gt;
&lt;br /&gt;
===2015===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[News/2015|Archived news from 2015]]&lt;br /&gt;
&lt;br /&gt;
===2014===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[News/2014|Archived news from 2014]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
[[Category:Info templates|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Main page templates|news]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KamranMackey</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=138185</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Console&amp;diff=138185"/>
		<updated>2017-05-24T04:20:46Z</updated>

		<summary type="html">&lt;p&gt;KamranMackey: Update executable commands to 0.15.13.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The in-game console is used for:&lt;br /&gt;
&lt;br /&gt;
* Chatting with other players&lt;br /&gt;
* Running commands / scripts / cheats&lt;br /&gt;
* Occasional status updates&lt;br /&gt;
&lt;br /&gt;
There are three types of command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Multiplayer&#039;&#039;&#039; - message filtering, banning users, etc.&lt;br /&gt;
* &#039;&#039;&#039;Information&#039;&#039;&#039; - display various information about the game&lt;br /&gt;
* &#039;&#039;&#039;Scripting/Cheating&#039;&#039;&#039; - run small Lua scripts (but they &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;disable achievements for the save game&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Using the console ===&lt;br /&gt;
The console display can be toggled with the {{keybinding|/}} (slash) or {{keybinding|~}} (tilde) keys.&lt;br /&gt;
&lt;br /&gt;
You can customize the keys via &#039;&#039;&#039;Options Menu -&amp;gt; Keyboard -&amp;gt; Toggle Lua console&#039;&#039;&#039;. When the console is open, you&#039;ll see a blinking cursor at the bottom of the screen; type your message or command and hit &#039;&#039;&#039;Return&#039;&#039;&#039; to send it (this will also close the console). Documentation about message and command prefixes can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
When console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages). Note that by default, all executed commands are made visible to all users. You can set the fade out time via &#039;&#039;&#039;Options Menu -&amp;gt; Other Settings -&amp;gt; Message Delay&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you want to immediately hide the console, open the console and then press &#039;&#039;&#039;Escape&#039;&#039;&#039; key (or press &#039;&#039;&#039;Return&#039;&#039;&#039; without entering any message/command). This not only closes the console, but it also hides all the recent messages/commands. In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32389 Factorio 0.14.5 and later], you can clear the console with the &#039;&#039;&#039;/clear&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
Note that the console can also accept raw Lua code as well as game commands.&lt;br /&gt;
&lt;br /&gt;
=== Console history ===&lt;br /&gt;
&lt;br /&gt;
The console has an inbuilt history; it&#039;s a bit like a text editor where only one line of text is displayed at a time.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;uarr;}} and {{keybinding|&amp;amp;darr;}} keys to scroll through the console history.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;larr;}} and {{keybinding|&amp;amp;rarr;}} keys to cursor through the currently displayed message or command, which you can edit (delete, insert, etc.) and resend (by pressing &#039;&#039;&#039;Return&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32389 Factorio 0.14.5 and later], the &#039;&#039;&#039;Tab&#039;&#039;&#039; key will auto-complete commands and player ids.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Chat ==&lt;br /&gt;
&lt;br /&gt;
Send private message to specific player with &#039;&#039;&#039;/whisper&#039;&#039;&#039; (or &#039;&#039;&#039;/w&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 /whisper &amp;lt;playerId&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reply to the most recently received private message with &#039;&#039;&#039;/reply&#039;&#039;&#039; (or &#039;&#039;&#039;/r&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 /reply &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32248 Factorio 0.14.4 and later], group chat works like this:&lt;br /&gt;
&lt;br /&gt;
 hello my team!&lt;br /&gt;
&lt;br /&gt;
 /s hello all players!&lt;br /&gt;
 /shout same as /s&lt;br /&gt;
&lt;br /&gt;
In Factorio 0.14.3 and earlier, group chat worked like this:&lt;br /&gt;
&lt;br /&gt;
 hello all players!&lt;br /&gt;
&lt;br /&gt;
 /team hello my team!&lt;br /&gt;
&lt;br /&gt;
These are just the main chat features - there are also options for banning, ignoring and muting players; see the console &#039;&#039;&#039;/help&#039;&#039;&#039; for a full list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
To see a list of all available commands, enter &#039;&#039;&#039;/help&#039;&#039;&#039; (or &#039;&#039;&#039;/h&#039;&#039;&#039;) in to the console. The available commands will depend on Factorio version and game setup.&lt;br /&gt;
&lt;br /&gt;
 /help&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32248 Factorio 0.14.4 and later], the &#039;&#039;&#039;/help&#039;&#039;&#039; command will just display a list of commands - to get full details for a command add the command name (without slash) after &#039;&#039;&#039;/help&#039;&#039;&#039; (or &#039;&#039;&#039;/h&#039;&#039;&#039;), for example if you want help on the &#039;&#039;&#039;/evolution&#039;&#039;&#039; command, you&#039;d type:&lt;br /&gt;
&lt;br /&gt;
 /h evolution&lt;br /&gt;
&lt;br /&gt;
=== Scripting and cheat commands ===&lt;br /&gt;
You can run Lua script commands via the console. It works similarly to any command line interface or the JavaScript console for your browser.&lt;br /&gt;
&lt;br /&gt;
This is a very powerful feature, which also allows cheating, and as such &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;achievements will be permanently disabled for the save&amp;lt;/span&amp;gt; as soon as you use a script command.&lt;br /&gt;
&lt;br /&gt;
To run a script, prefix it with &#039;&#039;&#039;/command&#039;&#039;&#039; (or &#039;&#039;&#039;/c&#039;&#039;&#039;), for example:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print &#039;hello me!&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in a multiplayer game, the command will be echoed to all other players (so they can see if you&#039;re cheating).&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?p=203991#p203991 Factorio 0.14.5 and later], multiplayer server admins can use &#039;&#039;&#039;/silent-command&#039;&#039;&#039; (only via RCON/server console) instead of &#039;&#039;&#039;/c&#039;&#039;&#039; to avoid the command being echoed to all players.&lt;br /&gt;
&lt;br /&gt;
 /silent-command game.player.print &#039;only admins can use (and see) silent commands&#039;&lt;br /&gt;
&lt;br /&gt;
Mod developers can also take advantage of the special &#039;&#039;&#039;/measured-command&#039;&#039;&#039; which is like &#039;&#039;&#039;/c&#039;&#039;&#039; but will time how long the command takes to run. This is very useful for performance tuning your scripts.&lt;br /&gt;
&lt;br /&gt;
 /measured-command game.player.print &#039;how much time does this take to run?&#039;&lt;br /&gt;
&lt;br /&gt;
The game ignores newlines when pasting &amp;quot;scriptlets&amp;quot; in the console. This means they can be written in a human readable form in an editor and copy/pasted into the console, making understanding and editing a bit easier.&lt;br /&gt;
&lt;br /&gt;
You can essentially fire any Lua command here, just as you would from a Lua program - Factorio [[Mods]] are merely Lua commands. Therefore you don&#039;t necessarily need &amp;quot;cheats&amp;quot; active per-se, as the console allows you full access to the game&#039;s internals. You only need a familiarity with the commands and types, as shown in the below examples and the [[Modding]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Command Examples==&lt;br /&gt;
&lt;br /&gt;
=== Large Screenshots ===&lt;br /&gt;
&lt;br /&gt;
This is how you would take a large HD screenshot. As usual, replace the X and Y with the values you wish.&lt;br /&gt;
&lt;br /&gt;
The file is put into a folder called &amp;quot;script-output&amp;quot;, which is located in the same location as the mods folder. These pictures can be quite large.&lt;br /&gt;
&lt;br /&gt;
 /c game.take_screenshot{&#039;&#039;&amp;lt;parameter&amp;gt;&#039;&#039;=&#039;&#039;&amp;lt;value&amp;gt;&#039;&#039;,...}&lt;br /&gt;
&lt;br /&gt;
The command takes the following parameters:&lt;br /&gt;
&lt;br /&gt;
* showgui - Boolean value, true or false. True if GUIs should be included in the screenshot.&lt;br /&gt;
* resolution - Takes an x and y, in the form {x = &#039;&#039;&amp;lt;x-size&amp;gt;&#039;&#039;, y = &#039;&#039;&amp;lt;y-size&amp;gt;&#039;&#039;}.&lt;br /&gt;
* show_entity_info - Boolean value, true if alt info should be shown in the screenshot.&lt;br /&gt;
* zoom - The zoom level. 1 is normal, 2 is zoomed in to half the area, 0.5 is zoomed out to twice the area, etc.&lt;br /&gt;
&lt;br /&gt;
=== Use it as calculator ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print(1234 * 5678)&lt;br /&gt;
&lt;br /&gt;
=== Mine faster ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.manual_mining_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
=== Craft faster ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.manual_crafting_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
=== Unlock and Research all Technology ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.research_all_technologies()&lt;br /&gt;
&lt;br /&gt;
Undo this with:&lt;br /&gt;
&lt;br /&gt;
 /c for _, tech in pairs(game.player.force.technologies) do tech.researched=false end&lt;br /&gt;
&lt;br /&gt;
=== Reset any modifiers to default ===&lt;br /&gt;
This includes Tech and speed alterations.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.reset()&lt;br /&gt;
&lt;br /&gt;
=== Zoom beyond normal bounds ===&lt;br /&gt;
Note that zooming too far out can cause performance hits. Be careful.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.zoom = 0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inventory Manipulation ==&lt;br /&gt;
&lt;br /&gt;
=== Refill resources (refill oil, iron etc.) ===&lt;br /&gt;
While holding the cursor over a resource tile in-game&lt;br /&gt;
 /c game.player.selected.amount=7500&lt;br /&gt;
&lt;br /&gt;
=== Add items to the player&#039;s inventory ===&lt;br /&gt;
Replace iron-plate with the internal name of the item desired.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.insert{name=&amp;quot;iron-plate&amp;quot;, count=100}&lt;br /&gt;
&lt;br /&gt;
For instance, here&#039;s a god-mode energy system interface:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.insert{name=&amp;quot;electric-energy-interface&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
=== Cheat mode ===&lt;br /&gt;
Allows for infinite free crafting. Disable by replacing true with false.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.cheat_mode=true&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Manipulation ==&lt;br /&gt;
&lt;br /&gt;
=== Reveal the map around the player ===&lt;br /&gt;
&lt;br /&gt;
Reveals the map around the player, similar to a [[radar]].&lt;br /&gt;
&lt;br /&gt;
  /c local radius = 150; game.player.force.chart(game.player.surface, {{game.player.position.x - radius, game.player.position.y - radius}, {game.player.position.x + radius, game.player.position.y + radius}})&lt;br /&gt;
&lt;br /&gt;
Change 150 to the desired radius, higher values take longer.&lt;br /&gt;
&lt;br /&gt;
=== Turn off night ===&lt;br /&gt;
Enables eternal day.&lt;br /&gt;
 /c game.surfaces[1].always_day=true&lt;br /&gt;
&lt;br /&gt;
=== Change game speed ===&lt;br /&gt;
0.5 is half speed, 1 is default, 2 is double speed, etc. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.&lt;br /&gt;
&lt;br /&gt;
 /c game.speed = X&lt;br /&gt;
&lt;br /&gt;
=== Freeze Time Passage ===&lt;br /&gt;
Stops the advancement of the time if you replace &amp;quot;BOOL&amp;quot; with &amp;quot;true&amp;quot; or unfreezes it if you replace it with &amp;quot;false&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.surface.freeze_daytime(BOOL)&lt;br /&gt;
&lt;br /&gt;
=== Remove all pollution ===&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface;&lt;br /&gt;
 for coord in surface.get_chunks() do&lt;br /&gt;
  surface.pollute({coord.x * 32, coord.y * 32}, -10000000)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Add new resource patch ===&lt;br /&gt;
This creates a new 11x11 patch of resources, centered on the player character. The patch it creates is perfectly square but it randomizes the amount similar to natural generation, with fewer ore at the edges and more ore in the center. The default numbers result in a patch with 2500-3000 ore.&lt;br /&gt;
&lt;br /&gt;
If you want a larger patch, change &amp;quot;local size = 5&amp;quot; to a larger number. A larger patch will have exponentially more ore. Entering a number above 30 is not recommended.&lt;br /&gt;
&lt;br /&gt;
If you want a richer patch, change &amp;quot;local density = 10&amp;quot; to a larger number. Entering a very large number shouldn&#039;t hurt anything but you probably don&#039;t need to go above 100.&lt;br /&gt;
&lt;br /&gt;
To choose which resource is spawned, change &amp;quot;stone&amp;quot; near the bottom to &amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, &amp;quot;coal&amp;quot;, or &amp;quot;uranium-ore&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface;&lt;br /&gt;
 local ore = nil&lt;br /&gt;
 local size = 5&lt;br /&gt;
 local density = 10&lt;br /&gt;
 for y=-size,size do&lt;br /&gt;
  for x=-size,size do&lt;br /&gt;
   a = (((size+1) - math.abs(x))*10)&lt;br /&gt;
   b = (((size+1) - math.abs(y))*10)&lt;br /&gt;
   if a &amp;lt; b then&lt;br /&gt;
    ore = math.random(((a*density)-(a*(density-8))),((a*density)+(a*(density-8))))&lt;br /&gt;
   end&lt;br /&gt;
   if b &amp;lt; a then&lt;br /&gt;
    ore = math.random(((b*density)-(b*(density-8))),((b*density)+(b*(density-8))))&lt;br /&gt;
   end&lt;br /&gt;
   surface.create_entity({name=&amp;quot;stone&amp;quot;, amount=ore, position={game.player.position.x+x, game.player.position.y+y}})&lt;br /&gt;
  end&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Add new oil patch ===&lt;br /&gt;
This creates 9 crude oil patches in a 3x3 square.&lt;br /&gt;
&lt;br /&gt;
 /c for y=0,2 do&lt;br /&gt;
   for x=0,2 do&lt;br /&gt;
     game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=5000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})&lt;br /&gt;
   end&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
or randomly without any collision:&lt;br /&gt;
&lt;br /&gt;
 /c local position = nil&lt;br /&gt;
 for i=1,9 do&lt;br /&gt;
 	position = game.player.surface.find_non_colliding_position(&amp;quot;crude-oil&amp;quot;, game.player.position, 0, i/2+1.5)&lt;br /&gt;
 	if position then &lt;br /&gt;
 		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=5000, position=position})&lt;br /&gt;
 	end&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Count entities ===&lt;br /&gt;
Counts all entities whose name includes the string in local entity.&lt;br /&gt;
&lt;br /&gt;
 /c&lt;br /&gt;
 local entity = &amp;quot;belt&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 local surface = game.player.surface&lt;br /&gt;
 local count = 0&lt;br /&gt;
 for c in surface.get_chunks() do&lt;br /&gt;
   for key, ent in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= game.player.force})) do&lt;br /&gt;
     if string.find(ent.name,entity) then&lt;br /&gt;
       count = count + 1&lt;br /&gt;
     end&lt;br /&gt;
   end&lt;br /&gt;
 end&lt;br /&gt;
 game.player.print(count)&lt;br /&gt;
&lt;br /&gt;
== Enemy/Evolution ==&lt;br /&gt;
=== Check how far the biters have evolved ===&lt;br /&gt;
Note that commands that do not start with &amp;quot;/c&amp;quot; do not disable achievements.&lt;br /&gt;
 /evolution&lt;br /&gt;
&lt;br /&gt;
=== Set evolution factor ===&lt;br /&gt;
Ranges from 0 (new game) to 1.&lt;br /&gt;
&lt;br /&gt;
 /c game.evolution_factor=X&lt;br /&gt;
&lt;br /&gt;
In 0.15, use the following command instead:&lt;br /&gt;
&lt;br /&gt;
 /c game.forces[&amp;quot;enemy&amp;quot;].evolution_factor=X&lt;br /&gt;
&lt;br /&gt;
=== Disable time-based evolution &amp;amp; increases pollution-based evolution ===&lt;br /&gt;
 /c game.map_settings.enemy_evolution.time_factor = 0&lt;br /&gt;
 /c game.map_settings.enemy_evolution.pollution_factor = game.map_settings.enemy_evolution.pollution_factor * 2&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2&amp;quot; at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.&lt;br /&gt;
&lt;br /&gt;
=== Kill all biters on the &amp;quot;enemy&amp;quot; force ===&lt;br /&gt;
Note that this will kill only mobile units and worms, spawners will not be killed.&lt;br /&gt;
 /c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&lt;br /&gt;
=== Kill all enemies ===&lt;br /&gt;
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the explored world, so any unexplored parts of the map which still need to be generated will still have enemies.&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface&lt;br /&gt;
 for c in surface.get_chunks() do&lt;br /&gt;
    for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= &amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
        entity.destroy()&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
=== Enable peaceful mode ===&lt;br /&gt;
Peaceful mode prevents biter attacks until provoked. Substitute false for true to disable.&lt;br /&gt;
 /c game.player.surface.peaceful_mode = true&lt;br /&gt;
&lt;br /&gt;
=== Disable biter expansion ===&lt;br /&gt;
This prevents biters from creating new spawners.&lt;br /&gt;
 /c game.map_settings.enemy_expansion.enabled = false&lt;br /&gt;
&lt;br /&gt;
== Player Character ==&lt;br /&gt;
Commands concerning the player directly.&lt;br /&gt;
=== Get Player Position ===&lt;br /&gt;
Prints coordinates of your current position.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print({&amp;quot;&amp;quot;, &amp;quot;(&amp;quot;, game.player.position.x, &amp;quot;, &amp;quot;, game.player.position.y, &amp;quot;)&amp;quot;})&lt;br /&gt;
&lt;br /&gt;
=== Teleport player ===&lt;br /&gt;
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.teleport({X, Y})&lt;br /&gt;
&lt;br /&gt;
To teleport to the world&#039;s origin, use 0,0.&lt;br /&gt;
&lt;br /&gt;
=== Spawn a player character ===&lt;br /&gt;
This is useful for escaping god mode. (see [[Console#Enable_god_mode]].) This will spawn a new player at the spawn point of the world, and connect your controls to it.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.character = game.player.surface.create_entity{name=&amp;quot;player&amp;quot;, position = {0,0}, force = game.forces.player}&lt;br /&gt;
&lt;br /&gt;
=== Change Player color ===&lt;br /&gt;
Note that commands that do not start with &amp;quot;/c&amp;quot; do not disable achievements. Replace COLOR with the name of a color. Available names are: Black, blue, brown, cyan, gray, green, orange, pink, purple, red, white, and yellow &lt;br /&gt;
 /color COLOR&lt;br /&gt;
&lt;br /&gt;
=== Enable god mode ===&lt;br /&gt;
God mode removes your player character allowing you to fly over obstacles and take no damage.&lt;br /&gt;
&lt;br /&gt;
Disassociate your controls from the player:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.character = nil&lt;br /&gt;
&lt;br /&gt;
Then, hover the mouse over the useless player and destroy it by typing:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.selected.destroy()&lt;br /&gt;
&lt;br /&gt;
To undo&lt;br /&gt;
&lt;br /&gt;
 /c game.player.create_character()&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Enable faster research ===&lt;br /&gt;
 /c game.player.force.laboratory_speed_modifier = 1&lt;br /&gt;
1 is normal speed, 2 is double speed 3 is triple etc. I think it goes up to 100.&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific technologies ===&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6633 Enabling technologies] (forums)&lt;br /&gt;
 /c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=true&lt;br /&gt;
 /c game.player.force.technologies[&#039;steel-processing&#039;].researched=true&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific recipes ===&lt;br /&gt;
 /c game.player.force.recipes[&amp;quot;electric-energy-interface&amp;quot;].enabled = true&lt;br /&gt;
 /c game.player.force.recipes[&amp;quot;rocket-silo&amp;quot;].enabled = true&lt;br /&gt;
&lt;br /&gt;
=== Finish research immediately ===&lt;br /&gt;
 /c for name,technology in pairs(game.player.force.technologies) do technology.researched=technology.enabled end&lt;br /&gt;
&lt;br /&gt;
== Command Line Parameters ==&lt;br /&gt;
&#039;&#039;&#039;As of Game Version 0.14.21&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.&lt;br /&gt;
&lt;br /&gt;
General options:&lt;br /&gt;
  -h [ --help ]                      display help&lt;br /&gt;
  --version                          show version information&lt;br /&gt;
  -v [ --verbose ]                   enable verbose logging&lt;br /&gt;
  -c [ --config ] PATH               config file to use&lt;br /&gt;
  --no-log-rotation                  don&#039;t rotate log file&lt;br /&gt;
  --mod-directory PATH               Mod directory to use&lt;br /&gt;
&lt;br /&gt;
Running options:&lt;br /&gt;
  -s [ --map2scenario ] arg          map to scenario conversion&lt;br /&gt;
  -m [ --scenario2map ] arg          scenario to map conversion&lt;br /&gt;
  --apply-update arg                 immediately apply update package&lt;br /&gt;
  --create FILE                      create a new map&lt;br /&gt;
  --map-gen-settings FILE            Map generation settings for use with&lt;br /&gt;
                                     --create. See data/map-gen-settings.exampl&lt;br /&gt;
                                     e.json&lt;br /&gt;
  --start-server FILE                start a multiplayer server&lt;br /&gt;
  --start-server-load-scenario FILE  start a multiplayer server and load the&lt;br /&gt;
                                     specified scenario&lt;br /&gt;
  --start-server-load-latest         start a multiplayer server and load the&lt;br /&gt;
                                     latest available save&lt;br /&gt;
  --until-tick TICK                  run a save until given map tick&lt;br /&gt;
  --mp-connect ADDRESS               start factorio and connect to address&lt;br /&gt;
  --load-game FILE                   start Factorio and load a game in&lt;br /&gt;
                                     singleplayer&lt;br /&gt;
  --benchmark FILE                   load save and run benchmark&lt;br /&gt;
  --benchmark-ticks N (=1,000)       number of ticks for benchmarking. Default&lt;br /&gt;
                                     is 1000&lt;br /&gt;
  --force-opengl                     use OpenGL for rendering&lt;br /&gt;
  --force-d3d                        use Direct3D for rendering&lt;br /&gt;
&lt;br /&gt;
Server options:&lt;br /&gt;
  --port N                           network port to use&lt;br /&gt;
  --bind ADDRESS[:PORT]              IP address (and optionally port) to bind&lt;br /&gt;
                                     to&lt;br /&gt;
  --rcon-port N                      Port to use for RCON&lt;br /&gt;
  --rcon-password PASSWORD           Password for RCON&lt;br /&gt;
  --server-settings FILE             Path to file with server settings. See&lt;br /&gt;
                                     data/server-settings.example.json&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As of Game Version 0.15.13&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
0.15.x Adds in a couple of new command line options.&lt;br /&gt;
&lt;br /&gt;
General options:&lt;br /&gt;
  -h [ --help ]                      display help&lt;br /&gt;
  --version                          show version information&lt;br /&gt;
  -v [ --verbose ]                   enable verbose logging&lt;br /&gt;
  -c [ --config ] PATH               config file to use&lt;br /&gt;
  --no-log-rotation                  don&#039;t rotate log file&lt;br /&gt;
  --mod-directory PATH               Mod directory to use&lt;br /&gt;
  --check-unused-prototype-data      Print a warning for all prototype values that were not accessed&lt;br /&gt;
&lt;br /&gt;
Running options:&lt;br /&gt;
  -s [ --map2scenario ] arg          map to scenario conversion&lt;br /&gt;
  -m [ --scenario2map ] arg          scenario to map conversion&lt;br /&gt;
  --apply-update arg                 immediately apply update package&lt;br /&gt;
  --create FILE                      create a new map&lt;br /&gt;
  --map-gen-settings FILE            Map generation settings for use with --create. See data/map-gen-settings.example.json&lt;br /&gt;
  --map-settings FILE                Map settings for use with --create. See data/base/prototypes/map-settings.lua&lt;br /&gt;
  --preset arg                       Name of the map generation preset to be used.&lt;br /&gt;
  --generate-map-preview FILE        Generate preview images of the map&lt;br /&gt;
  --map-preview-size SCALE (=1,024)  Size (in pixels) of map preview&lt;br /&gt;
  --map-preview-scale SCALE (=1)     Scale (meters per pixel) of map preview&lt;br /&gt;
  --map-preview-offset X,Y (=0,0)    Offset of the center of the map, in meters&lt;br /&gt;
  --start-server FILE                start a multiplayer server&lt;br /&gt;
  --start-server-load-scenario FILE  start a multiplayer server and load the specified scenario&lt;br /&gt;
  --start-server-load-latest         start a multiplayer server and load the latest available save&lt;br /&gt;
  --until-tick TICK                  run a save until given map tick&lt;br /&gt;
  --mp-connect ADDRESS               start factorio and connect to address&lt;br /&gt;
  --load-game FILE                   start Factorio and load a game in singleplayer&lt;br /&gt;
  --benchmark FILE                   load save and run benchmark&lt;br /&gt;
  --benchmark-ticks N (=1,000)       number of ticks for benchmarking. Default is 1000&lt;br /&gt;
  --force-opengl                     use OpenGL for rendering&lt;br /&gt;
  --force-d3d                        use Direct3D for rendering&lt;br /&gt;
  --fullscreen BOOL                  start game in windowed mode (saved to configuration)&lt;br /&gt;
  --max-texture-size N               maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048&lt;br /&gt;
  --graphics-quality arg             accepted values: normal, low, very-low&lt;br /&gt;
  --video-memory-usage arg           accepted values: all, high, medium, low&lt;br /&gt;
  --gfx-safe-mode                    resets some graphics settings to values that should work on most configurations&lt;br /&gt;
  --shader arg                       enable/disable shader postprocessing (saved to configuration)&lt;br /&gt;
  --disable-audio                    Disable audio. Mainly for faster startup during development.&lt;br /&gt;
&lt;br /&gt;
Server options:&lt;br /&gt;
  --port N                           network port to use&lt;br /&gt;
  --bind ADDRESS[:PORT]              IP address (and optionally port) to bind to&lt;br /&gt;
  --rcon-port N                      Port to use for RCON&lt;br /&gt;
  --rcon-password PASSWORD           Password for RCON&lt;br /&gt;
  --server-settings FILE             Path to file with server settings. See data/server-settings.example.json&lt;br /&gt;
  --server-whitelist FILE            Path to file with server whitelist.&lt;br /&gt;
  --server-banlist FILE              Path to file with server banlist.&lt;br /&gt;
  --console-log FILE                 Path to file where a copy of the server&#039;s log will be stored&lt;br /&gt;
  --server-id FILE                   Path where server ID will be stored or read from&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
  --map2scenario SAVE&lt;br /&gt;
Converts a save game to a User Scenario, allows saved game state to be loaded into map editor. Assuming that save game name is &amp;quot;foo.zip&amp;quot;, executing &#039;./factorio --map2scenario s1&#039; will result in Factorio loading, opening the save file, and saving the scenario into the scenario folder.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* http://lua-api.factorio.com/latest/ - Factorio API reference for latest version&lt;br /&gt;
* http://lua-api.factorio.com/ - links to specific versions of API reference&lt;br /&gt;
[[Category:Console]]&lt;/div&gt;</summary>
		<author><name>KamranMackey</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&amp;diff=137822</id>
		<title>Main Page/Latest versions</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&amp;diff=137822"/>
		<updated>2017-05-19T03:12:00Z</updated>

		<summary type="html">&lt;p&gt;KamranMackey: Update to 0.15.12.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[File:Steel-bar_darker.png|link=]] {{Translation|Latest stable version}}: [[Version_history/0.14.0#0.14.23|0.14.23]]&lt;br /&gt;
* [[File:Science-pack-1.png|link=]] {{Translation|Latest experimental version}}: [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=47929 0.15.12]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* [[File:Blueprint_book.png|link=]] [[Roadmap/Coming_Releases|{{Translation|Planned releases}}]]&lt;br /&gt;
** [[File:Blueprint.png|link=]] [[Upcoming_features|{{Translation|Planned features}}]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KamranMackey</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:VersionNav&amp;diff=137557</id>
		<title>Template:VersionNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:VersionNav&amp;diff=137557"/>
		<updated>2017-05-16T18:54:59Z</updated>

		<summary type="html">&lt;p&gt;KamranMackey: Add versions 0.15.10 and 0.15.11 to the version history table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|title  = {{Translation|Versions}}&lt;br /&gt;
&lt;br /&gt;
|titlestyle = background:#000;color:white&lt;br /&gt;
|groupstyle = background:#bbb&lt;br /&gt;
|liststyle = background:#ddd&lt;br /&gt;
&lt;br /&gt;
|group1 = {{Translation|0.1.0-0.3.0}}&lt;br /&gt;
|list1  =&lt;br /&gt;
* {{TransLink|Version history/0.1.0|0.1.0}}&lt;br /&gt;
* {{TransLink|Version history/0.1.0#0.1.1|0.1.1}}&lt;br /&gt;
* {{TransLink|Version history/0.1.0#0.1.2|0.1.2}}&lt;br /&gt;
&lt;br /&gt;
* {{TransLink|Version history/0.2.0|0.2.0}}&lt;br /&gt;
* {{TransLink|Version history/0.2.0#0.2.1|0.2.1}}&lt;br /&gt;
* {{TransLink|Version history/0.2.0#0.2.2|0.2.2}}&lt;br /&gt;
* {{TransLink|Version history/0.2.0#0.2.3|0.2.3}}&lt;br /&gt;
* {{TransLink|Version history/0.2.0#0.2.4|0.2.4}}&lt;br /&gt;
* {{TransLink|Version history/0.2.0#0.2.5|0.2.5}}&lt;br /&gt;
* {{TransLink|Version history/0.2.0#0.2.6|0.2.6}}&lt;br /&gt;
* {{TransLink|Version history/0.2.0#0.2.7|0.2.7}}&lt;br /&gt;
* {{TransLink|Version history/0.2.0#0.2.8|0.2.8}}&lt;br /&gt;
* {{TransLink|Version history/0.2.0#0.2.9|0.2.9}}&lt;br /&gt;
* {{TransLink|Version history/0.2.0#0.2.10|0.2.10}}&lt;br /&gt;
&lt;br /&gt;
* {{TransLink|Version history/0.3.0|0.3.0}}&lt;br /&gt;
* {{TransLink|Version history/0.3.0#0.3.1|0.3.1}}&lt;br /&gt;
* {{TransLink|Version history/0.3.0#0.3.2|0.3.2}}&lt;br /&gt;
&lt;br /&gt;
|group2 = {{Translation|0.4.0-0.6.0}}&lt;br /&gt;
|list2  =&lt;br /&gt;
* {{TransLink|Version history/0.4.0#0.4.0|0.4.0}}&lt;br /&gt;
* {{TransLink|Version history/0.4.0#0.4.1|0.4.1}}&lt;br /&gt;
&lt;br /&gt;
* {{TransLink|Version history/0.5.0|0.5.0}}&lt;br /&gt;
* {{TransLink|Version history/0.5.0#0.5.1|0.5.1}}&lt;br /&gt;
* {{TransLink|Version history/0.5.0#0.5.2|0.5.2}}&lt;br /&gt;
* {{TransLink|Version history/0.5.0#0.5.3|0.5.3}}&lt;br /&gt;
&lt;br /&gt;
* {{TransLink|Version history/0.6.0|0.6.0}}&lt;br /&gt;
* {{TransLink|Version history/0.6.0#0.6.1|0.6.1}}&lt;br /&gt;
* {{TransLink|Version history/0.6.0#0.6.2|0.6.2}}&lt;br /&gt;
* {{TransLink|Version history/0.6.0#0.6.3|0.6.3}}&lt;br /&gt;
* {{TransLink|Version history/0.6.0#0.6.4|0.6.4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|group3 = {{Translation|0.7.0-0.8.0}}&lt;br /&gt;
