https://wiki.factorio.com/api.php?action=feedcontributions&user=Spyhawk&feedformat=atomOfficial Factorio Wiki - User contributions [en]2024-03-19T01:45:56ZUser contributionsMediaWiki 1.38.2https://wiki.factorio.com/index.php?title=Version_history/0.16.0&diff=159900Version history/0.16.02018-06-15T15:48:41Z<p>Spyhawk: 0.16.51</p>
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<div>__NOTOC__<br />
== 0.16.51 ==<br />
Date: 15. 06. 2018<br />
=== Graphics ===<br />
* Changed the battery item icon to be more consistent with the technology icon.<br />
<br />
== 0.16.50 ==<br />
Date: 11. 06. 2018<br />
=== Bugfixes ===<br />
* Fixed loading script data when a mod is disabled. ([https://forums.factorio.com/60874 more])<br />
* Fixed that 0 time interval was shown as an empty string. ([https://forums.factorio.com/60875 more])<br />
<br />
== 0.16.49 ==<br />
Date: 08. 06. 2018<br />
=== Bugfixes ===<br />
* Fixed belts in blueprints weren't selectable in the blueprint GUI.<br />
* Fixed bad mouse-point when holding blueprints with belts.<br />
* Fixed wrong connectivity in underground belt fast replace. ([https://forums.factorio.com/60589 more])<br />
<br />
== 0.16.48 ==<br />
Date: 07. 06. 2018<br />
=== Bugfixes ===<br />
* Fixed changing filters in cars wouldn't wake up inserters. ([https://forums.factorio.com/60717 more])<br />
* Fixed train driving directions when not accelerating while driving backwards. ([https://forums.factorio.com/60731 more])<br />
* Fixed copy-pasting between surfaces would render incorrectly. ([https://forums.factorio.com/60785 more])<br />
* Fixed that empty storage tanks had the sound of fluid. ([https://forums.factorio.com/60803 more])<br />
* Circuit connection distance check fix. ([https://forums.factorio.com/60744 more])<br />
* The logic that shows rail signal indicators now respects bounding box and collision box of the currently held signal. ([https://forums.factorio.com/60829 more])<br />
=== Modding ===<br />
* Fixed <code>allow_copy_paste</code> only worked on the source entity. ([https://forums.factorio.com/60730 more])<br />
<br />
== 0.16.47 ==<br />
Date: 31. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed wall related consistency check related to modded walls with altered collision boxes. ([https://forums.factorio.com/60677 more])<br />
* Fixed inconsistent train direction when reversing in a train vehicle that is not a locomotive. ([https://forums.factorio.com/60633 more])<br />
* Fixed that having more than 6 products didn't fit the ui, as it wasn't wrapped. ([https://forums.factorio.com/60636 more])<br />
* The system data path is removed from the log when it's automatically uploaded by the crash reporter.<br />
* IP addresses are no longer hashed in the log file. All IP addresses are removed from the log when it's automatically uploaded by the crash reporter.<br />
* Fixed crash when placing an entity with title while backers list was emptied.<br />
<br />
== 0.16.46 ==<br />
Date: 29. 05. 2018<br />
=== Bugfixes ===<br />
* Another fix for setting PvP map dimensions to 0. ([https://forums.factorio.com/60570 more])<br />
* Fixed possible desync related to circuit networks.<br />
* Another possible fix for multi-GPU setups on Linux. ([https://forums.factorio.com/60609 more])<br />
* Fixed that modded infinite inserter stack size research would wrap around instead of maxing out. ([https://forums.factorio.com/60613 more])<br />
* Fixed scenarios with partial identical names didn't work correctly. ([https://forums.factorio.com/60624 more])<br />
* Fixed splitter lane selection inconsistency when inserting into middle. (Now it is always right for both belts, splitters and underground belts.) ([https://forums.factorio.com/60653 more])<br />
* Fixed <code>LuaPlayer::build_from_cursor</code>. ([https://forums.factorio.com/60644 more])<br />
* Fixed a desync in replay that would happen if console commands were used during the play. ([https://forums.factorio.com/60661 more])<br />
* Fixed desync when setting inserter filters while it's connected to the circuit network ([https://forums.factorio.com/60245 more])<br />
<br />
== 0.16.45 ==<br />
Date: 22. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed infinite research multiplier was always 1. ([https://forums.factorio.com/60550 more])<br />
<br />
== 0.16.44 ==<br />
Date: 22. 05. 2018<br />
=== Minor Features ===<br />
* Added technology price multiplier PvP scenario config.<br />
=== Changes ===<br />
* Underground belt marked for deconstruction no longer connects to other underground belts.<br />
=== Bugfixes ===<br />
* Fixed some cases of fast replacement by underground belt. ([https://forums.factorio.com/60060 more])<br />
* Fixed corrupted config.ini in Steam cloud would prevent the game from starting.<br />
* Fixed that using "Save and play" feature in the freeplay could specify the official freeplay map to be always that one forever. ([https://forums.factorio.com/60340 more])<br />
* Fixed underground belt connection overlay when hovering over another underground belt. ([https://forums.factorio.com/60147 more])<br />
* Fixed a crash when mods define empty result items. ([https://forums.factorio.com/60406 more])<br />
* Fixed a crash when switching games and joining quickly in the server browser.<br />
* Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. ([https://forums.factorio.com/59588 more])<br />
* Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. ([https://forums.factorio.com/60374 more])<br />
* Fixed <code>LuaEntityPrototype::braking_force</code> return value. ([https://forums.factorio.com/60444 more])<br />
* Fixed <code>LuaPlayer::ticks_to_respawn</code> would read in seconds. ([https://forums.factorio.com/60501 more])<br />
* Fixed certain type of energy source migrations. ([https://forums.factorio.com/60465 more])<br />
* Fixed rare possibility of crash when two trains crash into each other. ([https://forums.factorio.com/60097 more])<br />
* Fixed a rare crash that occurs when train collides in a way, that its position is reserved back while approaching closed signal which caused path recalculation. ([https://forums.factorio.com/60472 more])<br />
* Fixed PvP error when setting map height to 0. ([https://forums.factorio.com/60536 more])<br />
* Fixed construction robot tutorial breaking when removing the radar from the storage chest. ([https://forums.factorio.com/60012 more])<br />
* Fixed crash when adding train station to a train while the train is modified (added/removed rolling stock). ([https://forums.factorio.com/59363 more])<br />
* Fixed that destroying part of a cliff with tile ghost under it destroyed the whole part of the cliff. ([https://forums.factorio.com/60449 more])<br />
* Fixed browse games dialog problems with the active game not being updated while searching. ([https://forums.factorio.com/60545 more])<br />
=== Modding ===<br />
* Added support to set <code>ReactorPrototype::neighbour_collision_increase</code> which controls how much a reactor extends when connected to other reactors.<br />
=== Scripting ===<br />
* Allow <code>technology_price_multiplier</code> to be less than 1 by script/scenario only.<br />
* Added support for localised strings in <code>LuaGameScript::write_file</code>.<br />
<br />
== 0.16.43 ==<br />
Date: 14. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. ([https://forums.factorio.com/60074 more])<br />
* Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. ([https://forums.factorio.com/60288 more])<br />
<br />
== 0.16.42 ==<br />
Date: 11. 05. 2018<br />
=== Bugfixes ===<br />
* Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. ([https://forums.factorio.com/59670 more])<br />
* Fixed a desync when printing a Lua error to players with different installation paths. ([https://forums.factorio.com/60049 more])<br />
* Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).<br />
* Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. ([https://forums.factorio.com/60068 more])<br />
* Fixed decimals displaying in production statistics that caused the numbers to be too long. ([https://forums.factorio.com/59997 more])<br />
* Fixed high CPU usage on the main menu. ([https://forums.factorio.com/60063 more])<br />
* Fixed an issue when joining friends games through steam. ([https://forums.factorio.com/60157 more])<br />
* Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.<br />
* Added train path finding penalty for train with no path equal to 1000 tiles. ([https://forums.factorio.com/60211 more])<br />
* Fixed a crash when building modded rolling stock entities on diagonal rails. ([https://forums.factorio.com/60014 more])<br />
* Fixed "header errors" when extracting factorio zip files with 7zip.<br />
=== Scripting ===<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_tiles_only</code> and <code>collision_mask_considers_tile_transitions</code> read.<br />
<br />
== 0.16.41 ==<br />
Date: 03. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
<br />
== 0.16.40 ==<br />
Date: 02. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
* Fixed a crash when killing the character during the <code>gun_inventory_changed</code> event. ([https://forums.factorio.com/59784 more])<br />
* Fixed that <code>LuaPlayer::opened</code> wouldn't return the opened equipment grid. ([https://forums.factorio.com/59790 more])<br />
* Fixed <code>LuaInventory::sort_and_merge()</code> would break furnaces and assembling machines.<br />
* Fixed crash when trying to migrate circuit connected entities. Any migrated entities will be disconnected. ([https://forums.factorio.com/59974 more])<br />
* Fixed round input in team production challenge. ([https://forums.factorio.com/59970 more])<br />
* Recipe item ingredients with a count of 0 are reported as an error instead of allowing inconsistent behaviour. ([https://forums.factorio.com/60016 more])<br />
* Fixed missing reset of state of signal right next to removed rail. ([https://forums.factorio.com/60026 more])<br />
* Fixed a crash that could happen in multiplayer over a poor connection. ([https://forums.factorio.com/59993 more])<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_glow_color</code>, it colors the fuel glow of entities that use that item as fuel.<br />
=== Scripting ===<br />
* Added <code>on_player_trash_inventory_changed</code> event.<br />
* Changed <code>LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered</code> to additionally accept a table of filters.<br />
<br />
== 0.16.39 ==<br />
Date: 30. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed function of enter key in number input. ([https://forums.factorio.com/59862 more])<br />
* Fixed consistency check and migration related to rail internal inconsistency. ([https://forums.factorio.com/59765 more])<br />
* Fixed that rail signals weren't fast replaceable.<br />
* Fixed that the headless server wouldn't be able to restart for a while if it was stopped with an RCON client connected. ([https://forums.factorio.com/59830 more])<br />
* Fixed that selecting map without a preview in the save/load dialog disallowed to delete the save by the ingame delete button.<br />
* Fixed wrong calculation of item insertion into splitter in some cases, which could indirectly cause inconsistency in behaviour. ([https://forums.factorio.com/59950 more])<br />
* Localised zip opening/closing error messages + added reason or error code there.<br />
<br />
== 0.16.38 ==<br />
Date: 26. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed drawing of icons with multiple layers. ([https://forums.factorio.com/59811 more])<br />
* Fixed that changing force of a wall didn't update the connections, which could lead to a desync.<br />
* Changed that walls and gates marked for deconstruction don't connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.<br />
* Changed, that rail signals marked for deconstruction disconnect from the rails.<br />
* Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.<br />
* Changed the logic of "toggle LUA console" key to only open and not close the console (exception are ` and F1-F12 keys). ([https://forums.factorio.com/59825 more])<br />
* Fixed <code>LuaEntity::splitter_output_priority</code> read/write didn't work. ([https://forums.factorio.com/59864 more])<br />
* Fixed malformed sprite path error would not trigger minimal mode when loading mods. ([https://forums.factorio.com/59827 more])<br />
<br />
== 0.16.37 ==<br />
Date: 23. 04. 2018<br />
=== Changes ===<br />
* Added an option to interface settings to allow the user to change the distance of tooltips from the mouse. ([https://forums.factorio.com/59269 more])<br />
=== Minor Features ===<br />
* Added optional resolution and zoom parameters to the screenshot command.<br />
=== Bugfixes ===<br />
* Fixed that right click didn't work in the market GUI. ([https://forums.factorio.com/59230 more])<br />
* Fixed a modded crash related to fire flame smoke.<br />
* Fixed <code>ignored_by_interaction</code> when creating modded custom GUI elements. ([https://forums.factorio.com/59301 more])<br />
* Fixed noise program compilation bug that resulted in broken programs. ([https://forums.factorio.com/58579 more])<br />
* Fixed light from lamps outside of screen was not rendered properly. ([https://forums.factorio.com/59095 more])<br />
* Fixed the steam engines in New Hope level 4. ([https://forums.factorio.com/59299 more])<br />
* Possible fix for a crash on Linux with a multi-GPU setup. ([https://forums.factorio.com/59315 more])<br />
* Fixed graphics of battery indicator ([https://forums.factorio.com/59170 more])<br />
* Boiler and heat exchanger will spawn medium remnants instead of small remnants when destroyed. ([https://forums.factorio.com/59356 more])<br />
* Fixed that a well (offshore pump with water landfilled) was not rebuildable by construction robots. ([https://forums.factorio.com/59447 more])<br />
* Fixed gates sometimes not detecting car being driven by god controller. ([https://forums.factorio.com/59472 more])<br />
* Fixed that some of the achievements were obtainable even when player didn't spend more than 50% of time in the game. ([https://forums.factorio.com/59467 more])<br />
* Fixed that character window was closed when doing fast transfer between armor slot and inventory. ([https://forums.factorio.com/59486 more])<br />
* Fixed that modded inserters would some times get stuck. ([https://forums.factorio.com/59316 more])<br />
* Fixed that Wave defense would error when played on a headless server. ([https://forums.factorio.com/59420 more])<br />
* Improved system of key blocking now allows more key bindings to work correctly. ([https://forums.factorio.com/59415 more])<br />
* Fixed underground pipe ghost would block underground connections of other forces. ([https://forums.factorio.com/59624 more])<br />
* Added missing directions to util.oppositedirection. ([https://forums.factorio.com/59550 more])<br />
* Fixed that the sound sliders went to 200% causing a lost of audio quality. ([https://forums.factorio.com/59638 more])<br />
* Fixed save corruption when forces are merged while there is a rocket on the map. ([https://forums.factorio.com/59661 more])<br />
* Fixed that <code>LuaEntity::teleport</code> could teleport ghost belts/rails.<br />
* Fixed that <code>LuaEntity::teleport</code> of ghost walls could create wall and ghost wall on the same position which could cause desyncs.<br />
* Fixed that <code>LuaEntity::teleport</code> didn't put entities that are supposed to be aligned to grid onto grid.<br />
* Fixed wrong behavior of mining of a vehicle the player is in in multiplayer. ([https://forums.factorio.com/59709 more])<br />
* Fixed crash on starting mod scenario in multiplayer for the first time. ([https://forums.factorio.com/59027 more])<br />
* Fixed signal placeability in junction with different directions in different ways. ([https://forums.factorio.com/59210 more])<br />
* Added electric energy consistency check to avoid one more corrupted save situation resulting from memory corruption. ([https://forums.factorio.com/59693 more])<br />
=== Scripting ===<br />
* Added <code>LuaTrain::killed_players</code> read.<br />
* Added <code>LuaTrain::kill_count</code> read.<br />
* Added <code>LuaInventory::is_quickbar()</code>.<br />
* Added <code>LuaInventory::get_selected_index()</code>.<br />
* Added <code>LuaFluidPrototype::fuel_value</code> read.<br />
* <code>LuaEntity::teleport</code> puts entity to correct location on the grid when it doesn't have the off-grid flag.<br />
<br />
== 0.16.36 ==<br />
Date: 28. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when opening the graphics settings GUI on a single core CPU. ([https://forums.factorio.com/59023 more])<br />
* Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. ([https://forums.factorio.com/59052 more])<br />
* Fixed that entering rectangular vehicles didn't work correctly. ([https://forums.factorio.com/58958 more])<br />
* Fixed that totals in production statistics were 0.33% off. ([https://forums.factorio.com/59063 more])<br />
* Fixed a crash when loading blueprint storage data.<br />
* Fixed that <code>LuaGameScript::check_prototype_translations()</code> would report custom-inputs as having no translation.<br />
=== Scripting ===<br />
* Fixed a crash by changing <code>LuaGameScript::merge_forces()</code> so the force is merged at the end of the tick.<br />
* Added <code>on_forces_merged</code> event.<br />
* Added <code>LuaEntity::armed</code> read.<br />
* Added <code>LuaEntityPrototype::timeout</code> read.<br />
* Added <code>on_land_mine_armed</code> event.<br />
* Added <code>LuaPlayer::spectator</code> read/write.<br />
* Added <code>LuaGameScript::enemy_has_vision_on_land_mines</code> read/write.<br />
<br />
== 0.16.35 ==<br />
Date: 24. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed shifting for half-belt drawn as part of loader. ([https://forums.factorio.com/58919 more])<br />
=== Modding ===<br />
* Added recipe-prototype <code>show_amount_in_title</code> and <code>always_show_products</code>.<br />
=== Scripting ===<br />
* Added Added <code>LuaRecipePrototype::show_amount_in_title</code> and <code>always_show_products</code> read.<br />
<br />
== 0.16.34 ==<br />
Date: 22. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that long description in achievement cards was cut off. The card will be larger in this case now. ([https://forums.factorio.com/58891 more])<br />
* Fixed a crash when rendering stickers. ([https://forums.factorio.com/58953 more])<br />
== 0.16.33 ==<br />
Date: 22. 03. 2018<br />
=== Features ===<br />
* Added dropdown to the replay viewing control that allows to switch between the view of different players.<br />
=== Changes ===<br />
* Updated map-gen-settings.example.json. ([https://forums.factorio.com/55859 more])<br />
=== Bugfixes ===<br />
* Fixed, that when the server is slower then the client, the player input is stuck. ([https://forums.factorio.com/48387 more])<br />
* Fixed that using rail by the rail planner stopped replay. ([https://forums.factorio.com/58933 more])<br />
* Fixed that burner inserter didn't show fuel in the entity info. ([https://forums.factorio.com/58876 more])<br />
* Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) ([https://forums.factorio.com/58870 more])<br />
* Fixed PvP script error when 'DEFCON timer' was set too low. ([https://forums.factorio.com/58855 more])<br />
* Fixed that ctrl-click to transfer modules into assembling machines didn't work correctly. ([https://forums.factorio.com/58896 more])<br />
* Small improvement in mining logic when using rail planner. ([https://forums.factorio.com/58483 more])<br />
* Fixed an issue with un-researching upgrade-based technologies. ([https://forums.factorio.com/58885 more])<br />
* Fixed a layering issue related to the train stop visualization. ([https://forums.factorio.com/58857 more])<br />
* Fixed that player joined/left game messages weren't visible in the replay.<br />
* Fixed that health bar of other players weren't visible.<br />
* Fixed a rare crash when joining multiplayer games on Mac.<br />
* Fixed crash when player with debuff sticker disconnected from game and later reconnected.<br />
=== Modding ===<br />
* Added recipe-prototype allow_intermediates.<br />
=== Scripting ===<br />
* Added events and remote interface to PvP scenario.<br />
* Added <code>LuaRecipePrototype::allow_intermediates</code> read.<br />
== 0.16.32 ==<br />
Date: 20. 03. 2018<br />
=== Minor Features ===<br />
* Added string import/export to PvP config.<br />
=== Changes ===<br />
* Only item ingredients are automatically sorted in recipes.<br />
=== Bugfixes ===<br />
* Fixed <code>LuaEntity::get_merged_signals()</code> would always require a parameter. ([https://forums.factorio.com/58861 more])<br />
* Fixed a crash related to mod settings losing precision when being saved through JSON. ([https://forums.factorio.com/58859 more])<br />
=== Modding ===<br />
* mod-settings.json is now mod-settings.dat - settings will be auto migrated.<br />
== 0.16.31 ==<br />
Date: 19. 03. 2018<br />
=== Minor Features ===<br />
* Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.<br />
* Empty fuel slot tooltips show what fuel they accept.<br />
=== Changes ===<br />
* Enemy mines are not completely invisible anymore in PvP scenarios.<br />
* Land mines now also stun enemy players.<br />
* Walls will extend towards cliffs same as they already do towards water. ([https://forums.factorio.com/58273 more])<br />
* Blueprint building over entities of an enemy force is no longer ignorable(blue). ([https://forums.factorio.com/58715 more])<br />
* Ingredients in recipes are automatically sorted. ([https://forums.factorio.com/58757 more])<br />
* Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. ([https://forums.factorio.com/58485 more])<br />
=== Bugfixes ===<br />
* One more transport belt unsquashing tweak. ([https://forums.factorio.com/58638 more])<br />
* Changed <code>LuaSurface::find_entity</code> to also find entities with zero sized bounding boxes but with the given position. ([https://forums.factorio.com/58765 more])<br />
* Fixed drawing icons with layers when layers didn't have same source size as main icon. ([https://forums.factorio.com/58681 more])<br />
* Fixed another bug where tables were disabled at certain scroll positions. ([https://forums.factorio.com/58652 more])<br />
* Fixed applying blueprints could rotate unrelated assembling machines. ([https://forums.factorio.com/58729 more])<br />
* Fixed that the god controller wouldn't trigger the player_moved event. ([https://forums.factorio.com/58702 more])<br />
* Fixed script error in logistic tutorial when player went outside of logistic area. ([https://forums.factorio.com/58581 more])<br />
* Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. ([https://forums.factorio.com/58717 more])<br />
* Fixed that blueprint tooltip text wouldn't line wrap. ([https://forums.factorio.com/58582 more])<br />
* Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. ([https://forums.factorio.com/58161 more])<br />
* Fixed wrong scroll pane size in a specific situation. ([https://forums.factorio.com/56441 more])<br />
* Fixed a crash when resetting technology effects while the technology GUI is open. ([https://forums.factorio.com/58756 more])<br />
* Fixed crash with high-speed short trains crashing into something. ([https://forums.factorio.com/58504 more])<br />
* Fixed that multi-line descriptions for multiplayer games would break the config.ini. ([https://forums.factorio.com/58626 more])<br />
* Fixed creating cliffs through script or map editor didn't snap them to proper position. ([https://forums.factorio.com/58625 more])<br />
* Fixed a crash related to biters in modded games. ([https://forums.factorio.com/58576 more])<br />
* Fixed that several errors related to HTTP failure weren't localized. ([https://forums.factorio.com/58669 more])<br />
* Fixed ghost rail-planner building would lock in the build rotation after being used once. ([https://forums.factorio.com/58776 more])<br />
* Fixed that mod-associated character entities wouldn't be effected by force modifiers. ([https://forums.factorio.com/58808 more])<br />
* Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. ([https://forums.factorio.com/54461 more])<br />
* Partially fixed trains sending circuit networks signal to the wrong station. ([https://forums.factorio.com/53688 more])<br />
* Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.<br />
* Fixed another crash when saving fails when out of disk space.<br />
* Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.<br />
* Fixed a crash in multiplayer related to DNS failure.<br />
* Fixed a crash when the game.take_screenshot() would fail.<br />
* Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.<br />
* Fixed a crash when trying to set a mod setting value to 0.033333 repeating.<br />
* Fixed that replay didn't check crc values.<br />
* Fixed several problems related to replay saving.<br />
=== Modding ===<br />
* Added Entity prototype flag "not-flammable", it prevents entities from catching fire.<br />
* Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.<br />
* Fixed some imprecisions in the Production/Electric statistics calculations.<br />
* Added order_in_recipe into item-group, it defaults to the value of order property.<br />
* Added item prototype flag "hide-from-fuel-tooltip".<br />
=== Scripting ===<br />
* Removed <code>LuaElectricEnergySourcePrototype::effectivity</code> read since it didn't do anything.<br />
* Added <code>LuaGroup::order_in_recipe</code> read.<br />
* Added on_technology_effects_reset event.<br />
== 0.16.30 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Filters no longer disappear when inventory is downsized. ([https://forums.factorio.com/58565 more])<br />
* Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. ([https://forums.factorio.com/58633 more])<br />
* Fixed a crash related to resetting technology effects while a research was in progress/just finished.<br />
* Fixed a desync related to mods calling math.random() during the data stage.<br />
=== Scripting ===<br />
* Made it possible for the <code>LuaFrame::align</code> and <code>LuaFrame::vertical_align</code> to have effect on the align of the inner container.<br />
== 0.16.29 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that small numbers in recipe tooltips wouldn't render correctly. ([https://forums.factorio.com/58422 more])<br />
* Fixed a bug where tables do not react under special conditions. ([https://forums.factorio.com/56466 more]), ([https://forums.factorio.com/57667 more])<br />
* Fixed belt movement with squashed items and other gaps present. ([https://forums.factorio.com/58313 more])<br />
* Fixed that splitter input priority was not that reliable. ([https://forums.factorio.com/58031 more])<br />
* Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. ([https://forums.factorio.com/58217 more])<br />
* Fixed the EULA GUI wouldn't wrap text. ([https://forums.factorio.com/58489 more])<br />
* Fixed 'per second' suffix was not localised. ([https://forums.factorio.com/58322 more])<br />
* Attempt to fix a problem that would prevent the Linux version from starting. ([https://forums.factorio.com/58307 more])<br />
* Fixed that blueprints in the library would show empty component slots. ([https://forums.factorio.com/58113 more])<br />
* Fixed that mining item entities when out of inventory space would move the item around. ([https://forums.factorio.com/58499 more])<br />
* Fixed multiple desyncs related to walking near walls. ([https://forums.factorio.com/58477 more])<br />
* Fixed that the "don't play sound for chat" option didn't work in multiplayer. ([https://forums.factorio.com/58531 more])<br />
* Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. ([https://forums.factorio.com/57963 more])<br />
* Fixed that the players main inventory filters wouldn't persist through death. ([https://forums.factorio.com/58565 more])<br />
* Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. ([https://forums.factorio.com/58521 more])<br />
* Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.([https://forums.factorio.com/58148 more])<br />
* Fixed enemy land mines would be highlighted when showing blueprint collisions. ([https://forums.factorio.com/58621 more])<br />
* Fixed that walls would connect to ghosts from another force.<br />
* Fixed rebinding build would cause artillery to fire multiple times per click in the map view.<br />
* Fixed a crash when starting a headless server related to RCON.<br />
* Fixed a crash when setting item stacks above their stack size through script.<br />
* Fixed a crash when saving fails due to out of disk space.<br />
* Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.<br />
* Fixed that you couldn't move the map view while running the game at very high speeds.<br />
* Fixed a crash when taking a large screenshot by script fails due to a lack of memory.<br />
* Fixed a crash when canceling crafting after changing recipes through mods.<br />
* Fixed a crash when merging forces through script while a recipe tooltip is visible.<br />
* Fixed a crash when using the <code> /open</code> command and then opening an item in the players cursor.<br />
* Fixed a crash when creating modded tree particles.<br />
* Fixed a crash related to modded speaker entities.<br />
=== Modding ===<br />
* Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.<br />
* Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".<br />
* Added Entity prototype flag "not-rotatable".<br />
* Fixed a crash when not defining a stream particle animation.<br />
=== Scripting ===<br />
* Added LuaRCON to allow printing text to a calling RCON instance.<br />
* Added <code>LuaItemPrototype::fuel_emissions_multiplier</code> read.<br />
* Added <code>LuaRecipePrototype::emissions_multiplier</code> read.<br />
* Added <code>LuaFluidPrototype::emissions_multiplier</code> read.<br />
<br />
<br />
== 0.16.28 ==<br />
Date: 05. 03. 2018<br />
=== Minor Features ===<br />
* Added a simple recipe price calculator to PvP production score.<br />
* Item number in quickbar now shows over the "hand" when part of the stack is picked up. ([https://forums.factorio.com/58403 more])<br />
=== Bugfixes ===<br />
* Fixed drawing endings of transport belts entering underground belt sideways. ([https://forums.factorio.com/57939 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed roboport connections would be missing in some cases. ([https://forums.factorio.com/58238 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed that biters in groups had too low tolerance for getting stuck. ([https://forums.factorio.com/58306 more])<br />
* Fixed that you could set accumulator energy below 0. ([https://forums.factorio.com/57619 more])<br />
* Fixed a crash in rail pathing when deleting signals. ([https://forums.factorio.com/58133 more])<br />
* Fixed a crash when creating beam entities through script. ([https://forums.factorio.com/58316 more])<br />
* Fixed old boilers in New Hope level 4. ([https://forums.factorio.com/58066 more])<br />
* Fixed that changing the values in new game gui could move other gui elements. ([https://forums.factorio.com/57414 more])<br />
* Changed order of drawing, so if sprite button uses caption, its text is over the picture. ([https://forums.factorio.com/57888 more])<br />
* Fixed that the wire connection distance visualization didn't match the actual distance limits. ([https://forums.factorio.com/58340 more])<br />
* Fixed a crash when trains are destroyed while the trains GUI is open. ([https://forums.factorio.com/58356 more])<br />
* Fixed train stop indicators wouldn't render with larger blueprints. ([https://forums.factorio.com/58326 more])<br />
* Fixed mod changing chest collision box could break PvP starting chest accessibility. ([https://forums.factorio.com/58360 more])<br />
* Fixed that the Map editor wouldn't clear the cursor when the tool changes. ([https://forums.factorio.com/58303 more])<br />
* Fixed a crash when destroying rails with trains on them. ([https://forums.factorio.com/58380 more])<br />
* Fixed a crash when joining Steam games through the Steam interface.<br />
* Fixed a crash related to adding equipment grid support to armor in existing games.<br />
* Fixed several crashes related to GUI logic.<br />
* Fixed a crash when loading pre 0.16 saves when in a vehicle as a god controller.<br />
* Fixed a crash when teleporting offline players between surfaces.<br />
* Fixed non-stackable items wouldn't enforce they aren't stackable.<br />
* Fixed a crash when changing runtime mod settings while someone is joining a multiplayer game.<br />
* Fixed a crash when a character or spawner dies in the map editor.<br />
* Fixed a crash when hovering over blueprint book item in the map editor.<br />
* Fixed a crash when right-clicking a blueprint to open it for editing in the map editor.<br />
* Fixed a crash when putting blueprints into blueprint books in multiplayer.<br />
* Fixed a crash when importing some blueprint strings.<br />
=== Scripting ===<br />
* Added has_hidden_tile and collision_mask flags to <code>LuaSurface::find_tiles_filtered</code> and <code>LuaSurface::count_tiles_filtered</code>.<br />
* Added <code>LuaSurface::set_hidden_tile()</code>.<br />
* Added <code>LuaGuiElement::ignored_by_interaction</code> which prevents the elements from stealing mouse interaction with the parent elements. ([https://forums.factorio.com/58127 more])<br />
* Added <code>LuaSpriteButton::number</code> which allows the number to be rendered in the standard way in the right-bottom corner of the sprite button.<br />
* Added <code>LuaSpriteButton::show_percent_for_small_numbers</code> which, when set to true, forces the number to be shown as percent when smaller than 1.<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_emissions_multiplier</code> which scales pollution generated when the fuel item is used.<br />
* Added <code>FluidPrototype::emissions_multiplier</code> which scales pollution generated when when the fluid is consumed.<br />
* Added <code>RecipePrototype::emissions_multiplier</code> which scales pollution generated by the entity using this recipe.<br />
* Added support to set scroll_pane_style horizontal_scroll_bar_style and vertical_scroll_bar_style.<br />
== 0.16.27 ==<br />
Date: 28. 02. 2018<br />
=== Minor Features ===<br />
* Added refined concrete and refined hazard concrete.<br />
=== Changes ===<br />
* The the name textfield in the rename train stop dialog gets automatically focused and the text is pre-selected.<br />
=== Bugfixes ===<br />
* Fixed that dying would only put the first stack into the dead body. ([https://forums.factorio.com/58201 more])<br />
* Fixed that infinite resources would always produce the same result when at minimal yield. ([https://forums.factorio.com/58210 more])<br />
* Fixed how the switch event is processed. ([https://forums.factorio.com/57692 more])<br />
* Fixed behaviour of the train station list-box when player inventory was big enough to be scrollable. ([https://forums.factorio.com/57834 more])<br />
* Fixed that always_show_made_in didn't work for recipe tooltips in the technology GUI. ([https://forums.factorio.com/58249 more])<br />
* Fixed a crash when migrating item types in some cases.<br />
* Fixed movement of belt segment that has a lot of squashed items in it.<br />
* Fixed a crash in the map editor when changing player armor.<br />
* Fixed a crash related to mods destroying the player during player events.<br />
* Fixed a crash when creating a Factorio account using the in-game option.<br />
== 0.16.26 ==<br />
Date: 26. 02. 2018<br />
=== Features ===<br />
* Added partial IME support for typing Chinese, Japanese and Korean text on Windows.<br />
=== Changes ===<br />
* IPs are no longer directly logged.<br />
=== Bugfixes ===<br />
* Fixed several belt compression problems.<br />
* Fixed crash when rendering turret range visualization in camera widget.<br />
* Fixed incorrect behaviour when a text box line wraps. ([https://forums.factorio.com/57944 more])<br />
* Fixed achievement deletion dialog. ([https://forums.factorio.com/57959 more])<br />
* Fixed choose-elem-button locking not persisting across saves. ([https://forums.factorio.com/58012 more])<br />
* Fixed item creeping forward on belt sometimes. ([https://forums.factorio.com/57282 more])<br />
* Fixed removal of tracked silo script items. ([https://forums.factorio.com/57953 more])<br />
* Fixed a crash when using the Lua GUI element type "entity-preview". ([https://forums.factorio.com/58048 more])<br />
* Fixed that "Expected resources" didn't always match what you actually got. ([https://forums.factorio.com/58032 more])<br />
* Fixed that heavily modded saves with large amounts of tile types couldn't be loaded without the mods. ([https://forums.factorio.com/56946 more])<br />
* Fixed that buffer chests could get items sent to them they weren't requesting. ([https://forums.factorio.com/58080 more])<br />
* Fixed belts would stop animating after really long time. ([https://forums.factorio.com/58163 more])<br />
* Fixed crash when vehicle with personal roboport was destroyed because of impact damage from its own movement. ([https://forums.factorio.com/58125 more])<br />
* Fixed the help locale for the <code> /toggle-rockets-sent-gui</code> freeplay command. ([https://forums.factorio.com/58096 more])<br />
* Fixed wrong scale of icons with non-standard icon_size in alt-mode. ([https://forums.factorio.com/58143 more])<br />
* Fixed generator effectivity being applied twice when below 100%.<br />
* Fixed a crash when failing to download a map in multiplayer.<br />
* Fixed crashes related to Lua stack overflows.<br />
* Fixed a crash related to changing the stack size of items when removing mods.<br />
* Fixed a crash when researching logistic request slots.<br />
* Fixed a crash related to the ending screen data in multiplayer.<br />
* Fixed a crash when explosion entities where created during migration scripts.<br />
* Fixed a crash when exiting the game while it's saving.<br />
* Fixed a crash when loading a map file fails.<br />
* Fixed a crash related to modded burner generator equipment in multiplayer.<br />
* Fixed labels could render outside of their defined area.<br />
* Fixed a crash when placing assembling machine blueprints over ghosts.<br />
* Fixed a crash when clicking quickly while joining multiplayer games.<br />
* Fixed a crash when saving the game fails.<br />
* Fixed a crash when deleting chunks with cliffs on them.<br />
* Fixed a crash when trying to set player inventory filters in the map editor.<br />
* Fixed several GUI related crashes related to multiplayer latency.<br />
* Fixed a crash when hosting LAN-enabled multiplayer games in some instances.<br />
=== Modding ===<br />
* Added <code>GeneratorPrototype::scale_fluid_usage</code> which scales the generator's fluid usage to its maximum power output. Default is false.<br />
* Generator will now produce pollution if emissions is specified on the energy source.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::is_multiplayer()</code>.<br />
== 0.16.25 ==<br />
Date: 19. 02. 2018<br />
=== Changes ===<br />
* Inserters, mining drills, and belt sideloading can now squash items on belt even when the gap isn't big enough.<br />
** The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
** This means, that inserter, mining drills and side loading can produce fully compressed belts without the usage of splitters.<br />
=== Minor Features ===<br />
* Improved behavior of mode switches in deconstruction planner. ([https://forums.factorio.com/57871 more])<br />
=== Bugfixes ===<br />
* Fixed crash when train was leaving station that was disabled by circuit network or destroyed. ([https://forums.factorio.com/57869 more])<br />
* Fixed search box losing focus inconveniently in mods gui. ([https://forums.factorio.com/57821 more])<br />
* Fixed client crash when server exits while player has the save game dialog open. ([https://forums.factorio.com/57701 more])<br />
* Removing components of a blueprint no longer resizes the window. ([https://forums.factorio.com/56412 more])<br />
* Fixed performance issue when running out of storage while big deconstruction is in progress.<br />
* Fixed scrollbar buttons that would ignore mouse up event. ([https://forums.factorio.com/57899 more])<br />
* Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. ([https://forums.factorio.com/57974 more])<br />
=== Scripting ===<br />
* Added <code>LuaControl::is_player()</code><br />
<br />
== 0.16.24 ==<br />
Date: 15. 02. 2018<br />
=== Minor Features ===<br />
* When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.<br />
* Player chat color when set through '/color r g b a' command will be brightened. ([https://forums.factorio.com/57796 more])<br />
=== Bugfixes ===<br />
* Fixed that <code>LuaEntity::get_merged_signals()</code> would return wrong value if no wires were connected. ([https://forums.factorio.com/57757 more])<br />
* Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. ([https://forums.factorio.com/57730 more])<br />
* Fixed energy consumption of laser turret in recipe tooltip. ([https://forums.factorio.com/22310 more])<br />
* Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. ([https://forums.factorio.com/57691 more])<br />
* Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. ([https://forums.factorio.com/57496 more])<br />
* Fixed that you could define a fluidbox height of 0. ([https://forums.factorio.com/57753 more])<br />
* Fixed trains "twitching" under certain circumstances. ([https://forums.factorio.com/57738 more])<br />
* Fixed wrong hairy dead tree graphics positioning. ([https://forums.factorio.com/57761 more])<br />
* Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. ([https://forums.factorio.com/57759 more])<br />
* Fixed <code>LuaInventory::getbar</code>/setbar used zero-based indexing. ([https://forums.factorio.com/57816 more])<br />
* Fixed incorrect electric network connection rendering on the map. ([https://forums.factorio.com/57327 more])<br />
* Fixed train would reset its "waiting on signal" penalty when recalculating path due to waiting too long. ([https://forums.factorio.com/57574 more])<br />
=== Scripting ===<br />
* Added script.on_nth_tick(n, function).<br />
* Added <code>LuaSurface::can_place_entity</code>(...) optional parameter "build_check_type" and "forced".<br />
<br />
== 0.16.23 ==<br />
Date: 12. 02. 2018<br />
=== Changes ===<br />
* Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.<br />
* The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.<br />
* The Rocket silo entity info now shows 'Rocket parts: 50/100'.<br />
* Removed 'starting inventory' PvP option, as starting chests are a more proper solution.<br />
* Added 'required satellites sent' option to space race PvP game mode<br />
=== Bugfixes ===<br />
* Fixed snapping locomotive to station sometimes not working. ([https://forums.factorio.com/57380 more])<br />
* Fixed modded loaders with different dimensions crashing when destroyed. ([https://forums.factorio.com/56701 more])<br />
* Fixed that module effects would go negative when adding too many beacon effects together. ([https://forums.factorio.com/57425 more])<br />
* Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. ([https://forums.factorio.com/57452 more])<br />
* Fixed that directly replacing modules didn't work correctly. ([https://forums.factorio.com/57453 more])<br />
* Fixed that changing train stop names wouldn't update the last-user. ([https://forums.factorio.com/57481 more])<br />
* Fixed that the logistic count tooltip wouldn't show correctly for negative values. ([https://forums.factorio.com/57520 more])<br />
* Fixed that changing the stack size of the satellite through mods could make it impossible to win. ([https://forums.factorio.com/57487 more])<br />
* Fixed circuit controlled stack override sometimes being incorrect. ([https://forums.factorio.com/57421 more])<br />
* Fixed that mods could specify invalid categories, for a few classes of modded item. ([https://forums.factorio.com/57443 more])<br />
* Fixed pipette tool orientation of curved tracks. ([https://forums.factorio.com/57477 more])<br />
* Fixed that beacons would ignore the allowed effects on an entity. ([https://forums.factorio.com/57376 more])<br />
* Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. ([https://forums.factorio.com/57489 more])<br />
* Fixed Lua module limitations array being a map of strings to numbers, instead of an array. ([https://forums.factorio.com/57561 more])<br />
* Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. ([https://forums.factorio.com/57505 more])<br />
* Fixed worker robot speed in PvP scenario. ([https://forums.factorio.com/57547 more])<br />
* Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. ([https://forums.factorio.com/57577 more])<br />
* Fixed that the technology search would be broken by disabled technologies in some cases. ([https://forums.factorio.com/57600 more])<br />
* Fixed that mods changing stack sizes would break the inventory transfers tutorial. ([https://forums.factorio.com/57613 more])<br />
* Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. ([https://forums.factorio.com/55381 more])<br />
* Fixed <code>LuaSurface::regenerate_decoratives()</code> would generate much more decoratives than normal map generator run. ([https://forums.factorio.com/57348 more])<br />
* Fixed clicking the label in sort-able tables wouldn't effect sorting. ([https://forums.factorio.com/57652 more])<br />
* Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. ([https://forums.factorio.com/57386 more])<br />
* Fixed clamp_position=true on artillery shells would negate artillery range bonus. ([https://forums.factorio.com/57700 more])<br />
* Fixed item icon would not be rescaled to normal size if icon_size not 32. ([https://forums.factorio.com/57683 more])<br />
=== Modding ===<br />
* Added "friend" and "not-friend" force trigger modifiers.<br />
* Added optional night vision equipment prototype "darkness_to_turn_on".<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::ammo_category_prototypes</code> read.<br />
* Added <code>LuaEntity::get_merged_signals()</code>.<br />
<br />
== 0.16.22 ==<br />
Date: 02. 02. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when loading saves with modded camera GUI elements. ([https://forums.factorio.com/57375 more])<br />
* Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. ([https://forums.factorio.com/57381 more])<br />
* Another attempt to fix crashes on OS X Mavericks (version 10.9). ([https://forums.factorio.com/54549 more])<br />
* Fixed that some mod settings would always detect as different than the server when trying to join. ([https://forums.factorio.com/57352 more])<br />
* Fixed that turrets that died and where rebuilt couldn't be mined. ([https://forums.factorio.com/57393 more])<br />
=== Modding ===<br />
* Added optional <code>RecipePrototype::allow_as_intermediate</code> to disable a recipe being used as an intermediate when hand crafting.<br />
* Added <code>PlayerPrototype::enter_vehicle_distance</code>.<br />
=== Scripting ===<br />
* Added <code>LuaRecipePrototype::allow_as_intermediate</code> read.<br />
* A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.<br />
* Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.<br />
<br />
== 0.16.21 ==<br />
Date: 01. 02. 2018<br />
=== Minor Features ===<br />
* Added support to load save files directly in the map editor.<br />
* Added "Save and play" button to map editor, to allow quick iteration.<br />
* Added levels in campaigns to level editor "open" menu.<br />
=== Changes ===<br />
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.<br />
* Player death messages will be printed to all forces they are friends with.<br />
* Player death messages include the player tag.<br />
** Gui:<br />
* The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.<br />
=== Bugfixes ===<br />
* Fixed teleporting pumps would crash the game. ([https://forums.factorio.com/57150 more])<br />
* Fixed dragging in the map preview and technology GUI didn't work correctly. ([https://forums.factorio.com/57202 more])<br />
* Fixed walls wouldn't connect correctly when built through script in some cases. ([https://forums.factorio.com/57212 more])<br />
* Fixed that the equipment grid was too small when using extra-low graphics quality. ([https://forums.factorio.com/56913 more])<br />
* Fixed inserters could get stuck trying to pick up items off the ground in some cases. ([https://forums.factorio.com/57244 more])<br />
* Fixed issues related to splitter priorities. ([https://forums.factorio.com/56968 more])<br />
* Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. ([https://forums.factorio.com/57204 more])<br />
* Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. ([https://forums.factorio.com/56926 more])<br />
