<?xml version="1.0"?>
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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Khaylain</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=Khaylain"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Khaylain"/>
	<updated>2026-04-24T00:25:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=207683</id>
		<title>Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=207683"/>
		<updated>2024-12-09T21:35:17Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Removed claim it got a significant buff to power generation, as 1.1 PFuR has the same power generation as 2.0.7 PFiR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fission reactor}}&lt;br /&gt;
&#039;&#039;&#039;Portable fission reactors&#039;&#039;&#039; are advanced power generating modules for [[modular armor]], [[power armor]], [[power armor MK2]] and the [[spidertron]].  They generate 750kW of power, equivalent to 25 [[portable solar panel]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fission reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
Portable fission reactors are essential items for power armor and power armor MK2, as running the many other modules in these armors would take far too many solar panels to be practical.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced.&lt;br /&gt;
** Functionally a replacement for the 1.1.110 [[portable fusion reactor]].&lt;br /&gt;
** All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Logistic_system_(research)&amp;diff=205011</id>
		<title>Infobox:Logistic system (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Logistic_system_(research)&amp;diff=205011"/>
		<updated>2024-11-05T20:34:58Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added back in the information by Themanwhosoldtheworld 1967 (talk) with the new Space Age cost tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = logistic-system&lt;br /&gt;
| category = Technology&lt;br /&gt;
|cost = Time, 30 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Utility science pack, 1&lt;br /&gt;
|cost-multiplier = 500&lt;br /&gt;
|required-technologies = Logistic robotics + Utility science pack&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|space-age-cost = Time, 30 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Space science pack, 1&lt;br /&gt;
|| effects = Active provider chest + Buffer chest + Requester chest&lt;br /&gt;
|space-age-effects = Active provider chest + Buffer chest + Requester chest + (tank logistics (todo)),todo&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Cliff_explosives_(research)&amp;diff=205010</id>
		<title>Infobox:Cliff explosives (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Cliff_explosives_(research)&amp;diff=205010"/>
		<updated>2024-11-05T20:25:22Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added some of the template for the Space Age recipe for the technology unlock. Needs the right numbers, and probably fixing the science cost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = cliff-explosives&lt;br /&gt;
|category = Technology&lt;br /&gt;
|cost = Time, 15 + Automation science pack, 1 + Logistic science pack, 1&lt;br /&gt;
|cost-multiplier = 200&lt;br /&gt;
|required-technologies = Explosives + Military 2, 2&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|space-age-cost = Time, x + Space science pack, x&lt;br /&gt;
|space-age-cost-multiplier unknown&lt;br /&gt;
|effects = Cliff explosives&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Logistic_system_(research)&amp;diff=205009</id>
		<title>Infobox:Logistic system (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Logistic_system_(research)&amp;diff=205009"/>
		<updated>2024-11-05T19:40:41Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Undo revision 204346 by Themanwhosoldtheworld 1967 (talk) It does not require Space Science pack in 2.0, only in Space Age. Set up a separate one for Space Age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = logistic-system&lt;br /&gt;
| category = Technology&lt;br /&gt;
|cost = Time, 30 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Utility science pack, 1&lt;br /&gt;
|cost-multiplier = 500&lt;br /&gt;
|required-technologies = Logistic robotics + Utility science pack&lt;br /&gt;
|| effects = Active provider chest + Buffer chest + Requester chest&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Replay_system&amp;diff=191729</id>
		<title>Replay system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Replay_system&amp;diff=191729"/>
		<updated>2023-06-29T16:19:59Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added info about where the setting is located to avoid confusion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A replay is a file stored within the game save, containing any information needed to repeat (replay) a game from start, in a movie-like fashion. This feature is to allow players to view how their world came to be.&lt;br /&gt;
&lt;br /&gt;
== Creating &amp;amp; playing a replay ==&lt;br /&gt;
&lt;br /&gt;
Replays can be automatically generated as the map is played, behind the scenes. To enable this, the &amp;quot;Record replay&amp;quot; option needs to be checked when starting a new game. This setting is in the top right when selecting game modes (freeplay, scenarioes, etc.) before map settings. Replays have rather strong limitations, see below.&lt;br /&gt;
&lt;br /&gt;
Playing a replay will play back in chronological order the actions taken in the world, as if the player was recording. The speed of playback can be increased or decreased to fine-tune the viewing experience. &lt;br /&gt;
&lt;br /&gt;
To play replays, from the main menu go to Single player → Load game, then find the ▶ Start replay button in the upper right. &lt;br /&gt;
&lt;br /&gt;
=== The replay GUI ===&lt;br /&gt;
&lt;br /&gt;
A simple control GUI is available to control replay playback:&lt;br /&gt;
&lt;br /&gt;
[[File:replay GUI.png]]&lt;br /&gt;
&lt;br /&gt;
The top bar shows the position in the replay out of the total time of the replay. The buttons allow to:&lt;br /&gt;
* Pause/play the replay &lt;br /&gt;
* Slow down playback &lt;br /&gt;
* Speed up playback &lt;br /&gt;
&lt;br /&gt;
In multiplayer replays it is also possible to change the viewpoint player via the dropdown. Furthermore, {{Keybinding|F10}} can be used to switch to the next viewpoint player in the list.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Replays for worlds created in older versions cannot be played. Downgrading is needed to view the replay.&lt;br /&gt;
* Adding/removing mods to the save will also break the replay.&lt;br /&gt;
* Playback view is locked to the character in singleplayer.&lt;br /&gt;
* There is no way to skip ahead, the entire replay must be watched up until the point of interest.&lt;br /&gt;
* Re-winding (A.K.A. Going backwards in time ) is not possible.&lt;br /&gt;
&lt;br /&gt;
== Advanced features ==&lt;br /&gt;
&lt;br /&gt;
* The game can be saved at any time during playback, thus it is possible to play again from any time during the replay.&lt;br /&gt;
** This also allows to inspect the state at that point in time without zoom or movement limitations.&lt;br /&gt;
* Changing the script files inside the save will not invalidate the replay. This can be used to add scripts that do not affect the game state, such as taking screenshots in the background as the replay runs. Scripts that affect the game state (e.g. creating entities) will break the replay.&lt;br /&gt;
* Converting a save to a scenario and then starting a new game from that scenario restarts the replay at that point. This can be used to begin recording from a point after initial save creation, e.g. after mod or version changes have invalidated the previous replay. These are the steps to convert a save to a scenario and then start a new save game with replay enable:&lt;br /&gt;
** Main menu → Map editor → Convert save → Select the save file → Convert&lt;br /&gt;
** Main menu → Single player → New game → Select the scenario with the save name in the &amp;quot;User scenarios&amp;quot; → Check &amp;quot;Record replay&amp;quot; in the top right → Play&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Multiplayer]]&lt;br /&gt;
* [[Application directory]]&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170796</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170796"/>
		<updated>2019-03-18T22:59:49Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added date for 0.17.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.17.15 ==&lt;br /&gt;
Date 18.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that trains wouldn&#039;t depart for temporary stops when waiting at a station. ([https://forums.factorio.com/67811 more])&lt;br /&gt;
* Fixed that two headed train running out of fuel didn&#039;t trigger the out of fuel alert in one of the directions. ([https://forums.factorio.com/67820 more])&lt;br /&gt;
* Improved Compilatron&#039;s ability to select a free space when indicating structures by a factor of 16.6.&lt;br /&gt;
* The player must now wait for Compilatron to follow before being allowed to evacuate the first area of the NPE.&lt;br /&gt;
* The player must collect at least some of their structures before evacuating the first area of the NPE.&lt;br /&gt;
* Updated the player spawn after big biter attack in case the player wants to check how aggressive the biters are.&lt;br /&gt;
* Compilatron now has its own icon.&lt;br /&gt;
* Biters and worms in the NPE will now be aggressive except in special situations.&lt;br /&gt;
&lt;br /&gt;
=== Gui ===&lt;br /&gt;
&lt;br /&gt;
* It is now possible to scroll horizontally with a touch pad in the tech tree view. ([https://forums.factorio.com/66874 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed bugged Compilatron speech in NPE when showing blocked miner.&lt;br /&gt;
* Turrets placed in the starting area will now be detected during the entrench step of the NPE. ([https://forums.factorio.com/67772 more])&lt;br /&gt;
* Fixed flamethrower turret range visualization was rendered in wrong layer. ([https://forums.factorio.com/67903 more])&lt;br /&gt;
* Fixed editing map gen settings in the map editor would crash the game. ([https://forums.factorio.com/67839 more])&lt;br /&gt;
* Fixed that robots would still try to deconstruct trains that left their network. ([https://forums.factorio.com/67916 more])&lt;br /&gt;
* Reduced screen tearing on Windows 7 when Aero is disabled. ([https://forums.factorio.com/67158 more])&lt;br /&gt;
* Fixed that converting games to scenarios and back could corrupt script global data. ([https://forums.factorio.com/66812 more])&lt;br /&gt;
* Fixed that disabling friendly fire prevented fish from healing. ([https://forums.factorio.com/67953 more])&lt;br /&gt;
* Fixed that LuaEntity::destroy({do_cliff_correction=true}) was ignored. ([https://forums.factorio.com/67837 more])&lt;br /&gt;
* Fixed toggle state of item selection buttons when clicked with item to fast-select. ([https://forums.factorio.com/67465 more])&lt;br /&gt;
* Fixed that the Q that cancels wire dragging also removed the hand from the quickbar. ([https://forums.factorio.com/67192 more])&lt;br /&gt;
* Fixed that selecting quickbar slot while dragging wire only cancelled the dragging, but had to be pressed again to select the slot. ([https://forums.factorio.com/67192 more])&lt;br /&gt;
* Fixed that modded fluid streams could crash the game in some situations. ([https://forums.factorio.com/67999 more])&lt;br /&gt;
* Fixed that keys blocked by textfield didn&#039;t include CONTROL + A (to select all), the same way as it is doing for (CONTROL + C/V/X). ([https://forums.factorio.com/67047 more])&lt;br /&gt;
* Fixed the double-click to clear functionality of number text field. ([https://forums.factorio.com/67949 more])&lt;br /&gt;
* Fixed a crash when migrating mods related to assembling machines and fluids. ([https://forums.factorio.com/67118 more])&lt;br /&gt;
* Fixed that exporting a blueprint to the library could crash the game. ([https://forums.factorio.com/67987 more])&lt;br /&gt;
* Fixed a crash when a modded assembler is built over a ghost of assembler with different rotation. ([https://forums.factorio.com/67732 more])&lt;br /&gt;
* Fixed damage technology migrations not migrating infinite technologies properly. ([https://forums.factorio.com/67731 more])&lt;br /&gt;
* Potentially fixed a Linux-specific bug where the game would react to key presses not intended for it. ([https://forums.factorio.com/66402 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaGameScript::create_profiler() which can be used to measure script performance.&lt;br /&gt;
&lt;br /&gt;
== 0.17.14 ==&lt;br /&gt;
Date 15.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that research queue setting in the New Map GUI wouldn&#039;t remember its value. ([https://forums.factorio.com/67370 more])&lt;br /&gt;
* Fixed a crash when hand replacing an assembler ghost with fluid mixing. ([https://forums.factorio.com/67732 more])&lt;br /&gt;
* Fixed migration of fluid-using modded mining drill.&lt;br /&gt;
* Fixed ten_minutes modifier bug in NPE.&lt;br /&gt;
* Fixed broken resetting of scenario context.&lt;br /&gt;
&lt;br /&gt;
== 0.17.13 ==&lt;br /&gt;
Date 15.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Modified NPE quest structure to give the player more notice of impending attacks&lt;br /&gt;
* Added missing Steel plate recipe to NPE tech tree ([https://forums.factorio.com/67504 more])&lt;br /&gt;
* Removed unneeded Iron stick recipe from NPE&lt;br /&gt;
* Fast replacing between rail signal and rail chain signal will preserve circuit wire connection and relevant settings. ([https://forums.factorio.com/67682 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the evolution pollution factor wasn&#039;t migrated properly. (pollution was increasing evolution 16.6 times faster than it should for existing saves).&lt;br /&gt;
* Fixed a crash when trying to assign invalid things to LuaPlayer::game_view_settings. ([https://forums.factorio.com/67682 more])&lt;br /&gt;
* Fixed that replays could trigger autosaves and take screenshots. ([https://forums.factorio.com/65901 more])&lt;br /&gt;
* Fixed that changing mod settings through Lua commands wouldn&#039;t trigger the settings-changed event. ([https://forums.factorio.com/66395 more])&lt;br /&gt;
* Fixed that /config didn&#039;t support name, description, or tags. ([https://forums.factorio.com/67463 more])&lt;br /&gt;
* Fixed a crash when using temporary stations. ([https://forums.factorio.com/67700 more])&lt;br /&gt;
* Fixed that drop-item into vehicles didn&#039;t work. ([https://forums.factorio.com/65948 more])&lt;br /&gt;
* Fixed that resizing the window while loading on 4k screens would cause the progress bar to not render. ([https://forums.factorio.com/65987 more])&lt;br /&gt;
* Fixed that the crafting queue GUI wouldn&#039;t show correctly when loading a save with crafting in progress. ([https://forums.factorio.com/66220 more])&lt;br /&gt;
* Fixed text box line wrapping didn&#039;t work correctly in most cases. ([https://forums.factorio.com/65437 more])&lt;br /&gt;
* Fixed a crash when re-joining a multiplayer game while the tips-and-tricks window is visible.&lt;br /&gt;
* Fixed a crash when opening the set-filter GUI on the ammo inventory of other player using the /open command.&lt;br /&gt;
* Fixed that the pollution generation of steel furnace wasn&#039;t what it was supposed compared to 0.16.&lt;br /&gt;
* Fixed that you could die during a cutscene and become a ghost when it ended. ([https://forums.factorio.com/67651 more])&lt;br /&gt;
* Fixed that you could die with required items in your inventory and make the NPE unwinnable. ([https://forums.factorio.com/65829 more])&lt;br /&gt;
* Fixed that some turrets wouldn&#039;t be detected by the quest objectives in the NPE. ([https://forums.factorio.com/66013 more])&lt;br /&gt;
* Fixed issue with detecting Steam engine on network in NPE ([https://forums.factorio.com/66717 more])&lt;br /&gt;
* Fixed biters getting stuck in massive clumps in NPE ([https://forums.factorio.com/66226 more])&lt;br /&gt;
* Fixed biters becoming frozen after arriving at target destination in NPE ([https://forums.factorio.com/66494 more])&lt;br /&gt;
* Fixed crash when mining scrap metal in NPE ([https://forums.factorio.com/65512 more])&lt;br /&gt;
* Fixed biters losing aggression after save/load during NPE ([https://forums.factorio.com/66410 more])&lt;br /&gt;
* Fixed some windows in the NPE having inconsistent header draggable textures ([https://forums.factorio.com/66295 more])&lt;br /&gt;
* Fixed build order for Compilatron in NPE so it is more successful ([https://forums.factorio.com/66703 more])&lt;br /&gt;
* Fixed set_active_quick_bar_page not updating the GUI. ([https://forums.factorio.com/66142 more])&lt;br /&gt;
* Fixed that waiting on temporary stop was reset every time other station was added. ([https://forums.factorio.com/6034 more])&lt;br /&gt;
* Fixed that blueprints with trains and rails still could snap the trains to different rails. ([https://forums.factorio.com/67384 more])&lt;br /&gt;
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots ([https://forums.factorio.com/67685 more])&lt;br /&gt;
* Fixed that snapping to position while building ghost didn&#039;t update the ghost position properly, leading to invisible entities in rare cases. ([https://forums.factorio.com/66908 more])&lt;br /&gt;
* Fixed a crash when destroying trains while in the paused map editor state. ([https://forums.factorio.com/67734 more])&lt;br /&gt;
* Fixed that recipes could be setup to produce &amp;gt; 1 count of items that are never meant to be stacked. ([https://forums.factorio.com/67736 more])&lt;br /&gt;
* Fixed that creating a new blueprint and pressing Q after it was setup removes it instead of putting it into inventory. ([https://forums.factorio.com/67737 more])&lt;br /&gt;
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots. ([https://forums.factorio.com/67685 more])&lt;br /&gt;
* Fixed Artillery targeting remote not showing the correct ability count in the quickbar. ([https://forums.factorio.com/65310 more])&lt;br /&gt;
* Fixed scrolling through blueprint book with Shift+mouse wheel on macOS. ([https://forums.factorio.com/67225 more])&lt;br /&gt;
* Fixed Artillery targeting remote not showing the correct ability count in the qickbar. ([https://forums.factorio.com/65310 more])&lt;br /&gt;
* Fixed that blueprint shortcuts in quickbar linked to the library wouldn&#039;t remember their orientation. ([https://forums.factorio.com/65716 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.12 ==&lt;br /&gt;
Date: 14.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Added pollution tab to the production statistics.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.&lt;br /&gt;
* Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.&lt;br /&gt;
* All statistics graphs apart from electricity use smoothing now.&lt;br /&gt;
* The Install Mods GUI will now automatically install required dependencies.&lt;br /&gt;
* Added graphics option &amp;quot;Render in native screen resolution&amp;quot; on macOS to workaround performance issues due to rendering on Retina displays. ([https://forums.factorio.com/66870 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Added another fixing migration of consistency related to undo.&lt;br /&gt;
* Fixed that inserters wouldn&#039;t copy the white list/black list setting during fast-replace. ([https://forums.factorio.com/67501 more])&lt;br /&gt;
* Fixed that building/removing signals forced train in disabled station to move from it. ([https://forums.factorio.com/67365 more])&lt;br /&gt;
* Fixed that the name of the &amp;quot;Undo&amp;quot; shortcut wouldn&#039;t show up in the shortcut selection list. ([https://forums.factorio.com/67464 more])&lt;br /&gt;
* Fixed that the blueprint book shortcut&#039;s tooltip wouldn&#039;t show the assigned key combination. ([https://forums.factorio.com/67447 more])&lt;br /&gt;
* Fixed search bar focus being lost when binding it to extra mouse buttons. ([https://forums.factorio.com/67517 more])&lt;br /&gt;
* Fixed that shortcut bar keyboard shortcuts would appear twice in the control settings if certain mods were installed. ([https://forums.factorio.com/67433 more])&lt;br /&gt;
* Fixed that backspacing text covered by unclosed rich text tags could leave them at the end of the string. ([https://forums.factorio.com/67376 more])&lt;br /&gt;
* Fixed that technology tooltip would show &amp;quot;unknown key&amp;quot; for technologies with no description. ([https://forums.factorio.com/67489 more])&lt;br /&gt;
* Fixed unable to close the menu when rebinding toggle menu from ESC. ([https://forums.factorio.com/67535 more])&lt;br /&gt;
* Fixed that modded GUI window frames always contained header filler. ([https://forums.factorio.com/66295 more])&lt;br /&gt;
* Fixed save file would contain two preview screenshots. ([https://forums.factorio.com/67543 more])&lt;br /&gt;
* Fixed typo in decoratives.lua. ([https://forums.factorio.com/67594 more])&lt;br /&gt;
* Fixed that cloning assembling machines wouldn&#039;t preserve the direction for some recipes. ([https://forums.factorio.com/67583 more])&lt;br /&gt;
* Fixed bug with typing certain characters on alternative keyboard layouts on windows. ([https://forums.factorio.com/67552 more])&lt;br /&gt;
* Fixed a crash of generators whose prototype changes to not use fluid anymore. ([https://forums.factorio.com/66595 more])&lt;br /&gt;
* Fixed some crashes related to changes of modded fluid recipes. ([https://forums.factorio.com/67277 more])&lt;br /&gt;
* Fixed NPE bug when Compilatron walks over the iron patch when he&#039;s about to build miners. ([https://forums.factorio.com/67553 more])&lt;br /&gt;
* Fixed switching to map view when holding placeable item in cursor would make the item icon invisible. ([https://forums.factorio.com/66180 more])&lt;br /&gt;
* Fixed cloning rocket silos with rockets wouldn&#039;t work correctly. ([https://forums.factorio.com/67635 more])&lt;br /&gt;
* Fixed broken and missing support of modded underground pipe connections. ([https://forums.factorio.com/65824 more])&lt;br /&gt;
* Fixed not being able to use the same key for some actions. ([https://forums.factorio.com/65128 more])&lt;br /&gt;
* Fixed that releasing Alt before D when pressing Alt+D would cause the character to walk.&lt;br /&gt;
* Fixed that order of items in the circuit network did not respect group and subgroups. ([https://forums.factorio.com/67548 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* LuaPlayer::get_active_quick_bar_page now returns 1 based index.&lt;br /&gt;
&lt;br /&gt;
== 0.17.11 ==&lt;br /&gt;
Date: 11. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the process name was set to &amp;quot;Main&amp;quot; on Linux. ([https://forums.factorio.com/67355 more])&lt;br /&gt;
* Fixed a crash when closing GUIs with escape in some cases. ([https://forums.factorio.com/67428 more])&lt;br /&gt;
* Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.&lt;br /&gt;
* Fixed that focus-search wouldn&#039;t work in the Recipe GUI or Map Editor. ([https://forums.factorio.com/67437 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.10 ==&lt;br /&gt;
Date: 11. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Terrain generator options are preserved by the map generator GUI unless explicitly changed.&lt;br /&gt;
* Changed landfilling result to be tile called &amp;quot;landfill&amp;quot; instead of tile called &amp;quot;grass-1&amp;quot;. It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. ([https://forums.factorio.com/67282 more]) Existing blueprints containing &amp;quot;grass-1&amp;quot; will be migrated to the &amp;quot;landfill&amp;quot; tile.&lt;br /&gt;
* The game will load without an error when non-essential shaders fail to compile. ([https://forums.factorio.com/65107 more])&lt;br /&gt;
* When a player dies in the Wave defense, the free equipment will be removed from the corpse.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Make Blueprint&amp;quot;, &amp;quot;Make Blueprint Book&amp;quot;, &amp;quot;Make Deconstruction Planner&amp;quot;, &amp;quot;Make Upgrade Planner&amp;quot;, &amp;quot;Toggle Personal Roboport&amp;quot;, and &amp;quot;Toggle Exoskeleton&amp;quot; functions are now accessible via keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed references to nonexistent noise expressions in map gen settings would crash the game.&lt;br /&gt;
* Fixed a crash when trying to read Lua drop-down font style names. ([https://forums.factorio.com/67379 more])&lt;br /&gt;
* Fixed a crash when trying to join a Steam game fails in some cases. ([https://forums.factorio.com/67366 more])&lt;br /&gt;
* Fixed crash related to latency hiding and undo.&lt;br /&gt;
* Fixed that map generation wouldn&#039;t always update to reflect modded noise expressions.&lt;br /&gt;
* Fixed a crash when the open GUI target would become invalidated during the same tick as autosave starting.&lt;br /&gt;
* Fixed that the repaired lab showed in the bonus GUI. ([https://forums.factorio.com/67320 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tried to place his chest. ([https://forums.factorio.com/67153 more])&lt;br /&gt;
* Fixed that Control+F didn&#039;t work in the trains GUI. ([https://forums.factorio.com/66253 more])&lt;br /&gt;
* Probably fixed GUI not responding to user input in some situations. ([https://forums.factorio.com/66210 more])&lt;br /&gt;
* Fixed scaling of some of the debug info text overlay. ([https://forums.factorio.com/67172 more])&lt;br /&gt;
* Fixed headless server would be stuck in reset loop when trying to apply an update. ([https://forums.factorio.com/67231 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaGuiElement::select_all and select methods that work for textfield and textbox.&lt;br /&gt;
&lt;br /&gt;
== 0.17.9 ==&lt;br /&gt;
Date: 08. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Disabling station with train waiting in it doesn&#039;t force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. ([https://forums.factorio.com/65109 more])&lt;br /&gt;
* Changed expensive version of assembling machine 2 recipe to match the normal version better. ([https://forums.factorio.com/65570 more])&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added map editor support to delete items.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed pipette making error sound in latency state even though you have enough items. ([https://forums.factorio.com/67002 more])&lt;br /&gt;
* Fixed that technologies would sometimes disappear from the technology list when added to the research queue. ([https://forums.factorio.com/65879 more])&lt;br /&gt;
* Fixed problems related to circuit network connection inconsistency related to undo. ([https://forums.factorio.com/67071 more])&lt;br /&gt;
* Fixed NPE issue where Compilatron could destroy essential buildings. ([https://forums.factorio.com/67031 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tells you to pick up scrap. ([https://forums.factorio.com/66241 more])&lt;br /&gt;
* Fixed that he bonus GUI wouldn&#039;t show personal equipment. ([https://forums.factorio.com/65618 more])&lt;br /&gt;
* Fixed using special-item tags would cause desyncs. ([https://forums.factorio.com/66311 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tries to point at an object that doesn&#039;t exist any more. ([https://forums.factorio.com/65162 more])&lt;br /&gt;
* Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. ([https://forums.factorio.com/66716 more])&lt;br /&gt;
* Fixed that reviving and underground belt could sometimes change it&#039;s direction. ([https://forums.factorio.com/67026 more])&lt;br /&gt;
* Fixed a crash when using modded recipes in furnaces with fluids. ([https://forums.factorio.com/66271 more])&lt;br /&gt;
* Fixed that the active-version selector in the mods GUI didn&#039;t work. ([https://forums.factorio.com/66941 more])&lt;br /&gt;
* Fixed that randomizing map seed didn&#039;t have any effect after an exchange string was loaded. ([https://forums.factorio.com/65555 more])&lt;br /&gt;
* Fixed that resources wouldn&#039;t be rendered correctly in the map preview. ([https://forums.factorio.com/66525 more])&lt;br /&gt;
* Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. ([https://forums.factorio.com/67040 more])&lt;br /&gt;
* Layout fix related to technology gui. ([https://forums.factorio.com/66868 more])&lt;br /&gt;
* Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. ([https://forums.factorio.com/66563 more])&lt;br /&gt;
* Fixed that mod settings could get scrambled/reset when adding removing or changing mods. ([https://forums.factorio.com/66669 more])&lt;br /&gt;
* Fixed that you could open blueprint books/armor multiple times. ([https://forums.factorio.com/67096 more])&lt;br /&gt;
* Fixed that the train inactivity wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66974 more])&lt;br /&gt;
* Fixed a crash when exiting the game through the &amp;quot;X&amp;quot; button from a tutorial. ([https://forums.factorio.com/65270 more])&lt;br /&gt;
* Fixed the shadows of some GUIs when circuit network window is shown. ([https://forums.factorio.com/67119 more])&lt;br /&gt;
* Fixed menu background image would be scaled with poor quality. ([https://forums.factorio.com/67109 more])&lt;br /&gt;
* Fixed crash related to beam creation when the source or target is removed in the process. ([https://forums.factorio.com/67110 more])&lt;br /&gt;
* Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed.&lt;br /&gt;
* Fixed being unable to clear &amp;quot;X&amp;quot;(missing blueprint) icon from the quickbar. ([https://forums.factorio.com/67114 more])&lt;br /&gt;
* Fixed that train two stations of the same name in the train schedule could crash the game. ([https://forums.factorio.com/67066 more])&lt;br /&gt;
* Fixed consistency check for signal state of train on the way. ([https://forums.factorio.com/67052 more])&lt;br /&gt;
* Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. ([https://forums.factorio.com/67057 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSurface::min_brightness read/write.&lt;br /&gt;
* Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps().&lt;br /&gt;
&lt;br /&gt;
== 0.17.8 ==&lt;br /&gt;
Date: 07. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ([https://forums.factorio.com/66957 more])&lt;br /&gt;
* Fixed queued GUIs didn&#039;t work correctly. ([https://forums.factorio.com/66963 more])&lt;br /&gt;
* Fixed that terrain selectors other than &#039;elevation&#039; messed with the water/island controls ([https://forums.factorio.com/66932 more])&lt;br /&gt;
* Fixed PvP running on_init when it was already initialised. ([https://forums.factorio.com/66970 more])&lt;br /&gt;
* Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ([https://forums.factorio.com/66888 more])&lt;br /&gt;
* Fixed that upgrading entities with the upgrade planner would erase the last-user. ([https://forums.factorio.com/67019 more])&lt;br /&gt;
* Fixed a crash in the update mods GUI.&lt;br /&gt;
* Fixed incorrect styling in the update mods GUI in some cases.&lt;br /&gt;
* Fixed crash when loading a save during a cutscene when following a unit. ([https://forums.factorio.com/67022 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.7 ==&lt;br /&gt;
Date: 06. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed game.players[#] would be treated as game.players[tostring(#)].&lt;br /&gt;
* Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.&lt;br /&gt;
* Fixed inserter/mining drill interaction indications wouldn&#039;t render in some cases and would ignore ghosts in some but not all cases.&lt;br /&gt;
* Fixed that the game would incorrectly think some mods wouldn&#039;t be required when joining multiplayer games even though they are.&lt;br /&gt;
* Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])&lt;br /&gt;
* Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])&lt;br /&gt;
* Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn&#039;t work in some cases. ([https://forums.factorio.com/66190 more])&lt;br /&gt;
* Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])&lt;br /&gt;
* Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])&lt;br /&gt;
* Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])&lt;br /&gt;
* Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])&lt;br /&gt;
* Fixed that it was possible to add a blueprint to other player&#039;s shared blueprints. ([https://forums.factorio.com/66438 more])&lt;br /&gt;
* Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])&lt;br /&gt;
* Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])&lt;br /&gt;
* Fixed that un-researching technology wouldn&#039;t update GUIs correctly. ([https://forums.factorio.com/66522 more])&lt;br /&gt;
* Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])&lt;br /&gt;
* Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])&lt;br /&gt;
* Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])&lt;br /&gt;
* Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])&lt;br /&gt;
* Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])&lt;br /&gt;
* Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])&lt;br /&gt;
* Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])&lt;br /&gt;
* Squashed labels get a tooltip with the full text in a similar fashion as buttons.&lt;br /&gt;
* Fixed that research queue setting wouldn&#039;t export to map exchange string properly. ([https://forums.factorio.com/65417 more])&lt;br /&gt;
* Fixed incorrect primary screen index in graphics options GUI.&lt;br /&gt;
* Fixed some cases of fluid mixing related to underground pipes.&lt;br /&gt;
* Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])&lt;br /&gt;
* Fixed that the reset button wouldn&#039;t update after importing a map exchange string. ([https://forums.factorio.com/66608 more])&lt;br /&gt;
* Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaControl::ghost_cursor read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.17.6 ==&lt;br /&gt;
Date: 05. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])&lt;br /&gt;
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.&lt;br /&gt;
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed of loading of saves before 0.17.&lt;br /&gt;
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])&lt;br /&gt;
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])&lt;br /&gt;
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])&lt;br /&gt;
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])&lt;br /&gt;
* Fixed, that the hand logic could force an item to filtered slot that doesn&#039;t match it. ([https://forums.factorio.com/66610 more])&lt;br /&gt;
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])&lt;br /&gt;
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])&lt;br /&gt;
* Right panel sizing fixes.&lt;br /&gt;
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.&lt;br /&gt;
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])&lt;br /&gt;
* Fixed that driving backwards in vehicles wouldn&#039;t trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])&lt;br /&gt;
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])&lt;br /&gt;
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])&lt;br /&gt;
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])&lt;br /&gt;
* Fixed upgrading ghost splitters wouldn&#039;t copy the splitter settings. ([https://forums.factorio.com/65346 more])&lt;br /&gt;
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])&lt;br /&gt;
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])&lt;br /&gt;
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.&lt;br /&gt;
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])&lt;br /&gt;
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).&lt;br /&gt;
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])&lt;br /&gt;
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])&lt;br /&gt;
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])&lt;br /&gt;
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])&lt;br /&gt;
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])&lt;br /&gt;
* Fixed that behemoth biters didn&#039;t have resistance to acid (as all other biters have).&lt;br /&gt;
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])&lt;br /&gt;
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaItemPrototype::mapper_count read.&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170795</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170795"/>
		<updated>2019-03-18T22:58:52Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.14 patch notes from https://forums.factorio.com/68030&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.17.15 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that trains wouldn&#039;t depart for temporary stops when waiting at a station. ([https://forums.factorio.com/67811 more])&lt;br /&gt;
* Fixed that two headed train running out of fuel didn&#039;t trigger the out of fuel alert in one of the directions. ([https://forums.factorio.com/67820 more])&lt;br /&gt;
* Improved Compilatron&#039;s ability to select a free space when indicating structures by a factor of 16.6.&lt;br /&gt;
* The player must now wait for Compilatron to follow before being allowed to evacuate the first area of the NPE.&lt;br /&gt;
* The player must collect at least some of their structures before evacuating the first area of the NPE.&lt;br /&gt;
* Updated the player spawn after big biter attack in case the player wants to check how aggressive the biters are.&lt;br /&gt;
* Compilatron now has its own icon.&lt;br /&gt;
* Biters and worms in the NPE will now be aggressive except in special situations.&lt;br /&gt;
&lt;br /&gt;
=== Gui ===&lt;br /&gt;
&lt;br /&gt;
* It is now possible to scroll horizontally with a touch pad in the tech tree view. ([https://forums.factorio.com/66874 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed bugged Compilatron speech in NPE when showing blocked miner.&lt;br /&gt;
* Turrets placed in the starting area will now be detected during the entrench step of the NPE. ([https://forums.factorio.com/67772 more])&lt;br /&gt;
* Fixed flamethrower turret range visualization was rendered in wrong layer. ([https://forums.factorio.com/67903 more])&lt;br /&gt;
* Fixed editing map gen settings in the map editor would crash the game. ([https://forums.factorio.com/67839 more])&lt;br /&gt;
* Fixed that robots would still try to deconstruct trains that left their network. ([https://forums.factorio.com/67916 more])&lt;br /&gt;
* Reduced screen tearing on Windows 7 when Aero is disabled. ([https://forums.factorio.com/67158 more])&lt;br /&gt;
* Fixed that converting games to scenarios and back could corrupt script global data. ([https://forums.factorio.com/66812 more])&lt;br /&gt;
* Fixed that disabling friendly fire prevented fish from healing. ([https://forums.factorio.com/67953 more])&lt;br /&gt;
* Fixed that LuaEntity::destroy({do_cliff_correction=true}) was ignored. ([https://forums.factorio.com/67837 more])&lt;br /&gt;
* Fixed toggle state of item selection buttons when clicked with item to fast-select. ([https://forums.factorio.com/67465 more])&lt;br /&gt;
* Fixed that the Q that cancels wire dragging also removed the hand from the quickbar. ([https://forums.factorio.com/67192 more])&lt;br /&gt;
* Fixed that selecting quickbar slot while dragging wire only cancelled the dragging, but had to be pressed again to select the slot. ([https://forums.factorio.com/67192 more])&lt;br /&gt;
* Fixed that modded fluid streams could crash the game in some situations. ([https://forums.factorio.com/67999 more])&lt;br /&gt;
* Fixed that keys blocked by textfield didn&#039;t include CONTROL + A (to select all), the same way as it is doing for (CONTROL + C/V/X). ([https://forums.factorio.com/67047 more])&lt;br /&gt;
* Fixed the double-click to clear functionality of number text field. ([https://forums.factorio.com/67949 more])&lt;br /&gt;
* Fixed a crash when migrating mods related to assembling machines and fluids. ([https://forums.factorio.com/67118 more])&lt;br /&gt;
* Fixed that exporting a blueprint to the library could crash the game. ([https://forums.factorio.com/67987 more])&lt;br /&gt;
* Fixed a crash when a modded assembler is built over a ghost of assembler with different rotation. ([https://forums.factorio.com/67732 more])&lt;br /&gt;
* Fixed damage technology migrations not migrating infinite technologies properly. ([https://forums.factorio.com/67731 more])&lt;br /&gt;
* Potentially fixed a Linux-specific bug where the game would react to key presses not intended for it. ([https://forums.factorio.com/66402 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaGameScript::create_profiler() which can be used to measure script performance.&lt;br /&gt;
&lt;br /&gt;
== 0.17.14 ==&lt;br /&gt;
Date 15.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that research queue setting in the New Map GUI wouldn&#039;t remember its value. ([https://forums.factorio.com/67370 more])&lt;br /&gt;
* Fixed a crash when hand replacing an assembler ghost with fluid mixing. ([https://forums.factorio.com/67732 more])&lt;br /&gt;
* Fixed migration of fluid-using modded mining drill.&lt;br /&gt;
* Fixed ten_minutes modifier bug in NPE.&lt;br /&gt;
* Fixed broken resetting of scenario context.&lt;br /&gt;
&lt;br /&gt;
== 0.17.13 ==&lt;br /&gt;
Date 15.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Modified NPE quest structure to give the player more notice of impending attacks&lt;br /&gt;
* Added missing Steel plate recipe to NPE tech tree ([https://forums.factorio.com/67504 more])&lt;br /&gt;
* Removed unneeded Iron stick recipe from NPE&lt;br /&gt;
* Fast replacing between rail signal and rail chain signal will preserve circuit wire connection and relevant settings. ([https://forums.factorio.com/67682 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the evolution pollution factor wasn&#039;t migrated properly. (pollution was increasing evolution 16.6 times faster than it should for existing saves).&lt;br /&gt;
* Fixed a crash when trying to assign invalid things to LuaPlayer::game_view_settings. ([https://forums.factorio.com/67682 more])&lt;br /&gt;
* Fixed that replays could trigger autosaves and take screenshots. ([https://forums.factorio.com/65901 more])&lt;br /&gt;
* Fixed that changing mod settings through Lua commands wouldn&#039;t trigger the settings-changed event. ([https://forums.factorio.com/66395 more])&lt;br /&gt;
* Fixed that /config didn&#039;t support name, description, or tags. ([https://forums.factorio.com/67463 more])&lt;br /&gt;
* Fixed a crash when using temporary stations. ([https://forums.factorio.com/67700 more])&lt;br /&gt;
* Fixed that drop-item into vehicles didn&#039;t work. ([https://forums.factorio.com/65948 more])&lt;br /&gt;
* Fixed that resizing the window while loading on 4k screens would cause the progress bar to not render. ([https://forums.factorio.com/65987 more])&lt;br /&gt;
* Fixed that the crafting queue GUI wouldn&#039;t show correctly when loading a save with crafting in progress. ([https://forums.factorio.com/66220 more])&lt;br /&gt;
* Fixed text box line wrapping didn&#039;t work correctly in most cases. ([https://forums.factorio.com/65437 more])&lt;br /&gt;
* Fixed a crash when re-joining a multiplayer game while the tips-and-tricks window is visible.&lt;br /&gt;
* Fixed a crash when opening the set-filter GUI on the ammo inventory of other player using the /open command.&lt;br /&gt;
* Fixed that the pollution generation of steel furnace wasn&#039;t what it was supposed compared to 0.16.&lt;br /&gt;
* Fixed that you could die during a cutscene and become a ghost when it ended. ([https://forums.factorio.com/67651 more])&lt;br /&gt;
* Fixed that you could die with required items in your inventory and make the NPE unwinnable. ([https://forums.factorio.com/65829 more])&lt;br /&gt;
* Fixed that some turrets wouldn&#039;t be detected by the quest objectives in the NPE. ([https://forums.factorio.com/66013 more])&lt;br /&gt;
* Fixed issue with detecting Steam engine on network in NPE ([https://forums.factorio.com/66717 more])&lt;br /&gt;
* Fixed biters getting stuck in massive clumps in NPE ([https://forums.factorio.com/66226 more])&lt;br /&gt;
* Fixed biters becoming frozen after arriving at target destination in NPE ([https://forums.factorio.com/66494 more])&lt;br /&gt;
* Fixed crash when mining scrap metal in NPE ([https://forums.factorio.com/65512 more])&lt;br /&gt;
* Fixed biters losing aggression after save/load during NPE ([https://forums.factorio.com/66410 more])&lt;br /&gt;
* Fixed some windows in the NPE having inconsistent header draggable textures ([https://forums.factorio.com/66295 more])&lt;br /&gt;
* Fixed build order for Compilatron in NPE so it is more successful ([https://forums.factorio.com/66703 more])&lt;br /&gt;
* Fixed set_active_quick_bar_page not updating the GUI. ([https://forums.factorio.com/66142 more])&lt;br /&gt;
* Fixed that waiting on temporary stop was reset every time other station was added. ([https://forums.factorio.com/6034 more])&lt;br /&gt;
* Fixed that blueprints with trains and rails still could snap the trains to different rails. ([https://forums.factorio.com/67384 more])&lt;br /&gt;
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots ([https://forums.factorio.com/67685 more])&lt;br /&gt;
* Fixed that snapping to position while building ghost didn&#039;t update the ghost position properly, leading to invisible entities in rare cases. ([https://forums.factorio.com/66908 more])&lt;br /&gt;
* Fixed a crash when destroying trains while in the paused map editor state. ([https://forums.factorio.com/67734 more])&lt;br /&gt;
* Fixed that recipes could be setup to produce &amp;gt; 1 count of items that are never meant to be stacked. ([https://forums.factorio.com/67736 more])&lt;br /&gt;
* Fixed that creating a new blueprint and pressing Q after it was setup removes it instead of putting it into inventory. ([https://forums.factorio.com/67737 more])&lt;br /&gt;
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots. ([https://forums.factorio.com/67685 more])&lt;br /&gt;
* Fixed Artillery targeting remote not showing the correct ability count in the quickbar. ([https://forums.factorio.com/65310 more])&lt;br /&gt;
* Fixed scrolling through blueprint book with Shift+mouse wheel on macOS. ([https://forums.factorio.com/67225 more])&lt;br /&gt;
* Fixed Artillery targeting remote not showing the correct ability count in the qickbar. ([https://forums.factorio.com/65310 more])&lt;br /&gt;
* Fixed that blueprint shortcuts in quickbar linked to the library wouldn&#039;t remember their orientation. ([https://forums.factorio.com/65716 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.12 ==&lt;br /&gt;
Date: 14.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Added pollution tab to the production statistics.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.&lt;br /&gt;
* Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.&lt;br /&gt;
* All statistics graphs apart from electricity use smoothing now.&lt;br /&gt;
* The Install Mods GUI will now automatically install required dependencies.&lt;br /&gt;
* Added graphics option &amp;quot;Render in native screen resolution&amp;quot; on macOS to workaround performance issues due to rendering on Retina displays. ([https://forums.factorio.com/66870 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Added another fixing migration of consistency related to undo.&lt;br /&gt;
* Fixed that inserters wouldn&#039;t copy the white list/black list setting during fast-replace. ([https://forums.factorio.com/67501 more])&lt;br /&gt;
* Fixed that building/removing signals forced train in disabled station to move from it. ([https://forums.factorio.com/67365 more])&lt;br /&gt;
* Fixed that the name of the &amp;quot;Undo&amp;quot; shortcut wouldn&#039;t show up in the shortcut selection list. ([https://forums.factorio.com/67464 more])&lt;br /&gt;
* Fixed that the blueprint book shortcut&#039;s tooltip wouldn&#039;t show the assigned key combination. ([https://forums.factorio.com/67447 more])&lt;br /&gt;
* Fixed search bar focus being lost when binding it to extra mouse buttons. ([https://forums.factorio.com/67517 more])&lt;br /&gt;
* Fixed that shortcut bar keyboard shortcuts would appear twice in the control settings if certain mods were installed. ([https://forums.factorio.com/67433 more])&lt;br /&gt;
* Fixed that backspacing text covered by unclosed rich text tags could leave them at the end of the string. ([https://forums.factorio.com/67376 more])&lt;br /&gt;
* Fixed that technology tooltip would show &amp;quot;unknown key&amp;quot; for technologies with no description. ([https://forums.factorio.com/67489 more])&lt;br /&gt;
* Fixed unable to close the menu when rebinding toggle menu from ESC. ([https://forums.factorio.com/67535 more])&lt;br /&gt;
* Fixed that modded GUI window frames always contained header filler. ([https://forums.factorio.com/66295 more])&lt;br /&gt;
* Fixed save file would contain two preview screenshots. ([https://forums.factorio.com/67543 more])&lt;br /&gt;
* Fixed typo in decoratives.lua. ([https://forums.factorio.com/67594 more])&lt;br /&gt;
* Fixed that cloning assembling machines wouldn&#039;t preserve the direction for some recipes. ([https://forums.factorio.com/67583 more])&lt;br /&gt;
* Fixed bug with typing certain characters on alternative keyboard layouts on windows. ([https://forums.factorio.com/67552 more])&lt;br /&gt;
* Fixed a crash of generators whose prototype changes to not use fluid anymore. ([https://forums.factorio.com/66595 more])&lt;br /&gt;
* Fixed some crashes related to changes of modded fluid recipes. ([https://forums.factorio.com/67277 more])&lt;br /&gt;
* Fixed NPE bug when Compilatron walks over the iron patch when he&#039;s about to build miners. ([https://forums.factorio.com/67553 more])&lt;br /&gt;
* Fixed switching to map view when holding placeable item in cursor would make the item icon invisible. ([https://forums.factorio.com/66180 more])&lt;br /&gt;
* Fixed cloning rocket silos with rockets wouldn&#039;t work correctly. ([https://forums.factorio.com/67635 more])&lt;br /&gt;
* Fixed broken and missing support of modded underground pipe connections. ([https://forums.factorio.com/65824 more])&lt;br /&gt;
* Fixed not being able to use the same key for some actions. ([https://forums.factorio.com/65128 more])&lt;br /&gt;
* Fixed that releasing Alt before D when pressing Alt+D would cause the character to walk.&lt;br /&gt;
* Fixed that order of items in the circuit network did not respect group and subgroups. ([https://forums.factorio.com/67548 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* LuaPlayer::get_active_quick_bar_page now returns 1 based index.&lt;br /&gt;
&lt;br /&gt;
== 0.17.11 ==&lt;br /&gt;
Date: 11. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the process name was set to &amp;quot;Main&amp;quot; on Linux. ([https://forums.factorio.com/67355 more])&lt;br /&gt;
* Fixed a crash when closing GUIs with escape in some cases. ([https://forums.factorio.com/67428 more])&lt;br /&gt;
* Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.&lt;br /&gt;
* Fixed that focus-search wouldn&#039;t work in the Recipe GUI or Map Editor. ([https://forums.factorio.com/67437 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.10 ==&lt;br /&gt;
Date: 11. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Terrain generator options are preserved by the map generator GUI unless explicitly changed.&lt;br /&gt;
* Changed landfilling result to be tile called &amp;quot;landfill&amp;quot; instead of tile called &amp;quot;grass-1&amp;quot;. It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. ([https://forums.factorio.com/67282 more]) Existing blueprints containing &amp;quot;grass-1&amp;quot; will be migrated to the &amp;quot;landfill&amp;quot; tile.&lt;br /&gt;
* The game will load without an error when non-essential shaders fail to compile. ([https://forums.factorio.com/65107 more])&lt;br /&gt;
* When a player dies in the Wave defense, the free equipment will be removed from the corpse.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Make Blueprint&amp;quot;, &amp;quot;Make Blueprint Book&amp;quot;, &amp;quot;Make Deconstruction Planner&amp;quot;, &amp;quot;Make Upgrade Planner&amp;quot;, &amp;quot;Toggle Personal Roboport&amp;quot;, and &amp;quot;Toggle Exoskeleton&amp;quot; functions are now accessible via keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed references to nonexistent noise expressions in map gen settings would crash the game.&lt;br /&gt;
* Fixed a crash when trying to read Lua drop-down font style names. ([https://forums.factorio.com/67379 more])&lt;br /&gt;
* Fixed a crash when trying to join a Steam game fails in some cases. ([https://forums.factorio.com/67366 more])&lt;br /&gt;
* Fixed crash related to latency hiding and undo.&lt;br /&gt;
* Fixed that map generation wouldn&#039;t always update to reflect modded noise expressions.&lt;br /&gt;
* Fixed a crash when the open GUI target would become invalidated during the same tick as autosave starting.&lt;br /&gt;
* Fixed that the repaired lab showed in the bonus GUI. ([https://forums.factorio.com/67320 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tried to place his chest. ([https://forums.factorio.com/67153 more])&lt;br /&gt;
* Fixed that Control+F didn&#039;t work in the trains GUI. ([https://forums.factorio.com/66253 more])&lt;br /&gt;
* Probably fixed GUI not responding to user input in some situations. ([https://forums.factorio.com/66210 more])&lt;br /&gt;
* Fixed scaling of some of the debug info text overlay. ([https://forums.factorio.com/67172 more])&lt;br /&gt;
* Fixed headless server would be stuck in reset loop when trying to apply an update. ([https://forums.factorio.com/67231 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaGuiElement::select_all and select methods that work for textfield and textbox.&lt;br /&gt;
&lt;br /&gt;
== 0.17.9 ==&lt;br /&gt;
Date: 08. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Disabling station with train waiting in it doesn&#039;t force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. ([https://forums.factorio.com/65109 more])&lt;br /&gt;
* Changed expensive version of assembling machine 2 recipe to match the normal version better. ([https://forums.factorio.com/65570 more])&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added map editor support to delete items.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed pipette making error sound in latency state even though you have enough items. ([https://forums.factorio.com/67002 more])&lt;br /&gt;
* Fixed that technologies would sometimes disappear from the technology list when added to the research queue. ([https://forums.factorio.com/65879 more])&lt;br /&gt;
* Fixed problems related to circuit network connection inconsistency related to undo. ([https://forums.factorio.com/67071 more])&lt;br /&gt;
* Fixed NPE issue where Compilatron could destroy essential buildings. ([https://forums.factorio.com/67031 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tells you to pick up scrap. ([https://forums.factorio.com/66241 more])&lt;br /&gt;
* Fixed that he bonus GUI wouldn&#039;t show personal equipment. ([https://forums.factorio.com/65618 more])&lt;br /&gt;
* Fixed using special-item tags would cause desyncs. ([https://forums.factorio.com/66311 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tries to point at an object that doesn&#039;t exist any more. ([https://forums.factorio.com/65162 more])&lt;br /&gt;
* Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. ([https://forums.factorio.com/66716 more])&lt;br /&gt;
* Fixed that reviving and underground belt could sometimes change it&#039;s direction. ([https://forums.factorio.com/67026 more])&lt;br /&gt;
* Fixed a crash when using modded recipes in furnaces with fluids. ([https://forums.factorio.com/66271 more])&lt;br /&gt;
* Fixed that the active-version selector in the mods GUI didn&#039;t work. ([https://forums.factorio.com/66941 more])&lt;br /&gt;
* Fixed that randomizing map seed didn&#039;t have any effect after an exchange string was loaded. ([https://forums.factorio.com/65555 more])&lt;br /&gt;
* Fixed that resources wouldn&#039;t be rendered correctly in the map preview. ([https://forums.factorio.com/66525 more])&lt;br /&gt;
* Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. ([https://forums.factorio.com/67040 more])&lt;br /&gt;
* Layout fix related to technology gui. ([https://forums.factorio.com/66868 more])&lt;br /&gt;
* Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. ([https://forums.factorio.com/66563 more])&lt;br /&gt;
* Fixed that mod settings could get scrambled/reset when adding removing or changing mods. ([https://forums.factorio.com/66669 more])&lt;br /&gt;
* Fixed that you could open blueprint books/armor multiple times. ([https://forums.factorio.com/67096 more])&lt;br /&gt;
* Fixed that the train inactivity wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66974 more])&lt;br /&gt;
* Fixed a crash when exiting the game through the &amp;quot;X&amp;quot; button from a tutorial. ([https://forums.factorio.com/65270 more])&lt;br /&gt;
* Fixed the shadows of some GUIs when circuit network window is shown. ([https://forums.factorio.com/67119 more])&lt;br /&gt;
* Fixed menu background image would be scaled with poor quality. ([https://forums.factorio.com/67109 more])&lt;br /&gt;
* Fixed crash related to beam creation when the source or target is removed in the process. ([https://forums.factorio.com/67110 more])&lt;br /&gt;
* Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed.&lt;br /&gt;
* Fixed being unable to clear &amp;quot;X&amp;quot;(missing blueprint) icon from the quickbar. ([https://forums.factorio.com/67114 more])&lt;br /&gt;
* Fixed that train two stations of the same name in the train schedule could crash the game. ([https://forums.factorio.com/67066 more])&lt;br /&gt;
* Fixed consistency check for signal state of train on the way. ([https://forums.factorio.com/67052 more])&lt;br /&gt;
* Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. ([https://forums.factorio.com/67057 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSurface::min_brightness read/write.&lt;br /&gt;
* Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps().&lt;br /&gt;
&lt;br /&gt;
== 0.17.8 ==&lt;br /&gt;
Date: 07. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ([https://forums.factorio.com/66957 more])&lt;br /&gt;
* Fixed queued GUIs didn&#039;t work correctly. ([https://forums.factorio.com/66963 more])&lt;br /&gt;
* Fixed that terrain selectors other than &#039;elevation&#039; messed with the water/island controls ([https://forums.factorio.com/66932 more])&lt;br /&gt;
* Fixed PvP running on_init when it was already initialised. ([https://forums.factorio.com/66970 more])&lt;br /&gt;
* Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ([https://forums.factorio.com/66888 more])&lt;br /&gt;
* Fixed that upgrading entities with the upgrade planner would erase the last-user. ([https://forums.factorio.com/67019 more])&lt;br /&gt;
* Fixed a crash in the update mods GUI.&lt;br /&gt;
* Fixed incorrect styling in the update mods GUI in some cases.&lt;br /&gt;
* Fixed crash when loading a save during a cutscene when following a unit. ([https://forums.factorio.com/67022 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.7 ==&lt;br /&gt;
Date: 06. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed game.players[#] would be treated as game.players[tostring(#)].&lt;br /&gt;
* Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.&lt;br /&gt;
* Fixed inserter/mining drill interaction indications wouldn&#039;t render in some cases and would ignore ghosts in some but not all cases.&lt;br /&gt;
* Fixed that the game would incorrectly think some mods wouldn&#039;t be required when joining multiplayer games even though they are.&lt;br /&gt;
* Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])&lt;br /&gt;
* Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])&lt;br /&gt;
* Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn&#039;t work in some cases. ([https://forums.factorio.com/66190 more])&lt;br /&gt;
* Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])&lt;br /&gt;
* Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])&lt;br /&gt;
* Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])&lt;br /&gt;
* Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])&lt;br /&gt;
* Fixed that it was possible to add a blueprint to other player&#039;s shared blueprints. ([https://forums.factorio.com/66438 more])&lt;br /&gt;
* Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])&lt;br /&gt;
* Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])&lt;br /&gt;
* Fixed that un-researching technology wouldn&#039;t update GUIs correctly. ([https://forums.factorio.com/66522 more])&lt;br /&gt;
* Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])&lt;br /&gt;
* Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])&lt;br /&gt;
* Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])&lt;br /&gt;
* Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])&lt;br /&gt;
* Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])&lt;br /&gt;
* Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])&lt;br /&gt;
* Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])&lt;br /&gt;
* Squashed labels get a tooltip with the full text in a similar fashion as buttons.&lt;br /&gt;
* Fixed that research queue setting wouldn&#039;t export to map exchange string properly. ([https://forums.factorio.com/65417 more])&lt;br /&gt;
* Fixed incorrect primary screen index in graphics options GUI.&lt;br /&gt;
* Fixed some cases of fluid mixing related to underground pipes.&lt;br /&gt;
* Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])&lt;br /&gt;
* Fixed that the reset button wouldn&#039;t update after importing a map exchange string. ([https://forums.factorio.com/66608 more])&lt;br /&gt;
* Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaControl::ghost_cursor read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.17.6 ==&lt;br /&gt;
Date: 05. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])&lt;br /&gt;
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.&lt;br /&gt;
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed of loading of saves before 0.17.&lt;br /&gt;
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])&lt;br /&gt;
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])&lt;br /&gt;
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])&lt;br /&gt;
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])&lt;br /&gt;
* Fixed, that the hand logic could force an item to filtered slot that doesn&#039;t match it. ([https://forums.factorio.com/66610 more])&lt;br /&gt;
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])&lt;br /&gt;
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])&lt;br /&gt;
* Right panel sizing fixes.&lt;br /&gt;
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.&lt;br /&gt;
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])&lt;br /&gt;
* Fixed that driving backwards in vehicles wouldn&#039;t trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])&lt;br /&gt;
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])&lt;br /&gt;
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])&lt;br /&gt;
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])&lt;br /&gt;
* Fixed upgrading ghost splitters wouldn&#039;t copy the splitter settings. ([https://forums.factorio.com/65346 more])&lt;br /&gt;
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])&lt;br /&gt;
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])&lt;br /&gt;
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.&lt;br /&gt;
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])&lt;br /&gt;
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).&lt;br /&gt;
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])&lt;br /&gt;
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])&lt;br /&gt;
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])&lt;br /&gt;
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])&lt;br /&gt;
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])&lt;br /&gt;
* Fixed that behemoth biters didn&#039;t have resistance to acid (as all other biters have).&lt;br /&gt;
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])&lt;br /&gt;
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaItemPrototype::mapper_count read.&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170794</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170794"/>
		<updated>2019-03-18T22:36:49Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.14 patch notes from https://forums.factorio.com/67782&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.17.14 ==&lt;br /&gt;
Date 15.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that research queue setting in the New Map GUI wouldn&#039;t remember its value. ([https://forums.factorio.com/67370 more])&lt;br /&gt;
* Fixed a crash when hand replacing an assembler ghost with fluid mixing. ([https://forums.factorio.com/67732 more])&lt;br /&gt;
* Fixed migration of fluid-using modded mining drill.&lt;br /&gt;
* Fixed ten_minutes modifier bug in NPE.&lt;br /&gt;
* Fixed broken resetting of scenario context.&lt;br /&gt;
&lt;br /&gt;
== 0.17.13 ==&lt;br /&gt;
Date 15.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Modified NPE quest structure to give the player more notice of impending attacks&lt;br /&gt;
* Added missing Steel plate recipe to NPE tech tree ([https://forums.factorio.com/67504 more])&lt;br /&gt;
* Removed unneeded Iron stick recipe from NPE&lt;br /&gt;
* Fast replacing between rail signal and rail chain signal will preserve circuit wire connection and relevant settings. ([https://forums.factorio.com/67682 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the evolution pollution factor wasn&#039;t migrated properly. (pollution was increasing evolution 16.6 times faster than it should for existing saves).&lt;br /&gt;
* Fixed a crash when trying to assign invalid things to LuaPlayer::game_view_settings. ([https://forums.factorio.com/67682 more])&lt;br /&gt;