|list3  =&lt;br /&gt;
* {{TransLink|Version history/0.7.0|0.7.0}}&lt;br /&gt;
* {{TransLink|Version history/0.7.0#0.7.1|0.7.1}}&lt;br /&gt;
* {{TransLink|Version history/0.7.0#0.7.2|0.7.2}}&lt;br /&gt;
* {{TransLink|Version history/0.7.0#0.7.3|0.7.3}}&lt;br /&gt;
* {{TransLink|Version history/0.7.0#0.7.4|0.7.4}}&lt;br /&gt;
* {{TransLink|Version history/0.7.0#0.7.5|0.7.5}}&lt;br /&gt;
&lt;br /&gt;
* {{TransLink|Version history/0.8.0|0.8.0}}&lt;br /&gt;
* {{TransLink|Version history/0.8.0#0.8.1|0.8.1}}&lt;br /&gt;
* {{TransLink|Version history/0.8.0#0.8.2|0.8.2}}&lt;br /&gt;
* {{TransLink|Version history/0.8.0#0.8.3|0.8.3}}&lt;br /&gt;
* {{TransLink|Version history/0.8.0#0.8.4|0.8.4}}&lt;br /&gt;
* {{TransLink|Version history/0.8.0#0.8.5|0.8.5}}&lt;br /&gt;
* {{TransLink|Version history/0.8.0#0.8.6|0.8.6}}&lt;br /&gt;
* {{TransLink|Version history/0.8.0#0.8.7|0.8.7}}&lt;br /&gt;
* {{TransLink|Version history/0.8.0#0.8.8|0.8.8}}&lt;br /&gt;
&lt;br /&gt;
|group4 = {{Translation|0.9.0-0.10.0}}&lt;br /&gt;
|list4  =&lt;br /&gt;
* {{TransLink|Version history/0.9.0|0.9.0}}&lt;br /&gt;
* {{TransLink|Version history/0.9.0#0.9.1|0.9.1}}&lt;br /&gt;
* {{TransLink|Version history/0.9.0#0.9.2|0.9.2}}&lt;br /&gt;
* {{TransLink|Version history/0.9.0#0.9.3|0.9.3}}&lt;br /&gt;
* {{TransLink|Version history/0.9.0#0.9.4|0.9.4}}&lt;br /&gt;
* {{TransLink|Version history/0.9.0#0.9.5|0.9.5}}&lt;br /&gt;
* {{TransLink|Version history/0.9.0#0.9.6|0.9.6}}&lt;br /&gt;
* {{TransLink|Version history/0.9.0#0.9.7|0.9.7}}&lt;br /&gt;
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* {{TransLink|Version history/0.10.0|0.10.0}}&lt;br /&gt;
* {{TransLink|Version history/0.10.0#0.10.1|0.10.1}}&lt;br /&gt;
* {{TransLink|Version history/0.10.0#0.10.2|0.10.2}}&lt;br /&gt;
* {{TransLink|Version history/0.10.0#0.10.3|0.10.3}}&lt;br /&gt;
* {{TransLink|Version history/0.10.0#0.10.4|0.10.4}}&lt;br /&gt;
* {{TransLink|Version history/0.10.0#0.10.5|0.10.5}}&lt;br /&gt;
* {{TransLink|Version history/0.10.0#0.10.6|0.10.6}}&lt;br /&gt;
* {{TransLink|Version history/0.10.0#0.10.7|0.10.7}}&lt;br /&gt;
* {{TransLink|Version history/0.10.0#0.10.8|0.10.8}}&lt;br /&gt;
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* {{TransLink|Version history/0.11.0#0.11.2|0.11.2}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.3|0.11.3}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.4|0.11.4}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.5|0.11.5}}&lt;br /&gt;
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* {{TransLink|Version history/0.11.0#0.11.8|0.11.8}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.9|0.11.9}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.10|0.11.10}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.11|0.11.11}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.12|0.11.12}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.13|0.11.13}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.14|0.11.14}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.15|0.11.15}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.16|0.11.16}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.17|0.11.17}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.18|0.11.18}}&lt;br /&gt;
* {{TransLink|Version history/0.11.0#0.11.19|0.11.19}}&lt;br /&gt;
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* {{TransLink|Version history/0.13.0#0.13.3|0.13.3}}&lt;br /&gt;
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* {{TransLink|Version history/0.14.0#0.14.3|0.14.3}}&lt;br /&gt;
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* {{TransLink|Version history/0.14.0#0.14.20|0.14.20}}&lt;br /&gt;
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|list9 =&lt;br /&gt;
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* {{TransLink|Version history/0.15.0#0.15.1|0.15.1}}&lt;br /&gt;
* {{TransLink|Version history/0.15.0#0.15.2|0.15.2}}&lt;br /&gt;
* {{TransLink|Version history/0.15.0#0.15.3|0.15.3}}&lt;br /&gt;
* {{TransLink|Version history/0.15.0#0.15.4|0.15.4}}&lt;br /&gt;
* {{TransLink|Version history/0.15.0#0.15.5|0.15.5}}&lt;br /&gt;
* {{TransLink|Version history/0.15.0#0.15.6|0.15.6}}&lt;br /&gt;
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* {{TransLink|Version history/0.15.0#0.15.11|0.15.11}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To be added in once 0.16 gets released:&lt;br /&gt;
&lt;br /&gt;
|group10 = {{Translation|0.16.0}}&lt;br /&gt;
|list10 =&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KamranMackey</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=137555</id>
		<title>Version history/0.15.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=137555"/>
		<updated>2017-05-16T18:53:26Z</updated>

		<summary type="html">&lt;p&gt;KamranMackey: Remove &amp;quot;Version:&amp;quot; labels from the version numbers, so that way the 0.15.x version history is consistent with other version histories such as 0.14.x or 0.13.x.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Please don&#039;t waste your time updating this page, User:Gangsir can do it automatically.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== 0.15.11 ==&lt;br /&gt;
Date: 16. 05. 2017&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* When a train is stopped at the train stop, a circuit network signal is sent with a unique number for that train. ([https://forums.factorio.com/46234 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Added headless server option --server-id to allow specifying custom path to the server ID file.&lt;br /&gt;
* Increased the minimum custom UI scale from 50% to 80% to avoid some scaling issues.&lt;br /&gt;
* The zoom level at which the map switches from &#039;map view&#039; to &#039;world view&#039; was increased.&lt;br /&gt;
* The first level of infinite researches is not needed for the tech maniac achievement anymore.&lt;br /&gt;
* The game will default to low sprite quality on computers with less than 2.5GB RAM. ([https://forums.factorio.com/47525 more])&lt;br /&gt;
* Tweaked the rocket launch gui. It doesn&#039;t show the result inventory slot when it is empty to avoid confusion when people put the satellite in it.&lt;br /&gt;
* Removed the zoom-to-world-outside-coverage debug option because it was causing issues. ([https://forums.factorio.com/47442 more])&lt;br /&gt;
* Added &amp;quot;create specialized sprite atlases&amp;quot; option to graphics settings. If checked, tile and shadow sprites won&#039;t be put into separated sprite atlases instead of the main one. This should give graphics driver more room to fit required sprites to graphics memory.&lt;br /&gt;
* Added &amp;quot;atlas texture size&amp;quot; option to graphics settings. Larger atlas texture can fit more sprites into single atlas which reduces CPU load when rendering. But smaller atlases are more likely to fit into VRAM and reduce GPU load when rendering.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed nuclear reactor and centrifuge were not placed into toolbelt automatically. ([https://forums.factorio.com/47155 more])&lt;br /&gt;
* Tweaked the way heat pipes work, mainly to make it work the same regardless order of build. ([https://forums.factorio.com/44972 more])&lt;br /&gt;
* Fixed that click-and-drag interaction logic didn&#039;t work for trains. ([https://forums.factorio.com/47180 more])&lt;br /&gt;
* Another attempt to fix the ranged-based research info in the technology icon.&lt;br /&gt;
* Fixed that not all items were cleared in the transport belt madness campaign. ([https://forums.factorio.com/47171 more])&lt;br /&gt;
* Fixed that browse games table was inconsistent after resizing. ([https://forums.factorio.com/47137 more])&lt;br /&gt;
* Achievements should no longer be unlocked when replaying a game. ([https://forums.factorio.com/47151 more])&lt;br /&gt;
* Updated supply challenge level requirements. ([https://forums.factorio.com/46796 more])&lt;br /&gt;
* Fixed fluids consumed/produced by boilers didn&#039;t show in the production stats. ([https://forums.factorio.com/47169 more])&lt;br /&gt;
* Fixed that pasting very large strings wouldn&#039;t work on Linux. ([https://forums.factorio.com/46802 more])&lt;br /&gt;
* Fixed naming convention of transport belt madness campaign levels. ([https://forums.factorio.com/47243 more])&lt;br /&gt;
* Fixed copy-paste with containers so they correctly copy the inventory size limit. ([https://forums.factorio.com/47262 more])&lt;br /&gt;
* Fixed the progress bars in the lab wouldn&#039;t show correctly in some cases. ([https://forums.factorio.com/47131 more])&lt;br /&gt;
* Achievements are no longer be unlocked when replaying a game. ([https://forums.factorio.com/47151 more])&lt;br /&gt;
* Achievements are no longer unlocked by playing multiplayer game in which the player spent less than 50% of time online.&lt;br /&gt;
* Fixed that the blueprint renaming textbox would close every time crafting finished. ([https://forums.factorio.com/46970 more])&lt;br /&gt;
* core/backers.json is now included in the core data crc. This means that different content of this file will be properly detected when joining multiplayer game.&lt;br /&gt;
* Fixed that loader filters were not saved in the blueprint string. ([https://forums.factorio.com/47303 more])&lt;br /&gt;
* Gas color is now tinted with the fluids &#039;flow_color&#039;. ([https://forums.factorio.com/47311 more])&lt;br /&gt;
* Fix wave defense crash when a silo died while nobody was connected. ([https://forums.factorio.com/47263 more])&lt;br /&gt;
* Fixed that the &amp;quot;confirm and download&amp;quot; button in the sync-mods-with-save wouldn&#039;t restart the game once all mods were downloaded. ([https://forums.factorio.com/47335 more])&lt;br /&gt;
* Fixed construction robots could get stuck trying to repair curved rail forever. ([https://forums.factorio.com/47359 more])&lt;br /&gt;
* Fixed that the technology cost tooltip description wouldn&#039;t scale correctly. ([https://forums.factorio.com/46445 more])&lt;br /&gt;
* Fixed that the /help command when run from the server console would always output the server commands list. ([https://forums.factorio.com/46406 more])&lt;br /&gt;
* Fixed strange behavior when a train has the same station in the list multiple times with no other valid station. ([https://forums.factorio.com/46473 more])&lt;br /&gt;
* Fixed crash related to dying with some GUI open. ([https://forums.factorio.com/47433 more])&lt;br /&gt;
* Fixed rail signals getting stuck reserved when mining/building rails in some setups. ([https://forums.factorio.com/47333 more])&lt;br /&gt;
* Fixed desync when pumps are setup to pump into the output of an assembling machine. ([https://forums.factorio.com/47402 more])&lt;br /&gt;
* Fixed the final level of formula based research would show the wrong name when researched.&lt;br /&gt;
* Fixed crash when maximizing the game with the achievements window open. ([https://forums.factorio.com/46936 more])&lt;br /&gt;
* Fixed switching weapons while firing in the tank would keep playing the previous weapon sound. ([https://forums.factorio.com/46103 more])&lt;br /&gt;
* The productivity value in the miner description now contains also the researched bonus.&lt;br /&gt;
* Fixed insert seding a signal twice during fast replace. ([https://forums.factorio.com/47486 more])&lt;br /&gt;
* Fixed crash that would sometimes happen when a player left whilst some other player was in the process of joining. ([https://forums.factorio.com/46516 more])&lt;br /&gt;
* Fixed hazard concrete item description. ([https://forums.factorio.com/46154 more])&lt;br /&gt;
* Fixed that some of the slider in the new game settings weren&#039;t controllable by scrollbar.&lt;br /&gt;
* Fixed recipes with long names would extend out of the tooltip GUI. ([https://forums.factorio.com/45125 more])&lt;br /&gt;
* Fixed keyboard input would be blocked in tutorial, if console was opened when entering the tutorial. ([https://forums.factorio.com/44602 more])&lt;br /&gt;
* Fixed robots could deliver the wrong number of modules during roboport blackouts. ([https://forums.factorio.com/47508 more])&lt;br /&gt;
* Fixed that the game would freeze if there was no valid place to drop items on limited size maps. ([https://forums.factorio.com/47640 more])&lt;br /&gt;
* Fixed fire wouldn&#039;t pollute in some cases. ([https://forums.factorio.com/47621 more])&lt;br /&gt;
* Fixed that the delete-blueprint button would show when it wouldn&#039;t actually work. ([https://forums.factorio.com/47599 more])&lt;br /&gt;
* Fixed an error when resource scaling results in amounts too large to store in a resource entity. ([https://forums.factorio.com/47661 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Fixed generator power output was always based on heat capacity and default temperature of water. ([https://forums.factorio.com/45652 more])&lt;br /&gt;
* Fixed logistic and construction radius visualization sprites would ignore tint. ([https://forums.factorio.com/47689 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed setting technology::researched wouldn&#039;t research all levels of a formula based technology. ([https://forums.factorio.com/45857 more])&lt;br /&gt;
* Fixed it was possible to add gui element with same to the same parent name more than once. ([https://forums.factorio.com/45371 more])&lt;br /&gt;
* Fixed the custom camera widget wouldn&#039;t render the correct entities when switching the surface it was rendering for. ([https://forums.factorio.com/47639 more])&lt;br /&gt;
* Fixed LuaTrain::schedule would allow an invalid current schedule record. ([https://forums.factorio.com/47691 more])&lt;br /&gt;
* Added LuaEntityPrototype::mining_speed, mining_power, energy_usage, max_energy_usage, normal_resource_amount, infinite_depletion_resource_amount, attack_parameters read.&lt;br /&gt;
* Added LuaLampControlBehavior::color read.&lt;br /&gt;
* Added LuaRailSignalControlBehavior::red_signal, orange_signal, green_signal, close_signal, read_signal, circuit_condition read/write.&lt;br /&gt;
* Added LuaEntityPrototype::mineable_properties fluid_amount, required_fluid, mining_trigger, effectivity, consumption, friction_force, braking_force, tank_driving, rotation_speed, turret_rotation_speed, guns, speed, speed_multiplier_when_out_of_energy, max_payload_size, energy_per_move, energy_per_tick, max_energy, min_to_charge, max_to_charge properties, and building_grid_bit_shift.&lt;br /&gt;
* Added LuaBurner::fuel_category read.&lt;br /&gt;
* Added LuaBurnerPrototype.&lt;br /&gt;
* Added LuaControl::mine_entity().&lt;br /&gt;
* Added LuaEntity::text read/write.&lt;br /&gt;
* Added read/write support for flying text color through LuaEntity::color.&lt;br /&gt;
* Added LuaTrain::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluids_inside().&lt;br /&gt;
* Added LuaGameScript::check_prototype_translations() - a way to check if all expected prototypes have valid translations.&lt;br /&gt;
* Changed LuaEntityPrototype::mineable_properties &amp;quot;miningtime&amp;quot; -&amp;gt; &amp;quot;mining_time&amp;quot; and &amp;quot;miningparticle&amp;quot; -&amp;gt; &amp;quot;mining_particle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== 0.15.10 ==&lt;br /&gt;
Date: 10. 05. 2017&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Added rail block debug visualization.&lt;br /&gt;
* Increased maximum wire distance of all circuit connectable entities from 7.5 to 9.&lt;br /&gt;
* Steam is now internally a separate fluid from hot water.&lt;br /&gt;
* Coal liquefaction recipe now requires steam instead of water.&lt;br /&gt;
* Terrain, shadow and smoke sprites are sorted into separate sprite atlases in attempt to optimize GPU memory access during rendering.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* Added burner mining drill in high resolution and replaced the normal resolution version.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed speed-module-3 recipe typo. ([https://forums.factorio.com/46820 more])&lt;br /&gt;
* Fixed downgrading underground belts by fast replace would not work for even if output piece was close enough. ([https://forums.factorio.com/46595 more])&lt;br /&gt;
* Fixed that robots trying to repair each other wouldn&#039;t work correctly. ([https://forums.factorio.com/46628 more])&lt;br /&gt;
* More understandable description current level of technologies that have multiple levels merged into one slot in the technology gui.&lt;br /&gt;
* Fixed crash that would happen when loading old modded saves in vanilla Factorio. ([https://forums.factorio.com/46642 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to fast-transfer blueprints to other players. ([https://forums.factorio.com/46178 more])&lt;br /&gt;
* Fixed that hitting rocks with vehicles made no sound. ([https://forums.factorio.com/45888 more])&lt;br /&gt;
* Fixed blueprint preview icons scaling and size to be consistent across all places they&#039;re shown. ([https://forums.factorio.com/45021 more])&lt;br /&gt;
* Fixed that you couldn&#039;t delete blueprints from your trash slots. ([https://forums.factorio.com/46903 more])&lt;br /&gt;
* Fixed that storage tanks used 4 directions although visually only showed 2 so they would conflict in blueprints. ([https://forums.factorio.com/46900 more])&lt;br /&gt;
* Fixed crash when loading blueprint storage while also migrating save files. ([https://forums.factorio.com/46910 more])&lt;br /&gt;
* Fixed a useless error when locale isn&#039;t correct for a scenario. ([https://forums.factorio.com/46909 more])&lt;br /&gt;
* Fixed possible desync related to inserter circuit network stack size control.&lt;br /&gt;
* Fixed that multiple passengers in a train could result in erratic behavior when trying to drive. ([https://forums.factorio.com/35810 more])&lt;br /&gt;
* Fixed that manually inserting the satellite into the silo when auto-launch is enabled wouldn&#039;t launch the rocket. ([https://forums.factorio.com/46610 more])&lt;br /&gt;
* Fixed crash when killing yourself with your own weapon. ([https://forums.factorio.com/46984 more])&lt;br /&gt;
* Fixed F12 might freeze or crash the game. ([https://forums.factorio.com/46790 more])&lt;br /&gt;
* Fixed circuit network controlled rail signal sometimes not going red when building rails. ([https://forums.factorio.com/43839 more])&lt;br /&gt;
* Fixed crash when starting tutorial at the same tick as autosave starts. ([https://forums.factorio.com/45701 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to scroll the active blueprint in a blueprint book if the scroll bar was visible. ([https://forums.factorio.com/45898 more])&lt;br /&gt;
* Fixed crash when exiting some modded games. ([https://forums.factorio.com/47037 more])&lt;br /&gt;
* Fixed that Factorio wouldn&#039;t keep file permissions when saving a map. ([https://forums.factorio.com/46442 more])&lt;br /&gt;
* Fixed that the blueprint library wouldn&#039;t remember the player filter after opening a book. ([https://forums.factorio.com/45932 more])&lt;br /&gt;
* Fixed that player names in the blueprint library weren&#039;t sorted. ([https://forums.factorio.com/45920 more])&lt;br /&gt;
* Fixed the blueprint book tooltips would flicker when your inventory changed. ([https://forums.factorio.com/47064 more])&lt;br /&gt;
* Fixed desync when catching up.&lt;br /&gt;
* Fixed desync when adding/removing blueprints to blueprint books in some cases. ([https://forums.factorio.com/46719 more])&lt;br /&gt;
* Fixed some crashes related to loading invalid combinator parameters. ([https://forums.factorio.com/46500 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* The game will now detect when joining a multiplayer game if any mods you&#039;re using are broken such that joining the game could result in desyncing.&lt;br /&gt;
* Fixed that exiting the mod settings GUI without changing anything would incorrectly think you changed settings in some cases. ([https://forums.factorio.com/46478 more])&lt;br /&gt;
* Fixed crash when loading mods control.lua produces an error. ([https://forums.factorio.com/46009 more])&lt;br /&gt;
* Added favourite server icon to utility sprites. ([https://forums.factorio.com/46059 more])&lt;br /&gt;
* Added a global table &amp;quot;mods&amp;quot; - a mapping of mod name to mod version available during the prototype loading stage.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed some missing Lua docs and added information about the settings stage to the data life cycle. ([https://forums.factorio.com/44918 more])&lt;br /&gt;
* Fixed crash when trying to create stickers on entities that don&#039;t support them. ([https://forums.factorio.com/46334 more])&lt;br /&gt;
* Fixed that LuaGuiElement::surface_index was using 0-based indexing. ([https://forums.factorio.com/46502 more])&lt;br /&gt;
* Fixed that LuaEntity::graphics_variation was using 0-based indexing. ([https://forums.factorio.com/46762 more])&lt;br /&gt;
* Fixed that LuaItemStack::active_index was using 0-based indexing. ([https://forums.factorio.com/46963 more])&lt;br /&gt;
* Fixed rendering of layered icons in custom GUI. ([https://forums.factorio.com/45926 more])&lt;br /&gt;
* Added &amp;quot;item&amp;quot; and &amp;quot;tags&amp;quot; to the robot built entity/tile events.&lt;br /&gt;
* Added LuaEquipment::burner read.&lt;br /&gt;
* Added LuaEntityPrototype::crafting_categories read.&lt;br /&gt;
* Added support for setting &#039;tags&#039; and &#039;custom_description&#039; when making items through Lua.&lt;br /&gt;
* Added LuaBurner::burnt_result_inventory read.&lt;br /&gt;
* Added LuaInserterControlBehavior stack size read/write.&lt;br /&gt;
* Added LuaTrainStopControlBehavior enable/disable conditions.&lt;br /&gt;
* Added LuaTransportBeltControlBehavior enable_disable, read_contents, read_contents_mode read/write.&lt;br /&gt;
* Added LuaTrain::id read.&lt;br /&gt;
* Added LuaEntityPrototype::supply_area_distance read.&lt;br /&gt;
* Added LuaEntityPrototype::max_wire_distance read.&lt;br /&gt;
* Added LuaEntityPrototype::max_circuit_wire_distance read.&lt;br /&gt;
== 0.15.9 ==&lt;br /&gt;
Date: 05. 05. 2017&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed crash when opening the train GUI while in the train.&lt;br /&gt;
== 0.15.8 ==&lt;br /&gt;
Date: 05. 05. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* New Supply challenge map.&lt;br /&gt;
* Circuit network-based inserter stack size overrides now take effect immediately instead of waiting until the inserter has moved something.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Show 0.7% in the uranium processing recipe instead of 0.0 for uranium 235. This generally works for any recipe that gives less than 1 of anything.&lt;br /&gt;
* Don&#039;t draw player names on the map that is not in range of player or radar on the zoomed in map.&lt;br /&gt;
* Fix some ores with negative values in Tight spot level 04. ([https://forums.factorio.com/45656 more])&lt;br /&gt;
* Fixed inserters couldn&#039;t insert fuel into locomotives. ([https://forums.factorio.com/46467 more])&lt;br /&gt;
* Fixed random inaccessible map area in Beta campaign level 04. ([https://forums.factorio.com/46393 more])&lt;br /&gt;
* Fixed various inserter GUI bugs. ([https://forums.factorio.com/45337 more])&lt;br /&gt;
* Fixed train station tutorial relied on specific train schedule state. ([https://forums.factorio.com/45821 more])&lt;br /&gt;
===   Balancing ===&lt;br /&gt;
* Changed iron gear wheel price of fast and underground belt from 20-&amp;gt;40 and 40-&amp;gt;80 to even out the bigger length.&lt;br /&gt;
* Fix that biters would sometimes stop and go to sleep during an attack. ([https://forums.factorio.com/45320 more])&lt;br /&gt;
== 0.15.7 ==&lt;br /&gt;
Date: 05. 05. 2017&lt;br /&gt;
===  Balancing ===&lt;br /&gt;
* Changed production science pack recipe to require assembling machine 1 instead of pumpjack.&lt;br /&gt;
* Changed science pack 3 to require electric mining drill instead of assembling machine 1.&lt;br /&gt;
* Changed crafting times:&lt;br /&gt;
** Oil refinery 20-&amp;gt;10&lt;br /&gt;
** Pumpjack 10-&amp;gt;5&lt;br /&gt;
** Chemical plant 10-&amp;gt;5&lt;br /&gt;
** Lab 5-&amp;gt;3&lt;br /&gt;
** Roboport 15-&amp;gt;10&lt;br /&gt;
* Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.&lt;br /&gt;
* Increased the mining time of the reactor from 0.5 seconds to 1.5 seconds.&lt;br /&gt;
* Increased the underground belt length (basic, fast, express) from 5,5,5 to  5,7,9.&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* When a connection is refused the username is included in the log message. ([https://forums.factorio.com/46036 more])&lt;br /&gt;
* Copying entity settings from a disconnected entity will no longer disconnect circuit wires. ([https://forums.factorio.com/45816 more])&lt;br /&gt;
* Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty.&lt;br /&gt;
* Reactors produce used up fuel cell when it is completely consumed instead of at start. ([https://forums.factorio.com/46123 more])&lt;br /&gt;
* Reverted flamethrower turret liquid consumption change from 0.15.5. Instead of 30/s it will use 3/s.&lt;br /&gt;
* Flamethrower turret no longer shoots in its prepare state. ([https://forums.factorio.com/46160 more])&lt;br /&gt;
* /color command defaults alpha (the 4th parameter) to 255 (instead of 0) if not specified. ([https://forums.factorio.com/46338 more])&lt;br /&gt;
* Reduced default requester chest paste multiplier for nuclear reactor recipe to 1 and for centrifuge recipe to 2. ([https://forums.factorio.com/45878 more])&lt;br /&gt;
* Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed that clicking locomotive from zoomed in map view would change color (and show fuel) for some other locomotive on the train ([https://forums.factorio.com/46137 more])&lt;br /&gt;
* Fixed that construction bots could repair vehicles from very far. ([https://forums.factorio.com/45517 more])&lt;br /&gt;
* Fixed that rocket silo or other GUIs would obscure finished-game dialog. ([https://forums.factorio.com/46157 more])&lt;br /&gt;
* Fixed that boiler could output a different fluid than its input. ([https://forums.factorio.com/46023 more])&lt;br /&gt;
* Fixed that the inserter would sometimes report bad values to the circuit network. ([https://forums.factorio.com/45598 more])&lt;br /&gt;
* Fixed pump recipe description having wrong pumping speed. ([https://forums.factorio.com/45863 more])&lt;br /&gt;
* Fixed wrong error message when loaded headless save file doesn&#039;t exist ([https://forums.factorio.com/45058 more])&lt;br /&gt;
* Fixed the &amp;quot;Input action fragment is missing&amp;quot; crash that would sometimes happen due to packet loss. ([https://forums.factorio.com/45604 more])&lt;br /&gt;
* Fixed crash when resizing the game window while having an assembling machine level 1 GUI open. ([https://forums.factorio.com/46069 more])&lt;br /&gt;
* Fixed alternative zoom controls would do nothing in map editor. ([https://forums.factorio.com/46136 more])&lt;br /&gt;
* Fixed some cargo wagon spritesheets were offset by 1 frame. ([https://forums.factorio.com/viewtopic more].php?f=173&amp;amp;t=44930)&lt;br /&gt;
* Fixed that it was hard/not possible to select the character corpse over some entities. ([https://forums.factorio.com/45764 more])&lt;br /&gt;
* Fixed that the blueprint book GUI would scroll to the top after every click. ([https://forums.factorio.com/46184 more])&lt;br /&gt;
* Fixed crash when trying to disconnect non circuit connectible entities using Lua::Entity::disconnect_neighbour. ([https://forums.factorio.com/46111 more])&lt;br /&gt;
* Fixed that calling Lua::Entity::disconnect_neighbour would sometimes disconnect more wires than it should.&lt;br /&gt;
* Fixed mod settings corruption when removing mods that contained mod settings. Note: this will reset all mod settings. ([https://forums.factorio.com/46207 more])&lt;br /&gt;
* Fixed inconsistent selection of resource patches on the map. ([https://forums.factorio.com/44596 more])&lt;br /&gt;
* Fixed GUI sizing when resetting mod settings. ([https://forums.factorio.com/46150 more])&lt;br /&gt;
* Fixed that the blueprint book GUI would scroll to the top after every click. ([https://forums.factorio.com/46184 more])&lt;br /&gt;
* Fixed that dropping a blueprint onto a book icon in the library GUI would drop it in the top level instead. ([https://forums.factorio.com/46112 more])&lt;br /&gt;
* Fixed that the blueprint library would sometimes stop opening books. ([https://forums.factorio.com/46004 more])&lt;br /&gt;
* Fixed GUI scaling problems with the assembling machine GUI. ([https://forums.factorio.com/46046 more])&lt;br /&gt;
* Fixed desync related to the on_selected_entity_changed event. ([https://forums.factorio.com/46025 more])&lt;br /&gt;
* Fixed that the atomic bomb shooting speed cooldown didn&#039;t work. ([https://forums.factorio.com/46217 more])&lt;br /&gt;
* Fixed the constant combinator GUI when the constant combinator name was larger than the rest of the GUI. ([https://forums.factorio.com/44227 more])&lt;br /&gt;
* Fixed that the reactor didn&#039;t show fuel in the description. ([https://forums.factorio.com/46266 more])&lt;br /&gt;
* Fixed making blueprints of requester chests with &amp;quot;set requests&amp;quot; would copy the current requests into the blueprint. ([https://forums.factorio.com/46038 more])&lt;br /&gt;
* Fixed that deleting saves with the delete key key wouldn&#039;t maintain focus on the saves list. ([https://forums.factorio.com/45234 more])&lt;br /&gt;
* Fixed crash when mining rails while having the &amp;quot;show rail paths&amp;quot; debug option enabled. ([https://forums.factorio.com/45836 more])&lt;br /&gt;
* Fixed infinite loop when migrating entities from an unrelated type to a roboport type. ([https://forums.factorio.com/44351 more])&lt;br /&gt;
* Fixed that the technology multiplier didn&#039;t apply on infinite research. ([https://forums.factorio.com/45079 more])&lt;br /&gt;
* Fixed filtering server list for games with mods. ([https://forums.factorio.com/46264 more])&lt;br /&gt;
* Fixed mod version checking for automatic mod download. ([https://forums.factorio.com/46321 more])&lt;br /&gt;
* Fixed flamethrower turret would not shoot last single shot worth of liquid. ([https://forums.factorio.com/46311 more])&lt;br /&gt;
* Fixed crash when exiting server list ([https://forums.factorio.com/46293 more])&lt;br /&gt;
* Fixed &amp;quot;Right mouse button to open&amp;quot; in opened armor. ([https://forums.factorio.com/46317 more])&lt;br /&gt;
* Fixed that the blueprint library wouldn&#039;t use scroll bars for shared blueprint books. ([https://forums.factorio.com/45464 more])&lt;br /&gt;
* Fixed that resource patches in unexplored areas could be examined on the map.&lt;br /&gt;
* Fixed rail ghosts could not be placed over ghosts of enemy force. ([https://forums.factorio.com/46335 more])&lt;br /&gt;
* Fixed the sulfuric acid fluid icon. ([https://forums.factorio.com/46371 more])&lt;br /&gt;
* Fixed that /config set password wouldn&#039;t work. ([https://forums.factorio.com/44573 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Icons are now required to have correct size (which can be overridden by icon_size property). ([https://forums.factorio.com/45700 more])&lt;br /&gt;
** 32x32px for entity, fluid, item, item-group, recipe, technology, virtual-signal&lt;br /&gt;
** 128x128px for achievement, tutorial&lt;br /&gt;
** If icon path references base mod, technology icon is expected to be 128x128px and item-group icon 64x64px.&lt;br /&gt;
** In near future, we may remove default sizes and require icon_size to be always specified.&lt;br /&gt;
* It is no longer possible to teleport any rolling stock or train stop. ([https://forums.factorio.com/45264 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed LuaChunkIterator could become invalid and crash the game if used. ([https://forums.factorio.com/46366 more])&lt;br /&gt;
* Added LuaPlayer::mod_settings read - the runtime player mod settings for the given player.&lt;br /&gt;
* Added LuaEntity::temperature read/write - the temperature of entities that use the heat energy source type as well as reactors and heat pipes.&lt;br /&gt;
* Added LuaEntity::get_burnt_result_inventory.&lt;br /&gt;
== 0.15.6 ==&lt;br /&gt;
Date: 02. 05. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed centrifuge glowing for one frame each time inserter drops something. ([https://forums.factorio.com/45824 more])&lt;br /&gt;