* Fixed that biters would not be able to path find close to cliffs. ([https://forums.factorio.com/56811 more])<br />
* Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. ([https://forums.factorio.com/51488 more])<br />
* Fixed that the tips-and-tricks GUI would open when running a replay. ([https://forums.factorio.com/57300 more])<br />
* Fixed that the blueprint setup GUI wouldn't show in some situations. ([https://forums.factorio.com/57293 more])<br />
* Fixed that the asynchronous saving process could freeze in headless mode. ([https://forums.factorio.com/56823 more])<br />
* Fixed crash in PvP when distance between starting areas was too low. ([https://forums.factorio.com/57215 more])<br />
* Fixed small locale error in resource entity info. ([https://forums.factorio.com/56930 more])<br />
* Fixed crash when player deletes blueprint book from their library while other player has the book opened. ([https://forums.factorio.com/56288 more])<br />
* Fixed that custom scroll panes didn't respect vertical scroll policy correctly. ([https://forums.factorio.com/57309 more])<br />
* Fixed a crash in the technology GUI when using <code>LuaForce::disable_all_prototypes()</code>. ([https://forums.factorio.com/57066 more])<br />
* Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. ([https://forums.factorio.com/54781 more])<br />
* Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. ([https://forums.factorio.com/57318 more])<br />
* Fixed ghost of lamp would not connect to logistic network when revived. ([https://forums.factorio.com/56413 more])<br />
* Fixed that the command line <code>--map2scenario</code> option wouldn't convert scenario-created saves correctly. ([https://forums.factorio.com/56523 more])<br />
* Fixed handling of mouse bindings in map view. ([https://forums.factorio.com/57201 more])<br />
* Fixed that you could get stuck after using cliff explosives. ([https://forums.factorio.com/57339 more])<br />
* Fixed biters getting stuck next to a wall in some situations. ([https://forums.factorio.com/57334 more])<br />
=== Modding ===<br />
* Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.<br />
* Added optional always_show_made_in to recipe prototypes.<br />
=== Scripting ===<br />
* Added last_research to the on_research_started event.<br />
* Added <code>LuaEntityPrototype::energy_per_hit_point</code> read.<br />
* Added <code>LuaEntityPrototype::create_ghost_on_death</code> read.<br />
* Added CustomMinimap GUI element type.<br />
* Added CustomEntityPreview GUI element type.<br />
* Added <code>LuaInventory::sort_and_merge()</code>.<br />
* Added an optional "invert" option to <code>LuaSurface::find</code>/count entities filtered.<br />
* Added <code>LuaForce::enable_all_prototypes()</code>.<br />
* Added <code>LuaRecipePrototype::always_show_made_in</code> read.<br />
* Added <code>LuaControl::get_main_inventory()</code>.<br />
* Added <code>LuaGuiElement::column_count</code> read.<br />
* Changed util.merge to always deepcopy nested tables. ([https://forums.factorio.com/57169 more])<br />
* Changed events so they won't fire until every mod has had on_init ran.<br />
<br />
== 0.16.20 ==<br />
Date: 26. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed another compression problem on belts related to splitters.<br />
* Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work.<br />
* Fixed biter related desyncs. ([https://forums.factorio.com/57048 more])<br />
* Fixed possible desync related to logistic network.<br />
=== Modding ===<br />
* Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.<br />
<br />
== 0.16.19 ==<br />
Date: 25. 01. 2018<br />
=== Minor Features ===<br />
* Added PvP options: Disband team on loss, team area artillery and give artillery remote.<br />
=== Bugfixes ===<br />
* Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. ([https://forums.factorio.com/57005 more])<br />
* Fixed that fast-replacing power poles while running would just delete them. ([https://forums.factorio.com/56729 more])<br />
* Fixed that you couldn't exit vehicles with large collision boxes. ([https://forums.factorio.com/56905 more])<br />
* Fixed that <code>LuaPlayer::can_insert</code> and <code>LuaPlayer::insert</code> didn't agree. ([https://forums.factorio.com/56917 more])<br />
* Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. ([https://forums.factorio.com/56816 more])<br />
* Fixed that teleporting roboports when robots where charging would lead to corrupt saves. ([https://forums.factorio.com/57006 more])<br />
* Fixed that toggle-console wouldn't work with modifier keys. ([https://forums.factorio.com/57013 more])<br />
* Fixed graphical artifacts in terrain when zoomed out. ([https://forums.factorio.com/57043 more])<br />
* Fixed that <code>LuaForce::disable</code>/enable research wouldn't update the GUI correctly. ([https://forums.factorio.com/57075 more])<br />
* Fixed that pumps would ignore fluidbox filter. ([https://forums.factorio.com/56694 more])<br />
* Fixed crash caused by non-ASCII characters in name of custom scenario. ([https://forums.factorio.com/57077 more])<br />
* Fixed that idle biters would ignore the player when approached. ([https://forums.factorio.com/57085 more])<br />
=== Modding ===<br />
* Added support for setting icon_size per icon layer.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::default_map_gen_settings</code> read.<br />
* Added <code>LuaSurface::get_random_chunk()</code>.<br />
<br />
== 0.16.18 ==<br />
Date: 23. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed searching for recipes could add the "no recipe available" message multiple times. ([https://forums.factorio.com/56966 more])<br />
* Fixed a crash related to biters. ([https://forums.factorio.com/56932 more])<br />
* Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. ([https://forums.factorio.com/56915 more])<br />
* Fixed logistic entity highlighting didn't work correctly in some cases. ([https://forums.factorio.com/56942 more])<br />
* Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. ([https://forums.factorio.com/56953 more])<br />
* Fixed Linux runtime requirements being dynamically linked. ([https://forums.factorio.com/56922 more])<br />
* Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. ([https://forums.factorio.com/56929 more])<br />
<br />
== 0.16.17 ==<br />
Date: 22. 01. 2018<br />
=== Features ===<br />
* Added filter to splitter.<br />
* Added input and output priority to splitter.<br />
=== Minor Features ===<br />
* Added a "clone group" button to the permissions GUI.<br />
* Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.<br />
=== Balancing ===<br />
* Increased the stack size of roboport from 5 to 10.<br />
* Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.<br />
=== Bugfixes ===<br />
* Fixed that rail chain signals didn't work with copy-paste. ([https://forums.factorio.com/56438 more])<br />
* Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. ([https://forums.factorio.com/56440 more])<br />
* Fixed that walking near the edge of water could result in no footstep sounds. ([https://forums.factorio.com/56372 more])<br />
* Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. ([https://forums.factorio.com/56250 more])<br />
* Fixed that ghost solar panels would show as having energy. ([https://forums.factorio.com/56467 more])<br />
* Fixed that the bonus GUI didn't show correct numbers for some bonuses. ([https://forums.factorio.com/56475 more])<br />
* Fixed that a single water tile that separates two terrain types would become invisible. ([https://forums.factorio.com/54663 more])<br />
* Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs.<br />
** The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled.<br />
** This should reduce GPU load, but slightly increase CPU load and VRAM usage. ([https://forums.factorio.com/54560 more])<br />
* Added a command-line option <code>--executable-path</code> to allow launching Factorio through a custom ld.so on Linux. ([https://forums.factorio.com/56454 more])<br />
* Fixed a crash when setting invalid prototype values for vehicle type entities through mods. ([https://forums.factorio.com/56494 more])<br />
* Fixed that you couldn't attack nests with your pickaxe.<br />
* Additional fix of the rail block visualization for high res. ([https://forums.factorio.com/56499 more])<br />
* Fixed jittering when running against entities with connected bounding boxes (for example pipes). ([https://forums.factorio.com/56497 more])<br />
* Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. ([https://forums.factorio.com/56574 more])<br />
* Fixed recipe tooltip with many raw materials showing incorrectly. ([https://forums.factorio.com/56422 more])<br />
* Fixed invisible GUI when assembling machine with no recipe is opened. ([https://forums.factorio.com/56491 more])<br />
* Fixed a crash on Linux that would happen after dragging a UI element outside the game window. ([https://forums.factorio.com/56501 more])<br />
* Fixed inconvenient drag-placing of electric poles around large entities. ([https://forums.factorio.com/56374 more])<br />
* Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. ([https://forums.factorio.com/56659 more])<br />
* Fixed artillery projectile shadow was not aligned with artillery cannon shadow. ([https://forums.factorio.com/55269 more])<br />
* Fixed line breaks in changelog with UI scale. ([https://forums.factorio.com/56141 more])<br />
* Fixed that too many biters trying to return to a spawner could make all other biters inactive. ([https://forums.factorio.com/56464 more])<br />
* Fixed robots deconstructing artillery turrets could lose ammo. ([https://forums.factorio.com/56686 more])<br />
* Improved scroll behaviour in server list. ([https://forums.factorio.com/55451 more])<br />
* Fixed possibility of receiving the previous rounds input items in Team production. ([https://forums.factorio.com/56754 more])<br />
* Fixed that the game could create many enemy unit groups resulting in poor performance. ([https://forums.factorio.com/56683 more])<br />
* Fixed pasting entity settings would not disable connection to logistic network. ([https://forums.factorio.com/56753 more])<br />
* Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. ([https://forums.factorio.com/56748 more])<br />
* Fixed rail chain signal ghost would emit light. ([https://forums.factorio.com/56818 more])<br />
* Fixed that blueprint strings wouldn't retain storage chest filters. ([https://forums.factorio.com/56875 more])<br />
* Fixed passing LuaObjects through the remote interface wouldn't always work correctly. ([https://forums.factorio.com/56812 more])<br />
* Fixed that <code>LuaSurface::create_entity</code> wouldn't work to create walls on top of ghost walls. ([https://forums.factorio.com/56829 more])<br />
* Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. ([https://forums.factorio.com/56859 more])<br />
* Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. ([https://forums.factorio.com/56854 more])<br />
* Fixed a migration issue related to logistic entities and inventory resizing. ([https://forums.factorio.com/56861 more])<br />
=== Modding ===<br />
* Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. ([https://forums.factorio.com/55109 more])<br />
* Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.<br />
* Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. ([https://forums.factorio.com/26937 more])<br />
=== Scripting ===<br />
* Changed the tile related events to include the old tiles and positions instead of just positions.<br />
* Added on_pre_player_crafted_item and on_player_cancelled_crafting events.<br />
* Added on_entity_damaged event.<br />
* Added on_chunk_charted event.<br />
* Added <code>LuaEntity::splitter_filter</code>, splitter_input_priority and splitter_output_priority read/write.<br />
* Added ghost_name and ghost_type to <code>LuaSurface::find</code>/count entities filtered.<br />
* Fixed recursive call in util.merge(). ([https://forums.factorio.com/56779 more])<br />
<br />
== 0.16.16 ==<br />
Date: 10. 01. 2018<br />
=== Minor Features ===<br />
* Items on the ground can be mined manually for precise control of what you pick up.<br />
* Added 'duplicate starting entities' option to PvP.<br />
=== Changes ===<br />
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.<br />
** The decision whether item goes to left or right output is now independent of the item type.<br />
* Hide cliff explosives in bonus GUI as they don't really receive any bonuses. ([https://forums.factorio.com/56318 more])<br />
* Tweaked the balancing of the PvP production score.<br />
* Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. ([https://forums.factorio.com/55110 more])<br />
=== Optimisations ===<br />
* Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. ([https://forums.factorio.com/56224 more])<br />
=== Bugfixes ===<br />
* Fixed that consecutive splitters could uncompress compressed belt. ([https://forums.factorio.com/55645 more])<br />
* Fixed that loading from the game-over screen would result in a crash if loading failed. ([https://forums.factorio.com/56336 more])<br />
* Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. ([https://forums.factorio.com/56339 more])<br />
* Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. ([https://forums.factorio.com/56327 more])<br />
* Fixed Linux users sometime crashing when relaunching the game. ([https://forums.factorio.com/53650 more])<br />
* Fixed that blueprint library GUI would lose your filter when you view a blueprint. ([https://forums.factorio.com/56210 more])<br />
* Fixed that biters would sometimes be deactivated when they shouldn't. ([https://forums.factorio.com/55370 more])<br />
* Fixed that artillery would target forces marked with cease fire. ([https://forums.factorio.com/56360 more])<br />
* Fixed a crash when using <code>LuaTransportLine::remove_item()</code>. ([https://forums.factorio.com/56352 more])<br />
* Fixed that the beacon would show energy consumption twice. ([https://forums.factorio.com/56359 more])<br />
* Fixed PvP production score calculation for hand crafting and launching satellites.<br />
* Fixed jittering when walking into a straight water/land border. ([https://forums.factorio.com/56362 more])<br />
* Attempt at fixing missing symbol on macOS 10.9 ([https://forums.factorio.com/54549 more])<br />
* Fixed that turret range map and hover overlays didn't quite match. ([https://forums.factorio.com/56332 more])<br />
* Fixed that RCON would only respond to the first command in a packet. ([https://forums.factorio.com/55918 more])<br />
* Fixed PvP no rush restriction could be bypassed using a vehicle.<br />
* Ensure that there is always at least a minimal lake in the starting area.<br />
* Fixed script error if a removed modded item was sent in a rocket. ([https://forums.factorio.com/56411 more])<br />
* Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. ([https://forums.factorio.com/56402 more])<br />
* Fixed a crash when mods would try to set item health values to negative amounts. ([https://forums.factorio.com/56407 more])<br />
* Fixed requester chests could get stuck in some cases. ([https://forums.factorio.com/56408 more])<br />
* Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. ([https://forums.factorio.com/56038 more])<br />
* Fixed chunk edge cliff discontinuities due to ore patches. ([https://forums.factorio.com/56022 more])<br />
=== Scripting ===<br />
* Added <code>LuaEntity::cliff_orientation</code> read.<br />
<br />
== 0.16.15 ==<br />
Date: 05. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed that underground belts built by a blueprint would not respect the type of an existing belt. ([https://forums.factorio.com/55174 more])<br />
* Fixed pump ghosts would always highlight attached rail, not just when selected.<br />
* Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. ([https://forums.factorio.com/56201 more])<br />
* Improved number formating in electricity overview to make it less jumpy. ([https://forums.factorio.com/56136 more])<br />
* Fixed logistic robots migration related to changing force of logistic robots while stationing. ([https://forums.factorio.com/56194 more])<br />
* Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. ([https://forums.factorio.com/54871 more])<br />
* Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. ([https://forums.factorio.com/56125 more])<br />
<br />
== 0.16.14 ==<br />
Date: 04. 01. 2018<br />
=== Minor Features ===<br />
* Added 'allow spectators' option to PvP.<br />
=== Changes ===<br />
* Changed rail world settings to have normal biters frequency.<br />
=== Bugfixes ===<br />
* Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. ([https://forums.factorio.com/56129 more])<br />
* Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. ([https://forums.factorio.com/55995 more])<br />
* Fixed that inserters would try to put items into furnaces that could never fit. ([https://forums.factorio.com/56134 more])<br />
* Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. ([https://forums.factorio.com/56135 more])<br />
* Fixed that request chests weren't equally distributed when there were not enough robots.<br />
* Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.<br />
** This could cause crashes as the internal data structures take it as granted.<br />
* Fixed that download progress bar in the sync save with mods wasn't being updated.<br />
* Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.<br />
* Fixed some PvP game modes being won by launching a rocket.<br />
* Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. ([https://forums.factorio.com/55882 more])<br />
<br />
== 0.16.13 ==<br />
Date: 03. 01. 2018<br />
=== Minor Features ===<br />
* Added a time limit option to PvP game modes 'Production score' and 'Oil harvest'<br />
* Added 'score per minute' to the PvP Production score GUI.<br />
=== Bugfixes ===<br />
* Fixed a crash when blueprinting modded logistic storage chests. ([https://forums.factorio.com/55963 more])<br />
* Fixed requester chests wouldn't work with specific combinations of storage, buffer, and provider chests. ([https://forums.factorio.com/55967 more])<br />
* Fixed a crash with the command line map preview option. ([https://forums.factorio.com/55993 more])<br />
* Fixed the world-icon for the cliff explosive didn't match the item icon. ([https://forums.factorio.com/55812 more])<br />
* Fixed the progress indicator in the browse-mods GUI would update too quickly. ([https://forums.factorio.com/55540 more])<br />
* Fixed changing the force of a robot waiting to charge would break the robot. ([https://forums.factorio.com/55799 more])<br />
* Fixed that joining modded multiplayer games where the spawn area was deleted would error. ([https://forums.factorio.com/56004 more])<br />
* Fixed that pasting text didn't work correctly in any text field. ([https://forums.factorio.com/55977 more])<br />
* Fixed a crash related to tile transitions. ([https://forums.factorio.com/56005 more])<br />
* Fixed logistic storage filters would be ignored in some specific cases. ([https://forums.factorio.com/56009 more])<br />
* Fixed that side-loading underground belts could lead to them getting stuck. ([https://forums.factorio.com/56024 more])<br />
* Fixed that modded storage chests would allow more than 1 filter when the extra filters weren't valid. ([https://forums.factorio.com/56058 more])<br />
* Fixed that the map preview seed wouldn't get used when the generate map GUI had an exchange string entered. ([https://forums.factorio.com/56029 more])<br />
* Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.<br />
* Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. ([https://forums.factorio.com/56081 more])<br />
* Fixed that tooltip of disabled widgets didn't work.<br />
* Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn't editable.<br />
* Fixed one of the curved rail segment visualizations wasn't aligned correctly. ([https://forums.factorio.com/55276 more])<br />
* Fixed that the console could be opened in a paused game where it can't be interacted with.<br />
* Fixed issues of console in combination with technology GUI in multiplayer. ([https://forums.factorio.com/55719 more])<br />
* Fixed changelogs (including mod changelogs) not properly displaying the "All" subversion for a version x.y when there was no version x.y.0. ([https://forums.factorio.com/55959 more])<br />
* Fixed horizontal scroll pane scroller. ([https://forums.factorio.com/55689 more])<br />
* Fixed that changing value in GameViewSettings in the Lua script didn't update the gui until the game was reloaded.<br />
* Fixed a crash when controller view is disabled. ([https://forums.factorio.com/56115 more])<br />
* Fixed script error when destroying a chest in the supply scenario.<br />
* Fixed PvP production score price calculation.<br />
=== Modding ===<br />
* Entities without an item-to-place can still be deconstructed if they are minable.<br />
=== Scripting ===<br />
* Added <code>LuaPlayer::blueprint_to_setup</code> read.<br />
* Changed default value of 'expires' when creating ghost through <code>LuaSurface::create_entity</code> from 'true' to 'false'.<br />
* Fixed invalid internal state + crashes when ghost without "expires = false" was created through the script when ghost time to live was 0. ([https://forums.factorio.com/56036 more])<br />
<br />
== 0.16.12 ==<br />
Date: 31. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that rail signal indicator didn't show two way signal placement in junctions even when the signal was placeable there.<br />
* Fixed that the game would crash if the mouse was moved fast enough outside the game window while loading a map. ([https://forums.factorio.com/54976 more])<br />
* Fixed crash related to logistic chests to be cancel-deconstructed.<br />
* Fixed few cases where logistic requesters and buffers were not initialized correctly when built before the roboport.<br />
<br />
== 0.16.11 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed yet another requester chest state migration error.<br />
* Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. ([https://forums.factorio.com/55913 more])<br />
* Fixed that some specific pre 0.15 maps couldn't be loaded.<br />
<br />
== 0.16.10 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed crash related to setting logistic requests by circuit network.<br />
* Fixed requester chest state migration between different save versions.<br />
* Fixed one of the problems of internal provider data corruption related to setting inventory bar limit.<br />
<br />
== 0.16.9 ==<br />
Date: 29. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that player didn't request from buffer chests.<br />
* Fixed that some maps with modded selection-tool items failed to load.<br />
<br />
== 0.16.8 ==<br />
Date: 29. 12. 2017<br />
** Features:<br />
* Storage chests can be filtered.<br />
=== Minor Features ===<br />
* Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.<br />
* Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.<br />
=== Optimisations ===<br />
* Optimized selecting robot tasks for requester chests.<br />
=== Balancing ===<br />
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).<br />
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).<br />
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.<br />
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)<br />
* Decreased barreling crafting time from 1 second to 0.2 seconds.<br />
=== Bugfixes ===<br />
* Fixed loading of achievements with steam version. ([https://forums.factorio.com/54583 more])<br />
* Fixed train schedule resizing with very large player inventory. ([https://forums.factorio.com/55378 more])<br />
* Fixed missing auto resizing of Lua GUI elements when caption changes. ([https://forums.factorio.com/54896 more])<br />
* Fixed that it was possible to set duplicate logistic requests.<br />
* Fixed missing entity counts when selecting area for blueprint on low graphics quality. ([https://forums.factorio.com/55180 more])<br />
* Fixed calculation of basis noise when x<0 ([https://forums.factorio.com/55288 more])<br />
* Fixed missing locale key in fluid wagon description. ([https://forums.factorio.com/55520 more])<br />
* Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. ([https://forums.factorio.com/55524 more])<br />
* Fixed evolution command output in campaigns. ([https://forums.factorio.com/55402 more])<br />
* Fixed shotgun shooting direction when aiming between the player and the nozzle. ([https://forums.factorio.com/55386 more])<br />
* Fixed technology sorting. ([https://forums.factorio.com/55294 more])<br />
* Fixed that the default list box font was called "default-list_box". ([https://forums.factorio.com/55322 more])<br />
* Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.<br />
* Fixed that setting <code>LuaPlayer::opened</code> to an empty item would crash the game. ([https://forums.factorio.com/55601 more])<br />
* Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. ([https://forums.factorio.com/55510 more])<br />
* Fixed a desync when hosting multiplayer directly and building blueprints. ([https://forums.factorio.com/55629 more])<br />
* Fixed a crash when calling specific LuaEntity properties. ([https://forums.factorio.com/55680 more])<br />
* Fixed module effects weren't checked correctly for modded modules. ([https://forums.factorio.com/55690 more])<br />
* Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. ([https://forums.factorio.com/55710 more])<br />
* Fixed roboports would show up twice in the logistic GUI. ([https://forums.factorio.com/55712 more])<br />
* Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. ([https://forums.factorio.com/55754 more])<br />
* Fixed changing transport belt speeds through mods on existing saves. ([https://forums.factorio.com/55763 more])<br />
* Fixed a crash when setting filters on cargo wagons in multiplayer. ([https://forums.factorio.com/55765 more])<br />
* Fixed a crash when trying to put blueprint books in blueprint books. ([https://forums.factorio.com/55769 more])<br />
* Fixed that train could overshoot a station when the schedule was changed by the script.<br />
* Fixed that heat pipes would incorrectly update their connections when teleported. ([https://forums.factorio.com/55773 more])<br />
* Fixed the problem of flickering tooltips in a generic way (hopefully). ([https://forums.factorio.com/55132 more])<br />
* Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. ([https://forums.factorio.com/55552 more])<br />
* Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. ([https://forums.factorio.com/55726 more])<br />
=== Scripting ===<br />
* The item-with-tags and selection-tool item types now support <code>LuaItemStack::item_number</code>.<br />
* Added an optional player parameter to <code>LuaEntity::order_deconstruction</code>, cancel_deconstruction, <code>LuaTile::cancel_deconstruction</code>,<br />
** <code>LuaSurface::deconstruct_area</code>, and <code>LuaSurface::cancel_deconstruct_area</code>.<br />
<br />
== 0.16.7 ==<br />
Date: 21. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.<br />
* Fixed order of controls in the control settings GUI. ([https://forums.factorio.com/55292 more])<br />
* Fixed rail pumps becoming invalid after being teleported via Lua. ([https://forums.factorio.com/55203 more])<br />
* Fixed that biter expansion chunks weren't being generated correctly. ([https://forums.factorio.com/54988 more])<br />
* Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.<br />
* Fixed server crash when last player leaves the game while the server is saving. ([https://forums.factorio.com/55164 more])<br />
* Fixed text cursor positioning inside a text box during scroll. ([https://forums.factorio.com/55106 more])<br />
* Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. ([https://forums.factorio.com/55319 more])<br />
* Fixed that blueprint strings wouldn't copy station names in blueprints. ([https://forums.factorio.com/55323 more])<br />
* Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. ([https://forums.factorio.com/55138 more])<br />
* Fixed a crash when canceling loading of specific save files. ([https://forums.factorio.com/55343 more])<br />
* Fixed the programmable speaker GUI wouldn't update correctly. ([https://forums.factorio.com/55339 more])<br />
* Fixed a bug where text in a text box disappeared after jumping to cursor that is off view.<br />
* Fixed <code>--apply-update</code> not setting executable permissions ([https://forums.factorio.com/55325 more])<br />
* Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. ([https://forums.factorio.com/55341 more])<br />
* Fixed crash when exiting the game while a recipe tooltip was open. ([https://forums.factorio.com/55324 more])<br />
* Fixed positioning of progress bars in mod download dialogs. ([https://forums.factorio.com/54968 more])<br />
* Fixed creation of overlapping wagons under certain circumstances. ([https://forums.factorio.com/55371 more])<br />
* Fixed scrolling by caret in a text box that would cause lines to disappear.<br />
* Fixed jittering when driving cars/tanks in some cases. ([https://forums.factorio.com/54916 more])<br />
* Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. ([https://forums.factorio.com/55367 more])<br />
* Fixed crash when recalculating connections between roboports. ([https://forums.factorio.com/55368 more])<br />
* Fixed crash when exiting mod portal during a refresh. ([https://forums.factorio.com/55377 more])<br />
* Fixed error in saving blueprinted inserters with overridden stack size. ([https://forums.factorio.com/55397 more])<br />
* Entities waiting for modules can now be fast replaced. ([https://forums.factorio.com/55104 more])<br />
* Fixed saving of New hope level 2. ([https://forums.factorio.com/55400 more])<br />
* Fixed that the game would crash trying to load some old saves. ([https://forums.factorio.com/54866 more])<br />
* Fixed train top speed calculation when not all locomotives used the same fuel type. ([https://forums.factorio.com/55442 more])<br />
* Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. ([https://forums.factorio.com/55375 more])<br />
* Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. ([https://forums.factorio.com/55455 more])<br />
* Fixed a crash when loading saves without specific mods. ([https://forums.factorio.com/55356 more])<br />
* Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. ([https://forums.factorio.com/55466 more])<br />
* Fixed multiple issues with enemy force interaction. ([https://forums.factorio.com/55439 more])<br />
=== Changes ===<br />
* Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.<br />
* Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force.<br />
** This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.<br />
* Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. ([https://forums.factorio.com/55108 more])<br />
=== Scripting ===<br />
* Added direction, created_by_moving, and shift_build event parameters to on_put_item event.<br />
* Replaced <code>ScrollPane::dont_scroll_horizontally</code> by horizontal_scroll_policy and vertical_scroll_policy.<br />
* Added <code>LuaGameScript::backer_names</code> read.<br />
* Added <code>LuaStyle::want_ellipsis</code> read/write.<br />
=== Minor Features ===<br />
* Added /version command.<br />
<br />
== 0.16.6 ==<br />
Date: 18. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when trying to filter the main inventory in the god-controller. ([https://forums.factorio.com/55171 more])<br />
* Fixed various crashes caused by mining or otherwise changing power poles. ([https://forums.factorio.com/55176 more])<br />
* Fixed a desync when using bad values in the /color command. ([https://forums.factorio.com/55048 more])<br />
* Better handling of the case where we mine our own car but our inventory's full. ([https://forums.factorio.com/55254 more])<br />
* Fixed placing blueprint over existing Rail Signals does not build wires. ([https://forums.factorio.com/54997 more])<br />
* Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity."<br />
** It proved to create too big problems with readability while building and running.<br />
* Fixed that rolling stocks in cursor had no icon when there was no valid location for them.<br />
=== Scripting ===<br />
* Fixed that TextBox was not re-layouting text when size was changed through styles.<br />
<br />
== 0.16.5 ==<br />
Date: 17. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed boilers outputting water in New hope campaign levels. ([https://forums.factorio.com/54722 more])<br />
* Fixed slow saving of New hope level 2. ([https://forums.factorio.com/54998 more])<br />
* Fixed that blueprint books couldn't be built from the zoomed-to-world view. ([https://forums.factorio.com/55043 more])<br />
* Fixed a crash when loading saves with modded blueprint entities migrated multiple times. ([https://forums.factorio.com/55020 more])<br />
* Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. ([https://forums.factorio.com/55026 more])<br />
* Fixed that forced ghost building (shift + click) didn't work correctly.<br />
* Fixed destroying an entity powered from two electric networks would corrupt future saves. ([https://forums.factorio.com/54775 more])<br />
* Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. ([https://forums.factorio.com/55044 more])<br />
* Fixed beacon would not highlight labs that are in range of its effects. ([https://forums.factorio.com/55087 more])<br />
* Fixed disappearing sprites with Low VRAM Mode option enabled. ([https://forums.factorio.com/54672 more])<br />
* Fixed glitch in one of the stone path transition sprites. ([https://forums.factorio.com/54981 more])<br />
* Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.<br />
* Improved very poor performance with video memory usage set to low. ([https://forums.factorio.com/55039 more])<br />
=== Modding ===<br />
* Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. ([https://forums.factorio.com/55028 more])<br />
* Fixed icon_size scaled also icon's dark background in alt mode. ([https://forums.factorio.com/54640 more])<br />
<br />
== 0.16.4 ==<br />
Date: 16. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed progress bar in automatic updates GUI. ([https://forums.factorio.com/54812 more])<br />
* Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI. ([https://forums.factorio.com/54843 more])<br />
* Belt rendering fix. ([https://forums.factorio.com/54852 more])<br />
* Fixed the mining speed for drills would show 1 higher than it actually was. ([https://forums.factorio.com/54885 more])<br />
* Fixed issue with changelogs in mods. ([https://forums.factorio.com/54842 more])<br />
* Fixed that the server could crash if it received invalid data. ([https://forums.factorio.com/54876 more])<br />
* Fixed crash on startup when texture compression was enabled. ([https://forums.factorio.com/54891 more])<br />
* Fixed that roboport connections wouldn't render as cleanly as 0.15. ([https://forums.factorio.com/54907 more])<br />
* Fixed that using the /ban command with no parameters would crash the game. ([https://forums.factorio.com/54948 more])<br />
* Fixed browse mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.<br />
* Fixed the game would not enter minimal mode if there was an error in migration script. ([https://forums.factorio.com/54828 more])<br />
* Fixed the delete-achievements tooltip wouldn't be removed. ([https://forums.factorio.com/54980 more])<br />
* Fixed the use-recipe-groups config option was ignored in the select-signal GUI. ([https://forums.factorio.com/54892 more])<br />
=== Scripting ===<br />
* Fixed that <code>LuaPlayer::admin</code> write didn't work. ([https://forums.factorio.com/54960 more])<br />
* Added 2 optional parameters to <code>LuaSurface::create_entity</code> when creating resource entities: enable_tree_removal and enable_cliff_removal.<br />
* Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.<br />
<br />
== 0.16.3 ==<br />
Date: 15. 12. 2017<br />
=== Changes ===<br />
* When mining normal entities ghost entity selection is disabled until the mining key is released.<br />
=== Optimisations ===<br />
* Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.<br />
=== Bugfixes ===<br />
* Fixed changelog GUI displaying no version when launching the game ([https://forums.factorio.com/54682 more])<br />
* Fixed crashes and desyncs related to circuit controlled lamps in more electric networks. ([https://forums.factorio.com/54671 more])<br />
* Fixed advanced rail tutorial no path error. ([https://forums.factorio.com/54645 more])<br />
* Fixed inventory transfer tutorial furnaces couldn't smelt ore. ([https://forums.factorio.com/54653 more])<br />
* Fixed unknown locale key in train station tutorial. ([https://forums.factorio.com/54636 more])<br />
* Fixed new hope level-02 script error. ([https://forums.factorio.com/54732 more])<br />
* Fixed that the player would die when mining an enclosed vehicle while driving it. ([https://forums.factorio.com/54752 more])<br />
* Fixed achievement progress bars rendering that caused misalignment of tracked achievements. ([https://forums.factorio.com/54542 more])<br />
* Fixed that achievement title was sometimes not visible.<br />
* Fixed spacing of effect icons in technology detail. ([https://forums.factorio.com/54608 more])<br />
* Fixed that the player could teleport over things to get into a vehicle. ([https://forums.factorio.com/54749 more])<br />
* Fixed the achievement progress bars rendering.<br />
* Fixed that achievements not obtainable with peaceful mode were obtainable with enemy settings lower then default. ([https://forums.factorio.com/51252 more])<br />
* Fixed that exiting the car whilst shooting could lead to a crash. ([https://forums.factorio.com/54738 more])<br />
* Fixed that you could not submit a console message if you mapped it to ENTER. (https://redd.it/7jjlzb)<br />
* Fixed that the value of "bottom" of vertical align was not parsed properly. ([https://forums.factorio.com/54783 more])<br />
* Fixed crash related to scenario message dialog.<br />
* Fixed very low performance of drawing decoratives on medium or lower video memory usage setting. ([https://forums.factorio.com/54681 more])<br />
* Fixed that window to select signal wasn't working when sub-groups were enabled but groups disabled. ([https://forums.factorio.com/54728 more])<br />
* Fixed that <code>LuaGame::take_screenshot</code> would ignore the given surface. ([https://forums.factorio.com/54734 more])<br />
* Fixed the tank being hurt by its own flamethrower. ([https://forums.factorio.com/54748 more])<br />
* Fixed updater not properly setting permission bits ([https://forums.factorio.com/54786 more])<br />
* Fixed that hazard concrete didn't have a walking sound in one rotation. ([https://forums.factorio.com/54810 more])<br />
* Fixed force-building blueprint rails would build multiple rails on the same location. ([https://forums.factorio.com/54805 more])<br />
* Fixed that you could copy-paste enemy structure settings. ([https://forums.factorio.com/54821 more])<br />
* Fixed that double clicking the scroll bar in the save-game GUI would save the game. ([https://forums.factorio.com/54830 more])<br />
* Fixed that exiting the car with a passenger would leave the car driving in some cases. ([https://forums.factorio.com/54729 more])<br />
* Fixed that the read stopped train output signal wouldn't show unless the enable/disable checkbox was checked. ([https://forums.factorio.com/54835 more])<br />
* Fixed amount in resource entity tooltip might be displayed as negative number. ([https://forums.factorio.com/54841 more])<br />
* Attempted to fix hangs or crashes when using single channel textures for alpha masks on some PCs. ([https://forums.factorio.com/54551 more])<br />
* Fixed that the deconstruction marker on diagonal rails was off-center.<br />
* Fixed wrong order of buttons in Direct connection password dialogue. ([https://forums.factorio.com/54867 more])<br />
* Reactor pipes now render correctly, without rotation. ([https://forums.factorio.com/54759 more])<br />
* Browse games GUI now shows active filter text after reopening the GUI. ([https://forums.factorio.com/54803 more])<br />
* Fixed incorrect number of rails being used when building with rail planner. ([https://forums.factorio.com/54791 more])<br />
* Fixed printing of errors in Browse games GUI. ([https://forums.factorio.com/54815 more])<br />
=== Modding ===<br />
* Fixed JSON parser did not fail on comma at the end of list or dictionary. ([https://forums.factorio.com/54828 more])<br />
<br />
== 0.16.2 ==<br />
Date: 14. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when using the "flow" custom GUI element type in a mod. ([https://forums.factorio.com/54609 more])<br />
* Fixed a crash when migrating energy sources from mods. ([https://forums.factorio.com/54622 more])<br />
* Fixed a crash when a request to mod portal timeouts. ([https://forums.factorio.com/54661 more])<br />
* Fixed that burner inserters wouldn't fuel burner furnaces in some cases. ([https://forums.factorio.com/54604 more])<br />
* Fixed blueprint labels wouldn't render in the world. ([https://forums.factorio.com/54639 more])<br />
* Fixed building entities very quickly could duplicate them in some cases. ([https://forums.factorio.com/54610 more])<br />
* Fixed a crash when clicking refresh in Browse mods dialog. ([https://forums.factorio.com/54648 more])<br />
* Fixed a crash when fast-replacing electric poles. ([https://forums.factorio.com/54679 more])<br />
* Fixed a crash when trying to load mods in zipped format. ([https://forums.factorio.com/54686 more])<br />
* Fixed a crash when loading saves where the character was in a vehicle which is being removed due to mod removal. ([https://forums.factorio.com/54629 more])<br />
* Fixed that right click didn't work in the production/electric stats GUIs. ([https://forums.factorio.com/54699 more])<br />
* Fixed a crash when migrating specific simple-entities to 0.16. ([https://forums.factorio.com/54712 more])<br />
* Fixed lamp energy info in sidebar and in the Lua interface.<br />
* Fixed that the logistic network embargo achievement didn't disallow the buffer chest.<br />
* Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.<br />
* Changed (hopefully improved) the heuristic that decides which rail path should be selected for manual rail building.<br />
* Attempt at fixing game not working on macOS 10.12 and older. ([https://forums.factorio.com/54549 more])<br />
=== Modding ===<br />
* Fixed the game did not check type of units defined in result_units of unit-spawner. ([https://forums.factorio.com/54650 more])<br />
<br />
== 0.16.1 ==<br />
Date: 13. 12. 2017<br />
=== Bugfixes ===<br />
* Changed requirement for parallel loading of high quality sprites to 12 GB of RAM to prevent chance of running out of memory on startup. ([https://forums.factorio.com/54548 more])<br />
* Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. ([https://forums.factorio.com/54552 more])<br />
* Fixed crash when loading crop cache from previous game version. ([https://forums.factorio.com/54543 more])<br />
* Fixed that <code>LuaRemote::call()</code> wouldn't copy string values/keys correctly. ([https://forums.factorio.com/54567 more])<br />
* Fixed updater would re-launch the game with deprecated <code>--autoupdate-finished</code> parameter.<br />
* Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) ([https://forums.factorio.com/54544 more])<br />
* Fixed that the Linux binary was corrupt and wouldn't start. ([https://forums.factorio.com/54540 more])<br />
* Fixed error checking when compiling GLSL shaders. ([https://forums.factorio.com/54577 more])<br />
* Fixed artillery would still show as being able to shoot when on enemy forces. ([https://forums.factorio.com/54591 more])<br />
* Fixed the programmable speaker GUI wouldn't show settings correctly when opened. ([https://forums.factorio.com/54595 more])<br />
* Fixed graphics of achievements. ([https://forums.factorio.com/54542 more])<br />
<br />
== 0.16.0 ==<br />
Date: 13. 12. 2017<br />
=== Major Features ===<br />
* Added logistic buffer chest. It can request items that are still available to the logistic system.<br />
* Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.<br />
* Added cliffs. ([https://factorio.com/blog/post/fff-219 more])<br />
=== Features ===<br />
* Train block visualisation.<br />
* Building entities over identical ghosts will revive them.<br />
** When building a different entity on top of a ghost, settings from the ghost will be copied if possible.<br />
* Train schedules and wait conditions can be rearranged by clicking and dragging.<br />
* New mini-tutorials: Construction robots.<br />
* Belts, underground belts and splitters can now fast replace each other.<br />
* Roboports now provide the repair packs they have for other robots to use.<br />
* Logistic request tooltips now show the count of items in the requester, on the way, and in the network.<br />
* The players main inventory can now be filtered.<br />
* New terrains and new terrain generation.<br />
* All terrains, including stone path and concrete, have transitions with water.<br />
* Map generation dialog now contains a preview of the map.<br />
<br />
=== Minor Features ===<br />
* Ctrl-delete now deletes whole word in a text field instead of a single character. ([https://forums.factorio.com/53124 more])<br />
* Placing output underground belt as ghost properly retains its type as output underground belt. Also underground belts now respect nearby ghosts and become output if there is input ghost nearby. Underground belt and pipe ghosts when hovered show outline of where they will connect ([https://forums.factorio.com/51271 more])<br />
* Headless server will automatically save the game when the last player leaves and auto-pause starts.<br />
* Added support to disable debug settings for non-admin players in multiplayer through the /config command.<br />
* Dropping items on belts manually (Z) won't spill items if they won't fit on the belt.<br />
* Trees can now be configured in the generate-map GUI.<br />
* Hotkeys can be un-bound by right clicking.<br />
* Rail chain signals can be read by the circuit network.<br />
* Small electric poles and medium electric poles can be fast-replaced with each other.<br />
* In multiplayer players can now ride as passengers in cars/tanks.<br />
* Electric poles and power switches can be opened from the zoomed-to-world view.<br />
* Terrain can be configured in the generate map GUI.<br />
* When holding an offshore pump, all valid build positions will be highlighted.<br />
* After desynching in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.<br />
* All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.<br />
=== Graphics ===<br />
* More entities in high resolution: laboratory, radar, worker robots (construction and logistic), combat robots (defender, distractor and destroyer), combinators, electric & circuit wires, pumpjack, storage tank, player, solar panel, lamp, roboport, tank.<br />
* All terrain now supports high resolution.<br />
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.<br />
* New alert icons.<br />
=== Balancing ===<br />
* Removed Assembling machine 1 from the production science pack.<br />
* Changed nuclear reactor stack size to 10.<br />
* Moved cluster grenade recipe to military 4 research.<br />
* Changed uranium ammo prerequisite from military 3 to military 4.<br />
* Explosives now produce 2 per craft.<br />
* Slightly adjusted some recipe craft times to better reflect their ingredient count.<br />
* Changed the terrain building size limit to be based off the player reach.<br />
* Biters scale less with distance and there are generally less biters.<br />
* Resources are much more spread apart. To compensate, patches are larger. Since it's easier to mine, the amount of resources on the map is 3 times less.<br />
* Resources scale slightly less over distance.<br />
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.<br />
* There is 1.49 times more iron on the map to compensate for the extra iron required in a typical game.<br />
=== Changes ===<br />
* Disabled loading of saves before 0.13.0 version (You can use 0.13 to load older saves and re-save them).<br />
* Train doesn't need to come to a full stop when manually changing train destination or switching from manual to automated mode.<br />
* Removed the "shift" value from map generation settings as it wasn't needed anymore.<br />
* Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. ([https://forums.factorio.com/51247 more])<br />
* Changed the default autosave interval settings from 2 to 5 minutes.<br />
* It is possible to open/close and interact with the chat console when the map is being saved or server loosing connection dialog is active.<br />
* The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.<br />