* Fixed that replays could trigger autosaves and take screenshots. ([https://forums.factorio.com/65901 more])&lt;br /&gt;
* Fixed that changing mod settings through Lua commands wouldn&#039;t trigger the settings-changed event. ([https://forums.factorio.com/66395 more])&lt;br /&gt;
* Fixed that /config didn&#039;t support name, description, or tags. ([https://forums.factorio.com/67463 more])&lt;br /&gt;
* Fixed a crash when using temporary stations. ([https://forums.factorio.com/67700 more])&lt;br /&gt;
* Fixed that drop-item into vehicles didn&#039;t work. ([https://forums.factorio.com/65948 more])&lt;br /&gt;
* Fixed that resizing the window while loading on 4k screens would cause the progress bar to not render. ([https://forums.factorio.com/65987 more])&lt;br /&gt;
* Fixed that the crafting queue GUI wouldn&#039;t show correctly when loading a save with crafting in progress. ([https://forums.factorio.com/66220 more])&lt;br /&gt;
* Fixed text box line wrapping didn&#039;t work correctly in most cases. ([https://forums.factorio.com/65437 more])&lt;br /&gt;
* Fixed a crash when re-joining a multiplayer game while the tips-and-tricks window is visible.&lt;br /&gt;
* Fixed a crash when opening the set-filter GUI on the ammo inventory of other player using the /open command.&lt;br /&gt;
* Fixed that the pollution generation of steel furnace wasn&#039;t what it was supposed compared to 0.16.&lt;br /&gt;
* Fixed that you could die during a cutscene and become a ghost when it ended. ([https://forums.factorio.com/67651 more])&lt;br /&gt;
* Fixed that you could die with required items in your inventory and make the NPE unwinnable. ([https://forums.factorio.com/65829 more])&lt;br /&gt;
* Fixed that some turrets wouldn&#039;t be detected by the quest objectives in the NPE. ([https://forums.factorio.com/66013 more])&lt;br /&gt;
* Fixed issue with detecting Steam engine on network in NPE ([https://forums.factorio.com/66717 more])&lt;br /&gt;
* Fixed biters getting stuck in massive clumps in NPE ([https://forums.factorio.com/66226 more])&lt;br /&gt;
* Fixed biters becoming frozen after arriving at target destination in NPE ([https://forums.factorio.com/66494 more])&lt;br /&gt;
* Fixed crash when mining scrap metal in NPE ([https://forums.factorio.com/65512 more])&lt;br /&gt;
* Fixed biters losing aggression after save/load during NPE ([https://forums.factorio.com/66410 more])&lt;br /&gt;
* Fixed some windows in the NPE having inconsistent header draggable textures ([https://forums.factorio.com/66295 more])&lt;br /&gt;
* Fixed build order for Compilatron in NPE so it is more successful ([https://forums.factorio.com/66703 more])&lt;br /&gt;
* Fixed set_active_quick_bar_page not updating the GUI. ([https://forums.factorio.com/66142 more])&lt;br /&gt;
* Fixed that waiting on temporary stop was reset every time other station was added. ([https://forums.factorio.com/6034 more])&lt;br /&gt;
* Fixed that blueprints with trains and rails still could snap the trains to different rails. ([https://forums.factorio.com/67384 more])&lt;br /&gt;
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots ([https://forums.factorio.com/67685 more])&lt;br /&gt;
* Fixed that snapping to position while building ghost didn&#039;t update the ghost position properly, leading to invisible entities in rare cases. ([https://forums.factorio.com/66908 more])&lt;br /&gt;
* Fixed a crash when destroying trains while in the paused map editor state. ([https://forums.factorio.com/67734 more])&lt;br /&gt;
* Fixed that recipes could be setup to produce &amp;gt; 1 count of items that are never meant to be stacked. ([https://forums.factorio.com/67736 more])&lt;br /&gt;
* Fixed that creating a new blueprint and pressing Q after it was setup removes it instead of putting it into inventory. ([https://forums.factorio.com/67737 more])&lt;br /&gt;
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots. ([https://forums.factorio.com/67685 more])&lt;br /&gt;
* Fixed Artillery targeting remote not showing the correct ability count in the quickbar. ([https://forums.factorio.com/65310 more])&lt;br /&gt;
* Fixed scrolling through blueprint book with Shift+mouse wheel on macOS. ([https://forums.factorio.com/67225 more])&lt;br /&gt;
* Fixed Artillery targeting remote not showing the correct ability count in the qickbar. ([https://forums.factorio.com/65310 more])&lt;br /&gt;
* Fixed that blueprint shortcuts in quickbar linked to the library wouldn&#039;t remember their orientation. ([https://forums.factorio.com/65716 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.12 ==&lt;br /&gt;
Date: 14.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Added pollution tab to the production statistics.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.&lt;br /&gt;
* Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.&lt;br /&gt;
* All statistics graphs apart from electricity use smoothing now.&lt;br /&gt;
* The Install Mods GUI will now automatically install required dependencies.&lt;br /&gt;
* Added graphics option &amp;quot;Render in native screen resolution&amp;quot; on macOS to workaround performance issues due to rendering on Retina displays. ([https://forums.factorio.com/66870 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Added another fixing migration of consistency related to undo.&lt;br /&gt;
* Fixed that inserters wouldn&#039;t copy the white list/black list setting during fast-replace. ([https://forums.factorio.com/67501 more])&lt;br /&gt;
* Fixed that building/removing signals forced train in disabled station to move from it. ([https://forums.factorio.com/67365 more])&lt;br /&gt;
* Fixed that the name of the &amp;quot;Undo&amp;quot; shortcut wouldn&#039;t show up in the shortcut selection list. ([https://forums.factorio.com/67464 more])&lt;br /&gt;
* Fixed that the blueprint book shortcut&#039;s tooltip wouldn&#039;t show the assigned key combination. ([https://forums.factorio.com/67447 more])&lt;br /&gt;
* Fixed search bar focus being lost when binding it to extra mouse buttons. ([https://forums.factorio.com/67517 more])&lt;br /&gt;
* Fixed that shortcut bar keyboard shortcuts would appear twice in the control settings if certain mods were installed. ([https://forums.factorio.com/67433 more])&lt;br /&gt;
* Fixed that backspacing text covered by unclosed rich text tags could leave them at the end of the string. ([https://forums.factorio.com/67376 more])&lt;br /&gt;
* Fixed that technology tooltip would show &amp;quot;unknown key&amp;quot; for technologies with no description. ([https://forums.factorio.com/67489 more])&lt;br /&gt;
* Fixed unable to close the menu when rebinding toggle menu from ESC. ([https://forums.factorio.com/67535 more])&lt;br /&gt;
* Fixed that modded GUI window frames always contained header filler. ([https://forums.factorio.com/66295 more])&lt;br /&gt;
* Fixed save file would contain two preview screenshots. ([https://forums.factorio.com/67543 more])&lt;br /&gt;
* Fixed typo in decoratives.lua. ([https://forums.factorio.com/67594 more])&lt;br /&gt;
* Fixed that cloning assembling machines wouldn&#039;t preserve the direction for some recipes. ([https://forums.factorio.com/67583 more])&lt;br /&gt;
* Fixed bug with typing certain characters on alternative keyboard layouts on windows. ([https://forums.factorio.com/67552 more])&lt;br /&gt;
* Fixed a crash of generators whose prototype changes to not use fluid anymore. ([https://forums.factorio.com/66595 more])&lt;br /&gt;
* Fixed some crashes related to changes of modded fluid recipes. ([https://forums.factorio.com/67277 more])&lt;br /&gt;
* Fixed NPE bug when Compilatron walks over the iron patch when he&#039;s about to build miners. ([https://forums.factorio.com/67553 more])&lt;br /&gt;
* Fixed switching to map view when holding placeable item in cursor would make the item icon invisible. ([https://forums.factorio.com/66180 more])&lt;br /&gt;
* Fixed cloning rocket silos with rockets wouldn&#039;t work correctly. ([https://forums.factorio.com/67635 more])&lt;br /&gt;
* Fixed broken and missing support of modded underground pipe connections. ([https://forums.factorio.com/65824 more])&lt;br /&gt;
* Fixed not being able to use the same key for some actions. ([https://forums.factorio.com/65128 more])&lt;br /&gt;
* Fixed that releasing Alt before D when pressing Alt+D would cause the character to walk.&lt;br /&gt;
* Fixed that order of items in the circuit network did not respect group and subgroups. ([https://forums.factorio.com/67548 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* LuaPlayer::get_active_quick_bar_page now returns 1 based index.&lt;br /&gt;
&lt;br /&gt;
== 0.17.11 ==&lt;br /&gt;
Date: 11. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the process name was set to &amp;quot;Main&amp;quot; on Linux. ([https://forums.factorio.com/67355 more])&lt;br /&gt;
* Fixed a crash when closing GUIs with escape in some cases. ([https://forums.factorio.com/67428 more])&lt;br /&gt;
* Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.&lt;br /&gt;
* Fixed that focus-search wouldn&#039;t work in the Recipe GUI or Map Editor. ([https://forums.factorio.com/67437 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.10 ==&lt;br /&gt;
Date: 11. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Terrain generator options are preserved by the map generator GUI unless explicitly changed.&lt;br /&gt;
* Changed landfilling result to be tile called &amp;quot;landfill&amp;quot; instead of tile called &amp;quot;grass-1&amp;quot;. It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. ([https://forums.factorio.com/67282 more]) Existing blueprints containing &amp;quot;grass-1&amp;quot; will be migrated to the &amp;quot;landfill&amp;quot; tile.&lt;br /&gt;
* The game will load without an error when non-essential shaders fail to compile. ([https://forums.factorio.com/65107 more])&lt;br /&gt;
* When a player dies in the Wave defense, the free equipment will be removed from the corpse.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Make Blueprint&amp;quot;, &amp;quot;Make Blueprint Book&amp;quot;, &amp;quot;Make Deconstruction Planner&amp;quot;, &amp;quot;Make Upgrade Planner&amp;quot;, &amp;quot;Toggle Personal Roboport&amp;quot;, and &amp;quot;Toggle Exoskeleton&amp;quot; functions are now accessible via keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed references to nonexistent noise expressions in map gen settings would crash the game.&lt;br /&gt;
* Fixed a crash when trying to read Lua drop-down font style names. ([https://forums.factorio.com/67379 more])&lt;br /&gt;
* Fixed a crash when trying to join a Steam game fails in some cases. ([https://forums.factorio.com/67366 more])&lt;br /&gt;
* Fixed crash related to latency hiding and undo.&lt;br /&gt;
* Fixed that map generation wouldn&#039;t always update to reflect modded noise expressions.&lt;br /&gt;
* Fixed a crash when the open GUI target would become invalidated during the same tick as autosave starting.&lt;br /&gt;
* Fixed that the repaired lab showed in the bonus GUI. ([https://forums.factorio.com/67320 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tried to place his chest. ([https://forums.factorio.com/67153 more])&lt;br /&gt;
* Fixed that Control+F didn&#039;t work in the trains GUI. ([https://forums.factorio.com/66253 more])&lt;br /&gt;
* Probably fixed GUI not responding to user input in some situations. ([https://forums.factorio.com/66210 more])&lt;br /&gt;
* Fixed scaling of some of the debug info text overlay. ([https://forums.factorio.com/67172 more])&lt;br /&gt;
* Fixed headless server would be stuck in reset loop when trying to apply an update. ([https://forums.factorio.com/67231 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaGuiElement::select_all and select methods that work for textfield and textbox.&lt;br /&gt;
&lt;br /&gt;
== 0.17.9 ==&lt;br /&gt;
Date: 08. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Disabling station with train waiting in it doesn&#039;t force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. ([https://forums.factorio.com/65109 more])&lt;br /&gt;
* Changed expensive version of assembling machine 2 recipe to match the normal version better. ([https://forums.factorio.com/65570 more])&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added map editor support to delete items.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed pipette making error sound in latency state even though you have enough items. ([https://forums.factorio.com/67002 more])&lt;br /&gt;
* Fixed that technologies would sometimes disappear from the technology list when added to the research queue. ([https://forums.factorio.com/65879 more])&lt;br /&gt;
* Fixed problems related to circuit network connection inconsistency related to undo. ([https://forums.factorio.com/67071 more])&lt;br /&gt;
* Fixed NPE issue where Compilatron could destroy essential buildings. ([https://forums.factorio.com/67031 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tells you to pick up scrap. ([https://forums.factorio.com/66241 more])&lt;br /&gt;
* Fixed that he bonus GUI wouldn&#039;t show personal equipment. ([https://forums.factorio.com/65618 more])&lt;br /&gt;
* Fixed using special-item tags would cause desyncs. ([https://forums.factorio.com/66311 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tries to point at an object that doesn&#039;t exist any more. ([https://forums.factorio.com/65162 more])&lt;br /&gt;
* Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. ([https://forums.factorio.com/66716 more])&lt;br /&gt;
* Fixed that reviving and underground belt could sometimes change it&#039;s direction. ([https://forums.factorio.com/67026 more])&lt;br /&gt;
* Fixed a crash when using modded recipes in furnaces with fluids. ([https://forums.factorio.com/66271 more])&lt;br /&gt;
* Fixed that the active-version selector in the mods GUI didn&#039;t work. ([https://forums.factorio.com/66941 more])&lt;br /&gt;
* Fixed that randomizing map seed didn&#039;t have any effect after an exchange string was loaded. ([https://forums.factorio.com/65555 more])&lt;br /&gt;
* Fixed that resources wouldn&#039;t be rendered correctly in the map preview. ([https://forums.factorio.com/66525 more])&lt;br /&gt;
* Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. ([https://forums.factorio.com/67040 more])&lt;br /&gt;
* Layout fix related to technology gui. ([https://forums.factorio.com/66868 more])&lt;br /&gt;
* Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. ([https://forums.factorio.com/66563 more])&lt;br /&gt;
* Fixed that mod settings could get scrambled/reset when adding removing or changing mods. ([https://forums.factorio.com/66669 more])&lt;br /&gt;
* Fixed that you could open blueprint books/armor multiple times. ([https://forums.factorio.com/67096 more])&lt;br /&gt;
* Fixed that the train inactivity wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66974 more])&lt;br /&gt;
* Fixed a crash when exiting the game through the &amp;quot;X&amp;quot; button from a tutorial. ([https://forums.factorio.com/65270 more])&lt;br /&gt;
* Fixed the shadows of some GUIs when circuit network window is shown. ([https://forums.factorio.com/67119 more])&lt;br /&gt;
* Fixed menu background image would be scaled with poor quality. ([https://forums.factorio.com/67109 more])&lt;br /&gt;
* Fixed crash related to beam creation when the source or target is removed in the process. ([https://forums.factorio.com/67110 more])&lt;br /&gt;
* Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed.&lt;br /&gt;
* Fixed being unable to clear &amp;quot;X&amp;quot;(missing blueprint) icon from the quickbar. ([https://forums.factorio.com/67114 more])&lt;br /&gt;
* Fixed that train two stations of the same name in the train schedule could crash the game. ([https://forums.factorio.com/67066 more])&lt;br /&gt;
* Fixed consistency check for signal state of train on the way. ([https://forums.factorio.com/67052 more])&lt;br /&gt;
* Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. ([https://forums.factorio.com/67057 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSurface::min_brightness read/write.&lt;br /&gt;
* Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps().&lt;br /&gt;
&lt;br /&gt;
== 0.17.8 ==&lt;br /&gt;
Date: 07. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ([https://forums.factorio.com/66957 more])&lt;br /&gt;
* Fixed queued GUIs didn&#039;t work correctly. ([https://forums.factorio.com/66963 more])&lt;br /&gt;
* Fixed that terrain selectors other than &#039;elevation&#039; messed with the water/island controls ([https://forums.factorio.com/66932 more])&lt;br /&gt;
* Fixed PvP running on_init when it was already initialised. ([https://forums.factorio.com/66970 more])&lt;br /&gt;
* Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ([https://forums.factorio.com/66888 more])&lt;br /&gt;
* Fixed that upgrading entities with the upgrade planner would erase the last-user. ([https://forums.factorio.com/67019 more])&lt;br /&gt;
* Fixed a crash in the update mods GUI.&lt;br /&gt;
* Fixed incorrect styling in the update mods GUI in some cases.&lt;br /&gt;
* Fixed crash when loading a save during a cutscene when following a unit. ([https://forums.factorio.com/67022 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.7 ==&lt;br /&gt;
Date: 06. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed game.players[#] would be treated as game.players[tostring(#)].&lt;br /&gt;
* Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.&lt;br /&gt;
* Fixed inserter/mining drill interaction indications wouldn&#039;t render in some cases and would ignore ghosts in some but not all cases.&lt;br /&gt;
* Fixed that the game would incorrectly think some mods wouldn&#039;t be required when joining multiplayer games even though they are.&lt;br /&gt;
* Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])&lt;br /&gt;
* Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])&lt;br /&gt;
* Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn&#039;t work in some cases. ([https://forums.factorio.com/66190 more])&lt;br /&gt;
* Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])&lt;br /&gt;
* Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])&lt;br /&gt;
* Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])&lt;br /&gt;
* Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])&lt;br /&gt;
* Fixed that it was possible to add a blueprint to other player&#039;s shared blueprints. ([https://forums.factorio.com/66438 more])&lt;br /&gt;
* Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])&lt;br /&gt;
* Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])&lt;br /&gt;
* Fixed that un-researching technology wouldn&#039;t update GUIs correctly. ([https://forums.factorio.com/66522 more])&lt;br /&gt;
* Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])&lt;br /&gt;
* Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])&lt;br /&gt;
* Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])&lt;br /&gt;
* Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])&lt;br /&gt;
* Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])&lt;br /&gt;
* Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])&lt;br /&gt;
* Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])&lt;br /&gt;
* Squashed labels get a tooltip with the full text in a similar fashion as buttons.&lt;br /&gt;
* Fixed that research queue setting wouldn&#039;t export to map exchange string properly. ([https://forums.factorio.com/65417 more])&lt;br /&gt;
* Fixed incorrect primary screen index in graphics options GUI.&lt;br /&gt;
* Fixed some cases of fluid mixing related to underground pipes.&lt;br /&gt;
* Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])&lt;br /&gt;
* Fixed that the reset button wouldn&#039;t update after importing a map exchange string. ([https://forums.factorio.com/66608 more])&lt;br /&gt;
* Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaControl::ghost_cursor read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.17.6 ==&lt;br /&gt;
Date: 05. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])&lt;br /&gt;
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.&lt;br /&gt;
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed of loading of saves before 0.17.&lt;br /&gt;
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])&lt;br /&gt;
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])&lt;br /&gt;
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])&lt;br /&gt;
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])&lt;br /&gt;
* Fixed, that the hand logic could force an item to filtered slot that doesn&#039;t match it. ([https://forums.factorio.com/66610 more])&lt;br /&gt;
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])&lt;br /&gt;
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])&lt;br /&gt;
* Right panel sizing fixes.&lt;br /&gt;
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.&lt;br /&gt;
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])&lt;br /&gt;
* Fixed that driving backwards in vehicles wouldn&#039;t trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])&lt;br /&gt;
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])&lt;br /&gt;
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])&lt;br /&gt;
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])&lt;br /&gt;
* Fixed upgrading ghost splitters wouldn&#039;t copy the splitter settings. ([https://forums.factorio.com/65346 more])&lt;br /&gt;
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])&lt;br /&gt;
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])&lt;br /&gt;
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.&lt;br /&gt;
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])&lt;br /&gt;
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).&lt;br /&gt;
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])&lt;br /&gt;
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])&lt;br /&gt;
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])&lt;br /&gt;
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])&lt;br /&gt;
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])&lt;br /&gt;
* Fixed that behemoth biters didn&#039;t have resistance to acid (as all other biters have).&lt;br /&gt;
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])&lt;br /&gt;
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaItemPrototype::mapper_count read.&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170793</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170793"/>
		<updated>2019-03-18T22:15:17Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.13 patch notes from https://forums.factorio.com/67758&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.17.13 ==&lt;br /&gt;
Date 15.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Modified NPE quest structure to give the player more notice of impending attacks&lt;br /&gt;
* Added missing Steel plate recipe to NPE tech tree ([https://forums.factorio.com/67504 more])&lt;br /&gt;
* Removed unneeded Iron stick recipe from NPE&lt;br /&gt;
* Fast replacing between rail signal and rail chain signal will preserve circuit wire connection and relevant settings. ([https://forums.factorio.com/67682 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the evolution pollution factor wasn&#039;t migrated properly. (pollution was increasing evolution 16.6 times faster than it should for existing saves).&lt;br /&gt;
* Fixed a crash when trying to assign invalid things to LuaPlayer::game_view_settings. ([https://forums.factorio.com/67682 more])&lt;br /&gt;
* Fixed that replays could trigger autosaves and take screenshots. ([https://forums.factorio.com/65901 more])&lt;br /&gt;
* Fixed that changing mod settings through Lua commands wouldn&#039;t trigger the settings-changed event. ([https://forums.factorio.com/66395 more])&lt;br /&gt;
* Fixed that /config didn&#039;t support name, description, or tags. ([https://forums.factorio.com/67463 more])&lt;br /&gt;
* Fixed a crash when using temporary stations. ([https://forums.factorio.com/67700 more])&lt;br /&gt;
* Fixed that drop-item into vehicles didn&#039;t work. ([https://forums.factorio.com/65948 more])&lt;br /&gt;
* Fixed that resizing the window while loading on 4k screens would cause the progress bar to not render. ([https://forums.factorio.com/65987 more])&lt;br /&gt;
* Fixed that the crafting queue GUI wouldn&#039;t show correctly when loading a save with crafting in progress. ([https://forums.factorio.com/66220 more])&lt;br /&gt;
* Fixed text box line wrapping didn&#039;t work correctly in most cases. ([https://forums.factorio.com/65437 more])&lt;br /&gt;
* Fixed a crash when re-joining a multiplayer game while the tips-and-tricks window is visible.&lt;br /&gt;
* Fixed a crash when opening the set-filter GUI on the ammo inventory of other player using the /open command.&lt;br /&gt;
* Fixed that the pollution generation of steel furnace wasn&#039;t what it was supposed compared to 0.16.&lt;br /&gt;
* Fixed that you could die during a cutscene and become a ghost when it ended. ([https://forums.factorio.com/67651 more])&lt;br /&gt;
* Fixed that you could die with required items in your inventory and make the NPE unwinnable. ([https://forums.factorio.com/65829 more])&lt;br /&gt;
* Fixed that some turrets wouldn&#039;t be detected by the quest objectives in the NPE. ([https://forums.factorio.com/66013 more])&lt;br /&gt;
* Fixed issue with detecting Steam engine on network in NPE ([https://forums.factorio.com/66717 more])&lt;br /&gt;
* Fixed biters getting stuck in massive clumps in NPE ([https://forums.factorio.com/66226 more])&lt;br /&gt;
* Fixed biters becoming frozen after arriving at target destination in NPE ([https://forums.factorio.com/66494 more])&lt;br /&gt;
* Fixed crash when mining scrap metal in NPE ([https://forums.factorio.com/65512 more])&lt;br /&gt;
* Fixed biters losing aggression after save/load during NPE ([https://forums.factorio.com/66410 more])&lt;br /&gt;
* Fixed some windows in the NPE having inconsistent header draggable textures ([https://forums.factorio.com/66295 more])&lt;br /&gt;
* Fixed build order for Compilatron in NPE so it is more successful ([https://forums.factorio.com/66703 more])&lt;br /&gt;
* Fixed set_active_quick_bar_page not updating the GUI. ([https://forums.factorio.com/66142 more])&lt;br /&gt;
* Fixed that waiting on temporary stop was reset every time other station was added. ([https://forums.factorio.com/6034 more])&lt;br /&gt;
* Fixed that blueprints with trains and rails still could snap the trains to different rails. ([https://forums.factorio.com/67384 more])&lt;br /&gt;
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots ([https://forums.factorio.com/67685 more])&lt;br /&gt;
* Fixed that snapping to position while building ghost didn&#039;t update the ghost position properly, leading to invisible entities in rare cases. ([https://forums.factorio.com/66908 more])&lt;br /&gt;
* Fixed a crash when destroying trains while in the paused map editor state. ([https://forums.factorio.com/67734 more])&lt;br /&gt;
* Fixed that recipes could be setup to produce &amp;gt; 1 count of items that are never meant to be stacked. ([https://forums.factorio.com/67736 more])&lt;br /&gt;
* Fixed that creating a new blueprint and pressing Q after it was setup removes it instead of putting it into inventory. ([https://forums.factorio.com/67737 more])&lt;br /&gt;
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots. ([https://forums.factorio.com/67685 more])&lt;br /&gt;
* Fixed Artillery targeting remote not showing the correct ability count in the quickbar. ([https://forums.factorio.com/65310 more])&lt;br /&gt;
* Fixed scrolling through blueprint book with Shift+mouse wheel on macOS. ([https://forums.factorio.com/67225 more])&lt;br /&gt;
* Fixed Artillery targeting remote not showing the correct ability count in the qickbar. ([https://forums.factorio.com/65310 more])&lt;br /&gt;
* Fixed that blueprint shortcuts in quickbar linked to the library wouldn&#039;t remember their orientation. ([https://forums.factorio.com/65716 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.12 ==&lt;br /&gt;
Date: 14.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Added pollution tab to the production statistics.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.&lt;br /&gt;
* Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.&lt;br /&gt;
* All statistics graphs apart from electricity use smoothing now.&lt;br /&gt;
* The Install Mods GUI will now automatically install required dependencies.&lt;br /&gt;
* Added graphics option &amp;quot;Render in native screen resolution&amp;quot; on macOS to workaround performance issues due to rendering on Retina displays. ([https://forums.factorio.com/66870 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Added another fixing migration of consistency related to undo.&lt;br /&gt;
* Fixed that inserters wouldn&#039;t copy the white list/black list setting during fast-replace. ([https://forums.factorio.com/67501 more])&lt;br /&gt;
* Fixed that building/removing signals forced train in disabled station to move from it. ([https://forums.factorio.com/67365 more])&lt;br /&gt;
* Fixed that the name of the &amp;quot;Undo&amp;quot; shortcut wouldn&#039;t show up in the shortcut selection list. ([https://forums.factorio.com/67464 more])&lt;br /&gt;
* Fixed that the blueprint book shortcut&#039;s tooltip wouldn&#039;t show the assigned key combination. ([https://forums.factorio.com/67447 more])&lt;br /&gt;
* Fixed search bar focus being lost when binding it to extra mouse buttons. ([https://forums.factorio.com/67517 more])&lt;br /&gt;
* Fixed that shortcut bar keyboard shortcuts would appear twice in the control settings if certain mods were installed. ([https://forums.factorio.com/67433 more])&lt;br /&gt;
* Fixed that backspacing text covered by unclosed rich text tags could leave them at the end of the string. ([https://forums.factorio.com/67376 more])&lt;br /&gt;
* Fixed that technology tooltip would show &amp;quot;unknown key&amp;quot; for technologies with no description. ([https://forums.factorio.com/67489 more])&lt;br /&gt;
* Fixed unable to close the menu when rebinding toggle menu from ESC. ([https://forums.factorio.com/67535 more])&lt;br /&gt;
* Fixed that modded GUI window frames always contained header filler. ([https://forums.factorio.com/66295 more])&lt;br /&gt;
* Fixed save file would contain two preview screenshots. ([https://forums.factorio.com/67543 more])&lt;br /&gt;
* Fixed typo in decoratives.lua. ([https://forums.factorio.com/67594 more])&lt;br /&gt;
* Fixed that cloning assembling machines wouldn&#039;t preserve the direction for some recipes. ([https://forums.factorio.com/67583 more])&lt;br /&gt;
* Fixed bug with typing certain characters on alternative keyboard layouts on windows. ([https://forums.factorio.com/67552 more])&lt;br /&gt;
* Fixed a crash of generators whose prototype changes to not use fluid anymore. ([https://forums.factorio.com/66595 more])&lt;br /&gt;
* Fixed some crashes related to changes of modded fluid recipes. ([https://forums.factorio.com/67277 more])&lt;br /&gt;
* Fixed NPE bug when Compilatron walks over the iron patch when he&#039;s about to build miners. ([https://forums.factorio.com/67553 more])&lt;br /&gt;
* Fixed switching to map view when holding placeable item in cursor would make the item icon invisible. ([https://forums.factorio.com/66180 more])&lt;br /&gt;
* Fixed cloning rocket silos with rockets wouldn&#039;t work correctly. ([https://forums.factorio.com/67635 more])&lt;br /&gt;
* Fixed broken and missing support of modded underground pipe connections. ([https://forums.factorio.com/65824 more])&lt;br /&gt;
* Fixed not being able to use the same key for some actions. ([https://forums.factorio.com/65128 more])&lt;br /&gt;
* Fixed that releasing Alt before D when pressing Alt+D would cause the character to walk.&lt;br /&gt;
* Fixed that order of items in the circuit network did not respect group and subgroups. ([https://forums.factorio.com/67548 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* LuaPlayer::get_active_quick_bar_page now returns 1 based index.&lt;br /&gt;
&lt;br /&gt;
== 0.17.11 ==&lt;br /&gt;
Date: 11. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the process name was set to &amp;quot;Main&amp;quot; on Linux. ([https://forums.factorio.com/67355 more])&lt;br /&gt;
* Fixed a crash when closing GUIs with escape in some cases. ([https://forums.factorio.com/67428 more])&lt;br /&gt;
* Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.&lt;br /&gt;
* Fixed that focus-search wouldn&#039;t work in the Recipe GUI or Map Editor. ([https://forums.factorio.com/67437 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.10 ==&lt;br /&gt;
Date: 11. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Terrain generator options are preserved by the map generator GUI unless explicitly changed.&lt;br /&gt;
* Changed landfilling result to be tile called &amp;quot;landfill&amp;quot; instead of tile called &amp;quot;grass-1&amp;quot;. It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. ([https://forums.factorio.com/67282 more]) Existing blueprints containing &amp;quot;grass-1&amp;quot; will be migrated to the &amp;quot;landfill&amp;quot; tile.&lt;br /&gt;