* Fixed biters expansion was biased towards northern part of the map. ([https://forums.factorio.com/45607 more])&lt;br /&gt;
* Fixed blueprint preview splitter not bending nearby belts correctly. ([https://forums.factorio.com/45578 more])&lt;br /&gt;
* Fixed items on ground were not cleared in tightspot campaign. ([https://forums.factorio.com/45666 more])&lt;br /&gt;
* Fixed that mining drills wouldn&#039;t pull in enough acid to continue mining. ([https://forums.factorio.com/45707 more])&lt;br /&gt;
* Fixed that you could complete some advanced signal tutorial stages by blocking trains. ([https://forums.factorio.com/45659 more])&lt;br /&gt;
* Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. ([https://forums.factorio.com/45507 more])&lt;br /&gt;
* Fixed that you could input invalid value to PvP config. ([https://forums.factorio.com/45713 more])&lt;br /&gt;
* Fixed crash when changing force of turret ghost. ([https://forums.factorio.com/45723 more])&lt;br /&gt;
* Fixed inserters would grab items off belts and try to drop them onto rails after the train left. ([https://forums.factorio.com/45693 more])&lt;br /&gt;
* Fixed inserters would rest with their hand above the center of a splitter. ([https://forums.factorio.com/45742 more])&lt;br /&gt;
* Fixed desync caused by heat pipes. ([https://forums.factorio.com/45754 more])&lt;br /&gt;
* Fixed crash when trying to edit mod settings after joining a paused multiplayer game. ([https://forums.factorio.com/45625 more])&lt;br /&gt;
* Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map. ([https://forums.factorio.com/45807 more])&lt;br /&gt;
* Fixed input underground belt fast replace would also replace output piece even if input changed direction. ([https://forums.factorio.com/45847 more])&lt;br /&gt;
* Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire. ([https://forums.factorio.com/45633 more])&lt;br /&gt;
* Fixed programmable speaker continuing to make sounds without a wire connected. ([https://forums.factorio.com/45556 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to scroll with the mouse wheel in the mod settings GUI. ([https://forums.factorio.com/45883 more])&lt;br /&gt;
* Fixed updater would fail if Factorio was in folder with name containing non-english characters. ([https://forums.factorio.com/45301 more])&lt;br /&gt;
== 0.15.5 ==&lt;br /&gt;
Date: 30. 04. 2017&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed crash when setting character trash slots through script while having the character GUI opened. ([https://forums.factorio.com/45585 more])&lt;br /&gt;
* Fixed crash on joining a multiplayer game if the &amp;quot;use different mod settings per save&amp;quot; was disabled. ([https://forums.factorio.com/45615 more])&lt;br /&gt;
* Fixed blueprint with roboports wouldn&#039;t draw roboport connections. ([https://forums.factorio.com/45573 more])&lt;br /&gt;
* Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. ([https://forums.factorio.com/45627 more])&lt;br /&gt;
* Fixed when changing graphical variation of a tree from script or in map editor. ([https://forums.factorio.com/45630 more])&lt;br /&gt;
* Fixed flamethrower turret was using 10x less fluid than it should.&lt;br /&gt;
* Fixed opening item GUI wasn&#039;t rebindable ([https://forums.factorio.com/45501 more])&lt;br /&gt;
* Fixed burner inserters would try to fuel themselves with fuel they couldn&#039;t use. ([https://forums.factorio.com/45596 more])&lt;br /&gt;
* Fixed crash when deleting chunks in some instances. ([https://forums.factorio.com/45647 more])&lt;br /&gt;
* Fixed one direction of hazard concrete had no walking sounds. ([https://forums.factorio.com/45648 more])&lt;br /&gt;
* Fixed rare crash when getting killed by the locomotive you had opened. ([https://forums.factorio.com/45610 more])&lt;br /&gt;
* Fixed that right clicking the map view buttons would change the option but not update the button. ([https://forums.factorio.com/44611 more])&lt;br /&gt;
* Fixed the generate-map settings wouldn&#039;t be saved when switching to the mod-settings through the generate map GUI. ([https://forums.factorio.com/45081 more])&lt;br /&gt;
* Fixed crash when interacting with the map view buttons in some cases. ([https://forums.factorio.com/44719 more])&lt;br /&gt;
* Fixed crash when mousing over entities in some rare cases. ([https://forums.factorio.com/44873 more])&lt;br /&gt;
* Fixed crash when trying to mine tiles from the zoomed-to-world view. ([https://forums.factorio.com/44884 more])&lt;br /&gt;
* Fixed crash when editing speaker parameters in the map editor. ([https://forums.factorio.com/45676 more])&lt;br /&gt;
* Fixed that train stops wouldn&#039;t show the correct name when changed remotely. ([https://forums.factorio.com/44793 more])&lt;br /&gt;
* Fixed crashes related to electric pole/accumulator removal when migrating saves from 0.14 into 0.15. ([https://forums.factorio.com/45657 more])&lt;br /&gt;
* Fixed rail signals built by robots would frequently lead to the signals not connecting properly. ([https://forums.factorio.com/45382 more])&lt;br /&gt;
* Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. ([https://forums.factorio.com/45523 more])&lt;br /&gt;
* Fixed items on belt flickering when occupying same position. ([https://forums.factorio.com/45490 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed module inventory insert() didn&#039;t work for assembling machines. ([https://forums.factorio.com/45678 more])&lt;br /&gt;
== 0.15.4 ==&lt;br /&gt;
Date: 29. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Added /permissions reset to reset all permissions to default.&lt;br /&gt;
* Steam and water content of fluid wagons are now shown separately in locomotive tooltip.&lt;br /&gt;
* Removed the &amp;quot;minimum chunks between new bases&amp;quot; map generation setting because it wasn&#039;t doing anything.&lt;br /&gt;
* Re-added custom /color support through /color r g b a.&lt;br /&gt;
* PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed crash when building rails while a train is currently reserving some of the signals. ([https://forums.factorio.com/45145 more])&lt;br /&gt;
* Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. ([https://forums.factorio.com/44890 more])&lt;br /&gt;
* Fixed combinators continuing to output signals after disconnecting the input. ([https://forums.factorio.com/45094 more])&lt;br /&gt;
* Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. ([https://forums.factorio.com/45356 more])&lt;br /&gt;
* Fixed that names of books stored in the blueprint library wouldn&#039;t be preserved after save and load. ([https://forums.factorio.com/44957 more])&lt;br /&gt;
* Fixed supply scenario would sometimes show the next level button in error. ([https://forums.factorio.com/45451 more])&lt;br /&gt;
* Fixed the rocket silo wouldn&#039;t copy the &amp;quot;auto-launch&amp;quot; option in blueprints.&lt;br /&gt;
* Fixed Sulfuric Acid recipe using 10 times less water. ([https://forums.factorio.com/45347 more])&lt;br /&gt;
* Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint. ([https://forums.factorio.com/45323 more])&lt;br /&gt;
* Fixed crash when changing mod settings runtime while in a multiplayer game. ([https://forums.factorio.com/45395 more])&lt;br /&gt;
* Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game. ([https://forums.factorio.com/44806 more])&lt;br /&gt;
* Fixed that --start-server wouldn&#039;t find the save file when given just a name without the .zip suffix. ([https://forums.factorio.com/44551 more])&lt;br /&gt;
* Fixed that it was possible to export a blueprint book into another blueprint book. ([https://forums.factorio.com/45315 more])&lt;br /&gt;
* Fixed that it was possible to have the same blueprint multiple times in the library. ([https://forums.factorio.com/45315 more])&lt;br /&gt;
* Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand. ([https://forums.factorio.com/45315 more])&lt;br /&gt;
* Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view. ([https://forums.factorio.com/45455 more])&lt;br /&gt;
* Fixed crash when leaving the technology price multiplier blank. ([https://forums.factorio.com/45269 more])&lt;br /&gt;
* Fixed crash when removing modded rails during save migration. ([https://forums.factorio.com/45436 more])&lt;br /&gt;
* Fixed lab without power would be still rendered as active. ([https://forums.factorio.com/45372 more])&lt;br /&gt;
* Fixed several instances of the &amp;quot;last user&amp;quot; field not getting updated. ([https://forums.factorio.com/45485 more])&lt;br /&gt;
* Fixed rocket silo would not increment its &amp;quot;products finished&amp;quot; count when finishing rocket. ([https://forums.factorio.com/45381 more])&lt;br /&gt;
* Fixed landmines would last forever when friendly fire was disabled. ([https://forums.factorio.com/45379 more])&lt;br /&gt;
* Fixed possible crash when closing Factorio during loading. ([https://forums.factorio.com/45573 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Blueprints/books/deconstruction item prototypes with the &amp;quot;hidden&amp;quot; flag will no longer show up in the blueprint library. ([https://forums.factorio.com/45474 more])&lt;br /&gt;
* Added missing lua docs index section for settings and fixed some wording. ([https://forums.factorio.com/45380 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed assigning invalid index to LuaEntity::graphics_variation would cause crash. ([https://forums.factorio.com/45420 more])&lt;br /&gt;
* Fixed setting LuaItemStack::blueprint_icons didn&#039;t work correctly. ([https://forums.factorio.com/45428 more])&lt;br /&gt;
* Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync. ([https://forums.factorio.com/45256 more])&lt;br /&gt;
* Added LuaEntity::products_finished for crafting machines.&lt;br /&gt;
== 0.15.3 ==&lt;br /&gt;
Date: 27. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Wave defense: Units won&#039;t spawn if there are more than 500 already on the map.&lt;br /&gt;
* Wave defense: Added a &#039;Unit bounty bonus&#039; upgrade.&lt;br /&gt;
* Removed the ability to set /color using RGB values.&lt;br /&gt;
* Wave defense: Added Uranium to the map.&lt;br /&gt;
* &amp;quot;Disable all mods&amp;quot; option in mod load error dialog doesn&#039;t disable base mod anymore.&lt;br /&gt;
* Changed stack-split so &amp;quot;splitting&amp;quot; a stack of 1 still transfers the 1 item. ([https://forums.factorio.com/45149 more])&lt;br /&gt;
* Change submachine stack size to 5. ([https://forums.factorio.com/45210 more])&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. ([https://forums.factorio.com/44911 more])&lt;br /&gt;
* Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. ([https://forums.factorio.com/44861 more])&lt;br /&gt;
* Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. ([https://forums.factorio.com/44925 more])&lt;br /&gt;
* Fixed crash related to connection attempts from players with mods with mod settings. ([https://forums.factorio.com/44966 more])&lt;br /&gt;
* Fixed getting &amp;quot;No map setting instance&amp;quot; error when loading faulty mod instead of actual error. ([https://forums.factorio.com/44982 more])&lt;br /&gt;
* Fixed entering tutorial would remove scenario control script from current game. ([https://forums.factorio.com/44986 more])&lt;br /&gt;
* Fixed crashes related to saves with migrated circuit network signals. ([https://forums.factorio.com/44877 more])&lt;br /&gt;
* Fixed numeric inputs would block all keys instead of just numbers. ([https://forums.factorio.com/44971 more])&lt;br /&gt;
* Fixed ore field amount stuck to cursor when in technology view. ([https://forums.factorio.com/44641 more])&lt;br /&gt;
* Fixed crashes related to migrated saves with circuit network signals. ([https://forums.factorio.com/44877 more])([https://forums.factorio.com/45025 more])&lt;br /&gt;
* Fixed that train station tutorial would not progress if you removed the train wait condition. ([https://forums.factorio.com/45047 more])&lt;br /&gt;
* Fixed crash when changing mod setting prototype types. ([https://forums.factorio.com/45054 more])&lt;br /&gt;
* Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn&#039;t have any coal. ([https://forums.factorio.com/45050 more])&lt;br /&gt;
* Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield. ([https://forums.factorio.com/45075 more])&lt;br /&gt;
* Fixed the trains GUI wouldn&#039;t scale correctly. ([https://forums.factorio.com/41228 more])&lt;br /&gt;
* Fixed you could select entities in the zoomed-to-world view outside radar coverage. ([https://forums.factorio.com/44578 more])&lt;br /&gt;
* Fixed prompt about disabled base mod would not show up. ([https://forums.factorio.com/45051 more])&lt;br /&gt;
* Fixed crash when train was destroyed while hovering over it in map view. ([https://forums.factorio.com/45085 more])&lt;br /&gt;
* Fixed that the team production starting lobby had some uranium ore. ([https://forums.factorio.com/44613 more])&lt;br /&gt;
* Fixed hovering over very large resource patch in map view would crash the game. ([https://forums.factorio.com/45097 more])&lt;br /&gt;
* Fixed the &amp;quot;don&#039;t mine resources if mining starts with non-resources&amp;quot; logic. ([https://forums.factorio.com/44548 more])&lt;br /&gt;
* Fixed crash when the preview picture can&#039;t be saved for a save file. ([https://forums.factorio.com/45118 more])&lt;br /&gt;
* Fixed crash when trying to filter opened other players quickbars. ([https://forums.factorio.com/45147 more])&lt;br /&gt;
* Fixed crash when setting resource minimal yield above the normal yield. ([https://forums.factorio.com/45112 more])&lt;br /&gt;
* Fixed the tab complete logic for the /mute-programmable-speaker command. ([https://forums.factorio.com/44902 more])&lt;br /&gt;
* Fixed that you could only build blueprints in the zoom-to-world by click and drag.&lt;br /&gt;
* Fixed script error in basic train tutorial. ([https://forums.factorio.com/45184 more])&lt;br /&gt;
* Removed redundant recipe unlock in trash slot technology. ([https://forums.factorio.com/45209 more])&lt;br /&gt;
* Fixed inserter stack size override sometimes being lost when importing a blueprint.&lt;br /&gt;
* Fixed crash that would occasionally happen after deleting a book from the blueprint library. ([https://forums.factorio.com/44687 more])&lt;br /&gt;
* Fixed fluid could flow into the heat exchangers output fluidbox. ([https://forums.factorio.com/44992 more])&lt;br /&gt;
* Fixed that inserters would try to put stuff into the rocket silo result inventory. ([https://forums.factorio.com/45213 more])&lt;br /&gt;
* Fixed some invalid map exchange strings would crash the game. ([https://forums.factorio.com/45258 more])&lt;br /&gt;
* Fixed train stop would not output content fluid wagons to circuit network. ([https://forums.factorio.com/44786 more])&lt;br /&gt;
* Fixed locomotive tooltip would not show contents of fluid wagons. ([https://forums.factorio.com/44786 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Prototype names are not allowed to contain the &#039;.&#039; character.&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed typo in defines.shooting.shooting_selected (was &amp;quot;shooting_seleted&amp;quot;). ([https://forums.factorio.com/44965 more])&lt;br /&gt;
* Fixed type in defines.control_behavior.type.train_stop (was &amp;quot;train-stop&amp;quot;). ([https://forums.factorio.com/44965 more])&lt;br /&gt;
* Fixed the custom camera widget was using 0 based indexing for the surface_index parameter. ([https://forums.factorio.com/45189 more])&lt;br /&gt;
* Added missing control behavior types to defines (wall, mining_drill, programmable_speaker). ([https://forums.factorio.com/44939 more])&lt;br /&gt;
* Added LuaTrain::fluid_wagons read.&lt;br /&gt;
== 0.15.2 ==&lt;br /&gt;
Date: 25. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. ([https://forums.factorio.com/44717 more])&lt;br /&gt;
* Tweaked the biter and uranium ore settings of the &#039;Rail world&#039; preset.&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.&lt;br /&gt;
* Changed the &amp;quot;sync mods with save&amp;quot; button to support disabling mods a save file wasn&#039;t using.&lt;br /&gt;
* Computers with 2GB or more video memory and 8GB or more RAM will default graphics quality to high.&lt;br /&gt;
* Selecting high sprite quality in graphics options will show warning if computer doesn&#039;t have enough video memory.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed tightspot campaign debt calculation. ([https://forums.factorio.com/44592 more])&lt;br /&gt;
* Fixed basic train tutorial rail setting offset. ([https://forums.factorio.com/44623 more])&lt;br /&gt;
* Fixed story script copying of assembling machines without recipes. ([https://forums.factorio.com/44612 more])&lt;br /&gt;
* Fixed crash when cycling through empty blueprint book. ([https://forums.factorio.com/44532 more])&lt;br /&gt;
* Fixed crash when the wrong fuel type was put into a burner equipment. ([https://forums.factorio.com/44600 more])&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() didn&#039;t work when the fluidbox was empty. ([https://forums.factorio.com/44658 more])&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() used 0-based indexing. ([https://forums.factorio.com/44653 more])&lt;br /&gt;
* Fixed blueprints with circuit wires would crash in some instances.&lt;br /&gt;
* Fixed the map would render black if the game was resized immediately after loading a large save file.&lt;br /&gt;
* Fixed that the technology cost multiplier allowed a value of 0.&lt;br /&gt;
* Fixed crash when circuit connector sprites aren&#039;t defined for a given entity. ([https://forums.factorio.com/44640 more])&lt;br /&gt;
* Fixed crash when inactive mining drills are disconnected from the circuit network. ([https://forums.factorio.com/44628 more])&lt;br /&gt;
* Fixed that the programmable speaker wouldn&#039;t save settings correctly when exported as a string in blueprints. ([https://forums.factorio.com/44701 more])&lt;br /&gt;
* Fixed crash when the base mod is disabled and no other mod defines map-settings. ([https://forums.factorio.com/44672 more])&lt;br /&gt;
* Fixed fluids consumed in the mining drill for mining resources didn&#039;t get counted in fluid production statistics. ([https://forums.factorio.com/44745 more])&lt;br /&gt;
* Fixed crash after display reset when browse multiplayer GUI was opened. ([https://forums.factorio.com/44704 more])&lt;br /&gt;
* Fixed browse games GUI sorting. ([https://forums.factorio.com/44519 more])&lt;br /&gt;
* Fixed wave defense GUI error. ([https://forums.factorio.com/44696 more])&lt;br /&gt;
* Fixed transport belt walking sound being controlled by the wrong volume slider. ([https://forums.factorio.com/44714 more])&lt;br /&gt;
* Fixed exiting tutorial would mute game sounds. ([https://forums.factorio.com/44524 more])&lt;br /&gt;
* Fixed crash when hovering over train with invalid path. ([https://forums.factorio.com/44787 more])&lt;br /&gt;
* The &amp;quot;Kovarex enrichment process&amp;quot; is no longer usable with productivity modules. ([https://forums.factorio.com/44635 more])&lt;br /&gt;
* Fixed alternative zoom would cause crash when bound to keyboard instead of mouse. ([https://forums.factorio.com/44571 more])&lt;br /&gt;
* Fixed that train stop would output circuit network signals with train contents regardless of it&#039;s parameters.&lt;br /&gt;
* Fixed possible desync related to train stops connected to circuit network.&lt;br /&gt;
* Fixed the exchange string wouldn&#039;t get cleared when clicking the reset button in the generate map GUI. ([https://forums.factorio.com/44774 more])&lt;br /&gt;
* Fixed crash when executing commands ban/unban/bans in a single player game. ([https://forums.factorio.com/44783 more])&lt;br /&gt;
* Fixed that opening another player&#039;s blueprint book though the /open command would crash the game. ([https://forums.factorio.com/44669 more])&lt;br /&gt;
* Fixed possible desync related to constant combinator filters.&lt;br /&gt;
* Fixed tooltip delay option didn&#039;t work. ([https://forums.factorio.com/44756 more])&lt;br /&gt;
* Fixed that disconnecting of electric poles hid some of the electric network visualizations on the map. ([https://forums.factorio.com/44721 more])&lt;br /&gt;
* Fixed crash when closing window on splash screen. ([https://forums.factorio.com/44757 more])&lt;br /&gt;
* Fixed that steam wouldn&#039;t show up as steam in fluid wagons. ([https://forums.factorio.com/44637 more])&lt;br /&gt;
* Fixed inactivity wait condition didn&#039;t work properly with fluid wagon. ([https://forums.factorio.com/44657 more])&lt;br /&gt;
* Fixed name of train field in on_train_created event. ([https://forums.factorio.com/44838 more])&lt;br /&gt;
* Fixed the technology list scrollbar position reset after clicking any technology.&lt;br /&gt;
* Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid. ([https://forums.factorio.com/44842 more])&lt;br /&gt;
* Fixed crash when using recipes in furnaces that don&#039;t produce the exact amount of output items as the furnace output slots. ([https://forums.factorio.com/44707 more])&lt;br /&gt;
* Fixed crash when loading some older save files in 0.15 related to modded recipes. https://forums.factorio.com/44852)&lt;br /&gt;
* Fixed crash due to &amp;quot;Construction robot is in invalid state&amp;quot;. ([https://forums.factorio.com/44817 more])&lt;br /&gt;
* Fixed game hang when connecting train in a loop ([https://forums.factorio.com/44666 more])&lt;br /&gt;
== 0.15.1 ==&lt;br /&gt;
Date: 24. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Reduced noise effect on zoom-to-world view.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed update error.&lt;br /&gt;
* Fixed Steam config loading error.&lt;br /&gt;
* Fixed headless not starting without server-settings.json ([https://forums.factorio.com/44537 more])&lt;br /&gt;
* Fixed the &amp;quot;reset&amp;quot; button in the generate map GUI wouldn&#039;t reset settings to the actual default values. ([https://forums.factorio.com/44527 more])&lt;br /&gt;
* Fixed that right clicking icon in the tag edit gui crashed the game. ([https://forums.factorio.com/44541 more])&lt;br /&gt;
== 0.15.0 ==&lt;br /&gt;
Date: 24. 04. 2017&lt;br /&gt;
===  Configuration ===&lt;br /&gt;
* Configuration has been reset.&lt;br /&gt;
===  Major features ===&lt;br /&gt;
* Research overhaul. 4 new science packs: Military, Production, High-tech and space.&lt;br /&gt;
* Space science packs are generating by launching a rocket.&lt;br /&gt;
* Added infinite researches.&lt;br /&gt;
* Nuclear power.&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
===  Features ===&lt;br /&gt;
* Map Interaction improvements:&lt;br /&gt;
* Selectable map overlays: logistics networks, pollution, electric network, turret range, etc.&lt;br /&gt;
* Train stations and trains can be opened by clicking them while in the map view.&lt;br /&gt;
* Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though.&lt;br /&gt;
* Custom map markers can be added by the players.&lt;br /&gt;
* Added wagon for transporting fluids.&lt;br /&gt;
* One side of pump can connect to the fluid wagon, the other side has to be connected to something else.&lt;br /&gt;
* When dying in multiplayer you leave behind a body with your items that slowly degrades.&lt;br /&gt;
* Added infinite mining productivity research, each tier increases mining productivity by 2%.&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.&lt;br /&gt;
* Added coal liquefaction oil processing recipe.&lt;br /&gt;
* Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.&lt;br /&gt;
* Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.&lt;br /&gt;
* New scenarios: PvP and Wave defense.&lt;br /&gt;
===  Graphics ===&lt;br /&gt;
* Added high graphics quality option. In this settings the following list of things will have double resolution:&lt;br /&gt;
** Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources&lt;br /&gt;
* New ore graphics that makes the ore patches look less tiled.&lt;br /&gt;
* Tweaked the GUI graphics.&lt;br /&gt;
* Decreased the size of the recipe icons on assembling machine by 23%.&lt;br /&gt;
===  Minor features ===&lt;br /&gt;
* Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.&lt;br /&gt;
* Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.&lt;br /&gt;
* Fast replacing input piece of underground belt will also fast replace ouput piece if possible.&lt;br /&gt;
* Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}&lt;br /&gt;
* Added warning for situation when robots don&#039;t have storage place to put items in the logistics network.&lt;br /&gt;
* Pumps show their direction in the detailed view.&lt;br /&gt;
* Belts and pipes show correct connections when building a bluprint.&lt;br /&gt;
* Technologies show the required science packs below the icons in the technology GUI list.&lt;br /&gt;
* Technologies are sorted by the science packs needed.&lt;br /&gt;
* Added /screenshot command - takes a screenshot of your current game screen.&lt;br /&gt;
* Added support for equipment grids in the map editor.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.&lt;br /&gt;
* Added optional filters to the deconstruction planner.&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.&lt;br /&gt;
* Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.&lt;br /&gt;
* Added reverse-rotate.&lt;br /&gt;
* Offshore pump and generator show pumping speed/fluid usage.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Mining rails is disabled if mining starts with trains or gates.&lt;br /&gt;
* Toggle fullscreen using Alt + Enter.&lt;br /&gt;
* Added &amp;quot;f&amp;quot;/&amp;quot;force&amp;quot; option to the /players command&lt;br /&gt;
* Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).&lt;br /&gt;
* Added /open command - opens another players inventory if you&#039;re an admin.&lt;br /&gt;
* Added /alerts command - configures alerts for your player.&lt;br /&gt;
* Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.&lt;br /&gt;
* Added /seed command - prints the map seed.&lt;br /&gt;
* Added fluids to the production GUI.&lt;br /&gt;
* Added kill statistics GUI.&lt;br /&gt;
* Added enable/disable all mods button to the mod manager GUI.&lt;br /&gt;
* Added automatic barreling support for all fluids.&lt;br /&gt;
* Cargo wagons can have settings copied from any distance like Locomotives.&lt;br /&gt;
* Added the ability to auto-launch the rocket.&lt;br /&gt;
* Train stops can be colored like trains.&lt;br /&gt;
* Fish can be collected by robots.&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* Show fog-of-war and radar radius when holding radar in cursor.&lt;br /&gt;
* Seed for map creation on the headless server can be specified via map-gen-settings.json&lt;br /&gt;
* Damaged items merge into one stack, the health of the stack will be the average of the items.&lt;br /&gt;
* Added server whitelist support -- see the /whitelist console command.&lt;br /&gt;
* Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.&lt;br /&gt;
* Added &amp;quot;favourite&amp;quot; feature in public games list: Keep your favourite servers at the top of the list.&lt;br /&gt;
* Added /permissions command for managing permissions in a multiplayer game.&lt;br /&gt;
* Added ability to change individual inserter stack size bonuses through GUI or the circuit network.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Server console will print JOIN and LEAVE messages for players joining or leaving.&lt;br /&gt;
* Server console messages that aren&#039;t a part of the main log can be logged separately by running the server with the --console-log option.&lt;br /&gt;
* Translatable energy units and SI prefixes (eg. &amp;quot;100 ГВт&amp;quot;).&lt;br /&gt;
* Furnaces and assembling machines show the amount of products finished.&lt;br /&gt;
===  Balancing ===&lt;br /&gt;
* Increased the rate at which resources grow with distance from the center by 50%.&lt;br /&gt;
* Crude oil balancing: Halved the resource amount on the map&lt;br /&gt;
** Increased the minimum yield from 10% to 20%&lt;br /&gt;
** Halved the rate of depletion.&lt;br /&gt;
** Doubled the starting yield.&lt;br /&gt;
** Fixed that the mechanics of increasing richness with distance from start wasn&#039;t working for crude oil.&lt;br /&gt;
* Increased module inventory size of Chemical plant and oil refinery from 2 to 3.&lt;br /&gt;
* Increased logistic slot/trash slot count from 5 per level to 6 per level.&lt;br /&gt;
* Removed processing unit from the modular armor and portable solar panel recipe.&lt;br /&gt;
* Increased the pump pumping speed 4 times.&lt;br /&gt;
* Reduced the plastic bar recipe requirement of petroleum gas 30 -&amp;gt; 20&lt;br /&gt;
* Reduced the electric engine recipe requirement of lubricant 20 -&amp;gt; 15&lt;br /&gt;
* Reduced the electric furnace recipe requirement of steel 15 -&amp;gt; 10&lt;br /&gt;
* Reduced the steel furnace recipe requirement of steel 8 -&amp;gt; 6&lt;br /&gt;
* Reduced the pumpjack recipe requirement of steel 10 -&amp;gt; 5&lt;br /&gt;
* Reduced crafting time:&lt;br /&gt;
** Engine unit + electric engine unit: 20 -&amp;gt; 10&lt;br /&gt;
** Pumpjack 10 -&amp;gt; 8&lt;br /&gt;
** Advanced circuit 8 -&amp;gt; 6&lt;br /&gt;
** Processing unit 15 -&amp;gt; 10&lt;br /&gt;
** Cracking recipes 5 -&amp;gt; 3&lt;br /&gt;
* Increased stack size of stone wall pipe and belts 50 -&amp;gt; 100&lt;br /&gt;
* Increased the maximum power production of steam engine from 510kW to 900kW&lt;br /&gt;
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.&lt;br /&gt;
* Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).&lt;br /&gt;
===  Combat Balancing ===&lt;br /&gt;
* Player regains health at a much higher rate, but only after being out of combat for 10 seconds.&lt;br /&gt;
* Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.&lt;br /&gt;
* Decreased the size of Discharge defense equipment from 3x3 to 2x2.&lt;br /&gt;
* Greatly increased the damage of Personal Laser Defense Equipment.&lt;br /&gt;
* Flamthrower gun has a minimum range of 3.&lt;br /&gt;
* The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.&lt;br /&gt;
* Increased fire resistance of biter bases.&lt;br /&gt;
* Increased the health of player non-combat buildings.&lt;br /&gt;
* Increased player health from 100 to 250.&lt;br /&gt;
* Increased collected amount and effectiveness of Fish.&lt;br /&gt;
* Increased the damage, range and health of biters worms.&lt;br /&gt;
* Decreased health and resistance of Behemoth biters.&lt;br /&gt;
* Doubled the stack size of all ammos.&lt;br /&gt;
* Tweaked the cost and crafting time of some ammos.&lt;br /&gt;
* Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.&lt;br /&gt;
* Increased the collision box of Cannon Shells.&lt;br /&gt;
* Increased Tank health and resistances.&lt;br /&gt;
* Added research for Tank Cannon Shells damage and shooting speed.&lt;br /&gt;
* Tweaked research bonuses and added more end-game research for military upgrades.&lt;br /&gt;
* Greatly increased the damage of Mines. They also stun nearby enemies when they explode.&lt;br /&gt;
* Added uranium rounds magazine and uranium cannon shells.&lt;br /&gt;
* Added flamethrower to the tank.&lt;br /&gt;
* Other minor changes.&lt;br /&gt;
===  Optimizations ===&lt;br /&gt;
* Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.&lt;br /&gt;
* Improved performance when tiles are changed due to migration/mod removal.&lt;br /&gt;
* Significantly improved GUI performance for inventories that required scroll bars.&lt;br /&gt;
* Improved GUI performance in general.&lt;br /&gt;
* Improved performance of radars scanning chunks.&lt;br /&gt;
* Improved map generation speed and generation algorithm.&lt;br /&gt;
* Improved game load performance when a large amount of mod data exists in the save.&lt;br /&gt;
* Optimized graph rendering in production statistics window.&lt;br /&gt;
* Improved regenerate entity performance.&lt;br /&gt;
* Improved network map transfer performance.&lt;br /&gt;
* Improved train performance when building/mining rail related entities.&lt;br /&gt;
* Optimized memory requirements for storing tiles under concrete.&lt;br /&gt;
===  Circuit Network ===&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added &amp;gt;=, &amp;lt;=, != to the Decider Combinator and Circuit Conditions.&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.&lt;br /&gt;