* Increased the limit of recipe categories from 255 to 65535.<br />
* New blueprint no longer includes entities marked for deconstruction.<br />
* Enable Map Exchange String for sandbox games<br />
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.<br />
* Blueprints never show the number 1 when held in cursor.<br />
* Robots in the air from personal roboport now count towards logistics requests for that robot type ([https://forums.factorio.com/51403 more])<br />
* Added /server-save command that does the same thing as lua server_save, but doesn't disable achievements. ([https://forums.factorio.com/52414 more])<br />
* Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full. ([https://forums.factorio.com/51653 more])<br />
* Removed the option to turn off the item groups and sub groups from the GUi. It can still be done through the config file or lua commands.<br />
* Added separate control option for placing tags on the map, so by default map scroll is left click, and place tag is right click.<br />
* Allow easier dragging of underground pipes and belts when not moving in a perfect straight line.<br />
* The Arithmetic Combinator can now use a constant as the first parameter, not only the second. So you can do operations like 2^SIGNAL. ([https://forums.factorio.com/51975 more])<br />
* When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. ([https://forums.factorio.com/51308 more])<br />
* The options menu has been organized better. Some options were moved to a new "Interface" settings menu.<br />
* Updater proxy settings were removed from the options menu. They can still be accessed through the ini file.<br />
* Exchange strings are now compressed before being converted into base64.<br />
* Improved GUI search.<br />
* Added /delete-blueprint-library *player* command to remove blueprints of players from the game.<br />
* The map view will attempt to treat very short clicks as clicks instead of drags to make it easier to click things.<br />
* The explosive cannon shells now target the ground where you shoot.<br />
* Transition from terrain to water is no longer buildable, meaning entities can no longer be built partially on the water.<br />
* Resources will have much less trees on them near the player starting area.<br />
* Tanks no longer take miniscule amounts of damage from hitting trees.<br />
* Previously, building while running at very high speed would create gaps. These are automatically filled now.<br />
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions. ([https://forums.factorio.com/52003 more])<br />
* When two trains are being merged, the decision which schedule should be used for the merged train has been changed from bigger schedule to schedule that has latest change. ([https://forums.factorio.com/54397 more])<br />
* Number of entities in hand when previewing the entity to be built is now aligned to the entity.<br />
* Added sliding when the player character collides with water or entities with rotated bounding box.<br />
* Improved drawing of turret radii in blueprint. Many overlapping radii no longer covers terrain completely.<br />
* External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.<br />
=== Bugfixes ===<br />
* Fixed that train arriving to station could give astronomically big penalty causing trains to go through weird places. ([https://forums.factorio.com/54042 more])<br />
* Fixed that fluid wagon pumps would sometimes not connect properly ([https://forums.factorio.com/52801 more])<br />
* Fixed that module icons in blueprint previews wouldn't render correctly in some cases. ([https://forums.factorio.com/51286 more])<br />
* Fixed long mod manager preview labels would extend out of the frame.<br />
* Fixed that the ~ key couldn't be used to close the console.<br />
* Fixed that the mining progress was reset when mining selection is lost while mining button pressed. ([https://forums.factorio.com/54377 more])<br />
* Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. ([https://forums.factorio.com/51654 more])<br />
* Fixed that ghost rail signal emitted light.<br />
* Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. ([https://forums.factorio.com/54373 more])<br />
* Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.<br />
* Fixed that errors in fonts would give useless errors. ([https://forums.factorio.com/51740 more])<br />
* Fixed problems related to trains crashing rarely. ([https://forums.factorio.com/51829 more])<br />
* Disabled possibility to attempt opening invalid save/replay by double click or enter.<br />
* UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing parsing error. ([https://forums.factorio.com/52027 more])<br />
* Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning. ([https://forums.factorio.com/51494 more])<br />
* Conflicts of multi-modifier hotkeys are now resolved correctly. ([https://forums.factorio.com/51521 more])<br />
* Fixed sprite rendering at large distances from 0,0. ([https://forums.factorio.com/52225 more])<br />
* Interacting with a filter slide bar requesting amount over capacity of a full requester won't dispatch robots anymore.<br />
* Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). ([https://forums.factorio.com/52217 more])<br />
* Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. ([https://forums.factorio.com/52203 more])<br />
* Buildable item counts in inventory in Sandbox mode now update properly with resource changes. ([https://forums.factorio.com/52272 more])<br />
* Fixed that map width/height accepted value of 0. ([https://forums.factorio.com/52266 more])<br />
* Fixed crash when loading Vorbis Ogg files with metadata. ([https://forums.factorio.com/52269 more])<br />
* Fixed that the manual rail building ended up one tile before the cursor. ([https://forums.factorio.com/52406 more])<br />
* Assembling machine can now output product with amount over stack size. ([https://forums.factorio.com/51625 more])<br />
* Fixed entity description for resources that require fluids. ([https://forums.factorio.com/52450 more])<br />
* Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading. ([https://forums.factorio.com/52429 more])<br />
* Fixed that the game could crash when catching up when processing queued gui actions. ([https://forums.factorio.com/52429 more])<br />
* Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop. ([https://forums.factorio.com/51683 more])<br />
* Fixed colored lights would lose their color when nightvision was on. ([https://forums.factorio.com/45762 more])<br />
* Fixed very bad performance when previewing blueprint with one big connected circuit network. ([https://forums.factorio.com/52558 more])<br />
* Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern. ([https://forums.factorio.com/51440 more])<br />
* Fixed that in certain scenarios, the blueprint library wouldn't synchronise. ([https://forums.factorio.com/52634 more])<br />
* Trains now recalculate next station correctly when more stations are en/disabled at the same tick. ([https://forums.factorio.com/52583 more])<br />
* Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. ([https://forums.factorio.com/52718 more])<br />
* Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too. ([https://forums.factorio.com/48535 more])<br />
* Fixed steam "leaking" outside of storage tank window on high sprite quality setting. ([https://forums.factorio.com/45410 more])<br />
* Programmable speakers with "Global playback" active won't play for players in a different force.<br />
* Beam weapon now shows correct damage when modded into dealing damage more times during its duration. ([https://forums.factorio.com/53133 more])<br />
* Fixed that large entities wouldn't render correctly on the map. ([https://forums.factorio.com/53263 more])<br />
* Fixed that the mining drill wouldn't show the speed bonus in the same format as assembling machines. ([https://forums.factorio.com/53375 more])<br />
* Fixed the entity icons for combat robots didn't match the item icons. ([https://forums.factorio.com/53384 more])<br />
* Train can't block its own path anymore. ([https://forums.factorio.com/19619 more])<br />
* Fixed circuit wire connections wouldn't render correctly in rotated blueprints in some cases. ([https://forums.factorio.com/53589 more])<br />
* Fixed that changing the system time forwards would cause Factorio to freeze.<br />
* Fixed a crash when changing large circuit networks. ([https://forums.factorio.com/53666 more])<br />
* Fixed closing window right after it was created would hang the process. ([https://forums.factorio.com/53721 more])<br />
* Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor. ([https://forums.factorio.com/53752 more])<br />
* Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars. ([https://forums.factorio.com/53850 more])<br />
* Fixed that when biters were attacked but couldn't find a path to the attacker, they would stoically accept their fate. ([https://forums.factorio.com/53941 more])<br />
* Fixed that the multiplayer-waiting icon wouldn't render in the map view. ([https://forums.factorio.com/54026 more])<br />
* Fixed global achievement progress was multiplied by number of player in multiplayer game. ([https://forums.factorio.com/54088 more])<br />
* Fixed that passing a LuaObject instead of a plain Lua table to <code>LuaBootstrap::raise_event</code> would crash the game. ([https://forums.factorio.com/54128 more])<br />
* Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. ([https://forums.factorio.com/54114 more])<br />
* Possible fix of a crash when a player leaves when a blueprint is being transferred. ([https://forums.factorio.com/53535 more])<br />
* Fixed that the rocket silo would get stuck if it died and was re-built by robots while launching the rocket.<br />
* Fixed transport belt circuit connector would draw over splitter in front of it. ([https://forums.factorio.com/54252 more])<br />
* Fixed that it was still possible to get some achievements in a replay. ([https://forums.factorio.com/54174 more])<br />
* Fixed that circular references passed through the Lua remote interface would crash the game. ([https://forums.factorio.com/54349 more])<br />
* Fixed missing personal robot recharging animation when character was in a vehicle. ([https://forums.factorio.com/53390 more])<br />
* Fixed that vertical size of progress bar wasn't respecting the gui scale.<br />
* Fixed that the number drawn next to cursor when item is held was differently positioned compared to how it is in the inventory.<br />
* Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.<br />
=== Optimisations ===<br />
* Improved performance of transport belts about x5 times. ([https://www.factorio.com/blog/post/fff-176 more])<br />
* Added prefetching of the next entity in the update loop improving overall update performance by approx. 10 %.<br />
* Improved performance of Item manipulation (4% effect on the overall performance).<br />
* Improved performance of crafting machine (furnace/assembling machine) (2% effect on the overall performance).<br />
* Improved performance of electric network transfer more than twice. (10% effect on the overall performance).<br />
* Improved performance of smoke greatly. (2.5% and more effect on big factories).<br />
* Improved performance when building rail blocks with many segments.<br />
* Improved performance of logistic provider and requester chests.<br />
* Improved performance of blueprint previews (the GUI and holding it in the world).<br />
* Improved game startup time when a sufficiently powerful computer is detected.<br />
=== Modding ===<br />
* Train path finding penalty values are now in utility-constants, to make it viewable and moddable.<br />
* Fixed storage tank with non-square collision box would not align to tiles in all rotations properly. ([https://forums.factorio.com/52211 more])<br />
* Fixed belt-immunity equipment so it now works on cars.<br />
* Fixed that the radius property for the area trigger effect was called perimeter.<br />
* Fixed that crafting machine with non-square bounding box was not rotatable. ([https://forums.factorio.com/53310 more])<br />
* Removed default values for icon_size, so icon_size is now required property. ([https://forums.factorio.com/46437 more])<br />
* Updated the serpent library to version 0.30.<br />
* Changed the "item that builds this" list for entities so it's sorted first by <code>ItemPrototype::primary_place_result_item</code> and then by normal item prototype sort order.<br />
* Changed default value of <code>InserterPrototype::allow_custom_vectors</code> to false.<br />
* Changed "Nothing" technology effect "effect_key" to "effect_description" and changed it to accept localised strings.<br />
* Changed rocket silo prototype "result_items" to be defined in the item as either "rocket_launch_product" or "rocket_launch_products".<br />
* Changed the string mod setting type so it will attempt to localise items in the dropdown using "string-mod-setting.mod-name-setting-name-dropdown-item".<br />
* Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red "+" icon.<br />
* Changed <code>LuaObject::destroy()</code> so it won't error if called on invalid objects.<br />
* Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.<br />
* Changed how <code>TilePrototype::transition_merges_with_tile</code> works. See ([https://www.factorio.com/blog/post/fff-214 more]) for more details.<br />
* Scenarios can contain folders with arbitrary names.<br />
* Added 'single_line' and 'want_ellipsis' to Label style specification.<br />
* Added force bonus for following robot time to live.<br />
* Added force bonus for research productivity.<br />
* Added ability to import and export item-with-tags to/from strings.<br />
* Added support for fast-replacing character entities.<br />
* Added <code>CombatRobotPrototype::light</code>.<br />
* Added <code>TurretPrototype::alert_when_attacking</code>.<br />
* Added optional 'respawn_time' (in seconds) to the character entity.<br />
* Added "hide-from-bonus-gui" entity and item prototype flags.<br />
* Added support for mods to disable custom-input prototypes of other mods.<br />
* Added support for mods to show changelogs (following the same format as the core game changelog).<br />
* Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.<br />
* Added <code>AutoplaceSpecification::default_enabled</code> - if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.<br />
* Added allowed_effects support to the mining drill.<br />
* Added optional "has_belt_immunity" property to the unit and car prototype.<br />
* Added optional "hidden" prototype property to the achievement prototype.<br />
* Added support to link custom-input prototypes directly to game controls instead of having them act as their own control.<br />
* Added a new entity type "infinity-container" that can automatically add/remove items from itself; useful for scenarios and modding.<br />
* Added support for incompatible dependencies.<br />
* Added an entity prototype flag "hide-alt-info" to never show alt-info for a given entity.<br />
* Added distance bonus support to the mining tool item type.<br />
* Added <code>InserterPrototype::draw_held_item</code>.<br />
* Added <code>FluidPrototype::fuel_value</code> and <code>Generator::burns_fluid</code>.<br />
* Added mod-developer support to runtime change autoplace specifications enabled through the command line option <code>--enable-runtime-autoplace-modification</code> using F2 in-game.<br />
* simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.<br />
=== Scripting ===<br />
* Fixed that <code>LuaSurface::get_trains()</code> didn't work for trains without locomotives. ([https://forums.factorio.com/52604 more])<br />
* Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. ([https://forums.factorio.com/53189 more])<br />
* Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.<br />
* Fixed possible desync when teleporting underground belt ghosts and pipe to ground ghosts.<br />
* Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.<br />
* Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".<br />
* Changed <code>LuaEntity::recipe</code> to <code>LuaEntity::get_recipe()</code> and <code>LuaEntity::set_recipe()</code>.<br />
* Changed <code>LuaSurface::regenerate_decorative</code>/regenerate_entity to accept zero arguments and regenerate everything.<br />
* Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.<br />
* Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.<br />
* Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...", amount=...}<br />
* Changed name of colspan parameter of table to column_count.<br />
* Changed <code>LuaItemPrototype::group_filters</code> and sub_group_filters to item_group_filters and item_subgroup_filters to match the prototype values.<br />
* <code>LuaEntity::set_recipe()</code> returns the items removed from the entity as a result of setting the new recipe (if any).<br />
* Moved Mod-gui button flow to gui.top.<br />
* Removed <code>LuaEntity::passenger</code> read/write.<br />
* Added <code>style::width</code>/height to set maximal/minimal value at the same time.<br />
* Added <code>style::align</code> to set the align of inner elements.<br />
* Added <code>style::stretchable</code> / squashable.<br />
* Added <code>LuaEntity::get_driver()</code>, set_driver(), get_passenger(), and set_passenger().<br />
* Added <code>LuaGuiElement::hovered_sprite</code> and clicked_sprite read/write methods for the SpriteButton.<br />
* Added support to change daytime length and brightness on a per-surface basis.<br />
* Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.<br />
* Added <code>LuaItemStack::export_stack</code> and <code>LuaItemStack::import_stack</code> to export/import supported items to/from strings.<br />
* Added <code>LuaEntity::tree_color_index</code> read/write access and <code>LuaEntityPrototype::tree_color_count</code> read access.<br />
* Added <code>LuaEntity::selection_box</code> and secondary_selection_box read.<br />
* Added <code>LuaBootstrap::mod_name</code> read.<br />
* Added <code>LuaControl::in_combat</code> read.<br />
* Added <code>LuaTile::order_deconstruction()</code> and cancel_deconstruction().<br />
* Added optional cause and force to <code>LuaEntity::die()</code>.<br />
* Added on_player_used_capsule event.<br />
* Added on_player_promoted and on_player_demoted events.<br />
* Added on_player_changed_position event.<br />
* Added <code>LuaEntityPrototype::alert_when_attacking</code> read and <code>LuaEntityPrototype::alert_when_damaged</code> read.<br />
* Added <code>LuaEntity::power_switch_state</code> read/write.<br />
* Added on_combat_robot_expired event.<br />
* Added <code>LuaEntity::relative_turret_orientation</code> read/write for vehicles with turrets.<br />
* Added <code>LuaEntityPrototype::color</code> read.<br />
* Added <code>LuaTrain::passengers</code>.<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_self</code> read.<br />
* Added "fluid", and "recipe" type to the choose-elem-button custom GUI element.<br />
* Added <code>LuaGuiElement::locked</code> read/write - when true the given choose-elem-button can only be changed through script.<br />
* Added an optional parameter to <code>LuaSurface::drop_item_stack</code> to mark dropped items for deconstruction.<br />
* Added <code>LuaForce::cancel_charting</code>(...).<br />
* Added <code>LuaSurface::force_generate_chunk_requests()</code>.<br />
* Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.<br />
* Added on_gui_opened and on_gui_closed events.<br />
* Added on_player_muted/unmuted and on_player_cheat_mode_enabled/disabled events.<br />
* Added LuaItemStack read properties to tell if a given item is some specific item type.<br />
* Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.<br />
* Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.<br />
* Added <code>LuaForce::reset_evolution()</code>.<br />
* Added <code>LuaSurface::create_trivial_smoke()</code>.<br />
* Added <code>LuaPlayer::enable_recipe_groups()</code> and enable_recipe_subgroups().<br />
* Added <code>LuaItemStack::rocket_launch_products</code> read.<br />
* Added on_mod_item_opened event.<br />
* Added <code>LuaItemPrototype::can_be_mod_opened</code> read.<br />
* Added the item stack index as a second return value to <code>LuaInventory::find_item_stack</code>.<br />
* Added <code>LuaItemStack::transfer_stack()</code>.<br />
* Added LuaGuiElement type "slider".<br />
* Added on_gui_value_changed event - fired when a slider value changes.<br />
* Added optional color field as a second parameter to the 4 print functions.<br />
* Added support to change <code>LuaSurface::map_gen_settings</code> runtime.<br />
* Added <code>LuaEntityPrototype::allowed_effects</code> read.<br />
* Added <code>LuaEntity::effects</code> read.<br />
* Added <code>LuaPlayer::can_place_entity()</code>, can_build_from_cursor(), and build_from_cursor().<br />
* Added <code>LuaSurface::play_sound()</code>.<br />
* Added <code>LuaForce::play_sound()</code>.<br />
* Added <code>LuaGameScript::play_sound()</code> and is_valid_sound_path().<br />
* Added <code>LuaPlayer::play_sound()</code>.<br />
* Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.<br />
* Added <code>LuaEntity::rotate()</code>.<br />
* Added <code>LuaEntity::get_infinity_filter()</code> and set_infinity_filter().<br />
* Added <code>LuaEntity::infinity_filters</code> and remove_unfiltered_items read/write.<br />
* Added <code>LuaEntityPrototype::rocket_parts_required</code> read.<br />
* Added <code>LuaEntityPrototype::fixed_recipe</code> read.<br />
* Added <code>LuaGameScript::kick_player()</code>, ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().<br />
* Added <code>LuaPlayer::admin</code> write support.<br />
* Added <code>LuaGuiElement::focus()</code>.<br />
* Added on_character_corpse_expired event.<br />
* Added on_pre_ghost_deconstructed event.<br />
* Added on_player_pipette event.<br />
* Added <code>LuaEntity::character_corpse_player_index</code>, character_corpse_tick_of_death, and character_corpse_death_cause read/write.<br />
* Added <code>LuaSurface::get_tile_properties()</code>.<br />
* Added <code>LuaSurface::can_fast_replace()</code>.<br />
* Added support for player associated characters - characters that get logged off/on with a given player but aren't directly controlled by the player.<br />
* Added <code>LuaEntity::associated_player</code> read/write.<br />
* Added <code>LuaPlayer::get_associated_characters()</code>, associate_character(), and disassociate_character().<br />
* Added <code>LuaPlayer::ticks_to_respawn</code> read/write.<br />
* Added old_state to the on_train_changed_state event.<br />
* Added <code>LuaRecipe::catalysts</code> read.<br />
* Added <code>LuaRecipe::hide_from_flow_stats</code> read/write.<br />
* Added <code>LuaRecipePrototype::hidden_from_flow_stats</code> read.<br />
* Added <code>LuaEntity::tick_of_last_attack</code> and tick_of_last_damage read for the character entity.<br />
* Added <code>LuaLogisticNetwork::passive_provider_points</code> and active_provider_points read.<br />
* Added <code>LuaPlayer::display_resolution</code> read.<br />
* Added on_player_display_resolution_changed event.<br />
* Added <code>LuaPlayer::display_scale</code> read.<br />
* Added on_player_display_scale_changed event.<br />
* Added <code>LuaTrain::weight</code> and riding_state read.<br />
* Added <code>LuaEntity::products_finished</code> write.<br />
* Added optional surface to game.take_screenshot(...).<br />
* Added <code>LuaEntityPrototype::construction_range</code> and logistics_range read.<br />
* Added <code>LuaGuiElement::index</code> read.<br />
* Added <code>LuaForce::max_successful_attempts_per_tick_per_construction_queue</code> and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.<br />
* Added <code>LuaGuiElement::mouse_button_filter</code> read/write for buttons and sprite-buttons.<br />
* Added <code>LuaSurface::find_tiles_filtered()</code> and count_tiles_filtered().<br />
* Added <code>LuaEntity::get_train_stop_trains()</code>.<br />
* Added <code>LuaLogisticNetwork::force</code> read.<br />
* Added <code>LuaItemStack::item_number</code> read - the unique ID of the item if it has one.<br />
<br />
{{VersionNav}}</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Version_history/0.16.0&diff=159884Version history/0.16.02018-06-14T07:32:24Z<p>Spyhawk: 0.16.50</p>
<hr />
<div>__NOTOC__<br />
== 0.16.50 ==<br />
Date: 11.06.2018<br />
=== Bugfixes ===<br />
* Fixed loading script data when a mod is disabled. ([https://forums.factorio.com/60874 more])<br />
* Fixed that 0 time interval was shown as an empty string. ([https://forums.factorio.com/60875 more])<br />
<br />
== 0.16.49 ==<br />
Date: 08. 06. 2018<br />
=== Bugfixes ===<br />
* Fixed belts in blueprints weren't selectable in the blueprint GUI.<br />
* Fixed bad mouse-point when holding blueprints with belts.<br />
* Fixed wrong connectivity in underground belt fast replace. ([https://forums.factorio.com/60589 more])<br />
<br />
== 0.16.48 ==<br />
Date: 07. 06. 2018<br />
=== Bugfixes ===<br />
* Fixed changing filters in cars wouldn't wake up inserters. ([https://forums.factorio.com/60717 more])<br />
* Fixed train driving directions when not accelerating while driving backwards. ([https://forums.factorio.com/60731 more])<br />
* Fixed copy-pasting between surfaces would render incorrectly. ([https://forums.factorio.com/60785 more])<br />
* Fixed that empty storage tanks had the sound of fluid. ([https://forums.factorio.com/60803 more])<br />
* Circuit connection distance check fix. ([https://forums.factorio.com/60744 more])<br />
* The logic that shows rail signal indicators now respects bounding box and collision box of the currently held signal. ([https://forums.factorio.com/60829 more])<br />
=== Modding ===<br />
* Fixed <code>allow_copy_paste</code> only worked on the source entity. ([https://forums.factorio.com/60730 more])<br />
<br />
== 0.16.47 ==<br />
Date: 31. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed wall related consistency check related to modded walls with altered collision boxes. ([https://forums.factorio.com/60677 more])<br />
* Fixed inconsistent train direction when reversing in a train vehicle that is not a locomotive. ([https://forums.factorio.com/60633 more])<br />
* Fixed that having more than 6 products didn't fit the ui, as it wasn't wrapped. ([https://forums.factorio.com/60636 more])<br />
* The system data path is removed from the log when it's automatically uploaded by the crash reporter.<br />
* IP addresses are no longer hashed in the log file. All IP addresses are removed from the log when it's automatically uploaded by the crash reporter.<br />
* Fixed crash when placing an entity with title while backers list was emptied.<br />
<br />
== 0.16.46 ==<br />
Date: 29. 05. 2018<br />
=== Bugfixes ===<br />
* Another fix for setting PvP map dimensions to 0. ([https://forums.factorio.com/60570 more])<br />
* Fixed possible desync related to circuit networks.<br />
* Another possible fix for multi-GPU setups on Linux. ([https://forums.factorio.com/60609 more])<br />
* Fixed that modded infinite inserter stack size research would wrap around instead of maxing out. ([https://forums.factorio.com/60613 more])<br />
* Fixed scenarios with partial identical names didn't work correctly. ([https://forums.factorio.com/60624 more])<br />
* Fixed splitter lane selection inconsistency when inserting into middle. (Now it is always right for both belts, splitters and underground belts.) ([https://forums.factorio.com/60653 more])<br />
* Fixed <code>LuaPlayer::build_from_cursor</code>. ([https://forums.factorio.com/60644 more])<br />
* Fixed a desync in replay that would happen if console commands were used during the play. ([https://forums.factorio.com/60661 more])<br />
* Fixed desync when setting inserter filters while it's connected to the circuit network ([https://forums.factorio.com/60245 more])<br />
<br />
== 0.16.45 ==<br />
Date: 22. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed infinite research multiplier was always 1. ([https://forums.factorio.com/60550 more])<br />
<br />
== 0.16.44 ==<br />
Date: 22. 05. 2018<br />
=== Minor Features ===<br />
* Added technology price multiplier PvP scenario config.<br />
=== Changes ===<br />
* Underground belt marked for deconstruction no longer connects to other underground belts.<br />
=== Bugfixes ===<br />
* Fixed some cases of fast replacement by underground belt. ([https://forums.factorio.com/60060 more])<br />
* Fixed corrupted config.ini in Steam cloud would prevent the game from starting.<br />
* Fixed that using "Save and play" feature in the freeplay could specify the official freeplay map to be always that one forever. ([https://forums.factorio.com/60340 more])<br />
* Fixed underground belt connection overlay when hovering over another underground belt. ([https://forums.factorio.com/60147 more])<br />
* Fixed a crash when mods define empty result items. ([https://forums.factorio.com/60406 more])<br />
* Fixed a crash when switching games and joining quickly in the server browser.<br />
* Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. ([https://forums.factorio.com/59588 more])<br />
* Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. ([https://forums.factorio.com/60374 more])<br />
* Fixed <code>LuaEntityPrototype::braking_force</code> return value. ([https://forums.factorio.com/60444 more])<br />
* Fixed <code>LuaPlayer::ticks_to_respawn</code> would read in seconds. ([https://forums.factorio.com/60501 more])<br />
* Fixed certain type of energy source migrations. ([https://forums.factorio.com/60465 more])<br />
* Fixed rare possibility of crash when two trains crash into each other. ([https://forums.factorio.com/60097 more])<br />
* Fixed a rare crash that occurs when train collides in a way, that its position is reserved back while approaching closed signal which caused path recalculation. ([https://forums.factorio.com/60472 more])<br />
* Fixed PvP error when setting map height to 0. ([https://forums.factorio.com/60536 more])<br />
* Fixed construction robot tutorial breaking when removing the radar from the storage chest. ([https://forums.factorio.com/60012 more])<br />
* Fixed crash when adding train station to a train while the train is modified (added/removed rolling stock). ([https://forums.factorio.com/59363 more])<br />
* Fixed that destroying part of a cliff with tile ghost under it destroyed the whole part of the cliff. ([https://forums.factorio.com/60449 more])<br />
* Fixed browse games dialog problems with the active game not being updated while searching. ([https://forums.factorio.com/60545 more])<br />
=== Modding ===<br />
* Added support to set <code>ReactorPrototype::neighbour_collision_increase</code> which controls how much a reactor extends when connected to other reactors.<br />
=== Scripting ===<br />
* Allow <code>technology_price_multiplier</code> to be less than 1 by script/scenario only.<br />
* Added support for localised strings in <code>LuaGameScript::write_file</code>.<br />
<br />
== 0.16.43 ==<br />
Date: 14. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. ([https://forums.factorio.com/60074 more])<br />
* Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. ([https://forums.factorio.com/60288 more])<br />
<br />
== 0.16.42 ==<br />
Date: 11. 05. 2018<br />
=== Bugfixes ===<br />
* Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. ([https://forums.factorio.com/59670 more])<br />
* Fixed a desync when printing a Lua error to players with different installation paths. ([https://forums.factorio.com/60049 more])<br />
* Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).<br />
* Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. ([https://forums.factorio.com/60068 more])<br />
* Fixed decimals displaying in production statistics that caused the numbers to be too long. ([https://forums.factorio.com/59997 more])<br />
* Fixed high CPU usage on the main menu. ([https://forums.factorio.com/60063 more])<br />
* Fixed an issue when joining friends games through steam. ([https://forums.factorio.com/60157 more])<br />
* Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.<br />
* Added train path finding penalty for train with no path equal to 1000 tiles. ([https://forums.factorio.com/60211 more])<br />
* Fixed a crash when building modded rolling stock entities on diagonal rails. ([https://forums.factorio.com/60014 more])<br />
* Fixed "header errors" when extracting factorio zip files with 7zip.<br />
=== Scripting ===<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_tiles_only</code> and <code>collision_mask_considers_tile_transitions</code> read.<br />
<br />
== 0.16.41 ==<br />
Date: 03. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
<br />
== 0.16.40 ==<br />
Date: 02. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
* Fixed a crash when killing the character during the <code>gun_inventory_changed</code> event. ([https://forums.factorio.com/59784 more])<br />
* Fixed that <code>LuaPlayer::opened</code> wouldn't return the opened equipment grid. ([https://forums.factorio.com/59790 more])<br />
* Fixed <code>LuaInventory::sort_and_merge()</code> would break furnaces and assembling machines.<br />
* Fixed crash when trying to migrate circuit connected entities. Any migrated entities will be disconnected. ([https://forums.factorio.com/59974 more])<br />
* Fixed round input in team production challenge. ([https://forums.factorio.com/59970 more])<br />
* Recipe item ingredients with a count of 0 are reported as an error instead of allowing inconsistent behaviour. ([https://forums.factorio.com/60016 more])<br />
* Fixed missing reset of state of signal right next to removed rail. ([https://forums.factorio.com/60026 more])<br />
* Fixed a crash that could happen in multiplayer over a poor connection. ([https://forums.factorio.com/59993 more])<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_glow_color</code>, it colors the fuel glow of entities that use that item as fuel.<br />
=== Scripting ===<br />
* Added <code>on_player_trash_inventory_changed</code> event.<br />
* Changed <code>LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered</code> to additionally accept a table of filters.<br />
<br />
== 0.16.39 ==<br />
Date: 30. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed function of enter key in number input. ([https://forums.factorio.com/59862 more])<br />
* Fixed consistency check and migration related to rail internal inconsistency. ([https://forums.factorio.com/59765 more])<br />
* Fixed that rail signals weren't fast replaceable.<br />
* Fixed that the headless server wouldn't be able to restart for a while if it was stopped with an RCON client connected. ([https://forums.factorio.com/59830 more])<br />
* Fixed that selecting map without a preview in the save/load dialog disallowed to delete the save by the ingame delete button.<br />
* Fixed wrong calculation of item insertion into splitter in some cases, which could indirectly cause inconsistency in behaviour. ([https://forums.factorio.com/59950 more])<br />
* Localised zip opening/closing error messages + added reason or error code there.<br />
<br />
== 0.16.38 ==<br />
Date: 26. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed drawing of icons with multiple layers. ([https://forums.factorio.com/59811 more])<br />
* Fixed that changing force of a wall didn't update the connections, which could lead to a desync.<br />
* Changed that walls and gates marked for deconstruction don't connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.<br />
* Changed, that rail signals marked for deconstruction disconnect from the rails.<br />
* Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.<br />
* Changed the logic of "toggle LUA console" key to only open and not close the console (exception are ` and F1-F12 keys). ([https://forums.factorio.com/59825 more])<br />
* Fixed <code>LuaEntity::splitter_output_priority</code> read/write didn't work. ([https://forums.factorio.com/59864 more])<br />
* Fixed malformed sprite path error would not trigger minimal mode when loading mods. ([https://forums.factorio.com/59827 more])<br />
<br />
== 0.16.37 ==<br />
Date: 23. 04. 2018<br />
=== Changes ===<br />
* Added an option to interface settings to allow the user to change the distance of tooltips from the mouse. ([https://forums.factorio.com/59269 more])<br />
=== Minor Features ===<br />
* Added optional resolution and zoom parameters to the screenshot command.<br />
=== Bugfixes ===<br />
* Fixed that right click didn't work in the market GUI. ([https://forums.factorio.com/59230 more])<br />
* Fixed a modded crash related to fire flame smoke.<br />
* Fixed <code>ignored_by_interaction</code> when creating modded custom GUI elements. ([https://forums.factorio.com/59301 more])<br />
* Fixed noise program compilation bug that resulted in broken programs. ([https://forums.factorio.com/58579 more])<br />
* Fixed light from lamps outside of screen was not rendered properly. ([https://forums.factorio.com/59095 more])<br />
* Fixed the steam engines in New Hope level 4. ([https://forums.factorio.com/59299 more])<br />
* Possible fix for a crash on Linux with a multi-GPU setup. ([https://forums.factorio.com/59315 more])<br />
* Fixed graphics of battery indicator ([https://forums.factorio.com/59170 more])<br />
* Boiler and heat exchanger will spawn medium remnants instead of small remnants when destroyed. ([https://forums.factorio.com/59356 more])<br />
* Fixed that a well (offshore pump with water landfilled) was not rebuildable by construction robots. ([https://forums.factorio.com/59447 more])<br />
* Fixed gates sometimes not detecting car being driven by god controller. ([https://forums.factorio.com/59472 more])<br />
* Fixed that some of the achievements were obtainable even when player didn't spend more than 50% of time in the game. ([https://forums.factorio.com/59467 more])<br />
* Fixed that character window was closed when doing fast transfer between armor slot and inventory. ([https://forums.factorio.com/59486 more])<br />
* Fixed that modded inserters would some times get stuck. ([https://forums.factorio.com/59316 more])<br />
* Fixed that Wave defense would error when played on a headless server. ([https://forums.factorio.com/59420 more])<br />
* Improved system of key blocking now allows more key bindings to work correctly. ([https://forums.factorio.com/59415 more])<br />
* Fixed underground pipe ghost would block underground connections of other forces. ([https://forums.factorio.com/59624 more])<br />
* Added missing directions to util.oppositedirection. ([https://forums.factorio.com/59550 more])<br />
* Fixed that the sound sliders went to 200% causing a lost of audio quality. ([https://forums.factorio.com/59638 more])<br />
* Fixed save corruption when forces are merged while there is a rocket on the map. ([https://forums.factorio.com/59661 more])<br />
* Fixed that <code>LuaEntity::teleport</code> could teleport ghost belts/rails.<br />
* Fixed that <code>LuaEntity::teleport</code> of ghost walls could create wall and ghost wall on the same position which could cause desyncs.<br />
* Fixed that <code>LuaEntity::teleport</code> didn't put entities that are supposed to be aligned to grid onto grid.<br />
* Fixed wrong behavior of mining of a vehicle the player is in in multiplayer. ([https://forums.factorio.com/59709 more])<br />
* Fixed crash on starting mod scenario in multiplayer for the first time. ([https://forums.factorio.com/59027 more])<br />
* Fixed signal placeability in junction with different directions in different ways. ([https://forums.factorio.com/59210 more])<br />
* Added electric energy consistency check to avoid one more corrupted save situation resulting from memory corruption. ([https://forums.factorio.com/59693 more])<br />
=== Scripting ===<br />
* Added <code>LuaTrain::killed_players</code> read.<br />
* Added <code>LuaTrain::kill_count</code> read.<br />
* Added <code>LuaInventory::is_quickbar()</code>.<br />
* Added <code>LuaInventory::get_selected_index()</code>.<br />
* Added <code>LuaFluidPrototype::fuel_value</code> read.<br />
* <code>LuaEntity::teleport</code> puts entity to correct location on the grid when it doesn't have the off-grid flag.<br />
<br />
== 0.16.36 ==<br />
Date: 28. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when opening the graphics settings GUI on a single core CPU. ([https://forums.factorio.com/59023 more])<br />
* Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. ([https://forums.factorio.com/59052 more])<br />
* Fixed that entering rectangular vehicles didn't work correctly. ([https://forums.factorio.com/58958 more])<br />
* Fixed that totals in production statistics were 0.33% off. ([https://forums.factorio.com/59063 more])<br />
* Fixed a crash when loading blueprint storage data.<br />
* Fixed that <code>LuaGameScript::check_prototype_translations()</code> would report custom-inputs as having no translation.<br />
=== Scripting ===<br />
* Fixed a crash by changing <code>LuaGameScript::merge_forces()</code> so the force is merged at the end of the tick.<br />
* Added <code>on_forces_merged</code> event.<br />
* Added <code>LuaEntity::armed</code> read.<br />
* Added <code>LuaEntityPrototype::timeout</code> read.<br />
* Added <code>on_land_mine_armed</code> event.<br />
* Added <code>LuaPlayer::spectator</code> read/write.<br />
* Added <code>LuaGameScript::enemy_has_vision_on_land_mines</code> read/write.<br />
<br />
== 0.16.35 ==<br />
Date: 24. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed shifting for half-belt drawn as part of loader. ([https://forums.factorio.com/58919 more])<br />
=== Modding ===<br />
* Added recipe-prototype <code>show_amount_in_title</code> and <code>always_show_products</code>.<br />
=== Scripting ===<br />
* Added Added <code>LuaRecipePrototype::show_amount_in_title</code> and <code>always_show_products</code> read.<br />
<br />
== 0.16.34 ==<br />
Date: 22. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that long description in achievement cards was cut off. The card will be larger in this case now. ([https://forums.factorio.com/58891 more])<br />
* Fixed a crash when rendering stickers. ([https://forums.factorio.com/58953 more])<br />
== 0.16.33 ==<br />
Date: 22. 03. 2018<br />
=== Features ===<br />
* Added dropdown to the replay viewing control that allows to switch between the view of different players.<br />
=== Changes ===<br />
* Updated map-gen-settings.example.json. ([https://forums.factorio.com/55859 more])<br />
=== Bugfixes ===<br />
* Fixed, that when the server is slower then the client, the player input is stuck. ([https://forums.factorio.com/48387 more])<br />
* Fixed that using rail by the rail planner stopped replay. ([https://forums.factorio.com/58933 more])<br />
* Fixed that burner inserter didn't show fuel in the entity info. ([https://forums.factorio.com/58876 more])<br />
* Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) ([https://forums.factorio.com/58870 more])<br />
* Fixed PvP script error when 'DEFCON timer' was set too low. ([https://forums.factorio.com/58855 more])<br />
* Fixed that ctrl-click to transfer modules into assembling machines didn't work correctly. ([https://forums.factorio.com/58896 more])<br />
* Small improvement in mining logic when using rail planner. ([https://forums.factorio.com/58483 more])<br />
* Fixed an issue with un-researching upgrade-based technologies. ([https://forums.factorio.com/58885 more])<br />
* Fixed a layering issue related to the train stop visualization. ([https://forums.factorio.com/58857 more])<br />
* Fixed that player joined/left game messages weren't visible in the replay.<br />
* Fixed that health bar of other players weren't visible.<br />
* Fixed a rare crash when joining multiplayer games on Mac.<br />
* Fixed crash when player with debuff sticker disconnected from game and later reconnected.<br />
=== Modding ===<br />
* Added recipe-prototype allow_intermediates.<br />
=== Scripting ===<br />
* Added events and remote interface to PvP scenario.<br />
* Added <code>LuaRecipePrototype::allow_intermediates</code> read.<br />
== 0.16.32 ==<br />
Date: 20. 03. 2018<br />
=== Minor Features ===<br />
* Added string import/export to PvP config.<br />
=== Changes ===<br />
* Only item ingredients are automatically sorted in recipes.<br />
=== Bugfixes ===<br />
* Fixed <code>LuaEntity::get_merged_signals()</code> would always require a parameter. ([https://forums.factorio.com/58861 more])<br />
* Fixed a crash related to mod settings losing precision when being saved through JSON. ([https://forums.factorio.com/58859 more])<br />
=== Modding ===<br />
* mod-settings.json is now mod-settings.dat - settings will be auto migrated.<br />
== 0.16.31 ==<br />
Date: 19. 03. 2018<br />
=== Minor Features ===<br />
* Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.<br />
* Empty fuel slot tooltips show what fuel they accept.<br />
=== Changes ===<br />
* Enemy mines are not completely invisible anymore in PvP scenarios.<br />
* Land mines now also stun enemy players.<br />
* Walls will extend towards cliffs same as they already do towards water. ([https://forums.factorio.com/58273 more])<br />
* Blueprint building over entities of an enemy force is no longer ignorable(blue). ([https://forums.factorio.com/58715 more])<br />
* Ingredients in recipes are automatically sorted. ([https://forums.factorio.com/58757 more])<br />
* Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. ([https://forums.factorio.com/58485 more])<br />
=== Bugfixes ===<br />
* One more transport belt unsquashing tweak. ([https://forums.factorio.com/58638 more])<br />
* Changed <code>LuaSurface::find_entity</code> to also find entities with zero sized bounding boxes but with the given position. ([https://forums.factorio.com/58765 more])<br />
* Fixed drawing icons with layers when layers didn't have same source size as main icon. ([https://forums.factorio.com/58681 more])<br />
* Fixed another bug where tables were disabled at certain scroll positions. ([https://forums.factorio.com/58652 more])<br />
* Fixed applying blueprints could rotate unrelated assembling machines. ([https://forums.factorio.com/58729 more])<br />
* Fixed that the god controller wouldn't trigger the player_moved event. ([https://forums.factorio.com/58702 more])<br />
* Fixed script error in logistic tutorial when player went outside of logistic area. ([https://forums.factorio.com/58581 more])<br />
* Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. ([https://forums.factorio.com/58717 more])<br />
* Fixed that blueprint tooltip text wouldn't line wrap. ([https://forums.factorio.com/58582 more])<br />
* Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. ([https://forums.factorio.com/58161 more])<br />
* Fixed wrong scroll pane size in a specific situation. ([https://forums.factorio.com/56441 more])<br />
* Fixed a crash when resetting technology effects while the technology GUI is open. ([https://forums.factorio.com/58756 more])<br />
* Fixed crash with high-speed short trains crashing into something. ([https://forums.factorio.com/58504 more])<br />
* Fixed that multi-line descriptions for multiplayer games would break the config.ini. ([https://forums.factorio.com/58626 more])<br />
* Fixed creating cliffs through script or map editor didn't snap them to proper position. ([https://forums.factorio.com/58625 more])<br />
* Fixed a crash related to biters in modded games. ([https://forums.factorio.com/58576 more])<br />
* Fixed that several errors related to HTTP failure weren't localized. ([https://forums.factorio.com/58669 more])<br />
* Fixed ghost rail-planner building would lock in the build rotation after being used once. ([https://forums.factorio.com/58776 more])<br />
* Fixed that mod-associated character entities wouldn't be effected by force modifiers. ([https://forums.factorio.com/58808 more])<br />
* Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. ([https://forums.factorio.com/54461 more])<br />
* Partially fixed trains sending circuit networks signal to the wrong station. ([https://forums.factorio.com/53688 more])<br />
* Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.<br />
* Fixed another crash when saving fails when out of disk space.<br />
* Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.<br />
* Fixed a crash in multiplayer related to DNS failure.<br />
* Fixed a crash when the game.take_screenshot() would fail.<br />
* Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.<br />
* Fixed a crash when trying to set a mod setting value to 0.033333 repeating.<br />
* Fixed that replay didn't check crc values.<br />
* Fixed several problems related to replay saving.<br />
=== Modding ===<br />
* Added Entity prototype flag "not-flammable", it prevents entities from catching fire.<br />
* Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.<br />
* Fixed some imprecisions in the Production/Electric statistics calculations.<br />
* Added order_in_recipe into item-group, it defaults to the value of order property.<br />
* Added item prototype flag "hide-from-fuel-tooltip".<br />
=== Scripting ===<br />
* Removed <code>LuaElectricEnergySourcePrototype::effectivity</code> read since it didn't do anything.<br />
* Added <code>LuaGroup::order_in_recipe</code> read.<br />
* Added on_technology_effects_reset event.<br />
== 0.16.30 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Filters no longer disappear when inventory is downsized. ([https://forums.factorio.com/58565 more])<br />
* Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. ([https://forums.factorio.com/58633 more])<br />
* Fixed a crash related to resetting technology effects while a research was in progress/just finished.<br />
* Fixed a desync related to mods calling math.random() during the data stage.<br />
=== Scripting ===<br />
* Made it possible for the <code>LuaFrame::align</code> and <code>LuaFrame::vertical_align</code> to have effect on the align of the inner container.<br />
== 0.16.29 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that small numbers in recipe tooltips wouldn't render correctly. ([https://forums.factorio.com/58422 more])<br />
* Fixed a bug where tables do not react under special conditions. ([https://forums.factorio.com/56466 more]), ([https://forums.factorio.com/57667 more])<br />
* Fixed belt movement with squashed items and other gaps present. ([https://forums.factorio.com/58313 more])<br />
* Fixed that splitter input priority was not that reliable. ([https://forums.factorio.com/58031 more])<br />
* Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. ([https://forums.factorio.com/58217 more])<br />
* Fixed the EULA GUI wouldn't wrap text. ([https://forums.factorio.com/58489 more])<br />
* Fixed 'per second' suffix was not localised. ([https://forums.factorio.com/58322 more])<br />
* Attempt to fix a problem that would prevent the Linux version from starting. ([https://forums.factorio.com/58307 more])<br />
* Fixed that blueprints in the library would show empty component slots. ([https://forums.factorio.com/58113 more])<br />
* Fixed that mining item entities when out of inventory space would move the item around. ([https://forums.factorio.com/58499 more])<br />
* Fixed multiple desyncs related to walking near walls. ([https://forums.factorio.com/58477 more])<br />
* Fixed that the "don't play sound for chat" option didn't work in multiplayer. ([https://forums.factorio.com/58531 more])<br />
* Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. ([https://forums.factorio.com/57963 more])<br />
* Fixed that the players main inventory filters wouldn't persist through death. ([https://forums.factorio.com/58565 more])<br />
* Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. ([https://forums.factorio.com/58521 more])<br />
* Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.([https://forums.factorio.com/58148 more])<br />
* Fixed enemy land mines would be highlighted when showing blueprint collisions. ([https://forums.factorio.com/58621 more])<br />
* Fixed that walls would connect to ghosts from another force.<br />
* Fixed rebinding build would cause artillery to fire multiple times per click in the map view.<br />
* Fixed a crash when starting a headless server related to RCON.<br />
* Fixed a crash when setting item stacks above their stack size through script.<br />
* Fixed a crash when saving fails due to out of disk space.<br />
* Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.<br />
* Fixed that you couldn't move the map view while running the game at very high speeds.<br />
* Fixed a crash when taking a large screenshot by script fails due to a lack of memory.<br />
* Fixed a crash when canceling crafting after changing recipes through mods.<br />
* Fixed a crash when merging forces through script while a recipe tooltip is visible.<br />
* Fixed a crash when using the <code> /open</code> command and then opening an item in the players cursor.<br />
* Fixed a crash when creating modded tree particles.<br />
* Fixed a crash related to modded speaker entities.<br />
=== Modding ===<br />
* Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.<br />
* Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".<br />
* Added Entity prototype flag "not-rotatable".<br />
* Fixed a crash when not defining a stream particle animation.<br />
=== Scripting ===<br />
* Added LuaRCON to allow printing text to a calling RCON instance.<br />
* Added <code>LuaItemPrototype::fuel_emissions_multiplier</code> read.<br />
* Added <code>LuaRecipePrototype::emissions_multiplier</code> read.<br />
* Added <code>LuaFluidPrototype::emissions_multiplier</code> read.<br />
<br />
<br />
== 0.16.28 ==<br />
Date: 05. 03. 2018<br />
=== Minor Features ===<br />
* Added a simple recipe price calculator to PvP production score.<br />
* Item number in quickbar now shows over the "hand" when part of the stack is picked up. ([https://forums.factorio.com/58403 more])<br />
=== Bugfixes ===<br />
* Fixed drawing endings of transport belts entering underground belt sideways. ([https://forums.factorio.com/57939 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed roboport connections would be missing in some cases. ([https://forums.factorio.com/58238 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed that biters in groups had too low tolerance for getting stuck. ([https://forums.factorio.com/58306 more])<br />
* Fixed that you could set accumulator energy below 0. ([https://forums.factorio.com/57619 more])<br />
* Fixed a crash in rail pathing when deleting signals. ([https://forums.factorio.com/58133 more])<br />
* Fixed a crash when creating beam entities through script. ([https://forums.factorio.com/58316 more])<br />
* Fixed old boilers in New Hope level 4. ([https://forums.factorio.com/58066 more])<br />
* Fixed that changing the values in new game gui could move other gui elements. ([https://forums.factorio.com/57414 more])<br />
* Changed order of drawing, so if sprite button uses caption, its text is over the picture. ([https://forums.factorio.com/57888 more])<br />
* Fixed that the wire connection distance visualization didn't match the actual distance limits. ([https://forums.factorio.com/58340 more])<br />
* Fixed a crash when trains are destroyed while the trains GUI is open. ([https://forums.factorio.com/58356 more])<br />
* Fixed train stop indicators wouldn't render with larger blueprints. ([https://forums.factorio.com/58326 more])<br />
* Fixed mod changing chest collision box could break PvP starting chest accessibility. ([https://forums.factorio.com/58360 more])<br />
* Fixed that the Map editor wouldn't clear the cursor when the tool changes. ([https://forums.factorio.com/58303 more])<br />
* Fixed a crash when destroying rails with trains on them. ([https://forums.factorio.com/58380 more])<br />
* Fixed a crash when joining Steam games through the Steam interface.<br />
* Fixed a crash related to adding equipment grid support to armor in existing games.<br />
* Fixed several crashes related to GUI logic.<br />
* Fixed a crash when loading pre 0.16 saves when in a vehicle as a god controller.<br />
* Fixed a crash when teleporting offline players between surfaces.<br />
* Fixed non-stackable items wouldn't enforce they aren't stackable.<br />
* Fixed a crash when changing runtime mod settings while someone is joining a multiplayer game.<br />
* Fixed a crash when a character or spawner dies in the map editor.<br />
* Fixed a crash when hovering over blueprint book item in the map editor.<br />
* Fixed a crash when right-clicking a blueprint to open it for editing in the map editor.<br />
* Fixed a crash when putting blueprints into blueprint books in multiplayer.<br />
* Fixed a crash when importing some blueprint strings.<br />
=== Scripting ===<br />
* Added has_hidden_tile and collision_mask flags to <code>LuaSurface::find_tiles_filtered</code> and <code>LuaSurface::count_tiles_filtered</code>.<br />
* Added <code>LuaSurface::set_hidden_tile()</code>.<br />
* Added <code>LuaGuiElement::ignored_by_interaction</code> which prevents the elements from stealing mouse interaction with the parent elements. ([https://forums.factorio.com/58127 more])<br />
* Added <code>LuaSpriteButton::number</code> which allows the number to be rendered in the standard way in the right-bottom corner of the sprite button.<br />
* Added <code>LuaSpriteButton::show_percent_for_small_numbers</code> which, when set to true, forces the number to be shown as percent when smaller than 1.<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_emissions_multiplier</code> which scales pollution generated when the fuel item is used.<br />
* Added <code>FluidPrototype::emissions_multiplier</code> which scales pollution generated when when the fluid is consumed.<br />
* Added <code>RecipePrototype::emissions_multiplier</code> which scales pollution generated by the entity using this recipe.<br />
* Added support to set scroll_pane_style horizontal_scroll_bar_style and vertical_scroll_bar_style.<br />
== 0.16.27 ==<br />
Date: 28. 02. 2018<br />
=== Minor Features ===<br />
* Added refined concrete and refined hazard concrete.<br />
=== Changes ===<br />
* The the name textfield in the rename train stop dialog gets automatically focused and the text is pre-selected.<br />
=== Bugfixes ===<br />
* Fixed that dying would only put the first stack into the dead body. ([https://forums.factorio.com/58201 more])<br />
* Fixed that infinite resources would always produce the same result when at minimal yield. ([https://forums.factorio.com/58210 more])<br />
* Fixed how the switch event is processed. ([https://forums.factorio.com/57692 more])<br />
* Fixed behaviour of the train station list-box when player inventory was big enough to be scrollable. ([https://forums.factorio.com/57834 more])<br />
* Fixed that always_show_made_in didn't work for recipe tooltips in the technology GUI. ([https://forums.factorio.com/58249 more])<br />
* Fixed a crash when migrating item types in some cases.<br />
* Fixed movement of belt segment that has a lot of squashed items in it.<br />
* Fixed a crash in the map editor when changing player armor.<br />
* Fixed a crash related to mods destroying the player during player events.<br />
* Fixed a crash when creating a Factorio account using the in-game option.<br />
== 0.16.26 ==<br />
Date: 26. 02. 2018<br />
=== Features ===<br />
* Added partial IME support for typing Chinese, Japanese and Korean text on Windows.<br />
=== Changes ===<br />
* IPs are no longer directly logged.<br />
=== Bugfixes ===<br />
* Fixed several belt compression problems.<br />
* Fixed crash when rendering turret range visualization in camera widget.<br />
* Fixed incorrect behaviour when a text box line wraps. ([https://forums.factorio.com/57944 more])<br />
* Fixed achievement deletion dialog. ([https://forums.factorio.com/57959 more])<br />
* Fixed choose-elem-button locking not persisting across saves. ([https://forums.factorio.com/58012 more])<br />
* Fixed item creeping forward on belt sometimes. ([https://forums.factorio.com/57282 more])<br />
* Fixed removal of tracked silo script items. ([https://forums.factorio.com/57953 more])<br />
* Fixed a crash when using the Lua GUI element type "entity-preview". ([https://forums.factorio.com/58048 more])<br />
* Fixed that "Expected resources" didn't always match what you actually got. ([https://forums.factorio.com/58032 more])<br />
* Fixed that heavily modded saves with large amounts of tile types couldn't be loaded without the mods. ([https://forums.factorio.com/56946 more])<br />
* Fixed that buffer chests could get items sent to them they weren't requesting. ([https://forums.factorio.com/58080 more])<br />
* Fixed belts would stop animating after really long time. ([https://forums.factorio.com/58163 more])<br />
* Fixed crash when vehicle with personal roboport was destroyed because of impact damage from its own movement. ([https://forums.factorio.com/58125 more])<br />
* Fixed the help locale for the <code> /toggle-rockets-sent-gui</code> freeplay command. ([https://forums.factorio.com/58096 more])<br />
* Fixed wrong scale of icons with non-standard icon_size in alt-mode. ([https://forums.factorio.com/58143 more])<br />
* Fixed generator effectivity being applied twice when below 100%.<br />
* Fixed a crash when failing to download a map in multiplayer.<br />
* Fixed crashes related to Lua stack overflows.<br />
* Fixed a crash related to changing the stack size of items when removing mods.<br />
* Fixed a crash when researching logistic request slots.<br />
* Fixed a crash related to the ending screen data in multiplayer.<br />
* Fixed a crash when explosion entities where created during migration scripts.<br />
* Fixed a crash when exiting the game while it's saving.<br />
* Fixed a crash when loading a map file fails.<br />
* Fixed a crash related to modded burner generator equipment in multiplayer.<br />
* Fixed labels could render outside of their defined area.<br />
* Fixed a crash when placing assembling machine blueprints over ghosts.<br />
* Fixed a crash when clicking quickly while joining multiplayer games.<br />
* Fixed a crash when saving the game fails.<br />
* Fixed a crash when deleting chunks with cliffs on them.<br />
* Fixed a crash when trying to set player inventory filters in the map editor.<br />
* Fixed several GUI related crashes related to multiplayer latency.<br />
* Fixed a crash when hosting LAN-enabled multiplayer games in some instances.<br />
=== Modding ===<br />
* Added <code>GeneratorPrototype::scale_fluid_usage</code> which scales the generator's fluid usage to its maximum power output. Default is false.<br />
* Generator will now produce pollution if emissions is specified on the energy source.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::is_multiplayer()</code>.<br />
== 0.16.25 ==<br />
Date: 19. 02. 2018<br />
=== Changes ===<br />
* Inserters, mining drills, and belt sideloading can now squash items on belt even when the gap isn't big enough.<br />
** The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
** This means, that inserter, mining drills and side loading can produce fully compressed belts without the usage of splitters.<br />
=== Minor Features ===<br />
* Improved behavior of mode switches in deconstruction planner. ([https://forums.factorio.com/57871 more])<br />
=== Bugfixes ===<br />
* Fixed crash when train was leaving station that was disabled by circuit network or destroyed. ([https://forums.factorio.com/57869 more])<br />
* Fixed search box losing focus inconveniently in mods gui. ([https://forums.factorio.com/57821 more])<br />
* Fixed client crash when server exits while player has the save game dialog open. ([https://forums.factorio.com/57701 more])<br />
* Removing components of a blueprint no longer resizes the window. ([https://forums.factorio.com/56412 more])<br />
* Fixed performance issue when running out of storage while big deconstruction is in progress.<br />
* Fixed scrollbar buttons that would ignore mouse up event. ([https://forums.factorio.com/57899 more])<br />
* Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. ([https://forums.factorio.com/57974 more])<br />
=== Scripting ===<br />
* Added <code>LuaControl::is_player()</code><br />
<br />
== 0.16.24 ==<br />
Date: 15. 02. 2018<br />
=== Minor Features ===<br />
* When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.<br />
* Player chat color when set through '/color r g b a' command will be brightened. ([https://forums.factorio.com/57796 more])<br />
=== Bugfixes ===<br />
* Fixed that <code>LuaEntity::get_merged_signals()</code> would return wrong value if no wires were connected. ([https://forums.factorio.com/57757 more])<br />
* Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. ([https://forums.factorio.com/57730 more])<br />
* Fixed energy consumption of laser turret in recipe tooltip. ([https://forums.factorio.com/22310 more])<br />
* Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. ([https://forums.factorio.com/57691 more])<br />
* Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. ([https://forums.factorio.com/57496 more])<br />
* Fixed that you could define a fluidbox height of 0. ([https://forums.factorio.com/57753 more])<br />
* Fixed trains "twitching" under certain circumstances. ([https://forums.factorio.com/57738 more])<br />
* Fixed wrong hairy dead tree graphics positioning. ([https://forums.factorio.com/57761 more])<br />
* Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. ([https://forums.factorio.com/57759 more])<br />
* Fixed <code>LuaInventory::getbar</code>/setbar used zero-based indexing. ([https://forums.factorio.com/57816 more])<br />
* Fixed incorrect electric network connection rendering on the map. ([https://forums.factorio.com/57327 more])<br />
* Fixed train would reset its "waiting on signal" penalty when recalculating path due to waiting too long. ([https://forums.factorio.com/57574 more])<br />
=== Scripting ===<br />
* Added script.on_nth_tick(n, function).<br />
* Added <code>LuaSurface::can_place_entity</code>(...) optional parameter "build_check_type" and "forced".<br />
<br />
== 0.16.23 ==<br />
Date: 12. 02. 2018<br />
=== Changes ===<br />
* Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.<br />
* The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.<br />
* The Rocket silo entity info now shows 'Rocket parts: 50/100'.<br />
* Removed 'starting inventory' PvP option, as starting chests are a more proper solution.<br />
* Added 'required satellites sent' option to space race PvP game mode<br />
=== Bugfixes ===<br />
* Fixed snapping locomotive to station sometimes not working. ([https://forums.factorio.com/57380 more])<br />
* Fixed modded loaders with different dimensions crashing when destroyed. ([https://forums.factorio.com/56701 more])<br />
* Fixed that module effects would go negative when adding too many beacon effects together. ([https://forums.factorio.com/57425 more])<br />
* Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. ([https://forums.factorio.com/57452 more])<br />
* Fixed that directly replacing modules didn't work correctly. ([https://forums.factorio.com/57453 more])<br />
* Fixed that changing train stop names wouldn't update the last-user. ([https://forums.factorio.com/57481 more])<br />
* Fixed that the logistic count tooltip wouldn't show correctly for negative values. ([https://forums.factorio.com/57520 more])<br />
* Fixed that changing the stack size of the satellite through mods could make it impossible to win. ([https://forums.factorio.com/57487 more])<br />
* Fixed circuit controlled stack override sometimes being incorrect. ([https://forums.factorio.com/57421 more])<br />
* Fixed that mods could specify invalid categories, for a few classes of modded item. ([https://forums.factorio.com/57443 more])<br />
* Fixed pipette tool orientation of curved tracks. ([https://forums.factorio.com/57477 more])<br />
* Fixed that beacons would ignore the allowed effects on an entity. ([https://forums.factorio.com/57376 more])<br />
* Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. ([https://forums.factorio.com/57489 more])<br />
* Fixed Lua module limitations array being a map of strings to numbers, instead of an array. ([https://forums.factorio.com/57561 more])<br />
* Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. ([https://forums.factorio.com/57505 more])<br />
* Fixed worker robot speed in PvP scenario. ([https://forums.factorio.com/57547 more])<br />
* Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. ([https://forums.factorio.com/57577 more])<br />
* Fixed that the technology search would be broken by disabled technologies in some cases. ([https://forums.factorio.com/57600 more])<br />
* Fixed that mods changing stack sizes would break the inventory transfers tutorial. ([https://forums.factorio.com/57613 more])<br />
* Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. ([https://forums.factorio.com/55381 more])<br />
* Fixed <code>LuaSurface::regenerate_decoratives()</code> would generate much more decoratives than normal map generator run. ([https://forums.factorio.com/57348 more])<br />
* Fixed clicking the label in sort-able tables wouldn't effect sorting. ([https://forums.factorio.com/57652 more])<br />
* Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. ([https://forums.factorio.com/57386 more])<br />
* Fixed clamp_position=true on artillery shells would negate artillery range bonus. ([https://forums.factorio.com/57700 more])<br />
* Fixed item icon would not be rescaled to normal size if icon_size not 32. ([https://forums.factorio.com/57683 more])<br />
=== Modding ===<br />
* Added "friend" and "not-friend" force trigger modifiers.<br />
* Added optional night vision equipment prototype "darkness_to_turn_on".<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::ammo_category_prototypes</code> read.<br />
* Added <code>LuaEntity::get_merged_signals()</code>.<br />
<br />
== 0.16.22 ==<br />
Date: 02. 02. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when loading saves with modded camera GUI elements. ([https://forums.factorio.com/57375 more])<br />
* Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. ([https://forums.factorio.com/57381 more])<br />
* Another attempt to fix crashes on OS X Mavericks (version 10.9). ([https://forums.factorio.com/54549 more])<br />
* Fixed that some mod settings would always detect as different than the server when trying to join. ([https://forums.factorio.com/57352 more])<br />
* Fixed that turrets that died and where rebuilt couldn't be mined. ([https://forums.factorio.com/57393 more])<br />
=== Modding ===<br />
* Added optional <code>RecipePrototype::allow_as_intermediate</code> to disable a recipe being used as an intermediate when hand crafting.<br />
* Added <code>PlayerPrototype::enter_vehicle_distance</code>.<br />
=== Scripting ===<br />
* Added <code>LuaRecipePrototype::allow_as_intermediate</code> read.<br />
* A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.<br />
* Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.<br />
<br />
== 0.16.21 ==<br />
Date: 01. 02. 2018<br />
=== Minor Features ===<br />
* Added support to load save files directly in the map editor.<br />
* Added "Save and play" button to map editor, to allow quick iteration.<br />
* Added levels in campaigns to level editor "open" menu.<br />
=== Changes ===<br />
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.<br />
* Player death messages will be printed to all forces they are friends with.<br />
* Player death messages include the player tag.<br />
** Gui:<br />
* The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.<br />
=== Bugfixes ===<br />
* Fixed teleporting pumps would crash the game. ([https://forums.factorio.com/57150 more])<br />
* Fixed dragging in the map preview and technology GUI didn't work correctly. ([https://forums.factorio.com/57202 more])<br />
* Fixed walls wouldn't connect correctly when built through script in some cases. ([https://forums.factorio.com/57212 more])<br />
* Fixed that the equipment grid was too small when using extra-low graphics quality. ([https://forums.factorio.com/56913 more])<br />
* Fixed inserters could get stuck trying to pick up items off the ground in some cases. ([https://forums.factorio.com/57244 more])<br />
* Fixed issues related to splitter priorities. ([https://forums.factorio.com/56968 more])<br />
* Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. ([https://forums.factorio.com/57204 more])<br />
* Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. ([https://forums.factorio.com/56926 more])<br />
* Fixed that biters would not be able to path find close to cliffs. ([https://forums.factorio.com/56811 more])<br />
* Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. ([https://forums.factorio.com/51488 more])<br />
* Fixed that the tips-and-tricks GUI would open when running a replay. ([https://forums.factorio.com/57300 more])<br />
* Fixed that the blueprint setup GUI wouldn't show in some situations. ([https://forums.factorio.com/57293 more])<br />
* Fixed that the asynchronous saving process could freeze in headless mode. ([https://forums.factorio.com/56823 more])<br />
* Fixed crash in PvP when distance between starting areas was too low. ([https://forums.factorio.com/57215 more])<br />
* Fixed small locale error in resource entity info. ([https://forums.factorio.com/56930 more])<br />
* Fixed crash when player deletes blueprint book from their library while other player has the book opened. ([https://forums.factorio.com/56288 more])<br />
* Fixed that custom scroll panes didn't respect vertical scroll policy correctly. ([https://forums.factorio.com/57309 more])<br />
* Fixed a crash in the technology GUI when using <code>LuaForce::disable_all_prototypes()</code>. ([https://forums.factorio.com/57066 more])<br />
* Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. ([https://forums.factorio.com/54781 more])<br />
* Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. ([https://forums.factorio.com/57318 more])<br />
* Fixed ghost of lamp would not connect to logistic network when revived. ([https://forums.factorio.com/56413 more])<br />
* Fixed that the command line <code>--map2scenario</code> option wouldn't convert scenario-created saves correctly. ([https://forums.factorio.com/56523 more])<br />
* Fixed handling of mouse bindings in map view. ([https://forums.factorio.com/57201 more])<br />
* Fixed that you could get stuck after using cliff explosives. ([https://forums.factorio.com/57339 more])<br />
* Fixed biters getting stuck next to a wall in some situations. ([https://forums.factorio.com/57334 more])<br />
=== Modding ===<br />
* Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.<br />
* Added optional always_show_made_in to recipe prototypes.<br />
=== Scripting ===<br />
* Added last_research to the on_research_started event.<br />
* Added <code>LuaEntityPrototype::energy_per_hit_point</code> read.<br />
* Added <code>LuaEntityPrototype::create_ghost_on_death</code> read.<br />
* Added CustomMinimap GUI element type.<br />
* Added CustomEntityPreview GUI element type.<br />
* Added <code>LuaInventory::sort_and_merge()</code>.<br />
* Added an optional "invert" option to <code>LuaSurface::find</code>/count entities filtered.<br />
* Added <code>LuaForce::enable_all_prototypes()</code>.<br />
* Added <code>LuaRecipePrototype::always_show_made_in</code> read.<br />
* Added <code>LuaControl::get_main_inventory()</code>.<br />
* Added <code>LuaGuiElement::column_count</code> read.<br />
* Changed util.merge to always deepcopy nested tables. ([https://forums.factorio.com/57169 more])<br />
* Changed events so they won't fire until every mod has had on_init ran.<br />
<br />
== 0.16.20 ==<br />
Date: 26. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed another compression problem on belts related to splitters.<br />
* Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work.<br />
* Fixed biter related desyncs. ([https://forums.factorio.com/57048 more])<br />
* Fixed possible desync related to logistic network.<br />
=== Modding ===<br />
* Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.<br />
<br />
== 0.16.19 ==<br />
Date: 25. 01. 2018<br />
=== Minor Features ===<br />
* Added PvP options: Disband team on loss, team area artillery and give artillery remote.<br />
=== Bugfixes ===<br />
* Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. ([https://forums.factorio.com/57005 more])<br />
* Fixed that fast-replacing power poles while running would just delete them. ([https://forums.factorio.com/56729 more])<br />
* Fixed that you couldn't exit vehicles with large collision boxes. ([https://forums.factorio.com/56905 more])<br />
* Fixed that <code>LuaPlayer::can_insert</code> and <code>LuaPlayer::insert</code> didn't agree. ([https://forums.factorio.com/56917 more])<br />
* Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. ([https://forums.factorio.com/56816 more])<br />
* Fixed that teleporting roboports when robots where charging would lead to corrupt saves. ([https://forums.factorio.com/57006 more])<br />
* Fixed that toggle-console wouldn't work with modifier keys. ([https://forums.factorio.com/57013 more])<br />
* Fixed graphical artifacts in terrain when zoomed out. ([https://forums.factorio.com/57043 more])<br />
* Fixed that <code>LuaForce::disable</code>/enable research wouldn't update the GUI correctly. ([https://forums.factorio.com/57075 more])<br />
* Fixed that pumps would ignore fluidbox filter. ([https://forums.factorio.com/56694 more])<br />
* Fixed crash caused by non-ASCII characters in name of custom scenario. ([https://forums.factorio.com/57077 more])<br />
* Fixed that idle biters would ignore the player when approached. ([https://forums.factorio.com/57085 more])<br />
=== Modding ===<br />
* Added support for setting icon_size per icon layer.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::default_map_gen_settings</code> read.<br />
* Added <code>LuaSurface::get_random_chunk()</code>.<br />
<br />
== 0.16.18 ==<br />
Date: 23. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed searching for recipes could add the "no recipe available" message multiple times. ([https://forums.factorio.com/56966 more])<br />
* Fixed a crash related to biters. ([https://forums.factorio.com/56932 more])<br />
* Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. ([https://forums.factorio.com/56915 more])<br />
* Fixed logistic entity highlighting didn't work correctly in some cases. ([https://forums.factorio.com/56942 more])<br />
* Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. ([https://forums.factorio.com/56953 more])<br />
* Fixed Linux runtime requirements being dynamically linked. ([https://forums.factorio.com/56922 more])<br />
* Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. ([https://forums.factorio.com/56929 more])<br />
<br />
== 0.16.17 ==<br />
Date: 22. 01. 2018<br />
=== Features ===<br />
* Added filter to splitter.<br />
* Added input and output priority to splitter.<br />
=== Minor Features ===<br />
* Added a "clone group" button to the permissions GUI.<br />
* Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.<br />
=== Balancing ===<br />
* Increased the stack size of roboport from 5 to 10.<br />
* Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.<br />
=== Bugfixes ===<br />
* Fixed that rail chain signals didn't work with copy-paste. ([https://forums.factorio.com/56438 more])<br />
* Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. ([https://forums.factorio.com/56440 more])<br />
* Fixed that walking near the edge of water could result in no footstep sounds. ([https://forums.factorio.com/56372 more])<br />
* Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. ([https://forums.factorio.com/56250 more])<br />
* Fixed that ghost solar panels would show as having energy. ([https://forums.factorio.com/56467 more])<br />
* Fixed that the bonus GUI didn't show correct numbers for some bonuses. ([https://forums.factorio.com/56475 more])<br />
* Fixed that a single water tile that separates two terrain types would become invisible. ([https://forums.factorio.com/54663 more])<br />
* Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs.<br />
** The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled.<br />
** This should reduce GPU load, but slightly increase CPU load and VRAM usage. ([https://forums.factorio.com/54560 more])<br />
* Added a command-line option <code>--executable-path</code> to allow launching Factorio through a custom ld.so on Linux. ([https://forums.factorio.com/56454 more])<br />
* Fixed a crash when setting invalid prototype values for vehicle type entities through mods. ([https://forums.factorio.com/56494 more])<br />
* Fixed that you couldn't attack nests with your pickaxe.<br />
* Additional fix of the rail block visualization for high res. ([https://forums.factorio.com/56499 more])<br />
* Fixed jittering when running against entities with connected bounding boxes (for example pipes). ([https://forums.factorio.com/56497 more])<br />
* Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. ([https://forums.factorio.com/56574 more])<br />
* Fixed recipe tooltip with many raw materials showing incorrectly. ([https://forums.factorio.com/56422 more])<br />
* Fixed invisible GUI when assembling machine with no recipe is opened. ([https://forums.factorio.com/56491 more])<br />
* Fixed a crash on Linux that would happen after dragging a UI element outside the game window. ([https://forums.factorio.com/56501 more])<br />
* Fixed inconvenient drag-placing of electric poles around large entities. ([https://forums.factorio.com/56374 more])<br />
* Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. ([https://forums.factorio.com/56659 more])<br />
* Fixed artillery projectile shadow was not aligned with artillery cannon shadow. ([https://forums.factorio.com/55269 more])<br />
* Fixed line breaks in changelog with UI scale. ([https://forums.factorio.com/56141 more])<br />
* Fixed that too many biters trying to return to a spawner could make all other biters inactive. ([https://forums.factorio.com/56464 more])<br />
* Fixed robots deconstructing artillery turrets could lose ammo. ([https://forums.factorio.com/56686 more])<br />
* Improved scroll behaviour in server list. ([https://forums.factorio.com/55451 more])<br />
* Fixed possibility of receiving the previous rounds input items in Team production. ([https://forums.factorio.com/56754 more])<br />
* Fixed that the game could create many enemy unit groups resulting in poor performance. ([https://forums.factorio.com/56683 more])<br />
* Fixed pasting entity settings would not disable connection to logistic network. ([https://forums.factorio.com/56753 more])<br />
* Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. ([https://forums.factorio.com/56748 more])<br />
* Fixed rail chain signal ghost would emit light. ([https://forums.factorio.com/56818 more])<br />
* Fixed that blueprint strings wouldn't retain storage chest filters. ([https://forums.factorio.com/56875 more])<br />
* Fixed passing LuaObjects through the remote interface wouldn't always work correctly. ([https://forums.factorio.com/56812 more])<br />
* Fixed that <code>LuaSurface::create_entity</code> wouldn't work to create walls on top of ghost walls. ([https://forums.factorio.com/56829 more])<br />
* Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. ([https://forums.factorio.com/56859 more])<br />
* Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. ([https://forums.factorio.com/56854 more])<br />
* Fixed a migration issue related to logistic entities and inventory resizing. ([https://forums.factorio.com/56861 more])<br />
=== Modding ===<br />
* Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. ([https://forums.factorio.com/55109 more])<br />
* Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.<br />
* Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. ([https://forums.factorio.com/26937 more])<br />
=== Scripting ===<br />
* Changed the tile related events to include the old tiles and positions instead of just positions.<br />
* Added on_pre_player_crafted_item and on_player_cancelled_crafting events.<br />
* Added on_entity_damaged event.<br />
* Added on_chunk_charted event.<br />
* Added <code>LuaEntity::splitter_filter</code>, splitter_input_priority and splitter_output_priority read/write.<br />
* Added ghost_name and ghost_type to <code>LuaSurface::find</code>/count entities filtered.<br />
* Fixed recursive call in util.merge(). ([https://forums.factorio.com/56779 more])<br />
<br />
== 0.16.16 ==<br />
Date: 10. 01. 2018<br />
=== Minor Features ===<br />
* Items on the ground can be mined manually for precise control of what you pick up.<br />
* Added 'duplicate starting entities' option to PvP.<br />
=== Changes ===<br />
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.<br />
** The decision whether item goes to left or right output is now independent of the item type.<br />
* Hide cliff explosives in bonus GUI as they don't really receive any bonuses. ([https://forums.factorio.com/56318 more])<br />
* Tweaked the balancing of the PvP production score.<br />
* Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. ([https://forums.factorio.com/55110 more])<br />
=== Optimisations ===<br />
* Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. ([https://forums.factorio.com/56224 more])<br />
=== Bugfixes ===<br />
* Fixed that consecutive splitters could uncompress compressed belt. ([https://forums.factorio.com/55645 more])<br />
* Fixed that loading from the game-over screen would result in a crash if loading failed. ([https://forums.factorio.com/56336 more])<br />
* Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. ([https://forums.factorio.com/56339 more])<br />
* Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. ([https://forums.factorio.com/56327 more])<br />
* Fixed Linux users sometime crashing when relaunching the game. ([https://forums.factorio.com/53650 more])<br />
* Fixed that blueprint library GUI would lose your filter when you view a blueprint. ([https://forums.factorio.com/56210 more])<br />
* Fixed that biters would sometimes be deactivated when they shouldn't. ([https://forums.factorio.com/55370 more])<br />
* Fixed that artillery would target forces marked with cease fire. ([https://forums.factorio.com/56360 more])<br />
* Fixed a crash when using <code>LuaTransportLine::remove_item()</code>. ([https://forums.factorio.com/56352 more])<br />
* Fixed that the beacon would show energy consumption twice. ([https://forums.factorio.com/56359 more])<br />
* Fixed PvP production score calculation for hand crafting and launching satellites.<br />
* Fixed jittering when walking into a straight water/land border. ([https://forums.factorio.com/56362 more])<br />
* Attempt at fixing missing symbol on macOS 10.9 ([https://forums.factorio.com/54549 more])<br />
* Fixed that turret range map and hover overlays didn't quite match. ([https://forums.factorio.com/56332 more])<br />
* Fixed that RCON would only respond to the first command in a packet. ([https://forums.factorio.com/55918 more])<br />
* Fixed PvP no rush restriction could be bypassed using a vehicle.<br />
* Ensure that there is always at least a minimal lake in the starting area.<br />
* Fixed script error if a removed modded item was sent in a rocket. ([https://forums.factorio.com/56411 more])<br />
* Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. ([https://forums.factorio.com/56402 more])<br />
* Fixed a crash when mods would try to set item health values to negative amounts. ([https://forums.factorio.com/56407 more])<br />
* Fixed requester chests could get stuck in some cases. ([https://forums.factorio.com/56408 more])<br />
* Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. ([https://forums.factorio.com/56038 more])<br />
* Fixed chunk edge cliff discontinuities due to ore patches. ([https://forums.factorio.com/56022 more])<br />
=== Scripting ===<br />
* Added <code>LuaEntity::cliff_orientation</code> read.<br />
<br />
== 0.16.15 ==<br />
Date: 05. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed that underground belts built by a blueprint would not respect the type of an existing belt. ([https://forums.factorio.com/55174 more])<br />
* Fixed pump ghosts would always highlight attached rail, not just when selected.<br />
* Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. ([https://forums.factorio.com/56201 more])<br />
* Improved number formating in electricity overview to make it less jumpy. ([https://forums.factorio.com/56136 more])<br />
* Fixed logistic robots migration related to changing force of logistic robots while stationing. ([https://forums.factorio.com/56194 more])<br />
* Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. ([https://forums.factorio.com/54871 more])<br />
* Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. ([https://forums.factorio.com/56125 more])<br />
<br />
== 0.16.14 ==<br />
Date: 04. 01. 2018<br />
=== Minor Features ===<br />
* Added 'allow spectators' option to PvP.<br />
=== Changes ===<br />
* Changed rail world settings to have normal biters frequency.<br />
=== Bugfixes ===<br />
* Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. ([https://forums.factorio.com/56129 more])<br />
* Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. ([https://forums.factorio.com/55995 more])<br />
* Fixed that inserters would try to put items into furnaces that could never fit. ([https://forums.factorio.com/56134 more])<br />
* Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. ([https://forums.factorio.com/56135 more])<br />
* Fixed that request chests weren't equally distributed when there were not enough robots.<br />
* Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.<br />
** This could cause crashes as the internal data structures take it as granted.<br />
* Fixed that download progress bar in the sync save with mods wasn't being updated.<br />
* Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.<br />
* Fixed some PvP game modes being won by launching a rocket.<br />
* Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. ([https://forums.factorio.com/55882 more])<br />
<br />
== 0.16.13 ==<br />
Date: 03. 01. 2018<br />
=== Minor Features ===<br />
* Added a time limit option to PvP game modes 'Production score' and 'Oil harvest'<br />
* Added 'score per minute' to the PvP Production score GUI.<br />
=== Bugfixes ===<br />
* Fixed a crash when blueprinting modded logistic storage chests. ([https://forums.factorio.com/55963 more])<br />
* Fixed requester chests wouldn't work with specific combinations of storage, buffer, and provider chests. ([https://forums.factorio.com/55967 more])<br />
* Fixed a crash with the command line map preview option. ([https://forums.factorio.com/55993 more])<br />
* Fixed the world-icon for the cliff explosive didn't match the item icon. ([https://forums.factorio.com/55812 more])<br />
* Fixed the progress indicator in the browse-mods GUI would update too quickly. ([https://forums.factorio.com/55540 more])<br />
* Fixed changing the force of a robot waiting to charge would break the robot. ([https://forums.factorio.com/55799 more])<br />
* Fixed that joining modded multiplayer games where the spawn area was deleted would error. ([https://forums.factorio.com/56004 more])<br />
* Fixed that pasting text didn't work correctly in any text field. ([https://forums.factorio.com/55977 more])<br />
* Fixed a crash related to tile transitions. ([https://forums.factorio.com/56005 more])<br />
* Fixed logistic storage filters would be ignored in some specific cases. ([https://forums.factorio.com/56009 more])<br />
* Fixed that side-loading underground belts could lead to them getting stuck. ([https://forums.factorio.com/56024 more])<br />
* Fixed that modded storage chests would allow more than 1 filter when the extra filters weren't valid. ([https://forums.factorio.com/56058 more])<br />
* Fixed that the map preview seed wouldn't get used when the generate map GUI had an exchange string entered. ([https://forums.factorio.com/56029 more])<br />
* Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.<br />
* Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. ([https://forums.factorio.com/56081 more])<br />
* Fixed that tooltip of disabled widgets didn't work.<br />
* Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn't editable.<br />
* Fixed one of the curved rail segment visualizations wasn't aligned correctly. ([https://forums.factorio.com/55276 more])<br />
* Fixed that the console could be opened in a paused game where it can't be interacted with.<br />
* Fixed issues of console in combination with technology GUI in multiplayer. ([https://forums.factorio.com/55719 more])<br />
* Fixed changelogs (including mod changelogs) not properly displaying the "All" subversion for a version x.y when there was no version x.y.0. ([https://forums.factorio.com/55959 more])<br />
* Fixed horizontal scroll pane scroller. ([https://forums.factorio.com/55689 more])<br />
* Fixed that changing value in GameViewSettings in the Lua script didn't update the gui until the game was reloaded.<br />
* Fixed a crash when controller view is disabled. ([https://forums.factorio.com/56115 more])<br />
* Fixed script error when destroying a chest in the supply scenario.<br />
* Fixed PvP production score price calculation.<br />
=== Modding ===<br />
* Entities without an item-to-place can still be deconstructed if they are minable.<br />
=== Scripting ===<br />
* Added <code>LuaPlayer::blueprint_to_setup</code> read.<br />
* Changed default value of 'expires' when creating ghost through <code>LuaSurface::create_entity</code> from 'true' to 'false'.<br />
* Fixed invalid internal state + crashes when ghost without "expires = false" was created through the script when ghost time to live was 0. ([https://forums.factorio.com/56036 more])<br />
<br />
== 0.16.12 ==<br />
Date: 31. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that rail signal indicator didn't show two way signal placement in junctions even when the signal was placeable there.<br />
* Fixed that the game would crash if the mouse was moved fast enough outside the game window while loading a map. ([https://forums.factorio.com/54976 more])<br />
* Fixed crash related to logistic chests to be cancel-deconstructed.<br />
* Fixed few cases where logistic requesters and buffers were not initialized correctly when built before the roboport.<br />
<br />
== 0.16.11 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed yet another requester chest state migration error.<br />
* Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. ([https://forums.factorio.com/55913 more])<br />
* Fixed that some specific pre 0.15 maps couldn't be loaded.<br />
<br />
== 0.16.10 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed crash related to setting logistic requests by circuit network.<br />
* Fixed requester chest state migration between different save versions.<br />
* Fixed one of the problems of internal provider data corruption related to setting inventory bar limit.<br />
<br />
== 0.16.9 ==<br />
Date: 29. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that player didn't request from buffer chests.<br />
* Fixed that some maps with modded selection-tool items failed to load.<br />
<br />
== 0.16.8 ==<br />
Date: 29. 12. 2017<br />
** Features:<br />
* Storage chests can be filtered.<br />
=== Minor Features ===<br />
* Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.<br />
* Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.<br />
=== Optimisations ===<br />
* Optimized selecting robot tasks for requester chests.<br />
=== Balancing ===<br />
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).<br />
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).<br />
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.<br />
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)<br />
* Decreased barreling crafting time from 1 second to 0.2 seconds.<br />
=== Bugfixes ===<br />
* Fixed loading of achievements with steam version. ([https://forums.factorio.com/54583 more])<br />
* Fixed train schedule resizing with very large player inventory. ([https://forums.factorio.com/55378 more])<br />
* Fixed missing auto resizing of Lua GUI elements when caption changes. ([https://forums.factorio.com/54896 more])<br />
* Fixed that it was possible to set duplicate logistic requests.<br />
* Fixed missing entity counts when selecting area for blueprint on low graphics quality. ([https://forums.factorio.com/55180 more])<br />
* Fixed calculation of basis noise when x<0 ([https://forums.factorio.com/55288 more])<br />
* Fixed missing locale key in fluid wagon description. ([https://forums.factorio.com/55520 more])<br />
* Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. ([https://forums.factorio.com/55524 more])<br />
* Fixed evolution command output in campaigns. ([https://forums.factorio.com/55402 more])<br />
* Fixed shotgun shooting direction when aiming between the player and the nozzle. ([https://forums.factorio.com/55386 more])<br />
* Fixed technology sorting. ([https://forums.factorio.com/55294 more])<br />
* Fixed that the default list box font was called "default-list_box". ([https://forums.factorio.com/55322 more])<br />
* Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.<br />
* Fixed that setting <code>LuaPlayer::opened</code> to an empty item would crash the game. ([https://forums.factorio.com/55601 more])<br />
* Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. ([https://forums.factorio.com/55510 more])<br />