* The game will load without an error when non-essential shaders fail to compile. ([https://forums.factorio.com/65107 more])&lt;br /&gt;
* When a player dies in the Wave defense, the free equipment will be removed from the corpse.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Make Blueprint&amp;quot;, &amp;quot;Make Blueprint Book&amp;quot;, &amp;quot;Make Deconstruction Planner&amp;quot;, &amp;quot;Make Upgrade Planner&amp;quot;, &amp;quot;Toggle Personal Roboport&amp;quot;, and &amp;quot;Toggle Exoskeleton&amp;quot; functions are now accessible via keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed references to nonexistent noise expressions in map gen settings would crash the game.&lt;br /&gt;
* Fixed a crash when trying to read Lua drop-down font style names. ([https://forums.factorio.com/67379 more])&lt;br /&gt;
* Fixed a crash when trying to join a Steam game fails in some cases. ([https://forums.factorio.com/67366 more])&lt;br /&gt;
* Fixed crash related to latency hiding and undo.&lt;br /&gt;
* Fixed that map generation wouldn&#039;t always update to reflect modded noise expressions.&lt;br /&gt;
* Fixed a crash when the open GUI target would become invalidated during the same tick as autosave starting.&lt;br /&gt;
* Fixed that the repaired lab showed in the bonus GUI. ([https://forums.factorio.com/67320 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tried to place his chest. ([https://forums.factorio.com/67153 more])&lt;br /&gt;
* Fixed that Control+F didn&#039;t work in the trains GUI. ([https://forums.factorio.com/66253 more])&lt;br /&gt;
* Probably fixed GUI not responding to user input in some situations. ([https://forums.factorio.com/66210 more])&lt;br /&gt;
* Fixed scaling of some of the debug info text overlay. ([https://forums.factorio.com/67172 more])&lt;br /&gt;
* Fixed headless server would be stuck in reset loop when trying to apply an update. ([https://forums.factorio.com/67231 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaGuiElement::select_all and select methods that work for textfield and textbox.&lt;br /&gt;
&lt;br /&gt;
== 0.17.9 ==&lt;br /&gt;
Date: 08. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Disabling station with train waiting in it doesn&#039;t force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. ([https://forums.factorio.com/65109 more])&lt;br /&gt;
* Changed expensive version of assembling machine 2 recipe to match the normal version better. ([https://forums.factorio.com/65570 more])&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added map editor support to delete items.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed pipette making error sound in latency state even though you have enough items. ([https://forums.factorio.com/67002 more])&lt;br /&gt;
* Fixed that technologies would sometimes disappear from the technology list when added to the research queue. ([https://forums.factorio.com/65879 more])&lt;br /&gt;
* Fixed problems related to circuit network connection inconsistency related to undo. ([https://forums.factorio.com/67071 more])&lt;br /&gt;
* Fixed NPE issue where Compilatron could destroy essential buildings. ([https://forums.factorio.com/67031 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tells you to pick up scrap. ([https://forums.factorio.com/66241 more])&lt;br /&gt;
* Fixed that he bonus GUI wouldn&#039;t show personal equipment. ([https://forums.factorio.com/65618 more])&lt;br /&gt;
* Fixed using special-item tags would cause desyncs. ([https://forums.factorio.com/66311 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tries to point at an object that doesn&#039;t exist any more. ([https://forums.factorio.com/65162 more])&lt;br /&gt;
* Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. ([https://forums.factorio.com/66716 more])&lt;br /&gt;
* Fixed that reviving and underground belt could sometimes change it&#039;s direction. ([https://forums.factorio.com/67026 more])&lt;br /&gt;
* Fixed a crash when using modded recipes in furnaces with fluids. ([https://forums.factorio.com/66271 more])&lt;br /&gt;
* Fixed that the active-version selector in the mods GUI didn&#039;t work. ([https://forums.factorio.com/66941 more])&lt;br /&gt;
* Fixed that randomizing map seed didn&#039;t have any effect after an exchange string was loaded. ([https://forums.factorio.com/65555 more])&lt;br /&gt;
* Fixed that resources wouldn&#039;t be rendered correctly in the map preview. ([https://forums.factorio.com/66525 more])&lt;br /&gt;
* Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. ([https://forums.factorio.com/67040 more])&lt;br /&gt;
* Layout fix related to technology gui. ([https://forums.factorio.com/66868 more])&lt;br /&gt;
* Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. ([https://forums.factorio.com/66563 more])&lt;br /&gt;
* Fixed that mod settings could get scrambled/reset when adding removing or changing mods. ([https://forums.factorio.com/66669 more])&lt;br /&gt;
* Fixed that you could open blueprint books/armor multiple times. ([https://forums.factorio.com/67096 more])&lt;br /&gt;
* Fixed that the train inactivity wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66974 more])&lt;br /&gt;
* Fixed a crash when exiting the game through the &amp;quot;X&amp;quot; button from a tutorial. ([https://forums.factorio.com/65270 more])&lt;br /&gt;
* Fixed the shadows of some GUIs when circuit network window is shown. ([https://forums.factorio.com/67119 more])&lt;br /&gt;
* Fixed menu background image would be scaled with poor quality. ([https://forums.factorio.com/67109 more])&lt;br /&gt;
* Fixed crash related to beam creation when the source or target is removed in the process. ([https://forums.factorio.com/67110 more])&lt;br /&gt;
* Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed.&lt;br /&gt;
* Fixed being unable to clear &amp;quot;X&amp;quot;(missing blueprint) icon from the quickbar. ([https://forums.factorio.com/67114 more])&lt;br /&gt;
* Fixed that train two stations of the same name in the train schedule could crash the game. ([https://forums.factorio.com/67066 more])&lt;br /&gt;
* Fixed consistency check for signal state of train on the way. ([https://forums.factorio.com/67052 more])&lt;br /&gt;
* Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. ([https://forums.factorio.com/67057 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSurface::min_brightness read/write.&lt;br /&gt;
* Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps().&lt;br /&gt;
&lt;br /&gt;
== 0.17.8 ==&lt;br /&gt;
Date: 07. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ([https://forums.factorio.com/66957 more])&lt;br /&gt;
* Fixed queued GUIs didn&#039;t work correctly. ([https://forums.factorio.com/66963 more])&lt;br /&gt;
* Fixed that terrain selectors other than &#039;elevation&#039; messed with the water/island controls ([https://forums.factorio.com/66932 more])&lt;br /&gt;
* Fixed PvP running on_init when it was already initialised. ([https://forums.factorio.com/66970 more])&lt;br /&gt;
* Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ([https://forums.factorio.com/66888 more])&lt;br /&gt;
* Fixed that upgrading entities with the upgrade planner would erase the last-user. ([https://forums.factorio.com/67019 more])&lt;br /&gt;
* Fixed a crash in the update mods GUI.&lt;br /&gt;
* Fixed incorrect styling in the update mods GUI in some cases.&lt;br /&gt;
* Fixed crash when loading a save during a cutscene when following a unit. ([https://forums.factorio.com/67022 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.7 ==&lt;br /&gt;
Date: 06. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed game.players[#] would be treated as game.players[tostring(#)].&lt;br /&gt;
* Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.&lt;br /&gt;
* Fixed inserter/mining drill interaction indications wouldn&#039;t render in some cases and would ignore ghosts in some but not all cases.&lt;br /&gt;
* Fixed that the game would incorrectly think some mods wouldn&#039;t be required when joining multiplayer games even though they are.&lt;br /&gt;
* Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])&lt;br /&gt;
* Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])&lt;br /&gt;
* Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn&#039;t work in some cases. ([https://forums.factorio.com/66190 more])&lt;br /&gt;
* Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])&lt;br /&gt;
* Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])&lt;br /&gt;
* Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])&lt;br /&gt;
* Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])&lt;br /&gt;
* Fixed that it was possible to add a blueprint to other player&#039;s shared blueprints. ([https://forums.factorio.com/66438 more])&lt;br /&gt;
* Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])&lt;br /&gt;
* Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])&lt;br /&gt;
* Fixed that un-researching technology wouldn&#039;t update GUIs correctly. ([https://forums.factorio.com/66522 more])&lt;br /&gt;
* Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])&lt;br /&gt;
* Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])&lt;br /&gt;
* Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])&lt;br /&gt;
* Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])&lt;br /&gt;
* Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])&lt;br /&gt;
* Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])&lt;br /&gt;
* Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])&lt;br /&gt;
* Squashed labels get a tooltip with the full text in a similar fashion as buttons.&lt;br /&gt;
* Fixed that research queue setting wouldn&#039;t export to map exchange string properly. ([https://forums.factorio.com/65417 more])&lt;br /&gt;
* Fixed incorrect primary screen index in graphics options GUI.&lt;br /&gt;
* Fixed some cases of fluid mixing related to underground pipes.&lt;br /&gt;
* Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])&lt;br /&gt;
* Fixed that the reset button wouldn&#039;t update after importing a map exchange string. ([https://forums.factorio.com/66608 more])&lt;br /&gt;
* Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaControl::ghost_cursor read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.17.6 ==&lt;br /&gt;
Date: 05. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])&lt;br /&gt;
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.&lt;br /&gt;
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed of loading of saves before 0.17.&lt;br /&gt;
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])&lt;br /&gt;
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])&lt;br /&gt;
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])&lt;br /&gt;
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])&lt;br /&gt;
* Fixed, that the hand logic could force an item to filtered slot that doesn&#039;t match it. ([https://forums.factorio.com/66610 more])&lt;br /&gt;
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])&lt;br /&gt;
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])&lt;br /&gt;
* Right panel sizing fixes.&lt;br /&gt;
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.&lt;br /&gt;
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])&lt;br /&gt;
* Fixed that driving backwards in vehicles wouldn&#039;t trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])&lt;br /&gt;
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])&lt;br /&gt;
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])&lt;br /&gt;
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])&lt;br /&gt;
* Fixed upgrading ghost splitters wouldn&#039;t copy the splitter settings. ([https://forums.factorio.com/65346 more])&lt;br /&gt;
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])&lt;br /&gt;
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])&lt;br /&gt;
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.&lt;br /&gt;
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])&lt;br /&gt;
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).&lt;br /&gt;
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])&lt;br /&gt;
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])&lt;br /&gt;
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])&lt;br /&gt;
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])&lt;br /&gt;
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])&lt;br /&gt;
* Fixed that behemoth biters didn&#039;t have resistance to acid (as all other biters have).&lt;br /&gt;
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])&lt;br /&gt;
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaItemPrototype::mapper_count read.&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170665</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170665"/>
		<updated>2019-03-15T08:23:42Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.12 patch notes from https://forums.factorio.com/67694&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=== 0.17.12 ===&lt;br /&gt;
Date: 14.03.2019&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
* Added pollution tab to the production statistics.&lt;br /&gt;
&lt;br /&gt;
== Minor Features ==&lt;br /&gt;
&lt;br /&gt;
* Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.&lt;br /&gt;
* Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.&lt;br /&gt;
* All statistics graphs apart from electricity use smoothing now.&lt;br /&gt;
* The Install Mods GUI will now automatically install required dependencies.&lt;br /&gt;
* Added graphics option &amp;quot;Render in native screen resolution&amp;quot; on macOS to workaround performance issues due to rendering on Retina displays. ([https://forums.factorio.com/66870 more])&lt;br /&gt;
&lt;br /&gt;
== Bugfixes ==&lt;br /&gt;
&lt;br /&gt;
* Added another fixing migration of consistency related to undo.&lt;br /&gt;
* Fixed that inserters wouldn&#039;t copy the white list/black list setting during fast-replace. ([https://forums.factorio.com/67501 more])&lt;br /&gt;
* Fixed that building/removing signals forced train in disabled station to move from it. ([https://forums.factorio.com/67365 more])&lt;br /&gt;
* Fixed that the name of the &amp;quot;Undo&amp;quot; shortcut wouldn&#039;t show up in the shortcut selection list. ([https://forums.factorio.com/67464 more])&lt;br /&gt;
* Fixed that the blueprint book shortcut&#039;s tooltip wouldn&#039;t show the assigned key combination. ([https://forums.factorio.com/67447 more])&lt;br /&gt;
* Fixed search bar focus being lost when binding it to extra mouse buttons. ([https://forums.factorio.com/67517 more])&lt;br /&gt;
* Fixed that shortcut bar keyboard shortcuts would appear twice in the control settings if certain mods were installed. ([https://forums.factorio.com/67433 more])&lt;br /&gt;
* Fixed that backspacing text covered by unclosed rich text tags could leave them at the end of the string. ([https://forums.factorio.com/67376 more])&lt;br /&gt;
* Fixed that technology tooltip would show &amp;quot;unknown key&amp;quot; for technologies with no description. ([https://forums.factorio.com/67489 more])&lt;br /&gt;
* Fixed unable to close the menu when rebinding toggle menu from ESC. ([https://forums.factorio.com/67535 more])&lt;br /&gt;
* Fixed that modded GUI window frames always contained header filler. ([https://forums.factorio.com/66295 more])&lt;br /&gt;
* Fixed save file would contain two preview screenshots. ([https://forums.factorio.com/67543 more])&lt;br /&gt;
* Fixed typo in decoratives.lua. ([https://forums.factorio.com/67594 more])&lt;br /&gt;
* Fixed that cloning assembling machines wouldn&#039;t preserve the direction for some recipes. ([https://forums.factorio.com/67583 more])&lt;br /&gt;
* Fixed bug with typing certain characters on alternative keyboard layouts on windows. ([https://forums.factorio.com/67552 more])&lt;br /&gt;
* Fixed a crash of generators whose prototype changes to not use fluid anymore. ([https://forums.factorio.com/66595 more])&lt;br /&gt;
* Fixed some crashes related to changes of modded fluid recipes. ([https://forums.factorio.com/67277 more])&lt;br /&gt;
* Fixed NPE bug when Compilatron walks over the iron patch when he&#039;s about to build miners. ([https://forums.factorio.com/67553 more])&lt;br /&gt;
* Fixed switching to map view when holding placeable item in cursor would make the item icon invisible. ([https://forums.factorio.com/66180 more])&lt;br /&gt;
* Fixed cloning rocket silos with rockets wouldn&#039;t work correctly. ([https://forums.factorio.com/67635 more])&lt;br /&gt;
* Fixed broken and missing support of modded underground pipe connections. ([https://forums.factorio.com/65824 more])&lt;br /&gt;
* Fixed not being able to use the same key for some actions. ([https://forums.factorio.com/65128 more])&lt;br /&gt;
* Fixed that releasing Alt before D when pressing Alt+D would cause the character to walk.&lt;br /&gt;
* Fixed that order of items in the circuit network did not respect group and subgroups. ([https://forums.factorio.com/67548 more])&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
* Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
&lt;br /&gt;
* LuaPlayer::get_active_quick_bar_page now returns 1 based index.&lt;br /&gt;
&lt;br /&gt;
== 0.17.11 ==&lt;br /&gt;
Date: 11. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the process name was set to &amp;quot;Main&amp;quot; on Linux. ([https://forums.factorio.com/67355 more])&lt;br /&gt;
* Fixed a crash when closing GUIs with escape in some cases. ([https://forums.factorio.com/67428 more])&lt;br /&gt;
* Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.&lt;br /&gt;
* Fixed that focus-search wouldn&#039;t work in the Recipe GUI or Map Editor. ([https://forums.factorio.com/67437 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.10 ==&lt;br /&gt;
Date: 11. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Terrain generator options are preserved by the map generator GUI unless explicitly changed.&lt;br /&gt;
* Changed landfilling result to be tile called &amp;quot;landfill&amp;quot; instead of tile called &amp;quot;grass-1&amp;quot;. It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. ([https://forums.factorio.com/67282 more]) Existing blueprints containing &amp;quot;grass-1&amp;quot; will be migrated to the &amp;quot;landfill&amp;quot; tile.&lt;br /&gt;
* The game will load without an error when non-essential shaders fail to compile. ([https://forums.factorio.com/65107 more])&lt;br /&gt;
* When a player dies in the Wave defense, the free equipment will be removed from the corpse.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Make Blueprint&amp;quot;, &amp;quot;Make Blueprint Book&amp;quot;, &amp;quot;Make Deconstruction Planner&amp;quot;, &amp;quot;Make Upgrade Planner&amp;quot;, &amp;quot;Toggle Personal Roboport&amp;quot;, and &amp;quot;Toggle Exoskeleton&amp;quot; functions are now accessible via keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed references to nonexistent noise expressions in map gen settings would crash the game.&lt;br /&gt;
* Fixed a crash when trying to read Lua drop-down font style names. ([https://forums.factorio.com/67379 more])&lt;br /&gt;
* Fixed a crash when trying to join a Steam game fails in some cases. ([https://forums.factorio.com/67366 more])&lt;br /&gt;
* Fixed crash related to latency hiding and undo.&lt;br /&gt;
* Fixed that map generation wouldn&#039;t always update to reflect modded noise expressions.&lt;br /&gt;
* Fixed a crash when the open GUI target would become invalidated during the same tick as autosave starting.&lt;br /&gt;
* Fixed that the repaired lab showed in the bonus GUI. ([https://forums.factorio.com/67320 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tried to place his chest. ([https://forums.factorio.com/67153 more])&lt;br /&gt;
* Fixed that Control+F didn&#039;t work in the trains GUI. ([https://forums.factorio.com/66253 more])&lt;br /&gt;
* Probably fixed GUI not responding to user input in some situations. ([https://forums.factorio.com/66210 more])&lt;br /&gt;
* Fixed scaling of some of the debug info text overlay. ([https://forums.factorio.com/67172 more])&lt;br /&gt;
* Fixed headless server would be stuck in reset loop when trying to apply an update. ([https://forums.factorio.com/67231 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaGuiElement::select_all and select methods that work for textfield and textbox.&lt;br /&gt;
&lt;br /&gt;
== 0.17.9 ==&lt;br /&gt;
Date: 08. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Disabling station with train waiting in it doesn&#039;t force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. ([https://forums.factorio.com/65109 more])&lt;br /&gt;
* Changed expensive version of assembling machine 2 recipe to match the normal version better. ([https://forums.factorio.com/65570 more])&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added map editor support to delete items.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed pipette making error sound in latency state even though you have enough items. ([https://forums.factorio.com/67002 more])&lt;br /&gt;
* Fixed that technologies would sometimes disappear from the technology list when added to the research queue. ([https://forums.factorio.com/65879 more])&lt;br /&gt;
* Fixed problems related to circuit network connection inconsistency related to undo. ([https://forums.factorio.com/67071 more])&lt;br /&gt;
* Fixed NPE issue where Compilatron could destroy essential buildings. ([https://forums.factorio.com/67031 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tells you to pick up scrap. ([https://forums.factorio.com/66241 more])&lt;br /&gt;
* Fixed that he bonus GUI wouldn&#039;t show personal equipment. ([https://forums.factorio.com/65618 more])&lt;br /&gt;
* Fixed using special-item tags would cause desyncs. ([https://forums.factorio.com/66311 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tries to point at an object that doesn&#039;t exist any more. ([https://forums.factorio.com/65162 more])&lt;br /&gt;
* Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. ([https://forums.factorio.com/66716 more])&lt;br /&gt;
* Fixed that reviving and underground belt could sometimes change it&#039;s direction. ([https://forums.factorio.com/67026 more])&lt;br /&gt;
* Fixed a crash when using modded recipes in furnaces with fluids. ([https://forums.factorio.com/66271 more])&lt;br /&gt;
* Fixed that the active-version selector in the mods GUI didn&#039;t work. ([https://forums.factorio.com/66941 more])&lt;br /&gt;
* Fixed that randomizing map seed didn&#039;t have any effect after an exchange string was loaded. ([https://forums.factorio.com/65555 more])&lt;br /&gt;
* Fixed that resources wouldn&#039;t be rendered correctly in the map preview. ([https://forums.factorio.com/66525 more])&lt;br /&gt;
* Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. ([https://forums.factorio.com/67040 more])&lt;br /&gt;
* Layout fix related to technology gui. ([https://forums.factorio.com/66868 more])&lt;br /&gt;
* Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. ([https://forums.factorio.com/66563 more])&lt;br /&gt;
* Fixed that mod settings could get scrambled/reset when adding removing or changing mods. ([https://forums.factorio.com/66669 more])&lt;br /&gt;
* Fixed that you could open blueprint books/armor multiple times. ([https://forums.factorio.com/67096 more])&lt;br /&gt;
* Fixed that the train inactivity wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66974 more])&lt;br /&gt;
* Fixed a crash when exiting the game through the &amp;quot;X&amp;quot; button from a tutorial. ([https://forums.factorio.com/65270 more])&lt;br /&gt;
* Fixed the shadows of some GUIs when circuit network window is shown. ([https://forums.factorio.com/67119 more])&lt;br /&gt;
* Fixed menu background image would be scaled with poor quality. ([https://forums.factorio.com/67109 more])&lt;br /&gt;
* Fixed crash related to beam creation when the source or target is removed in the process. ([https://forums.factorio.com/67110 more])&lt;br /&gt;
* Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed.&lt;br /&gt;
* Fixed being unable to clear &amp;quot;X&amp;quot;(missing blueprint) icon from the quickbar. ([https://forums.factorio.com/67114 more])&lt;br /&gt;
* Fixed that train two stations of the same name in the train schedule could crash the game. ([https://forums.factorio.com/67066 more])&lt;br /&gt;
* Fixed consistency check for signal state of train on the way. ([https://forums.factorio.com/67052 more])&lt;br /&gt;
* Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. ([https://forums.factorio.com/67057 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSurface::min_brightness read/write.&lt;br /&gt;
* Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps().&lt;br /&gt;
&lt;br /&gt;
== 0.17.8 ==&lt;br /&gt;
Date: 07. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ([https://forums.factorio.com/66957 more])&lt;br /&gt;
* Fixed queued GUIs didn&#039;t work correctly. ([https://forums.factorio.com/66963 more])&lt;br /&gt;
* Fixed that terrain selectors other than &#039;elevation&#039; messed with the water/island controls ([https://forums.factorio.com/66932 more])&lt;br /&gt;
* Fixed PvP running on_init when it was already initialised. ([https://forums.factorio.com/66970 more])&lt;br /&gt;
* Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ([https://forums.factorio.com/66888 more])&lt;br /&gt;
* Fixed that upgrading entities with the upgrade planner would erase the last-user. ([https://forums.factorio.com/67019 more])&lt;br /&gt;
* Fixed a crash in the update mods GUI.&lt;br /&gt;
* Fixed incorrect styling in the update mods GUI in some cases.&lt;br /&gt;
* Fixed crash when loading a save during a cutscene when following a unit. ([https://forums.factorio.com/67022 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.7 ==&lt;br /&gt;
Date: 06. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed game.players[#] would be treated as game.players[tostring(#)].&lt;br /&gt;
* Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.&lt;br /&gt;
* Fixed inserter/mining drill interaction indications wouldn&#039;t render in some cases and would ignore ghosts in some but not all cases.&lt;br /&gt;
* Fixed that the game would incorrectly think some mods wouldn&#039;t be required when joining multiplayer games even though they are.&lt;br /&gt;
* Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])&lt;br /&gt;
* Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])&lt;br /&gt;
* Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn&#039;t work in some cases. ([https://forums.factorio.com/66190 more])&lt;br /&gt;
* Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])&lt;br /&gt;
* Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])&lt;br /&gt;
* Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])&lt;br /&gt;
* Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])&lt;br /&gt;
* Fixed that it was possible to add a blueprint to other player&#039;s shared blueprints. ([https://forums.factorio.com/66438 more])&lt;br /&gt;
* Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])&lt;br /&gt;
* Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])&lt;br /&gt;
* Fixed that un-researching technology wouldn&#039;t update GUIs correctly. ([https://forums.factorio.com/66522 more])&lt;br /&gt;
* Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])&lt;br /&gt;
* Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])&lt;br /&gt;
* Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])&lt;br /&gt;
* Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])&lt;br /&gt;
* Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])&lt;br /&gt;
* Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])&lt;br /&gt;
* Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])&lt;br /&gt;
* Squashed labels get a tooltip with the full text in a similar fashion as buttons.&lt;br /&gt;
* Fixed that research queue setting wouldn&#039;t export to map exchange string properly. ([https://forums.factorio.com/65417 more])&lt;br /&gt;
* Fixed incorrect primary screen index in graphics options GUI.&lt;br /&gt;
* Fixed some cases of fluid mixing related to underground pipes.&lt;br /&gt;
* Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])&lt;br /&gt;
* Fixed that the reset button wouldn&#039;t update after importing a map exchange string. ([https://forums.factorio.com/66608 more])&lt;br /&gt;
* Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaControl::ghost_cursor read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.17.6 ==&lt;br /&gt;
Date: 05. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])&lt;br /&gt;
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.&lt;br /&gt;
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed of loading of saves before 0.17.&lt;br /&gt;
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])&lt;br /&gt;
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])&lt;br /&gt;
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])&lt;br /&gt;
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])&lt;br /&gt;
* Fixed, that the hand logic could force an item to filtered slot that doesn&#039;t match it. ([https://forums.factorio.com/66610 more])&lt;br /&gt;
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])&lt;br /&gt;
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])&lt;br /&gt;
* Right panel sizing fixes.&lt;br /&gt;
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.&lt;br /&gt;
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])&lt;br /&gt;
* Fixed that driving backwards in vehicles wouldn&#039;t trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])&lt;br /&gt;
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])&lt;br /&gt;
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])&lt;br /&gt;
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])&lt;br /&gt;
* Fixed upgrading ghost splitters wouldn&#039;t copy the splitter settings. ([https://forums.factorio.com/65346 more])&lt;br /&gt;
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])&lt;br /&gt;
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])&lt;br /&gt;
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.&lt;br /&gt;
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])&lt;br /&gt;
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).&lt;br /&gt;
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])&lt;br /&gt;
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])&lt;br /&gt;
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])&lt;br /&gt;
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])&lt;br /&gt;
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])&lt;br /&gt;
* Fixed that behemoth biters didn&#039;t have resistance to acid (as all other biters have).&lt;br /&gt;
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])&lt;br /&gt;
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaItemPrototype::mapper_count read.&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170493</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170493"/>
		<updated>2019-03-11T22:08:04Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.11 patch notes from https://forums.factorio.com/67480&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.17.11 ==&lt;br /&gt;
Date 11.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the process name was set to &amp;quot;Main&amp;quot; on Linux. ([https://forums.factorio.com/67355 more])&lt;br /&gt;
* Fixed a crash when closing GUIs with escape in some cases. ([https://forums.factorio.com/67428 more])&lt;br /&gt;
* Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.&lt;br /&gt;
* Fixed that focus-search wouldn&#039;t work in the Recipe GUI or Map Editor. ([https://forums.factorio.com/67437 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.10 ==&lt;br /&gt;
Date 11.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Terrain generator options are preserved by the map generator GUI unless explicitly changed.&lt;br /&gt;
* Changed landfilling result to be tile called &amp;quot;landfill&amp;quot; instead of tile called &amp;quot;grass-1&amp;quot;. It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. ([https://forums.factorio.com/67282 more]) Existing blueprints containing &amp;quot;grass-1&amp;quot; will be migrated to the &amp;quot;landfill&amp;quot; tile.&lt;br /&gt;
* The game will load without an error when non-essential shaders fail to compile. ([https://forums.factorio.com/65107 more])&lt;br /&gt;
* When a player dies in the Wave defense, the free equipment will be removed from the corpse.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Make Blueprint&amp;quot;, &amp;quot;Make Blueprint Book&amp;quot;, &amp;quot;Make Deconstruction Planner&amp;quot;, &amp;quot;Make Upgrade Planner&amp;quot;, &amp;quot;Toggle Personal Roboport&amp;quot;, and &amp;quot;Toggle Exoskeleton&amp;quot; functions are now accessible via keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed references to nonexistent noise expressions in map gen settings would crash the game.&lt;br /&gt;
* Fixed a crash when trying to read Lua drop-down font style names. ([https://forums.factorio.com/67379 more])&lt;br /&gt;