* Removed support of 32 bit systems.&lt;br /&gt;
* Removed alien artifacts and alien science packs from the game completely.&lt;br /&gt;
* Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.&lt;br /&gt;
* Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).&lt;br /&gt;
* Changed &amp;quot;small pump&amp;quot; to &amp;quot;pump&amp;quot;. Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
* The &amp;quot;decorative&amp;quot; entity type has been deprecated and replaced with the prototype type &amp;quot;optimized-decorative&amp;quot;.&lt;br /&gt;
* Multiplied all fluid amounts by 10.&lt;br /&gt;
* All default map editor actions are now on left click.&lt;br /&gt;
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.&lt;br /&gt;
* When the active train stop is removed trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
* Changed the default comparison type for train conditions to &amp;quot;or&amp;quot;.&lt;br /&gt;
* Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.&lt;br /&gt;
* Research started/changed notifications are only shown when in multiplayer.&lt;br /&gt;
* Crafting is now paused when the results can&#039;t be given to the player instead of spilling them on the ground.&lt;br /&gt;
* Changed evolution from global to per force.&lt;br /&gt;
* Disabled mining of vehicles other players are driving.&lt;br /&gt;
* Decreased biter sounds volumes&lt;br /&gt;
* Laser turret projectiles move much faster&lt;br /&gt;
* Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.&lt;br /&gt;
* Restart button now uses map generation settings from currently loaded save.&lt;br /&gt;
* New rocket silo GUI and visbility button for freeplay and sandbox scenarios.&lt;br /&gt;
* Unified internal name of the &#039;flame-thrower&#039; to &#039;flamethrower&#039;.&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.&lt;br /&gt;
* Trains are now always visible on the map, not only on chunks observed by radars or players.&lt;br /&gt;
* Renamed &amp;quot;armor-making-2&amp;quot; to &amp;quot;heavy-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;armor-making-3&amp;quot; to &amp;quot;power-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;.&lt;br /&gt;
* Increased blueprint book size to hold 1000 blueprints&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.&lt;br /&gt;
* Added combinator working, wire hold and wire place sounds.&lt;br /&gt;
* Single player can be continued when you die.&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Fast cropping of sprite boundaries - it&#039;s no longer necessary to delete crop-cache.dat when existing sprites are modified.&lt;br /&gt;
* Utility sprites are now defined fully in the core mod prototypes.&lt;br /&gt;
* Added support for burner type generator-equipment.&lt;br /&gt;
* Added &amp;quot;simple-entity-with-force&amp;quot; and &amp;quot;simple-entity-with-owner&amp;quot; entity types.&lt;br /&gt;
* Boiler has now dynamically specified energy source (as inserter and similar).&lt;br /&gt;
* Added support for mod settings: startup, runtime, and runtime-per-user.&lt;br /&gt;
* Added commandline option --check-unused-prototype-data&lt;br /&gt;
* Added a &amp;quot;nothing&amp;quot; technology modifier type with an &amp;quot;effect_key&amp;quot; property for script-based-effect research.&lt;br /&gt;
* Redundant technology prerequisites are logged when verbose logging is enabled.&lt;br /&gt;
* Changed technology prototype icon_size to default to 32 instead of 64.&lt;br /&gt;
* In any instance an icon isn&#039;t 32x32 the icon_size property must be set to the actual size of the (square) icon.&lt;br /&gt;
* Added the ability to have &amp;quot;friend&amp;quot; forces. Friend forces are given unrestricted access to buildings and won&#039;t be attacked.&lt;br /&gt;
* Changed container entities to not scale info icons by default + added the optional prototype property &amp;quot;scale_info_icons&amp;quot; to enable scaling.&lt;br /&gt;
* Added property &amp;quot;turret_base_has_direction&amp;quot; to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.&lt;br /&gt;
* Added support for different recipe and technology complexity definitions.&lt;br /&gt;
* Added &amp;quot;item-with-tags&amp;quot; item type that can store any basic arbitrary Lua data.&lt;br /&gt;
* Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).&lt;br /&gt;
* &amp;quot;animation_speed&amp;quot; property of animation definitions has to be greater than 0.&lt;br /&gt;
* Renamed smoke-with-trigger &amp;quot;action_frequency&amp;quot; property to &amp;quot;action_cooldown&amp;quot;.&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Added &amp;quot;by_script&amp;quot; to on_research_finished.&lt;br /&gt;
* Added &amp;quot;cause&amp;quot; to on_entity_died - the entity that did the killing if available.&lt;br /&gt;
* Added &amp;quot;recipe&amp;quot; to on_player_crafted_item.&lt;br /&gt;
* Added &amp;quot;rocket_silo&amp;quot; to the rocket launched event.&lt;br /&gt;
* Added 4th custom gui root position &amp;quot;goal&amp;quot;, which is used in the objectives.&lt;br /&gt;
* Added column_alignments settings in table style.&lt;br /&gt;
* Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.&lt;br /&gt;
* Added LuaCircuitNetwork::network_id read.&lt;br /&gt;
* Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.&lt;br /&gt;
* Added LuaControl::shooting_state, repair_state, picking_state read/write.&lt;br /&gt;
* Added LuaCustomChartTag + LuaForce API to add/find them.&lt;br /&gt;
* Added LuaDecorativePrototype.&lt;br /&gt;
* Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.&lt;br /&gt;
* Added LuaEntity::get_logistic_point().&lt;br /&gt;
* Added LuaEntity::graphics_variation read/write for simple entities and trees.&lt;br /&gt;
* Added LuaEntity::shooting_target read/write for turrets.&lt;br /&gt;
* Added LuaEntity::stickers read. The stickers attached to a given entity.&lt;br /&gt;
* Added LuaEntityPrototype::crafting_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste,   shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.&lt;br /&gt;
* Added LuaEntityPrototype::get_inventory_size().&lt;br /&gt;
* Added LuaEntityPrototype::ingredient_count read.&lt;br /&gt;
* Added LuaEntityPrototype::module_inventory_size read.&lt;br /&gt;
* Added LuaEquipmentGrid::get_contents, shield, and max_shield.&lt;br /&gt;
* Added LuaFluidBox::owner read + get_capacity and get_connections methods.&lt;br /&gt;
* Added LuaForce::evolution_factor.&lt;br /&gt;
* Added LuaForce::is_chunk_visible().&lt;br /&gt;
* Added LuaForce::set_friend/get_friend.&lt;br /&gt;
* Added LuaGui::children read.&lt;br /&gt;
* Added LuaGuiElement drop-down type.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;camera&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;choose-elem-button&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement::children read.&lt;br /&gt;
* Added LuaGuiElement::clear to remove all the contents of the element.&lt;br /&gt;
* Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.&lt;br /&gt;
* Added LuaInventory::entity_owner, player_owner, and equipment_owner read.&lt;br /&gt;
* Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.&lt;br /&gt;
* Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.&lt;br /&gt;
* Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.&lt;br /&gt;
* Added LuaPlayer::add_alert, remove_alert, and get_alerts.&lt;br /&gt;
* Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.&lt;br /&gt;
* Added LuaPlayer::opened write.&lt;br /&gt;
* Added LuaPlayer::opened_gui_type read.&lt;br /&gt;
* Added LuaRandomGenerator.&lt;br /&gt;
* Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.&lt;br /&gt;
* Added LuaSurface::find_logistic_networks_by_construction_area(..).&lt;br /&gt;
* Added LuaSurface::get_trains() and LuaForce::get_trains().&lt;br /&gt;
* Added LuaSurface::regenerate_decorative().&lt;br /&gt;
* Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().&lt;br /&gt;
* Added LuaTransportLine::operator[] and operator#.&lt;br /&gt;
* Added Mod gui script for easy consistent styling of mod buttons and frames within the game.&lt;br /&gt;
* Added mouse info to the gui clicked event.&lt;br /&gt;
* Added on_biter_base_built - fires when biters build bases during migration.&lt;br /&gt;
* Added on_entity_renamed - fires when an entity is renamed either by the player or through script.&lt;br /&gt;
* Added on_gui_selection_state_changed - fires when an item in a drop-down gui element is selected.&lt;br /&gt;
* Added on_market_item_purchased - fires when a player purchases something from a market entity.&lt;br /&gt;
* Added on_player_changed_force - fires when a players force is changed.&lt;br /&gt;
* Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.&lt;br /&gt;
* Added on_player_mined_entity and on_robot_mined_entity events.&lt;br /&gt;
* Added on_runtime_mod_setting_changed event - fires when a player changes runtime mod settings.&lt;br /&gt;
* Added on_selected_entity_changed - fires when the selected entity for a player changes.&lt;br /&gt;
* Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.&lt;br /&gt;
* Added on_train_created event.&lt;br /&gt;
* Added optional &amp;quot;surface&amp;quot; to LuaForce::chart_all().&lt;br /&gt;
* Added optional fields &amp;quot;durability&amp;quot; and &amp;quot;ammo&amp;quot; when using SimpleItemStack definitions.&lt;br /&gt;
* Added optional parameter &amp;quot;return_item_request_proxy&amp;quot; to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.&lt;br /&gt;
* Added player_index to the entity settings pasted events.&lt;br /&gt;
* Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui&lt;br /&gt;
* Added remote interface to freeplay and sandbox scripts.&lt;br /&gt;
* Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.&lt;br /&gt;
* Added support for LuaFlowStatistics read on electric poles.&lt;br /&gt;
* Added support for specifying the &amp;quot;max_range&amp;quot; of a projectile when created through create_entity.&lt;br /&gt;
* Added support for turret orientation read/write through LuaEntity::orientation.&lt;br /&gt;
* Added the ability for mods to register commands.&lt;br /&gt;
* Added the ability to read item_requests from item request proxy entities as well as ghosts.&lt;br /&gt;
* Added the ability to read reach distances off the player or character entity.&lt;br /&gt;
* Changed less_then to less_than in lua GUI progress bar style specification. ([https://forums.factorio.com/33196 more])&lt;br /&gt;
* Changed LuaEntity::item_requests to match the docs format.&lt;br /&gt;
* Changed LuaEntity::passenger to work with both character entities and players.&lt;br /&gt;
* Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.&lt;br /&gt;
* Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.&lt;br /&gt;
* Changed LuaSurface::create_entity{name=&amp;quot;item-on-ground&amp;quot;, stack=...} to accept the same format for item stacks as the rest of the Lua API.&lt;br /&gt;
* Changed the player built event to include the item name used to do the building if possible and include the tags from the &amp;quot;item-with-tags&amp;quot; item if possible.&lt;br /&gt;
* Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.&lt;br /&gt;
* Expanded LuaStyle read/write property support.&lt;br /&gt;
* Fixed LuaSurface::spill_item_stack didn&#039;t interpret &amp;quot;enable_looted&amp;quot; parameter properly. ([https://forums.factorio.com/38717 more])&lt;br /&gt;
* LuaForce::reset() now resets everything about the force to the default state.&lt;br /&gt;
* Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.&lt;br /&gt;
* Moved game.get_event_handler and game.raise_event to &amp;quot;script&amp;quot;.&lt;br /&gt;
* Removed Lua.coroutine due to potential exploits.&lt;br /&gt;
* Removed LuaGameScript::evolution_factor.&lt;br /&gt;
* Removed LuaGameScript::save/load.&lt;br /&gt;
* Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren&#039;t replay/MP safe.&lt;br /&gt;
* Removed LuaSurface::get_tileproperties.&lt;br /&gt;
* Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they&#039;ve been merged into the production versions.&lt;br /&gt;
* The goal and left gui element has default direction vertical.&lt;br /&gt;
* Utility sprites can be used in the sprite button.&lt;br /&gt;
===  Command line interface ===&lt;br /&gt;
* Added map-settings option when creating map, it can be used to specify a file with map settings to be  used instead of the defaults.&lt;br /&gt;
* Added preset option when creating map.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed that setting LuaForce::ai_controllable to false wouldn&#039;t prevent pollution-based unit group formation. ([https://forums.factorio.com/35650 more])&lt;br /&gt;
* Fixed graphics settings UI scale would change just by opening the GUI. ([https://forums.factorio.com/35588 more])&lt;br /&gt;
* Fixed UAC prompt would cause error and application termination during sprite loading on Windows. ([https://forums.factorio.com/35157 more])&lt;br /&gt;
* Fixed map generation could in some instances not correctly generate entities.&lt;br /&gt;
* Fixed crash when regenerating entities that are disabled by map generator settings ([https://forums.factorio.com/31872 more])&lt;br /&gt;
* Attempt to fix an ocasional crash when DNS lookup fails ([https://forums.factorio.com/37426 more])&lt;br /&gt;
* Fixed crash when ammo was consumed fully by script during shooting. ([https://forums.factorio.com/38701 more])&lt;br /&gt;
* The Equipment Grid GUI is now scaled with the rest of the UI. ([https://forums.factorio.com/38979 more])&lt;br /&gt;
* Fixed possible crash caused by improper primary display detection. ([https://forums.factorio.com/39167 more])&lt;br /&gt;
* Fixed occasional broadcast related crashes on OSX ([https://forums.factorio.com/39250 more])&lt;br /&gt;
* Fixed building train vehicle in a way, that it connects on both sides. ([https://forums.factorio.com/37645 more])&lt;br /&gt;
* Fixed entities with efficiency modules wouldn&#039;t consume the correct amount of energy in some cases. ([https://forums.factorio.com/38884 more])&lt;br /&gt;
* Fixed problems when clicking connect button in server list too fast ([https://forums.factorio.com/38240 more])&lt;br /&gt;
* Fixed crash when removing large-tiles from a tile prototype definition. ([https://forums.factorio.com/39586 more])&lt;br /&gt;
* Fixed crash when mod created exoskeleton equipment with zero energy consumption. ([https://forums.factorio.com/39631 more])&lt;br /&gt;
* Fixed electric pole would draw wires to invisible ghost of enemy force. ([https://forums.factorio.com/38641 more])&lt;br /&gt;
* Fixed crash when refreshing in the browse mods GUI in some instances. ([https://forums.factorio.com/39032 more])&lt;br /&gt;
* Fixed crash when clicking the same tick the map is loaded. ([https://forums.factorio.com/39713 more])&lt;br /&gt;
* Fixed LuaGameScript::get_event_handler not working. ([https://forums.factorio.com/39959 more])&lt;br /&gt;
* Fixed desync when demoting every player on a server. ([https://forums.factorio.com/40062 more])&lt;br /&gt;
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player&#039;s inventory. ([https://forums.factorio.com/41159 more])&lt;br /&gt;
* Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. ([https://forums.factorio.com/41171 more])&lt;br /&gt;
* Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. ([https://forums.factorio.com/41328 more])&lt;br /&gt;
* Fixed extremely slow deleting of selection in text fields. ([https://forums.factorio.com/41638 more])&lt;br /&gt;
* Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.&lt;br /&gt;
* Fixed rail integrity error when train crashes into itself. ([https://forums.factorio.com/38046 more])&lt;br /&gt;
* Fixed virtual signals wouldn&#039;t be sorted correctly by subgroup. ([https://forums.factorio.com/42558 more])&lt;br /&gt;
* Fixed typing in the save-replay GUI could move your player around. ([https://forums.factorio.com/39858 more])&lt;br /&gt;
* Fixed that manually created unit groups wouldn&#039;t be automatically removed when all their members died. ([https://forums.factorio.com/42903 more])&lt;br /&gt;
* Fixed crash when trying to make an entity ghost of an invalid entity through script. ([https://forums.factorio.com/43467 more])&lt;br /&gt;
* Fixed rail signals not reconnect after removing rails in some setups. ([https://forums.factorio.com/41005 more])&lt;br /&gt;
* Fixed trains switched to manual mode wouldn&#039;t trigger inserters when they coasted to a stop. ([https://forums.factorio.com/43160 more])&lt;br /&gt;
* Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. ([https://forums.factorio.com/43610 more])&lt;br /&gt;
* Underground belt connects only to underground belt of the same force.&lt;br /&gt;
* Fixed personal roboport ended search for nearby ghosts prematurely if a pghost found couldn&#039;t be built due to missing item. ([https://forums.factorio.com/44179 more])&lt;br /&gt;
* Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. ([https://forums.factorio.com/44344 more])&lt;br /&gt;
* Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.&lt;/div&gt;</summary>
		<author><name>KamranMackey</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=137550</id>
		<title>Version history/0.15.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=137550"/>
		<updated>2017-05-16T18:47:09Z</updated>

		<summary type="html">&lt;p&gt;KamranMackey: Add 0.15.11 changelog info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Please don&#039;t waste your time updating this page, User:Gangsir can do it automatically.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Version: 0.15.11 ==&lt;br /&gt;
Date: 16. 05. 2017&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* When a train is stopped at the train stop, a circuit network signal is sent with a unique number for that train. ([https://forums.factorio.com/46234 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Added headless server option --server-id to allow specifying custom path to the server ID file.&lt;br /&gt;
* Increased the minimum custom UI scale from 50% to 80% to avoid some scaling issues.&lt;br /&gt;
* The zoom level at which the map switches from &#039;map view&#039; to &#039;world view&#039; was increased.&lt;br /&gt;
* The first level of infinite researches is not needed for the tech maniac achievement anymore.&lt;br /&gt;
* The game will default to low sprite quality on computers with less than 2.5GB RAM. ([https://forums.factorio.com/47525 more])&lt;br /&gt;
* Tweaked the rocket launch gui. It doesn&#039;t show the result inventory slot when it is empty to avoid confusion when people put the satellite in it.&lt;br /&gt;
* Removed the zoom-to-world-outside-coverage debug option because it was causing issues. ([https://forums.factorio.com/47442 more])&lt;br /&gt;
* Added &amp;quot;create specialized sprite atlases&amp;quot; option to graphics settings. If checked, tile and shadow sprites won&#039;t be put into separated sprite atlases instead of the main one. This should give graphics driver more room to fit required sprites to graphics memory.&lt;br /&gt;
* Added &amp;quot;atlas texture size&amp;quot; option to graphics settings. Larger atlas texture can fit more sprites into single atlas which reduces CPU load when rendering. But smaller atlases are more likely to fit into VRAM and reduce GPU load when rendering.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed nuclear reactor and centrifuge were not placed into toolbelt automatically. ([https://forums.factorio.com/47155 more])&lt;br /&gt;
* Tweaked the way heat pipes work, mainly to make it work the same regardless order of build. ([https://forums.factorio.com/44972 more])&lt;br /&gt;
* Fixed that click-and-drag interaction logic didn&#039;t work for trains. ([https://forums.factorio.com/47180 more])&lt;br /&gt;
* Another attempt to fix the ranged-based research info in the technology icon.&lt;br /&gt;
* Fixed that not all items were cleared in the transport belt madness campaign. ([https://forums.factorio.com/47171 more])&lt;br /&gt;
* Fixed that browse games table was inconsistent after resizing. ([https://forums.factorio.com/47137 more])&lt;br /&gt;
* Achievements should no longer be unlocked when replaying a game. ([https://forums.factorio.com/47151 more])&lt;br /&gt;
* Updated supply challenge level requirements. ([https://forums.factorio.com/46796 more])&lt;br /&gt;
* Fixed fluids consumed/produced by boilers didn&#039;t show in the production stats. ([https://forums.factorio.com/47169 more])&lt;br /&gt;
* Fixed that pasting very large strings wouldn&#039;t work on Linux. ([https://forums.factorio.com/46802 more])&lt;br /&gt;
* Fixed naming convention of transport belt madness campaign levels. ([https://forums.factorio.com/47243 more])&lt;br /&gt;
* Fixed copy-paste with containers so they correctly copy the inventory size limit. ([https://forums.factorio.com/47262 more])&lt;br /&gt;
* Fixed the progress bars in the lab wouldn&#039;t show correctly in some cases. ([https://forums.factorio.com/47131 more])&lt;br /&gt;
* Achievements are no longer be unlocked when replaying a game. ([https://forums.factorio.com/47151 more])&lt;br /&gt;
* Achievements are no longer unlocked by playing multiplayer game in which the player spent less than 50% of time online.&lt;br /&gt;
* Fixed that the blueprint renaming textbox would close every time crafting finished. ([https://forums.factorio.com/46970 more])&lt;br /&gt;
* core/backers.json is now included in the core data crc. This means that different content of this file will be properly detected when joining multiplayer game.&lt;br /&gt;
* Fixed that loader filters were not saved in the blueprint string. ([https://forums.factorio.com/47303 more])&lt;br /&gt;
* Gas color is now tinted with the fluids &#039;flow_color&#039;. ([https://forums.factorio.com/47311 more])&lt;br /&gt;
* Fix wave defense crash when a silo died while nobody was connected. ([https://forums.factorio.com/47263 more])&lt;br /&gt;
* Fixed that the &amp;quot;confirm and download&amp;quot; button in the sync-mods-with-save wouldn&#039;t restart the game once all mods were downloaded. ([https://forums.factorio.com/47335 more])&lt;br /&gt;
* Fixed construction robots could get stuck trying to repair curved rail forever. ([https://forums.factorio.com/47359 more])&lt;br /&gt;
* Fixed that the technology cost tooltip description wouldn&#039;t scale correctly. ([https://forums.factorio.com/46445 more])&lt;br /&gt;
* Fixed that the /help command when run from the server console would always output the server commands list. ([https://forums.factorio.com/46406 more])&lt;br /&gt;
* Fixed strange behavior when a train has the same station in the list multiple times with no other valid station. ([https://forums.factorio.com/46473 more])&lt;br /&gt;
* Fixed crash related to dying with some GUI open. ([https://forums.factorio.com/47433 more])&lt;br /&gt;
* Fixed rail signals getting stuck reserved when mining/building rails in some setups. ([https://forums.factorio.com/47333 more])&lt;br /&gt;
* Fixed desync when pumps are setup to pump into the output of an assembling machine. ([https://forums.factorio.com/47402 more])&lt;br /&gt;
* Fixed the final level of formula based research would show the wrong name when researched.&lt;br /&gt;
* Fixed crash when maximizing the game with the achievements window open. ([https://forums.factorio.com/46936 more])&lt;br /&gt;
* Fixed switching weapons while firing in the tank would keep playing the previous weapon sound. ([https://forums.factorio.com/46103 more])&lt;br /&gt;
* The productivity value in the miner description now contains also the researched bonus.&lt;br /&gt;
* Fixed insert seding a signal twice during fast replace. ([https://forums.factorio.com/47486 more])&lt;br /&gt;
* Fixed crash that would sometimes happen when a player left whilst some other player was in the process of joining. ([https://forums.factorio.com/46516 more])&lt;br /&gt;
* Fixed hazard concrete item description. ([https://forums.factorio.com/46154 more])&lt;br /&gt;
* Fixed that some of the slider in the new game settings weren&#039;t controllable by scrollbar.&lt;br /&gt;
* Fixed recipes with long names would extend out of the tooltip GUI. ([https://forums.factorio.com/45125 more])&lt;br /&gt;
* Fixed keyboard input would be blocked in tutorial, if console was opened when entering the tutorial. ([https://forums.factorio.com/44602 more])&lt;br /&gt;
* Fixed robots could deliver the wrong number of modules during roboport blackouts. ([https://forums.factorio.com/47508 more])&lt;br /&gt;
* Fixed that the game would freeze if there was no valid place to drop items on limited size maps. ([https://forums.factorio.com/47640 more])&lt;br /&gt;
* Fixed fire wouldn&#039;t pollute in some cases. ([https://forums.factorio.com/47621 more])&lt;br /&gt;
* Fixed that the delete-blueprint button would show when it wouldn&#039;t actually work. ([https://forums.factorio.com/47599 more])&lt;br /&gt;
* Fixed an error when resource scaling results in amounts too large to store in a resource entity. ([https://forums.factorio.com/47661 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Fixed generator power output was always based on heat capacity and default temperature of water. ([https://forums.factorio.com/45652 more])&lt;br /&gt;
* Fixed logistic and construction radius visualization sprites would ignore tint. ([https://forums.factorio.com/47689 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed setting technology::researched wouldn&#039;t research all levels of a formula based technology. ([https://forums.factorio.com/45857 more])&lt;br /&gt;
* Fixed it was possible to add gui element with same to the same parent name more than once. ([https://forums.factorio.com/45371 more])&lt;br /&gt;
* Fixed the custom camera widget wouldn&#039;t render the correct entities when switching the surface it was rendering for. ([https://forums.factorio.com/47639 more])&lt;br /&gt;
* Fixed LuaTrain::schedule would allow an invalid current schedule record. ([https://forums.factorio.com/47691 more])&lt;br /&gt;
* Added LuaEntityPrototype::mining_speed, mining_power, energy_usage, max_energy_usage, normal_resource_amount, infinite_depletion_resource_amount, attack_parameters read.&lt;br /&gt;
* Added LuaLampControlBehavior::color read.&lt;br /&gt;
* Added LuaRailSignalControlBehavior::red_signal, orange_signal, green_signal, close_signal, read_signal, circuit_condition read/write.&lt;br /&gt;
* Added LuaEntityPrototype::mineable_properties fluid_amount, required_fluid, mining_trigger, effectivity, consumption, friction_force, braking_force, tank_driving, rotation_speed, turret_rotation_speed, guns, speed, speed_multiplier_when_out_of_energy, max_payload_size, energy_per_move, energy_per_tick, max_energy, min_to_charge, max_to_charge properties, and building_grid_bit_shift.&lt;br /&gt;
* Added LuaBurner::fuel_category read.&lt;br /&gt;
* Added LuaBurnerPrototype.&lt;br /&gt;
* Added LuaControl::mine_entity().&lt;br /&gt;
* Added LuaEntity::text read/write.&lt;br /&gt;
* Added read/write support for flying text color through LuaEntity::color.&lt;br /&gt;
* Added LuaTrain::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluids_inside().&lt;br /&gt;
* Added LuaGameScript::check_prototype_translations() - a way to check if all expected prototypes have valid translations.&lt;br /&gt;
* Changed LuaEntityPrototype::mineable_properties &amp;quot;miningtime&amp;quot; -&amp;gt; &amp;quot;mining_time&amp;quot; and &amp;quot;miningparticle&amp;quot; -&amp;gt; &amp;quot;mining_particle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Version: 0.15.10 ==&lt;br /&gt;
Date: 10. 05. 2017&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Added rail block debug visualization.&lt;br /&gt;
* Increased maximum wire distance of all circuit connectable entities from 7.5 to 9.&lt;br /&gt;
* Steam is now internally a separate fluid from hot water.&lt;br /&gt;
* Coal liquefaction recipe now requires steam instead of water.&lt;br /&gt;
* Terrain, shadow and smoke sprites are sorted into separate sprite atlases in attempt to optimize GPU memory access during rendering.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* Added burner mining drill in high resolution and replaced the normal resolution version.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed speed-module-3 recipe typo. ([https://forums.factorio.com/46820 more])&lt;br /&gt;
* Fixed downgrading underground belts by fast replace would not work for even if output piece was close enough. ([https://forums.factorio.com/46595 more])&lt;br /&gt;
* Fixed that robots trying to repair each other wouldn&#039;t work correctly. ([https://forums.factorio.com/46628 more])&lt;br /&gt;
* More understandable description current level of technologies that have multiple levels merged into one slot in the technology gui.&lt;br /&gt;
* Fixed crash that would happen when loading old modded saves in vanilla Factorio. ([https://forums.factorio.com/46642 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to fast-transfer blueprints to other players. ([https://forums.factorio.com/46178 more])&lt;br /&gt;
* Fixed that hitting rocks with vehicles made no sound. ([https://forums.factorio.com/45888 more])&lt;br /&gt;
* Fixed blueprint preview icons scaling and size to be consistent across all places they&#039;re shown. ([https://forums.factorio.com/45021 more])&lt;br /&gt;
* Fixed that you couldn&#039;t delete blueprints from your trash slots. ([https://forums.factorio.com/46903 more])&lt;br /&gt;
* Fixed that storage tanks used 4 directions although visually only showed 2 so they would conflict in blueprints. ([https://forums.factorio.com/46900 more])&lt;br /&gt;
* Fixed crash when loading blueprint storage while also migrating save files. ([https://forums.factorio.com/46910 more])&lt;br /&gt;
* Fixed a useless error when locale isn&#039;t correct for a scenario. ([https://forums.factorio.com/46909 more])&lt;br /&gt;
* Fixed possible desync related to inserter circuit network stack size control.&lt;br /&gt;
* Fixed that multiple passengers in a train could result in erratic behavior when trying to drive. ([https://forums.factorio.com/35810 more])&lt;br /&gt;
* Fixed that manually inserting the satellite into the silo when auto-launch is enabled wouldn&#039;t launch the rocket. ([https://forums.factorio.com/46610 more])&lt;br /&gt;
* Fixed crash when killing yourself with your own weapon. ([https://forums.factorio.com/46984 more])&lt;br /&gt;
* Fixed F12 might freeze or crash the game. ([https://forums.factorio.com/46790 more])&lt;br /&gt;
* Fixed circuit network controlled rail signal sometimes not going red when building rails. ([https://forums.factorio.com/43839 more])&lt;br /&gt;
* Fixed crash when starting tutorial at the same tick as autosave starts. ([https://forums.factorio.com/45701 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to scroll the active blueprint in a blueprint book if the scroll bar was visible. ([https://forums.factorio.com/45898 more])&lt;br /&gt;
* Fixed crash when exiting some modded games. ([https://forums.factorio.com/47037 more])&lt;br /&gt;
* Fixed that Factorio wouldn&#039;t keep file permissions when saving a map. ([https://forums.factorio.com/46442 more])&lt;br /&gt;
* Fixed that the blueprint library wouldn&#039;t remember the player filter after opening a book. ([https://forums.factorio.com/45932 more])&lt;br /&gt;
* Fixed that player names in the blueprint library weren&#039;t sorted. ([https://forums.factorio.com/45920 more])&lt;br /&gt;
* Fixed the blueprint book tooltips would flicker when your inventory changed. ([https://forums.factorio.com/47064 more])&lt;br /&gt;
* Fixed desync when catching up.&lt;br /&gt;
* Fixed desync when adding/removing blueprints to blueprint books in some cases. ([https://forums.factorio.com/46719 more])&lt;br /&gt;
* Fixed some crashes related to loading invalid combinator parameters. ([https://forums.factorio.com/46500 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* The game will now detect when joining a multiplayer game if any mods you&#039;re using are broken such that joining the game could result in desyncing.&lt;br /&gt;
* Fixed that exiting the mod settings GUI without changing anything would incorrectly think you changed settings in some cases. ([https://forums.factorio.com/46478 more])&lt;br /&gt;