* Fixed a desync when hosting multiplayer directly and building blueprints. ([https://forums.factorio.com/55629 more])<br />
* Fixed a crash when calling specific LuaEntity properties. ([https://forums.factorio.com/55680 more])<br />
* Fixed module effects weren't checked correctly for modded modules. ([https://forums.factorio.com/55690 more])<br />
* Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. ([https://forums.factorio.com/55710 more])<br />
* Fixed roboports would show up twice in the logistic GUI. ([https://forums.factorio.com/55712 more])<br />
* Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. ([https://forums.factorio.com/55754 more])<br />
* Fixed changing transport belt speeds through mods on existing saves. ([https://forums.factorio.com/55763 more])<br />
* Fixed a crash when setting filters on cargo wagons in multiplayer. ([https://forums.factorio.com/55765 more])<br />
* Fixed a crash when trying to put blueprint books in blueprint books. ([https://forums.factorio.com/55769 more])<br />
* Fixed that train could overshoot a station when the schedule was changed by the script.<br />
* Fixed that heat pipes would incorrectly update their connections when teleported. ([https://forums.factorio.com/55773 more])<br />
* Fixed the problem of flickering tooltips in a generic way (hopefully). ([https://forums.factorio.com/55132 more])<br />
* Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. ([https://forums.factorio.com/55552 more])<br />
* Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. ([https://forums.factorio.com/55726 more])<br />
=== Scripting ===<br />
* The item-with-tags and selection-tool item types now support <code>LuaItemStack::item_number</code>.<br />
* Added an optional player parameter to <code>LuaEntity::order_deconstruction</code>, cancel_deconstruction, <code>LuaTile::cancel_deconstruction</code>,<br />
** <code>LuaSurface::deconstruct_area</code>, and <code>LuaSurface::cancel_deconstruct_area</code>.<br />
<br />
== 0.16.7 ==<br />
Date: 21. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.<br />
* Fixed order of controls in the control settings GUI. ([https://forums.factorio.com/55292 more])<br />
* Fixed rail pumps becoming invalid after being teleported via Lua. ([https://forums.factorio.com/55203 more])<br />
* Fixed that biter expansion chunks weren't being generated correctly. ([https://forums.factorio.com/54988 more])<br />
* Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.<br />
* Fixed server crash when last player leaves the game while the server is saving. ([https://forums.factorio.com/55164 more])<br />
* Fixed text cursor positioning inside a text box during scroll. ([https://forums.factorio.com/55106 more])<br />
* Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. ([https://forums.factorio.com/55319 more])<br />
* Fixed that blueprint strings wouldn't copy station names in blueprints. ([https://forums.factorio.com/55323 more])<br />
* Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. ([https://forums.factorio.com/55138 more])<br />
* Fixed a crash when canceling loading of specific save files. ([https://forums.factorio.com/55343 more])<br />
* Fixed the programmable speaker GUI wouldn't update correctly. ([https://forums.factorio.com/55339 more])<br />
* Fixed a bug where text in a text box disappeared after jumping to cursor that is off view.<br />
* Fixed <code>--apply-update</code> not setting executable permissions ([https://forums.factorio.com/55325 more])<br />
* Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. ([https://forums.factorio.com/55341 more])<br />
* Fixed crash when exiting the game while a recipe tooltip was open. ([https://forums.factorio.com/55324 more])<br />
* Fixed positioning of progress bars in mod download dialogs. ([https://forums.factorio.com/54968 more])<br />
* Fixed creation of overlapping wagons under certain circumstances. ([https://forums.factorio.com/55371 more])<br />
* Fixed scrolling by caret in a text box that would cause lines to disappear.<br />
* Fixed jittering when driving cars/tanks in some cases. ([https://forums.factorio.com/54916 more])<br />
* Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. ([https://forums.factorio.com/55367 more])<br />
* Fixed crash when recalculating connections between roboports. ([https://forums.factorio.com/55368 more])<br />
* Fixed crash when exiting mod portal during a refresh. ([https://forums.factorio.com/55377 more])<br />
* Fixed error in saving blueprinted inserters with overridden stack size. ([https://forums.factorio.com/55397 more])<br />
* Entities waiting for modules can now be fast replaced. ([https://forums.factorio.com/55104 more])<br />
* Fixed saving of New hope level 2. ([https://forums.factorio.com/55400 more])<br />
* Fixed that the game would crash trying to load some old saves. ([https://forums.factorio.com/54866 more])<br />
* Fixed train top speed calculation when not all locomotives used the same fuel type. ([https://forums.factorio.com/55442 more])<br />
* Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. ([https://forums.factorio.com/55375 more])<br />
* Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. ([https://forums.factorio.com/55455 more])<br />
* Fixed a crash when loading saves without specific mods. ([https://forums.factorio.com/55356 more])<br />
* Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. ([https://forums.factorio.com/55466 more])<br />
* Fixed multiple issues with enemy force interaction. ([https://forums.factorio.com/55439 more])<br />
=== Changes ===<br />
* Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.<br />
* Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force.<br />
** This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.<br />
* Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. ([https://forums.factorio.com/55108 more])<br />
=== Scripting ===<br />
* Added direction, created_by_moving, and shift_build event parameters to on_put_item event.<br />
* Replaced <code>ScrollPane::dont_scroll_horizontally</code> by horizontal_scroll_policy and vertical_scroll_policy.<br />
* Added <code>LuaGameScript::backer_names</code> read.<br />
* Added <code>LuaStyle::want_ellipsis</code> read/write.<br />
=== Minor Features ===<br />
* Added /version command.<br />
<br />
== 0.16.6 ==<br />
Date: 18. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when trying to filter the main inventory in the god-controller. ([https://forums.factorio.com/55171 more])<br />
* Fixed various crashes caused by mining or otherwise changing power poles. ([https://forums.factorio.com/55176 more])<br />
* Fixed a desync when using bad values in the /color command. ([https://forums.factorio.com/55048 more])<br />
* Better handling of the case where we mine our own car but our inventory's full. ([https://forums.factorio.com/55254 more])<br />
* Fixed placing blueprint over existing Rail Signals does not build wires. ([https://forums.factorio.com/54997 more])<br />
* Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity."<br />
** It proved to create too big problems with readability while building and running.<br />
* Fixed that rolling stocks in cursor had no icon when there was no valid location for them.<br />
=== Scripting ===<br />
* Fixed that TextBox was not re-layouting text when size was changed through styles.<br />
<br />
== 0.16.5 ==<br />
Date: 17. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed boilers outputting water in New hope campaign levels. ([https://forums.factorio.com/54722 more])<br />
* Fixed slow saving of New hope level 2. ([https://forums.factorio.com/54998 more])<br />
* Fixed that blueprint books couldn't be built from the zoomed-to-world view. ([https://forums.factorio.com/55043 more])<br />
* Fixed a crash when loading saves with modded blueprint entities migrated multiple times. ([https://forums.factorio.com/55020 more])<br />
* Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. ([https://forums.factorio.com/55026 more])<br />
* Fixed that forced ghost building (shift + click) didn't work correctly.<br />
* Fixed destroying an entity powered from two electric networks would corrupt future saves. ([https://forums.factorio.com/54775 more])<br />
* Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. ([https://forums.factorio.com/55044 more])<br />
* Fixed beacon would not highlight labs that are in range of its effects. ([https://forums.factorio.com/55087 more])<br />
* Fixed disappearing sprites with Low VRAM Mode option enabled. ([https://forums.factorio.com/54672 more])<br />
* Fixed glitch in one of the stone path transition sprites. ([https://forums.factorio.com/54981 more])<br />
* Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.<br />
* Improved very poor performance with video memory usage set to low. ([https://forums.factorio.com/55039 more])<br />
=== Modding ===<br />
* Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. ([https://forums.factorio.com/55028 more])<br />
* Fixed icon_size scaled also icon's dark background in alt mode. ([https://forums.factorio.com/54640 more])<br />
<br />
== 0.16.4 ==<br />
Date: 16. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed progress bar in automatic updates GUI. ([https://forums.factorio.com/54812 more])<br />
* Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI. ([https://forums.factorio.com/54843 more])<br />
* Belt rendering fix. ([https://forums.factorio.com/54852 more])<br />
* Fixed the mining speed for drills would show 1 higher than it actually was. ([https://forums.factorio.com/54885 more])<br />
* Fixed issue with changelogs in mods. ([https://forums.factorio.com/54842 more])<br />
* Fixed that the server could crash if it received invalid data. ([https://forums.factorio.com/54876 more])<br />
* Fixed crash on startup when texture compression was enabled. ([https://forums.factorio.com/54891 more])<br />
* Fixed that roboport connections wouldn't render as cleanly as 0.15. ([https://forums.factorio.com/54907 more])<br />
* Fixed that using the /ban command with no parameters would crash the game. ([https://forums.factorio.com/54948 more])<br />
* Fixed browse mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.<br />
* Fixed the game would not enter minimal mode if there was an error in migration script. ([https://forums.factorio.com/54828 more])<br />
* Fixed the delete-achievements tooltip wouldn't be removed. ([https://forums.factorio.com/54980 more])<br />
* Fixed the use-recipe-groups config option was ignored in the select-signal GUI. ([https://forums.factorio.com/54892 more])<br />
=== Scripting ===<br />
* Fixed that <code>LuaPlayer::admin</code> write didn't work. ([https://forums.factorio.com/54960 more])<br />
* Added 2 optional parameters to <code>LuaSurface::create_entity</code> when creating resource entities: enable_tree_removal and enable_cliff_removal.<br />
* Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.<br />
<br />
== 0.16.3 ==<br />
Date: 15. 12. 2017<br />
=== Changes ===<br />
* When mining normal entities ghost entity selection is disabled until the mining key is released.<br />
=== Optimisations ===<br />
* Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.<br />
=== Bugfixes ===<br />
* Fixed changelog GUI displaying no version when launching the game ([https://forums.factorio.com/54682 more])<br />
* Fixed crashes and desyncs related to circuit controlled lamps in more electric networks. ([https://forums.factorio.com/54671 more])<br />
* Fixed advanced rail tutorial no path error. ([https://forums.factorio.com/54645 more])<br />
* Fixed inventory transfer tutorial furnaces couldn't smelt ore. ([https://forums.factorio.com/54653 more])<br />
* Fixed unknown locale key in train station tutorial. ([https://forums.factorio.com/54636 more])<br />
* Fixed new hope level-02 script error. ([https://forums.factorio.com/54732 more])<br />
* Fixed that the player would die when mining an enclosed vehicle while driving it. ([https://forums.factorio.com/54752 more])<br />
* Fixed achievement progress bars rendering that caused misalignment of tracked achievements. ([https://forums.factorio.com/54542 more])<br />
* Fixed that achievement title was sometimes not visible.<br />
* Fixed spacing of effect icons in technology detail. ([https://forums.factorio.com/54608 more])<br />
* Fixed that the player could teleport over things to get into a vehicle. ([https://forums.factorio.com/54749 more])<br />
* Fixed the achievement progress bars rendering.<br />
* Fixed that achievements not obtainable with peaceful mode were obtainable with enemy settings lower then default. ([https://forums.factorio.com/51252 more])<br />
* Fixed that exiting the car whilst shooting could lead to a crash. ([https://forums.factorio.com/54738 more])<br />
* Fixed that you could not submit a console message if you mapped it to ENTER. (https://redd.it/7jjlzb)<br />
* Fixed that the value of "bottom" of vertical align was not parsed properly. ([https://forums.factorio.com/54783 more])<br />
* Fixed crash related to scenario message dialog.<br />
* Fixed very low performance of drawing decoratives on medium or lower video memory usage setting. ([https://forums.factorio.com/54681 more])<br />
* Fixed that window to select signal wasn't working when sub-groups were enabled but groups disabled. ([https://forums.factorio.com/54728 more])<br />
* Fixed that <code>LuaGame::take_screenshot</code> would ignore the given surface. ([https://forums.factorio.com/54734 more])<br />
* Fixed the tank being hurt by its own flamethrower. ([https://forums.factorio.com/54748 more])<br />
* Fixed updater not properly setting permission bits ([https://forums.factorio.com/54786 more])<br />
* Fixed that hazard concrete didn't have a walking sound in one rotation. ([https://forums.factorio.com/54810 more])<br />
* Fixed force-building blueprint rails would build multiple rails on the same location. ([https://forums.factorio.com/54805 more])<br />
* Fixed that you could copy-paste enemy structure settings. ([https://forums.factorio.com/54821 more])<br />
* Fixed that double clicking the scroll bar in the save-game GUI would save the game. ([https://forums.factorio.com/54830 more])<br />
* Fixed that exiting the car with a passenger would leave the car driving in some cases. ([https://forums.factorio.com/54729 more])<br />
* Fixed that the read stopped train output signal wouldn't show unless the enable/disable checkbox was checked. ([https://forums.factorio.com/54835 more])<br />
* Fixed amount in resource entity tooltip might be displayed as negative number. ([https://forums.factorio.com/54841 more])<br />
* Attempted to fix hangs or crashes when using single channel textures for alpha masks on some PCs. ([https://forums.factorio.com/54551 more])<br />
* Fixed that the deconstruction marker on diagonal rails was off-center.<br />
* Fixed wrong order of buttons in Direct connection password dialogue. ([https://forums.factorio.com/54867 more])<br />
* Reactor pipes now render correctly, without rotation. ([https://forums.factorio.com/54759 more])<br />
* Browse games GUI now shows active filter text after reopening the GUI. ([https://forums.factorio.com/54803 more])<br />
* Fixed incorrect number of rails being used when building with rail planner. ([https://forums.factorio.com/54791 more])<br />
* Fixed printing of errors in Browse games GUI. ([https://forums.factorio.com/54815 more])<br />
=== Modding ===<br />
* Fixed JSON parser did not fail on comma at the end of list or dictionary. ([https://forums.factorio.com/54828 more])<br />
<br />
== 0.16.2 ==<br />
Date: 14. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when using the "flow" custom GUI element type in a mod. ([https://forums.factorio.com/54609 more])<br />
* Fixed a crash when migrating energy sources from mods. ([https://forums.factorio.com/54622 more])<br />
* Fixed a crash when a request to mod portal timeouts. ([https://forums.factorio.com/54661 more])<br />
* Fixed that burner inserters wouldn't fuel burner furnaces in some cases. ([https://forums.factorio.com/54604 more])<br />
* Fixed blueprint labels wouldn't render in the world. ([https://forums.factorio.com/54639 more])<br />
* Fixed building entities very quickly could duplicate them in some cases. ([https://forums.factorio.com/54610 more])<br />
* Fixed a crash when clicking refresh in Browse mods dialog. ([https://forums.factorio.com/54648 more])<br />
* Fixed a crash when fast-replacing electric poles. ([https://forums.factorio.com/54679 more])<br />
* Fixed a crash when trying to load mods in zipped format. ([https://forums.factorio.com/54686 more])<br />
* Fixed a crash when loading saves where the character was in a vehicle which is being removed due to mod removal. ([https://forums.factorio.com/54629 more])<br />
* Fixed that right click didn't work in the production/electric stats GUIs. ([https://forums.factorio.com/54699 more])<br />
* Fixed a crash when migrating specific simple-entities to 0.16. ([https://forums.factorio.com/54712 more])<br />
* Fixed lamp energy info in sidebar and in the Lua interface.<br />
* Fixed that the logistic network embargo achievement didn't disallow the buffer chest.<br />
* Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.<br />
* Changed (hopefully improved) the heuristic that decides which rail path should be selected for manual rail building.<br />
* Attempt at fixing game not working on macOS 10.12 and older. ([https://forums.factorio.com/54549 more])<br />
=== Modding ===<br />
* Fixed the game did not check type of units defined in result_units of unit-spawner. ([https://forums.factorio.com/54650 more])<br />
<br />
== 0.16.1 ==<br />
Date: 13. 12. 2017<br />
=== Bugfixes ===<br />
* Changed requirement for parallel loading of high quality sprites to 12 GB of RAM to prevent chance of running out of memory on startup. ([https://forums.factorio.com/54548 more])<br />
* Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. ([https://forums.factorio.com/54552 more])<br />
* Fixed crash when loading crop cache from previous game version. ([https://forums.factorio.com/54543 more])<br />
* Fixed that <code>LuaRemote::call()</code> wouldn't copy string values/keys correctly. ([https://forums.factorio.com/54567 more])<br />
* Fixed updater would re-launch the game with deprecated <code>--autoupdate-finished</code> parameter.<br />
* Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) ([https://forums.factorio.com/54544 more])<br />
* Fixed that the Linux binary was corrupt and wouldn't start. ([https://forums.factorio.com/54540 more])<br />
* Fixed error checking when compiling GLSL shaders. ([https://forums.factorio.com/54577 more])<br />
* Fixed artillery would still show as being able to shoot when on enemy forces. ([https://forums.factorio.com/54591 more])<br />
* Fixed the programmable speaker GUI wouldn't show settings correctly when opened. ([https://forums.factorio.com/54595 more])<br />
* Fixed graphics of achievements. ([https://forums.factorio.com/54542 more])<br />
<br />
== 0.16.0 ==<br />
Date: 13. 12. 2017<br />
=== Major Features ===<br />
* Added logistic buffer chest. It can request items that are still available to the logistic system.<br />
* Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.<br />
* Added cliffs. ([https://factorio.com/blog/post/fff-219 more])<br />
=== Features ===<br />
* Train block visualisation.<br />
* Building entities over identical ghosts will revive them.<br />
** When building a different entity on top of a ghost, settings from the ghost will be copied if possible.<br />
* Train schedules and wait conditions can be rearranged by clicking and dragging.<br />
* New mini-tutorials: Construction robots.<br />
* Belts, underground belts and splitters can now fast replace each other.<br />
* Roboports now provide the repair packs they have for other robots to use.<br />
* Logistic request tooltips now show the count of items in the requester, on the way, and in the network.<br />
* The players main inventory can now be filtered.<br />
* New terrains and new terrain generation.<br />
* All terrains, including stone path and concrete, have transitions with water.<br />
* Map generation dialog now contains a preview of the map.<br />
<br />
=== Minor Features ===<br />
* Ctrl-delete now deletes whole word in a text field instead of a single character. ([https://forums.factorio.com/53124 more])<br />
* Placing output underground belt as ghost properly retains its type as output underground belt. Also underground belts now respect nearby ghosts and become output if there is input ghost nearby. Underground belt and pipe ghosts when hovered show outline of where they will connect ([https://forums.factorio.com/51271 more])<br />
* Headless server will automatically save the game when the last player leaves and auto-pause starts.<br />
* Added support to disable debug settings for non-admin players in multiplayer through the /config command.<br />
* Dropping items on belts manually (Z) won't spill items if they won't fit on the belt.<br />
* Trees can now be configured in the generate-map GUI.<br />
* Hotkeys can be un-bound by right clicking.<br />
* Rail chain signals can be read by the circuit network.<br />
* Small electric poles and medium electric poles can be fast-replaced with each other.<br />
* In multiplayer players can now ride as passengers in cars/tanks.<br />
* Electric poles and power switches can be opened from the zoomed-to-world view.<br />
* Terrain can be configured in the generate map GUI.<br />
* When holding an offshore pump, all valid build positions will be highlighted.<br />
* After desynching in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.<br />
* All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.<br />
=== Graphics ===<br />
* More entities in high resolution: laboratory, radar, worker robots (construction and logistic), combat robots (defender, distractor and destroyer), combinators, electric & circuit wires, pumpjack, storage tank, player, solar panel, lamp, roboport, tank.<br />
* All terrain now supports high resolution.<br />
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.<br />
* New alert icons.<br />
=== Balancing ===<br />
* Removed Assembling machine 1 from the production science pack.<br />
* Changed nuclear reactor stack size to 10.<br />
* Moved cluster grenade recipe to military 4 research.<br />
* Changed uranium ammo prerequisite from military 3 to military 4.<br />
* Explosives now produce 2 per craft.<br />
* Slightly adjusted some recipe craft times to better reflect their ingredient count.<br />
* Changed the terrain building size limit to be based off the player reach.<br />
* Biters scale less with distance and there are generally less biters.<br />
* Resources are much more spread apart. To compensate, patches are larger. Since it's easier to mine, the amount of resources on the map is 3 times less.<br />
* Resources scale slightly less over distance.<br />
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.<br />
* There is 1.49 times more iron on the map to compensate for the extra iron required in a typical game.<br />
=== Changes ===<br />
* Disabled loading of saves before 0.13.0 version (You can use 0.13 to load older saves and re-save them).<br />
* Train doesn't need to come to a full stop when manually changing train destination or switching from manual to automated mode.<br />
* Removed the "shift" value from map generation settings as it wasn't needed anymore.<br />
* Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. ([https://forums.factorio.com/51247 more])<br />
* Changed the default autosave interval settings from 2 to 5 minutes.<br />
* It is possible to open/close and interact with the chat console when the map is being saved or server loosing connection dialog is active.<br />
* The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.<br />
* Increased the limit of recipe categories from 255 to 65535.<br />
* New blueprint no longer includes entities marked for deconstruction.<br />
* Enable Map Exchange String for sandbox games<br />
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.<br />
* Blueprints never show the number 1 when held in cursor.<br />
* Robots in the air from personal roboport now count towards logistics requests for that robot type ([https://forums.factorio.com/51403 more])<br />
* Added /server-save command that does the same thing as lua server_save, but doesn't disable achievements. ([https://forums.factorio.com/52414 more])<br />
* Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full. ([https://forums.factorio.com/51653 more])<br />
* Removed the option to turn off the item groups and sub groups from the GUi. It can still be done through the config file or lua commands.<br />
* Added separate control option for placing tags on the map, so by default map scroll is left click, and place tag is right click.<br />
* Allow easier dragging of underground pipes and belts when not moving in a perfect straight line.<br />
* The Arithmetic Combinator can now use a constant as the first parameter, not only the second. So you can do operations like 2^SIGNAL. ([https://forums.factorio.com/51975 more])<br />
* When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. ([https://forums.factorio.com/51308 more])<br />
* The options menu has been organized better. Some options were moved to a new "Interface" settings menu.<br />
* Updater proxy settings were removed from the options menu. They can still be accessed through the ini file.<br />
* Exchange strings are now compressed before being converted into base64.<br />
* Improved GUI search.<br />
* Added /delete-blueprint-library *player* command to remove blueprints of players from the game.<br />
* The map view will attempt to treat very short clicks as clicks instead of drags to make it easier to click things.<br />
* The explosive cannon shells now target the ground where you shoot.<br />
* Transition from terrain to water is no longer buildable, meaning entities can no longer be built partially on the water.<br />
* Resources will have much less trees on them near the player starting area.<br />
* Tanks no longer take miniscule amounts of damage from hitting trees.<br />
* Previously, building while running at very high speed would create gaps. These are automatically filled now.<br />
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions. ([https://forums.factorio.com/52003 more])<br />
* When two trains are being merged, the decision which schedule should be used for the merged train has been changed from bigger schedule to schedule that has latest change. ([https://forums.factorio.com/54397 more])<br />
* Number of entities in hand when previewing the entity to be built is now aligned to the entity.<br />
* Added sliding when the player character collides with water or entities with rotated bounding box.<br />
* Improved drawing of turret radii in blueprint. Many overlapping radii no longer covers terrain completely.<br />
* External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.<br />
=== Bugfixes ===<br />
* Fixed that train arriving to station could give astronomically big penalty causing trains to go through weird places. ([https://forums.factorio.com/54042 more])<br />
* Fixed that fluid wagon pumps would sometimes not connect properly ([https://forums.factorio.com/52801 more])<br />
* Fixed that module icons in blueprint previews wouldn't render correctly in some cases. ([https://forums.factorio.com/51286 more])<br />
* Fixed long mod manager preview labels would extend out of the frame.<br />
* Fixed that the ~ key couldn't be used to close the console.<br />
* Fixed that the mining progress was reset when mining selection is lost while mining button pressed. ([https://forums.factorio.com/54377 more])<br />
* Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. ([https://forums.factorio.com/51654 more])<br />
* Fixed that ghost rail signal emitted light.<br />
* Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. ([https://forums.factorio.com/54373 more])<br />
* Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.<br />
* Fixed that errors in fonts would give useless errors. ([https://forums.factorio.com/51740 more])<br />
* Fixed problems related to trains crashing rarely. ([https://forums.factorio.com/51829 more])<br />
* Disabled possibility to attempt opening invalid save/replay by double click or enter.<br />
* UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing parsing error. ([https://forums.factorio.com/52027 more])<br />
* Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning. ([https://forums.factorio.com/51494 more])<br />
* Conflicts of multi-modifier hotkeys are now resolved correctly. ([https://forums.factorio.com/51521 more])<br />
* Fixed sprite rendering at large distances from 0,0. ([https://forums.factorio.com/52225 more])<br />
* Interacting with a filter slide bar requesting amount over capacity of a full requester won't dispatch robots anymore.<br />
* Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). ([https://forums.factorio.com/52217 more])<br />
* Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. ([https://forums.factorio.com/52203 more])<br />
* Buildable item counts in inventory in Sandbox mode now update properly with resource changes. ([https://forums.factorio.com/52272 more])<br />
* Fixed that map width/height accepted value of 0. ([https://forums.factorio.com/52266 more])<br />
* Fixed crash when loading Vorbis Ogg files with metadata. ([https://forums.factorio.com/52269 more])<br />
* Fixed that the manual rail building ended up one tile before the cursor. ([https://forums.factorio.com/52406 more])<br />
* Assembling machine can now output product with amount over stack size. ([https://forums.factorio.com/51625 more])<br />
* Fixed entity description for resources that require fluids. ([https://forums.factorio.com/52450 more])<br />
* Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading. ([https://forums.factorio.com/52429 more])<br />
* Fixed that the game could crash when catching up when processing queued gui actions. ([https://forums.factorio.com/52429 more])<br />
* Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop. ([https://forums.factorio.com/51683 more])<br />
* Fixed colored lights would lose their color when nightvision was on. ([https://forums.factorio.com/45762 more])<br />
* Fixed very bad performance when previewing blueprint with one big connected circuit network. ([https://forums.factorio.com/52558 more])<br />
* Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern. ([https://forums.factorio.com/51440 more])<br />
* Fixed that in certain scenarios, the blueprint library wouldn't synchronise. ([https://forums.factorio.com/52634 more])<br />
* Trains now recalculate next station correctly when more stations are en/disabled at the same tick. ([https://forums.factorio.com/52583 more])<br />
* Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. ([https://forums.factorio.com/52718 more])<br />
* Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too. ([https://forums.factorio.com/48535 more])<br />
* Fixed steam "leaking" outside of storage tank window on high sprite quality setting. ([https://forums.factorio.com/45410 more])<br />
* Programmable speakers with "Global playback" active won't play for players in a different force.<br />
* Beam weapon now shows correct damage when modded into dealing damage more times during its duration. ([https://forums.factorio.com/53133 more])<br />
* Fixed that large entities wouldn't render correctly on the map. ([https://forums.factorio.com/53263 more])<br />
* Fixed that the mining drill wouldn't show the speed bonus in the same format as assembling machines. ([https://forums.factorio.com/53375 more])<br />
* Fixed the entity icons for combat robots didn't match the item icons. ([https://forums.factorio.com/53384 more])<br />
* Train can't block its own path anymore. ([https://forums.factorio.com/19619 more])<br />
* Fixed circuit wire connections wouldn't render correctly in rotated blueprints in some cases. ([https://forums.factorio.com/53589 more])<br />
* Fixed that changing the system time forwards would cause Factorio to freeze.<br />
* Fixed a crash when changing large circuit networks. ([https://forums.factorio.com/53666 more])<br />
* Fixed closing window right after it was created would hang the process. ([https://forums.factorio.com/53721 more])<br />
* Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor. ([https://forums.factorio.com/53752 more])<br />
* Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars. ([https://forums.factorio.com/53850 more])<br />
* Fixed that when biters were attacked but couldn't find a path to the attacker, they would stoically accept their fate. ([https://forums.factorio.com/53941 more])<br />
* Fixed that the multiplayer-waiting icon wouldn't render in the map view. ([https://forums.factorio.com/54026 more])<br />
* Fixed global achievement progress was multiplied by number of player in multiplayer game. ([https://forums.factorio.com/54088 more])<br />
* Fixed that passing a LuaObject instead of a plain Lua table to <code>LuaBootstrap::raise_event</code> would crash the game. ([https://forums.factorio.com/54128 more])<br />
* Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. ([https://forums.factorio.com/54114 more])<br />
* Possible fix of a crash when a player leaves when a blueprint is being transferred. ([https://forums.factorio.com/53535 more])<br />
* Fixed that the rocket silo would get stuck if it died and was re-built by robots while launching the rocket.<br />
* Fixed transport belt circuit connector would draw over splitter in front of it. ([https://forums.factorio.com/54252 more])<br />
* Fixed that it was still possible to get some achievements in a replay. ([https://forums.factorio.com/54174 more])<br />
* Fixed that circular references passed through the Lua remote interface would crash the game. ([https://forums.factorio.com/54349 more])<br />
* Fixed missing personal robot recharging animation when character was in a vehicle. ([https://forums.factorio.com/53390 more])<br />
* Fixed that vertical size of progress bar wasn't respecting the gui scale.<br />
* Fixed that the number drawn next to cursor when item is held was differently positioned compared to how it is in the inventory.<br />
* Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.<br />
=== Optimisations ===<br />
* Improved performance of transport belts about x5 times. ([https://www.factorio.com/blog/post/fff-176 more])<br />
* Added prefetching of the next entity in the update loop improving overall update performance by approx. 10 %.<br />
* Improved performance of Item manipulation (4% effect on the overall performance).<br />
* Improved performance of crafting machine (furnace/assembling machine) (2% effect on the overall performance).<br />
* Improved performance of electric network transfer more than twice. (10% effect on the overall performance).<br />
* Improved performance of smoke greatly. (2.5% and more effect on big factories).<br />
* Improved performance when building rail blocks with many segments.<br />
* Improved performance of logistic provider and requester chests.<br />
* Improved performance of blueprint previews (the GUI and holding it in the world).<br />
* Improved game startup time when a sufficiently powerful computer is detected.<br />
=== Modding ===<br />
* Train path finding penalty values are now in utility-constants, to make it viewable and moddable.<br />
* Fixed storage tank with non-square collision box would not align to tiles in all rotations properly. ([https://forums.factorio.com/52211 more])<br />
* Fixed belt-immunity equipment so it now works on cars.<br />
* Fixed that the radius property for the area trigger effect was called perimeter.<br />
* Fixed that crafting machine with non-square bounding box was not rotatable. ([https://forums.factorio.com/53310 more])<br />
* Removed default values for icon_size, so icon_size is now required property. ([https://forums.factorio.com/46437 more])<br />
* Updated the serpent library to version 0.30.<br />
* Changed the "item that builds this" list for entities so it's sorted first by <code>ItemPrototype::primary_place_result_item</code> and then by normal item prototype sort order.<br />
* Changed default value of <code>InserterPrototype::allow_custom_vectors</code> to false.<br />
* Changed "Nothing" technology effect "effect_key" to "effect_description" and changed it to accept localised strings.<br />
* Changed rocket silo prototype "result_items" to be defined in the item as either "rocket_launch_product" or "rocket_launch_products".<br />
* Changed the string mod setting type so it will attempt to localise items in the dropdown using "string-mod-setting.mod-name-setting-name-dropdown-item".<br />
* Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red "+" icon.<br />
* Changed <code>LuaObject::destroy()</code> so it won't error if called on invalid objects.<br />
* Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.<br />
* Changed how <code>TilePrototype::transition_merges_with_tile</code> works. See ([https://www.factorio.com/blog/post/fff-214 more]) for more details.<br />
* Scenarios can contain folders with arbitrary names.<br />
* Added 'single_line' and 'want_ellipsis' to Label style specification.<br />
* Added force bonus for following robot time to live.<br />
* Added force bonus for research productivity.<br />
* Added ability to import and export item-with-tags to/from strings.<br />
* Added support for fast-replacing character entities.<br />
* Added <code>CombatRobotPrototype::light</code>.<br />
* Added <code>TurretPrototype::alert_when_attacking</code>.<br />
* Added optional 'respawn_time' (in seconds) to the character entity.<br />
* Added "hide-from-bonus-gui" entity and item prototype flags.<br />
* Added support for mods to disable custom-input prototypes of other mods.<br />
* Added support for mods to show changelogs (following the same format as the core game changelog).<br />
* Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.<br />
* Added <code>AutoplaceSpecification::default_enabled</code> - if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.<br />
* Added allowed_effects support to the mining drill.<br />
* Added optional "has_belt_immunity" property to the unit and car prototype.<br />
* Added optional "hidden" prototype property to the achievement prototype.<br />
* Added support to link custom-input prototypes directly to game controls instead of having them act as their own control.<br />
* Added a new entity type "infinity-container" that can automatically add/remove items from itself; useful for scenarios and modding.<br />
* Added support for incompatible dependencies.<br />
* Added an entity prototype flag "hide-alt-info" to never show alt-info for a given entity.<br />
* Added distance bonus support to the mining tool item type.<br />
* Added <code>InserterPrototype::draw_held_item</code>.<br />
* Added <code>FluidPrototype::fuel_value</code> and <code>Generator::burns_fluid</code>.<br />
* Added mod-developer support to runtime change autoplace specifications enabled through the command line option <code>--enable-runtime-autoplace-modification</code> using F2 in-game.<br />
* simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.<br />
=== Scripting ===<br />
* Fixed that <code>LuaSurface::get_trains()</code> didn't work for trains without locomotives. ([https://forums.factorio.com/52604 more])<br />
* Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. ([https://forums.factorio.com/53189 more])<br />
* Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.<br />
* Fixed possible desync when teleporting underground belt ghosts and pipe to ground ghosts.<br />
* Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.<br />
* Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".<br />
* Changed <code>LuaEntity::recipe</code> to <code>LuaEntity::get_recipe()</code> and <code>LuaEntity::set_recipe()</code>.<br />
* Changed <code>LuaSurface::regenerate_decorative</code>/regenerate_entity to accept zero arguments and regenerate everything.<br />
* Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.<br />
* Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.<br />
* Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...", amount=...}<br />
* Changed name of colspan parameter of table to column_count.<br />
* Changed <code>LuaItemPrototype::group_filters</code> and sub_group_filters to item_group_filters and item_subgroup_filters to match the prototype values.<br />
* <code>LuaEntity::set_recipe()</code> returns the items removed from the entity as a result of setting the new recipe (if any).<br />
* Moved Mod-gui button flow to gui.top.<br />
* Removed <code>LuaEntity::passenger</code> read/write.<br />
* Added <code>style::width</code>/height to set maximal/minimal value at the same time.<br />
* Added <code>style::align</code> to set the align of inner elements.<br />
* Added <code>style::stretchable</code> / squashable.<br />
* Added <code>LuaEntity::get_driver()</code>, set_driver(), get_passenger(), and set_passenger().<br />
* Added <code>LuaGuiElement::hovered_sprite</code> and clicked_sprite read/write methods for the SpriteButton.<br />
* Added support to change daytime length and brightness on a per-surface basis.<br />
* Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.<br />
* Added <code>LuaItemStack::export_stack</code> and <code>LuaItemStack::import_stack</code> to export/import supported items to/from strings.<br />
* Added <code>LuaEntity::tree_color_index</code> read/write access and <code>LuaEntityPrototype::tree_color_count</code> read access.<br />
* Added <code>LuaEntity::selection_box</code> and secondary_selection_box read.<br />
* Added <code>LuaBootstrap::mod_name</code> read.<br />
* Added <code>LuaControl::in_combat</code> read.<br />
* Added <code>LuaTile::order_deconstruction()</code> and cancel_deconstruction().<br />
* Added optional cause and force to <code>LuaEntity::die()</code>.<br />
* Added on_player_used_capsule event.<br />
* Added on_player_promoted and on_player_demoted events.<br />
* Added on_player_changed_position event.<br />
* Added <code>LuaEntityPrototype::alert_when_attacking</code> read and <code>LuaEntityPrototype::alert_when_damaged</code> read.<br />
* Added <code>LuaEntity::power_switch_state</code> read/write.<br />
* Added on_combat_robot_expired event.<br />
* Added <code>LuaEntity::relative_turret_orientation</code> read/write for vehicles with turrets.<br />
* Added <code>LuaEntityPrototype::color</code> read.<br />
* Added <code>LuaTrain::passengers</code>.<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_self</code> read.<br />
* Added "fluid", and "recipe" type to the choose-elem-button custom GUI element.<br />
* Added <code>LuaGuiElement::locked</code> read/write - when true the given choose-elem-button can only be changed through script.<br />
* Added an optional parameter to <code>LuaSurface::drop_item_stack</code> to mark dropped items for deconstruction.<br />
* Added <code>LuaForce::cancel_charting</code>(...).<br />
* Added <code>LuaSurface::force_generate_chunk_requests()</code>.<br />
* Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.<br />
* Added on_gui_opened and on_gui_closed events.<br />
* Added on_player_muted/unmuted and on_player_cheat_mode_enabled/disabled events.<br />
* Added LuaItemStack read properties to tell if a given item is some specific item type.<br />
* Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.<br />
* Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.<br />
* Added <code>LuaForce::reset_evolution()</code>.<br />
* Added <code>LuaSurface::create_trivial_smoke()</code>.<br />
* Added <code>LuaPlayer::enable_recipe_groups()</code> and enable_recipe_subgroups().<br />
* Added <code>LuaItemStack::rocket_launch_products</code> read.<br />
* Added on_mod_item_opened event.<br />
* Added <code>LuaItemPrototype::can_be_mod_opened</code> read.<br />
* Added the item stack index as a second return value to <code>LuaInventory::find_item_stack</code>.<br />
* Added <code>LuaItemStack::transfer_stack()</code>.<br />
* Added LuaGuiElement type "slider".<br />
* Added on_gui_value_changed event - fired when a slider value changes.<br />
* Added optional color field as a second parameter to the 4 print functions.<br />
* Added support to change <code>LuaSurface::map_gen_settings</code> runtime.<br />
* Added <code>LuaEntityPrototype::allowed_effects</code> read.<br />
* Added <code>LuaEntity::effects</code> read.<br />
* Added <code>LuaPlayer::can_place_entity()</code>, can_build_from_cursor(), and build_from_cursor().<br />
* Added <code>LuaSurface::play_sound()</code>.<br />
* Added <code>LuaForce::play_sound()</code>.<br />
* Added <code>LuaGameScript::play_sound()</code> and is_valid_sound_path().<br />
* Added <code>LuaPlayer::play_sound()</code>.<br />
* Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.<br />
* Added <code>LuaEntity::rotate()</code>.<br />
* Added <code>LuaEntity::get_infinity_filter()</code> and set_infinity_filter().<br />
* Added <code>LuaEntity::infinity_filters</code> and remove_unfiltered_items read/write.<br />
* Added <code>LuaEntityPrototype::rocket_parts_required</code> read.<br />
* Added <code>LuaEntityPrototype::fixed_recipe</code> read.<br />
* Added <code>LuaGameScript::kick_player()</code>, ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().<br />
* Added <code>LuaPlayer::admin</code> write support.<br />
* Added <code>LuaGuiElement::focus()</code>.<br />
* Added on_character_corpse_expired event.<br />
* Added on_pre_ghost_deconstructed event.<br />
* Added on_player_pipette event.<br />
* Added <code>LuaEntity::character_corpse_player_index</code>, character_corpse_tick_of_death, and character_corpse_death_cause read/write.<br />
* Added <code>LuaSurface::get_tile_properties()</code>.<br />
* Added <code>LuaSurface::can_fast_replace()</code>.<br />
* Added support for player associated characters - characters that get logged off/on with a given player but aren't directly controlled by the player.<br />
* Added <code>LuaEntity::associated_player</code> read/write.<br />
* Added <code>LuaPlayer::get_associated_characters()</code>, associate_character(), and disassociate_character().<br />
* Added <code>LuaPlayer::ticks_to_respawn</code> read/write.<br />
* Added old_state to the on_train_changed_state event.<br />
* Added <code>LuaRecipe::catalysts</code> read.<br />
* Added <code>LuaRecipe::hide_from_flow_stats</code> read/write.<br />
* Added <code>LuaRecipePrototype::hidden_from_flow_stats</code> read.<br />
* Added <code>LuaEntity::tick_of_last_attack</code> and tick_of_last_damage read for the character entity.<br />
* Added <code>LuaLogisticNetwork::passive_provider_points</code> and active_provider_points read.<br />
* Added <code>LuaPlayer::display_resolution</code> read.<br />
* Added on_player_display_resolution_changed event.<br />
* Added <code>LuaPlayer::display_scale</code> read.<br />
* Added on_player_display_scale_changed event.<br />
* Added <code>LuaTrain::weight</code> and riding_state read.<br />
* Added <code>LuaEntity::products_finished</code> write.<br />
* Added optional surface to game.take_screenshot(...).<br />
* Added <code>LuaEntityPrototype::construction_range</code> and logistics_range read.<br />
* Added <code>LuaGuiElement::index</code> read.<br />
* Added <code>LuaForce::max_successful_attempts_per_tick_per_construction_queue</code> and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.<br />
* Added <code>LuaGuiElement::mouse_button_filter</code> read/write for buttons and sprite-buttons.<br />
* Added <code>LuaSurface::find_tiles_filtered()</code> and count_tiles_filtered().<br />
* Added <code>LuaEntity::get_train_stop_trains()</code>.<br />
* Added <code>LuaLogisticNetwork::force</code> read.<br />
* Added <code>LuaItemStack::item_number</code> read - the unique ID of the item if it has one.<br />
<br />
{{VersionNav}}</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Version_history/0.16.0&diff=159838Version history/0.16.02018-06-08T18:30:51Z<p>Spyhawk: 0.16.49</p>
<hr />
<div>__NOTOC__<br />
== 0.16.49 ==<br />
Date: 08. 06. 2018<br />
=== Bugfixes ===<br />
* Fixed belts in blueprints weren't selectable in the blueprint GUI.<br />
* Fixed bad mouse-point when holding blueprints with belts.<br />
* Fixed wrong connectivity in underground belt fast replace. ([https://forums.factorio.com/60589 more])<br />
<br />
== 0.16.48 ==<br />
Date: 07. 06. 2018<br />
=== Bugfixes ===<br />
* Fixed changing filters in cars wouldn't wake up inserters. ([https://forums.factorio.com/60717 more])<br />
* Fixed train driving directions when not accelerating while driving backwards. ([https://forums.factorio.com/60731 more])<br />