* Fixed a crash when trying to join a Steam game fails in some cases. ([https://forums.factorio.com/67366 more])&lt;br /&gt;
* Fixed crash related to latency hiding and undo.&lt;br /&gt;
* Fixed that map generation wouldn&#039;t always update to reflect modded noise expressions.&lt;br /&gt;
* Fixed a crash when the open GUI target would become invalidated during the same tick as autosave starting.&lt;br /&gt;
* Fixed that the repaired lab showed in the bonus GUI. ([https://forums.factorio.com/67320 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tried to place his chest. ([https://forums.factorio.com/67153 more])&lt;br /&gt;
* Fixed that Control+F didn&#039;t work in the trains GUI. ([https://forums.factorio.com/66253 more])&lt;br /&gt;
* Probably fixed GUI not responding to user input in some situations. ([https://forums.factorio.com/66210 more])&lt;br /&gt;
* Fixed scaling of some of the debug info text overlay. ([https://forums.factorio.com/67172 more])&lt;br /&gt;
* Fixed headless server would be stuck in reset loop when trying to apply an update. ([https://forums.factorio.com/67231 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaGuiElement::select_all and select methods that work for textfield and textbox.&lt;br /&gt;
&lt;br /&gt;
== 0.17.9 ==&lt;br /&gt;
Date 08.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Disabling station with train waiting in it doesn&#039;t force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. ([https://forums.factorio.com/65109 more])&lt;br /&gt;
* Changed expensive version of assembling machine 2 recipe to match the normal version better. ([https://forums.factorio.com/65570 more])&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added map editor support to delete items.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed pipette making error sound in latency state even though you have enough items. ([https://forums.factorio.com/67002 more])&lt;br /&gt;
* Fixed that technologies would sometimes disappear from the technology list when added to the research queue. ([https://forums.factorio.com/65879 more])&lt;br /&gt;
* Fixed problems related to circuit network connection inconsistency related to undo. ([https://forums.factorio.com/67071 more])&lt;br /&gt;
* Fixed NPE issue where Compilatron could destroy essential buildings. ([https://forums.factorio.com/67031 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tells you to pick up scrap. ([https://forums.factorio.com/66241 more])&lt;br /&gt;
* Fixed that he bonus GUI wouldn&#039;t show personal equipment. ([https://forums.factorio.com/65618 more])&lt;br /&gt;
* Fixed using special-item tags would cause desyncs. ([https://forums.factorio.com/66311 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tries to point at an object that doesn&#039;t exist any more. ([https://forums.factorio.com/65162 more])&lt;br /&gt;
* Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. ([https://forums.factorio.com/66716 more])&lt;br /&gt;
* Fixed that reviving and underground belt could sometimes change it&#039;s direction. ([https://forums.factorio.com/67026 more])&lt;br /&gt;
* Fixed a crash when using modded recipes in furnaces with fluids. ([https://forums.factorio.com/66271 more])&lt;br /&gt;
* Fixed that the active-version selector in the mods GUI didn&#039;t work. ([https://forums.factorio.com/66941 more])&lt;br /&gt;
* Fixed that randomizing map seed didn&#039;t have any effect after an exchange string was loaded. ([https://forums.factorio.com/65555 more])&lt;br /&gt;
* Fixed that resources wouldn&#039;t be rendered correctly in the map preview. ([https://forums.factorio.com/66525 more])&lt;br /&gt;
* Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. ([https://forums.factorio.com/67040 more])&lt;br /&gt;
* Layout fix related to technology gui. ([https://forums.factorio.com/66868 more])&lt;br /&gt;
* Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. ([https://forums.factorio.com/66563 more])&lt;br /&gt;
* Fixed that mod settings could get scrambled/reset when adding removing or changing mods. ([https://forums.factorio.com/66669 more])&lt;br /&gt;
* Fixed that you could open blueprint books/armor multiple times. ([https://forums.factorio.com/67096 more])&lt;br /&gt;
* Fixed that the train inactivity wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66974 more])&lt;br /&gt;
* Fixed a crash when exiting the game through the &amp;quot;X&amp;quot; button from a tutorial. ([https://forums.factorio.com/65270 more])&lt;br /&gt;
* Fixed the shadows of some GUIs when circuit network window is shown. ([https://forums.factorio.com/67119 more])&lt;br /&gt;
* Fixed menu background image would be scaled with poor quality. ([https://forums.factorio.com/67109 more])&lt;br /&gt;
* Fixed crash related to beam creation when the source or target is removed in the process. ([https://forums.factorio.com/67110 more])&lt;br /&gt;
* Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed.&lt;br /&gt;
* Fixed being unable to clear &amp;quot;X&amp;quot;(missing blueprint) icon from the quickbar. ([https://forums.factorio.com/67114 more])&lt;br /&gt;
* Fixed that train two stations of the same name in the train schedule could crash the game. ([https://forums.factorio.com/67066 more])&lt;br /&gt;
* Fixed consistency check for signal state of train on the way. ([https://forums.factorio.com/67052 more])&lt;br /&gt;
* Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. ([https://forums.factorio.com/67057 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSurface::min_brightness read/write.&lt;br /&gt;
* Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps().&lt;br /&gt;
&lt;br /&gt;
== 0.17.8 ==&lt;br /&gt;
Date 07. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ([https://forums.factorio.com/66957 more])&lt;br /&gt;
* Fixed queued GUIs didn&#039;t work correctly. ([https://forums.factorio.com/66963 more])&lt;br /&gt;
* Fixed that terrain selectors other than &#039;elevation&#039; messed with the water/island controls ([https://forums.factorio.com/66932 more])&lt;br /&gt;
* Fixed PvP running on_init when it was already initialised. ([https://forums.factorio.com/66970 more])&lt;br /&gt;
* Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ([https://forums.factorio.com/66888 more])&lt;br /&gt;
* Fixed that upgrading entities with the upgrade planner would erase the last-user. ([https://forums.factorio.com/67019 more])&lt;br /&gt;
* Fixed a crash in the update mods GUI.&lt;br /&gt;
* Fixed incorrect styling in the update mods GUI in some cases.&lt;br /&gt;
* Fixed crash when loading a save during a cutscene when following a unit. ([https://forums.factorio.com/67022 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.7 ==&lt;br /&gt;
Date 06. 03. 2019&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The formatting of each item with more spaces than necessary between &amp;quot;*&amp;quot; and the text string is an artifact of copying from the Factorio Forums, but doesn&#039;t seem to impact the end result users see on the page. Is the updating of the patch notes something that can be automated by bot? --&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed game.players[#] would be treated as game.players[tostring(#)].&lt;br /&gt;
* Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.&lt;br /&gt;
* Fixed inserter/mining drill interaction indications wouldn&#039;t render in some cases and would ignore ghosts in some but not all cases.&lt;br /&gt;
* Fixed that the game would incorrectly think some mods wouldn&#039;t be required when joining multiplayer games even though they are.&lt;br /&gt;
* Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])&lt;br /&gt;
* Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])&lt;br /&gt;
* Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn&#039;t work in some cases. ([https://forums.factorio.com/66190 more])&lt;br /&gt;
* Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])&lt;br /&gt;
* Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])&lt;br /&gt;
* Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])&lt;br /&gt;
* Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])&lt;br /&gt;
* Fixed that it was possible to add a blueprint to other player&#039;s shared blueprints. ([https://forums.factorio.com/66438 more])&lt;br /&gt;
* Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])&lt;br /&gt;
* Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])&lt;br /&gt;
* Fixed that un-researching technology wouldn&#039;t update GUIs correctly. ([https://forums.factorio.com/66522 more])&lt;br /&gt;
* Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])&lt;br /&gt;
* Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])&lt;br /&gt;
* Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])&lt;br /&gt;
* Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])&lt;br /&gt;
* Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])&lt;br /&gt;
* Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])&lt;br /&gt;
* Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])&lt;br /&gt;
* Squashed labels get a tooltip with the full text in a similar fashion as buttons.&lt;br /&gt;
* Fixed that research queue setting wouldn&#039;t export to map exchange string properly. ([https://forums.factorio.com/65417 more])&lt;br /&gt;
* Fixed incorrect primary screen index in graphics options GUI.&lt;br /&gt;
* Fixed some cases of fluid mixing related to underground pipes.&lt;br /&gt;
* Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])&lt;br /&gt;
* Fixed that the reset button wouldn&#039;t update after importing a map exchange string. ([https://forums.factorio.com/66608 more])&lt;br /&gt;
* Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaControl::ghost_cursor read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.17.6 ==&lt;br /&gt;
Date: 05. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])&lt;br /&gt;
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.&lt;br /&gt;
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed of loading of saves before 0.17.&lt;br /&gt;
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])&lt;br /&gt;
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])&lt;br /&gt;
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])&lt;br /&gt;
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])&lt;br /&gt;
* Fixed, that the hand logic could force an item to filtered slot that doesn&#039;t match it. ([https://forums.factorio.com/66610 more])&lt;br /&gt;
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])&lt;br /&gt;
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])&lt;br /&gt;
* Right panel sizing fixes.&lt;br /&gt;
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.&lt;br /&gt;
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])&lt;br /&gt;
* Fixed that driving backwards in vehicles wouldn&#039;t trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])&lt;br /&gt;
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])&lt;br /&gt;
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])&lt;br /&gt;
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])&lt;br /&gt;
* Fixed upgrading ghost splitters wouldn&#039;t copy the splitter settings. ([https://forums.factorio.com/65346 more])&lt;br /&gt;
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])&lt;br /&gt;
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])&lt;br /&gt;
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.&lt;br /&gt;
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])&lt;br /&gt;
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).&lt;br /&gt;
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])&lt;br /&gt;
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])&lt;br /&gt;
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])&lt;br /&gt;
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])&lt;br /&gt;
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])&lt;br /&gt;
* Fixed that behemoth biters didn&#039;t have resistance to acid (as all other biters have).&lt;br /&gt;
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])&lt;br /&gt;
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaItemPrototype::mapper_count read.&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170485</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170485"/>
		<updated>2019-03-11T20:10:52Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.10 patch notes from https://forums.factorio.com/67424&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.17.10 ==&lt;br /&gt;
Date 11.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Terrain generator options are preserved by the map generator GUI unless explicitly changed.&lt;br /&gt;
* Changed landfilling result to be tile called &amp;quot;landfill&amp;quot; instead of tile called &amp;quot;grass-1&amp;quot;. It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. ([https://forums.factorio.com/67282 more]) Existing blueprints containing &amp;quot;grass-1&amp;quot; will be migrated to the &amp;quot;landfill&amp;quot; tile.&lt;br /&gt;
* The game will load without an error when non-essential shaders fail to compile. ([https://forums.factorio.com/65107 more])&lt;br /&gt;
* When a player dies in the Wave defense, the free equipment will be removed from the corpse.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Make Blueprint&amp;quot;, &amp;quot;Make Blueprint Book&amp;quot;, &amp;quot;Make Deconstruction Planner&amp;quot;, &amp;quot;Make Upgrade Planner&amp;quot;, &amp;quot;Toggle Personal Roboport&amp;quot;, and &amp;quot;Toggle Exoskeleton&amp;quot; functions are now accessible via keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed references to nonexistent noise expressions in map gen settings would crash the game.&lt;br /&gt;
* Fixed a crash when trying to read Lua drop-down font style names. ([https://forums.factorio.com/67379 more])&lt;br /&gt;
* Fixed a crash when trying to join a Steam game fails in some cases. ([https://forums.factorio.com/67366 more])&lt;br /&gt;
* Fixed crash related to latency hiding and undo.&lt;br /&gt;
* Fixed that map generation wouldn&#039;t always update to reflect modded noise expressions.&lt;br /&gt;
* Fixed a crash when the open GUI target would become invalidated during the same tick as autosave starting.&lt;br /&gt;
* Fixed that the repaired lab showed in the bonus GUI. ([https://forums.factorio.com/67320 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tried to place his chest. ([https://forums.factorio.com/67153 more])&lt;br /&gt;
* Fixed that Control+F didn&#039;t work in the trains GUI. ([https://forums.factorio.com/66253 more])&lt;br /&gt;
* Probably fixed GUI not responding to user input in some situations. ([https://forums.factorio.com/66210 more])&lt;br /&gt;
* Fixed scaling of some of the debug info text overlay. ([https://forums.factorio.com/67172 more])&lt;br /&gt;
* Fixed headless server would be stuck in reset loop when trying to apply an update. ([https://forums.factorio.com/67231 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaGuiElement::select_all and select methods that work for textfield and textbox.&lt;br /&gt;
&lt;br /&gt;
== 0.17.9 ==&lt;br /&gt;
Date 08.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Disabling station with train waiting in it doesn&#039;t force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. ([https://forums.factorio.com/65109 more])&lt;br /&gt;
* Changed expensive version of assembling machine 2 recipe to match the normal version better. ([https://forums.factorio.com/65570 more])&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added map editor support to delete items.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed pipette making error sound in latency state even though you have enough items. ([https://forums.factorio.com/67002 more])&lt;br /&gt;
* Fixed that technologies would sometimes disappear from the technology list when added to the research queue. ([https://forums.factorio.com/65879 more])&lt;br /&gt;
* Fixed problems related to circuit network connection inconsistency related to undo. ([https://forums.factorio.com/67071 more])&lt;br /&gt;
* Fixed NPE issue where Compilatron could destroy essential buildings. ([https://forums.factorio.com/67031 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tells you to pick up scrap. ([https://forums.factorio.com/66241 more])&lt;br /&gt;
* Fixed that he bonus GUI wouldn&#039;t show personal equipment. ([https://forums.factorio.com/65618 more])&lt;br /&gt;
* Fixed using special-item tags would cause desyncs. ([https://forums.factorio.com/66311 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tries to point at an object that doesn&#039;t exist any more. ([https://forums.factorio.com/65162 more])&lt;br /&gt;
* Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. ([https://forums.factorio.com/66716 more])&lt;br /&gt;
* Fixed that reviving and underground belt could sometimes change it&#039;s direction. ([https://forums.factorio.com/67026 more])&lt;br /&gt;
* Fixed a crash when using modded recipes in furnaces with fluids. ([https://forums.factorio.com/66271 more])&lt;br /&gt;
* Fixed that the active-version selector in the mods GUI didn&#039;t work. ([https://forums.factorio.com/66941 more])&lt;br /&gt;
* Fixed that randomizing map seed didn&#039;t have any effect after an exchange string was loaded. ([https://forums.factorio.com/65555 more])&lt;br /&gt;
* Fixed that resources wouldn&#039;t be rendered correctly in the map preview. ([https://forums.factorio.com/66525 more])&lt;br /&gt;
* Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. ([https://forums.factorio.com/67040 more])&lt;br /&gt;
* Layout fix related to technology gui. ([https://forums.factorio.com/66868 more])&lt;br /&gt;
* Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. ([https://forums.factorio.com/66563 more])&lt;br /&gt;
* Fixed that mod settings could get scrambled/reset when adding removing or changing mods. ([https://forums.factorio.com/66669 more])&lt;br /&gt;
* Fixed that you could open blueprint books/armor multiple times. ([https://forums.factorio.com/67096 more])&lt;br /&gt;
* Fixed that the train inactivity wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66974 more])&lt;br /&gt;
* Fixed a crash when exiting the game through the &amp;quot;X&amp;quot; button from a tutorial. ([https://forums.factorio.com/65270 more])&lt;br /&gt;
* Fixed the shadows of some GUIs when circuit network window is shown. ([https://forums.factorio.com/67119 more])&lt;br /&gt;
* Fixed menu background image would be scaled with poor quality. ([https://forums.factorio.com/67109 more])&lt;br /&gt;
* Fixed crash related to beam creation when the source or target is removed in the process. ([https://forums.factorio.com/67110 more])&lt;br /&gt;
* Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed.&lt;br /&gt;
* Fixed being unable to clear &amp;quot;X&amp;quot;(missing blueprint) icon from the quickbar. ([https://forums.factorio.com/67114 more])&lt;br /&gt;
* Fixed that train two stations of the same name in the train schedule could crash the game. ([https://forums.factorio.com/67066 more])&lt;br /&gt;
* Fixed consistency check for signal state of train on the way. ([https://forums.factorio.com/67052 more])&lt;br /&gt;
* Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. ([https://forums.factorio.com/67057 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSurface::min_brightness read/write.&lt;br /&gt;
* Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps().&lt;br /&gt;
&lt;br /&gt;
== 0.17.8 ==&lt;br /&gt;
Date 07. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ([https://forums.factorio.com/66957 more])&lt;br /&gt;
* Fixed queued GUIs didn&#039;t work correctly. ([https://forums.factorio.com/66963 more])&lt;br /&gt;
* Fixed that terrain selectors other than &#039;elevation&#039; messed with the water/island controls ([https://forums.factorio.com/66932 more])&lt;br /&gt;
* Fixed PvP running on_init when it was already initialised. ([https://forums.factorio.com/66970 more])&lt;br /&gt;
* Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ([https://forums.factorio.com/66888 more])&lt;br /&gt;
* Fixed that upgrading entities with the upgrade planner would erase the last-user. ([https://forums.factorio.com/67019 more])&lt;br /&gt;
* Fixed a crash in the update mods GUI.&lt;br /&gt;
* Fixed incorrect styling in the update mods GUI in some cases.&lt;br /&gt;
* Fixed crash when loading a save during a cutscene when following a unit. ([https://forums.factorio.com/67022 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.7 ==&lt;br /&gt;
Date 06. 03. 2019&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The formatting of each item with more spaces than necessary between &amp;quot;*&amp;quot; and the text string is an artifact of copying from the Factorio Forums, but doesn&#039;t seem to impact the end result users see on the page. Is the updating of the patch notes something that can be automated by bot? --&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed game.players[#] would be treated as game.players[tostring(#)].&lt;br /&gt;
* Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.&lt;br /&gt;
* Fixed inserter/mining drill interaction indications wouldn&#039;t render in some cases and would ignore ghosts in some but not all cases.&lt;br /&gt;
* Fixed that the game would incorrectly think some mods wouldn&#039;t be required when joining multiplayer games even though they are.&lt;br /&gt;
* Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])&lt;br /&gt;
* Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])&lt;br /&gt;
* Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn&#039;t work in some cases. ([https://forums.factorio.com/66190 more])&lt;br /&gt;
* Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])&lt;br /&gt;
* Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])&lt;br /&gt;
* Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])&lt;br /&gt;
* Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])&lt;br /&gt;
* Fixed that it was possible to add a blueprint to other player&#039;s shared blueprints. ([https://forums.factorio.com/66438 more])&lt;br /&gt;
* Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])&lt;br /&gt;
* Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])&lt;br /&gt;
* Fixed that un-researching technology wouldn&#039;t update GUIs correctly. ([https://forums.factorio.com/66522 more])&lt;br /&gt;
* Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])&lt;br /&gt;
* Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])&lt;br /&gt;
* Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])&lt;br /&gt;
* Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])&lt;br /&gt;
* Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])&lt;br /&gt;
* Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])&lt;br /&gt;
* Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])&lt;br /&gt;
* Squashed labels get a tooltip with the full text in a similar fashion as buttons.&lt;br /&gt;
* Fixed that research queue setting wouldn&#039;t export to map exchange string properly. ([https://forums.factorio.com/65417 more])&lt;br /&gt;
* Fixed incorrect primary screen index in graphics options GUI.&lt;br /&gt;
* Fixed some cases of fluid mixing related to underground pipes.&lt;br /&gt;
* Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])&lt;br /&gt;
* Fixed that the reset button wouldn&#039;t update after importing a map exchange string. ([https://forums.factorio.com/66608 more])&lt;br /&gt;
* Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaControl::ghost_cursor read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.17.6 ==&lt;br /&gt;
Date: 05. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])&lt;br /&gt;
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.&lt;br /&gt;
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed of loading of saves before 0.17.&lt;br /&gt;
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])&lt;br /&gt;
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])&lt;br /&gt;
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])&lt;br /&gt;
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])&lt;br /&gt;
* Fixed, that the hand logic could force an item to filtered slot that doesn&#039;t match it. ([https://forums.factorio.com/66610 more])&lt;br /&gt;
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])&lt;br /&gt;
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])&lt;br /&gt;
* Right panel sizing fixes.&lt;br /&gt;
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.&lt;br /&gt;
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])&lt;br /&gt;
* Fixed that driving backwards in vehicles wouldn&#039;t trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])&lt;br /&gt;
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])&lt;br /&gt;
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])&lt;br /&gt;
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])&lt;br /&gt;
* Fixed upgrading ghost splitters wouldn&#039;t copy the splitter settings. ([https://forums.factorio.com/65346 more])&lt;br /&gt;
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])&lt;br /&gt;
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])&lt;br /&gt;
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.&lt;br /&gt;
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])&lt;br /&gt;
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).&lt;br /&gt;
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])&lt;br /&gt;
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])&lt;br /&gt;
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])&lt;br /&gt;
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])&lt;br /&gt;
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])&lt;br /&gt;
* Fixed that behemoth biters didn&#039;t have resistance to acid (as all other biters have).&lt;br /&gt;
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])&lt;br /&gt;
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaItemPrototype::mapper_count read.&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170339</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170339"/>
		<updated>2019-03-09T11:27:46Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.9 patch notes from https://forums.factorio.com/67151&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.17.9 ==&lt;br /&gt;
Date 08.03.2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Disabling station with train waiting in it doesn&#039;t force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. ([https://forums.factorio.com/65109 more])&lt;br /&gt;
* Changed expensive version of assembling machine 2 recipe to match the normal version better. ([https://forums.factorio.com/65570 more])&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added map editor support to delete items.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed pipette making error sound in latency state even though you have enough items. ([https://forums.factorio.com/67002 more])&lt;br /&gt;
* Fixed that technologies would sometimes disappear from the technology list when added to the research queue. ([https://forums.factorio.com/65879 more])&lt;br /&gt;
* Fixed problems related to circuit network connection inconsistency related to undo. ([https://forums.factorio.com/67071 more])&lt;br /&gt;
* Fixed NPE issue where Compilatron could destroy essential buildings. ([https://forums.factorio.com/67031 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tells you to pick up scrap. ([https://forums.factorio.com/66241 more])&lt;br /&gt;
* Fixed that he bonus GUI wouldn&#039;t show personal equipment. ([https://forums.factorio.com/65618 more])&lt;br /&gt;
* Fixed using special-item tags would cause desyncs. ([https://forums.factorio.com/66311 more])&lt;br /&gt;
* Fixed NPE crash when Compilatron tries to point at an object that doesn&#039;t exist any more. ([https://forums.factorio.com/65162 more])&lt;br /&gt;
* Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. ([https://forums.factorio.com/66716 more])&lt;br /&gt;
* Fixed that reviving and underground belt could sometimes change it&#039;s direction. ([https://forums.factorio.com/67026 more])&lt;br /&gt;
* Fixed a crash when using modded recipes in furnaces with fluids. ([https://forums.factorio.com/66271 more])&lt;br /&gt;
* Fixed that the active-version selector in the mods GUI didn&#039;t work. ([https://forums.factorio.com/66941 more])&lt;br /&gt;
* Fixed that randomizing map seed didn&#039;t have any effect after an exchange string was loaded. ([https://forums.factorio.com/65555 more])&lt;br /&gt;
* Fixed that resources wouldn&#039;t be rendered correctly in the map preview. ([https://forums.factorio.com/66525 more])&lt;br /&gt;
* Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. ([https://forums.factorio.com/67040 more])&lt;br /&gt;
* Layout fix related to technology gui. ([https://forums.factorio.com/66868 more])&lt;br /&gt;
* Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. ([https://forums.factorio.com/66563 more])&lt;br /&gt;
* Fixed that mod settings could get scrambled/reset when adding removing or changing mods. ([https://forums.factorio.com/66669 more])&lt;br /&gt;
* Fixed that you could open blueprint books/armor multiple times. ([https://forums.factorio.com/67096 more])&lt;br /&gt;
* Fixed that the train inactivity wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66974 more])&lt;br /&gt;
* Fixed a crash when exiting the game through the &amp;quot;X&amp;quot; button from a tutorial. ([https://forums.factorio.com/65270 more])&lt;br /&gt;
* Fixed the shadows of some GUIs when circuit network window is shown. ([https://forums.factorio.com/67119 more])&lt;br /&gt;
* Fixed menu background image would be scaled with poor quality. ([https://forums.factorio.com/67109 more])&lt;br /&gt;
* Fixed crash related to beam creation when the source or target is removed in the process. ([https://forums.factorio.com/67110 more])&lt;br /&gt;
* Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed.&lt;br /&gt;
* Fixed being unable to clear &amp;quot;X&amp;quot;(missing blueprint) icon from the quickbar. ([https://forums.factorio.com/67114 more])&lt;br /&gt;
* Fixed that train two stations of the same name in the train schedule could crash the game. ([https://forums.factorio.com/67066 more])&lt;br /&gt;
* Fixed consistency check for signal state of train on the way. ([https://forums.factorio.com/67052 more])&lt;br /&gt;
* Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. ([https://forums.factorio.com/67057 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSurface::min_brightness read/write.&lt;br /&gt;
* Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps().&lt;br /&gt;
&lt;br /&gt;
== 0.17.8 ==&lt;br /&gt;
Date 07. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ([https://forums.factorio.com/66957 more])&lt;br /&gt;
* Fixed queued GUIs didn&#039;t work correctly. ([https://forums.factorio.com/66963 more])&lt;br /&gt;
* Fixed that terrain selectors other than &#039;elevation&#039; messed with the water/island controls ([https://forums.factorio.com/66932 more])&lt;br /&gt;
* Fixed PvP running on_init when it was already initialised. ([https://forums.factorio.com/66970 more])&lt;br /&gt;
* Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ([https://forums.factorio.com/66888 more])&lt;br /&gt;
* Fixed that upgrading entities with the upgrade planner would erase the last-user. ([https://forums.factorio.com/67019 more])&lt;br /&gt;
* Fixed a crash in the update mods GUI.&lt;br /&gt;
* Fixed incorrect styling in the update mods GUI in some cases.&lt;br /&gt;
* Fixed crash when loading a save during a cutscene when following a unit. ([https://forums.factorio.com/67022 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.7 ==&lt;br /&gt;
Date 06. 03. 2019&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The formatting of each item with more spaces than necessary between &amp;quot;*&amp;quot; and the text string is an artifact of copying from the Factorio Forums, but doesn&#039;t seem to impact the end result users see on the page. Is the updating of the patch notes something that can be automated by bot? --&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed game.players[#] would be treated as game.players[tostring(#)].&lt;br /&gt;
* Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.&lt;br /&gt;
* Fixed inserter/mining drill interaction indications wouldn&#039;t render in some cases and would ignore ghosts in some but not all cases.&lt;br /&gt;
* Fixed that the game would incorrectly think some mods wouldn&#039;t be required when joining multiplayer games even though they are.&lt;br /&gt;
* Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])&lt;br /&gt;
* Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])&lt;br /&gt;
* Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn&#039;t work in some cases. ([https://forums.factorio.com/66190 more])&lt;br /&gt;
* Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])&lt;br /&gt;
* Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])&lt;br /&gt;
* Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])&lt;br /&gt;
* Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])&lt;br /&gt;
* Fixed that it was possible to add a blueprint to other player&#039;s shared blueprints. ([https://forums.factorio.com/66438 more])&lt;br /&gt;
* Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])&lt;br /&gt;
* Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])&lt;br /&gt;
* Fixed that un-researching technology wouldn&#039;t update GUIs correctly. ([https://forums.factorio.com/66522 more])&lt;br /&gt;
* Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])&lt;br /&gt;
* Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])&lt;br /&gt;
* Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])&lt;br /&gt;
* Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])&lt;br /&gt;
* Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])&lt;br /&gt;
* Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])&lt;br /&gt;
* Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])&lt;br /&gt;
* Squashed labels get a tooltip with the full text in a similar fashion as buttons.&lt;br /&gt;
* Fixed that research queue setting wouldn&#039;t export to map exchange string properly. ([https://forums.factorio.com/65417 more])&lt;br /&gt;
* Fixed incorrect primary screen index in graphics options GUI.&lt;br /&gt;
* Fixed some cases of fluid mixing related to underground pipes.&lt;br /&gt;
* Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])&lt;br /&gt;
* Fixed that the reset button wouldn&#039;t update after importing a map exchange string. ([https://forums.factorio.com/66608 more])&lt;br /&gt;
* Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaControl::ghost_cursor read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.17.6 ==&lt;br /&gt;
Date: 05. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])&lt;br /&gt;
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.&lt;br /&gt;
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed of loading of saves before 0.17.&lt;br /&gt;
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])&lt;br /&gt;
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])&lt;br /&gt;
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])&lt;br /&gt;
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])&lt;br /&gt;
* Fixed, that the hand logic could force an item to filtered slot that doesn&#039;t match it. ([https://forums.factorio.com/66610 more])&lt;br /&gt;
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])&lt;br /&gt;
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])&lt;br /&gt;
* Right panel sizing fixes.&lt;br /&gt;
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.&lt;br /&gt;
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])&lt;br /&gt;
* Fixed that driving backwards in vehicles wouldn&#039;t trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])&lt;br /&gt;
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])&lt;br /&gt;
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])&lt;br /&gt;
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])&lt;br /&gt;
* Fixed upgrading ghost splitters wouldn&#039;t copy the splitter settings. ([https://forums.factorio.com/65346 more])&lt;br /&gt;
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])&lt;br /&gt;
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])&lt;br /&gt;
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.&lt;br /&gt;
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])&lt;br /&gt;
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).&lt;br /&gt;
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])&lt;br /&gt;
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])&lt;br /&gt;
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])&lt;br /&gt;
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])&lt;br /&gt;
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])&lt;br /&gt;
* Fixed that behemoth biters didn&#039;t have resistance to acid (as all other biters have).&lt;br /&gt;
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])&lt;br /&gt;
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaItemPrototype::mapper_count read.&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170264</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170264"/>
		<updated>2019-03-07T22:53:49Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.8 patch notes from https://forums.factorio.com/67041&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.17.8 ==&lt;br /&gt;
Date 07. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ([https://forums.factorio.com/66957 more])&lt;br /&gt;
* Fixed queued GUIs didn&#039;t work correctly. ([https://forums.factorio.com/66963 more])&lt;br /&gt;
* Fixed that terrain selectors other than &#039;elevation&#039; messed with the water/island controls ([https://forums.factorio.com/66932 more])&lt;br /&gt;
* Fixed PvP running on_init when it was already initialised. ([https://forums.factorio.com/66970 more])&lt;br /&gt;
* Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ([https://forums.factorio.com/66888 more])&lt;br /&gt;
* Fixed that upgrading entities with the upgrade planner would erase the last-user. ([https://forums.factorio.com/67019 more])&lt;br /&gt;
* Fixed a crash in the update mods GUI.&lt;br /&gt;
* Fixed incorrect styling in the update mods GUI in some cases.&lt;br /&gt;
* Fixed crash when loading a save during a cutscene when following a unit. ([https://forums.factorio.com/67022 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.7 ==&lt;br /&gt;
Date 06. 03. 2019&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The formatting of each item with more spaces than necessary between &amp;quot;*&amp;quot; and the text string is an artifact of copying from the Factorio Forums, but doesn&#039;t seem to impact the end result users see on the page. Is the updating of the patch notes something that can be automated by bot? --&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed game.players[#] would be treated as game.players[tostring(#)].&lt;br /&gt;
* Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.&lt;br /&gt;
* Fixed inserter/mining drill interaction indications wouldn&#039;t render in some cases and would ignore ghosts in some but not all cases.&lt;br /&gt;
* Fixed that the game would incorrectly think some mods wouldn&#039;t be required when joining multiplayer games even though they are.&lt;br /&gt;
* Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])&lt;br /&gt;
* Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])&lt;br /&gt;
* Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn&#039;t work in some cases. ([https://forums.factorio.com/66190 more])&lt;br /&gt;
* Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])&lt;br /&gt;
* Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])&lt;br /&gt;
* Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])&lt;br /&gt;
* Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])&lt;br /&gt;
* Fixed that it was possible to add a blueprint to other player&#039;s shared blueprints. ([https://forums.factorio.com/66438 more])&lt;br /&gt;
* Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])&lt;br /&gt;
* Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])&lt;br /&gt;
* Fixed that un-researching technology wouldn&#039;t update GUIs correctly. ([https://forums.factorio.com/66522 more])&lt;br /&gt;
* Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])&lt;br /&gt;
* Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])&lt;br /&gt;
* Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])&lt;br /&gt;
* Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])&lt;br /&gt;
* Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])&lt;br /&gt;
* Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])&lt;br /&gt;
* Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])&lt;br /&gt;
* Squashed labels get a tooltip with the full text in a similar fashion as buttons.&lt;br /&gt;
* Fixed that research queue setting wouldn&#039;t export to map exchange string properly. ([https://forums.factorio.com/65417 more])&lt;br /&gt;
* Fixed incorrect primary screen index in graphics options GUI.&lt;br /&gt;
* Fixed some cases of fluid mixing related to underground pipes.&lt;br /&gt;
* Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])&lt;br /&gt;
* Fixed that the reset button wouldn&#039;t update after importing a map exchange string. ([https://forums.factorio.com/66608 more])&lt;br /&gt;
* Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaControl::ghost_cursor read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.17.6 ==&lt;br /&gt;
Date: 05. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])&lt;br /&gt;
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.&lt;br /&gt;
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed of loading of saves before 0.17.&lt;br /&gt;
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])&lt;br /&gt;
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])&lt;br /&gt;
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])&lt;br /&gt;
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])&lt;br /&gt;
* Fixed, that the hand logic could force an item to filtered slot that doesn&#039;t match it. ([https://forums.factorio.com/66610 more])&lt;br /&gt;
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])&lt;br /&gt;
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])&lt;br /&gt;
* Right panel sizing fixes.&lt;br /&gt;
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.&lt;br /&gt;
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])&lt;br /&gt;
* Fixed that driving backwards in vehicles wouldn&#039;t trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])&lt;br /&gt;
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])&lt;br /&gt;
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])&lt;br /&gt;
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])&lt;br /&gt;
* Fixed upgrading ghost splitters wouldn&#039;t copy the splitter settings. ([https://forums.factorio.com/65346 more])&lt;br /&gt;
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])&lt;br /&gt;
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])&lt;br /&gt;
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.&lt;br /&gt;
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])&lt;br /&gt;
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).&lt;br /&gt;
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])&lt;br /&gt;
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])&lt;br /&gt;
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])&lt;br /&gt;
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])&lt;br /&gt;
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])&lt;br /&gt;
* Fixed that behemoth biters didn&#039;t have resistance to acid (as all other biters have).&lt;br /&gt;
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])&lt;br /&gt;
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaItemPrototype::mapper_count read.&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170190</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170190"/>
		<updated>2019-03-07T10:40:39Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.7 patch notes from https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=66956&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.17.7 ==&lt;br /&gt;
Date 06. 03. 2019&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The formatting of each item with more spaces than necessary between &amp;quot;*&amp;quot; and the text string is an artifact of copying from the Factorio Forums, but doesn&#039;t seem to impact the end result users see on the page. Is the updating of the patch notes something that can be automated by bot? --&amp;gt;&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
*    Fixed game.players[#] would be treated as game.players[tostring(#)].&lt;br /&gt;
*    Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.&lt;br /&gt;
*    Fixed inserter/mining drill interaction indications wouldn&#039;t render in some cases and would ignore ghosts in some but not all cases.&lt;br /&gt;
*    Fixed that the game would incorrectly think some mods wouldn&#039;t be required when joining multiplayer games even though they are.&lt;br /&gt;
*    Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])&lt;br /&gt;
*    Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])&lt;br /&gt;
*    Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn&#039;t work in some cases. ([https://forums.factorio.com/66190 more])&lt;br /&gt;
*    Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])&lt;br /&gt;
*    Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])&lt;br /&gt;
*    Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])&lt;br /&gt;
*    Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])&lt;br /&gt;
*    Fixed that it was possible to add a blueprint to other player&#039;s shared blueprints. ([https://forums.factorio.com/66438 more])&lt;br /&gt;
*    Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])&lt;br /&gt;
*    Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])&lt;br /&gt;
*    Fixed that un-researching technology wouldn&#039;t update GUIs correctly. ([https://forums.factorio.com/66522 more])&lt;br /&gt;
*    Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])&lt;br /&gt;
*    Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])&lt;br /&gt;
*    Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])&lt;br /&gt;
*    Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])&lt;br /&gt;
*    Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])&lt;br /&gt;
*    Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])&lt;br /&gt;
*    Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])&lt;br /&gt;
*    Squashed labels get a tooltip with the full text in a similar fashion as buttons.&lt;br /&gt;
*    Fixed that research queue setting wouldn&#039;t export to map exchange string properly. ([https://forums.factorio.com/65417 more])&lt;br /&gt;
*    Fixed incorrect primary screen index in graphics options GUI.&lt;br /&gt;
*    Fixed some cases of fluid mixing related to underground pipes.&lt;br /&gt;
*    Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])&lt;br /&gt;
*    Fixed that the reset button wouldn&#039;t update after importing a map exchange string. ([https://forums.factorio.com/66608 more])&lt;br /&gt;
*    Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
*    Added LuaControl::ghost_cursor read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.17.6 ==&lt;br /&gt;
Date: 05. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])&lt;br /&gt;
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.&lt;br /&gt;
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed of loading of saves before 0.17.&lt;br /&gt;
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])&lt;br /&gt;
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])&lt;br /&gt;
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])&lt;br /&gt;
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])&lt;br /&gt;
* Fixed, that the hand logic could force an item to filtered slot that doesn&#039;t match it. ([https://forums.factorio.com/66610 more])&lt;br /&gt;
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])&lt;br /&gt;
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])&lt;br /&gt;
* Right panel sizing fixes.&lt;br /&gt;
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.&lt;br /&gt;
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])&lt;br /&gt;
* Fixed that driving backwards in vehicles wouldn&#039;t trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])&lt;br /&gt;
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])&lt;br /&gt;
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])&lt;br /&gt;
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])&lt;br /&gt;
* Fixed upgrading ghost splitters wouldn&#039;t copy the splitter settings. ([https://forums.factorio.com/65346 more])&lt;br /&gt;
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])&lt;br /&gt;
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])&lt;br /&gt;
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.&lt;br /&gt;
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])&lt;br /&gt;
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).&lt;br /&gt;
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])&lt;br /&gt;
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])&lt;br /&gt;
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])&lt;br /&gt;
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])&lt;br /&gt;
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])&lt;br /&gt;
* Fixed that behemoth biters didn&#039;t have resistance to acid (as all other biters have).&lt;br /&gt;
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])&lt;br /&gt;
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaItemPrototype::mapper_count read.&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170072</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=170072"/>
		<updated>2019-03-05T22:32:14Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.6 patch notes from https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=66854&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== 0.17.6 ==&lt;br /&gt;
Date: 05. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
*    Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])&lt;br /&gt;
*    It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.&lt;br /&gt;
*    Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
*    Fixed of loading of saves before 0.17.&lt;br /&gt;
*    Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])&lt;br /&gt;
*    Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])&lt;br /&gt;
*    Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])&lt;br /&gt;
*    Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])&lt;br /&gt;
*    Fixed, that the hand logic could force an item to filtered slot that doesn&#039;t match it. ([https://forums.factorio.com/66610 more])&lt;br /&gt;
*    Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])&lt;br /&gt;
*    Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])&lt;br /&gt;
*    Right panel sizing fixes.&lt;br /&gt;
*    starting_area (size multiplier) in map gen settings JSON can be represented by a number.&lt;br /&gt;
*    Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])&lt;br /&gt;
*    Fixed that driving backwards in vehicles wouldn&#039;t trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])&lt;br /&gt;
*    Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])&lt;br /&gt;
*    Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])&lt;br /&gt;
*    Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])&lt;br /&gt;
*    Fixed upgrading ghost splitters wouldn&#039;t copy the splitter settings. ([https://forums.factorio.com/65346 more])&lt;br /&gt;
*    Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])&lt;br /&gt;
*    Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])&lt;br /&gt;
*    Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.&lt;br /&gt;
*    Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])&lt;br /&gt;
*    Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).&lt;br /&gt;
*    Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])&lt;br /&gt;
*    Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])&lt;br /&gt;
*    Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])&lt;br /&gt;
*    Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])&lt;br /&gt;
*    Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])&lt;br /&gt;
*    Fixed that behemoth biters didn&#039;t have resistance to acid (as all other biters have).&lt;br /&gt;
*    Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])&lt;br /&gt;
*    Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])&lt;br /&gt;
*    Fixed that it wasn&#039;t possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
*    Added LuaItemPrototype::mapper_count read.&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
*    Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=170028</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=170028"/>
		<updated>2019-03-05T15:16:07Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: /* Petroleum gas production */ &amp;quot;speed up&amp;quot; changed to &amp;quot;sped up&amp;quot; for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Oil processing&#039;&#039;&#039; is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are various recipes that can be used to process [[crude oil]] into its fractions. Its fraction ([[heavy oil]], [[light oil]] and [[petroleum gas]]) can also be cracked into each other. Their recipes and technology requirements can be seen below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Machine !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Basic oil processing||}} Basic oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} || {{Icon|Heavy oil|30}} + {{Icon|Light oil|30}} + {{Icon|Petroleum gas|40}} || {{Icon|Oil refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced oil processing||}} Advanced oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} + {{icon|water|50}} || {{Icon|Heavy oil|10}} + {{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}} || {{Icon|Oil refinery}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heavy oil cracking||}} Heavy oil cracking || {{icon|time|2}} + {{Icon|Heavy oil|40}} + {{icon|water|30}} || {{Icon|Light oil|30}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Light oil cracking||}} Light oil cracking || {{icon|time|2}} + {{Icon|Light oil|30}} + {{icon|water|30}} || {{Icon|Petroleum gas|20}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Coal liquefaction||}} Coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{Icon|Heavy oil|25}} + {{icon|steam|50}} || {{Icon|Heavy oil|90}} + {{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}} || {{Icon|Oil refinery}} || {{icontech|coal liquefaction|}} [[Coal liquefaction (research)|Coal liquefaction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setting up oil processing ==&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel. Over time this value will decrease down to a minimum of 2 oil/s, so a pumpjack will provide unlimited oil but eventually at a very low rate.&lt;br /&gt;
&lt;br /&gt;
Crude oil must be refined in an [[oil refinery]]. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and &amp;quot;alt-mode&amp;quot; is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a [[storage tank]].&lt;br /&gt;
&lt;br /&gt;
Once the process finishes, the player will be left with 3 products: [[heavy oil]], [[light oil]] and [[petroleum gas]]. Both heavy oil and light oil can be cracked to the next lower type in a [[chemical plant]] (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* The [[circuit network]] can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the [[Tutorial:Circuit network cookbook#Oil_Setups|circuit-network cookbook]].&lt;br /&gt;
* If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.&lt;br /&gt;
* Solid fuel is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.&lt;br /&gt;
&lt;br /&gt;
=== Transporting fluids ===&lt;br /&gt;
There are many ways to move fluids in Factorio, they are listed below:&lt;br /&gt;
&lt;br /&gt;
* [[Pipe]]s&lt;br /&gt;
* [[Fluid wagon]]s&lt;br /&gt;
* Loading the fluids into [[Barrel]]s and transporting them by [[Railway]] or the [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
== Optimal Ratios ==&lt;br /&gt;
The optimal ratio is the ratio of production that ensures no waste of time or materials.&lt;br /&gt;
&lt;br /&gt;
=== Petroleum gas production ===&lt;br /&gt;
&lt;br /&gt;
For producing petroleum gas, the optimal advanced oil processing ratio is 10:1:7 (advanced oil processing : heavy oil cracking : light oil cracking). Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.&lt;br /&gt;
&lt;br /&gt;
The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Must be updated to 0.17&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; |Petroleum production output with modules&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 230px; text-align: left;&amp;quot; |Module configuration&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |None&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 1 (*)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 2&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Units &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Oil refinery&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crude oil consumption&lt;br /&gt;
| 100 || 100 || 100 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 50 || 50 || 50 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 5 || 5 || 5 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil output&lt;br /&gt;
| 10 || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 45 || 45 || 45 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 55 || 55 || 55 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 855% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Crude oil consumption&lt;br /&gt;
| 20 || 91 || 171 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 10 || 45.5 || 85.5 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil output&lt;br /&gt;
| 2 || 11.83 || 22.23 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 9 || 53.235 || 100.035 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 11 || 65.065 || 122.265 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Heavy oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil consumption&lt;br /&gt;
| 40 || 40 || 40 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 3 || 3 || 3 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1.25 ||1.25 || 1.25 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil consumption&lt;br /&gt;
| 16.67 || 75.83 || 109.17 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 12.5 || 56.88 || 81.88 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 12.5 || 73.94 || 106.44 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Light oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 3 || 3 || 3 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 20 || 20 || 20 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1.25 || 1.25 || 1.25 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil consumption&lt;br /&gt;
| 12.5 ||56.875 || 81.875 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 12.5 || 56.875 || 81.875 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 8.33 || 49.29 || 70.96 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ratio&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil cracking&lt;br /&gt;
| 0.12 || 0.156 || 0.204 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil cracking&lt;br /&gt;
| 0.84 || 1.139 || 1.487 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output&lt;br /&gt;
| 18 || 121.198 || 227.746 || per second&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;width: 600px; text-align: left;&amp;quot; | &#039;&#039;&#039;* Notes to table:&#039;&#039;&#039; &#039;&#039;Config 1&#039;&#039; is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building. &#039;&#039;Config 2&#039;&#039; is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building.&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
* [[Barrel]]&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=169939</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=169939"/>
		<updated>2019-03-05T01:46:36Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Removed reference to only three types of worms in the first paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; (also commonly called &#039;&#039;&#039;biters&#039;&#039;&#039;) are creatures that want to harm the [[player]]. They are the native inhabitants of the extraterrestrial world in the form of arthropods living in organic nests, coexisting with each other peacefully. They are encountered in three species: Biters, Spitters and Worms. The species are further distinguished in four stages of growth, and thus strength. Enemies and nests show up on the map as red dots.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_biter.png]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Attack Speed: 1.71/s&lt;br /&gt;
* Speed: 43.2km/h&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png]] || Medium Biter&lt;br /&gt;
| Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Attack Speed: 1.71/s&lt;br /&gt;
* Speed: 51.8km/h&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png]] || Big Biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 1.71/s&lt;br /&gt;
* Speed: 49.7.8km/h&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 2&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png]] || Behemoth Biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Attack Speed: 1.2/s&lt;br /&gt;
* Speed: 64.8km/h&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 2&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|Biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from Biters is their ranged attack. The attack is unavoidable and always hits the intended target. It is also acid-based, and because most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), Spitters are effectively more potent against the player and his factories. Their behaviour and size classification are the same as with Biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_spitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Attack Speed: 0.6/s&lt;br /&gt;
* Speed: 40.0km/h&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 13&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Attack Speed: 0.6 /s&lt;br /&gt;
* Speed: 35.6km/h&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 14&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 0.6/s&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.6/s&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 16&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough with an attack similar to Spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the Worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players as well as slow them down.&lt;br /&gt;
&lt;br /&gt;
Worms come in 4 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms are not influenced by the evolution factor, they can spawn at any size right from the beginning. They are not restricted to spawning close to [[Enemies#Spawners|nests]], either. The number and size of Worms spawning is instead influenced by the distance from the player&#039;s initial spawn point. The further away the player goes from the starting area, the more numerous and stronger the Worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Attack Speed: 15/s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Attack Speed: 15/s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 15/s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 38&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothWorm.png]] || Behemoth Worm&lt;br /&gt;
| Behemoth worms are the most dangerous of worms. They are just as resilient as Big worms, with much greater range.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 15/s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 48&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nests==&lt;br /&gt;
&lt;br /&gt;
The spawn points of biters and spitters. While nests themselves are generally defenseless, the enemies they release over time effectively serve as a form of guards to distract the player and any nearby turrets, and are often accompanied by Worms. Nests exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack. Enemies not engaged in combat may seek out the nearest nest for protection.&lt;br /&gt;
&lt;br /&gt;
The nests are highly resistant to fire and otherwise generally more resilient than a medium worm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biter_nest.png]] || Biter&#039;s nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spitter_nest.png]] || Spitter&#039;s nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base. This group will search for a suitable spot that&#039;s 3-7 chunks away from existing bases.&lt;br /&gt;
Once they have found a suitable spot, the group dies and forms a new nest or worm. Medium worms are only formed if the current evolution is higher than 0.3, and big worms are only formed if the current evolution is higher than 0.5. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [https://gist.github.com/Bilka2/aa88490c23124a6f214c02c73a368aa7]&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
Biters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest. The Nests consume pollution to develop the biters and produce additional ones before sending them to destroy the nearest source of pollution that they consume. The biters then proceed to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[Stone wall|walls]]).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to Tower Defense.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of the player, [[turret]]s or [[radar]]s, it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Weights.png|thumb|right|400px|Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0.00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are &#039;&#039;very&#039;&#039; slow and the number never actually reaches 1.0.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