* Fixed crash when loading mods control.lua produces an error. ([https://forums.factorio.com/46009 more])&lt;br /&gt;
* Added favourite server icon to utility sprites. ([https://forums.factorio.com/46059 more])&lt;br /&gt;
* Added a global table &amp;quot;mods&amp;quot; - a mapping of mod name to mod version available during the prototype loading stage.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed some missing Lua docs and added information about the settings stage to the data life cycle. ([https://forums.factorio.com/44918 more])&lt;br /&gt;
* Fixed crash when trying to create stickers on entities that don&#039;t support them. ([https://forums.factorio.com/46334 more])&lt;br /&gt;
* Fixed that LuaGuiElement::surface_index was using 0-based indexing. ([https://forums.factorio.com/46502 more])&lt;br /&gt;
* Fixed that LuaEntity::graphics_variation was using 0-based indexing. ([https://forums.factorio.com/46762 more])&lt;br /&gt;
* Fixed that LuaItemStack::active_index was using 0-based indexing. ([https://forums.factorio.com/46963 more])&lt;br /&gt;
* Fixed rendering of layered icons in custom GUI. ([https://forums.factorio.com/45926 more])&lt;br /&gt;
* Added &amp;quot;item&amp;quot; and &amp;quot;tags&amp;quot; to the robot built entity/tile events.&lt;br /&gt;
* Added LuaEquipment::burner read.&lt;br /&gt;
* Added LuaEntityPrototype::crafting_categories read.&lt;br /&gt;
* Added support for setting &#039;tags&#039; and &#039;custom_description&#039; when making items through Lua.&lt;br /&gt;
* Added LuaBurner::burnt_result_inventory read.&lt;br /&gt;
* Added LuaInserterControlBehavior stack size read/write.&lt;br /&gt;
* Added LuaTrainStopControlBehavior enable/disable conditions.&lt;br /&gt;
* Added LuaTransportBeltControlBehavior enable_disable, read_contents, read_contents_mode read/write.&lt;br /&gt;
* Added LuaTrain::id read.&lt;br /&gt;
* Added LuaEntityPrototype::supply_area_distance read.&lt;br /&gt;
* Added LuaEntityPrototype::max_wire_distance read.&lt;br /&gt;
* Added LuaEntityPrototype::max_circuit_wire_distance read.&lt;br /&gt;
== Version: 0.15.9 ==&lt;br /&gt;
Date: 05. 05. 2017&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed crash when opening the train GUI while in the train.&lt;br /&gt;
== Version: 0.15.8 ==&lt;br /&gt;
Date: 05. 05. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* New Supply challenge map.&lt;br /&gt;
* Circuit network-based inserter stack size overrides now take effect immediately instead of waiting until the inserter has moved something.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Show 0.7% in the uranium processing recipe instead of 0.0 for uranium 235. This generally works for any recipe that gives less than 1 of anything.&lt;br /&gt;
* Don&#039;t draw player names on the map that is not in range of player or radar on the zoomed in map.&lt;br /&gt;
* Fix some ores with negative values in Tight spot level 04. ([https://forums.factorio.com/45656 more])&lt;br /&gt;
* Fixed inserters couldn&#039;t insert fuel into locomotives. ([https://forums.factorio.com/46467 more])&lt;br /&gt;
* Fixed random inaccessible map area in Beta campaign level 04. ([https://forums.factorio.com/46393 more])&lt;br /&gt;
* Fixed various inserter GUI bugs. ([https://forums.factorio.com/45337 more])&lt;br /&gt;
* Fixed train station tutorial relied on specific train schedule state. ([https://forums.factorio.com/45821 more])&lt;br /&gt;
===   Balancing ===&lt;br /&gt;
* Changed iron gear wheel price of fast and underground belt from 20-&amp;gt;40 and 40-&amp;gt;80 to even out the bigger length.&lt;br /&gt;
* Fix that biters would sometimes stop and go to sleep during an attack. ([https://forums.factorio.com/45320 more])&lt;br /&gt;
== Version: 0.15.7 ==&lt;br /&gt;
Date: 05. 05. 2017&lt;br /&gt;
===  Balancing ===&lt;br /&gt;
* Changed production science pack recipe to require assembling machine 1 instead of pumpjack.&lt;br /&gt;
* Changed science pack 3 to require electric mining drill instead of assembling machine 1.&lt;br /&gt;
* Changed crafting times:&lt;br /&gt;
** Oil refinery 20-&amp;gt;10&lt;br /&gt;
** Pumpjack 10-&amp;gt;5&lt;br /&gt;
** Chemical plant 10-&amp;gt;5&lt;br /&gt;
** Lab 5-&amp;gt;3&lt;br /&gt;
** Roboport 15-&amp;gt;10&lt;br /&gt;
* Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.&lt;br /&gt;
* Increased the mining time of the reactor from 0.5 seconds to 1.5 seconds.&lt;br /&gt;
* Increased the underground belt length (basic, fast, express) from 5,5,5 to  5,7,9.&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* When a connection is refused the username is included in the log message. ([https://forums.factorio.com/46036 more])&lt;br /&gt;
* Copying entity settings from a disconnected entity will no longer disconnect circuit wires. ([https://forums.factorio.com/45816 more])&lt;br /&gt;
* Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty.&lt;br /&gt;
* Reactors produce used up fuel cell when it is completely consumed instead of at start. ([https://forums.factorio.com/46123 more])&lt;br /&gt;
* Reverted flamethrower turret liquid consumption change from 0.15.5. Instead of 30/s it will use 3/s.&lt;br /&gt;
* Flamethrower turret no longer shoots in its prepare state. ([https://forums.factorio.com/46160 more])&lt;br /&gt;
* /color command defaults alpha (the 4th parameter) to 255 (instead of 0) if not specified. ([https://forums.factorio.com/46338 more])&lt;br /&gt;
* Reduced default requester chest paste multiplier for nuclear reactor recipe to 1 and for centrifuge recipe to 2. ([https://forums.factorio.com/45878 more])&lt;br /&gt;
* Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed that clicking locomotive from zoomed in map view would change color (and show fuel) for some other locomotive on the train ([https://forums.factorio.com/46137 more])&lt;br /&gt;
* Fixed that construction bots could repair vehicles from very far. ([https://forums.factorio.com/45517 more])&lt;br /&gt;
* Fixed that rocket silo or other GUIs would obscure finished-game dialog. ([https://forums.factorio.com/46157 more])&lt;br /&gt;
* Fixed that boiler could output a different fluid than its input. ([https://forums.factorio.com/46023 more])&lt;br /&gt;
* Fixed that the inserter would sometimes report bad values to the circuit network. ([https://forums.factorio.com/45598 more])&lt;br /&gt;
* Fixed pump recipe description having wrong pumping speed. ([https://forums.factorio.com/45863 more])&lt;br /&gt;
* Fixed wrong error message when loaded headless save file doesn&#039;t exist ([https://forums.factorio.com/45058 more])&lt;br /&gt;
* Fixed the &amp;quot;Input action fragment is missing&amp;quot; crash that would sometimes happen due to packet loss. ([https://forums.factorio.com/45604 more])&lt;br /&gt;
* Fixed crash when resizing the game window while having an assembling machine level 1 GUI open. ([https://forums.factorio.com/46069 more])&lt;br /&gt;
* Fixed alternative zoom controls would do nothing in map editor. ([https://forums.factorio.com/46136 more])&lt;br /&gt;
* Fixed some cargo wagon spritesheets were offset by 1 frame. ([https://forums.factorio.com/viewtopic more].php?f=173&amp;amp;t=44930)&lt;br /&gt;
* Fixed that it was hard/not possible to select the character corpse over some entities. ([https://forums.factorio.com/45764 more])&lt;br /&gt;
* Fixed that the blueprint book GUI would scroll to the top after every click. ([https://forums.factorio.com/46184 more])&lt;br /&gt;
* Fixed crash when trying to disconnect non circuit connectible entities using Lua::Entity::disconnect_neighbour. ([https://forums.factorio.com/46111 more])&lt;br /&gt;
* Fixed that calling Lua::Entity::disconnect_neighbour would sometimes disconnect more wires than it should.&lt;br /&gt;
* Fixed mod settings corruption when removing mods that contained mod settings. Note: this will reset all mod settings. ([https://forums.factorio.com/46207 more])&lt;br /&gt;
* Fixed inconsistent selection of resource patches on the map. ([https://forums.factorio.com/44596 more])&lt;br /&gt;
* Fixed GUI sizing when resetting mod settings. ([https://forums.factorio.com/46150 more])&lt;br /&gt;
* Fixed that the blueprint book GUI would scroll to the top after every click. ([https://forums.factorio.com/46184 more])&lt;br /&gt;
* Fixed that dropping a blueprint onto a book icon in the library GUI would drop it in the top level instead. ([https://forums.factorio.com/46112 more])&lt;br /&gt;
* Fixed that the blueprint library would sometimes stop opening books. ([https://forums.factorio.com/46004 more])&lt;br /&gt;
* Fixed GUI scaling problems with the assembling machine GUI. ([https://forums.factorio.com/46046 more])&lt;br /&gt;
* Fixed desync related to the on_selected_entity_changed event. ([https://forums.factorio.com/46025 more])&lt;br /&gt;
* Fixed that the atomic bomb shooting speed cooldown didn&#039;t work. ([https://forums.factorio.com/46217 more])&lt;br /&gt;
* Fixed the constant combinator GUI when the constant combinator name was larger than the rest of the GUI. ([https://forums.factorio.com/44227 more])&lt;br /&gt;
* Fixed that the reactor didn&#039;t show fuel in the description. ([https://forums.factorio.com/46266 more])&lt;br /&gt;
* Fixed making blueprints of requester chests with &amp;quot;set requests&amp;quot; would copy the current requests into the blueprint. ([https://forums.factorio.com/46038 more])&lt;br /&gt;
* Fixed that deleting saves with the delete key key wouldn&#039;t maintain focus on the saves list. ([https://forums.factorio.com/45234 more])&lt;br /&gt;
* Fixed crash when mining rails while having the &amp;quot;show rail paths&amp;quot; debug option enabled. ([https://forums.factorio.com/45836 more])&lt;br /&gt;
* Fixed infinite loop when migrating entities from an unrelated type to a roboport type. ([https://forums.factorio.com/44351 more])&lt;br /&gt;
* Fixed that the technology multiplier didn&#039;t apply on infinite research. ([https://forums.factorio.com/45079 more])&lt;br /&gt;
* Fixed filtering server list for games with mods. ([https://forums.factorio.com/46264 more])&lt;br /&gt;
* Fixed mod version checking for automatic mod download. ([https://forums.factorio.com/46321 more])&lt;br /&gt;
* Fixed flamethrower turret would not shoot last single shot worth of liquid. ([https://forums.factorio.com/46311 more])&lt;br /&gt;
* Fixed crash when exiting server list ([https://forums.factorio.com/46293 more])&lt;br /&gt;
* Fixed &amp;quot;Right mouse button to open&amp;quot; in opened armor. ([https://forums.factorio.com/46317 more])&lt;br /&gt;
* Fixed that the blueprint library wouldn&#039;t use scroll bars for shared blueprint books. ([https://forums.factorio.com/45464 more])&lt;br /&gt;
* Fixed that resource patches in unexplored areas could be examined on the map.&lt;br /&gt;
* Fixed rail ghosts could not be placed over ghosts of enemy force. ([https://forums.factorio.com/46335 more])&lt;br /&gt;
* Fixed the sulfuric acid fluid icon. ([https://forums.factorio.com/46371 more])&lt;br /&gt;
* Fixed that /config set password wouldn&#039;t work. ([https://forums.factorio.com/44573 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Icons are now required to have correct size (which can be overridden by icon_size property). ([https://forums.factorio.com/45700 more])&lt;br /&gt;
** 32x32px for entity, fluid, item, item-group, recipe, technology, virtual-signal&lt;br /&gt;
** 128x128px for achievement, tutorial&lt;br /&gt;
** If icon path references base mod, technology icon is expected to be 128x128px and item-group icon 64x64px.&lt;br /&gt;
** In near future, we may remove default sizes and require icon_size to be always specified.&lt;br /&gt;
* It is no longer possible to teleport any rolling stock or train stop. ([https://forums.factorio.com/45264 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed LuaChunkIterator could become invalid and crash the game if used. ([https://forums.factorio.com/46366 more])&lt;br /&gt;
* Added LuaPlayer::mod_settings read - the runtime player mod settings for the given player.&lt;br /&gt;
* Added LuaEntity::temperature read/write - the temperature of entities that use the heat energy source type as well as reactors and heat pipes.&lt;br /&gt;
* Added LuaEntity::get_burnt_result_inventory.&lt;br /&gt;
== Version: 0.15.6 ==&lt;br /&gt;
Date: 02. 05. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed centrifuge glowing for one frame each time inserter drops something. ([https://forums.factorio.com/45824 more])&lt;br /&gt;
* Fixed biters expansion was biased towards northern part of the map. ([https://forums.factorio.com/45607 more])&lt;br /&gt;
* Fixed blueprint preview splitter not bending nearby belts correctly. ([https://forums.factorio.com/45578 more])&lt;br /&gt;
* Fixed items on ground were not cleared in tightspot campaign. ([https://forums.factorio.com/45666 more])&lt;br /&gt;
* Fixed that mining drills wouldn&#039;t pull in enough acid to continue mining. ([https://forums.factorio.com/45707 more])&lt;br /&gt;
* Fixed that you could complete some advanced signal tutorial stages by blocking trains. ([https://forums.factorio.com/45659 more])&lt;br /&gt;
* Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. ([https://forums.factorio.com/45507 more])&lt;br /&gt;
* Fixed that you could input invalid value to PvP config. ([https://forums.factorio.com/45713 more])&lt;br /&gt;
* Fixed crash when changing force of turret ghost. ([https://forums.factorio.com/45723 more])&lt;br /&gt;
* Fixed inserters would grab items off belts and try to drop them onto rails after the train left. ([https://forums.factorio.com/45693 more])&lt;br /&gt;
* Fixed inserters would rest with their hand above the center of a splitter. ([https://forums.factorio.com/45742 more])&lt;br /&gt;
* Fixed desync caused by heat pipes. ([https://forums.factorio.com/45754 more])&lt;br /&gt;
* Fixed crash when trying to edit mod settings after joining a paused multiplayer game. ([https://forums.factorio.com/45625 more])&lt;br /&gt;
* Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map. ([https://forums.factorio.com/45807 more])&lt;br /&gt;
* Fixed input underground belt fast replace would also replace output piece even if input changed direction. ([https://forums.factorio.com/45847 more])&lt;br /&gt;
* Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire. ([https://forums.factorio.com/45633 more])&lt;br /&gt;
* Fixed programmable speaker continuing to make sounds without a wire connected. ([https://forums.factorio.com/45556 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to scroll with the mouse wheel in the mod settings GUI. ([https://forums.factorio.com/45883 more])&lt;br /&gt;
* Fixed updater would fail if Factorio was in folder with name containing non-english characters. ([https://forums.factorio.com/45301 more])&lt;br /&gt;
== Version: 0.15.5 ==&lt;br /&gt;
Date: 30. 04. 2017&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed crash when setting character trash slots through script while having the character GUI opened. ([https://forums.factorio.com/45585 more])&lt;br /&gt;
* Fixed crash on joining a multiplayer game if the &amp;quot;use different mod settings per save&amp;quot; was disabled. ([https://forums.factorio.com/45615 more])&lt;br /&gt;
* Fixed blueprint with roboports wouldn&#039;t draw roboport connections. ([https://forums.factorio.com/45573 more])&lt;br /&gt;
* Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. ([https://forums.factorio.com/45627 more])&lt;br /&gt;
* Fixed when changing graphical variation of a tree from script or in map editor. ([https://forums.factorio.com/45630 more])&lt;br /&gt;
* Fixed flamethrower turret was using 10x less fluid than it should.&lt;br /&gt;
* Fixed opening item GUI wasn&#039;t rebindable ([https://forums.factorio.com/45501 more])&lt;br /&gt;
* Fixed burner inserters would try to fuel themselves with fuel they couldn&#039;t use. ([https://forums.factorio.com/45596 more])&lt;br /&gt;
* Fixed crash when deleting chunks in some instances. ([https://forums.factorio.com/45647 more])&lt;br /&gt;
* Fixed one direction of hazard concrete had no walking sounds. ([https://forums.factorio.com/45648 more])&lt;br /&gt;
* Fixed rare crash when getting killed by the locomotive you had opened. ([https://forums.factorio.com/45610 more])&lt;br /&gt;
* Fixed that right clicking the map view buttons would change the option but not update the button. ([https://forums.factorio.com/44611 more])&lt;br /&gt;
* Fixed the generate-map settings wouldn&#039;t be saved when switching to the mod-settings through the generate map GUI. ([https://forums.factorio.com/45081 more])&lt;br /&gt;
* Fixed crash when interacting with the map view buttons in some cases. ([https://forums.factorio.com/44719 more])&lt;br /&gt;
* Fixed crash when mousing over entities in some rare cases. ([https://forums.factorio.com/44873 more])&lt;br /&gt;
* Fixed crash when trying to mine tiles from the zoomed-to-world view. ([https://forums.factorio.com/44884 more])&lt;br /&gt;
* Fixed crash when editing speaker parameters in the map editor. ([https://forums.factorio.com/45676 more])&lt;br /&gt;
* Fixed that train stops wouldn&#039;t show the correct name when changed remotely. ([https://forums.factorio.com/44793 more])&lt;br /&gt;
* Fixed crashes related to electric pole/accumulator removal when migrating saves from 0.14 into 0.15. ([https://forums.factorio.com/45657 more])&lt;br /&gt;
* Fixed rail signals built by robots would frequently lead to the signals not connecting properly. ([https://forums.factorio.com/45382 more])&lt;br /&gt;
* Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. ([https://forums.factorio.com/45523 more])&lt;br /&gt;
* Fixed items on belt flickering when occupying same position. ([https://forums.factorio.com/45490 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed module inventory insert() didn&#039;t work for assembling machines. ([https://forums.factorio.com/45678 more])&lt;br /&gt;
== Version: 0.15.4 ==&lt;br /&gt;
Date: 29. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Added /permissions reset to reset all permissions to default.&lt;br /&gt;
* Steam and water content of fluid wagons are now shown separately in locomotive tooltip.&lt;br /&gt;
* Removed the &amp;quot;minimum chunks between new bases&amp;quot; map generation setting because it wasn&#039;t doing anything.&lt;br /&gt;
* Re-added custom /color support through /color r g b a.&lt;br /&gt;
* PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed crash when building rails while a train is currently reserving some of the signals. ([https://forums.factorio.com/45145 more])&lt;br /&gt;
* Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. ([https://forums.factorio.com/44890 more])&lt;br /&gt;
* Fixed combinators continuing to output signals after disconnecting the input. ([https://forums.factorio.com/45094 more])&lt;br /&gt;
* Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. ([https://forums.factorio.com/45356 more])&lt;br /&gt;
* Fixed that names of books stored in the blueprint library wouldn&#039;t be preserved after save and load. ([https://forums.factorio.com/44957 more])&lt;br /&gt;
* Fixed supply scenario would sometimes show the next level button in error. ([https://forums.factorio.com/45451 more])&lt;br /&gt;
* Fixed the rocket silo wouldn&#039;t copy the &amp;quot;auto-launch&amp;quot; option in blueprints.&lt;br /&gt;
* Fixed Sulfuric Acid recipe using 10 times less water. ([https://forums.factorio.com/45347 more])&lt;br /&gt;
* Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint. ([https://forums.factorio.com/45323 more])&lt;br /&gt;
* Fixed crash when changing mod settings runtime while in a multiplayer game. ([https://forums.factorio.com/45395 more])&lt;br /&gt;
* Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game. ([https://forums.factorio.com/44806 more])&lt;br /&gt;
* Fixed that --start-server wouldn&#039;t find the save file when given just a name without the .zip suffix. ([https://forums.factorio.com/44551 more])&lt;br /&gt;
* Fixed that it was possible to export a blueprint book into another blueprint book. ([https://forums.factorio.com/45315 more])&lt;br /&gt;
* Fixed that it was possible to have the same blueprint multiple times in the library. ([https://forums.factorio.com/45315 more])&lt;br /&gt;
* Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand. ([https://forums.factorio.com/45315 more])&lt;br /&gt;
* Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view. ([https://forums.factorio.com/45455 more])&lt;br /&gt;
* Fixed crash when leaving the technology price multiplier blank. ([https://forums.factorio.com/45269 more])&lt;br /&gt;
* Fixed crash when removing modded rails during save migration. ([https://forums.factorio.com/45436 more])&lt;br /&gt;
* Fixed lab without power would be still rendered as active. ([https://forums.factorio.com/45372 more])&lt;br /&gt;
* Fixed several instances of the &amp;quot;last user&amp;quot; field not getting updated. ([https://forums.factorio.com/45485 more])&lt;br /&gt;
* Fixed rocket silo would not increment its &amp;quot;products finished&amp;quot; count when finishing rocket. ([https://forums.factorio.com/45381 more])&lt;br /&gt;
* Fixed landmines would last forever when friendly fire was disabled. ([https://forums.factorio.com/45379 more])&lt;br /&gt;
* Fixed possible crash when closing Factorio during loading. ([https://forums.factorio.com/45573 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Blueprints/books/deconstruction item prototypes with the &amp;quot;hidden&amp;quot; flag will no longer show up in the blueprint library. ([https://forums.factorio.com/45474 more])&lt;br /&gt;
* Added missing lua docs index section for settings and fixed some wording. ([https://forums.factorio.com/45380 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed assigning invalid index to LuaEntity::graphics_variation would cause crash. ([https://forums.factorio.com/45420 more])&lt;br /&gt;
* Fixed setting LuaItemStack::blueprint_icons didn&#039;t work correctly. ([https://forums.factorio.com/45428 more])&lt;br /&gt;
* Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync. ([https://forums.factorio.com/45256 more])&lt;br /&gt;
* Added LuaEntity::products_finished for crafting machines.&lt;br /&gt;
== Version: 0.15.3 ==&lt;br /&gt;
Date: 27. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Wave defense: Units won&#039;t spawn if there are more than 500 already on the map.&lt;br /&gt;
* Wave defense: Added a &#039;Unit bounty bonus&#039; upgrade.&lt;br /&gt;
* Removed the ability to set /color using RGB values.&lt;br /&gt;
* Wave defense: Added Uranium to the map.&lt;br /&gt;
* &amp;quot;Disable all mods&amp;quot; option in mod load error dialog doesn&#039;t disable base mod anymore.&lt;br /&gt;
* Changed stack-split so &amp;quot;splitting&amp;quot; a stack of 1 still transfers the 1 item. ([https://forums.factorio.com/45149 more])&lt;br /&gt;
* Change submachine stack size to 5. ([https://forums.factorio.com/45210 more])&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. ([https://forums.factorio.com/44911 more])&lt;br /&gt;
* Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. ([https://forums.factorio.com/44861 more])&lt;br /&gt;
* Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. ([https://forums.factorio.com/44925 more])&lt;br /&gt;
* Fixed crash related to connection attempts from players with mods with mod settings. ([https://forums.factorio.com/44966 more])&lt;br /&gt;
* Fixed getting &amp;quot;No map setting instance&amp;quot; error when loading faulty mod instead of actual error. ([https://forums.factorio.com/44982 more])&lt;br /&gt;
* Fixed entering tutorial would remove scenario control script from current game. ([https://forums.factorio.com/44986 more])&lt;br /&gt;
* Fixed crashes related to saves with migrated circuit network signals. ([https://forums.factorio.com/44877 more])&lt;br /&gt;
* Fixed numeric inputs would block all keys instead of just numbers. ([https://forums.factorio.com/44971 more])&lt;br /&gt;
* Fixed ore field amount stuck to cursor when in technology view. ([https://forums.factorio.com/44641 more])&lt;br /&gt;
* Fixed crashes related to migrated saves with circuit network signals. ([https://forums.factorio.com/44877 more])([https://forums.factorio.com/45025 more])&lt;br /&gt;
* Fixed that train station tutorial would not progress if you removed the train wait condition. ([https://forums.factorio.com/45047 more])&lt;br /&gt;
* Fixed crash when changing mod setting prototype types. ([https://forums.factorio.com/45054 more])&lt;br /&gt;
* Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn&#039;t have any coal. ([https://forums.factorio.com/45050 more])&lt;br /&gt;
* Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield. ([https://forums.factorio.com/45075 more])&lt;br /&gt;
* Fixed the trains GUI wouldn&#039;t scale correctly. ([https://forums.factorio.com/41228 more])&lt;br /&gt;
* Fixed you could select entities in the zoomed-to-world view outside radar coverage. ([https://forums.factorio.com/44578 more])&lt;br /&gt;
* Fixed prompt about disabled base mod would not show up. ([https://forums.factorio.com/45051 more])&lt;br /&gt;
* Fixed crash when train was destroyed while hovering over it in map view. ([https://forums.factorio.com/45085 more])&lt;br /&gt;
* Fixed that the team production starting lobby had some uranium ore. ([https://forums.factorio.com/44613 more])&lt;br /&gt;
* Fixed hovering over very large resource patch in map view would crash the game. ([https://forums.factorio.com/45097 more])&lt;br /&gt;
* Fixed the &amp;quot;don&#039;t mine resources if mining starts with non-resources&amp;quot; logic. ([https://forums.factorio.com/44548 more])&lt;br /&gt;
* Fixed crash when the preview picture can&#039;t be saved for a save file. ([https://forums.factorio.com/45118 more])&lt;br /&gt;
* Fixed crash when trying to filter opened other players quickbars. ([https://forums.factorio.com/45147 more])&lt;br /&gt;
* Fixed crash when setting resource minimal yield above the normal yield. ([https://forums.factorio.com/45112 more])&lt;br /&gt;
* Fixed the tab complete logic for the /mute-programmable-speaker command. ([https://forums.factorio.com/44902 more])&lt;br /&gt;
* Fixed that you could only build blueprints in the zoom-to-world by click and drag.&lt;br /&gt;
* Fixed script error in basic train tutorial. ([https://forums.factorio.com/45184 more])&lt;br /&gt;
* Removed redundant recipe unlock in trash slot technology. ([https://forums.factorio.com/45209 more])&lt;br /&gt;
* Fixed inserter stack size override sometimes being lost when importing a blueprint.&lt;br /&gt;
* Fixed crash that would occasionally happen after deleting a book from the blueprint library. ([https://forums.factorio.com/44687 more])&lt;br /&gt;
* Fixed fluid could flow into the heat exchangers output fluidbox. ([https://forums.factorio.com/44992 more])&lt;br /&gt;
* Fixed that inserters would try to put stuff into the rocket silo result inventory. ([https://forums.factorio.com/45213 more])&lt;br /&gt;
* Fixed some invalid map exchange strings would crash the game. ([https://forums.factorio.com/45258 more])&lt;br /&gt;
* Fixed train stop would not output content fluid wagons to circuit network. ([https://forums.factorio.com/44786 more])&lt;br /&gt;
* Fixed locomotive tooltip would not show contents of fluid wagons. ([https://forums.factorio.com/44786 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Prototype names are not allowed to contain the &#039;.&#039; character.&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed typo in defines.shooting.shooting_selected (was &amp;quot;shooting_seleted&amp;quot;). ([https://forums.factorio.com/44965 more])&lt;br /&gt;
* Fixed type in defines.control_behavior.type.train_stop (was &amp;quot;train-stop&amp;quot;). ([https://forums.factorio.com/44965 more])&lt;br /&gt;
* Fixed the custom camera widget was using 0 based indexing for the surface_index parameter. ([https://forums.factorio.com/45189 more])&lt;br /&gt;
* Added missing control behavior types to defines (wall, mining_drill, programmable_speaker). ([https://forums.factorio.com/44939 more])&lt;br /&gt;
* Added LuaTrain::fluid_wagons read.&lt;br /&gt;
== Version: 0.15.2 ==&lt;br /&gt;
Date: 25. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. ([https://forums.factorio.com/44717 more])&lt;br /&gt;
* Tweaked the biter and uranium ore settings of the &#039;Rail world&#039; preset.&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.&lt;br /&gt;
* Changed the &amp;quot;sync mods with save&amp;quot; button to support disabling mods a save file wasn&#039;t using.&lt;br /&gt;
* Computers with 2GB or more video memory and 8GB or more RAM will default graphics quality to high.&lt;br /&gt;
* Selecting high sprite quality in graphics options will show warning if computer doesn&#039;t have enough video memory.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed tightspot campaign debt calculation. ([https://forums.factorio.com/44592 more])&lt;br /&gt;
* Fixed basic train tutorial rail setting offset. ([https://forums.factorio.com/44623 more])&lt;br /&gt;
* Fixed story script copying of assembling machines without recipes. ([https://forums.factorio.com/44612 more])&lt;br /&gt;
* Fixed crash when cycling through empty blueprint book. ([https://forums.factorio.com/44532 more])&lt;br /&gt;
* Fixed crash when the wrong fuel type was put into a burner equipment. ([https://forums.factorio.com/44600 more])&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() didn&#039;t work when the fluidbox was empty. ([https://forums.factorio.com/44658 more])&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() used 0-based indexing. ([https://forums.factorio.com/44653 more])&lt;br /&gt;
* Fixed blueprints with circuit wires would crash in some instances.&lt;br /&gt;
* Fixed the map would render black if the game was resized immediately after loading a large save file.&lt;br /&gt;
* Fixed that the technology cost multiplier allowed a value of 0.&lt;br /&gt;
* Fixed crash when circuit connector sprites aren&#039;t defined for a given entity. ([https://forums.factorio.com/44640 more])&lt;br /&gt;
* Fixed crash when inactive mining drills are disconnected from the circuit network. ([https://forums.factorio.com/44628 more])&lt;br /&gt;
* Fixed that the programmable speaker wouldn&#039;t save settings correctly when exported as a string in blueprints. ([https://forums.factorio.com/44701 more])&lt;br /&gt;
* Fixed crash when the base mod is disabled and no other mod defines map-settings. ([https://forums.factorio.com/44672 more])&lt;br /&gt;
* Fixed fluids consumed in the mining drill for mining resources didn&#039;t get counted in fluid production statistics. ([https://forums.factorio.com/44745 more])&lt;br /&gt;
* Fixed crash after display reset when browse multiplayer GUI was opened. ([https://forums.factorio.com/44704 more])&lt;br /&gt;
* Fixed browse games GUI sorting. ([https://forums.factorio.com/44519 more])&lt;br /&gt;
* Fixed wave defense GUI error. ([https://forums.factorio.com/44696 more])&lt;br /&gt;
* Fixed transport belt walking sound being controlled by the wrong volume slider. ([https://forums.factorio.com/44714 more])&lt;br /&gt;
* Fixed exiting tutorial would mute game sounds. ([https://forums.factorio.com/44524 more])&lt;br /&gt;
* Fixed crash when hovering over train with invalid path. ([https://forums.factorio.com/44787 more])&lt;br /&gt;
* The &amp;quot;Kovarex enrichment process&amp;quot; is no longer usable with productivity modules. ([https://forums.factorio.com/44635 more])&lt;br /&gt;
* Fixed alternative zoom would cause crash when bound to keyboard instead of mouse. ([https://forums.factorio.com/44571 more])&lt;br /&gt;
* Fixed that train stop would output circuit network signals with train contents regardless of it&#039;s parameters.&lt;br /&gt;
* Fixed possible desync related to train stops connected to circuit network.&lt;br /&gt;
* Fixed the exchange string wouldn&#039;t get cleared when clicking the reset button in the generate map GUI. ([https://forums.factorio.com/44774 more])&lt;br /&gt;
* Fixed crash when executing commands ban/unban/bans in a single player game. ([https://forums.factorio.com/44783 more])&lt;br /&gt;