* Fixed copy-pasting between surfaces would render incorrectly. ([https://forums.factorio.com/60785 more])<br />
* Fixed that empty storage tanks had the sound of fluid. ([https://forums.factorio.com/60803 more])<br />
* Circuit connection distance check fix. ([https://forums.factorio.com/60744 more])<br />
* The logic that shows rail signal indicators now respects bounding box and collision box of the currently held signal. ([https://forums.factorio.com/60829 more])<br />
=== Modding ===<br />
* Fixed <code>allow_copy_paste</code> only worked on the source entity. ([https://forums.factorio.com/60730 more])<br />
<br />
== 0.16.47 ==<br />
Date: 31. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed wall related consistency check related to modded walls with altered collision boxes. ([https://forums.factorio.com/60677 more])<br />
* Fixed inconsistent train direction when reversing in a train vehicle that is not a locomotive. ([https://forums.factorio.com/60633 more])<br />
* Fixed that having more than 6 products didn't fit the ui, as it wasn't wrapped. ([https://forums.factorio.com/60636 more])<br />
* The system data path is removed from the log when it's automatically uploaded by the crash reporter.<br />
* IP addresses are no longer hashed in the log file. All IP addresses are removed from the log when it's automatically uploaded by the crash reporter.<br />
* Fixed crash when placing an entity with title while backers list was emptied.<br />
<br />
== 0.16.46 ==<br />
Date: 29. 05. 2018<br />
=== Bugfixes ===<br />
* Another fix for setting PvP map dimensions to 0. ([https://forums.factorio.com/60570 more])<br />
* Fixed possible desync related to circuit networks.<br />
* Another possible fix for multi-GPU setups on Linux. ([https://forums.factorio.com/60609 more])<br />
* Fixed that modded infinite inserter stack size research would wrap around instead of maxing out. ([https://forums.factorio.com/60613 more])<br />
* Fixed scenarios with partial identical names didn't work correctly. ([https://forums.factorio.com/60624 more])<br />
* Fixed splitter lane selection inconsistency when inserting into middle. (Now it is always right for both belts, splitters and underground belts.) ([https://forums.factorio.com/60653 more])<br />
* Fixed <code>LuaPlayer::build_from_cursor</code>. ([https://forums.factorio.com/60644 more])<br />
* Fixed a desync in replay that would happen if console commands were used during the play. ([https://forums.factorio.com/60661 more])<br />
* Fixed desync when setting inserter filters while it's connected to the circuit network ([https://forums.factorio.com/60245 more])<br />
<br />
== 0.16.45 ==<br />
Date: 22. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed infinite research multiplier was always 1. ([https://forums.factorio.com/60550 more])<br />
<br />
== 0.16.44 ==<br />
Date: 22. 05. 2018<br />
=== Minor Features ===<br />
* Added technology price multiplier PvP scenario config.<br />
=== Changes ===<br />
* Underground belt marked for deconstruction no longer connects to other underground belts.<br />
=== Bugfixes ===<br />
* Fixed some cases of fast replacement by underground belt. ([https://forums.factorio.com/60060 more])<br />
* Fixed corrupted config.ini in Steam cloud would prevent the game from starting.<br />
* Fixed that using "Save and play" feature in the freeplay could specify the official freeplay map to be always that one forever. ([https://forums.factorio.com/60340 more])<br />
* Fixed underground belt connection overlay when hovering over another underground belt. ([https://forums.factorio.com/60147 more])<br />
* Fixed a crash when mods define empty result items. ([https://forums.factorio.com/60406 more])<br />
* Fixed a crash when switching games and joining quickly in the server browser.<br />
* Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. ([https://forums.factorio.com/59588 more])<br />
* Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. ([https://forums.factorio.com/60374 more])<br />
* Fixed <code>LuaEntityPrototype::braking_force</code> return value. ([https://forums.factorio.com/60444 more])<br />
* Fixed <code>LuaPlayer::ticks_to_respawn</code> would read in seconds. ([https://forums.factorio.com/60501 more])<br />
* Fixed certain type of energy source migrations. ([https://forums.factorio.com/60465 more])<br />
* Fixed rare possibility of crash when two trains crash into each other. ([https://forums.factorio.com/60097 more])<br />
* Fixed a rare crash that occurs when train collides in a way, that its position is reserved back while approaching closed signal which caused path recalculation. ([https://forums.factorio.com/60472 more])<br />
* Fixed PvP error when setting map height to 0. ([https://forums.factorio.com/60536 more])<br />
* Fixed construction robot tutorial breaking when removing the radar from the storage chest. ([https://forums.factorio.com/60012 more])<br />
* Fixed crash when adding train station to a train while the train is modified (added/removed rolling stock). ([https://forums.factorio.com/59363 more])<br />
* Fixed that destroying part of a cliff with tile ghost under it destroyed the whole part of the cliff. ([https://forums.factorio.com/60449 more])<br />
* Fixed browse games dialog problems with the active game not being updated while searching. ([https://forums.factorio.com/60545 more])<br />
=== Modding ===<br />
* Added support to set <code>ReactorPrototype::neighbour_collision_increase</code> which controls how much a reactor extends when connected to other reactors.<br />
=== Scripting ===<br />
* Allow <code>technology_price_multiplier</code> to be less than 1 by script/scenario only.<br />
* Added support for localised strings in <code>LuaGameScript::write_file</code>.<br />
<br />
== 0.16.43 ==<br />
Date: 14. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. ([https://forums.factorio.com/60074 more])<br />
* Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. ([https://forums.factorio.com/60288 more])<br />
<br />
== 0.16.42 ==<br />
Date: 11. 05. 2018<br />
=== Bugfixes ===<br />
* Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. ([https://forums.factorio.com/59670 more])<br />
* Fixed a desync when printing a Lua error to players with different installation paths. ([https://forums.factorio.com/60049 more])<br />
* Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).<br />
* Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. ([https://forums.factorio.com/60068 more])<br />
* Fixed decimals displaying in production statistics that caused the numbers to be too long. ([https://forums.factorio.com/59997 more])<br />
* Fixed high CPU usage on the main menu. ([https://forums.factorio.com/60063 more])<br />
* Fixed an issue when joining friends games through steam. ([https://forums.factorio.com/60157 more])<br />
* Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.<br />
* Added train path finding penalty for train with no path equal to 1000 tiles. ([https://forums.factorio.com/60211 more])<br />
* Fixed a crash when building modded rolling stock entities on diagonal rails. ([https://forums.factorio.com/60014 more])<br />
* Fixed "header errors" when extracting factorio zip files with 7zip.<br />
=== Scripting ===<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_tiles_only</code> and <code>collision_mask_considers_tile_transitions</code> read.<br />
<br />
== 0.16.41 ==<br />
Date: 03. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
<br />
== 0.16.40 ==<br />
Date: 02. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
* Fixed a crash when killing the character during the <code>gun_inventory_changed</code> event. ([https://forums.factorio.com/59784 more])<br />
* Fixed that <code>LuaPlayer::opened</code> wouldn't return the opened equipment grid. ([https://forums.factorio.com/59790 more])<br />
* Fixed <code>LuaInventory::sort_and_merge()</code> would break furnaces and assembling machines.<br />
* Fixed crash when trying to migrate circuit connected entities. Any migrated entities will be disconnected. ([https://forums.factorio.com/59974 more])<br />
* Fixed round input in team production challenge. ([https://forums.factorio.com/59970 more])<br />
* Recipe item ingredients with a count of 0 are reported as an error instead of allowing inconsistent behaviour. ([https://forums.factorio.com/60016 more])<br />
* Fixed missing reset of state of signal right next to removed rail. ([https://forums.factorio.com/60026 more])<br />
* Fixed a crash that could happen in multiplayer over a poor connection. ([https://forums.factorio.com/59993 more])<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_glow_color</code>, it colors the fuel glow of entities that use that item as fuel.<br />
=== Scripting ===<br />
* Added <code>on_player_trash_inventory_changed</code> event.<br />
* Changed <code>LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered</code> to additionally accept a table of filters.<br />
<br />
== 0.16.39 ==<br />
Date: 30. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed function of enter key in number input. ([https://forums.factorio.com/59862 more])<br />
* Fixed consistency check and migration related to rail internal inconsistency. ([https://forums.factorio.com/59765 more])<br />
* Fixed that rail signals weren't fast replaceable.<br />
* Fixed that the headless server wouldn't be able to restart for a while if it was stopped with an RCON client connected. ([https://forums.factorio.com/59830 more])<br />
* Fixed that selecting map without a preview in the save/load dialog disallowed to delete the save by the ingame delete button.<br />
* Fixed wrong calculation of item insertion into splitter in some cases, which could indirectly cause inconsistency in behaviour. ([https://forums.factorio.com/59950 more])<br />
* Localised zip opening/closing error messages + added reason or error code there.<br />
<br />
== 0.16.38 ==<br />
Date: 26. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed drawing of icons with multiple layers. ([https://forums.factorio.com/59811 more])<br />
* Fixed that changing force of a wall didn't update the connections, which could lead to a desync.<br />
* Changed that walls and gates marked for deconstruction don't connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.<br />
* Changed, that rail signals marked for deconstruction disconnect from the rails.<br />
* Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.<br />
* Changed the logic of "toggle LUA console" key to only open and not close the console (exception are ` and F1-F12 keys). ([https://forums.factorio.com/59825 more])<br />
* Fixed <code>LuaEntity::splitter_output_priority</code> read/write didn't work. ([https://forums.factorio.com/59864 more])<br />
* Fixed malformed sprite path error would not trigger minimal mode when loading mods. ([https://forums.factorio.com/59827 more])<br />
<br />
== 0.16.37 ==<br />
Date: 23. 04. 2018<br />
=== Changes ===<br />
* Added an option to interface settings to allow the user to change the distance of tooltips from the mouse. ([https://forums.factorio.com/59269 more])<br />
=== Minor Features ===<br />
* Added optional resolution and zoom parameters to the screenshot command.<br />
=== Bugfixes ===<br />
* Fixed that right click didn't work in the market GUI. ([https://forums.factorio.com/59230 more])<br />
* Fixed a modded crash related to fire flame smoke.<br />
* Fixed <code>ignored_by_interaction</code> when creating modded custom GUI elements. ([https://forums.factorio.com/59301 more])<br />
* Fixed noise program compilation bug that resulted in broken programs. ([https://forums.factorio.com/58579 more])<br />
* Fixed light from lamps outside of screen was not rendered properly. ([https://forums.factorio.com/59095 more])<br />
* Fixed the steam engines in New Hope level 4. ([https://forums.factorio.com/59299 more])<br />
* Possible fix for a crash on Linux with a multi-GPU setup. ([https://forums.factorio.com/59315 more])<br />
* Fixed graphics of battery indicator ([https://forums.factorio.com/59170 more])<br />
* Boiler and heat exchanger will spawn medium remnants instead of small remnants when destroyed. ([https://forums.factorio.com/59356 more])<br />
* Fixed that a well (offshore pump with water landfilled) was not rebuildable by construction robots. ([https://forums.factorio.com/59447 more])<br />
* Fixed gates sometimes not detecting car being driven by god controller. ([https://forums.factorio.com/59472 more])<br />
* Fixed that some of the achievements were obtainable even when player didn't spend more than 50% of time in the game. ([https://forums.factorio.com/59467 more])<br />
* Fixed that character window was closed when doing fast transfer between armor slot and inventory. ([https://forums.factorio.com/59486 more])<br />
* Fixed that modded inserters would some times get stuck. ([https://forums.factorio.com/59316 more])<br />
* Fixed that Wave defense would error when played on a headless server. ([https://forums.factorio.com/59420 more])<br />
* Improved system of key blocking now allows more key bindings to work correctly. ([https://forums.factorio.com/59415 more])<br />
* Fixed underground pipe ghost would block underground connections of other forces. ([https://forums.factorio.com/59624 more])<br />
* Added missing directions to util.oppositedirection. ([https://forums.factorio.com/59550 more])<br />
* Fixed that the sound sliders went to 200% causing a lost of audio quality. ([https://forums.factorio.com/59638 more])<br />
* Fixed save corruption when forces are merged while there is a rocket on the map. ([https://forums.factorio.com/59661 more])<br />
* Fixed that <code>LuaEntity::teleport</code> could teleport ghost belts/rails.<br />
* Fixed that <code>LuaEntity::teleport</code> of ghost walls could create wall and ghost wall on the same position which could cause desyncs.<br />
* Fixed that <code>LuaEntity::teleport</code> didn't put entities that are supposed to be aligned to grid onto grid.<br />
* Fixed wrong behavior of mining of a vehicle the player is in in multiplayer. ([https://forums.factorio.com/59709 more])<br />
* Fixed crash on starting mod scenario in multiplayer for the first time. ([https://forums.factorio.com/59027 more])<br />
* Fixed signal placeability in junction with different directions in different ways. ([https://forums.factorio.com/59210 more])<br />
* Added electric energy consistency check to avoid one more corrupted save situation resulting from memory corruption. ([https://forums.factorio.com/59693 more])<br />
=== Scripting ===<br />
* Added <code>LuaTrain::killed_players</code> read.<br />
* Added <code>LuaTrain::kill_count</code> read.<br />
* Added <code>LuaInventory::is_quickbar()</code>.<br />
* Added <code>LuaInventory::get_selected_index()</code>.<br />
* Added <code>LuaFluidPrototype::fuel_value</code> read.<br />
* <code>LuaEntity::teleport</code> puts entity to correct location on the grid when it doesn't have the off-grid flag.<br />
<br />
== 0.16.36 ==<br />
Date: 28. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when opening the graphics settings GUI on a single core CPU. ([https://forums.factorio.com/59023 more])<br />
* Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. ([https://forums.factorio.com/59052 more])<br />
* Fixed that entering rectangular vehicles didn't work correctly. ([https://forums.factorio.com/58958 more])<br />
* Fixed that totals in production statistics were 0.33% off. ([https://forums.factorio.com/59063 more])<br />
* Fixed a crash when loading blueprint storage data.<br />
* Fixed that <code>LuaGameScript::check_prototype_translations()</code> would report custom-inputs as having no translation.<br />
=== Scripting ===<br />
* Fixed a crash by changing <code>LuaGameScript::merge_forces()</code> so the force is merged at the end of the tick.<br />
* Added <code>on_forces_merged</code> event.<br />
* Added <code>LuaEntity::armed</code> read.<br />
* Added <code>LuaEntityPrototype::timeout</code> read.<br />
* Added <code>on_land_mine_armed</code> event.<br />
* Added <code>LuaPlayer::spectator</code> read/write.<br />
* Added <code>LuaGameScript::enemy_has_vision_on_land_mines</code> read/write.<br />
<br />
== 0.16.35 ==<br />
Date: 24. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed shifting for half-belt drawn as part of loader. ([https://forums.factorio.com/58919 more])<br />
=== Modding ===<br />
* Added recipe-prototype <code>show_amount_in_title</code> and <code>always_show_products</code>.<br />
=== Scripting ===<br />
* Added Added <code>LuaRecipePrototype::show_amount_in_title</code> and <code>always_show_products</code> read.<br />
<br />
== 0.16.34 ==<br />
Date: 22. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that long description in achievement cards was cut off. The card will be larger in this case now. ([https://forums.factorio.com/58891 more])<br />
* Fixed a crash when rendering stickers. ([https://forums.factorio.com/58953 more])<br />
== 0.16.33 ==<br />
Date: 22. 03. 2018<br />
=== Features ===<br />
* Added dropdown to the replay viewing control that allows to switch between the view of different players.<br />
=== Changes ===<br />
* Updated map-gen-settings.example.json. ([https://forums.factorio.com/55859 more])<br />
=== Bugfixes ===<br />
* Fixed, that when the server is slower then the client, the player input is stuck. ([https://forums.factorio.com/48387 more])<br />
* Fixed that using rail by the rail planner stopped replay. ([https://forums.factorio.com/58933 more])<br />
* Fixed that burner inserter didn't show fuel in the entity info. ([https://forums.factorio.com/58876 more])<br />
* Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) ([https://forums.factorio.com/58870 more])<br />
* Fixed PvP script error when 'DEFCON timer' was set too low. ([https://forums.factorio.com/58855 more])<br />
* Fixed that ctrl-click to transfer modules into assembling machines didn't work correctly. ([https://forums.factorio.com/58896 more])<br />
* Small improvement in mining logic when using rail planner. ([https://forums.factorio.com/58483 more])<br />
* Fixed an issue with un-researching upgrade-based technologies. ([https://forums.factorio.com/58885 more])<br />
* Fixed a layering issue related to the train stop visualization. ([https://forums.factorio.com/58857 more])<br />
* Fixed that player joined/left game messages weren't visible in the replay.<br />
* Fixed that health bar of other players weren't visible.<br />
* Fixed a rare crash when joining multiplayer games on Mac.<br />
* Fixed crash when player with debuff sticker disconnected from game and later reconnected.<br />
=== Modding ===<br />
* Added recipe-prototype allow_intermediates.<br />
=== Scripting ===<br />
* Added events and remote interface to PvP scenario.<br />
* Added <code>LuaRecipePrototype::allow_intermediates</code> read.<br />
== 0.16.32 ==<br />
Date: 20. 03. 2018<br />
=== Minor Features ===<br />
* Added string import/export to PvP config.<br />
=== Changes ===<br />
* Only item ingredients are automatically sorted in recipes.<br />
=== Bugfixes ===<br />
* Fixed <code>LuaEntity::get_merged_signals()</code> would always require a parameter. ([https://forums.factorio.com/58861 more])<br />
* Fixed a crash related to mod settings losing precision when being saved through JSON. ([https://forums.factorio.com/58859 more])<br />
=== Modding ===<br />
* mod-settings.json is now mod-settings.dat - settings will be auto migrated.<br />
== 0.16.31 ==<br />
Date: 19. 03. 2018<br />
=== Minor Features ===<br />
* Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.<br />
* Empty fuel slot tooltips show what fuel they accept.<br />
=== Changes ===<br />
* Enemy mines are not completely invisible anymore in PvP scenarios.<br />
* Land mines now also stun enemy players.<br />
* Walls will extend towards cliffs same as they already do towards water. ([https://forums.factorio.com/58273 more])<br />
* Blueprint building over entities of an enemy force is no longer ignorable(blue). ([https://forums.factorio.com/58715 more])<br />
* Ingredients in recipes are automatically sorted. ([https://forums.factorio.com/58757 more])<br />
* Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. ([https://forums.factorio.com/58485 more])<br />
=== Bugfixes ===<br />
* One more transport belt unsquashing tweak. ([https://forums.factorio.com/58638 more])<br />
* Changed <code>LuaSurface::find_entity</code> to also find entities with zero sized bounding boxes but with the given position. ([https://forums.factorio.com/58765 more])<br />
* Fixed drawing icons with layers when layers didn't have same source size as main icon. ([https://forums.factorio.com/58681 more])<br />
* Fixed another bug where tables were disabled at certain scroll positions. ([https://forums.factorio.com/58652 more])<br />
* Fixed applying blueprints could rotate unrelated assembling machines. ([https://forums.factorio.com/58729 more])<br />
* Fixed that the god controller wouldn't trigger the player_moved event. ([https://forums.factorio.com/58702 more])<br />
* Fixed script error in logistic tutorial when player went outside of logistic area. ([https://forums.factorio.com/58581 more])<br />
* Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. ([https://forums.factorio.com/58717 more])<br />
* Fixed that blueprint tooltip text wouldn't line wrap. ([https://forums.factorio.com/58582 more])<br />
* Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. ([https://forums.factorio.com/58161 more])<br />
* Fixed wrong scroll pane size in a specific situation. ([https://forums.factorio.com/56441 more])<br />
* Fixed a crash when resetting technology effects while the technology GUI is open. ([https://forums.factorio.com/58756 more])<br />
* Fixed crash with high-speed short trains crashing into something. ([https://forums.factorio.com/58504 more])<br />
* Fixed that multi-line descriptions for multiplayer games would break the config.ini. ([https://forums.factorio.com/58626 more])<br />
* Fixed creating cliffs through script or map editor didn't snap them to proper position. ([https://forums.factorio.com/58625 more])<br />
* Fixed a crash related to biters in modded games. ([https://forums.factorio.com/58576 more])<br />
* Fixed that several errors related to HTTP failure weren't localized. ([https://forums.factorio.com/58669 more])<br />
* Fixed ghost rail-planner building would lock in the build rotation after being used once. ([https://forums.factorio.com/58776 more])<br />
* Fixed that mod-associated character entities wouldn't be effected by force modifiers. ([https://forums.factorio.com/58808 more])<br />
* Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. ([https://forums.factorio.com/54461 more])<br />
* Partially fixed trains sending circuit networks signal to the wrong station. ([https://forums.factorio.com/53688 more])<br />
* Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.<br />
* Fixed another crash when saving fails when out of disk space.<br />
* Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.<br />
* Fixed a crash in multiplayer related to DNS failure.<br />
* Fixed a crash when the game.take_screenshot() would fail.<br />
* Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.<br />
* Fixed a crash when trying to set a mod setting value to 0.033333 repeating.<br />
* Fixed that replay didn't check crc values.<br />
* Fixed several problems related to replay saving.<br />
=== Modding ===<br />
* Added Entity prototype flag "not-flammable", it prevents entities from catching fire.<br />
* Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.<br />
* Fixed some imprecisions in the Production/Electric statistics calculations.<br />
* Added order_in_recipe into item-group, it defaults to the value of order property.<br />
* Added item prototype flag "hide-from-fuel-tooltip".<br />
=== Scripting ===<br />
* Removed <code>LuaElectricEnergySourcePrototype::effectivity</code> read since it didn't do anything.<br />
* Added <code>LuaGroup::order_in_recipe</code> read.<br />
* Added on_technology_effects_reset event.<br />
== 0.16.30 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Filters no longer disappear when inventory is downsized. ([https://forums.factorio.com/58565 more])<br />
* Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. ([https://forums.factorio.com/58633 more])<br />
* Fixed a crash related to resetting technology effects while a research was in progress/just finished.<br />
* Fixed a desync related to mods calling math.random() during the data stage.<br />
=== Scripting ===<br />
* Made it possible for the <code>LuaFrame::align</code> and <code>LuaFrame::vertical_align</code> to have effect on the align of the inner container.<br />
== 0.16.29 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that small numbers in recipe tooltips wouldn't render correctly. ([https://forums.factorio.com/58422 more])<br />
* Fixed a bug where tables do not react under special conditions. ([https://forums.factorio.com/56466 more]), ([https://forums.factorio.com/57667 more])<br />
* Fixed belt movement with squashed items and other gaps present. ([https://forums.factorio.com/58313 more])<br />
* Fixed that splitter input priority was not that reliable. ([https://forums.factorio.com/58031 more])<br />
* Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. ([https://forums.factorio.com/58217 more])<br />
* Fixed the EULA GUI wouldn't wrap text. ([https://forums.factorio.com/58489 more])<br />
* Fixed 'per second' suffix was not localised. ([https://forums.factorio.com/58322 more])<br />
* Attempt to fix a problem that would prevent the Linux version from starting. ([https://forums.factorio.com/58307 more])<br />
* Fixed that blueprints in the library would show empty component slots. ([https://forums.factorio.com/58113 more])<br />
* Fixed that mining item entities when out of inventory space would move the item around. ([https://forums.factorio.com/58499 more])<br />
* Fixed multiple desyncs related to walking near walls. ([https://forums.factorio.com/58477 more])<br />
* Fixed that the "don't play sound for chat" option didn't work in multiplayer. ([https://forums.factorio.com/58531 more])<br />
* Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. ([https://forums.factorio.com/57963 more])<br />
* Fixed that the players main inventory filters wouldn't persist through death. ([https://forums.factorio.com/58565 more])<br />
* Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. ([https://forums.factorio.com/58521 more])<br />
* Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.([https://forums.factorio.com/58148 more])<br />
* Fixed enemy land mines would be highlighted when showing blueprint collisions. ([https://forums.factorio.com/58621 more])<br />
* Fixed that walls would connect to ghosts from another force.<br />
* Fixed rebinding build would cause artillery to fire multiple times per click in the map view.<br />
* Fixed a crash when starting a headless server related to RCON.<br />
* Fixed a crash when setting item stacks above their stack size through script.<br />
* Fixed a crash when saving fails due to out of disk space.<br />
* Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.<br />
* Fixed that you couldn't move the map view while running the game at very high speeds.<br />
* Fixed a crash when taking a large screenshot by script fails due to a lack of memory.<br />
* Fixed a crash when canceling crafting after changing recipes through mods.<br />
* Fixed a crash when merging forces through script while a recipe tooltip is visible.<br />
* Fixed a crash when using the <code> /open</code> command and then opening an item in the players cursor.<br />
* Fixed a crash when creating modded tree particles.<br />
* Fixed a crash related to modded speaker entities.<br />
=== Modding ===<br />
* Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.<br />
* Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".<br />
* Added Entity prototype flag "not-rotatable".<br />
* Fixed a crash when not defining a stream particle animation.<br />
=== Scripting ===<br />
* Added LuaRCON to allow printing text to a calling RCON instance.<br />
* Added <code>LuaItemPrototype::fuel_emissions_multiplier</code> read.<br />
* Added <code>LuaRecipePrototype::emissions_multiplier</code> read.<br />
* Added <code>LuaFluidPrototype::emissions_multiplier</code> read.<br />
<br />
<br />
== 0.16.28 ==<br />
Date: 05. 03. 2018<br />
=== Minor Features ===<br />
* Added a simple recipe price calculator to PvP production score.<br />
* Item number in quickbar now shows over the "hand" when part of the stack is picked up. ([https://forums.factorio.com/58403 more])<br />
=== Bugfixes ===<br />
* Fixed drawing endings of transport belts entering underground belt sideways. ([https://forums.factorio.com/57939 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed roboport connections would be missing in some cases. ([https://forums.factorio.com/58238 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed that biters in groups had too low tolerance for getting stuck. ([https://forums.factorio.com/58306 more])<br />
* Fixed that you could set accumulator energy below 0. ([https://forums.factorio.com/57619 more])<br />
* Fixed a crash in rail pathing when deleting signals. ([https://forums.factorio.com/58133 more])<br />
* Fixed a crash when creating beam entities through script. ([https://forums.factorio.com/58316 more])<br />
* Fixed old boilers in New Hope level 4. ([https://forums.factorio.com/58066 more])<br />
* Fixed that changing the values in new game gui could move other gui elements. ([https://forums.factorio.com/57414 more])<br />
* Changed order of drawing, so if sprite button uses caption, its text is over the picture. ([https://forums.factorio.com/57888 more])<br />
* Fixed that the wire connection distance visualization didn't match the actual distance limits. ([https://forums.factorio.com/58340 more])<br />
* Fixed a crash when trains are destroyed while the trains GUI is open. ([https://forums.factorio.com/58356 more])<br />
* Fixed train stop indicators wouldn't render with larger blueprints. ([https://forums.factorio.com/58326 more])<br />
* Fixed mod changing chest collision box could break PvP starting chest accessibility. ([https://forums.factorio.com/58360 more])<br />
* Fixed that the Map editor wouldn't clear the cursor when the tool changes. ([https://forums.factorio.com/58303 more])<br />
* Fixed a crash when destroying rails with trains on them. ([https://forums.factorio.com/58380 more])<br />
* Fixed a crash when joining Steam games through the Steam interface.<br />
* Fixed a crash related to adding equipment grid support to armor in existing games.<br />
* Fixed several crashes related to GUI logic.<br />
* Fixed a crash when loading pre 0.16 saves when in a vehicle as a god controller.<br />
* Fixed a crash when teleporting offline players between surfaces.<br />
* Fixed non-stackable items wouldn't enforce they aren't stackable.<br />
* Fixed a crash when changing runtime mod settings while someone is joining a multiplayer game.<br />
* Fixed a crash when a character or spawner dies in the map editor.<br />
* Fixed a crash when hovering over blueprint book item in the map editor.<br />
* Fixed a crash when right-clicking a blueprint to open it for editing in the map editor.<br />
* Fixed a crash when putting blueprints into blueprint books in multiplayer.<br />
* Fixed a crash when importing some blueprint strings.<br />
=== Scripting ===<br />
* Added has_hidden_tile and collision_mask flags to <code>LuaSurface::find_tiles_filtered</code> and <code>LuaSurface::count_tiles_filtered</code>.<br />
* Added <code>LuaSurface::set_hidden_tile()</code>.<br />
* Added <code>LuaGuiElement::ignored_by_interaction</code> which prevents the elements from stealing mouse interaction with the parent elements. ([https://forums.factorio.com/58127 more])<br />
* Added <code>LuaSpriteButton::number</code> which allows the number to be rendered in the standard way in the right-bottom corner of the sprite button.<br />
* Added <code>LuaSpriteButton::show_percent_for_small_numbers</code> which, when set to true, forces the number to be shown as percent when smaller than 1.<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_emissions_multiplier</code> which scales pollution generated when the fuel item is used.<br />
* Added <code>FluidPrototype::emissions_multiplier</code> which scales pollution generated when when the fluid is consumed.<br />
* Added <code>RecipePrototype::emissions_multiplier</code> which scales pollution generated by the entity using this recipe.<br />
* Added support to set scroll_pane_style horizontal_scroll_bar_style and vertical_scroll_bar_style.<br />
== 0.16.27 ==<br />
Date: 28. 02. 2018<br />
=== Minor Features ===<br />
* Added refined concrete and refined hazard concrete.<br />
=== Changes ===<br />
* The the name textfield in the rename train stop dialog gets automatically focused and the text is pre-selected.<br />
=== Bugfixes ===<br />
* Fixed that dying would only put the first stack into the dead body. ([https://forums.factorio.com/58201 more])<br />
* Fixed that infinite resources would always produce the same result when at minimal yield. ([https://forums.factorio.com/58210 more])<br />
* Fixed how the switch event is processed. ([https://forums.factorio.com/57692 more])<br />
* Fixed behaviour of the train station list-box when player inventory was big enough to be scrollable. ([https://forums.factorio.com/57834 more])<br />
* Fixed that always_show_made_in didn't work for recipe tooltips in the technology GUI. ([https://forums.factorio.com/58249 more])<br />
* Fixed a crash when migrating item types in some cases.<br />
* Fixed movement of belt segment that has a lot of squashed items in it.<br />
* Fixed a crash in the map editor when changing player armor.<br />
* Fixed a crash related to mods destroying the player during player events.<br />
* Fixed a crash when creating a Factorio account using the in-game option.<br />
== 0.16.26 ==<br />
Date: 26. 02. 2018<br />
=== Features ===<br />
* Added partial IME support for typing Chinese, Japanese and Korean text on Windows.<br />
=== Changes ===<br />
* IPs are no longer directly logged.<br />
=== Bugfixes ===<br />
* Fixed several belt compression problems.<br />
* Fixed crash when rendering turret range visualization in camera widget.<br />
* Fixed incorrect behaviour when a text box line wraps. ([https://forums.factorio.com/57944 more])<br />
* Fixed achievement deletion dialog. ([https://forums.factorio.com/57959 more])<br />
* Fixed choose-elem-button locking not persisting across saves. ([https://forums.factorio.com/58012 more])<br />
* Fixed item creeping forward on belt sometimes. ([https://forums.factorio.com/57282 more])<br />
* Fixed removal of tracked silo script items. ([https://forums.factorio.com/57953 more])<br />
* Fixed a crash when using the Lua GUI element type "entity-preview". ([https://forums.factorio.com/58048 more])<br />
* Fixed that "Expected resources" didn't always match what you actually got. ([https://forums.factorio.com/58032 more])<br />
* Fixed that heavily modded saves with large amounts of tile types couldn't be loaded without the mods. ([https://forums.factorio.com/56946 more])<br />
* Fixed that buffer chests could get items sent to them they weren't requesting. ([https://forums.factorio.com/58080 more])<br />
* Fixed belts would stop animating after really long time. ([https://forums.factorio.com/58163 more])<br />
* Fixed crash when vehicle with personal roboport was destroyed because of impact damage from its own movement. ([https://forums.factorio.com/58125 more])<br />
* Fixed the help locale for the <code> /toggle-rockets-sent-gui</code> freeplay command. ([https://forums.factorio.com/58096 more])<br />
* Fixed wrong scale of icons with non-standard icon_size in alt-mode. ([https://forums.factorio.com/58143 more])<br />
* Fixed generator effectivity being applied twice when below 100%.<br />
* Fixed a crash when failing to download a map in multiplayer.<br />
* Fixed crashes related to Lua stack overflows.<br />
* Fixed a crash related to changing the stack size of items when removing mods.<br />
* Fixed a crash when researching logistic request slots.<br />
* Fixed a crash related to the ending screen data in multiplayer.<br />
* Fixed a crash when explosion entities where created during migration scripts.<br />
* Fixed a crash when exiting the game while it's saving.<br />
* Fixed a crash when loading a map file fails.<br />
* Fixed a crash related to modded burner generator equipment in multiplayer.<br />
* Fixed labels could render outside of their defined area.<br />
* Fixed a crash when placing assembling machine blueprints over ghosts.<br />
* Fixed a crash when clicking quickly while joining multiplayer games.<br />
* Fixed a crash when saving the game fails.<br />
* Fixed a crash when deleting chunks with cliffs on them.<br />
* Fixed a crash when trying to set player inventory filters in the map editor.<br />
* Fixed several GUI related crashes related to multiplayer latency.<br />
* Fixed a crash when hosting LAN-enabled multiplayer games in some instances.<br />
=== Modding ===<br />
* Added <code>GeneratorPrototype::scale_fluid_usage</code> which scales the generator's fluid usage to its maximum power output. Default is false.<br />
* Generator will now produce pollution if emissions is specified on the energy source.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::is_multiplayer()</code>.<br />
== 0.16.25 ==<br />
Date: 19. 02. 2018<br />
=== Changes ===<br />
* Inserters, mining drills, and belt sideloading can now squash items on belt even when the gap isn't big enough.<br />
** The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
** This means, that inserter, mining drills and side loading can produce fully compressed belts without the usage of splitters.<br />
=== Minor Features ===<br />
* Improved behavior of mode switches in deconstruction planner. ([https://forums.factorio.com/57871 more])<br />
=== Bugfixes ===<br />
* Fixed crash when train was leaving station that was disabled by circuit network or destroyed. ([https://forums.factorio.com/57869 more])<br />
* Fixed search box losing focus inconveniently in mods gui. ([https://forums.factorio.com/57821 more])<br />
* Fixed client crash when server exits while player has the save game dialog open. ([https://forums.factorio.com/57701 more])<br />
* Removing components of a blueprint no longer resizes the window. ([https://forums.factorio.com/56412 more])<br />
* Fixed performance issue when running out of storage while big deconstruction is in progress.<br />
* Fixed scrollbar buttons that would ignore mouse up event. ([https://forums.factorio.com/57899 more])<br />
* Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. ([https://forums.factorio.com/57974 more])<br />
=== Scripting ===<br />
* Added <code>LuaControl::is_player()</code><br />
<br />
== 0.16.24 ==<br />
Date: 15. 02. 2018<br />
=== Minor Features ===<br />
* When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.<br />
* Player chat color when set through '/color r g b a' command will be brightened. ([https://forums.factorio.com/57796 more])<br />
=== Bugfixes ===<br />
* Fixed that <code>LuaEntity::get_merged_signals()</code> would return wrong value if no wires were connected. ([https://forums.factorio.com/57757 more])<br />
* Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. ([https://forums.factorio.com/57730 more])<br />
* Fixed energy consumption of laser turret in recipe tooltip. ([https://forums.factorio.com/22310 more])<br />
* Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. ([https://forums.factorio.com/57691 more])<br />
* Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. ([https://forums.factorio.com/57496 more])<br />
* Fixed that you could define a fluidbox height of 0. ([https://forums.factorio.com/57753 more])<br />
* Fixed trains "twitching" under certain circumstances. ([https://forums.factorio.com/57738 more])<br />
* Fixed wrong hairy dead tree graphics positioning. ([https://forums.factorio.com/57761 more])<br />
* Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. ([https://forums.factorio.com/57759 more])<br />
* Fixed <code>LuaInventory::getbar</code>/setbar used zero-based indexing. ([https://forums.factorio.com/57816 more])<br />
* Fixed incorrect electric network connection rendering on the map. ([https://forums.factorio.com/57327 more])<br />
* Fixed train would reset its "waiting on signal" penalty when recalculating path due to waiting too long. ([https://forums.factorio.com/57574 more])<br />
=== Scripting ===<br />
* Added script.on_nth_tick(n, function).<br />
* Added <code>LuaSurface::can_place_entity</code>(...) optional parameter "build_check_type" and "forced".<br />
<br />
== 0.16.23 ==<br />
Date: 12. 02. 2018<br />
=== Changes ===<br />
* Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.<br />
* The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.<br />
* The Rocket silo entity info now shows 'Rocket parts: 50/100'.<br />
* Removed 'starting inventory' PvP option, as starting chests are a more proper solution.<br />
* Added 'required satellites sent' option to space race PvP game mode<br />
=== Bugfixes ===<br />
* Fixed snapping locomotive to station sometimes not working. ([https://forums.factorio.com/57380 more])<br />
* Fixed modded loaders with different dimensions crashing when destroyed. ([https://forums.factorio.com/56701 more])<br />
* Fixed that module effects would go negative when adding too many beacon effects together. ([https://forums.factorio.com/57425 more])<br />
* Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. ([https://forums.factorio.com/57452 more])<br />
* Fixed that directly replacing modules didn't work correctly. ([https://forums.factorio.com/57453 more])<br />
* Fixed that changing train stop names wouldn't update the last-user. ([https://forums.factorio.com/57481 more])<br />
* Fixed that the logistic count tooltip wouldn't show correctly for negative values. ([https://forums.factorio.com/57520 more])<br />
* Fixed that changing the stack size of the satellite through mods could make it impossible to win. ([https://forums.factorio.com/57487 more])<br />
* Fixed circuit controlled stack override sometimes being incorrect. ([https://forums.factorio.com/57421 more])<br />
* Fixed that mods could specify invalid categories, for a few classes of modded item. ([https://forums.factorio.com/57443 more])<br />
* Fixed pipette tool orientation of curved tracks. ([https://forums.factorio.com/57477 more])<br />
* Fixed that beacons would ignore the allowed effects on an entity. ([https://forums.factorio.com/57376 more])<br />
* Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. ([https://forums.factorio.com/57489 more])<br />
* Fixed Lua module limitations array being a map of strings to numbers, instead of an array. ([https://forums.factorio.com/57561 more])<br />
* Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. ([https://forums.factorio.com/57505 more])<br />
* Fixed worker robot speed in PvP scenario. ([https://forums.factorio.com/57547 more])<br />
* Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. ([https://forums.factorio.com/57577 more])<br />
* Fixed that the technology search would be broken by disabled technologies in some cases. ([https://forums.factorio.com/57600 more])<br />
* Fixed that mods changing stack sizes would break the inventory transfers tutorial. ([https://forums.factorio.com/57613 more])<br />
* Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. ([https://forums.factorio.com/55381 more])<br />
* Fixed <code>LuaSurface::regenerate_decoratives()</code> would generate much more decoratives than normal map generator run. ([https://forums.factorio.com/57348 more])<br />
* Fixed clicking the label in sort-able tables wouldn't effect sorting. ([https://forums.factorio.com/57652 more])<br />
* Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. ([https://forums.factorio.com/57386 more])<br />
* Fixed clamp_position=true on artillery shells would negate artillery range bonus. ([https://forums.factorio.com/57700 more])<br />
* Fixed item icon would not be rescaled to normal size if icon_size not 32. ([https://forums.factorio.com/57683 more])<br />
=== Modding ===<br />
* Added "friend" and "not-friend" force trigger modifiers.<br />
* Added optional night vision equipment prototype "darkness_to_turn_on".<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::ammo_category_prototypes</code> read.<br />
* Added <code>LuaEntity::get_merged_signals()</code>.<br />
<br />
== 0.16.22 ==<br />
Date: 02. 02. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when loading saves with modded camera GUI elements. ([https://forums.factorio.com/57375 more])<br />
* Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. ([https://forums.factorio.com/57381 more])<br />
* Another attempt to fix crashes on OS X Mavericks (version 10.9). ([https://forums.factorio.com/54549 more])<br />
* Fixed that some mod settings would always detect as different than the server when trying to join. ([https://forums.factorio.com/57352 more])<br />
* Fixed that turrets that died and where rebuilt couldn't be mined. ([https://forums.factorio.com/57393 more])<br />
=== Modding ===<br />
* Added optional <code>RecipePrototype::allow_as_intermediate</code> to disable a recipe being used as an intermediate when hand crafting.<br />
* Added <code>PlayerPrototype::enter_vehicle_distance</code>.<br />
=== Scripting ===<br />
* Added <code>LuaRecipePrototype::allow_as_intermediate</code> read.<br />
* A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.<br />
* Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.<br />
<br />
== 0.16.21 ==<br />
Date: 01. 02. 2018<br />
=== Minor Features ===<br />
* Added support to load save files directly in the map editor.<br />
* Added "Save and play" button to map editor, to allow quick iteration.<br />
* Added levels in campaigns to level editor "open" menu.<br />
=== Changes ===<br />
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.<br />
* Player death messages will be printed to all forces they are friends with.<br />
* Player death messages include the player tag.<br />
** Gui:<br />
* The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.<br />
=== Bugfixes ===<br />
* Fixed teleporting pumps would crash the game. ([https://forums.factorio.com/57150 more])<br />
* Fixed dragging in the map preview and technology GUI didn't work correctly. ([https://forums.factorio.com/57202 more])<br />
* Fixed walls wouldn't connect correctly when built through script in some cases. ([https://forums.factorio.com/57212 more])<br />
* Fixed that the equipment grid was too small when using extra-low graphics quality. ([https://forums.factorio.com/56913 more])<br />
* Fixed inserters could get stuck trying to pick up items off the ground in some cases. ([https://forums.factorio.com/57244 more])<br />
* Fixed issues related to splitter priorities. ([https://forums.factorio.com/56968 more])<br />
* Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. ([https://forums.factorio.com/57204 more])<br />
* Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. ([https://forums.factorio.com/56926 more])<br />
* Fixed that biters would not be able to path find close to cliffs. ([https://forums.factorio.com/56811 more])<br />
* Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. ([https://forums.factorio.com/51488 more])<br />
* Fixed that the tips-and-tricks GUI would open when running a replay. ([https://forums.factorio.com/57300 more])<br />
* Fixed that the blueprint setup GUI wouldn't show in some situations. ([https://forums.factorio.com/57293 more])<br />
* Fixed that the asynchronous saving process could freeze in headless mode. ([https://forums.factorio.com/56823 more])<br />
* Fixed crash in PvP when distance between starting areas was too low. ([https://forums.factorio.com/57215 more])<br />
* Fixed small locale error in resource entity info. ([https://forums.factorio.com/56930 more])<br />
* Fixed crash when player deletes blueprint book from their library while other player has the book opened. ([https://forums.factorio.com/56288 more])<br />
* Fixed that custom scroll panes didn't respect vertical scroll policy correctly. ([https://forums.factorio.com/57309 more])<br />
* Fixed a crash in the technology GUI when using <code>LuaForce::disable_all_prototypes()</code>. ([https://forums.factorio.com/57066 more])<br />
* Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. ([https://forums.factorio.com/54781 more])<br />
* Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. ([https://forums.factorio.com/57318 more])<br />