&lt;br /&gt;
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;evoChecker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced: Evolution factor components and computation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:calc(100%-400px); overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution_factor_by_time.png|400px|thumb|right|1. Single-component evolution factor increase with time]]&lt;br /&gt;
[[File:Evolution_factor_by_pollution.png|400px|thumb|right|2. Single-component evolution factor increase with pollution]]&lt;br /&gt;
[[File:Evolution_factor_by_spawners.png|400px|thumb|right|3. Single-component evolution factor increase with destroyed spawners]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All charts end at approximately an evolution factor of 0.99.&lt;br /&gt;
&lt;br /&gt;
*To simplify calculation, the time and pollution charts are calculated using steps of 1,000 seconds / 1,000,000 pollution units - in both cases 1,000 times larger than the unit the game uses for the calculation. Because of the recursive nature of the calculation, this makes the values in the charts somewhat &#039;&#039;&#039;higher&#039;&#039;&#039; than those the game would obtain in the same calculation; however, the difference is fairly minimal (less than 1 percentage point). The spawners chart is calculated 1-to-1 and therefore accurate.&lt;br /&gt;
&lt;br /&gt;
*While time passed is shown on save files and spawners destroyed can be retrieved from player statistics, the game does not currently report the total pollution released by the player. Also, none of the well-known Factorio calculators show pollution generated by a particular factory. Therefore, to make use of the pollution chart the player&#039;s pollution output would need to be manually estimated.&lt;br /&gt;
&lt;br /&gt;
*Given that the game reports the actual evolution factor (console: &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the &#039;&#039;only&#039;&#039; component contributing to the evolution factor in that entire game. They are therefore &#039;&#039;&#039;not realistic&#039;&#039;&#039;, as in a typical game all three components will contribute, some at varying times and intensities.&lt;br /&gt;
&lt;br /&gt;
Because of how contributions to the evolution factor (hereinafter, EF) are calculated (multiplied by &amp;lt;code&amp;gt;(1 - current EF)&amp;lt;/code&amp;gt;), it is &#039;&#039;&#039;not&#039;&#039;&#039; possible to simply add the values indicated by these charts for a game&#039;s time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.&lt;br /&gt;
&lt;br /&gt;
For example, if 20 hours have passed (single-component EF =~ 0.25), 10 million pollution units were released (single-component EF =~ 0.15), and 200 spawners were destroyed (single-component EF =~ 0.35), the actual evolution factor will &#039;&#039;&#039;not&#039;&#039;&#039; be (0.25 + 0.15 + 0.35 =) ~0.85.&lt;br /&gt;
&lt;br /&gt;
However, the evolution factor will always be &#039;&#039;&#039;less&#039;&#039;&#039; than the sum of all individual components as indicated by these charts, and &#039;&#039;&#039;at least&#039;&#039;&#039; as high as the highest individual component. Thus, using the values from above, the EF will be &#039;&#039;at least&#039;&#039; 0.35 and &#039;&#039;less than&#039;&#039; 0.85. A smarter approach is required to compute the amount of pollution released.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Computation of actual evolution factor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The actual EF can be computed as follow :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; 1 - EF = (1 - E[t]) * (1 - E[p]) * (1 - E[s])&amp;lt;/code&amp;gt;, where &#039;&#039;E[t]&#039;&#039;, &#039;&#039;E[p]&#039;&#039;, and &#039;&#039;E[s]&#039;&#039; are the single-component values from the pollution, time, and spawner charts, in that order.&lt;br /&gt;
&lt;br /&gt;
A key observation in understanding where this formula comes from is that each increpmental change of the evolution factor is effectively a multiplication of &amp;lt;code&amp;gt;1 - EF&amp;lt;/code&amp;gt; by a constant (depending on the nature of the change). For example, an other way of saying that killing a biter nest augment evolution by 0.2% of &amp;lt;code&amp;gt;1 - EF&amp;lt;/code&amp;gt;, is to say that killing a biter nest multiplies &amp;lt;code&amp;gt;1 - EF&amp;lt;/code&amp;gt; by 0.998.&lt;br /&gt;
&lt;br /&gt;
So like multiplication, evolution is, barring rounding errors, associative and commutative. The commutativity means that the order in which you make actions increasing evolution do not matter, and along the assossiativity grounds the formula above.&lt;br /&gt;
&lt;br /&gt;
That knowledge can also be applied to compute the above charts exactly, or to compute a component of evolution without having to refer to the chart at all. For example, pollution as a function of time only is &amp;lt;code&amp;gt;1 - 0.999996 ^ t&amp;lt;/code&amp;gt; where t is the time in seconds.&lt;br /&gt;
&lt;br /&gt;
For the values from above, we can deduce the evolution factor &amp;lt;code&amp;gt;1 - EF = (1 - 0.25) * (1 - 0.15) * (1 - 0.35) = 0.75 * 0.85 * 0.35 = 0.41&amp;lt;/code&amp;gt;, which gives an evolution factor of &amp;lt;code&amp;gt;0.59&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This formula can also be used to estimate impact of future player activities on the EF : a set of actions that is known to bring the evolution factor of a world from 0 to EF(2) (eg using the above chart and formula) will bring it from EF(1) to &amp;lt;code&amp;gt;1 - (1-EF(1)) * (1-EF(2))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, if the player planned to spend the next 20 hours building up their base, releasing 10 million pollution and destroying 200 spawners in the meantime (i.e., the same numbers as in the example above), and the EF at the start of the project were, say, 0.55, then the estimated EF at project end will be &amp;lt;code&amp;gt;1 - (1 - 0.55) * (1 - 0.59) = 0.81&amp;lt;/code&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169892</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169892"/>
		<updated>2019-03-04T19:23:42Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.5 patch notes from https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=66705&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.17.5 ==&lt;br /&gt;
Date: 04. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])&lt;br /&gt;
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])&lt;br /&gt;
* Fixed Wave defense victory not being triggered in some cases.&lt;br /&gt;
* Fixed Wave defense victory message being printed on every rocket launch.&lt;br /&gt;
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])&lt;br /&gt;
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])&lt;br /&gt;
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])&lt;br /&gt;
* Fixed pie slice used as progress indicator in crafting queue wasn&#039;t rendering for small angles. ([https://forums.factorio.com/66079 more])&lt;br /&gt;
* Fixed that the /time command would give back the wrong time played.&lt;br /&gt;
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])&lt;br /&gt;
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])&lt;br /&gt;
* Fixed controls were lagging when application window was receiving lot of events it didn&#039;t recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])&lt;br /&gt;
* Fixed &amp;quot;Wait for V-Sync&amp;quot; graphics option was not working on macOS 10.14 Mojave.&lt;br /&gt;
* Fixed crash logs were missing stack traces on macOS.&lt;br /&gt;
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])&lt;br /&gt;
* Fixed a crash when reviving entities through the Lua API.&lt;br /&gt;
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])&lt;br /&gt;
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])&lt;br /&gt;
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])&lt;br /&gt;
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])&lt;br /&gt;
* Fixed that technology slot tooltip didn&#039;t reflect the cost of the selected technology in the queue.&lt;br /&gt;
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])&lt;br /&gt;
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])&lt;br /&gt;
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])&lt;br /&gt;
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])&lt;br /&gt;
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])&lt;br /&gt;
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])&lt;br /&gt;
* Fixed that the island related changes in the terrain settings in map generator gui weren&#039;t updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])&lt;br /&gt;
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])&lt;br /&gt;
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])&lt;br /&gt;
* Fixed loading of blueprints containing rail temporary stations.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added SelectionToolPrototype flag &amp;quot;nothing&amp;quot;.&lt;br /&gt;
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])&lt;br /&gt;
* Added LogisticContainerPrototype::landing_location_offset.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
*    Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
Date: 01. 03. 2019&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date: 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date: 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Khaylain&amp;diff=169773</id>
		<title>User:Khaylain</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Khaylain&amp;diff=169773"/>
		<updated>2019-03-02T08:22:44Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Khaylain has over 1500 hours in Factorio.&lt;br /&gt;
&lt;br /&gt;
I have taken to updating the version history since 0.17.2&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169770</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169770"/>
		<updated>2019-03-01T21:48:09Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.4 patch notes from https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=66156&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.17.4 ==&lt;br /&gt;
[https://forums.factorio.com/66156 Date 01. 03. 2019]&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crashes related to Lua errors. (66007)&lt;br /&gt;
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])&lt;br /&gt;
* Fixed that pressing &amp;quot;back&amp;quot; on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])&lt;br /&gt;
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])&lt;br /&gt;
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])&lt;br /&gt;
* Fixed Lua commands wouldn&#039;t work show help correctly. ([https://forums.factorio.com/66022 more])&lt;br /&gt;
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])&lt;br /&gt;
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])&lt;br /&gt;
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.&lt;br /&gt;
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])&lt;br /&gt;
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])&lt;br /&gt;
* Fixed issues with rich text tags referencing entities that have no icon.&lt;br /&gt;
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])&lt;br /&gt;
* Fixed crash related listing all players while while processing event of player being removed.&lt;br /&gt;
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])&lt;br /&gt;
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])&lt;br /&gt;
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])&lt;br /&gt;
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Made MiningDrillPrototype::radius_visualisation_picture tintable.&lt;br /&gt;
&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 more])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169719</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169719"/>
		<updated>2019-03-01T14:18:03Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: /* Bugfixes */ Fixed missing [] around external link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. ([https://forums.factorio.com/65075 here])&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=169718</id>
		<title>Laser turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=169718"/>
		<updated>2019-03-01T13:48:51Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: /* History */ Added graphical changes from 0.17.0 to history segment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Laser turret}}&lt;br /&gt;
&lt;br /&gt;
Laser turrets are an advanced defense building with a longer range, infinite ammo, good damage and use [[Electric system|electricity]] to operate (and a smaller amount of energy when idle). By dealing &#039;&#039;&#039;laser damage&#039;&#039;&#039;, they don&#039;t face any resistances ([[enemies]] receive full damage) but have a lower rate of fire than gun turrets. Each shot costs 800kJ of energy; as the shooting speed increases through upgrades, so too does the power required to keep firing. &lt;br /&gt;
&lt;br /&gt;
Using laser turrets to ward off attacks can cause electricity usage spikes, these can be offset by using [[accumulator]]s (or [[Storage_tank#Usage_as_.22Energy-tank.22|steam storage]] and excess [[steam turbine]]s).&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New graphics.&lt;br /&gt;
* Laser turret now use new laser beams.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Laser turret projectiles move much faster.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* All turrets now have a 2x2 footprint.&lt;br /&gt;
* Made 4x as powerful and expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.3|&lt;br /&gt;
* Can now be researched in the [[Campaign|New hope Campaign level 4]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Change to recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Decreased resting energy consumption of laser turret to 1/3 of original value.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added upgrade technologies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[File:laser turret rotating.gif|thumb|A gif of the laser turret rotating.]]&lt;br /&gt;
&lt;br /&gt;
* [[Gun turret]]&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169717</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169717"/>
		<updated>2019-03-01T13:24:53Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.3 patch notes from https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=65940&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== 0.17.3 ==&lt;br /&gt;
Date 28. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])&lt;br /&gt;
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed possible crash related to browsing in the mods gui.&lt;br /&gt;
* Fixed that turning off exoskeletons didn&#039;t work correctly in multiplayer.&lt;br /&gt;
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])&lt;br /&gt;
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])&lt;br /&gt;
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])&lt;br /&gt;
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])&lt;br /&gt;
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])&lt;br /&gt;
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])&lt;br /&gt;
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])&lt;br /&gt;
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])&lt;br /&gt;
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])&lt;br /&gt;
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])&lt;br /&gt;
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])&lt;br /&gt;
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])&lt;br /&gt;
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])&lt;br /&gt;
* Fixed that double-clicking a technology in the tree view wouldn&#039;t start research. ([https://forums.factorio.com/65335 more])&lt;br /&gt;
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])&lt;br /&gt;
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])&lt;br /&gt;
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])&lt;br /&gt;
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])&lt;br /&gt;
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])&lt;br /&gt;
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])&lt;br /&gt;
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LoaderPrototype::structure_render_layer with default value &amp;quot;lower-object&amp;quot;. ([https://forums.factorio.com/65627 more])&lt;br /&gt;
&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. (https://forums.factorio.com/65075 here)&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169716</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169716"/>
		<updated>2019-03-01T13:11:40Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: /* Bugfixes */ changed the text linking to forums.factorio.com/65075 to show just &amp;quot;here&amp;quot;, in accordance with the rest of the pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. (https://forums.factorio.com/65075 here)&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169715</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169715"/>
		<updated>2019-03-01T13:09:38Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added version 0.17.2 patch notes from https://forums.factorio.com/viewtopic.php?t=65580&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== 0.17.2 ==&lt;br /&gt;
Date 27. 02. 2019&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reverted default renderer on Windows to Direct3D on all configurations.&lt;br /&gt;
* All infinite technologies have Space science pack as a pre-requisite.&lt;br /&gt;
* Added textual error message when player tries to clean cursor but it isn&#039;t possible as inventory is full.&lt;br /&gt;
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.&lt;br /&gt;
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])&lt;br /&gt;
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.&lt;br /&gt;
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])&lt;br /&gt;
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])&lt;br /&gt;
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])&lt;br /&gt;
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])&lt;br /&gt;
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])&lt;br /&gt;
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])&lt;br /&gt;
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])&lt;br /&gt;
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])&lt;br /&gt;
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])&lt;br /&gt;
* Fixed that mod thumbnails in zipped mods wouldn&#039;t show in the mods GUI. ([https://forums.factorio.com/65419 more])&lt;br /&gt;
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])&lt;br /&gt;
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])&lt;br /&gt;
* Fixed that the undo shortcut tooltip didn&#039;t reflect latency hiding values and invalid entries filtering.&lt;br /&gt;
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])&lt;br /&gt;
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])&lt;br /&gt;
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.&lt;br /&gt;
* Fixed that read-only multi-line text boxes wouldn&#039;t wrap text. ([https://forums.factorio.com/65413 more])&lt;br /&gt;
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])&lt;br /&gt;
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])&lt;br /&gt;
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])&lt;br /&gt;
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])&lt;br /&gt;
* Fixed that the tutorial specific assembler was shown in the &amp;quot;made in in&amp;quot; row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])&lt;br /&gt;
* Fixed that the map type selection changed done by reset or changing the preset didn&#039;t update the sliders properly. ([https://forums.factorio.com/65077 more])&lt;br /&gt;
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])&lt;br /&gt;
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])&lt;br /&gt;
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])&lt;br /&gt;
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn&#039;t available anymore and it wasn&#039;t possible to assign a new item to it.&lt;br /&gt;
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])&lt;br /&gt;
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])&lt;br /&gt;
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed EntityPrototypeFlag &amp;quot;hide-from-bonus-gui&amp;quot; to &amp;quot;hidden&amp;quot; and made it also hide entities from the made in property of recipe tooltips.&lt;br /&gt;
&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. (https://forums.factorio.com/65075)&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history&amp;diff=169714</id>
		<title>Version history</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history&amp;diff=169714"/>
		<updated>2019-03-01T12:55:23Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: /* Major versions */ Added version 0.17.0 to the overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note that Factorio is still very much under development. This list is updated when a release is marked as stable, and essentially serves as a way to quickly view existing changelogs. To see changes made in unstable versions see the [http://www.factorioforums.com/forum/viewforum.php?f=3 forum news].&lt;br /&gt;
&lt;br /&gt;
For a general overview what has been done and what is planned, look into the [[Roadmap]].&lt;br /&gt;
&lt;br /&gt;
== Major versions ==&lt;br /&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;
* [[Version history/0.1.0|0.1.0]]&lt;br /&gt;
* [[Version history/0.2.0|0.2.0]]&lt;br /&gt;
* [[Version history/0.3.0|0.3.0]]&lt;br /&gt;
* [[Version history/0.4.0|0.4.0]]&lt;br /&gt;
* [[Version history/0.5.0|0.5.0]]&lt;br /&gt;
* [[Version history/0.6.0|0.6.0]]&lt;br /&gt;
* [[Version history/0.7.0|0.7.0]]&lt;br /&gt;
* [[Version history/0.8.0|0.8.0]]&lt;br /&gt;
* [[Version history/0.9.0|0.9.0]]&lt;br /&gt;
* [[Version history/0.10.0|0.10.0]]&lt;br /&gt;
* [[Version history/0.11.0|0.11.0]]&lt;br /&gt;
* [[Version history/0.12.0|0.12.0]]&lt;br /&gt;
* [[Version history/0.13.0|0.13.0]]&lt;br /&gt;
* [[Version history/0.14.0|0.14.0]]&lt;br /&gt;
* [[Version history/0.15.0|0.15.0]]&lt;br /&gt;
* [[Version history/0.16.0|0.16.0]]&lt;br /&gt;
* [[Version history/0.17.0|0.17.0]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
when adding a new major version don&#039;t forget to add to &lt;br /&gt;
https://wiki.factorio.com/Template:VersionNav&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Specific version navigation ==&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169713</id>
		<title>Version history/0.17.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.17.0&amp;diff=169713"/>
		<updated>2019-03-01T12:47:03Z</updated>

		<summary type="html">&lt;p&gt;Khaylain: Added VersionNav to the bottom of the Page, in accordance with previous pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== 0.17.1 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Modding === &lt;br /&gt;
* Added shortcut bar shortcut type that fires Lua events, for use in mods&lt;br /&gt;
=== Scripting === &lt;br /&gt;
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available&lt;br /&gt;
* Added on_lua_shortcut event.&lt;br /&gt;
=== Bugfixes === &lt;br /&gt;
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.&lt;br /&gt;
* Fixed crash when trying to rotate quickbars with a controller that doesn&#039;t have it.&lt;br /&gt;
* Fixed crash when trying to open surface map generation settings.&lt;br /&gt;
* Fixed possible crash related to copy paste and multiplayer.&lt;br /&gt;
* Fixed it wasn&#039;t possible to use capital &#039;Z&#039; in save name. (https://forums.factorio.com/65075)&lt;br /&gt;
* Fixed the infinity chest graphics.&lt;br /&gt;
* Fixed that the boiler didn&#039;t rotate in blueprints.&lt;br /&gt;
* Fixed that the bait chest showed in the upgrade planner.&lt;br /&gt;
* Fixed high CPU usage when using steam networking.&lt;br /&gt;
== 0.17.0 ==&lt;br /&gt;
Date: 26. 02. 2019&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* New quickbar (more in Gui section)&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport&lt;br /&gt;
* New gui style with final version of some parts of the GUI (More in Gui section)&lt;br /&gt;
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.&lt;br /&gt;
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.&lt;br /&gt;
* Reworked the Map Editor so it&#039;s now part of the standard game and can be toggled at will using the &#039;/editor&#039; command.&lt;br /&gt;
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.&lt;br /&gt;
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.&lt;br /&gt;
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn&#039;t think of.&lt;br /&gt;
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)&lt;br /&gt;
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.&lt;br /&gt;
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Trains can be blueprinted and deconstructed.&lt;br /&gt;
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.&lt;br /&gt;
* Train stops without conditions work as waypoints. (the train doesn&#039;t stop at those)&lt;br /&gt;
* Added Passenger present and Passenger not present wait condition to the train conditions.&lt;br /&gt;
* If building of entity/blueprint fails, the reason of it is pinged as flying text.&lt;br /&gt;
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.&lt;br /&gt;
* Basic image tags format is [img=&amp;lt;image path&amp;gt;] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.&lt;br /&gt;
** For example [img=item/iron-plate] or [img=item.iron-plate]. The &amp;quot;.&amp;quot; instead of &amp;quot;/&amp;quot; usage is to make it usable in save names.&lt;br /&gt;
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.&lt;br /&gt;
* Blueprint/special item tags.&lt;br /&gt;
** Shift clicking the icon in chat will create an item and place it in the cursor.&lt;br /&gt;
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].&lt;br /&gt;
** These tags also work with deconstruction and upgrade planners.&lt;br /&gt;
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.&lt;br /&gt;
** Clicking the icon in chat will open the map on the specified location.&lt;br /&gt;
* Font tags: Format is [font=debug-mono]mono text[/font].&lt;br /&gt;
* Color tags: Format is [color=1,0,0]red text[/font]&lt;br /&gt;
* Fast replacing pipes by pipes to ground similar to underground belts.&lt;br /&gt;
* When multiple versions of the same mod are installed you can select which version you want to use.&lt;br /&gt;
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.&lt;br /&gt;
* Added support to import and export permissions.&lt;br /&gt;
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.&lt;br /&gt;
* Filter inserters can be set to whitelist or blacklist filters.&lt;br /&gt;
* Added belt immunity equipment.&lt;br /&gt;
* Added upgrade planner.&lt;br /&gt;
* Added steam networking support for steam users.&lt;br /&gt;
* Added RGB support for Logitech hardware.&lt;br /&gt;
* Robots can blow up cliffs.&lt;br /&gt;
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.&lt;br /&gt;
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Warning icon for automated trains that are out of fuel.&lt;br /&gt;
* Added 250 and 1000 hours precision intervals into statistics.&lt;br /&gt;
* Using deconstruction planner is incorporated in the latency hiding.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.&lt;br /&gt;
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.&lt;br /&gt;
* Added support to change multiplayer config settings runtime.&lt;br /&gt;
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.&lt;br /&gt;
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.&lt;br /&gt;
* Landfill can be built by robots and be included in blueprints.&lt;br /&gt;
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)&lt;br /&gt;
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn&#039;t cleared.&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.&lt;br /&gt;
* Configurable (in gui), the count of rolling stocks shown in the train visualization.&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New graphics for:&lt;br /&gt;
** accumulator&lt;br /&gt;
** biters, spitters, worms, spawners&lt;br /&gt;
** chests&lt;br /&gt;
** electric poles and substation&lt;br /&gt;
** map edge transitions&lt;br /&gt;
** rocket silo&lt;br /&gt;
** transport belts, underground belts, splitters and transport belt circuit connector&lt;br /&gt;
** trees&lt;br /&gt;
** turrets (gun, flamethrower and laser)&lt;br /&gt;
** walls and gates&lt;br /&gt;
* laser turrets, personal laser defense and distractor robots now use new laser beams.&lt;br /&gt;
* Highlighting inserters that would interact with selected/previewed entity.&lt;br /&gt;
* Showing shield bars above health bar for relevant entities.&lt;br /&gt;
* Single vertical pipe is shorter.&lt;br /&gt;
=== Gui ===&lt;br /&gt;
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)&lt;br /&gt;
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.&lt;br /&gt;
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.&lt;br /&gt;
** The quickbar now has 10 pages of shortcuts.&lt;br /&gt;
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.&lt;br /&gt;
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.&lt;br /&gt;
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.&lt;br /&gt;
* When something is not buildable (manual or blueprint building), the reason of why it isn&#039;t buildable is shown as flying text over the cursor when the build is attempted.&lt;br /&gt;
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.&lt;br /&gt;
* DirectX backend doesn&#039;t keep backup of all sprites in RAM anymore.&lt;br /&gt;
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.&lt;br /&gt;
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.&lt;br /&gt;
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it&#039;s now 67,000 times faster).&lt;br /&gt;
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])&lt;br /&gt;
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Default resolution of the game is now 1920x1080.&lt;br /&gt;
* Increased player reach from 6 to 10.&lt;br /&gt;
* Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn&#039;t need that particular pack.&lt;br /&gt;
* Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting &amp;quot;Default request is 1&amp;quot;.&lt;br /&gt;
* All personal equipment stack sizes changed to 20.&lt;br /&gt;
* Placing a tile will now clear any tile ghosts at that position. ([https://forums.factorio.com/59721 more])&lt;br /&gt;
* It is allowed to use unicode characters in save names.&lt;br /&gt;
* Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.&lt;br /&gt;
* When the &amp;quot;Made in&amp;quot; row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.&lt;br /&gt;
* Increased ghost time to live of ghosts from 1 hour to 1 week.&lt;br /&gt;
* Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.&lt;br /&gt;
* Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.&lt;br /&gt;
* Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).&lt;br /&gt;
* Armor no longer uses durability and all armor now has a stack size of 1.&lt;br /&gt;
* Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.&lt;br /&gt;
* Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.&lt;br /&gt;
* Items consumed by hand crafting are counted in item production statistics.&lt;br /&gt;
* Added --disable-migration-window command-line option to disable the &amp;quot;migrated content&amp;quot; gui.&lt;br /&gt;
* Removed tile properties debug overlay.&lt;br /&gt;
* Command-line map preview generator now shows biter nests.&lt;br /&gt;
* Items sent in a rocket are counted in item production statistics. ([https://forums.factorio.com/62606 more])&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.&lt;br /&gt;
* Removed Wood from the game (And raw wood renamed to Wood).&lt;br /&gt;
* Added rotation smoothing to biters.&lt;br /&gt;
* Chests and wooden power poles are no longer usable as fuel.&lt;br /&gt;
* Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.&lt;br /&gt;
* Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.&lt;br /&gt;
* Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.&lt;br /&gt;
* Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)&lt;br /&gt;
* Mining drill speed is now shown in the form of &amp;lt;x&amp;gt;/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -&amp;gt; 0.25 and 0.525 -&amp;gt; 0.5).&lt;br /&gt;
* Renamed the whitelist and banlist to server-whitelist and server-banlist.&lt;br /&gt;
* Added server-adminlist that&#039;s used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.&lt;br /&gt;
* Removed &amp;quot;admins&amp;quot; from the multiplayer server-settings file - they&#039;re now handled through server-adminlist.&lt;br /&gt;
* &amp;quot;Z&amp;quot; (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.&lt;br /&gt;