* Fixed that opening another player&#039;s blueprint book though the /open command would crash the game. ([https://forums.factorio.com/44669 more])&lt;br /&gt;
* Fixed possible desync related to constant combinator filters.&lt;br /&gt;
* Fixed tooltip delay option didn&#039;t work. ([https://forums.factorio.com/44756 more])&lt;br /&gt;
* Fixed that disconnecting of electric poles hid some of the electric network visualizations on the map. ([https://forums.factorio.com/44721 more])&lt;br /&gt;
* Fixed crash when closing window on splash screen. ([https://forums.factorio.com/44757 more])&lt;br /&gt;
* Fixed that steam wouldn&#039;t show up as steam in fluid wagons. ([https://forums.factorio.com/44637 more])&lt;br /&gt;
* Fixed inactivity wait condition didn&#039;t work properly with fluid wagon. ([https://forums.factorio.com/44657 more])&lt;br /&gt;
* Fixed name of train field in on_train_created event. ([https://forums.factorio.com/44838 more])&lt;br /&gt;
* Fixed the technology list scrollbar position reset after clicking any technology.&lt;br /&gt;
* Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid. ([https://forums.factorio.com/44842 more])&lt;br /&gt;
* Fixed crash when using recipes in furnaces that don&#039;t produce the exact amount of output items as the furnace output slots. ([https://forums.factorio.com/44707 more])&lt;br /&gt;
* Fixed crash when loading some older save files in 0.15 related to modded recipes. https://forums.factorio.com/44852)&lt;br /&gt;
* Fixed crash due to &amp;quot;Construction robot is in invalid state&amp;quot;. ([https://forums.factorio.com/44817 more])&lt;br /&gt;
* Fixed game hang when connecting train in a loop ([https://forums.factorio.com/44666 more])&lt;br /&gt;
== Version: 0.15.1 ==&lt;br /&gt;
Date: 24. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Reduced noise effect on zoom-to-world view.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed update error.&lt;br /&gt;
* Fixed Steam config loading error.&lt;br /&gt;
* Fixed headless not starting without server-settings.json ([https://forums.factorio.com/44537 more])&lt;br /&gt;
* Fixed the &amp;quot;reset&amp;quot; button in the generate map GUI wouldn&#039;t reset settings to the actual default values. ([https://forums.factorio.com/44527 more])&lt;br /&gt;
* Fixed that right clicking icon in the tag edit gui crashed the game. ([https://forums.factorio.com/44541 more])&lt;br /&gt;
== Version: 0.15.0 ==&lt;br /&gt;
Date: 24. 04. 2017&lt;br /&gt;
===  Configuration ===&lt;br /&gt;
* Configuration has been reset.&lt;br /&gt;
===  Major features ===&lt;br /&gt;
* Research overhaul. 4 new science packs: Military, Production, High-tech and space.&lt;br /&gt;
* Space science packs are generating by launching a rocket.&lt;br /&gt;
* Added infinite researches.&lt;br /&gt;
* Nuclear power.&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
===  Features ===&lt;br /&gt;
* Map Interaction improvements:&lt;br /&gt;
* Selectable map overlays: logistics networks, pollution, electric network, turret range, etc.&lt;br /&gt;
* Train stations and trains can be opened by clicking them while in the map view.&lt;br /&gt;
* Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though.&lt;br /&gt;
* Custom map markers can be added by the players.&lt;br /&gt;
* Added wagon for transporting fluids.&lt;br /&gt;
* One side of pump can connect to the fluid wagon, the other side has to be connected to something else.&lt;br /&gt;
* When dying in multiplayer you leave behind a body with your items that slowly degrades.&lt;br /&gt;
* Added infinite mining productivity research, each tier increases mining productivity by 2%.&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.&lt;br /&gt;
* Added coal liquefaction oil processing recipe.&lt;br /&gt;
* Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.&lt;br /&gt;
* Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.&lt;br /&gt;
* New scenarios: PvP and Wave defense.&lt;br /&gt;
===  Graphics ===&lt;br /&gt;
* Added high graphics quality option. In this settings the following list of things will have double resolution:&lt;br /&gt;
** Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources&lt;br /&gt;
* New ore graphics that makes the ore patches look less tiled.&lt;br /&gt;
* Tweaked the GUI graphics.&lt;br /&gt;
* Decreased the size of the recipe icons on assembling machine by 23%.&lt;br /&gt;
===  Minor features ===&lt;br /&gt;
* Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.&lt;br /&gt;
* Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.&lt;br /&gt;
* Fast replacing input piece of underground belt will also fast replace ouput piece if possible.&lt;br /&gt;
* Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}&lt;br /&gt;
* Added warning for situation when robots don&#039;t have storage place to put items in the logistics network.&lt;br /&gt;
* Pumps show their direction in the detailed view.&lt;br /&gt;
* Belts and pipes show correct connections when building a bluprint.&lt;br /&gt;
* Technologies show the required science packs below the icons in the technology GUI list.&lt;br /&gt;
* Technologies are sorted by the science packs needed.&lt;br /&gt;
* Added /screenshot command - takes a screenshot of your current game screen.&lt;br /&gt;
* Added support for equipment grids in the map editor.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.&lt;br /&gt;
* Added optional filters to the deconstruction planner.&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.&lt;br /&gt;
* Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.&lt;br /&gt;
* Added reverse-rotate.&lt;br /&gt;
* Offshore pump and generator show pumping speed/fluid usage.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Mining rails is disabled if mining starts with trains or gates.&lt;br /&gt;
* Toggle fullscreen using Alt + Enter.&lt;br /&gt;
* Added &amp;quot;f&amp;quot;/&amp;quot;force&amp;quot; option to the /players command&lt;br /&gt;
* Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).&lt;br /&gt;
* Added /open command - opens another players inventory if you&#039;re an admin.&lt;br /&gt;
* Added /alerts command - configures alerts for your player.&lt;br /&gt;
* Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.&lt;br /&gt;
* Added /seed command - prints the map seed.&lt;br /&gt;
* Added fluids to the production GUI.&lt;br /&gt;
* Added kill statistics GUI.&lt;br /&gt;
* Added enable/disable all mods button to the mod manager GUI.&lt;br /&gt;
* Added automatic barreling support for all fluids.&lt;br /&gt;
* Cargo wagons can have settings copied from any distance like Locomotives.&lt;br /&gt;
* Added the ability to auto-launch the rocket.&lt;br /&gt;
* Train stops can be colored like trains.&lt;br /&gt;
* Fish can be collected by robots.&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* Show fog-of-war and radar radius when holding radar in cursor.&lt;br /&gt;
* Seed for map creation on the headless server can be specified via map-gen-settings.json&lt;br /&gt;
* Damaged items merge into one stack, the health of the stack will be the average of the items.&lt;br /&gt;
* Added server whitelist support -- see the /whitelist console command.&lt;br /&gt;
* Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.&lt;br /&gt;
* Added &amp;quot;favourite&amp;quot; feature in public games list: Keep your favourite servers at the top of the list.&lt;br /&gt;
* Added /permissions command for managing permissions in a multiplayer game.&lt;br /&gt;
* Added ability to change individual inserter stack size bonuses through GUI or the circuit network.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Server console will print JOIN and LEAVE messages for players joining or leaving.&lt;br /&gt;
* Server console messages that aren&#039;t a part of the main log can be logged separately by running the server with the --console-log option.&lt;br /&gt;
* Translatable energy units and SI prefixes (eg. &amp;quot;100 ГВт&amp;quot;).&lt;br /&gt;
* Furnaces and assembling machines show the amount of products finished.&lt;br /&gt;
===  Balancing ===&lt;br /&gt;
* Increased the rate at which resources grow with distance from the center by 50%.&lt;br /&gt;
* Crude oil balancing: Halved the resource amount on the map&lt;br /&gt;
** Increased the minimum yield from 10% to 20%&lt;br /&gt;
** Halved the rate of depletion.&lt;br /&gt;
** Doubled the starting yield.&lt;br /&gt;
** Fixed that the mechanics of increasing richness with distance from start wasn&#039;t working for crude oil.&lt;br /&gt;
* Increased module inventory size of Chemical plant and oil refinery from 2 to 3.&lt;br /&gt;
* Increased logistic slot/trash slot count from 5 per level to 6 per level.&lt;br /&gt;
* Removed processing unit from the modular armor and portable solar panel recipe.&lt;br /&gt;
* Increased the pump pumping speed 4 times.&lt;br /&gt;
* Reduced the plastic bar recipe requirement of petroleum gas 30 -&amp;gt; 20&lt;br /&gt;
* Reduced the electric engine recipe requirement of lubricant 20 -&amp;gt; 15&lt;br /&gt;
* Reduced the electric furnace recipe requirement of steel 15 -&amp;gt; 10&lt;br /&gt;
* Reduced the steel furnace recipe requirement of steel 8 -&amp;gt; 6&lt;br /&gt;
* Reduced the pumpjack recipe requirement of steel 10 -&amp;gt; 5&lt;br /&gt;
* Reduced crafting time:&lt;br /&gt;
** Engine unit + electric engine unit: 20 -&amp;gt; 10&lt;br /&gt;
** Pumpjack 10 -&amp;gt; 8&lt;br /&gt;
** Advanced circuit 8 -&amp;gt; 6&lt;br /&gt;
** Processing unit 15 -&amp;gt; 10&lt;br /&gt;
** Cracking recipes 5 -&amp;gt; 3&lt;br /&gt;
* Increased stack size of stone wall pipe and belts 50 -&amp;gt; 100&lt;br /&gt;
* Increased the maximum power production of steam engine from 510kW to 900kW&lt;br /&gt;
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.&lt;br /&gt;
* Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).&lt;br /&gt;
===  Combat Balancing ===&lt;br /&gt;
* Player regains health at a much higher rate, but only after being out of combat for 10 seconds.&lt;br /&gt;
* Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.&lt;br /&gt;
* Decreased the size of Discharge defense equipment from 3x3 to 2x2.&lt;br /&gt;
* Greatly increased the damage of Personal Laser Defense Equipment.&lt;br /&gt;
* Flamthrower gun has a minimum range of 3.&lt;br /&gt;
* The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.&lt;br /&gt;
* Increased fire resistance of biter bases.&lt;br /&gt;
* Increased the health of player non-combat buildings.&lt;br /&gt;
* Increased player health from 100 to 250.&lt;br /&gt;
* Increased collected amount and effectiveness of Fish.&lt;br /&gt;
* Increased the damage, range and health of biters worms.&lt;br /&gt;
* Decreased health and resistance of Behemoth biters.&lt;br /&gt;
* Doubled the stack size of all ammos.&lt;br /&gt;
* Tweaked the cost and crafting time of some ammos.&lt;br /&gt;
* Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.&lt;br /&gt;
* Increased the collision box of Cannon Shells.&lt;br /&gt;
* Increased Tank health and resistances.&lt;br /&gt;
* Added research for Tank Cannon Shells damage and shooting speed.&lt;br /&gt;
* Tweaked research bonuses and added more end-game research for military upgrades.&lt;br /&gt;
* Greatly increased the damage of Mines. They also stun nearby enemies when they explode.&lt;br /&gt;
* Added uranium rounds magazine and uranium cannon shells.&lt;br /&gt;
* Added flamethrower to the tank.&lt;br /&gt;
* Other minor changes.&lt;br /&gt;
===  Optimizations ===&lt;br /&gt;
* Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.&lt;br /&gt;
* Improved performance when tiles are changed due to migration/mod removal.&lt;br /&gt;
* Significantly improved GUI performance for inventories that required scroll bars.&lt;br /&gt;
* Improved GUI performance in general.&lt;br /&gt;
* Improved performance of radars scanning chunks.&lt;br /&gt;
* Improved map generation speed and generation algorithm.&lt;br /&gt;
* Improved game load performance when a large amount of mod data exists in the save.&lt;br /&gt;
* Optimized graph rendering in production statistics window.&lt;br /&gt;
* Improved regenerate entity performance.&lt;br /&gt;
* Improved network map transfer performance.&lt;br /&gt;
* Improved train performance when building/mining rail related entities.&lt;br /&gt;
* Optimized memory requirements for storing tiles under concrete.&lt;br /&gt;
===  Circuit Network ===&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added &amp;gt;=, &amp;lt;=, != to the Decider Combinator and Circuit Conditions.&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.&lt;br /&gt;
* Removed support of 32 bit systems.&lt;br /&gt;
* Removed alien artifacts and alien science packs from the game completely.&lt;br /&gt;
* Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.&lt;br /&gt;
* Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).&lt;br /&gt;
* Changed &amp;quot;small pump&amp;quot; to &amp;quot;pump&amp;quot;. Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
* The &amp;quot;decorative&amp;quot; entity type has been deprecated and replaced with the prototype type &amp;quot;optimized-decorative&amp;quot;.&lt;br /&gt;
* Multiplied all fluid amounts by 10.&lt;br /&gt;
* All default map editor actions are now on left click.&lt;br /&gt;
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.&lt;br /&gt;
* When the active train stop is removed trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
* Changed the default comparison type for train conditions to &amp;quot;or&amp;quot;.&lt;br /&gt;
* Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.&lt;br /&gt;
* Research started/changed notifications are only shown when in multiplayer.&lt;br /&gt;
* Crafting is now paused when the results can&#039;t be given to the player instead of spilling them on the ground.&lt;br /&gt;
* Changed evolution from global to per force.&lt;br /&gt;
* Disabled mining of vehicles other players are driving.&lt;br /&gt;
* Decreased biter sounds volumes&lt;br /&gt;
* Laser turret projectiles move much faster&lt;br /&gt;
* Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.&lt;br /&gt;
* Restart button now uses map generation settings from currently loaded save.&lt;br /&gt;
* New rocket silo GUI and visbility button for freeplay and sandbox scenarios.&lt;br /&gt;
* Unified internal name of the &#039;flame-thrower&#039; to &#039;flamethrower&#039;.&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.&lt;br /&gt;
* Trains are now always visible on the map, not only on chunks observed by radars or players.&lt;br /&gt;
* Renamed &amp;quot;armor-making-2&amp;quot; to &amp;quot;heavy-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;armor-making-3&amp;quot; to &amp;quot;power-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;.&lt;br /&gt;
* Increased blueprint book size to hold 1000 blueprints&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.&lt;br /&gt;
* Added combinator working, wire hold and wire place sounds.&lt;br /&gt;
* Single player can be continued when you die.&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Fast cropping of sprite boundaries - it&#039;s no longer necessary to delete crop-cache.dat when existing sprites are modified.&lt;br /&gt;
* Utility sprites are now defined fully in the core mod prototypes.&lt;br /&gt;
* Added support for burner type generator-equipment.&lt;br /&gt;
* Added &amp;quot;simple-entity-with-force&amp;quot; and &amp;quot;simple-entity-with-owner&amp;quot; entity types.&lt;br /&gt;
* Boiler has now dynamically specified energy source (as inserter and similar).&lt;br /&gt;
* Added support for mod settings: startup, runtime, and runtime-per-user.&lt;br /&gt;
* Added commandline option --check-unused-prototype-data&lt;br /&gt;
* Added a &amp;quot;nothing&amp;quot; technology modifier type with an &amp;quot;effect_key&amp;quot; property for script-based-effect research.&lt;br /&gt;
* Redundant technology prerequisites are logged when verbose logging is enabled.&lt;br /&gt;
* Changed technology prototype icon_size to default to 32 instead of 64.&lt;br /&gt;
* In any instance an icon isn&#039;t 32x32 the icon_size property must be set to the actual size of the (square) icon.&lt;br /&gt;
* Added the ability to have &amp;quot;friend&amp;quot; forces. Friend forces are given unrestricted access to buildings and won&#039;t be attacked.&lt;br /&gt;
* Changed container entities to not scale info icons by default + added the optional prototype property &amp;quot;scale_info_icons&amp;quot; to enable scaling.&lt;br /&gt;
* Added property &amp;quot;turret_base_has_direction&amp;quot; to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.&lt;br /&gt;
* Added support for different recipe and technology complexity definitions.&lt;br /&gt;
* Added &amp;quot;item-with-tags&amp;quot; item type that can store any basic arbitrary Lua data.&lt;br /&gt;
* Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).&lt;br /&gt;
* &amp;quot;animation_speed&amp;quot; property of animation definitions has to be greater than 0.&lt;br /&gt;
* Renamed smoke-with-trigger &amp;quot;action_frequency&amp;quot; property to &amp;quot;action_cooldown&amp;quot;.&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Added &amp;quot;by_script&amp;quot; to on_research_finished.&lt;br /&gt;
* Added &amp;quot;cause&amp;quot; to on_entity_died - the entity that did the killing if available.&lt;br /&gt;
* Added &amp;quot;recipe&amp;quot; to on_player_crafted_item.&lt;br /&gt;
* Added &amp;quot;rocket_silo&amp;quot; to the rocket launched event.&lt;br /&gt;
* Added 4th custom gui root position &amp;quot;goal&amp;quot;, which is used in the objectives.&lt;br /&gt;
* Added column_alignments settings in table style.&lt;br /&gt;
* Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.&lt;br /&gt;
* Added LuaCircuitNetwork::network_id read.&lt;br /&gt;
* Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.&lt;br /&gt;
* Added LuaControl::shooting_state, repair_state, picking_state read/write.&lt;br /&gt;
* Added LuaCustomChartTag + LuaForce API to add/find them.&lt;br /&gt;
* Added LuaDecorativePrototype.&lt;br /&gt;
* Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.&lt;br /&gt;
* Added LuaEntity::get_logistic_point().&lt;br /&gt;
* Added LuaEntity::graphics_variation read/write for simple entities and trees.&lt;br /&gt;
* Added LuaEntity::shooting_target read/write for turrets.&lt;br /&gt;
* Added LuaEntity::stickers read. The stickers attached to a given entity.&lt;br /&gt;
* Added LuaEntityPrototype::crafting_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste,   shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.&lt;br /&gt;
* Added LuaEntityPrototype::get_inventory_size().&lt;br /&gt;
* Added LuaEntityPrototype::ingredient_count read.&lt;br /&gt;
* Added LuaEntityPrototype::module_inventory_size read.&lt;br /&gt;
* Added LuaEquipmentGrid::get_contents, shield, and max_shield.&lt;br /&gt;
* Added LuaFluidBox::owner read + get_capacity and get_connections methods.&lt;br /&gt;
* Added LuaForce::evolution_factor.&lt;br /&gt;
* Added LuaForce::is_chunk_visible().&lt;br /&gt;
* Added LuaForce::set_friend/get_friend.&lt;br /&gt;
* Added LuaGui::children read.&lt;br /&gt;
* Added LuaGuiElement drop-down type.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;camera&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;choose-elem-button&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement::children read.&lt;br /&gt;
* Added LuaGuiElement::clear to remove all the contents of the element.&lt;br /&gt;
* Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.&lt;br /&gt;
* Added LuaInventory::entity_owner, player_owner, and equipment_owner read.&lt;br /&gt;
* Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.&lt;br /&gt;
* Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.&lt;br /&gt;
* Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.&lt;br /&gt;
* Added LuaPlayer::add_alert, remove_alert, and get_alerts.&lt;br /&gt;
* Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.&lt;br /&gt;
* Added LuaPlayer::opened write.&lt;br /&gt;
* Added LuaPlayer::opened_gui_type read.&lt;br /&gt;
* Added LuaRandomGenerator.&lt;br /&gt;
* Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.&lt;br /&gt;
* Added LuaSurface::find_logistic_networks_by_construction_area(..).&lt;br /&gt;
* Added LuaSurface::get_trains() and LuaForce::get_trains().&lt;br /&gt;
* Added LuaSurface::regenerate_decorative().&lt;br /&gt;
* Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().&lt;br /&gt;
* Added LuaTransportLine::operator[] and operator#.&lt;br /&gt;
* Added Mod gui script for easy consistent styling of mod buttons and frames within the game.&lt;br /&gt;
* Added mouse info to the gui clicked event.&lt;br /&gt;
* Added on_biter_base_built - fires when biters build bases during migration.&lt;br /&gt;
* Added on_entity_renamed - fires when an entity is renamed either by the player or through script.&lt;br /&gt;
* Added on_gui_selection_state_changed - fires when an item in a drop-down gui element is selected.&lt;br /&gt;
* Added on_market_item_purchased - fires when a player purchases something from a market entity.&lt;br /&gt;
* Added on_player_changed_force - fires when a players force is changed.&lt;br /&gt;
* Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.&lt;br /&gt;
* Added on_player_mined_entity and on_robot_mined_entity events.&lt;br /&gt;
* Added on_runtime_mod_setting_changed event - fires when a player changes runtime mod settings.&lt;br /&gt;
* Added on_selected_entity_changed - fires when the selected entity for a player changes.&lt;br /&gt;
* Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.&lt;br /&gt;
* Added on_train_created event.&lt;br /&gt;
* Added optional &amp;quot;surface&amp;quot; to LuaForce::chart_all().&lt;br /&gt;
* Added optional fields &amp;quot;durability&amp;quot; and &amp;quot;ammo&amp;quot; when using SimpleItemStack definitions.&lt;br /&gt;
* Added optional parameter &amp;quot;return_item_request_proxy&amp;quot; to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.&lt;br /&gt;
* Added player_index to the entity settings pasted events.&lt;br /&gt;
* Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui&lt;br /&gt;
* Added remote interface to freeplay and sandbox scripts.&lt;br /&gt;
* Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.&lt;br /&gt;
* Added support for LuaFlowStatistics read on electric poles.&lt;br /&gt;
* Added support for specifying the &amp;quot;max_range&amp;quot; of a projectile when created through create_entity.&lt;br /&gt;
* Added support for turret orientation read/write through LuaEntity::orientation.&lt;br /&gt;
* Added the ability for mods to register commands.&lt;br /&gt;
* Added the ability to read item_requests from item request proxy entities as well as ghosts.&lt;br /&gt;
* Added the ability to read reach distances off the player or character entity.&lt;br /&gt;
* Changed less_then to less_than in lua GUI progress bar style specification. ([https://forums.factorio.com/33196 more])&lt;br /&gt;
* Changed LuaEntity::item_requests to match the docs format.&lt;br /&gt;
* Changed LuaEntity::passenger to work with both character entities and players.&lt;br /&gt;
* Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.&lt;br /&gt;
* Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.&lt;br /&gt;
* Changed LuaSurface::create_entity{name=&amp;quot;item-on-ground&amp;quot;, stack=...} to accept the same format for item stacks as the rest of the Lua API.&lt;br /&gt;
* Changed the player built event to include the item name used to do the building if possible and include the tags from the &amp;quot;item-with-tags&amp;quot; item if possible.&lt;br /&gt;
* Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.&lt;br /&gt;
* Expanded LuaStyle read/write property support.&lt;br /&gt;
* Fixed LuaSurface::spill_item_stack didn&#039;t interpret &amp;quot;enable_looted&amp;quot; parameter properly. ([https://forums.factorio.com/38717 more])&lt;br /&gt;
* LuaForce::reset() now resets everything about the force to the default state.&lt;br /&gt;
* Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.&lt;br /&gt;
* Moved game.get_event_handler and game.raise_event to &amp;quot;script&amp;quot;.&lt;br /&gt;
* Removed Lua.coroutine due to potential exploits.&lt;br /&gt;
* Removed LuaGameScript::evolution_factor.&lt;br /&gt;
* Removed LuaGameScript::save/load.&lt;br /&gt;
* Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren&#039;t replay/MP safe.&lt;br /&gt;
* Removed LuaSurface::get_tileproperties.&lt;br /&gt;
* Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they&#039;ve been merged into the production versions.&lt;br /&gt;
* The goal and left gui element has default direction vertical.&lt;br /&gt;
* Utility sprites can be used in the sprite button.&lt;br /&gt;
===  Command line interface ===&lt;br /&gt;
* Added map-settings option when creating map, it can be used to specify a file with map settings to be  used instead of the defaults.&lt;br /&gt;
* Added preset option when creating map.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed that setting LuaForce::ai_controllable to false wouldn&#039;t prevent pollution-based unit group formation. ([https://forums.factorio.com/35650 more])&lt;br /&gt;
* Fixed graphics settings UI scale would change just by opening the GUI. ([https://forums.factorio.com/35588 more])&lt;br /&gt;
* Fixed UAC prompt would cause error and application termination during sprite loading on Windows. ([https://forums.factorio.com/35157 more])&lt;br /&gt;
* Fixed map generation could in some instances not correctly generate entities.&lt;br /&gt;
* Fixed crash when regenerating entities that are disabled by map generator settings ([https://forums.factorio.com/31872 more])&lt;br /&gt;
* Attempt to fix an ocasional crash when DNS lookup fails ([https://forums.factorio.com/37426 more])&lt;br /&gt;
* Fixed crash when ammo was consumed fully by script during shooting. ([https://forums.factorio.com/38701 more])&lt;br /&gt;
* The Equipment Grid GUI is now scaled with the rest of the UI. ([https://forums.factorio.com/38979 more])&lt;br /&gt;
* Fixed possible crash caused by improper primary display detection. ([https://forums.factorio.com/39167 more])&lt;br /&gt;
* Fixed occasional broadcast related crashes on OSX ([https://forums.factorio.com/39250 more])&lt;br /&gt;
* Fixed building train vehicle in a way, that it connects on both sides. ([https://forums.factorio.com/37645 more])&lt;br /&gt;
* Fixed entities with efficiency modules wouldn&#039;t consume the correct amount of energy in some cases. ([https://forums.factorio.com/38884 more])&lt;br /&gt;
* Fixed problems when clicking connect button in server list too fast ([https://forums.factorio.com/38240 more])&lt;br /&gt;
* Fixed crash when removing large-tiles from a tile prototype definition. ([https://forums.factorio.com/39586 more])&lt;br /&gt;
* Fixed crash when mod created exoskeleton equipment with zero energy consumption. ([https://forums.factorio.com/39631 more])&lt;br /&gt;
* Fixed electric pole would draw wires to invisible ghost of enemy force. ([https://forums.factorio.com/38641 more])&lt;br /&gt;
* Fixed crash when refreshing in the browse mods GUI in some instances. ([https://forums.factorio.com/39032 more])&lt;br /&gt;
* Fixed crash when clicking the same tick the map is loaded. ([https://forums.factorio.com/39713 more])&lt;br /&gt;
* Fixed LuaGameScript::get_event_handler not working. ([https://forums.factorio.com/39959 more])&lt;br /&gt;
* Fixed desync when demoting every player on a server. ([https://forums.factorio.com/40062 more])&lt;br /&gt;
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player&#039;s inventory. ([https://forums.factorio.com/41159 more])&lt;br /&gt;
* Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. ([https://forums.factorio.com/41171 more])&lt;br /&gt;
* Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. ([https://forums.factorio.com/41328 more])&lt;br /&gt;
* Fixed extremely slow deleting of selection in text fields. ([https://forums.factorio.com/41638 more])&lt;br /&gt;
* Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.&lt;br /&gt;
* Fixed rail integrity error when train crashes into itself. ([https://forums.factorio.com/38046 more])&lt;br /&gt;
* Fixed virtual signals wouldn&#039;t be sorted correctly by subgroup. ([https://forums.factorio.com/42558 more])&lt;br /&gt;
* Fixed typing in the save-replay GUI could move your player around. ([https://forums.factorio.com/39858 more])&lt;br /&gt;
* Fixed that manually created unit groups wouldn&#039;t be automatically removed when all their members died. ([https://forums.factorio.com/42903 more])&lt;br /&gt;
* Fixed crash when trying to make an entity ghost of an invalid entity through script. ([https://forums.factorio.com/43467 more])&lt;br /&gt;
* Fixed rail signals not reconnect after removing rails in some setups. ([https://forums.factorio.com/41005 more])&lt;br /&gt;
* Fixed trains switched to manual mode wouldn&#039;t trigger inserters when they coasted to a stop. ([https://forums.factorio.com/43160 more])&lt;br /&gt;
* Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. ([https://forums.factorio.com/43610 more])&lt;br /&gt;
* Underground belt connects only to underground belt of the same force.&lt;br /&gt;
* Fixed personal roboport ended search for nearby ghosts prematurely if a pghost found couldn&#039;t be built due to missing item. ([https://forums.factorio.com/44179 more])&lt;br /&gt;
* Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. ([https://forums.factorio.com/44344 more])&lt;br /&gt;
* Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.&lt;/div&gt;</summary>
		<author><name>KamranMackey</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=137521</id>
		<title>Version history/0.15.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=137521"/>
		<updated>2017-05-16T04:43:04Z</updated>

		<summary type="html">&lt;p&gt;KamranMackey: Add Factorio 0.15.10 changelog info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Please don&#039;t waste your time updating this page, User:Gangsir can do it automatically.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Version: 0.15.10 ==&lt;br /&gt;
Date: 10. 05. 2017&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Added rail block debug visualization.&lt;br /&gt;
* Increased maximum wire distance of all circuit connectable entities from 7.5 to 9.&lt;br /&gt;
* Steam is now internally a separate fluid from hot water.&lt;br /&gt;
* Coal liquefaction recipe now requires steam instead of water.&lt;br /&gt;
* Terrain, shadow and smoke sprites are sorted into separate sprite atlases in attempt to optimize GPU memory access during rendering.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* Added burner mining drill in high resolution and replaced the normal resolution version.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed speed-module-3 recipe typo. ([https://forums.factorio.com/46820 more])&lt;br /&gt;
* Fixed downgrading underground belts by fast replace would not work for even if output piece was close enough. ([https://forums.factorio.com/46595 more])&lt;br /&gt;
* Fixed that robots trying to repair each other wouldn&#039;t work correctly. ([https://forums.factorio.com/46628 more])&lt;br /&gt;
* More understandable description current level of technologies that have multiple levels merged into one slot in the technology gui.&lt;br /&gt;
* Fixed crash that would happen when loading old modded saves in vanilla Factorio. ([https://forums.factorio.com/46642 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to fast-transfer blueprints to other players. ([https://forums.factorio.com/46178 more])&lt;br /&gt;
* Fixed that hitting rocks with vehicles made no sound. ([https://forums.factorio.com/45888 more])&lt;br /&gt;
* Fixed blueprint preview icons scaling and size to be consistent across all places they&#039;re shown. ([https://forums.factorio.com/45021 more])&lt;br /&gt;
* Fixed that you couldn&#039;t delete blueprints from your trash slots. ([https://forums.factorio.com/46903 more])&lt;br /&gt;
* Fixed that storage tanks used 4 directions although visually only showed 2 so they would conflict in blueprints. ([https://forums.factorio.com/46900 more])&lt;br /&gt;