* Fixed ghost of lamp would not connect to logistic network when revived. ([https://forums.factorio.com/56413 more])<br />
* Fixed that the command line <code>--map2scenario</code> option wouldn't convert scenario-created saves correctly. ([https://forums.factorio.com/56523 more])<br />
* Fixed handling of mouse bindings in map view. ([https://forums.factorio.com/57201 more])<br />
* Fixed that you could get stuck after using cliff explosives. ([https://forums.factorio.com/57339 more])<br />
* Fixed biters getting stuck next to a wall in some situations. ([https://forums.factorio.com/57334 more])<br />
=== Modding ===<br />
* Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.<br />
* Added optional always_show_made_in to recipe prototypes.<br />
=== Scripting ===<br />
* Added last_research to the on_research_started event.<br />
* Added <code>LuaEntityPrototype::energy_per_hit_point</code> read.<br />
* Added <code>LuaEntityPrototype::create_ghost_on_death</code> read.<br />
* Added CustomMinimap GUI element type.<br />
* Added CustomEntityPreview GUI element type.<br />
* Added <code>LuaInventory::sort_and_merge()</code>.<br />
* Added an optional "invert" option to <code>LuaSurface::find</code>/count entities filtered.<br />
* Added <code>LuaForce::enable_all_prototypes()</code>.<br />
* Added <code>LuaRecipePrototype::always_show_made_in</code> read.<br />
* Added <code>LuaControl::get_main_inventory()</code>.<br />
* Added <code>LuaGuiElement::column_count</code> read.<br />
* Changed util.merge to always deepcopy nested tables. ([https://forums.factorio.com/57169 more])<br />
* Changed events so they won't fire until every mod has had on_init ran.<br />
<br />
== 0.16.20 ==<br />
Date: 26. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed another compression problem on belts related to splitters.<br />
* Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work.<br />
* Fixed biter related desyncs. ([https://forums.factorio.com/57048 more])<br />
* Fixed possible desync related to logistic network.<br />
=== Modding ===<br />
* Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.<br />
<br />
== 0.16.19 ==<br />
Date: 25. 01. 2018<br />
=== Minor Features ===<br />
* Added PvP options: Disband team on loss, team area artillery and give artillery remote.<br />
=== Bugfixes ===<br />
* Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. ([https://forums.factorio.com/57005 more])<br />
* Fixed that fast-replacing power poles while running would just delete them. ([https://forums.factorio.com/56729 more])<br />
* Fixed that you couldn't exit vehicles with large collision boxes. ([https://forums.factorio.com/56905 more])<br />
* Fixed that <code>LuaPlayer::can_insert</code> and <code>LuaPlayer::insert</code> didn't agree. ([https://forums.factorio.com/56917 more])<br />
* Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. ([https://forums.factorio.com/56816 more])<br />
* Fixed that teleporting roboports when robots where charging would lead to corrupt saves. ([https://forums.factorio.com/57006 more])<br />
* Fixed that toggle-console wouldn't work with modifier keys. ([https://forums.factorio.com/57013 more])<br />
* Fixed graphical artifacts in terrain when zoomed out. ([https://forums.factorio.com/57043 more])<br />
* Fixed that <code>LuaForce::disable</code>/enable research wouldn't update the GUI correctly. ([https://forums.factorio.com/57075 more])<br />
* Fixed that pumps would ignore fluidbox filter. ([https://forums.factorio.com/56694 more])<br />
* Fixed crash caused by non-ASCII characters in name of custom scenario. ([https://forums.factorio.com/57077 more])<br />
* Fixed that idle biters would ignore the player when approached. ([https://forums.factorio.com/57085 more])<br />
=== Modding ===<br />
* Added support for setting icon_size per icon layer.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::default_map_gen_settings</code> read.<br />
* Added <code>LuaSurface::get_random_chunk()</code>.<br />
<br />
== 0.16.18 ==<br />
Date: 23. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed searching for recipes could add the "no recipe available" message multiple times. ([https://forums.factorio.com/56966 more])<br />
* Fixed a crash related to biters. ([https://forums.factorio.com/56932 more])<br />
* Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. ([https://forums.factorio.com/56915 more])<br />
* Fixed logistic entity highlighting didn't work correctly in some cases. ([https://forums.factorio.com/56942 more])<br />
* Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. ([https://forums.factorio.com/56953 more])<br />
* Fixed Linux runtime requirements being dynamically linked. ([https://forums.factorio.com/56922 more])<br />
* Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. ([https://forums.factorio.com/56929 more])<br />
<br />
== 0.16.17 ==<br />
Date: 22. 01. 2018<br />
=== Features ===<br />
* Added filter to splitter.<br />
* Added input and output priority to splitter.<br />
=== Minor Features ===<br />
* Added a "clone group" button to the permissions GUI.<br />
* Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.<br />
=== Balancing ===<br />
* Increased the stack size of roboport from 5 to 10.<br />
* Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.<br />
=== Bugfixes ===<br />
* Fixed that rail chain signals didn't work with copy-paste. ([https://forums.factorio.com/56438 more])<br />
* Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. ([https://forums.factorio.com/56440 more])<br />
* Fixed that walking near the edge of water could result in no footstep sounds. ([https://forums.factorio.com/56372 more])<br />
* Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. ([https://forums.factorio.com/56250 more])<br />
* Fixed that ghost solar panels would show as having energy. ([https://forums.factorio.com/56467 more])<br />
* Fixed that the bonus GUI didn't show correct numbers for some bonuses. ([https://forums.factorio.com/56475 more])<br />
* Fixed that a single water tile that separates two terrain types would become invisible. ([https://forums.factorio.com/54663 more])<br />
* Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs.<br />
** The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled.<br />
** This should reduce GPU load, but slightly increase CPU load and VRAM usage. ([https://forums.factorio.com/54560 more])<br />
* Added a command-line option <code>--executable-path</code> to allow launching Factorio through a custom ld.so on Linux. ([https://forums.factorio.com/56454 more])<br />
* Fixed a crash when setting invalid prototype values for vehicle type entities through mods. ([https://forums.factorio.com/56494 more])<br />
* Fixed that you couldn't attack nests with your pickaxe.<br />
* Additional fix of the rail block visualization for high res. ([https://forums.factorio.com/56499 more])<br />
* Fixed jittering when running against entities with connected bounding boxes (for example pipes). ([https://forums.factorio.com/56497 more])<br />
* Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. ([https://forums.factorio.com/56574 more])<br />
* Fixed recipe tooltip with many raw materials showing incorrectly. ([https://forums.factorio.com/56422 more])<br />
* Fixed invisible GUI when assembling machine with no recipe is opened. ([https://forums.factorio.com/56491 more])<br />
* Fixed a crash on Linux that would happen after dragging a UI element outside the game window. ([https://forums.factorio.com/56501 more])<br />
* Fixed inconvenient drag-placing of electric poles around large entities. ([https://forums.factorio.com/56374 more])<br />
* Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. ([https://forums.factorio.com/56659 more])<br />
* Fixed artillery projectile shadow was not aligned with artillery cannon shadow. ([https://forums.factorio.com/55269 more])<br />
* Fixed line breaks in changelog with UI scale. ([https://forums.factorio.com/56141 more])<br />
* Fixed that too many biters trying to return to a spawner could make all other biters inactive. ([https://forums.factorio.com/56464 more])<br />
* Fixed robots deconstructing artillery turrets could lose ammo. ([https://forums.factorio.com/56686 more])<br />
* Improved scroll behaviour in server list. ([https://forums.factorio.com/55451 more])<br />
* Fixed possibility of receiving the previous rounds input items in Team production. ([https://forums.factorio.com/56754 more])<br />
* Fixed that the game could create many enemy unit groups resulting in poor performance. ([https://forums.factorio.com/56683 more])<br />
* Fixed pasting entity settings would not disable connection to logistic network. ([https://forums.factorio.com/56753 more])<br />
* Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. ([https://forums.factorio.com/56748 more])<br />
* Fixed rail chain signal ghost would emit light. ([https://forums.factorio.com/56818 more])<br />
* Fixed that blueprint strings wouldn't retain storage chest filters. ([https://forums.factorio.com/56875 more])<br />
* Fixed passing LuaObjects through the remote interface wouldn't always work correctly. ([https://forums.factorio.com/56812 more])<br />
* Fixed that <code>LuaSurface::create_entity</code> wouldn't work to create walls on top of ghost walls. ([https://forums.factorio.com/56829 more])<br />
* Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. ([https://forums.factorio.com/56859 more])<br />
* Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. ([https://forums.factorio.com/56854 more])<br />
* Fixed a migration issue related to logistic entities and inventory resizing. ([https://forums.factorio.com/56861 more])<br />
=== Modding ===<br />
* Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. ([https://forums.factorio.com/55109 more])<br />
* Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.<br />
* Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. ([https://forums.factorio.com/26937 more])<br />
=== Scripting ===<br />
* Changed the tile related events to include the old tiles and positions instead of just positions.<br />
* Added on_pre_player_crafted_item and on_player_cancelled_crafting events.<br />
* Added on_entity_damaged event.<br />
* Added on_chunk_charted event.<br />
* Added <code>LuaEntity::splitter_filter</code>, splitter_input_priority and splitter_output_priority read/write.<br />
* Added ghost_name and ghost_type to <code>LuaSurface::find</code>/count entities filtered.<br />
* Fixed recursive call in util.merge(). ([https://forums.factorio.com/56779 more])<br />
<br />
== 0.16.16 ==<br />
Date: 10. 01. 2018<br />
=== Minor Features ===<br />
* Items on the ground can be mined manually for precise control of what you pick up.<br />
* Added 'duplicate starting entities' option to PvP.<br />
=== Changes ===<br />
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.<br />
** The decision whether item goes to left or right output is now independent of the item type.<br />
* Hide cliff explosives in bonus GUI as they don't really receive any bonuses. ([https://forums.factorio.com/56318 more])<br />
* Tweaked the balancing of the PvP production score.<br />
* Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. ([https://forums.factorio.com/55110 more])<br />
=== Optimisations ===<br />
* Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. ([https://forums.factorio.com/56224 more])<br />
=== Bugfixes ===<br />
* Fixed that consecutive splitters could uncompress compressed belt. ([https://forums.factorio.com/55645 more])<br />
* Fixed that loading from the game-over screen would result in a crash if loading failed. ([https://forums.factorio.com/56336 more])<br />
* Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. ([https://forums.factorio.com/56339 more])<br />
* Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. ([https://forums.factorio.com/56327 more])<br />
* Fixed Linux users sometime crashing when relaunching the game. ([https://forums.factorio.com/53650 more])<br />
* Fixed that blueprint library GUI would lose your filter when you view a blueprint. ([https://forums.factorio.com/56210 more])<br />
* Fixed that biters would sometimes be deactivated when they shouldn't. ([https://forums.factorio.com/55370 more])<br />
* Fixed that artillery would target forces marked with cease fire. ([https://forums.factorio.com/56360 more])<br />
* Fixed a crash when using <code>LuaTransportLine::remove_item()</code>. ([https://forums.factorio.com/56352 more])<br />
* Fixed that the beacon would show energy consumption twice. ([https://forums.factorio.com/56359 more])<br />
* Fixed PvP production score calculation for hand crafting and launching satellites.<br />
* Fixed jittering when walking into a straight water/land border. ([https://forums.factorio.com/56362 more])<br />
* Attempt at fixing missing symbol on macOS 10.9 ([https://forums.factorio.com/54549 more])<br />
* Fixed that turret range map and hover overlays didn't quite match. ([https://forums.factorio.com/56332 more])<br />
* Fixed that RCON would only respond to the first command in a packet. ([https://forums.factorio.com/55918 more])<br />
* Fixed PvP no rush restriction could be bypassed using a vehicle.<br />
* Ensure that there is always at least a minimal lake in the starting area.<br />
* Fixed script error if a removed modded item was sent in a rocket. ([https://forums.factorio.com/56411 more])<br />
* Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. ([https://forums.factorio.com/56402 more])<br />
* Fixed a crash when mods would try to set item health values to negative amounts. ([https://forums.factorio.com/56407 more])<br />
* Fixed requester chests could get stuck in some cases. ([https://forums.factorio.com/56408 more])<br />
* Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. ([https://forums.factorio.com/56038 more])<br />
* Fixed chunk edge cliff discontinuities due to ore patches. ([https://forums.factorio.com/56022 more])<br />
=== Scripting ===<br />
* Added <code>LuaEntity::cliff_orientation</code> read.<br />
<br />
== 0.16.15 ==<br />
Date: 05. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed that underground belts built by a blueprint would not respect the type of an existing belt. ([https://forums.factorio.com/55174 more])<br />
* Fixed pump ghosts would always highlight attached rail, not just when selected.<br />
* Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. ([https://forums.factorio.com/56201 more])<br />
* Improved number formating in electricity overview to make it less jumpy. ([https://forums.factorio.com/56136 more])<br />
* Fixed logistic robots migration related to changing force of logistic robots while stationing. ([https://forums.factorio.com/56194 more])<br />
* Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. ([https://forums.factorio.com/54871 more])<br />
* Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. ([https://forums.factorio.com/56125 more])<br />
<br />
== 0.16.14 ==<br />
Date: 04. 01. 2018<br />
=== Minor Features ===<br />
* Added 'allow spectators' option to PvP.<br />
=== Changes ===<br />
* Changed rail world settings to have normal biters frequency.<br />
=== Bugfixes ===<br />
* Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. ([https://forums.factorio.com/56129 more])<br />
* Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. ([https://forums.factorio.com/55995 more])<br />
* Fixed that inserters would try to put items into furnaces that could never fit. ([https://forums.factorio.com/56134 more])<br />
* Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. ([https://forums.factorio.com/56135 more])<br />
* Fixed that request chests weren't equally distributed when there were not enough robots.<br />
* Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.<br />
** This could cause crashes as the internal data structures take it as granted.<br />
* Fixed that download progress bar in the sync save with mods wasn't being updated.<br />
* Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.<br />
* Fixed some PvP game modes being won by launching a rocket.<br />
* Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. ([https://forums.factorio.com/55882 more])<br />
<br />
== 0.16.13 ==<br />
Date: 03. 01. 2018<br />
=== Minor Features ===<br />
* Added a time limit option to PvP game modes 'Production score' and 'Oil harvest'<br />
* Added 'score per minute' to the PvP Production score GUI.<br />
=== Bugfixes ===<br />
* Fixed a crash when blueprinting modded logistic storage chests. ([https://forums.factorio.com/55963 more])<br />
* Fixed requester chests wouldn't work with specific combinations of storage, buffer, and provider chests. ([https://forums.factorio.com/55967 more])<br />
* Fixed a crash with the command line map preview option. ([https://forums.factorio.com/55993 more])<br />
* Fixed the world-icon for the cliff explosive didn't match the item icon. ([https://forums.factorio.com/55812 more])<br />
* Fixed the progress indicator in the browse-mods GUI would update too quickly. ([https://forums.factorio.com/55540 more])<br />
* Fixed changing the force of a robot waiting to charge would break the robot. ([https://forums.factorio.com/55799 more])<br />
* Fixed that joining modded multiplayer games where the spawn area was deleted would error. ([https://forums.factorio.com/56004 more])<br />
* Fixed that pasting text didn't work correctly in any text field. ([https://forums.factorio.com/55977 more])<br />
* Fixed a crash related to tile transitions. ([https://forums.factorio.com/56005 more])<br />
* Fixed logistic storage filters would be ignored in some specific cases. ([https://forums.factorio.com/56009 more])<br />
* Fixed that side-loading underground belts could lead to them getting stuck. ([https://forums.factorio.com/56024 more])<br />
* Fixed that modded storage chests would allow more than 1 filter when the extra filters weren't valid. ([https://forums.factorio.com/56058 more])<br />
* Fixed that the map preview seed wouldn't get used when the generate map GUI had an exchange string entered. ([https://forums.factorio.com/56029 more])<br />
* Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.<br />
* Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. ([https://forums.factorio.com/56081 more])<br />
* Fixed that tooltip of disabled widgets didn't work.<br />
* Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn't editable.<br />
* Fixed one of the curved rail segment visualizations wasn't aligned correctly. ([https://forums.factorio.com/55276 more])<br />
* Fixed that the console could be opened in a paused game where it can't be interacted with.<br />
* Fixed issues of console in combination with technology GUI in multiplayer. ([https://forums.factorio.com/55719 more])<br />
* Fixed changelogs (including mod changelogs) not properly displaying the "All" subversion for a version x.y when there was no version x.y.0. ([https://forums.factorio.com/55959 more])<br />
* Fixed horizontal scroll pane scroller. ([https://forums.factorio.com/55689 more])<br />
* Fixed that changing value in GameViewSettings in the Lua script didn't update the gui until the game was reloaded.<br />
* Fixed a crash when controller view is disabled. ([https://forums.factorio.com/56115 more])<br />
* Fixed script error when destroying a chest in the supply scenario.<br />
* Fixed PvP production score price calculation.<br />
=== Modding ===<br />
* Entities without an item-to-place can still be deconstructed if they are minable.<br />
=== Scripting ===<br />
* Added <code>LuaPlayer::blueprint_to_setup</code> read.<br />
* Changed default value of 'expires' when creating ghost through <code>LuaSurface::create_entity</code> from 'true' to 'false'.<br />
* Fixed invalid internal state + crashes when ghost without "expires = false" was created through the script when ghost time to live was 0. ([https://forums.factorio.com/56036 more])<br />
<br />
== 0.16.12 ==<br />
Date: 31. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that rail signal indicator didn't show two way signal placement in junctions even when the signal was placeable there.<br />
* Fixed that the game would crash if the mouse was moved fast enough outside the game window while loading a map. ([https://forums.factorio.com/54976 more])<br />
* Fixed crash related to logistic chests to be cancel-deconstructed.<br />
* Fixed few cases where logistic requesters and buffers were not initialized correctly when built before the roboport.<br />
<br />
== 0.16.11 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed yet another requester chest state migration error.<br />
* Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. ([https://forums.factorio.com/55913 more])<br />
* Fixed that some specific pre 0.15 maps couldn't be loaded.<br />
<br />
== 0.16.10 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed crash related to setting logistic requests by circuit network.<br />
* Fixed requester chest state migration between different save versions.<br />
* Fixed one of the problems of internal provider data corruption related to setting inventory bar limit.<br />
<br />
== 0.16.9 ==<br />
Date: 29. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that player didn't request from buffer chests.<br />
* Fixed that some maps with modded selection-tool items failed to load.<br />
<br />
== 0.16.8 ==<br />
Date: 29. 12. 2017<br />
** Features:<br />
* Storage chests can be filtered.<br />
=== Minor Features ===<br />
* Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.<br />
* Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.<br />
=== Optimisations ===<br />
* Optimized selecting robot tasks for requester chests.<br />
=== Balancing ===<br />
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).<br />
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).<br />
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.<br />
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)<br />
* Decreased barreling crafting time from 1 second to 0.2 seconds.<br />
=== Bugfixes ===<br />
* Fixed loading of achievements with steam version. ([https://forums.factorio.com/54583 more])<br />
* Fixed train schedule resizing with very large player inventory. ([https://forums.factorio.com/55378 more])<br />
* Fixed missing auto resizing of Lua GUI elements when caption changes. ([https://forums.factorio.com/54896 more])<br />
* Fixed that it was possible to set duplicate logistic requests.<br />
* Fixed missing entity counts when selecting area for blueprint on low graphics quality. ([https://forums.factorio.com/55180 more])<br />
* Fixed calculation of basis noise when x<0 ([https://forums.factorio.com/55288 more])<br />
* Fixed missing locale key in fluid wagon description. ([https://forums.factorio.com/55520 more])<br />
* Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. ([https://forums.factorio.com/55524 more])<br />
* Fixed evolution command output in campaigns. ([https://forums.factorio.com/55402 more])<br />
* Fixed shotgun shooting direction when aiming between the player and the nozzle. ([https://forums.factorio.com/55386 more])<br />
* Fixed technology sorting. ([https://forums.factorio.com/55294 more])<br />
* Fixed that the default list box font was called "default-list_box". ([https://forums.factorio.com/55322 more])<br />
* Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.<br />
* Fixed that setting <code>LuaPlayer::opened</code> to an empty item would crash the game. ([https://forums.factorio.com/55601 more])<br />
* Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. ([https://forums.factorio.com/55510 more])<br />
* Fixed a desync when hosting multiplayer directly and building blueprints. ([https://forums.factorio.com/55629 more])<br />
* Fixed a crash when calling specific LuaEntity properties. ([https://forums.factorio.com/55680 more])<br />
* Fixed module effects weren't checked correctly for modded modules. ([https://forums.factorio.com/55690 more])<br />
* Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. ([https://forums.factorio.com/55710 more])<br />
* Fixed roboports would show up twice in the logistic GUI. ([https://forums.factorio.com/55712 more])<br />
* Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. ([https://forums.factorio.com/55754 more])<br />
* Fixed changing transport belt speeds through mods on existing saves. ([https://forums.factorio.com/55763 more])<br />
* Fixed a crash when setting filters on cargo wagons in multiplayer. ([https://forums.factorio.com/55765 more])<br />
* Fixed a crash when trying to put blueprint books in blueprint books. ([https://forums.factorio.com/55769 more])<br />
* Fixed that train could overshoot a station when the schedule was changed by the script.<br />
* Fixed that heat pipes would incorrectly update their connections when teleported. ([https://forums.factorio.com/55773 more])<br />
* Fixed the problem of flickering tooltips in a generic way (hopefully). ([https://forums.factorio.com/55132 more])<br />
* Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. ([https://forums.factorio.com/55552 more])<br />
* Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. ([https://forums.factorio.com/55726 more])<br />
=== Scripting ===<br />
* The item-with-tags and selection-tool item types now support <code>LuaItemStack::item_number</code>.<br />
* Added an optional player parameter to <code>LuaEntity::order_deconstruction</code>, cancel_deconstruction, <code>LuaTile::cancel_deconstruction</code>,<br />
** <code>LuaSurface::deconstruct_area</code>, and <code>LuaSurface::cancel_deconstruct_area</code>.<br />
<br />
== 0.16.7 ==<br />
Date: 21. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.<br />
* Fixed order of controls in the control settings GUI. ([https://forums.factorio.com/55292 more])<br />
* Fixed rail pumps becoming invalid after being teleported via Lua. ([https://forums.factorio.com/55203 more])<br />
* Fixed that biter expansion chunks weren't being generated correctly. ([https://forums.factorio.com/54988 more])<br />
* Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.<br />
* Fixed server crash when last player leaves the game while the server is saving. ([https://forums.factorio.com/55164 more])<br />
* Fixed text cursor positioning inside a text box during scroll. ([https://forums.factorio.com/55106 more])<br />
* Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. ([https://forums.factorio.com/55319 more])<br />
* Fixed that blueprint strings wouldn't copy station names in blueprints. ([https://forums.factorio.com/55323 more])<br />
* Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. ([https://forums.factorio.com/55138 more])<br />
* Fixed a crash when canceling loading of specific save files. ([https://forums.factorio.com/55343 more])<br />
* Fixed the programmable speaker GUI wouldn't update correctly. ([https://forums.factorio.com/55339 more])<br />
* Fixed a bug where text in a text box disappeared after jumping to cursor that is off view.<br />
* Fixed <code>--apply-update</code> not setting executable permissions ([https://forums.factorio.com/55325 more])<br />
* Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. ([https://forums.factorio.com/55341 more])<br />
* Fixed crash when exiting the game while a recipe tooltip was open. ([https://forums.factorio.com/55324 more])<br />
* Fixed positioning of progress bars in mod download dialogs. ([https://forums.factorio.com/54968 more])<br />
* Fixed creation of overlapping wagons under certain circumstances. ([https://forums.factorio.com/55371 more])<br />
* Fixed scrolling by caret in a text box that would cause lines to disappear.<br />
* Fixed jittering when driving cars/tanks in some cases. ([https://forums.factorio.com/54916 more])<br />
* Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. ([https://forums.factorio.com/55367 more])<br />
* Fixed crash when recalculating connections between roboports. ([https://forums.factorio.com/55368 more])<br />
* Fixed crash when exiting mod portal during a refresh. ([https://forums.factorio.com/55377 more])<br />
* Fixed error in saving blueprinted inserters with overridden stack size. ([https://forums.factorio.com/55397 more])<br />
* Entities waiting for modules can now be fast replaced. ([https://forums.factorio.com/55104 more])<br />
* Fixed saving of New hope level 2. ([https://forums.factorio.com/55400 more])<br />
* Fixed that the game would crash trying to load some old saves. ([https://forums.factorio.com/54866 more])<br />
* Fixed train top speed calculation when not all locomotives used the same fuel type. ([https://forums.factorio.com/55442 more])<br />
* Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. ([https://forums.factorio.com/55375 more])<br />
* Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. ([https://forums.factorio.com/55455 more])<br />
* Fixed a crash when loading saves without specific mods. ([https://forums.factorio.com/55356 more])<br />
* Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. ([https://forums.factorio.com/55466 more])<br />
* Fixed multiple issues with enemy force interaction. ([https://forums.factorio.com/55439 more])<br />
=== Changes ===<br />
* Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.<br />
* Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force.<br />
** This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.<br />
* Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. ([https://forums.factorio.com/55108 more])<br />
=== Scripting ===<br />
* Added direction, created_by_moving, and shift_build event parameters to on_put_item event.<br />
* Replaced <code>ScrollPane::dont_scroll_horizontally</code> by horizontal_scroll_policy and vertical_scroll_policy.<br />
* Added <code>LuaGameScript::backer_names</code> read.<br />
* Added <code>LuaStyle::want_ellipsis</code> read/write.<br />
=== Minor Features ===<br />
* Added /version command.<br />
<br />
== 0.16.6 ==<br />
Date: 18. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when trying to filter the main inventory in the god-controller. ([https://forums.factorio.com/55171 more])<br />
* Fixed various crashes caused by mining or otherwise changing power poles. ([https://forums.factorio.com/55176 more])<br />
* Fixed a desync when using bad values in the /color command. ([https://forums.factorio.com/55048 more])<br />
* Better handling of the case where we mine our own car but our inventory's full. ([https://forums.factorio.com/55254 more])<br />
* Fixed placing blueprint over existing Rail Signals does not build wires. ([https://forums.factorio.com/54997 more])<br />
* Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity."<br />
** It proved to create too big problems with readability while building and running.<br />
* Fixed that rolling stocks in cursor had no icon when there was no valid location for them.<br />
=== Scripting ===<br />
* Fixed that TextBox was not re-layouting text when size was changed through styles.<br />
<br />
== 0.16.5 ==<br />
Date: 17. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed boilers outputting water in New hope campaign levels. ([https://forums.factorio.com/54722 more])<br />
* Fixed slow saving of New hope level 2. ([https://forums.factorio.com/54998 more])<br />
* Fixed that blueprint books couldn't be built from the zoomed-to-world view. ([https://forums.factorio.com/55043 more])<br />
* Fixed a crash when loading saves with modded blueprint entities migrated multiple times. ([https://forums.factorio.com/55020 more])<br />
* Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. ([https://forums.factorio.com/55026 more])<br />
* Fixed that forced ghost building (shift + click) didn't work correctly.<br />
* Fixed destroying an entity powered from two electric networks would corrupt future saves. ([https://forums.factorio.com/54775 more])<br />
* Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. ([https://forums.factorio.com/55044 more])<br />
* Fixed beacon would not highlight labs that are in range of its effects. ([https://forums.factorio.com/55087 more])<br />
* Fixed disappearing sprites with Low VRAM Mode option enabled. ([https://forums.factorio.com/54672 more])<br />
* Fixed glitch in one of the stone path transition sprites. ([https://forums.factorio.com/54981 more])<br />
* Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.<br />
* Improved very poor performance with video memory usage set to low. ([https://forums.factorio.com/55039 more])<br />
=== Modding ===<br />
* Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. ([https://forums.factorio.com/55028 more])<br />
* Fixed icon_size scaled also icon's dark background in alt mode. ([https://forums.factorio.com/54640 more])<br />
<br />
== 0.16.4 ==<br />
Date: 16. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed progress bar in automatic updates GUI. ([https://forums.factorio.com/54812 more])<br />
* Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI. ([https://forums.factorio.com/54843 more])<br />
* Belt rendering fix. ([https://forums.factorio.com/54852 more])<br />
* Fixed the mining speed for drills would show 1 higher than it actually was. ([https://forums.factorio.com/54885 more])<br />
* Fixed issue with changelogs in mods. ([https://forums.factorio.com/54842 more])<br />
* Fixed that the server could crash if it received invalid data. ([https://forums.factorio.com/54876 more])<br />
* Fixed crash on startup when texture compression was enabled. ([https://forums.factorio.com/54891 more])<br />
* Fixed that roboport connections wouldn't render as cleanly as 0.15. ([https://forums.factorio.com/54907 more])<br />
* Fixed that using the /ban command with no parameters would crash the game. ([https://forums.factorio.com/54948 more])<br />
* Fixed browse mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.<br />
* Fixed the game would not enter minimal mode if there was an error in migration script. ([https://forums.factorio.com/54828 more])<br />
* Fixed the delete-achievements tooltip wouldn't be removed. ([https://forums.factorio.com/54980 more])<br />
* Fixed the use-recipe-groups config option was ignored in the select-signal GUI. ([https://forums.factorio.com/54892 more])<br />
=== Scripting ===<br />
* Fixed that <code>LuaPlayer::admin</code> write didn't work. ([https://forums.factorio.com/54960 more])<br />
* Added 2 optional parameters to <code>LuaSurface::create_entity</code> when creating resource entities: enable_tree_removal and enable_cliff_removal.<br />
* Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.<br />
<br />
== 0.16.3 ==<br />
Date: 15. 12. 2017<br />
=== Changes ===<br />
* When mining normal entities ghost entity selection is disabled until the mining key is released.<br />
=== Optimisations ===<br />
* Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.<br />
=== Bugfixes ===<br />
* Fixed changelog GUI displaying no version when launching the game ([https://forums.factorio.com/54682 more])<br />
* Fixed crashes and desyncs related to circuit controlled lamps in more electric networks. ([https://forums.factorio.com/54671 more])<br />
* Fixed advanced rail tutorial no path error. ([https://forums.factorio.com/54645 more])<br />
* Fixed inventory transfer tutorial furnaces couldn't smelt ore. ([https://forums.factorio.com/54653 more])<br />
* Fixed unknown locale key in train station tutorial. ([https://forums.factorio.com/54636 more])<br />
* Fixed new hope level-02 script error. ([https://forums.factorio.com/54732 more])<br />
* Fixed that the player would die when mining an enclosed vehicle while driving it. ([https://forums.factorio.com/54752 more])<br />
* Fixed achievement progress bars rendering that caused misalignment of tracked achievements. ([https://forums.factorio.com/54542 more])<br />
* Fixed that achievement title was sometimes not visible.<br />
* Fixed spacing of effect icons in technology detail. ([https://forums.factorio.com/54608 more])<br />
* Fixed that the player could teleport over things to get into a vehicle. ([https://forums.factorio.com/54749 more])<br />
* Fixed the achievement progress bars rendering.<br />
* Fixed that achievements not obtainable with peaceful mode were obtainable with enemy settings lower then default. ([https://forums.factorio.com/51252 more])<br />
* Fixed that exiting the car whilst shooting could lead to a crash. ([https://forums.factorio.com/54738 more])<br />
* Fixed that you could not submit a console message if you mapped it to ENTER. (https://redd.it/7jjlzb)<br />
* Fixed that the value of "bottom" of vertical align was not parsed properly. ([https://forums.factorio.com/54783 more])<br />
* Fixed crash related to scenario message dialog.<br />
* Fixed very low performance of drawing decoratives on medium or lower video memory usage setting. ([https://forums.factorio.com/54681 more])<br />
* Fixed that window to select signal wasn't working when sub-groups were enabled but groups disabled. ([https://forums.factorio.com/54728 more])<br />
* Fixed that <code>LuaGame::take_screenshot</code> would ignore the given surface. ([https://forums.factorio.com/54734 more])<br />
* Fixed the tank being hurt by its own flamethrower. ([https://forums.factorio.com/54748 more])<br />
* Fixed updater not properly setting permission bits ([https://forums.factorio.com/54786 more])<br />
* Fixed that hazard concrete didn't have a walking sound in one rotation. ([https://forums.factorio.com/54810 more])<br />
* Fixed force-building blueprint rails would build multiple rails on the same location. ([https://forums.factorio.com/54805 more])<br />
* Fixed that you could copy-paste enemy structure settings. ([https://forums.factorio.com/54821 more])<br />
* Fixed that double clicking the scroll bar in the save-game GUI would save the game. ([https://forums.factorio.com/54830 more])<br />
* Fixed that exiting the car with a passenger would leave the car driving in some cases. ([https://forums.factorio.com/54729 more])<br />
* Fixed that the read stopped train output signal wouldn't show unless the enable/disable checkbox was checked. ([https://forums.factorio.com/54835 more])<br />
* Fixed amount in resource entity tooltip might be displayed as negative number. ([https://forums.factorio.com/54841 more])<br />
* Attempted to fix hangs or crashes when using single channel textures for alpha masks on some PCs. ([https://forums.factorio.com/54551 more])<br />
* Fixed that the deconstruction marker on diagonal rails was off-center.<br />
* Fixed wrong order of buttons in Direct connection password dialogue. ([https://forums.factorio.com/54867 more])<br />
* Reactor pipes now render correctly, without rotation. ([https://forums.factorio.com/54759 more])<br />
* Browse games GUI now shows active filter text after reopening the GUI. ([https://forums.factorio.com/54803 more])<br />
* Fixed incorrect number of rails being used when building with rail planner. ([https://forums.factorio.com/54791 more])<br />
* Fixed printing of errors in Browse games GUI. ([https://forums.factorio.com/54815 more])<br />
=== Modding ===<br />
* Fixed JSON parser did not fail on comma at the end of list or dictionary. ([https://forums.factorio.com/54828 more])<br />
<br />
== 0.16.2 ==<br />
Date: 14. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when using the "flow" custom GUI element type in a mod. ([https://forums.factorio.com/54609 more])<br />
* Fixed a crash when migrating energy sources from mods. ([https://forums.factorio.com/54622 more])<br />
* Fixed a crash when a request to mod portal timeouts. ([https://forums.factorio.com/54661 more])<br />
* Fixed that burner inserters wouldn't fuel burner furnaces in some cases. ([https://forums.factorio.com/54604 more])<br />
* Fixed blueprint labels wouldn't render in the world. ([https://forums.factorio.com/54639 more])<br />
* Fixed building entities very quickly could duplicate them in some cases. ([https://forums.factorio.com/54610 more])<br />
* Fixed a crash when clicking refresh in Browse mods dialog. ([https://forums.factorio.com/54648 more])<br />
* Fixed a crash when fast-replacing electric poles. ([https://forums.factorio.com/54679 more])<br />
* Fixed a crash when trying to load mods in zipped format. ([https://forums.factorio.com/54686 more])<br />
* Fixed a crash when loading saves where the character was in a vehicle which is being removed due to mod removal. ([https://forums.factorio.com/54629 more])<br />
* Fixed that right click didn't work in the production/electric stats GUIs. ([https://forums.factorio.com/54699 more])<br />
* Fixed a crash when migrating specific simple-entities to 0.16. ([https://forums.factorio.com/54712 more])<br />
* Fixed lamp energy info in sidebar and in the Lua interface.<br />
* Fixed that the logistic network embargo achievement didn't disallow the buffer chest.<br />
* Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.<br />
* Changed (hopefully improved) the heuristic that decides which rail path should be selected for manual rail building.<br />
* Attempt at fixing game not working on macOS 10.12 and older. ([https://forums.factorio.com/54549 more])<br />
=== Modding ===<br />
* Fixed the game did not check type of units defined in result_units of unit-spawner. ([https://forums.factorio.com/54650 more])<br />
<br />
== 0.16.1 ==<br />
Date: 13. 12. 2017<br />
=== Bugfixes ===<br />
* Changed requirement for parallel loading of high quality sprites to 12 GB of RAM to prevent chance of running out of memory on startup. ([https://forums.factorio.com/54548 more])<br />
* Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. ([https://forums.factorio.com/54552 more])<br />
* Fixed crash when loading crop cache from previous game version. ([https://forums.factorio.com/54543 more])<br />
* Fixed that <code>LuaRemote::call()</code> wouldn't copy string values/keys correctly. ([https://forums.factorio.com/54567 more])<br />
* Fixed updater would re-launch the game with deprecated <code>--autoupdate-finished</code> parameter.<br />
* Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) ([https://forums.factorio.com/54544 more])<br />
* Fixed that the Linux binary was corrupt and wouldn't start. ([https://forums.factorio.com/54540 more])<br />
* Fixed error checking when compiling GLSL shaders. ([https://forums.factorio.com/54577 more])<br />
* Fixed artillery would still show as being able to shoot when on enemy forces. ([https://forums.factorio.com/54591 more])<br />
* Fixed the programmable speaker GUI wouldn't show settings correctly when opened. ([https://forums.factorio.com/54595 more])<br />
* Fixed graphics of achievements. ([https://forums.factorio.com/54542 more])<br />
<br />
== 0.16.0 ==<br />
Date: 13. 12. 2017<br />
=== Major Features ===<br />
* Added logistic buffer chest. It can request items that are still available to the logistic system.<br />
* Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.<br />
* Added cliffs. ([https://factorio.com/blog/post/fff-219 more])<br />
=== Features ===<br />
* Train block visualisation.<br />
* Building entities over identical ghosts will revive them.<br />
** When building a different entity on top of a ghost, settings from the ghost will be copied if possible.<br />
* Train schedules and wait conditions can be rearranged by clicking and dragging.<br />
* New mini-tutorials: Construction robots.<br />
* Belts, underground belts and splitters can now fast replace each other.<br />
* Roboports now provide the repair packs they have for other robots to use.<br />
* Logistic request tooltips now show the count of items in the requester, on the way, and in the network.<br />
* The players main inventory can now be filtered.<br />
* New terrains and new terrain generation.<br />
* All terrains, including stone path and concrete, have transitions with water.<br />
* Map generation dialog now contains a preview of the map.<br />
<br />
=== Minor Features ===<br />
* Ctrl-delete now deletes whole word in a text field instead of a single character. ([https://forums.factorio.com/53124 more])<br />
* Placing output underground belt as ghost properly retains its type as output underground belt. Also underground belts now respect nearby ghosts and become output if there is input ghost nearby. Underground belt and pipe ghosts when hovered show outline of where they will connect ([https://forums.factorio.com/51271 more])<br />
* Headless server will automatically save the game when the last player leaves and auto-pause starts.<br />
* Added support to disable debug settings for non-admin players in multiplayer through the /config command.<br />
* Dropping items on belts manually (Z) won't spill items if they won't fit on the belt.<br />
* Trees can now be configured in the generate-map GUI.<br />
* Hotkeys can be un-bound by right clicking.<br />
* Rail chain signals can be read by the circuit network.<br />
* Small electric poles and medium electric poles can be fast-replaced with each other.<br />
* In multiplayer players can now ride as passengers in cars/tanks.<br />
* Electric poles and power switches can be opened from the zoomed-to-world view.<br />
* Terrain can be configured in the generate map GUI.<br />
* When holding an offshore pump, all valid build positions will be highlighted.<br />
* After desynching in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.<br />
* All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.<br />
=== Graphics ===<br />
* More entities in high resolution: laboratory, radar, worker robots (construction and logistic), combat robots (defender, distractor and destroyer), combinators, electric & circuit wires, pumpjack, storage tank, player, solar panel, lamp, roboport, tank.<br />
* All terrain now supports high resolution.<br />
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.<br />
* New alert icons.<br />
=== Balancing ===<br />
* Removed Assembling machine 1 from the production science pack.<br />
* Changed nuclear reactor stack size to 10.<br />
* Moved cluster grenade recipe to military 4 research.<br />
* Changed uranium ammo prerequisite from military 3 to military 4.<br />
* Explosives now produce 2 per craft.<br />
* Slightly adjusted some recipe craft times to better reflect their ingredient count.<br />
* Changed the terrain building size limit to be based off the player reach.<br />
* Biters scale less with distance and there are generally less biters.<br />
* Resources are much more spread apart. To compensate, patches are larger. Since it's easier to mine, the amount of resources on the map is 3 times less.<br />
* Resources scale slightly less over distance.<br />
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.<br />
* There is 1.49 times more iron on the map to compensate for the extra iron required in a typical game.<br />
=== Changes ===<br />
* Disabled loading of saves before 0.13.0 version (You can use 0.13 to load older saves and re-save them).<br />
* Train doesn't need to come to a full stop when manually changing train destination or switching from manual to automated mode.<br />
* Removed the "shift" value from map generation settings as it wasn't needed anymore.<br />
* Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. ([https://forums.factorio.com/51247 more])<br />
* Changed the default autosave interval settings from 2 to 5 minutes.<br />
* It is possible to open/close and interact with the chat console when the map is being saved or server loosing connection dialog is active.<br />
* The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.<br />
* Increased the limit of recipe categories from 255 to 65535.<br />
* New blueprint no longer includes entities marked for deconstruction.<br />
* Enable Map Exchange String for sandbox games<br />
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.<br />
* Blueprints never show the number 1 when held in cursor.<br />
* Robots in the air from personal roboport now count towards logistics requests for that robot type ([https://forums.factorio.com/51403 more])<br />
* Added /server-save command that does the same thing as lua server_save, but doesn't disable achievements. ([https://forums.factorio.com/52414 more])<br />
* Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full. ([https://forums.factorio.com/51653 more])<br />
* Removed the option to turn off the item groups and sub groups from the GUi. It can still be done through the config file or lua commands.<br />
* Added separate control option for placing tags on the map, so by default map scroll is left click, and place tag is right click.<br />
* Allow easier dragging of underground pipes and belts when not moving in a perfect straight line.<br />
* The Arithmetic Combinator can now use a constant as the first parameter, not only the second. So you can do operations like 2^SIGNAL. ([https://forums.factorio.com/51975 more])<br />
* When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. ([https://forums.factorio.com/51308 more])<br />
* The options menu has been organized better. Some options were moved to a new "Interface" settings menu.<br />