* Stickers can by applied onto cars and tanks now.&lt;br /&gt;
* Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.&lt;br /&gt;
* Placing entities or paths removes tree stumps and biter corpses.&lt;br /&gt;
* Removed New Hope campaign.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.&lt;br /&gt;
* Science pack names changed:&lt;br /&gt;
** Science pack -&amp;gt; Automation science pack&lt;br /&gt;
** Science pack 2 -&amp;gt; Logistic science pack&lt;br /&gt;
** Science pack 3 -&amp;gt; Chemical science pack&lt;br /&gt;
** High-tech science pack -&amp;gt; Utility science pack&lt;br /&gt;
** Military, Production and Space science pack names remain the same.&lt;br /&gt;
* Science pack recipes changed:&lt;br /&gt;
** Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.&lt;br /&gt;
** Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.&lt;br /&gt;
** Chemical science pack now crafts in pairs.&lt;br /&gt;
** Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.&lt;br /&gt;
** Production science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
** Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.&lt;br /&gt;
** Utility science pack now produces in groups of 3. Crafting time rescaled to match.&lt;br /&gt;
* Some technologies more clearly split between Production and Utility science packs:&lt;br /&gt;
** Production science pack:&lt;br /&gt;
*** Effect transmission&lt;br /&gt;
*** All level 3 modules&lt;br /&gt;
*** Kovarex enrichment process &amp;amp; Nuclear fuel reprocessing&lt;br /&gt;
*** Worker robot capacity 2&lt;br /&gt;
** Utility science pack:&lt;br /&gt;
*** Logistic system&lt;br /&gt;
*** Worker robot speed 3&lt;br /&gt;
*** Military 4 and weapon unlocks/upgrades&lt;br /&gt;
*** Power armor mk2 and Portable fusion reactor&lt;br /&gt;
** Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.&lt;br /&gt;
* Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.&lt;br /&gt;
* Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.&lt;br /&gt;
* The game is won by launching a rocket, the Satellite is only for getting Space science packs.&lt;br /&gt;
* Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.&lt;br /&gt;
* Nuclear power technology split to Uranium processing and Nuclear power.&lt;br /&gt;
* Nuclear fuel reprocessing technology cost reduced from 1500 to 50.&lt;br /&gt;
* Lubricant technology added (pre-requisite for Electric engine and Logistics 3)&lt;br /&gt;
* Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.&lt;br /&gt;
* Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can&#039;t handle fluids)&lt;br /&gt;
* Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)&lt;br /&gt;
* Pump is now unlocked by Fluid handling. (was Engine)&lt;br /&gt;
* Fluid handling is a pre-requisite for Oil processing.&lt;br /&gt;
* Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.&lt;br /&gt;
* Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.&lt;br /&gt;
* Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
* Programmable speaker recipe now uses iron sticks.&lt;br /&gt;
* Lamp recipe iron sticks ingredient changed to copper cables.&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
* Automation 2 now requires Automation and Logistic science packs.&lt;br /&gt;
* Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.&lt;br /&gt;
* Centrifuge crafting speed changed to 1.&lt;br /&gt;
* Portable solar panels have Modular armor as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.&lt;br /&gt;
* Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.&lt;br /&gt;
* Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.&lt;br /&gt;
* Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)&lt;br /&gt;
* Locomotive fuel consumption doubled.&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.&lt;br /&gt;
=== Combat Balancing ===&lt;br /&gt;
* All military damage/shooting speed upgrade technologies merged into 7 technologies:&lt;br /&gt;
** Physical projectile damage 1-6 + infinite&lt;br /&gt;
*** level 1-4: bullets, gun turrets, shotgun shells&lt;br /&gt;
*** level 5+: previous levels and cannon shells&lt;br /&gt;
** Refined flammables 1-6 + infinite&lt;br /&gt;
*** flamethrower turret, handheld flamethrower&lt;br /&gt;
** Stronger explosives 1-6 + infinite&lt;br /&gt;
*** level 1: grenades&lt;br /&gt;
*** level 2: previous level and land mines&lt;br /&gt;
*** level 3: previous levels and rockets&lt;br /&gt;
** Energy weapons damage 1-6 + infinite&lt;br /&gt;
*** level 1-3: laser turrets, personal laser defense&lt;br /&gt;
*** level 4: previous level and distractor robots&lt;br /&gt;
*** level 5+: previous levels and destroyer robots&lt;br /&gt;
** Weapon shooting speed 1-7&lt;br /&gt;
*** affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets&lt;br /&gt;
** Laser turret shooting speed&lt;br /&gt;
** Artillery shell shooting speed&lt;br /&gt;
** Artillery shell range&lt;br /&gt;
* Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.&lt;br /&gt;
* Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.&lt;br /&gt;
* Power Armor Mk2 technology pre-requisite changed from modules to Military 4.&lt;br /&gt;
* Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.&lt;br /&gt;
* From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.&lt;br /&gt;
* Atomic bomb recipe now requires Rocket control units instead of Processing units.&lt;br /&gt;
* Behemoth worm added.&lt;br /&gt;
* Worms and spitters use new &amp;quot;stream&amp;quot; attack now.&lt;br /&gt;
** Attacks predict target position and shoot there.&lt;br /&gt;
** Flamethrower turret now predicts target position as well.&lt;br /&gt;
** Acid splashes are created on the ground, dealing damage and slowing.&lt;br /&gt;
** Slow effect received from different spitter/worm tiers stacks.&lt;br /&gt;
** Worm shooting range is generally longer.&lt;br /&gt;
** Rocket launcher range increased from 22 to 36 to outrange medium worms.&lt;br /&gt;
** Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.&lt;br /&gt;
** All enemies have 100% acid resistance.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.&lt;br /&gt;
* Removed damage bonus of tank machine gun.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that canceling production in assembling machine did return the products in progress.&lt;br /&gt;
* Fixed biters were unable to run against movement of belts.&lt;br /&gt;
* Tutorial GUI updates correctly after finishing a tutorial. ([https://forums.factorio.com/55010 more])&lt;br /&gt;
* Chest GUI updates correctly when changed indirectly. ([https://forums.factorio.com/55194 more])&lt;br /&gt;
* Changing train mode by a script updates the train GUI. ([https://forums.factorio.com/20316 more])&lt;br /&gt;
* Fixed that tertiary was spelled &amp;quot;terciary&amp;quot; in the usage_priority. ([https://forums.factorio.com/58317 more])&lt;br /&gt;
* Fixed construction robots would not give up module delivery when they didn&#039;t manage to get any modules. ([https://forums.factorio.com/59483 more])&lt;br /&gt;
* Fixed issues with syncing mods to saves, when you don&#039;t already have the mod downloaded. ([https://forums.factorio.com/59271 more])&lt;br /&gt;
* Entities affected by beacons now only show effect sources/receivers that have an effect. ([https://forums.factorio.com/60064 more])&lt;br /&gt;
* Fixed furnaces wouldn&#039;t respect recipe module limitations correctly. ([https://forums.factorio.com/60975 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint book inventory sizes while they&#039;re in assembling machines that are being removed due to migration. ([https://forums.factorio.com/61001 more])&lt;br /&gt;
* Fixed character.direction read didn&#039;t work correctly. ([https://forums.factorio.com/61039 more])&lt;br /&gt;
* Fixed a crash when removing mods that add/change rolling stock entities. ([https://forums.factorio.com/61048 more])&lt;br /&gt;
* Fixed script error in construction bot tutorial when deconstructing area. ([https://forums.factorio.com/61045 more])&lt;br /&gt;
* Fixed Lua API methods to insert items didn&#039;t work correctly for entities that can hold items above the stack limit. ([https://forums.factorio.com/59872 more])&lt;br /&gt;
* Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ([https://forums.factorio.com/61049 more])&lt;br /&gt;
* Fixed that layered icons using shift wouldn&#039;t render correctly. ([https://forums.factorio.com/60327 more])&lt;br /&gt;
* Fixed that running out of disk space could crash the game in some cases. ([https://forums.factorio.com/61161 more])&lt;br /&gt;
* Fixed burner energy sources wouldn&#039;t always be able to output the full energy amount. ([https://forums.factorio.com/61174 more])&lt;br /&gt;
* Fixed that transport belt circuit conditions wouldn&#039;t copy correctly in blueprints sometimes. ([https://forums.factorio.com/61218 more])&lt;br /&gt;
* Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ([https://forums.factorio.com/61281 more])&lt;br /&gt;
* Fixed a desync related to cars on belts. ([https://forums.factorio.com/61304 more])&lt;br /&gt;
* Fixed that crafting machines could be rotated diagonally using scripts. ([https://forums.factorio.com/61717 more])&lt;br /&gt;
* Fixed that tooltips of unlocked recipes in technology preview didn&#039;t have the &amp;quot;made in&amp;quot; info even if it is not craftable by the player.&lt;br /&gt;
* Fixed recipes that consumed or produced &amp;gt; stack size of some item didn&#039;t work correctly.&lt;br /&gt;
* Fixed that game.reload_script() could cause desyncs when used in multiplayer.&lt;br /&gt;
* Fixed LuaScript::get_event_handler() didn&#039;t handle large numbers correctly. ([https://forums.factorio.com/61752 more])&lt;br /&gt;
* Fixed AutoplaceSettings map_gen_settings didn&#039;t always work when defined through script. ([https://forums.factorio.com/61754 more])&lt;br /&gt;
* Fixed a crash when using LuaEntity::get_train_stop_trains(). ([https://forums.factorio.com/61743 more])&lt;br /&gt;
* Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ([https://forums.factorio.com/61605 more])&lt;br /&gt;
* Fixed setting entity healing_per_tick negative resulted in invincible entities. ([https://forums.factorio.com/61492 more])&lt;br /&gt;
* Fixed that shadows wouldn&#039;t always render in the train camera. ([https://forums.factorio.com/61286 more])&lt;br /&gt;
* Fixed health bars on large entities wouldn&#039;t render correctly. ([https://forums.factorio.com/61495 more])&lt;br /&gt;
* Fixed trains would collide with item-requester-proxy. ([https://forums.factorio.com/61842 more])&lt;br /&gt;
* Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ([https://forums.factorio.com/61618 more])&lt;br /&gt;
* Fixed a bug related to mining drills with &amp;gt; 100% productivity. ([https://forums.factorio.com/61440 more])&lt;br /&gt;
* Fixed invalid optional dependencies wouldn&#039;t be highlighted correctly. ([https://forums.factorio.com/61951 more])&lt;br /&gt;
* Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ([https://forums.factorio.com/61942 more])&lt;br /&gt;
* Fixed that beams would render 1 tile above their location when using a position source. ([https://forums.factorio.com/62471 more])&lt;br /&gt;
* Fixed furnaces with input items and output fluids could get deadlocked. ([https://forums.factorio.com/62434 more])&lt;br /&gt;
* Fixed when player teleported, renderer would draw all tiles between old and new position. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Fixed that frame count limits weren&#039;t enforced and would lead to a crash in several places. ([https://forums.factorio.com/62648 more])&lt;br /&gt;
* Fixed a crash when the player port respawned a character without a connected player ([https://forums.factorio.com/62707 more])&lt;br /&gt;
* Fixed that the market did not show the prices for some offers ([https://forums.factorio.com/62682 more])&lt;br /&gt;
* Fixed that the &amp;quot;save replay&amp;quot; button would always show on the game finished screen even when it wouldn&#039;t work. ([https://forums.factorio.com/62733 more])&lt;br /&gt;
* Fixed that filters would get copied between storage chests and requester chests. ([https://forums.factorio.com/61219 more])&lt;br /&gt;
* Fixed error message given when loader entity prototype was defined with too many filters. ([https://forums.factorio.com/62839 more])&lt;br /&gt;
* Fixed that fast replacing a train stop did not copy the name or color. ([https://forums.factorio.com/62966 more])&lt;br /&gt;
* Ghost rails are now also considered when auto-selecting rail signal direction. ([https://forums.factorio.com/58655 more])&lt;br /&gt;
* Fixed that the high-resolution car animation would shake. ([https://forums.factorio.com/62454 more])&lt;br /&gt;
* Fixed errors in the mod settings stage wouldn&#039;t prompt to disable the erroring mod(s). ([https://forums.factorio.com/62447 more])&lt;br /&gt;
* Fixed that crafting machines didn&#039;t work correctly with non-square bounding boxes. ([https://forums.factorio.com/63027 more])&lt;br /&gt;
* Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ([https://forums.factorio.com/61143 more])&lt;br /&gt;
* Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ([https://forums.factorio.com/63515 more])&lt;br /&gt;
* Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.&lt;br /&gt;
* Fixed crash when detecting VRAM size on macOS. ([https://forums.factorio.com/63770 more])&lt;br /&gt;
* Fixed LuaEntity::infinity_filters write didn&#039;t work. ([https://forums.factorio.com/63954 more])&lt;br /&gt;
* Fixed that setting active on combinators would lead to desyncs. ([https://forums.factorio.com/63335 more])&lt;br /&gt;
* Fixed that shift+click building blueprints didn&#039;t work correctly regarding tiles. ([https://forums.factorio.com/63849 more])&lt;br /&gt;
* Fixed that construction robots could get stuck trying to repair things. ([https://forums.factorio.com/63800 more])&lt;br /&gt;
* Fixed inventory highlights didn&#039;t work correctly when the game was paused while active. ([https://forums.factorio.com/64047 more])&lt;br /&gt;
* Fixed a crash related to trains being forced to re-path when a stop is disabled. ([https://forums.factorio.com/63900 more])&lt;br /&gt;
* Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ([https://forums.factorio.com/62146 more])&lt;br /&gt;
* Fixed that equipment grids wouldn&#039;t fit on screen if too large. ([https://forums.factorio.com/61662 more])&lt;br /&gt;
* Fixed that the SelectSignal GUI wouldn&#039;t sort mixed-type signals correctly. ([https://forums.factorio.com/62463 more])&lt;br /&gt;
* Fixed map generator would align entities to grid differently than manual building. ([https://forums.factorio.com/63408 more])&lt;br /&gt;
* Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ([https://forums.factorio.com/64105 more])&lt;br /&gt;
* Fixed that furnaces with mixed input could get stuck. ([https://forums.factorio.com/61406 more])&lt;br /&gt;
* Fixed text duplication on research completion in the bonus GUI. ([https://forums.factorio.com/64608 more])&lt;br /&gt;
* Fixed that LuaSurface::find_entities_filtered{position} wouldn&#039;t find entities with zero-sized bounding boxes. ([https://forums.factorio.com/63270 more])&lt;br /&gt;
* Fixed that mod console commands would treat every command with the same help key as aliasing each other. ([https://forums.factorio.com/64581 more])&lt;br /&gt;
* Fixed LuaGameScript::remove_path would log an error if path didn&#039;t exist. ([https://forums.factorio.com/64873 more])&lt;br /&gt;
* Fixed cars and tanks had a slightly smaller collision box when not facing north. ([https://forums.factorio.com/63842 more])&lt;br /&gt;
* Fixed inserter interaction with cars depended on rotation and on distance from map origin. ([https://forums.factorio.com/62854 more])&lt;br /&gt;
* Fixed &amp;quot;InRangePredicate only accepts direction without diagonals&amp;quot; error. ([https://forums.factorio.com/62375 more])&lt;br /&gt;
* Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ([https://forums.factorio.com/62635 more])&lt;br /&gt;
* Force space between spawners and worms in biter bases so they don&#039;t get stuck so much.&lt;br /&gt;
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-pipe&amp;quot; that automatically adds/removes fluid from itself; similar to the infinity-chest.&lt;br /&gt;
* Added a new entity type &amp;quot;heat-interface&amp;quot; that automatically sets its own temperature.&lt;br /&gt;
* Added &amp;quot;void&amp;quot; energy_source type which makes any entity using the type not require power.&lt;br /&gt;
* Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.&lt;br /&gt;
* Added &amp;quot;stop&amp;quot; AI command, which tells the unit to just stop moving where it is. Takes a &amp;quot;ticks_to_wait&amp;quot; parameter, after which it returns to normal.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;list-box&amp;quot;.&lt;br /&gt;
* Added Entity prototype flags &amp;quot;no-automated-item-removal&amp;quot; and &amp;quot;no-automated-item-insertion&amp;quot;.&lt;br /&gt;
* Added support for hidden optional dependencies via &#039;(?) mod-name&#039;.&lt;br /&gt;
* Added SelectionToolPrototype flags &amp;quot;not-same-force&amp;quot;, &amp;quot;friend&amp;quot;, and &amp;quot;enemy&amp;quot;.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.&lt;br /&gt;
* Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.&lt;br /&gt;
* Added support to set wire_count on wires to define how many items are needed to connect 2 entities.&lt;br /&gt;
* Added UnitPrototype::ai_settings, which allows overriding default biter behavior.&lt;br /&gt;
* Added a spectator controller type that can view anything but can&#039;t change anything.&lt;br /&gt;
* Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.&lt;br /&gt;
* Added ticks_to_wait parameter to wander ai command.&lt;br /&gt;
* Added Entity prototype property &amp;quot;next_upgrade&amp;quot;.&lt;br /&gt;
* Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.&lt;br /&gt;
* Added optional &amp;quot;min_working_temperature&amp;quot; and &amp;quot;default_temperature&amp;quot; to heat buffer prototype.&lt;br /&gt;
* Added optional technology prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added optional fluid prototype property &amp;quot;hidden&amp;quot;.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot; energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.&lt;br /&gt;
* Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.&lt;br /&gt;
* Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.&lt;br /&gt;
* Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.&lt;br /&gt;
* Added rotation_speed value to Unit prototype.&lt;br /&gt;
* Added support for arbitrary non-circular references to named noise expressions.&lt;br /&gt;
* Added &amp;quot;spot-noise&amp;quot; noise function.&lt;br /&gt;
* Added &amp;quot;if-else-chain&amp;quot; and &amp;quot;literal-boolean&amp;quot; noise expression types.&lt;br /&gt;
* Added &amp;quot;cutscene&amp;quot; controller.&lt;br /&gt;
* Added &amp;quot;speech-bubble&amp;quot; entity.&lt;br /&gt;
* Added ResourceEntityPrototype::randomize_visual_position.&lt;br /&gt;
* Added EquipmentGridPrototype::locked.&lt;br /&gt;
* Added DamageType::hidden.&lt;br /&gt;
* Added optional draw_cargo property to construction robot and logistic robot prototypes.&lt;br /&gt;
* Added optional fluid_product to production achievement prototypes.&lt;br /&gt;
* Added UnitPrototype::affected_by_tiles.&lt;br /&gt;
* Added LuaStyle::stretch_image_to_widget_size, only applies to &amp;quot;sprite&amp;quot; widget styles.&lt;br /&gt;
* Added optional EntityPrototype::map_generator_bounding_box.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;not-upgradable&amp;quot;.&lt;br /&gt;
* Added EntityPrototypeFlags &amp;quot;no-copy-paste&amp;quot; and &amp;quot;not-selectable-in-game&amp;quot;.&lt;br /&gt;
* Added ItemPrototypeFlags &amp;quot;only-in-cursor&amp;quot;, &amp;quot;not-stackable&amp;quot;, &amp;quot;can-extend-inventory&amp;quot;, &amp;quot;primary-place-result&amp;quot; and &amp;quot;mod-openable&amp;quot;.&lt;br /&gt;
* Added BeamPrototype::target_offset and random_target_offset.&lt;br /&gt;
* Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.&lt;br /&gt;
* Added &amp;quot;mouse-cursor&amp;quot; definitions for overriding system mouse cursor in selection tools.&lt;br /&gt;
* Changed radars so they support dynamic energy source types.&lt;br /&gt;
* Changed ItemWithInventoryPrototype flag &amp;quot;when_manually_filtered&amp;quot; to &amp;quot;when-manually-filtered&amp;quot;.&lt;br /&gt;
* Changed SelectionToolPrototype flag &amp;quot;matches-force&amp;quot; to &amp;quot;same-force&amp;quot;.&lt;br /&gt;
* Changed the maximum number of surfaces from 255 to 4,294,967,295.&lt;br /&gt;
* Changed migration scripts so they run in the context of the mod that created them.&lt;br /&gt;
* Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).&lt;br /&gt;
* Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.&lt;br /&gt;
* Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.&lt;br /&gt;
* Changed EnemySpawnerPrototype::result_units to support any type of entity.&lt;br /&gt;
* Changed recipes to support having no results by setting results = {}.&lt;br /&gt;
* Lua scripts can now use require(&amp;quot;__mod-name__.file&amp;quot;) syntax.&lt;br /&gt;
* AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.&lt;br /&gt;
* property_expression_name values can be numeric constants.&lt;br /&gt;
* All autoplace controls are now available as noise expression variables.&lt;br /&gt;
* energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka &amp;quot;5KJ&amp;quot;) instead of just a number.&lt;br /&gt;
* Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.&lt;br /&gt;
* Removed the &amp;quot;default-&amp;quot; prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.&lt;br /&gt;
* Removed ItemPrototypeFlags &amp;quot;goes-to-main-inventory&amp;quot; and &amp;quot;goes-to-quickbar&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRendering accessed via the lua global &amp;quot;rendering&amp;quot;.&lt;br /&gt;
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().&lt;br /&gt;
* Added LuaEntity::recipe_locked read/write for assembling machines.&lt;br /&gt;
* Added LuaRailPath.&lt;br /&gt;
* Added LuaTrain::path read.&lt;br /&gt;
* Added LuaEntity::connected_rail read.&lt;br /&gt;
* Added previous_direction to the on_player_rotated_entity event.&lt;br /&gt;
* Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().&lt;br /&gt;
* Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.&lt;br /&gt;
* Added LuaEntity::clone().&lt;br /&gt;
* Added LuaSurface::clone_area().&lt;br /&gt;
* Added LuaSurface::clone_entities().&lt;br /&gt;
* Added LuaGameScript::auto_save().&lt;br /&gt;
* Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.&lt;br /&gt;
* Added LuaFluidBoxPrototype.&lt;br /&gt;
* Added LuaEntityPrototype::fluidbox_prototypes read.&lt;br /&gt;
* Added LuaGameScript::take_technology_screenshot().&lt;br /&gt;
* Added LuaSurface::clear().&lt;br /&gt;
* Added LuaSurface::solar_power_multiplier read/write.&lt;br /&gt;
* Added on_pre_surface_cleared and on_surface_cleared events.&lt;br /&gt;
* Added on_pre_chunk_deleted and on_chunk_deleted events.&lt;br /&gt;
* Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.&lt;br /&gt;
* Added LuaGameScript::styles read.&lt;br /&gt;
* Added LuaEntity::crafting_speed read.&lt;br /&gt;
* Added LuaTrain::max_forward_speed and max_backward_speed read.&lt;br /&gt;
* Added on_train_schedule_changed event.&lt;br /&gt;
* Added LuaForce::previous_research read/write.&lt;br /&gt;
* Added LuaSurface::find_decoratives_filtered().&lt;br /&gt;
* Added LuaEntity::inserter_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::neighbour_bonus read.&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.&lt;br /&gt;
* Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.&lt;br /&gt;
* Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().&lt;br /&gt;
* Added events on_player_banned, on_player_kicked, and on_player_unbanned.&lt;br /&gt;
* Added event on_rocket_launch_ordered.&lt;br /&gt;
* Added LuaItemPrototype::wire_count read.&lt;br /&gt;
* Added LuaRecipePrototype::main_product read.&lt;br /&gt;
* Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().&lt;br /&gt;
* Added LuaEntity::silent_revive().&lt;br /&gt;
* Added LuaFluidBox::get_prototype().&lt;br /&gt;
* Added LuaSurface::request_path().&lt;br /&gt;
* Added LuaGameScript::reload_mods().&lt;br /&gt;
* Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.&lt;br /&gt;
* Added on_game_created_from_scenario event.&lt;br /&gt;
* Added on_surface_renamed event.&lt;br /&gt;
* Added on_ai_command_completed event, which can be used to detect command completion and failure/success.&lt;br /&gt;
* Added &amp;quot;pathfind_flags&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; and &amp;quot;wander_in_group&amp;quot; parameters to &amp;quot;wander&amp;quot; AI command.&lt;br /&gt;
* Added &amp;quot;radius&amp;quot; parameter to &amp;quot;go_to_location&amp;quot; AI command.&lt;br /&gt;
* Added support for mods to change their own mod settings runtime.&lt;br /&gt;
* Added LuaEntityPrototype::next_upgrade read.&lt;br /&gt;
* Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.&lt;br /&gt;
* Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.&lt;br /&gt;
* Added LuaTechnologyPrototype::hidden read.&lt;br /&gt;
* Added LuaFluidPrototype::hidden read.&lt;br /&gt;
* Added LuaSurface::get_map_exchange_string().&lt;br /&gt;
* Added LuaGameScript::get_map_exchange_string().&lt;br /&gt;
* Added LuaFlowStatistics::get_flow_count().&lt;br /&gt;
* Added LuaEntity::trains_in_block read.&lt;br /&gt;
* Added LuaGameScript::get_player().&lt;br /&gt;
* Added LuaGameScript::get_surface().&lt;br /&gt;
* Added LuaGameScript::set_wait_for_screenshots_to_finish().&lt;br /&gt;
* Added LuaGuiElement::resize_to_sprite (read/write).&lt;br /&gt;
* Added LuaGroup::localised_name read.&lt;br /&gt;
* Added SpritePath::equipment.&lt;br /&gt;
* Added LuaEquipmentGridPrototype::background_color read.&lt;br /&gt;
* Added LuaItemPrototype::reload_time read.&lt;br /&gt;
* Added highlight-box entity that can be passed a &amp;quot;bounding_box&amp;quot; or &amp;quot;source&amp;quot; entity parameter to display a highlight box around an area or entity.&lt;br /&gt;
* Added LuaEntityPrototype::is_building read.&lt;br /&gt;
* Added LuaEntityPrototype::automated_ammo_count read.&lt;br /&gt;
* Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().&lt;br /&gt;
* Added LuaSurface::get_closest().&lt;br /&gt;
* Added LuaSurface::get_total_pollution().&lt;br /&gt;
* Added LuaPlayer::create_local_flying_text().&lt;br /&gt;
* Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.&lt;br /&gt;
* Added LuaEntity::status read.&lt;br /&gt;
* Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.&lt;br /&gt;
* Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().&lt;br /&gt;
* Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.&lt;br /&gt;
* Added &amp;quot;loot&amp;quot; to the on_entity_died event.&lt;br /&gt;
* Added LuaTrain::go_to_station().&lt;br /&gt;
* Added support to set quality when using LuaGameScript::take_screenshot.&lt;br /&gt;
* Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.&lt;br /&gt;
* Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::drop_target/pickup_target write.&lt;br /&gt;
* Added LuaEntity::ghost_has_flag().&lt;br /&gt;
* Added runtime editable speed attribute to Unit.&lt;br /&gt;
* Added LuaSurface::get_starting_area_radius().&lt;br /&gt;
* Added LuaItemPrototype::robot_action read.&lt;br /&gt;
* Added LuaEntity::enable_logistics_while_moving read/write.&lt;br /&gt;
* Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.&lt;br /&gt;
* Added LuaEntity::render_player read/write.&lt;br /&gt;
* Added LuaEntity::render_to_forces read/write.&lt;br /&gt;
* Added LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.&lt;br /&gt;
* Added LuaEntity::get_health_ratio().&lt;br /&gt;
* Added LuaSurface::find_units().&lt;br /&gt;
* Added LuaTransportLine::output_lines read.&lt;br /&gt;
* Added LuaEntity::pump_rail_target read.&lt;br /&gt;
* Added LuaTrain::get_rails().&lt;br /&gt;
* Added LuaEquipmentGridPrototype::locked read.&lt;br /&gt;
* Added LuaForce::index read.&lt;br /&gt;
* Added direction to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added collision_mask to LuaSurface::count/find_entities_filtered.&lt;br /&gt;
* Added LuaEntity::clear_market_items().&lt;br /&gt;
* Added LuaEntityPrototype::cliff_explosive_prototype read.&lt;br /&gt;
* Added LuaDamagePrototype::hidden read.&lt;br /&gt;
* Added LuaControl::character_running_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::draw_cargo read.&lt;br /&gt;
* Added LuaPlayer::use_from_cursor().&lt;br /&gt;
* Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.&lt;br /&gt;
* Added LuaEntity::ai_settings read.&lt;br /&gt;
* Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.&lt;br /&gt;
* Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.&lt;br /&gt;
* Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.&lt;br /&gt;
* Added LuaEntity::moving. Returns true if the unit is moving.&lt;br /&gt;
* Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.&lt;br /&gt;
* Added LuaEntity::create_build_effect_smoke.&lt;br /&gt;
* Added LuaEntityPrototype::vision_distance read.&lt;br /&gt;
* Added LuaPlayer::open_map(), zoom_to_world() and close_map().&lt;br /&gt;
* Added LuaPlayer::render_mode read.&lt;br /&gt;
* Added LuaPlayer::map_view_settings write.&lt;br /&gt;
* Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.&lt;br /&gt;
* Added LuaStyle::use_header_filler, natural_width and natural_height read/write.&lt;br /&gt;
* Added LuaStyle::extra_padding_when_activated read/write.&lt;br /&gt;
* Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.&lt;br /&gt;
* Added LuaEntity::electric_network_id read.&lt;br /&gt;
* Added LuaControl::character_additional_mining_categories read/write.&lt;br /&gt;
* Added LuaGameScript::draw_resource_selection read/write.&lt;br /&gt;
* Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().&lt;br /&gt;
* Added LuaEntityPrototype::map_generator_bounding_box read.&lt;br /&gt;
* Added LuaEntity::release_from_spawner().&lt;br /&gt;
* Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.&lt;br /&gt;
* Added LuaEntity::timeout read/write.&lt;br /&gt;
* Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.&lt;br /&gt;
* Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().&lt;br /&gt;
* Added LuaEntity::research_queue_enabled read/write.&lt;br /&gt;
* Added LuaGameScript::get_active_entities_count().&lt;br /&gt;
* Added LuaGameScript::ticks_played read.&lt;br /&gt;
* Added LuaGameScript::tick_paused and ticks_to_run read/write.&lt;br /&gt;
* Added LuaItemPrototype::infinite read.&lt;br /&gt;
* Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().&lt;br /&gt;
* Added LuaItemStack::is_upgrade_item read.&lt;br /&gt;
* Added LuaLogisticCell::logistics_connection_distance read.&lt;br /&gt;
* Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().&lt;br /&gt;
* Added LuaPlayer::jump_to_cutscene_waypoint().&lt;br /&gt;
* Added LuaUnitGroup::group_number read.&lt;br /&gt;
* Changed LuaEntity::destroy() to accept a table of arguments.&lt;br /&gt;
* Changed LuaEntity::revive() to accept a table of arguments.&lt;br /&gt;
* Changed the player_used_capsule event so it&#039;s fired after the capsule item is consumed from the cursor.&lt;br /&gt;
* Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.&lt;br /&gt;
* Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.&lt;br /&gt;
* Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.&lt;br /&gt;
* Changed most LuaEntity properties/functions to also work on ghosts.&lt;br /&gt;
* Changed on_player_crafted_item item_stack to allow editing the stack before it&#039;s put into the player inventory.&lt;br /&gt;
* Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat &amp;quot;nil&amp;quot; as &amp;quot;all&amp;quot; for the autoplace list.&lt;br /&gt;
* Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.&lt;br /&gt;
* Changed sound definition, so it can contain &amp;quot;aggregation&amp;quot; even when it doesn&#039;t contain &amp;quot;variations&amp;quot;.&lt;br /&gt;
* Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.&lt;br /&gt;
* Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.&lt;br /&gt;
* Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.&lt;br /&gt;
* LuaSurface::find_entities/filtered now accepts a zero sized bounding box as &amp;quot;find everything that collides with this point&amp;quot;.&lt;br /&gt;
* CustomSprite now scales to the size of the sprite if a manual size isn&#039;t defined.&lt;br /&gt;
* It&#039;s possible to specify &amp;quot;frame_sequence&amp;quot; in animation definition as array of frame numbers that should be played in given order.&lt;br /&gt;
* Removed LuaStyle::visible, LuaGuiElement::visible is used instead.&lt;br /&gt;
* Removed LuaSurface::get_tile_properties().&lt;br /&gt;
* Removed LuaCustomChartTag::orientation and target.&lt;br /&gt;
* Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Khaylain</name></author>
	</entry>
</feed>