* Fixed crash when loading blueprint storage while also migrating save files. ([https://forums.factorio.com/46910 more])&lt;br /&gt;
* Fixed a useless error when locale isn&#039;t correct for a scenario. ([https://forums.factorio.com/46909 more])&lt;br /&gt;
* Fixed possible desync related to inserter circuit network stack size control.&lt;br /&gt;
* Fixed that multiple passengers in a train could result in erratic behavior when trying to drive. ([https://forums.factorio.com/35810 more])&lt;br /&gt;
* Fixed that manually inserting the satellite into the silo when auto-launch is enabled wouldn&#039;t launch the rocket. ([https://forums.factorio.com/46610 more])&lt;br /&gt;
* Fixed crash when killing yourself with your own weapon. ([https://forums.factorio.com/46984 more])&lt;br /&gt;
* Fixed F12 might freeze or crash the game. ([https://forums.factorio.com/46790 more])&lt;br /&gt;
* Fixed circuit network controlled rail signal sometimes not going red when building rails. ([https://forums.factorio.com/43839 more])&lt;br /&gt;
* Fixed crash when starting tutorial at the same tick as autosave starts. ([https://forums.factorio.com/45701 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to scroll the active blueprint in a blueprint book if the scroll bar was visible. ([https://forums.factorio.com/45898 more])&lt;br /&gt;
* Fixed crash when exiting some modded games. ([https://forums.factorio.com/47037 more])&lt;br /&gt;
* Fixed that Factorio wouldn&#039;t keep file permissions when saving a map. ([https://forums.factorio.com/46442 more])&lt;br /&gt;
* Fixed that the blueprint library wouldn&#039;t remember the player filter after opening a book. ([https://forums.factorio.com/45932 more])&lt;br /&gt;
* Fixed that player names in the blueprint library weren&#039;t sorted. ([https://forums.factorio.com/45920 more])&lt;br /&gt;
* Fixed the blueprint book tooltips would flicker when your inventory changed. ([https://forums.factorio.com/47064 more])&lt;br /&gt;
* Fixed desync when catching up.&lt;br /&gt;
* Fixed desync when adding/removing blueprints to blueprint books in some cases. ([https://forums.factorio.com/46719 more])&lt;br /&gt;
* Fixed some crashes related to loading invalid combinator parameters. ([https://forums.factorio.com/46500 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* The game will now detect when joining a multiplayer game if any mods you&#039;re using are broken such that joining the game could result in desyncing.&lt;br /&gt;
* Fixed that exiting the mod settings GUI without changing anything would incorrectly think you changed settings in some cases. ([https://forums.factorio.com/46478 more])&lt;br /&gt;
* Fixed crash when loading mods control.lua produces an error. ([https://forums.factorio.com/46009 more])&lt;br /&gt;
* Added favourite server icon to utility sprites. ([https://forums.factorio.com/46059 more])&lt;br /&gt;
* Added a global table &amp;quot;mods&amp;quot; - a mapping of mod name to mod version available during the prototype loading stage.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed some missing Lua docs and added information about the settings stage to the data life cycle. ([https://forums.factorio.com/44918 more])&lt;br /&gt;
* Fixed crash when trying to create stickers on entities that don&#039;t support them. ([https://forums.factorio.com/46334 more])&lt;br /&gt;
* Fixed that LuaGuiElement::surface_index was using 0-based indexing. ([https://forums.factorio.com/46502 more])&lt;br /&gt;
* Fixed that LuaEntity::graphics_variation was using 0-based indexing. ([https://forums.factorio.com/46762 more])&lt;br /&gt;
* Fixed that LuaItemStack::active_index was using 0-based indexing. ([https://forums.factorio.com/46963 more])&lt;br /&gt;
* Fixed rendering of layered icons in custom GUI. ([https://forums.factorio.com/45926 more])&lt;br /&gt;
* Added &amp;quot;item&amp;quot; and &amp;quot;tags&amp;quot; to the robot built entity/tile events.&lt;br /&gt;
* Added LuaEquipment::burner read.&lt;br /&gt;
* Added LuaEntityPrototype::crafting_categories read.&lt;br /&gt;
* Added support for setting &#039;tags&#039; and &#039;custom_description&#039; when making items through Lua.&lt;br /&gt;
* Added LuaBurner::burnt_result_inventory read.&lt;br /&gt;
* Added LuaInserterControlBehavior stack size read/write.&lt;br /&gt;
* Added LuaTrainStopControlBehavior enable/disable conditions.&lt;br /&gt;
* Added LuaTransportBeltControlBehavior enable_disable, read_contents, read_contents_mode read/write.&lt;br /&gt;
* Added LuaTrain::id read.&lt;br /&gt;
* Added LuaEntityPrototype::supply_area_distance read.&lt;br /&gt;
* Added LuaEntityPrototype::max_wire_distance read.&lt;br /&gt;
* Added LuaEntityPrototype::max_circuit_wire_distance read.&lt;br /&gt;
== Version: 0.15.9 ==&lt;br /&gt;
Date: 05. 05. 2017&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed crash when opening the train GUI while in the train.&lt;br /&gt;
== Version: 0.15.8 ==&lt;br /&gt;
Date: 05. 05. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* New Supply challenge map.&lt;br /&gt;
* Circuit network-based inserter stack size overrides now take effect immediately instead of waiting until the inserter has moved something.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Show 0.7% in the uranium processing recipe instead of 0.0 for uranium 235. This generally works for any recipe that gives less than 1 of anything.&lt;br /&gt;
* Don&#039;t draw player names on the map that is not in range of player or radar on the zoomed in map.&lt;br /&gt;
* Fix some ores with negative values in Tight spot level 04. ([https://forums.factorio.com/45656 more])&lt;br /&gt;
* Fixed inserters couldn&#039;t insert fuel into locomotives. ([https://forums.factorio.com/46467 more])&lt;br /&gt;
* Fixed random inaccessible map area in Beta campaign level 04. ([https://forums.factorio.com/46393 more])&lt;br /&gt;
* Fixed various inserter GUI bugs. ([https://forums.factorio.com/45337 more])&lt;br /&gt;
* Fixed train station tutorial relied on specific train schedule state. ([https://forums.factorio.com/45821 more])&lt;br /&gt;
===   Balancing ===&lt;br /&gt;
* Changed iron gear wheel price of fast and underground belt from 20-&amp;gt;40 and 40-&amp;gt;80 to even out the bigger length.&lt;br /&gt;
* Fix that biters would sometimes stop and go to sleep during an attack. ([https://forums.factorio.com/45320 more])&lt;br /&gt;
== Version: 0.15.7 ==&lt;br /&gt;
Date: 05. 05. 2017&lt;br /&gt;
===  Balancing ===&lt;br /&gt;
* Changed production science pack recipe to require assembling machine 1 instead of pumpjack.&lt;br /&gt;
* Changed science pack 3 to require electric mining drill instead of assembling machine 1.&lt;br /&gt;
* Changed crafting times:&lt;br /&gt;
** Oil refinery 20-&amp;gt;10&lt;br /&gt;
** Pumpjack 10-&amp;gt;5&lt;br /&gt;
** Chemical plant 10-&amp;gt;5&lt;br /&gt;
** Lab 5-&amp;gt;3&lt;br /&gt;
** Roboport 15-&amp;gt;10&lt;br /&gt;
* Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.&lt;br /&gt;
* Increased the mining time of the reactor from 0.5 seconds to 1.5 seconds.&lt;br /&gt;
* Increased the underground belt length (basic, fast, express) from 5,5,5 to  5,7,9.&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* When a connection is refused the username is included in the log message. ([https://forums.factorio.com/46036 more])&lt;br /&gt;
* Copying entity settings from a disconnected entity will no longer disconnect circuit wires. ([https://forums.factorio.com/45816 more])&lt;br /&gt;
* Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty.&lt;br /&gt;
* Reactors produce used up fuel cell when it is completely consumed instead of at start. ([https://forums.factorio.com/46123 more])&lt;br /&gt;
* Reverted flamethrower turret liquid consumption change from 0.15.5. Instead of 30/s it will use 3/s.&lt;br /&gt;
* Flamethrower turret no longer shoots in its prepare state. ([https://forums.factorio.com/46160 more])&lt;br /&gt;
* /color command defaults alpha (the 4th parameter) to 255 (instead of 0) if not specified. ([https://forums.factorio.com/46338 more])&lt;br /&gt;
* Reduced default requester chest paste multiplier for nuclear reactor recipe to 1 and for centrifuge recipe to 2. ([https://forums.factorio.com/45878 more])&lt;br /&gt;
* Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed that clicking locomotive from zoomed in map view would change color (and show fuel) for some other locomotive on the train ([https://forums.factorio.com/46137 more])&lt;br /&gt;
* Fixed that construction bots could repair vehicles from very far. ([https://forums.factorio.com/45517 more])&lt;br /&gt;
* Fixed that rocket silo or other GUIs would obscure finished-game dialog. ([https://forums.factorio.com/46157 more])&lt;br /&gt;
* Fixed that boiler could output a different fluid than its input. ([https://forums.factorio.com/46023 more])&lt;br /&gt;
* Fixed that the inserter would sometimes report bad values to the circuit network. ([https://forums.factorio.com/45598 more])&lt;br /&gt;
* Fixed pump recipe description having wrong pumping speed. ([https://forums.factorio.com/45863 more])&lt;br /&gt;
* Fixed wrong error message when loaded headless save file doesn&#039;t exist ([https://forums.factorio.com/45058 more])&lt;br /&gt;
* Fixed the &amp;quot;Input action fragment is missing&amp;quot; crash that would sometimes happen due to packet loss. ([https://forums.factorio.com/45604 more])&lt;br /&gt;
* Fixed crash when resizing the game window while having an assembling machine level 1 GUI open. ([https://forums.factorio.com/46069 more])&lt;br /&gt;
* Fixed alternative zoom controls would do nothing in map editor. ([https://forums.factorio.com/46136 more])&lt;br /&gt;
* Fixed some cargo wagon spritesheets were offset by 1 frame. ([https://forums.factorio.com/viewtopic more].php?f=173&amp;amp;t=44930)&lt;br /&gt;
* Fixed that it was hard/not possible to select the character corpse over some entities. ([https://forums.factorio.com/45764 more])&lt;br /&gt;
* Fixed that the blueprint book GUI would scroll to the top after every click. ([https://forums.factorio.com/46184 more])&lt;br /&gt;
* Fixed crash when trying to disconnect non circuit connectible entities using Lua::Entity::disconnect_neighbour. ([https://forums.factorio.com/46111 more])&lt;br /&gt;
* Fixed that calling Lua::Entity::disconnect_neighbour would sometimes disconnect more wires than it should.&lt;br /&gt;
* Fixed mod settings corruption when removing mods that contained mod settings. Note: this will reset all mod settings. ([https://forums.factorio.com/46207 more])&lt;br /&gt;
* Fixed inconsistent selection of resource patches on the map. ([https://forums.factorio.com/44596 more])&lt;br /&gt;
* Fixed GUI sizing when resetting mod settings. ([https://forums.factorio.com/46150 more])&lt;br /&gt;
* Fixed that the blueprint book GUI would scroll to the top after every click. ([https://forums.factorio.com/46184 more])&lt;br /&gt;
* Fixed that dropping a blueprint onto a book icon in the library GUI would drop it in the top level instead. ([https://forums.factorio.com/46112 more])&lt;br /&gt;
* Fixed that the blueprint library would sometimes stop opening books. ([https://forums.factorio.com/46004 more])&lt;br /&gt;
* Fixed GUI scaling problems with the assembling machine GUI. ([https://forums.factorio.com/46046 more])&lt;br /&gt;
* Fixed desync related to the on_selected_entity_changed event. ([https://forums.factorio.com/46025 more])&lt;br /&gt;
* Fixed that the atomic bomb shooting speed cooldown didn&#039;t work. ([https://forums.factorio.com/46217 more])&lt;br /&gt;
* Fixed the constant combinator GUI when the constant combinator name was larger than the rest of the GUI. ([https://forums.factorio.com/44227 more])&lt;br /&gt;
* Fixed that the reactor didn&#039;t show fuel in the description. ([https://forums.factorio.com/46266 more])&lt;br /&gt;
* Fixed making blueprints of requester chests with &amp;quot;set requests&amp;quot; would copy the current requests into the blueprint. ([https://forums.factorio.com/46038 more])&lt;br /&gt;
* Fixed that deleting saves with the delete key key wouldn&#039;t maintain focus on the saves list. ([https://forums.factorio.com/45234 more])&lt;br /&gt;
* Fixed crash when mining rails while having the &amp;quot;show rail paths&amp;quot; debug option enabled. ([https://forums.factorio.com/45836 more])&lt;br /&gt;
* Fixed infinite loop when migrating entities from an unrelated type to a roboport type. ([https://forums.factorio.com/44351 more])&lt;br /&gt;
* Fixed that the technology multiplier didn&#039;t apply on infinite research. ([https://forums.factorio.com/45079 more])&lt;br /&gt;
* Fixed filtering server list for games with mods. ([https://forums.factorio.com/46264 more])&lt;br /&gt;
* Fixed mod version checking for automatic mod download. ([https://forums.factorio.com/46321 more])&lt;br /&gt;
* Fixed flamethrower turret would not shoot last single shot worth of liquid. ([https://forums.factorio.com/46311 more])&lt;br /&gt;
* Fixed crash when exiting server list ([https://forums.factorio.com/46293 more])&lt;br /&gt;
* Fixed &amp;quot;Right mouse button to open&amp;quot; in opened armor. ([https://forums.factorio.com/46317 more])&lt;br /&gt;
* Fixed that the blueprint library wouldn&#039;t use scroll bars for shared blueprint books. ([https://forums.factorio.com/45464 more])&lt;br /&gt;
* Fixed that resource patches in unexplored areas could be examined on the map.&lt;br /&gt;
* Fixed rail ghosts could not be placed over ghosts of enemy force. ([https://forums.factorio.com/46335 more])&lt;br /&gt;
* Fixed the sulfuric acid fluid icon. ([https://forums.factorio.com/46371 more])&lt;br /&gt;
* Fixed that /config set password wouldn&#039;t work. ([https://forums.factorio.com/44573 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Icons are now required to have correct size (which can be overridden by icon_size property). ([https://forums.factorio.com/45700 more])&lt;br /&gt;
** 32x32px for entity, fluid, item, item-group, recipe, technology, virtual-signal&lt;br /&gt;
** 128x128px for achievement, tutorial&lt;br /&gt;
** If icon path references base mod, technology icon is expected to be 128x128px and item-group icon 64x64px.&lt;br /&gt;
** In near future, we may remove default sizes and require icon_size to be always specified.&lt;br /&gt;
* It is no longer possible to teleport any rolling stock or train stop. ([https://forums.factorio.com/45264 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed LuaChunkIterator could become invalid and crash the game if used. ([https://forums.factorio.com/46366 more])&lt;br /&gt;
* Added LuaPlayer::mod_settings read - the runtime player mod settings for the given player.&lt;br /&gt;
* Added LuaEntity::temperature read/write - the temperature of entities that use the heat energy source type as well as reactors and heat pipes.&lt;br /&gt;
* Added LuaEntity::get_burnt_result_inventory.&lt;br /&gt;
== Version: 0.15.6 ==&lt;br /&gt;
Date: 02. 05. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed centrifuge glowing for one frame each time inserter drops something. ([https://forums.factorio.com/45824 more])&lt;br /&gt;
* Fixed biters expansion was biased towards northern part of the map. ([https://forums.factorio.com/45607 more])&lt;br /&gt;
* Fixed blueprint preview splitter not bending nearby belts correctly. ([https://forums.factorio.com/45578 more])&lt;br /&gt;
* Fixed items on ground were not cleared in tightspot campaign. ([https://forums.factorio.com/45666 more])&lt;br /&gt;
* Fixed that mining drills wouldn&#039;t pull in enough acid to continue mining. ([https://forums.factorio.com/45707 more])&lt;br /&gt;
* Fixed that you could complete some advanced signal tutorial stages by blocking trains. ([https://forums.factorio.com/45659 more])&lt;br /&gt;
* Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. ([https://forums.factorio.com/45507 more])&lt;br /&gt;
* Fixed that you could input invalid value to PvP config. ([https://forums.factorio.com/45713 more])&lt;br /&gt;
* Fixed crash when changing force of turret ghost. ([https://forums.factorio.com/45723 more])&lt;br /&gt;
* Fixed inserters would grab items off belts and try to drop them onto rails after the train left. ([https://forums.factorio.com/45693 more])&lt;br /&gt;
* Fixed inserters would rest with their hand above the center of a splitter. ([https://forums.factorio.com/45742 more])&lt;br /&gt;
* Fixed desync caused by heat pipes. ([https://forums.factorio.com/45754 more])&lt;br /&gt;
* Fixed crash when trying to edit mod settings after joining a paused multiplayer game. ([https://forums.factorio.com/45625 more])&lt;br /&gt;
* Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map. ([https://forums.factorio.com/45807 more])&lt;br /&gt;
* Fixed input underground belt fast replace would also replace output piece even if input changed direction. ([https://forums.factorio.com/45847 more])&lt;br /&gt;
* Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire. ([https://forums.factorio.com/45633 more])&lt;br /&gt;
* Fixed programmable speaker continuing to make sounds without a wire connected. ([https://forums.factorio.com/45556 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to scroll with the mouse wheel in the mod settings GUI. ([https://forums.factorio.com/45883 more])&lt;br /&gt;
* Fixed updater would fail if Factorio was in folder with name containing non-english characters. ([https://forums.factorio.com/45301 more])&lt;br /&gt;
== Version: 0.15.5 ==&lt;br /&gt;
Date: 30. 04. 2017&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed crash when setting character trash slots through script while having the character GUI opened. ([https://forums.factorio.com/45585 more])&lt;br /&gt;
* Fixed crash on joining a multiplayer game if the &amp;quot;use different mod settings per save&amp;quot; was disabled. ([https://forums.factorio.com/45615 more])&lt;br /&gt;
* Fixed blueprint with roboports wouldn&#039;t draw roboport connections. ([https://forums.factorio.com/45573 more])&lt;br /&gt;
* Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. ([https://forums.factorio.com/45627 more])&lt;br /&gt;
* Fixed when changing graphical variation of a tree from script or in map editor. ([https://forums.factorio.com/45630 more])&lt;br /&gt;
* Fixed flamethrower turret was using 10x less fluid than it should.&lt;br /&gt;
* Fixed opening item GUI wasn&#039;t rebindable ([https://forums.factorio.com/45501 more])&lt;br /&gt;
* Fixed burner inserters would try to fuel themselves with fuel they couldn&#039;t use. ([https://forums.factorio.com/45596 more])&lt;br /&gt;
* Fixed crash when deleting chunks in some instances. ([https://forums.factorio.com/45647 more])&lt;br /&gt;
* Fixed one direction of hazard concrete had no walking sounds. ([https://forums.factorio.com/45648 more])&lt;br /&gt;
* Fixed rare crash when getting killed by the locomotive you had opened. ([https://forums.factorio.com/45610 more])&lt;br /&gt;
* Fixed that right clicking the map view buttons would change the option but not update the button. ([https://forums.factorio.com/44611 more])&lt;br /&gt;
* Fixed the generate-map settings wouldn&#039;t be saved when switching to the mod-settings through the generate map GUI. ([https://forums.factorio.com/45081 more])&lt;br /&gt;
* Fixed crash when interacting with the map view buttons in some cases. ([https://forums.factorio.com/44719 more])&lt;br /&gt;
* Fixed crash when mousing over entities in some rare cases. ([https://forums.factorio.com/44873 more])&lt;br /&gt;
* Fixed crash when trying to mine tiles from the zoomed-to-world view. ([https://forums.factorio.com/44884 more])&lt;br /&gt;
* Fixed crash when editing speaker parameters in the map editor. ([https://forums.factorio.com/45676 more])&lt;br /&gt;
* Fixed that train stops wouldn&#039;t show the correct name when changed remotely. ([https://forums.factorio.com/44793 more])&lt;br /&gt;
* Fixed crashes related to electric pole/accumulator removal when migrating saves from 0.14 into 0.15. ([https://forums.factorio.com/45657 more])&lt;br /&gt;
* Fixed rail signals built by robots would frequently lead to the signals not connecting properly. ([https://forums.factorio.com/45382 more])&lt;br /&gt;
* Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. ([https://forums.factorio.com/45523 more])&lt;br /&gt;
* Fixed items on belt flickering when occupying same position. ([https://forums.factorio.com/45490 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed module inventory insert() didn&#039;t work for assembling machines. ([https://forums.factorio.com/45678 more])&lt;br /&gt;
== Version: 0.15.4 ==&lt;br /&gt;
Date: 29. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Added /permissions reset to reset all permissions to default.&lt;br /&gt;
* Steam and water content of fluid wagons are now shown separately in locomotive tooltip.&lt;br /&gt;
* Removed the &amp;quot;minimum chunks between new bases&amp;quot; map generation setting because it wasn&#039;t doing anything.&lt;br /&gt;
* Re-added custom /color support through /color r g b a.&lt;br /&gt;
* PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed crash when building rails while a train is currently reserving some of the signals. ([https://forums.factorio.com/45145 more])&lt;br /&gt;
* Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. ([https://forums.factorio.com/44890 more])&lt;br /&gt;
* Fixed combinators continuing to output signals after disconnecting the input. ([https://forums.factorio.com/45094 more])&lt;br /&gt;
* Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. ([https://forums.factorio.com/45356 more])&lt;br /&gt;
* Fixed that names of books stored in the blueprint library wouldn&#039;t be preserved after save and load. ([https://forums.factorio.com/44957 more])&lt;br /&gt;
* Fixed supply scenario would sometimes show the next level button in error. ([https://forums.factorio.com/45451 more])&lt;br /&gt;
* Fixed the rocket silo wouldn&#039;t copy the &amp;quot;auto-launch&amp;quot; option in blueprints.&lt;br /&gt;
* Fixed Sulfuric Acid recipe using 10 times less water. ([https://forums.factorio.com/45347 more])&lt;br /&gt;
* Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint. ([https://forums.factorio.com/45323 more])&lt;br /&gt;
* Fixed crash when changing mod settings runtime while in a multiplayer game. ([https://forums.factorio.com/45395 more])&lt;br /&gt;
* Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game. ([https://forums.factorio.com/44806 more])&lt;br /&gt;
* Fixed that --start-server wouldn&#039;t find the save file when given just a name without the .zip suffix. ([https://forums.factorio.com/44551 more])&lt;br /&gt;
* Fixed that it was possible to export a blueprint book into another blueprint book. ([https://forums.factorio.com/45315 more])&lt;br /&gt;
* Fixed that it was possible to have the same blueprint multiple times in the library. ([https://forums.factorio.com/45315 more])&lt;br /&gt;
* Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand. ([https://forums.factorio.com/45315 more])&lt;br /&gt;
* Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view. ([https://forums.factorio.com/45455 more])&lt;br /&gt;
* Fixed crash when leaving the technology price multiplier blank. ([https://forums.factorio.com/45269 more])&lt;br /&gt;
* Fixed crash when removing modded rails during save migration. ([https://forums.factorio.com/45436 more])&lt;br /&gt;
* Fixed lab without power would be still rendered as active. ([https://forums.factorio.com/45372 more])&lt;br /&gt;
* Fixed several instances of the &amp;quot;last user&amp;quot; field not getting updated. ([https://forums.factorio.com/45485 more])&lt;br /&gt;
* Fixed rocket silo would not increment its &amp;quot;products finished&amp;quot; count when finishing rocket. ([https://forums.factorio.com/45381 more])&lt;br /&gt;
* Fixed landmines would last forever when friendly fire was disabled. ([https://forums.factorio.com/45379 more])&lt;br /&gt;
* Fixed possible crash when closing Factorio during loading. ([https://forums.factorio.com/45573 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Blueprints/books/deconstruction item prototypes with the &amp;quot;hidden&amp;quot; flag will no longer show up in the blueprint library. ([https://forums.factorio.com/45474 more])&lt;br /&gt;
* Added missing lua docs index section for settings and fixed some wording. ([https://forums.factorio.com/45380 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed assigning invalid index to LuaEntity::graphics_variation would cause crash. ([https://forums.factorio.com/45420 more])&lt;br /&gt;
* Fixed setting LuaItemStack::blueprint_icons didn&#039;t work correctly. ([https://forums.factorio.com/45428 more])&lt;br /&gt;
* Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync. ([https://forums.factorio.com/45256 more])&lt;br /&gt;
* Added LuaEntity::products_finished for crafting machines.&lt;br /&gt;
== Version: 0.15.3 ==&lt;br /&gt;
Date: 27. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Wave defense: Units won&#039;t spawn if there are more than 500 already on the map.&lt;br /&gt;
* Wave defense: Added a &#039;Unit bounty bonus&#039; upgrade.&lt;br /&gt;
* Removed the ability to set /color using RGB values.&lt;br /&gt;
* Wave defense: Added Uranium to the map.&lt;br /&gt;
* &amp;quot;Disable all mods&amp;quot; option in mod load error dialog doesn&#039;t disable base mod anymore.&lt;br /&gt;
* Changed stack-split so &amp;quot;splitting&amp;quot; a stack of 1 still transfers the 1 item. ([https://forums.factorio.com/45149 more])&lt;br /&gt;
* Change submachine stack size to 5. ([https://forums.factorio.com/45210 more])&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. ([https://forums.factorio.com/44911 more])&lt;br /&gt;
* Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. ([https://forums.factorio.com/44861 more])&lt;br /&gt;
* Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. ([https://forums.factorio.com/44925 more])&lt;br /&gt;
* Fixed crash related to connection attempts from players with mods with mod settings. ([https://forums.factorio.com/44966 more])&lt;br /&gt;
* Fixed getting &amp;quot;No map setting instance&amp;quot; error when loading faulty mod instead of actual error. ([https://forums.factorio.com/44982 more])&lt;br /&gt;
* Fixed entering tutorial would remove scenario control script from current game. ([https://forums.factorio.com/44986 more])&lt;br /&gt;
* Fixed crashes related to saves with migrated circuit network signals. ([https://forums.factorio.com/44877 more])&lt;br /&gt;
* Fixed numeric inputs would block all keys instead of just numbers. ([https://forums.factorio.com/44971 more])&lt;br /&gt;
* Fixed ore field amount stuck to cursor when in technology view. ([https://forums.factorio.com/44641 more])&lt;br /&gt;
* Fixed crashes related to migrated saves with circuit network signals. ([https://forums.factorio.com/44877 more])([https://forums.factorio.com/45025 more])&lt;br /&gt;
* Fixed that train station tutorial would not progress if you removed the train wait condition. ([https://forums.factorio.com/45047 more])&lt;br /&gt;
* Fixed crash when changing mod setting prototype types. ([https://forums.factorio.com/45054 more])&lt;br /&gt;
* Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn&#039;t have any coal. ([https://forums.factorio.com/45050 more])&lt;br /&gt;
* Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield. ([https://forums.factorio.com/45075 more])&lt;br /&gt;
* Fixed the trains GUI wouldn&#039;t scale correctly. ([https://forums.factorio.com/41228 more])&lt;br /&gt;
* Fixed you could select entities in the zoomed-to-world view outside radar coverage. ([https://forums.factorio.com/44578 more])&lt;br /&gt;
* Fixed prompt about disabled base mod would not show up. ([https://forums.factorio.com/45051 more])&lt;br /&gt;
* Fixed crash when train was destroyed while hovering over it in map view. ([https://forums.factorio.com/45085 more])&lt;br /&gt;
* Fixed that the team production starting lobby had some uranium ore. ([https://forums.factorio.com/44613 more])&lt;br /&gt;
* Fixed hovering over very large resource patch in map view would crash the game. ([https://forums.factorio.com/45097 more])&lt;br /&gt;
* Fixed the &amp;quot;don&#039;t mine resources if mining starts with non-resources&amp;quot; logic. ([https://forums.factorio.com/44548 more])&lt;br /&gt;
* Fixed crash when the preview picture can&#039;t be saved for a save file. ([https://forums.factorio.com/45118 more])&lt;br /&gt;
* Fixed crash when trying to filter opened other players quickbars. ([https://forums.factorio.com/45147 more])&lt;br /&gt;
* Fixed crash when setting resource minimal yield above the normal yield. ([https://forums.factorio.com/45112 more])&lt;br /&gt;
* Fixed the tab complete logic for the /mute-programmable-speaker command. ([https://forums.factorio.com/44902 more])&lt;br /&gt;
* Fixed that you could only build blueprints in the zoom-to-world by click and drag.&lt;br /&gt;
* Fixed script error in basic train tutorial. ([https://forums.factorio.com/45184 more])&lt;br /&gt;
* Removed redundant recipe unlock in trash slot technology. ([https://forums.factorio.com/45209 more])&lt;br /&gt;
* Fixed inserter stack size override sometimes being lost when importing a blueprint.&lt;br /&gt;
* Fixed crash that would occasionally happen after deleting a book from the blueprint library. ([https://forums.factorio.com/44687 more])&lt;br /&gt;
* Fixed fluid could flow into the heat exchangers output fluidbox. ([https://forums.factorio.com/44992 more])&lt;br /&gt;
* Fixed that inserters would try to put stuff into the rocket silo result inventory. ([https://forums.factorio.com/45213 more])&lt;br /&gt;
* Fixed some invalid map exchange strings would crash the game. ([https://forums.factorio.com/45258 more])&lt;br /&gt;
* Fixed train stop would not output content fluid wagons to circuit network. ([https://forums.factorio.com/44786 more])&lt;br /&gt;
* Fixed locomotive tooltip would not show contents of fluid wagons. ([https://forums.factorio.com/44786 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Prototype names are not allowed to contain the &#039;.&#039; character.&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed typo in defines.shooting.shooting_selected (was &amp;quot;shooting_seleted&amp;quot;). ([https://forums.factorio.com/44965 more])&lt;br /&gt;
* Fixed type in defines.control_behavior.type.train_stop (was &amp;quot;train-stop&amp;quot;). ([https://forums.factorio.com/44965 more])&lt;br /&gt;
* Fixed the custom camera widget was using 0 based indexing for the surface_index parameter. ([https://forums.factorio.com/45189 more])&lt;br /&gt;
* Added missing control behavior types to defines (wall, mining_drill, programmable_speaker). ([https://forums.factorio.com/44939 more])&lt;br /&gt;
* Added LuaTrain::fluid_wagons read.&lt;br /&gt;
== Version: 0.15.2 ==&lt;br /&gt;
Date: 25. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. ([https://forums.factorio.com/44717 more])&lt;br /&gt;
* Tweaked the biter and uranium ore settings of the &#039;Rail world&#039; preset.&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.&lt;br /&gt;
* Changed the &amp;quot;sync mods with save&amp;quot; button to support disabling mods a save file wasn&#039;t using.&lt;br /&gt;
* Computers with 2GB or more video memory and 8GB or more RAM will default graphics quality to high.&lt;br /&gt;
* Selecting high sprite quality in graphics options will show warning if computer doesn&#039;t have enough video memory.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed tightspot campaign debt calculation. ([https://forums.factorio.com/44592 more])&lt;br /&gt;
* Fixed basic train tutorial rail setting offset. ([https://forums.factorio.com/44623 more])&lt;br /&gt;
* Fixed story script copying of assembling machines without recipes. ([https://forums.factorio.com/44612 more])&lt;br /&gt;
* Fixed crash when cycling through empty blueprint book. ([https://forums.factorio.com/44532 more])&lt;br /&gt;
* Fixed crash when the wrong fuel type was put into a burner equipment. ([https://forums.factorio.com/44600 more])&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() didn&#039;t work when the fluidbox was empty. ([https://forums.factorio.com/44658 more])&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() used 0-based indexing. ([https://forums.factorio.com/44653 more])&lt;br /&gt;
* Fixed blueprints with circuit wires would crash in some instances.&lt;br /&gt;
* Fixed the map would render black if the game was resized immediately after loading a large save file.&lt;br /&gt;
* Fixed that the technology cost multiplier allowed a value of 0.&lt;br /&gt;
* Fixed crash when circuit connector sprites aren&#039;t defined for a given entity. ([https://forums.factorio.com/44640 more])&lt;br /&gt;
* Fixed crash when inactive mining drills are disconnected from the circuit network. ([https://forums.factorio.com/44628 more])&lt;br /&gt;
* Fixed that the programmable speaker wouldn&#039;t save settings correctly when exported as a string in blueprints. ([https://forums.factorio.com/44701 more])&lt;br /&gt;
* Fixed crash when the base mod is disabled and no other mod defines map-settings. ([https://forums.factorio.com/44672 more])&lt;br /&gt;
* Fixed fluids consumed in the mining drill for mining resources didn&#039;t get counted in fluid production statistics. ([https://forums.factorio.com/44745 more])&lt;br /&gt;
* Fixed crash after display reset when browse multiplayer GUI was opened. ([https://forums.factorio.com/44704 more])&lt;br /&gt;
* Fixed browse games GUI sorting. ([https://forums.factorio.com/44519 more])&lt;br /&gt;
* Fixed wave defense GUI error. ([https://forums.factorio.com/44696 more])&lt;br /&gt;
* Fixed transport belt walking sound being controlled by the wrong volume slider. ([https://forums.factorio.com/44714 more])&lt;br /&gt;
* Fixed exiting tutorial would mute game sounds. ([https://forums.factorio.com/44524 more])&lt;br /&gt;
* Fixed crash when hovering over train with invalid path. ([https://forums.factorio.com/44787 more])&lt;br /&gt;
* The &amp;quot;Kovarex enrichment process&amp;quot; is no longer usable with productivity modules. ([https://forums.factorio.com/44635 more])&lt;br /&gt;
* Fixed alternative zoom would cause crash when bound to keyboard instead of mouse. ([https://forums.factorio.com/44571 more])&lt;br /&gt;
* Fixed that train stop would output circuit network signals with train contents regardless of it&#039;s parameters.&lt;br /&gt;
* Fixed possible desync related to train stops connected to circuit network.&lt;br /&gt;
* Fixed the exchange string wouldn&#039;t get cleared when clicking the reset button in the generate map GUI. ([https://forums.factorio.com/44774 more])&lt;br /&gt;
* Fixed crash when executing commands ban/unban/bans in a single player game. ([https://forums.factorio.com/44783 more])&lt;br /&gt;
* Fixed that opening another player&#039;s blueprint book though the /open command would crash the game. ([https://forums.factorio.com/44669 more])&lt;br /&gt;
* Fixed possible desync related to constant combinator filters.&lt;br /&gt;
* Fixed tooltip delay option didn&#039;t work. ([https://forums.factorio.com/44756 more])&lt;br /&gt;
* Fixed that disconnecting of electric poles hid some of the electric network visualizations on the map. ([https://forums.factorio.com/44721 more])&lt;br /&gt;
* Fixed crash when closing window on splash screen. ([https://forums.factorio.com/44757 more])&lt;br /&gt;
* Fixed that steam wouldn&#039;t show up as steam in fluid wagons. ([https://forums.factorio.com/44637 more])&lt;br /&gt;
* Fixed inactivity wait condition didn&#039;t work properly with fluid wagon. ([https://forums.factorio.com/44657 more])&lt;br /&gt;
* Fixed name of train field in on_train_created event. ([https://forums.factorio.com/44838 more])&lt;br /&gt;
* Fixed the technology list scrollbar position reset after clicking any technology.&lt;br /&gt;
* Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid. ([https://forums.factorio.com/44842 more])&lt;br /&gt;
* Fixed crash when using recipes in furnaces that don&#039;t produce the exact amount of output items as the furnace output slots. ([https://forums.factorio.com/44707 more])&lt;br /&gt;
* Fixed crash when loading some older save files in 0.15 related to modded recipes. https://forums.factorio.com/44852)&lt;br /&gt;
* Fixed crash due to &amp;quot;Construction robot is in invalid state&amp;quot;. ([https://forums.factorio.com/44817 more])&lt;br /&gt;
* Fixed game hang when connecting train in a loop ([https://forums.factorio.com/44666 more])&lt;br /&gt;
== Version: 0.15.1 ==&lt;br /&gt;
Date: 24. 04. 2017&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Reduced noise effect on zoom-to-world view.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed update error.&lt;br /&gt;
* Fixed Steam config loading error.&lt;br /&gt;
* Fixed headless not starting without server-settings.json ([https://forums.factorio.com/44537 more])&lt;br /&gt;
* Fixed the &amp;quot;reset&amp;quot; button in the generate map GUI wouldn&#039;t reset settings to the actual default values. ([https://forums.factorio.com/44527 more])&lt;br /&gt;
* Fixed that right clicking icon in the tag edit gui crashed the game. ([https://forums.factorio.com/44541 more])&lt;br /&gt;
== Version: 0.15.0 ==&lt;br /&gt;
Date: 24. 04. 2017&lt;br /&gt;
===  Configuration ===&lt;br /&gt;
* Configuration has been reset.&lt;br /&gt;
===  Major features ===&lt;br /&gt;
* Research overhaul. 4 new science packs: Military, Production, High-tech and space.&lt;br /&gt;
* Space science packs are generating by launching a rocket.&lt;br /&gt;
* Added infinite researches.&lt;br /&gt;
* Nuclear power.&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
===  Features ===&lt;br /&gt;
* Map Interaction improvements:&lt;br /&gt;
* Selectable map overlays: logistics networks, pollution, electric network, turret range, etc.&lt;br /&gt;
* Train stations and trains can be opened by clicking them while in the map view.&lt;br /&gt;
* Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though.&lt;br /&gt;
* Custom map markers can be added by the players.&lt;br /&gt;
* Added wagon for transporting fluids.&lt;br /&gt;
* One side of pump can connect to the fluid wagon, the other side has to be connected to something else.&lt;br /&gt;
* When dying in multiplayer you leave behind a body with your items that slowly degrades.&lt;br /&gt;
* Added infinite mining productivity research, each tier increases mining productivity by 2%.&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.&lt;br /&gt;
* Added coal liquefaction oil processing recipe.&lt;br /&gt;
* Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.&lt;br /&gt;
* Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.&lt;br /&gt;
* New scenarios: PvP and Wave defense.&lt;br /&gt;
===  Graphics ===&lt;br /&gt;
* Added high graphics quality option. In this settings the following list of things will have double resolution:&lt;br /&gt;
** Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources&lt;br /&gt;
* New ore graphics that makes the ore patches look less tiled.&lt;br /&gt;
* Tweaked the GUI graphics.&lt;br /&gt;
* Decreased the size of the recipe icons on assembling machine by 23%.&lt;br /&gt;
===  Minor features ===&lt;br /&gt;
* Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.&lt;br /&gt;
* Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.&lt;br /&gt;
* Fast replacing input piece of underground belt will also fast replace ouput piece if possible.&lt;br /&gt;
* Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}&lt;br /&gt;
* Added warning for situation when robots don&#039;t have storage place to put items in the logistics network.&lt;br /&gt;
* Pumps show their direction in the detailed view.&lt;br /&gt;
* Belts and pipes show correct connections when building a bluprint.&lt;br /&gt;
* Technologies show the required science packs below the icons in the technology GUI list.&lt;br /&gt;
* Technologies are sorted by the science packs needed.&lt;br /&gt;
* Added /screenshot command - takes a screenshot of your current game screen.&lt;br /&gt;
* Added support for equipment grids in the map editor.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.&lt;br /&gt;
* Added optional filters to the deconstruction planner.&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.&lt;br /&gt;
* Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.&lt;br /&gt;
* Added reverse-rotate.&lt;br /&gt;
* Offshore pump and generator show pumping speed/fluid usage.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Mining rails is disabled if mining starts with trains or gates.&lt;br /&gt;
* Toggle fullscreen using Alt + Enter.&lt;br /&gt;
* Added &amp;quot;f&amp;quot;/&amp;quot;force&amp;quot; option to the /players command&lt;br /&gt;
* Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).&lt;br /&gt;
* Added /open command - opens another players inventory if you&#039;re an admin.&lt;br /&gt;
* Added /alerts command - configures alerts for your player.&lt;br /&gt;
* Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.&lt;br /&gt;
* Added /seed command - prints the map seed.&lt;br /&gt;
* Added fluids to the production GUI.&lt;br /&gt;
* Added kill statistics GUI.&lt;br /&gt;
* Added enable/disable all mods button to the mod manager GUI.&lt;br /&gt;
* Added automatic barreling support for all fluids.&lt;br /&gt;
* Cargo wagons can have settings copied from any distance like Locomotives.&lt;br /&gt;
* Added the ability to auto-launch the rocket.&lt;br /&gt;
* Train stops can be colored like trains.&lt;br /&gt;
* Fish can be collected by robots.&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* Show fog-of-war and radar radius when holding radar in cursor.&lt;br /&gt;
* Seed for map creation on the headless server can be specified via map-gen-settings.json&lt;br /&gt;
* Damaged items merge into one stack, the health of the stack will be the average of the items.&lt;br /&gt;
* Added server whitelist support -- see the /whitelist console command.&lt;br /&gt;
* Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.&lt;br /&gt;
* Added &amp;quot;favourite&amp;quot; feature in public games list: Keep your favourite servers at the top of the list.&lt;br /&gt;
* Added /permissions command for managing permissions in a multiplayer game.&lt;br /&gt;
* Added ability to change individual inserter stack size bonuses through GUI or the circuit network.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Server console will print JOIN and LEAVE messages for players joining or leaving.&lt;br /&gt;
* Server console messages that aren&#039;t a part of the main log can be logged separately by running the server with the --console-log option.&lt;br /&gt;
* Translatable energy units and SI prefixes (eg. &amp;quot;100 ГВт&amp;quot;).&lt;br /&gt;
* Furnaces and assembling machines show the amount of products finished.&lt;br /&gt;
===  Balancing ===&lt;br /&gt;
* Increased the rate at which resources grow with distance from the center by 50%.&lt;br /&gt;
* Crude oil balancing: Halved the resource amount on the map&lt;br /&gt;
** Increased the minimum yield from 10% to 20%&lt;br /&gt;
** Halved the rate of depletion.&lt;br /&gt;
** Doubled the starting yield.&lt;br /&gt;
** Fixed that the mechanics of increasing richness with distance from start wasn&#039;t working for crude oil.&lt;br /&gt;
* Increased module inventory size of Chemical plant and oil refinery from 2 to 3.&lt;br /&gt;
* Increased logistic slot/trash slot count from 5 per level to 6 per level.&lt;br /&gt;
* Removed processing unit from the modular armor and portable solar panel recipe.&lt;br /&gt;
* Increased the pump pumping speed 4 times.&lt;br /&gt;
* Reduced the plastic bar recipe requirement of petroleum gas 30 -&amp;gt; 20&lt;br /&gt;
* Reduced the electric engine recipe requirement of lubricant 20 -&amp;gt; 15&lt;br /&gt;
* Reduced the electric furnace recipe requirement of steel 15 -&amp;gt; 10&lt;br /&gt;
* Reduced the steel furnace recipe requirement of steel 8 -&amp;gt; 6&lt;br /&gt;
* Reduced the pumpjack recipe requirement of steel 10 -&amp;gt; 5&lt;br /&gt;
* Reduced crafting time:&lt;br /&gt;
** Engine unit + electric engine unit: 20 -&amp;gt; 10&lt;br /&gt;
** Pumpjack 10 -&amp;gt; 8&lt;br /&gt;
** Advanced circuit 8 -&amp;gt; 6&lt;br /&gt;
** Processing unit 15 -&amp;gt; 10&lt;br /&gt;
** Cracking recipes 5 -&amp;gt; 3&lt;br /&gt;
* Increased stack size of stone wall pipe and belts 50 -&amp;gt; 100&lt;br /&gt;
* Increased the maximum power production of steam engine from 510kW to 900kW&lt;br /&gt;
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.&lt;br /&gt;
* Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).&lt;br /&gt;
===  Combat Balancing ===&lt;br /&gt;
* Player regains health at a much higher rate, but only after being out of combat for 10 seconds.&lt;br /&gt;
* Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.&lt;br /&gt;
* Decreased the size of Discharge defense equipment from 3x3 to 2x2.&lt;br /&gt;
* Greatly increased the damage of Personal Laser Defense Equipment.&lt;br /&gt;
* Flamthrower gun has a minimum range of 3.&lt;br /&gt;
* The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.&lt;br /&gt;
* Increased fire resistance of biter bases.&lt;br /&gt;
* Increased the health of player non-combat buildings.&lt;br /&gt;
* Increased player health from 100 to 250.&lt;br /&gt;
* Increased collected amount and effectiveness of Fish.&lt;br /&gt;
* Increased the damage, range and health of biters worms.&lt;br /&gt;
* Decreased health and resistance of Behemoth biters.&lt;br /&gt;
* Doubled the stack size of all ammos.&lt;br /&gt;
* Tweaked the cost and crafting time of some ammos.&lt;br /&gt;
* Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.&lt;br /&gt;
* Increased the collision box of Cannon Shells.&lt;br /&gt;
* Increased Tank health and resistances.&lt;br /&gt;
* Added research for Tank Cannon Shells damage and shooting speed.&lt;br /&gt;
* Tweaked research bonuses and added more end-game research for military upgrades.&lt;br /&gt;
* Greatly increased the damage of Mines. They also stun nearby enemies when they explode.&lt;br /&gt;
* Added uranium rounds magazine and uranium cannon shells.&lt;br /&gt;
* Added flamethrower to the tank.&lt;br /&gt;
* Other minor changes.&lt;br /&gt;
===  Optimizations ===&lt;br /&gt;
* Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.&lt;br /&gt;
* Improved performance when tiles are changed due to migration/mod removal.&lt;br /&gt;
* Significantly improved GUI performance for inventories that required scroll bars.&lt;br /&gt;
* Improved GUI performance in general.&lt;br /&gt;
* Improved performance of radars scanning chunks.&lt;br /&gt;
* Improved map generation speed and generation algorithm.&lt;br /&gt;
* Improved game load performance when a large amount of mod data exists in the save.&lt;br /&gt;
* Optimized graph rendering in production statistics window.&lt;br /&gt;
* Improved regenerate entity performance.&lt;br /&gt;
* Improved network map transfer performance.&lt;br /&gt;
* Improved train performance when building/mining rail related entities.&lt;br /&gt;
* Optimized memory requirements for storing tiles under concrete.&lt;br /&gt;
===  Circuit Network ===&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added &amp;gt;=, &amp;lt;=, != to the Decider Combinator and Circuit Conditions.&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.&lt;br /&gt;
* Removed support of 32 bit systems.&lt;br /&gt;
* Removed alien artifacts and alien science packs from the game completely.&lt;br /&gt;
* Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.&lt;br /&gt;
* Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).&lt;br /&gt;
* Changed &amp;quot;small pump&amp;quot; to &amp;quot;pump&amp;quot;. Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
* The &amp;quot;decorative&amp;quot; entity type has been deprecated and replaced with the prototype type &amp;quot;optimized-decorative&amp;quot;.&lt;br /&gt;
* Multiplied all fluid amounts by 10.&lt;br /&gt;
* All default map editor actions are now on left click.&lt;br /&gt;
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.&lt;br /&gt;
* When the active train stop is removed trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
* Changed the default comparison type for train conditions to &amp;quot;or&amp;quot;.&lt;br /&gt;
* Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.&lt;br /&gt;
* Research started/changed notifications are only shown when in multiplayer.&lt;br /&gt;
* Crafting is now paused when the results can&#039;t be given to the player instead of spilling them on the ground.&lt;br /&gt;
* Changed evolution from global to per force.&lt;br /&gt;
* Disabled mining of vehicles other players are driving.&lt;br /&gt;
* Decreased biter sounds volumes&lt;br /&gt;
* Laser turret projectiles move much faster&lt;br /&gt;
* Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.&lt;br /&gt;
* Restart button now uses map generation settings from currently loaded save.&lt;br /&gt;
* New rocket silo GUI and visbility button for freeplay and sandbox scenarios.&lt;br /&gt;
* Unified internal name of the &#039;flame-thrower&#039; to &#039;flamethrower&#039;.&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.&lt;br /&gt;
* Trains are now always visible on the map, not only on chunks observed by radars or players.&lt;br /&gt;
* Renamed &amp;quot;armor-making-2&amp;quot; to &amp;quot;heavy-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;armor-making-3&amp;quot; to &amp;quot;power-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;.&lt;br /&gt;
* Increased blueprint book size to hold 1000 blueprints&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.&lt;br /&gt;
* Added combinator working, wire hold and wire place sounds.&lt;br /&gt;
* Single player can be continued when you die.&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Fast cropping of sprite boundaries - it&#039;s no longer necessary to delete crop-cache.dat when existing sprites are modified.&lt;br /&gt;
* Utility sprites are now defined fully in the core mod prototypes.&lt;br /&gt;
* Added support for burner type generator-equipment.&lt;br /&gt;
* Added &amp;quot;simple-entity-with-force&amp;quot; and &amp;quot;simple-entity-with-owner&amp;quot; entity types.&lt;br /&gt;
* Boiler has now dynamically specified energy source (as inserter and similar).&lt;br /&gt;
* Added support for mod settings: startup, runtime, and runtime-per-user.&lt;br /&gt;
* Added commandline option --check-unused-prototype-data&lt;br /&gt;
* Added a &amp;quot;nothing&amp;quot; technology modifier type with an &amp;quot;effect_key&amp;quot; property for script-based-effect research.&lt;br /&gt;
* Redundant technology prerequisites are logged when verbose logging is enabled.&lt;br /&gt;
* Changed technology prototype icon_size to default to 32 instead of 64.&lt;br /&gt;
* In any instance an icon isn&#039;t 32x32 the icon_size property must be set to the actual size of the (square) icon.&lt;br /&gt;
* Added the ability to have &amp;quot;friend&amp;quot; forces. Friend forces are given unrestricted access to buildings and won&#039;t be attacked.&lt;br /&gt;
* Changed container entities to not scale info icons by default + added the optional prototype property &amp;quot;scale_info_icons&amp;quot; to enable scaling.&lt;br /&gt;
* Added property &amp;quot;turret_base_has_direction&amp;quot; to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.&lt;br /&gt;
* Added support for different recipe and technology complexity definitions.&lt;br /&gt;
* Added &amp;quot;item-with-tags&amp;quot; item type that can store any basic arbitrary Lua data.&lt;br /&gt;
* Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).&lt;br /&gt;
* &amp;quot;animation_speed&amp;quot; property of animation definitions has to be greater than 0.&lt;br /&gt;
* Renamed smoke-with-trigger &amp;quot;action_frequency&amp;quot; property to &amp;quot;action_cooldown&amp;quot;.&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Added &amp;quot;by_script&amp;quot; to on_research_finished.&lt;br /&gt;
* Added &amp;quot;cause&amp;quot; to on_entity_died - the entity that did the killing if available.&lt;br /&gt;
* Added &amp;quot;recipe&amp;quot; to on_player_crafted_item.&lt;br /&gt;
* Added &amp;quot;rocket_silo&amp;quot; to the rocket launched event.&lt;br /&gt;
* Added 4th custom gui root position &amp;quot;goal&amp;quot;, which is used in the objectives.&lt;br /&gt;
* Added column_alignments settings in table style.&lt;br /&gt;
* Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.&lt;br /&gt;
* Added LuaCircuitNetwork::network_id read.&lt;br /&gt;
* Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.&lt;br /&gt;
* Added LuaControl::shooting_state, repair_state, picking_state read/write.&lt;br /&gt;
* Added LuaCustomChartTag + LuaForce API to add/find them.&lt;br /&gt;
* Added LuaDecorativePrototype.&lt;br /&gt;
* Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.&lt;br /&gt;
* Added LuaEntity::get_logistic_point().&lt;br /&gt;
* Added LuaEntity::graphics_variation read/write for simple entities and trees.&lt;br /&gt;
* Added LuaEntity::shooting_target read/write for turrets.&lt;br /&gt;
* Added LuaEntity::stickers read. The stickers attached to a given entity.&lt;br /&gt;
* Added LuaEntityPrototype::crafting_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste,   shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.&lt;br /&gt;
* Added LuaEntityPrototype::get_inventory_size().&lt;br /&gt;
* Added LuaEntityPrototype::ingredient_count read.&lt;br /&gt;
* Added LuaEntityPrototype::module_inventory_size read.&lt;br /&gt;
* Added LuaEquipmentGrid::get_contents, shield, and max_shield.&lt;br /&gt;
* Added LuaFluidBox::owner read + get_capacity and get_connections methods.&lt;br /&gt;
* Added LuaForce::evolution_factor.&lt;br /&gt;
* Added LuaForce::is_chunk_visible().&lt;br /&gt;
* Added LuaForce::set_friend/get_friend.&lt;br /&gt;
* Added LuaGui::children read.&lt;br /&gt;
* Added LuaGuiElement drop-down type.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;camera&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;choose-elem-button&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement::children read.&lt;br /&gt;
* Added LuaGuiElement::clear to remove all the contents of the element.&lt;br /&gt;
* Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.&lt;br /&gt;
* Added LuaInventory::entity_owner, player_owner, and equipment_owner read.&lt;br /&gt;
* Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.&lt;br /&gt;
* Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.&lt;br /&gt;
* Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.&lt;br /&gt;
* Added LuaPlayer::add_alert, remove_alert, and get_alerts.&lt;br /&gt;
* Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.&lt;br /&gt;
* Added LuaPlayer::opened write.&lt;br /&gt;
* Added LuaPlayer::opened_gui_type read.&lt;br /&gt;
* Added LuaRandomGenerator.&lt;br /&gt;
* Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.&lt;br /&gt;
* Added LuaSurface::find_logistic_networks_by_construction_area(..).&lt;br /&gt;
* Added LuaSurface::get_trains() and LuaForce::get_trains().&lt;br /&gt;
* Added LuaSurface::regenerate_decorative().&lt;br /&gt;
* Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().&lt;br /&gt;
* Added LuaTransportLine::operator[] and operator#.&lt;br /&gt;
* Added Mod gui script for easy consistent styling of mod buttons and frames within the game.&lt;br /&gt;
* Added mouse info to the gui clicked event.&lt;br /&gt;
* Added on_biter_base_built - fires when biters build bases during migration.&lt;br /&gt;
* Added on_entity_renamed - fires when an entity is renamed either by the player or through script.&lt;br /&gt;
* Added on_gui_selection_state_changed - fires when an item in a drop-down gui element is selected.&lt;br /&gt;
* Added on_market_item_purchased - fires when a player purchases something from a market entity.&lt;br /&gt;
* Added on_player_changed_force - fires when a players force is changed.&lt;br /&gt;
* Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.&lt;br /&gt;
* Added on_player_mined_entity and on_robot_mined_entity events.&lt;br /&gt;
* Added on_runtime_mod_setting_changed event - fires when a player changes runtime mod settings.&lt;br /&gt;
* Added on_selected_entity_changed - fires when the selected entity for a player changes.&lt;br /&gt;
* Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.&lt;br /&gt;
* Added on_train_created event.&lt;br /&gt;
* Added optional &amp;quot;surface&amp;quot; to LuaForce::chart_all().&lt;br /&gt;
* Added optional fields &amp;quot;durability&amp;quot; and &amp;quot;ammo&amp;quot; when using SimpleItemStack definitions.&lt;br /&gt;
* Added optional parameter &amp;quot;return_item_request_proxy&amp;quot; to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.&lt;br /&gt;
* Added player_index to the entity settings pasted events.&lt;br /&gt;
* Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui&lt;br /&gt;
* Added remote interface to freeplay and sandbox scripts.&lt;br /&gt;
* Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.&lt;br /&gt;
* Added support for LuaFlowStatistics read on electric poles.&lt;br /&gt;
* Added support for specifying the &amp;quot;max_range&amp;quot; of a projectile when created through create_entity.&lt;br /&gt;
* Added support for turret orientation read/write through LuaEntity::orientation.&lt;br /&gt;
* Added the ability for mods to register commands.&lt;br /&gt;
* Added the ability to read item_requests from item request proxy entities as well as ghosts.&lt;br /&gt;
* Added the ability to read reach distances off the player or character entity.&lt;br /&gt;
* Changed less_then to less_than in lua GUI progress bar style specification. ([https://forums.factorio.com/33196 more])&lt;br /&gt;
* Changed LuaEntity::item_requests to match the docs format.&lt;br /&gt;
* Changed LuaEntity::passenger to work with both character entities and players.&lt;br /&gt;
* Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.&lt;br /&gt;
* Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.&lt;br /&gt;
* Changed LuaSurface::create_entity{name=&amp;quot;item-on-ground&amp;quot;, stack=...} to accept the same format for item stacks as the rest of the Lua API.&lt;br /&gt;
* Changed the player built event to include the item name used to do the building if possible and include the tags from the &amp;quot;item-with-tags&amp;quot; item if possible.&lt;br /&gt;
* Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.&lt;br /&gt;
* Expanded LuaStyle read/write property support.&lt;br /&gt;
* Fixed LuaSurface::spill_item_stack didn&#039;t interpret &amp;quot;enable_looted&amp;quot; parameter properly. ([https://forums.factorio.com/38717 more])&lt;br /&gt;
* LuaForce::reset() now resets everything about the force to the default state.&lt;br /&gt;
* Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.&lt;br /&gt;
* Moved game.get_event_handler and game.raise_event to &amp;quot;script&amp;quot;.&lt;br /&gt;
* Removed Lua.coroutine due to potential exploits.&lt;br /&gt;
* Removed LuaGameScript::evolution_factor.&lt;br /&gt;
* Removed LuaGameScript::save/load.&lt;br /&gt;
* Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren&#039;t replay/MP safe.&lt;br /&gt;
* Removed LuaSurface::get_tileproperties.&lt;br /&gt;
* Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they&#039;ve been merged into the production versions.&lt;br /&gt;
* The goal and left gui element has default direction vertical.&lt;br /&gt;
* Utility sprites can be used in the sprite button.&lt;br /&gt;
===  Command line interface ===&lt;br /&gt;
* Added map-settings option when creating map, it can be used to specify a file with map settings to be  used instead of the defaults.&lt;br /&gt;
* Added preset option when creating map.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed that setting LuaForce::ai_controllable to false wouldn&#039;t prevent pollution-based unit group formation. ([https://forums.factorio.com/35650 more])&lt;br /&gt;
* Fixed graphics settings UI scale would change just by opening the GUI. ([https://forums.factorio.com/35588 more])&lt;br /&gt;
* Fixed UAC prompt would cause error and application termination during sprite loading on Windows. ([https://forums.factorio.com/35157 more])&lt;br /&gt;
* Fixed map generation could in some instances not correctly generate entities.&lt;br /&gt;
* Fixed crash when regenerating entities that are disabled by map generator settings ([https://forums.factorio.com/31872 more])&lt;br /&gt;
* Attempt to fix an ocasional crash when DNS lookup fails ([https://forums.factorio.com/37426 more])&lt;br /&gt;
* Fixed crash when ammo was consumed fully by script during shooting. ([https://forums.factorio.com/38701 more])&lt;br /&gt;
* The Equipment Grid GUI is now scaled with the rest of the UI. ([https://forums.factorio.com/38979 more])&lt;br /&gt;
* Fixed possible crash caused by improper primary display detection. ([https://forums.factorio.com/39167 more])&lt;br /&gt;
* Fixed occasional broadcast related crashes on OSX ([https://forums.factorio.com/39250 more])&lt;br /&gt;
* Fixed building train vehicle in a way, that it connects on both sides. ([https://forums.factorio.com/37645 more])&lt;br /&gt;
* Fixed entities with efficiency modules wouldn&#039;t consume the correct amount of energy in some cases. ([https://forums.factorio.com/38884 more])&lt;br /&gt;
* Fixed problems when clicking connect button in server list too fast ([https://forums.factorio.com/38240 more])&lt;br /&gt;
* Fixed crash when removing large-tiles from a tile prototype definition. ([https://forums.factorio.com/39586 more])&lt;br /&gt;
* Fixed crash when mod created exoskeleton equipment with zero energy consumption. ([https://forums.factorio.com/39631 more])&lt;br /&gt;
* Fixed electric pole would draw wires to invisible ghost of enemy force. ([https://forums.factorio.com/38641 more])&lt;br /&gt;
* Fixed crash when refreshing in the browse mods GUI in some instances. ([https://forums.factorio.com/39032 more])&lt;br /&gt;
* Fixed crash when clicking the same tick the map is loaded. ([https://forums.factorio.com/39713 more])&lt;br /&gt;
* Fixed LuaGameScript::get_event_handler not working. ([https://forums.factorio.com/39959 more])&lt;br /&gt;
* Fixed desync when demoting every player on a server. ([https://forums.factorio.com/40062 more])&lt;br /&gt;
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player&#039;s inventory. ([https://forums.factorio.com/41159 more])&lt;br /&gt;
* Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. ([https://forums.factorio.com/41171 more])&lt;br /&gt;
* Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. ([https://forums.factorio.com/41328 more])&lt;br /&gt;
* Fixed extremely slow deleting of selection in text fields. ([https://forums.factorio.com/41638 more])&lt;br /&gt;
* Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.&lt;br /&gt;
* Fixed rail integrity error when train crashes into itself. ([https://forums.factorio.com/38046 more])&lt;br /&gt;
* Fixed virtual signals wouldn&#039;t be sorted correctly by subgroup. ([https://forums.factorio.com/42558 more])&lt;br /&gt;
* Fixed typing in the save-replay GUI could move your player around. ([https://forums.factorio.com/39858 more])&lt;br /&gt;
* Fixed that manually created unit groups wouldn&#039;t be automatically removed when all their members died. ([https://forums.factorio.com/42903 more])&lt;br /&gt;
* Fixed crash when trying to make an entity ghost of an invalid entity through script. ([https://forums.factorio.com/43467 more])&lt;br /&gt;
* Fixed rail signals not reconnect after removing rails in some setups. ([https://forums.factorio.com/41005 more])&lt;br /&gt;
* Fixed trains switched to manual mode wouldn&#039;t trigger inserters when they coasted to a stop. ([https://forums.factorio.com/43160 more])&lt;br /&gt;
* Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. ([https://forums.factorio.com/43610 more])&lt;br /&gt;
* Underground belt connects only to underground belt of the same force.&lt;br /&gt;
* Fixed personal roboport ended search for nearby ghosts prematurely if a pghost found couldn&#039;t be built due to missing item. ([https://forums.factorio.com/44179 more])&lt;br /&gt;
* Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. ([https://forums.factorio.com/44344 more])&lt;br /&gt;
* Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.&lt;/div&gt;</summary>
		<author><name>KamranMackey</name></author>
	</entry>
</feed>