* Updater proxy settings were removed from the options menu. They can still be accessed through the ini file.<br />
* Exchange strings are now compressed before being converted into base64.<br />
* Improved GUI search.<br />
* Added /delete-blueprint-library *player* command to remove blueprints of players from the game.<br />
* The map view will attempt to treat very short clicks as clicks instead of drags to make it easier to click things.<br />
* The explosive cannon shells now target the ground where you shoot.<br />
* Transition from terrain to water is no longer buildable, meaning entities can no longer be built partially on the water.<br />
* Resources will have much less trees on them near the player starting area.<br />
* Tanks no longer take miniscule amounts of damage from hitting trees.<br />
* Previously, building while running at very high speed would create gaps. These are automatically filled now.<br />
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions. ([https://forums.factorio.com/52003 more])<br />
* When two trains are being merged, the decision which schedule should be used for the merged train has been changed from bigger schedule to schedule that has latest change. ([https://forums.factorio.com/54397 more])<br />
* Number of entities in hand when previewing the entity to be built is now aligned to the entity.<br />
* Added sliding when the player character collides with water or entities with rotated bounding box.<br />
* Improved drawing of turret radii in blueprint. Many overlapping radii no longer covers terrain completely.<br />
* External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.<br />
=== Bugfixes ===<br />
* Fixed that train arriving to station could give astronomically big penalty causing trains to go through weird places. ([https://forums.factorio.com/54042 more])<br />
* Fixed that fluid wagon pumps would sometimes not connect properly ([https://forums.factorio.com/52801 more])<br />
* Fixed that module icons in blueprint previews wouldn't render correctly in some cases. ([https://forums.factorio.com/51286 more])<br />
* Fixed long mod manager preview labels would extend out of the frame.<br />
* Fixed that the ~ key couldn't be used to close the console.<br />
* Fixed that the mining progress was reset when mining selection is lost while mining button pressed. ([https://forums.factorio.com/54377 more])<br />
* Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. ([https://forums.factorio.com/51654 more])<br />
* Fixed that ghost rail signal emitted light.<br />
* Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. ([https://forums.factorio.com/54373 more])<br />
* Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.<br />
* Fixed that errors in fonts would give useless errors. ([https://forums.factorio.com/51740 more])<br />
* Fixed problems related to trains crashing rarely. ([https://forums.factorio.com/51829 more])<br />
* Disabled possibility to attempt opening invalid save/replay by double click or enter.<br />
* UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing parsing error. ([https://forums.factorio.com/52027 more])<br />
* Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning. ([https://forums.factorio.com/51494 more])<br />
* Conflicts of multi-modifier hotkeys are now resolved correctly. ([https://forums.factorio.com/51521 more])<br />
* Fixed sprite rendering at large distances from 0,0. ([https://forums.factorio.com/52225 more])<br />
* Interacting with a filter slide bar requesting amount over capacity of a full requester won't dispatch robots anymore.<br />
* Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). ([https://forums.factorio.com/52217 more])<br />
* Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. ([https://forums.factorio.com/52203 more])<br />
* Buildable item counts in inventory in Sandbox mode now update properly with resource changes. ([https://forums.factorio.com/52272 more])<br />
* Fixed that map width/height accepted value of 0. ([https://forums.factorio.com/52266 more])<br />
* Fixed crash when loading Vorbis Ogg files with metadata. ([https://forums.factorio.com/52269 more])<br />
* Fixed that the manual rail building ended up one tile before the cursor. ([https://forums.factorio.com/52406 more])<br />
* Assembling machine can now output product with amount over stack size. ([https://forums.factorio.com/51625 more])<br />
* Fixed entity description for resources that require fluids. ([https://forums.factorio.com/52450 more])<br />
* Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading. ([https://forums.factorio.com/52429 more])<br />
* Fixed that the game could crash when catching up when processing queued gui actions. ([https://forums.factorio.com/52429 more])<br />
* Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop. ([https://forums.factorio.com/51683 more])<br />
* Fixed colored lights would lose their color when nightvision was on. ([https://forums.factorio.com/45762 more])<br />
* Fixed very bad performance when previewing blueprint with one big connected circuit network. ([https://forums.factorio.com/52558 more])<br />
* Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern. ([https://forums.factorio.com/51440 more])<br />
* Fixed that in certain scenarios, the blueprint library wouldn't synchronise. ([https://forums.factorio.com/52634 more])<br />
* Trains now recalculate next station correctly when more stations are en/disabled at the same tick. ([https://forums.factorio.com/52583 more])<br />
* Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. ([https://forums.factorio.com/52718 more])<br />
* Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too. ([https://forums.factorio.com/48535 more])<br />
* Fixed steam "leaking" outside of storage tank window on high sprite quality setting. ([https://forums.factorio.com/45410 more])<br />
* Programmable speakers with "Global playback" active won't play for players in a different force.<br />
* Beam weapon now shows correct damage when modded into dealing damage more times during its duration. ([https://forums.factorio.com/53133 more])<br />
* Fixed that large entities wouldn't render correctly on the map. ([https://forums.factorio.com/53263 more])<br />
* Fixed that the mining drill wouldn't show the speed bonus in the same format as assembling machines. ([https://forums.factorio.com/53375 more])<br />
* Fixed the entity icons for combat robots didn't match the item icons. ([https://forums.factorio.com/53384 more])<br />
* Train can't block its own path anymore. ([https://forums.factorio.com/19619 more])<br />
* Fixed circuit wire connections wouldn't render correctly in rotated blueprints in some cases. ([https://forums.factorio.com/53589 more])<br />
* Fixed that changing the system time forwards would cause Factorio to freeze.<br />
* Fixed a crash when changing large circuit networks. ([https://forums.factorio.com/53666 more])<br />
* Fixed closing window right after it was created would hang the process. ([https://forums.factorio.com/53721 more])<br />
* Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor. ([https://forums.factorio.com/53752 more])<br />
* Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars. ([https://forums.factorio.com/53850 more])<br />
* Fixed that when biters were attacked but couldn't find a path to the attacker, they would stoically accept their fate. ([https://forums.factorio.com/53941 more])<br />
* Fixed that the multiplayer-waiting icon wouldn't render in the map view. ([https://forums.factorio.com/54026 more])<br />
* Fixed global achievement progress was multiplied by number of player in multiplayer game. ([https://forums.factorio.com/54088 more])<br />
* Fixed that passing a LuaObject instead of a plain Lua table to <code>LuaBootstrap::raise_event</code> would crash the game. ([https://forums.factorio.com/54128 more])<br />
* Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. ([https://forums.factorio.com/54114 more])<br />
* Possible fix of a crash when a player leaves when a blueprint is being transferred. ([https://forums.factorio.com/53535 more])<br />
* Fixed that the rocket silo would get stuck if it died and was re-built by robots while launching the rocket.<br />
* Fixed transport belt circuit connector would draw over splitter in front of it. ([https://forums.factorio.com/54252 more])<br />
* Fixed that it was still possible to get some achievements in a replay. ([https://forums.factorio.com/54174 more])<br />
* Fixed that circular references passed through the Lua remote interface would crash the game. ([https://forums.factorio.com/54349 more])<br />
* Fixed missing personal robot recharging animation when character was in a vehicle. ([https://forums.factorio.com/53390 more])<br />
* Fixed that vertical size of progress bar wasn't respecting the gui scale.<br />
* Fixed that the number drawn next to cursor when item is held was differently positioned compared to how it is in the inventory.<br />
* Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.<br />
=== Optimisations ===<br />
* Improved performance of transport belts about x5 times. ([https://www.factorio.com/blog/post/fff-176 more])<br />
* Added prefetching of the next entity in the update loop improving overall update performance by approx. 10 %.<br />
* Improved performance of Item manipulation (4% effect on the overall performance).<br />
* Improved performance of crafting machine (furnace/assembling machine) (2% effect on the overall performance).<br />
* Improved performance of electric network transfer more than twice. (10% effect on the overall performance).<br />
* Improved performance of smoke greatly. (2.5% and more effect on big factories).<br />
* Improved performance when building rail blocks with many segments.<br />
* Improved performance of logistic provider and requester chests.<br />
* Improved performance of blueprint previews (the GUI and holding it in the world).<br />
* Improved game startup time when a sufficiently powerful computer is detected.<br />
=== Modding ===<br />
* Train path finding penalty values are now in utility-constants, to make it viewable and moddable.<br />
* Fixed storage tank with non-square collision box would not align to tiles in all rotations properly. ([https://forums.factorio.com/52211 more])<br />
* Fixed belt-immunity equipment so it now works on cars.<br />
* Fixed that the radius property for the area trigger effect was called perimeter.<br />
* Fixed that crafting machine with non-square bounding box was not rotatable. ([https://forums.factorio.com/53310 more])<br />
* Removed default values for icon_size, so icon_size is now required property. ([https://forums.factorio.com/46437 more])<br />
* Updated the serpent library to version 0.30.<br />
* Changed the "item that builds this" list for entities so it's sorted first by <code>ItemPrototype::primary_place_result_item</code> and then by normal item prototype sort order.<br />
* Changed default value of <code>InserterPrototype::allow_custom_vectors</code> to false.<br />
* Changed "Nothing" technology effect "effect_key" to "effect_description" and changed it to accept localised strings.<br />
* Changed rocket silo prototype "result_items" to be defined in the item as either "rocket_launch_product" or "rocket_launch_products".<br />
* Changed the string mod setting type so it will attempt to localise items in the dropdown using "string-mod-setting.mod-name-setting-name-dropdown-item".<br />
* Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red "+" icon.<br />
* Changed <code>LuaObject::destroy()</code> so it won't error if called on invalid objects.<br />
* Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.<br />
* Changed how <code>TilePrototype::transition_merges_with_tile</code> works. See ([https://www.factorio.com/blog/post/fff-214 more]) for more details.<br />
* Scenarios can contain folders with arbitrary names.<br />
* Added 'single_line' and 'want_ellipsis' to Label style specification.<br />
* Added force bonus for following robot time to live.<br />
* Added force bonus for research productivity.<br />
* Added ability to import and export item-with-tags to/from strings.<br />
* Added support for fast-replacing character entities.<br />
* Added <code>CombatRobotPrototype::light</code>.<br />
* Added <code>TurretPrototype::alert_when_attacking</code>.<br />
* Added optional 'respawn_time' (in seconds) to the character entity.<br />
* Added "hide-from-bonus-gui" entity and item prototype flags.<br />
* Added support for mods to disable custom-input prototypes of other mods.<br />
* Added support for mods to show changelogs (following the same format as the core game changelog).<br />
* Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.<br />
* Added <code>AutoplaceSpecification::default_enabled</code> - if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.<br />
* Added allowed_effects support to the mining drill.<br />
* Added optional "has_belt_immunity" property to the unit and car prototype.<br />
* Added optional "hidden" prototype property to the achievement prototype.<br />
* Added support to link custom-input prototypes directly to game controls instead of having them act as their own control.<br />
* Added a new entity type "infinity-container" that can automatically add/remove items from itself; useful for scenarios and modding.<br />
* Added support for incompatible dependencies.<br />
* Added an entity prototype flag "hide-alt-info" to never show alt-info for a given entity.<br />
* Added distance bonus support to the mining tool item type.<br />
* Added <code>InserterPrototype::draw_held_item</code>.<br />
* Added <code>FluidPrototype::fuel_value</code> and <code>Generator::burns_fluid</code>.<br />
* Added mod-developer support to runtime change autoplace specifications enabled through the command line option <code>--enable-runtime-autoplace-modification</code> using F2 in-game.<br />
* simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.<br />
=== Scripting ===<br />
* Fixed that <code>LuaSurface::get_trains()</code> didn't work for trains without locomotives. ([https://forums.factorio.com/52604 more])<br />
* Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. ([https://forums.factorio.com/53189 more])<br />
* Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.<br />
* Fixed possible desync when teleporting underground belt ghosts and pipe to ground ghosts.<br />
* Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.<br />
* Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".<br />
* Changed <code>LuaEntity::recipe</code> to <code>LuaEntity::get_recipe()</code> and <code>LuaEntity::set_recipe()</code>.<br />
* Changed <code>LuaSurface::regenerate_decorative</code>/regenerate_entity to accept zero arguments and regenerate everything.<br />
* Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.<br />
* Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.<br />
* Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...", amount=...}<br />
* Changed name of colspan parameter of table to column_count.<br />
* Changed <code>LuaItemPrototype::group_filters</code> and sub_group_filters to item_group_filters and item_subgroup_filters to match the prototype values.<br />
* <code>LuaEntity::set_recipe()</code> returns the items removed from the entity as a result of setting the new recipe (if any).<br />
* Moved Mod-gui button flow to gui.top.<br />
* Removed <code>LuaEntity::passenger</code> read/write.<br />
* Added <code>style::width</code>/height to set maximal/minimal value at the same time.<br />
* Added <code>style::align</code> to set the align of inner elements.<br />
* Added <code>style::stretchable</code> / squashable.<br />
* Added <code>LuaEntity::get_driver()</code>, set_driver(), get_passenger(), and set_passenger().<br />
* Added <code>LuaGuiElement::hovered_sprite</code> and clicked_sprite read/write methods for the SpriteButton.<br />
* Added support to change daytime length and brightness on a per-surface basis.<br />
* Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.<br />
* Added <code>LuaItemStack::export_stack</code> and <code>LuaItemStack::import_stack</code> to export/import supported items to/from strings.<br />
* Added <code>LuaEntity::tree_color_index</code> read/write access and <code>LuaEntityPrototype::tree_color_count</code> read access.<br />
* Added <code>LuaEntity::selection_box</code> and secondary_selection_box read.<br />
* Added <code>LuaBootstrap::mod_name</code> read.<br />
* Added <code>LuaControl::in_combat</code> read.<br />
* Added <code>LuaTile::order_deconstruction()</code> and cancel_deconstruction().<br />
* Added optional cause and force to <code>LuaEntity::die()</code>.<br />
* Added on_player_used_capsule event.<br />
* Added on_player_promoted and on_player_demoted events.<br />
* Added on_player_changed_position event.<br />
* Added <code>LuaEntityPrototype::alert_when_attacking</code> read and <code>LuaEntityPrototype::alert_when_damaged</code> read.<br />
* Added <code>LuaEntity::power_switch_state</code> read/write.<br />
* Added on_combat_robot_expired event.<br />
* Added <code>LuaEntity::relative_turret_orientation</code> read/write for vehicles with turrets.<br />
* Added <code>LuaEntityPrototype::color</code> read.<br />
* Added <code>LuaTrain::passengers</code>.<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_self</code> read.<br />
* Added "fluid", and "recipe" type to the choose-elem-button custom GUI element.<br />
* Added <code>LuaGuiElement::locked</code> read/write - when true the given choose-elem-button can only be changed through script.<br />
* Added an optional parameter to <code>LuaSurface::drop_item_stack</code> to mark dropped items for deconstruction.<br />
* Added <code>LuaForce::cancel_charting</code>(...).<br />
* Added <code>LuaSurface::force_generate_chunk_requests()</code>.<br />
* Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.<br />
* Added on_gui_opened and on_gui_closed events.<br />
* Added on_player_muted/unmuted and on_player_cheat_mode_enabled/disabled events.<br />
* Added LuaItemStack read properties to tell if a given item is some specific item type.<br />
* Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.<br />
* Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.<br />
* Added <code>LuaForce::reset_evolution()</code>.<br />
* Added <code>LuaSurface::create_trivial_smoke()</code>.<br />
* Added <code>LuaPlayer::enable_recipe_groups()</code> and enable_recipe_subgroups().<br />
* Added <code>LuaItemStack::rocket_launch_products</code> read.<br />
* Added on_mod_item_opened event.<br />
* Added <code>LuaItemPrototype::can_be_mod_opened</code> read.<br />
* Added the item stack index as a second return value to <code>LuaInventory::find_item_stack</code>.<br />
* Added <code>LuaItemStack::transfer_stack()</code>.<br />
* Added LuaGuiElement type "slider".<br />
* Added on_gui_value_changed event - fired when a slider value changes.<br />
* Added optional color field as a second parameter to the 4 print functions.<br />
* Added support to change <code>LuaSurface::map_gen_settings</code> runtime.<br />
* Added <code>LuaEntityPrototype::allowed_effects</code> read.<br />
* Added <code>LuaEntity::effects</code> read.<br />
* Added <code>LuaPlayer::can_place_entity()</code>, can_build_from_cursor(), and build_from_cursor().<br />
* Added <code>LuaSurface::play_sound()</code>.<br />
* Added <code>LuaForce::play_sound()</code>.<br />
* Added <code>LuaGameScript::play_sound()</code> and is_valid_sound_path().<br />
* Added <code>LuaPlayer::play_sound()</code>.<br />
* Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.<br />
* Added <code>LuaEntity::rotate()</code>.<br />
* Added <code>LuaEntity::get_infinity_filter()</code> and set_infinity_filter().<br />
* Added <code>LuaEntity::infinity_filters</code> and remove_unfiltered_items read/write.<br />
* Added <code>LuaEntityPrototype::rocket_parts_required</code> read.<br />
* Added <code>LuaEntityPrototype::fixed_recipe</code> read.<br />
* Added <code>LuaGameScript::kick_player()</code>, ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().<br />
* Added <code>LuaPlayer::admin</code> write support.<br />
* Added <code>LuaGuiElement::focus()</code>.<br />
* Added on_character_corpse_expired event.<br />
* Added on_pre_ghost_deconstructed event.<br />
* Added on_player_pipette event.<br />
* Added <code>LuaEntity::character_corpse_player_index</code>, character_corpse_tick_of_death, and character_corpse_death_cause read/write.<br />
* Added <code>LuaSurface::get_tile_properties()</code>.<br />
* Added <code>LuaSurface::can_fast_replace()</code>.<br />
* Added support for player associated characters - characters that get logged off/on with a given player but aren't directly controlled by the player.<br />
* Added <code>LuaEntity::associated_player</code> read/write.<br />
* Added <code>LuaPlayer::get_associated_characters()</code>, associate_character(), and disassociate_character().<br />
* Added <code>LuaPlayer::ticks_to_respawn</code> read/write.<br />
* Added old_state to the on_train_changed_state event.<br />
* Added <code>LuaRecipe::catalysts</code> read.<br />
* Added <code>LuaRecipe::hide_from_flow_stats</code> read/write.<br />
* Added <code>LuaRecipePrototype::hidden_from_flow_stats</code> read.<br />
* Added <code>LuaEntity::tick_of_last_attack</code> and tick_of_last_damage read for the character entity.<br />
* Added <code>LuaLogisticNetwork::passive_provider_points</code> and active_provider_points read.<br />
* Added <code>LuaPlayer::display_resolution</code> read.<br />
* Added on_player_display_resolution_changed event.<br />
* Added <code>LuaPlayer::display_scale</code> read.<br />
* Added on_player_display_scale_changed event.<br />
* Added <code>LuaTrain::weight</code> and riding_state read.<br />
* Added <code>LuaEntity::products_finished</code> write.<br />
* Added optional surface to game.take_screenshot(...).<br />
* Added <code>LuaEntityPrototype::construction_range</code> and logistics_range read.<br />
* Added <code>LuaGuiElement::index</code> read.<br />
* Added <code>LuaForce::max_successful_attempts_per_tick_per_construction_queue</code> and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.<br />
* Added <code>LuaGuiElement::mouse_button_filter</code> read/write for buttons and sprite-buttons.<br />
* Added <code>LuaSurface::find_tiles_filtered()</code> and count_tiles_filtered().<br />
* Added <code>LuaEntity::get_train_stop_trains()</code>.<br />
* Added <code>LuaLogisticNetwork::force</code> read.<br />
* Added <code>LuaItemStack::item_number</code> read - the unique ID of the item if it has one.<br />
<br />
{{VersionNav}}</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Version_history/0.16.0&diff=159828Version history/0.16.02018-06-08T08:58:28Z<p>Spyhawk: 0.16.48</p>
<hr />
<div>__NOTOC__<br />
== 0.16.48 ==<br />
Date: 07. 06. 2018<br />
=== Bugfixes ===<br />
* Fixed changing filters in cars wouldn't wake up inserters. ([https://forums.factorio.com/60717 more])<br />
* Fixed train driving directions when not accelerating while driving backwards. ([https://forums.factorio.com/60731 more])<br />
* Fixed copy-pasting between surfaces would render incorrectly. ([https://forums.factorio.com/60785 more])<br />
* Fixed that empty storage tanks had the sound of fluid. ([https://forums.factorio.com/60803 more])<br />
* Circuit connection distance check fix. ([https://forums.factorio.com/60744 more])<br />
* The logic that shows rail signal indicators now respects bounding box and collision box of the currently held signal. ([https://forums.factorio.com/60829 more])<br />
=== Modding ===<br />
* Fixed <code>allow_copy_paste</code> only worked on the source entity. ([https://forums.factorio.com/60730 more])<br />
<br />
== 0.16.47 ==<br />
Date: 31. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed wall related consistency check related to modded walls with altered collision boxes. ([https://forums.factorio.com/60677 more])<br />
* Fixed inconsistent train direction when reversing in a train vehicle that is not a locomotive. ([https://forums.factorio.com/60633 more])<br />
* Fixed that having more than 6 products didn't fit the ui, as it wasn't wrapped. ([https://forums.factorio.com/60636 more])<br />
* The system data path is removed from the log when it's automatically uploaded by the crash reporter.<br />
* IP addresses are no longer hashed in the log file. All IP addresses are removed from the log when it's automatically uploaded by the crash reporter.<br />
* Fixed crash when placing an entity with title while backers list was emptied.<br />
<br />
== 0.16.46 ==<br />
Date: 29. 05. 2018<br />
=== Bugfixes ===<br />
* Another fix for setting PvP map dimensions to 0. ([https://forums.factorio.com/60570 more])<br />
* Fixed possible desync related to circuit networks.<br />
* Another possible fix for multi-GPU setups on Linux. ([https://forums.factorio.com/60609 more])<br />
* Fixed that modded infinite inserter stack size research would wrap around instead of maxing out. ([https://forums.factorio.com/60613 more])<br />
* Fixed scenarios with partial identical names didn't work correctly. ([https://forums.factorio.com/60624 more])<br />
* Fixed splitter lane selection inconsistency when inserting into middle. (Now it is always right for both belts, splitters and underground belts.) ([https://forums.factorio.com/60653 more])<br />
* Fixed <code>LuaPlayer::build_from_cursor</code>. ([https://forums.factorio.com/60644 more])<br />
* Fixed a desync in replay that would happen if console commands were used during the play. ([https://forums.factorio.com/60661 more])<br />
* Fixed desync when setting inserter filters while it's connected to the circuit network ([https://forums.factorio.com/60245 more])<br />
<br />
== 0.16.45 ==<br />
Date: 22. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed infinite research multiplier was always 1. ([https://forums.factorio.com/60550 more])<br />
<br />
== 0.16.44 ==<br />
Date: 22. 05. 2018<br />
=== Minor Features ===<br />
* Added technology price multiplier PvP scenario config.<br />
=== Changes ===<br />
* Underground belt marked for deconstruction no longer connects to other underground belts.<br />
=== Bugfixes ===<br />
* Fixed some cases of fast replacement by underground belt. ([https://forums.factorio.com/60060 more])<br />
* Fixed corrupted config.ini in Steam cloud would prevent the game from starting.<br />
* Fixed that using "Save and play" feature in the freeplay could specify the official freeplay map to be always that one forever. ([https://forums.factorio.com/60340 more])<br />
* Fixed underground belt connection overlay when hovering over another underground belt. ([https://forums.factorio.com/60147 more])<br />
* Fixed a crash when mods define empty result items. ([https://forums.factorio.com/60406 more])<br />
* Fixed a crash when switching games and joining quickly in the server browser.<br />
* Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. ([https://forums.factorio.com/59588 more])<br />
* Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. ([https://forums.factorio.com/60374 more])<br />
* Fixed <code>LuaEntityPrototype::braking_force</code> return value. ([https://forums.factorio.com/60444 more])<br />
* Fixed <code>LuaPlayer::ticks_to_respawn</code> would read in seconds. ([https://forums.factorio.com/60501 more])<br />
* Fixed certain type of energy source migrations. ([https://forums.factorio.com/60465 more])<br />
* Fixed rare possibility of crash when two trains crash into each other. ([https://forums.factorio.com/60097 more])<br />
* Fixed a rare crash that occurs when train collides in a way, that its position is reserved back while approaching closed signal which caused path recalculation. ([https://forums.factorio.com/60472 more])<br />
* Fixed PvP error when setting map height to 0. ([https://forums.factorio.com/60536 more])<br />
* Fixed construction robot tutorial breaking when removing the radar from the storage chest. ([https://forums.factorio.com/60012 more])<br />
* Fixed crash when adding train station to a train while the train is modified (added/removed rolling stock). ([https://forums.factorio.com/59363 more])<br />
* Fixed that destroying part of a cliff with tile ghost under it destroyed the whole part of the cliff. ([https://forums.factorio.com/60449 more])<br />
* Fixed browse games dialog problems with the active game not being updated while searching. ([https://forums.factorio.com/60545 more])<br />
=== Modding ===<br />
* Added support to set <code>ReactorPrototype::neighbour_collision_increase</code> which controls how much a reactor extends when connected to other reactors.<br />
=== Scripting ===<br />
* Allow <code>technology_price_multiplier</code> to be less than 1 by script/scenario only.<br />
* Added support for localised strings in <code>LuaGameScript::write_file</code>.<br />
<br />
== 0.16.43 ==<br />
Date: 14. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. ([https://forums.factorio.com/60074 more])<br />
* Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. ([https://forums.factorio.com/60288 more])<br />
<br />
== 0.16.42 ==<br />
Date: 11. 05. 2018<br />
=== Bugfixes ===<br />
* Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. ([https://forums.factorio.com/59670 more])<br />
* Fixed a desync when printing a Lua error to players with different installation paths. ([https://forums.factorio.com/60049 more])<br />
* Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).<br />
* Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. ([https://forums.factorio.com/60068 more])<br />
* Fixed decimals displaying in production statistics that caused the numbers to be too long. ([https://forums.factorio.com/59997 more])<br />
* Fixed high CPU usage on the main menu. ([https://forums.factorio.com/60063 more])<br />
* Fixed an issue when joining friends games through steam. ([https://forums.factorio.com/60157 more])<br />
* Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.<br />
* Added train path finding penalty for train with no path equal to 1000 tiles. ([https://forums.factorio.com/60211 more])<br />
* Fixed a crash when building modded rolling stock entities on diagonal rails. ([https://forums.factorio.com/60014 more])<br />
* Fixed "header errors" when extracting factorio zip files with 7zip.<br />
=== Scripting ===<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_tiles_only</code> and <code>collision_mask_considers_tile_transitions</code> read.<br />
<br />
== 0.16.41 ==<br />
Date: 03. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
<br />
== 0.16.40 ==<br />
Date: 02. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
* Fixed a crash when killing the character during the <code>gun_inventory_changed</code> event. ([https://forums.factorio.com/59784 more])<br />
* Fixed that <code>LuaPlayer::opened</code> wouldn't return the opened equipment grid. ([https://forums.factorio.com/59790 more])<br />
* Fixed <code>LuaInventory::sort_and_merge()</code> would break furnaces and assembling machines.<br />
* Fixed crash when trying to migrate circuit connected entities. Any migrated entities will be disconnected. ([https://forums.factorio.com/59974 more])<br />
* Fixed round input in team production challenge. ([https://forums.factorio.com/59970 more])<br />
* Recipe item ingredients with a count of 0 are reported as an error instead of allowing inconsistent behaviour. ([https://forums.factorio.com/60016 more])<br />
* Fixed missing reset of state of signal right next to removed rail. ([https://forums.factorio.com/60026 more])<br />
* Fixed a crash that could happen in multiplayer over a poor connection. ([https://forums.factorio.com/59993 more])<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_glow_color</code>, it colors the fuel glow of entities that use that item as fuel.<br />
=== Scripting ===<br />
* Added <code>on_player_trash_inventory_changed</code> event.<br />
* Changed <code>LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered</code> to additionally accept a table of filters.<br />
<br />
== 0.16.39 ==<br />
Date: 30. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed function of enter key in number input. ([https://forums.factorio.com/59862 more])<br />
* Fixed consistency check and migration related to rail internal inconsistency. ([https://forums.factorio.com/59765 more])<br />
* Fixed that rail signals weren't fast replaceable.<br />
* Fixed that the headless server wouldn't be able to restart for a while if it was stopped with an RCON client connected. ([https://forums.factorio.com/59830 more])<br />
* Fixed that selecting map without a preview in the save/load dialog disallowed to delete the save by the ingame delete button.<br />
* Fixed wrong calculation of item insertion into splitter in some cases, which could indirectly cause inconsistency in behaviour. ([https://forums.factorio.com/59950 more])<br />
* Localised zip opening/closing error messages + added reason or error code there.<br />
<br />
== 0.16.38 ==<br />
Date: 26. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed drawing of icons with multiple layers. ([https://forums.factorio.com/59811 more])<br />
* Fixed that changing force of a wall didn't update the connections, which could lead to a desync.<br />
* Changed that walls and gates marked for deconstruction don't connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.<br />
* Changed, that rail signals marked for deconstruction disconnect from the rails.<br />
* Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.<br />
* Changed the logic of "toggle LUA console" key to only open and not close the console (exception are ` and F1-F12 keys). ([https://forums.factorio.com/59825 more])<br />
* Fixed <code>LuaEntity::splitter_output_priority</code> read/write didn't work. ([https://forums.factorio.com/59864 more])<br />
* Fixed malformed sprite path error would not trigger minimal mode when loading mods. ([https://forums.factorio.com/59827 more])<br />
<br />
== 0.16.37 ==<br />
Date: 23. 04. 2018<br />
=== Changes ===<br />
* Added an option to interface settings to allow the user to change the distance of tooltips from the mouse. ([https://forums.factorio.com/59269 more])<br />
=== Minor Features ===<br />
* Added optional resolution and zoom parameters to the screenshot command.<br />
=== Bugfixes ===<br />
* Fixed that right click didn't work in the market GUI. ([https://forums.factorio.com/59230 more])<br />
* Fixed a modded crash related to fire flame smoke.<br />
* Fixed <code>ignored_by_interaction</code> when creating modded custom GUI elements. ([https://forums.factorio.com/59301 more])<br />
* Fixed noise program compilation bug that resulted in broken programs. ([https://forums.factorio.com/58579 more])<br />
* Fixed light from lamps outside of screen was not rendered properly. ([https://forums.factorio.com/59095 more])<br />
* Fixed the steam engines in New Hope level 4. ([https://forums.factorio.com/59299 more])<br />
* Possible fix for a crash on Linux with a multi-GPU setup. ([https://forums.factorio.com/59315 more])<br />
* Fixed graphics of battery indicator ([https://forums.factorio.com/59170 more])<br />
* Boiler and heat exchanger will spawn medium remnants instead of small remnants when destroyed. ([https://forums.factorio.com/59356 more])<br />
* Fixed that a well (offshore pump with water landfilled) was not rebuildable by construction robots. ([https://forums.factorio.com/59447 more])<br />
* Fixed gates sometimes not detecting car being driven by god controller. ([https://forums.factorio.com/59472 more])<br />
* Fixed that some of the achievements were obtainable even when player didn't spend more than 50% of time in the game. ([https://forums.factorio.com/59467 more])<br />
* Fixed that character window was closed when doing fast transfer between armor slot and inventory. ([https://forums.factorio.com/59486 more])<br />
* Fixed that modded inserters would some times get stuck. ([https://forums.factorio.com/59316 more])<br />
* Fixed that Wave defense would error when played on a headless server. ([https://forums.factorio.com/59420 more])<br />
* Improved system of key blocking now allows more key bindings to work correctly. ([https://forums.factorio.com/59415 more])<br />
* Fixed underground pipe ghost would block underground connections of other forces. ([https://forums.factorio.com/59624 more])<br />
* Added missing directions to util.oppositedirection. ([https://forums.factorio.com/59550 more])<br />
* Fixed that the sound sliders went to 200% causing a lost of audio quality. ([https://forums.factorio.com/59638 more])<br />
* Fixed save corruption when forces are merged while there is a rocket on the map. ([https://forums.factorio.com/59661 more])<br />
* Fixed that <code>LuaEntity::teleport</code> could teleport ghost belts/rails.<br />
* Fixed that <code>LuaEntity::teleport</code> of ghost walls could create wall and ghost wall on the same position which could cause desyncs.<br />
* Fixed that <code>LuaEntity::teleport</code> didn't put entities that are supposed to be aligned to grid onto grid.<br />
* Fixed wrong behavior of mining of a vehicle the player is in in multiplayer. ([https://forums.factorio.com/59709 more])<br />
* Fixed crash on starting mod scenario in multiplayer for the first time. ([https://forums.factorio.com/59027 more])<br />
* Fixed signal placeability in junction with different directions in different ways. ([https://forums.factorio.com/59210 more])<br />
* Added electric energy consistency check to avoid one more corrupted save situation resulting from memory corruption. ([https://forums.factorio.com/59693 more])<br />
=== Scripting ===<br />
* Added <code>LuaTrain::killed_players</code> read.<br />
* Added <code>LuaTrain::kill_count</code> read.<br />
* Added <code>LuaInventory::is_quickbar()</code>.<br />
* Added <code>LuaInventory::get_selected_index()</code>.<br />
* Added <code>LuaFluidPrototype::fuel_value</code> read.<br />
* <code>LuaEntity::teleport</code> puts entity to correct location on the grid when it doesn't have the off-grid flag.<br />
<br />
== 0.16.36 ==<br />
Date: 28. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when opening the graphics settings GUI on a single core CPU. ([https://forums.factorio.com/59023 more])<br />
* Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. ([https://forums.factorio.com/59052 more])<br />
* Fixed that entering rectangular vehicles didn't work correctly. ([https://forums.factorio.com/58958 more])<br />
* Fixed that totals in production statistics were 0.33% off. ([https://forums.factorio.com/59063 more])<br />
* Fixed a crash when loading blueprint storage data.<br />
* Fixed that <code>LuaGameScript::check_prototype_translations()</code> would report custom-inputs as having no translation.<br />
=== Scripting ===<br />
* Fixed a crash by changing <code>LuaGameScript::merge_forces()</code> so the force is merged at the end of the tick.<br />
* Added <code>on_forces_merged</code> event.<br />
* Added <code>LuaEntity::armed</code> read.<br />
* Added <code>LuaEntityPrototype::timeout</code> read.<br />
* Added <code>on_land_mine_armed</code> event.<br />
* Added <code>LuaPlayer::spectator</code> read/write.<br />
* Added <code>LuaGameScript::enemy_has_vision_on_land_mines</code> read/write.<br />
<br />
== 0.16.35 ==<br />
Date: 24. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed shifting for half-belt drawn as part of loader. ([https://forums.factorio.com/58919 more])<br />
=== Modding ===<br />
* Added recipe-prototype <code>show_amount_in_title</code> and <code>always_show_products</code>.<br />
=== Scripting ===<br />
* Added Added <code>LuaRecipePrototype::show_amount_in_title</code> and <code>always_show_products</code> read.<br />
<br />
== 0.16.34 ==<br />
Date: 22. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that long description in achievement cards was cut off. The card will be larger in this case now. ([https://forums.factorio.com/58891 more])<br />
* Fixed a crash when rendering stickers. ([https://forums.factorio.com/58953 more])<br />
== 0.16.33 ==<br />
Date: 22. 03. 2018<br />
=== Features ===<br />
* Added dropdown to the replay viewing control that allows to switch between the view of different players.<br />
=== Changes ===<br />
* Updated map-gen-settings.example.json. ([https://forums.factorio.com/55859 more])<br />
=== Bugfixes ===<br />
* Fixed, that when the server is slower then the client, the player input is stuck. ([https://forums.factorio.com/48387 more])<br />
* Fixed that using rail by the rail planner stopped replay. ([https://forums.factorio.com/58933 more])<br />
* Fixed that burner inserter didn't show fuel in the entity info. ([https://forums.factorio.com/58876 more])<br />
* Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) ([https://forums.factorio.com/58870 more])<br />
* Fixed PvP script error when 'DEFCON timer' was set too low. ([https://forums.factorio.com/58855 more])<br />
* Fixed that ctrl-click to transfer modules into assembling machines didn't work correctly. ([https://forums.factorio.com/58896 more])<br />
* Small improvement in mining logic when using rail planner. ([https://forums.factorio.com/58483 more])<br />
* Fixed an issue with un-researching upgrade-based technologies. ([https://forums.factorio.com/58885 more])<br />
* Fixed a layering issue related to the train stop visualization. ([https://forums.factorio.com/58857 more])<br />
* Fixed that player joined/left game messages weren't visible in the replay.<br />
* Fixed that health bar of other players weren't visible.<br />
* Fixed a rare crash when joining multiplayer games on Mac.<br />
* Fixed crash when player with debuff sticker disconnected from game and later reconnected.<br />
=== Modding ===<br />
* Added recipe-prototype allow_intermediates.<br />
=== Scripting ===<br />
* Added events and remote interface to PvP scenario.<br />
* Added <code>LuaRecipePrototype::allow_intermediates</code> read.<br />
== 0.16.32 ==<br />
Date: 20. 03. 2018<br />
=== Minor Features ===<br />
* Added string import/export to PvP config.<br />
=== Changes ===<br />
* Only item ingredients are automatically sorted in recipes.<br />
=== Bugfixes ===<br />
* Fixed <code>LuaEntity::get_merged_signals()</code> would always require a parameter. ([https://forums.factorio.com/58861 more])<br />
* Fixed a crash related to mod settings losing precision when being saved through JSON. ([https://forums.factorio.com/58859 more])<br />
=== Modding ===<br />
* mod-settings.json is now mod-settings.dat - settings will be auto migrated.<br />
== 0.16.31 ==<br />
Date: 19. 03. 2018<br />
=== Minor Features ===<br />
* Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.<br />
* Empty fuel slot tooltips show what fuel they accept.<br />
=== Changes ===<br />
* Enemy mines are not completely invisible anymore in PvP scenarios.<br />
* Land mines now also stun enemy players.<br />
* Walls will extend towards cliffs same as they already do towards water. ([https://forums.factorio.com/58273 more])<br />
* Blueprint building over entities of an enemy force is no longer ignorable(blue). ([https://forums.factorio.com/58715 more])<br />
* Ingredients in recipes are automatically sorted. ([https://forums.factorio.com/58757 more])<br />
* Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. ([https://forums.factorio.com/58485 more])<br />
=== Bugfixes ===<br />
* One more transport belt unsquashing tweak. ([https://forums.factorio.com/58638 more])<br />
* Changed <code>LuaSurface::find_entity</code> to also find entities with zero sized bounding boxes but with the given position. ([https://forums.factorio.com/58765 more])<br />
* Fixed drawing icons with layers when layers didn't have same source size as main icon. ([https://forums.factorio.com/58681 more])<br />
* Fixed another bug where tables were disabled at certain scroll positions. ([https://forums.factorio.com/58652 more])<br />
* Fixed applying blueprints could rotate unrelated assembling machines. ([https://forums.factorio.com/58729 more])<br />
* Fixed that the god controller wouldn't trigger the player_moved event. ([https://forums.factorio.com/58702 more])<br />
* Fixed script error in logistic tutorial when player went outside of logistic area. ([https://forums.factorio.com/58581 more])<br />
* Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. ([https://forums.factorio.com/58717 more])<br />
* Fixed that blueprint tooltip text wouldn't line wrap. ([https://forums.factorio.com/58582 more])<br />
* Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. ([https://forums.factorio.com/58161 more])<br />
* Fixed wrong scroll pane size in a specific situation. ([https://forums.factorio.com/56441 more])<br />
* Fixed a crash when resetting technology effects while the technology GUI is open. ([https://forums.factorio.com/58756 more])<br />
* Fixed crash with high-speed short trains crashing into something. ([https://forums.factorio.com/58504 more])<br />
* Fixed that multi-line descriptions for multiplayer games would break the config.ini. ([https://forums.factorio.com/58626 more])<br />
* Fixed creating cliffs through script or map editor didn't snap them to proper position. ([https://forums.factorio.com/58625 more])<br />
* Fixed a crash related to biters in modded games. ([https://forums.factorio.com/58576 more])<br />
* Fixed that several errors related to HTTP failure weren't localized. ([https://forums.factorio.com/58669 more])<br />
* Fixed ghost rail-planner building would lock in the build rotation after being used once. ([https://forums.factorio.com/58776 more])<br />
* Fixed that mod-associated character entities wouldn't be effected by force modifiers. ([https://forums.factorio.com/58808 more])<br />
* Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. ([https://forums.factorio.com/54461 more])<br />
* Partially fixed trains sending circuit networks signal to the wrong station. ([https://forums.factorio.com/53688 more])<br />
* Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.<br />
* Fixed another crash when saving fails when out of disk space.<br />
* Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.<br />
* Fixed a crash in multiplayer related to DNS failure.<br />
* Fixed a crash when the game.take_screenshot() would fail.<br />
* Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.<br />
* Fixed a crash when trying to set a mod setting value to 0.033333 repeating.<br />
* Fixed that replay didn't check crc values.<br />
* Fixed several problems related to replay saving.<br />
=== Modding ===<br />
* Added Entity prototype flag "not-flammable", it prevents entities from catching fire.<br />
* Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.<br />
* Fixed some imprecisions in the Production/Electric statistics calculations.<br />
* Added order_in_recipe into item-group, it defaults to the value of order property.<br />
* Added item prototype flag "hide-from-fuel-tooltip".<br />
=== Scripting ===<br />
* Removed <code>LuaElectricEnergySourcePrototype::effectivity</code> read since it didn't do anything.<br />
* Added <code>LuaGroup::order_in_recipe</code> read.<br />
* Added on_technology_effects_reset event.<br />
== 0.16.30 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Filters no longer disappear when inventory is downsized. ([https://forums.factorio.com/58565 more])<br />
* Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. ([https://forums.factorio.com/58633 more])<br />
* Fixed a crash related to resetting technology effects while a research was in progress/just finished.<br />
* Fixed a desync related to mods calling math.random() during the data stage.<br />
=== Scripting ===<br />
* Made it possible for the <code>LuaFrame::align</code> and <code>LuaFrame::vertical_align</code> to have effect on the align of the inner container.<br />
== 0.16.29 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that small numbers in recipe tooltips wouldn't render correctly. ([https://forums.factorio.com/58422 more])<br />
* Fixed a bug where tables do not react under special conditions. ([https://forums.factorio.com/56466 more]), ([https://forums.factorio.com/57667 more])<br />
* Fixed belt movement with squashed items and other gaps present. ([https://forums.factorio.com/58313 more])<br />
* Fixed that splitter input priority was not that reliable. ([https://forums.factorio.com/58031 more])<br />
* Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. ([https://forums.factorio.com/58217 more])<br />
* Fixed the EULA GUI wouldn't wrap text. ([https://forums.factorio.com/58489 more])<br />
* Fixed 'per second' suffix was not localised. ([https://forums.factorio.com/58322 more])<br />
* Attempt to fix a problem that would prevent the Linux version from starting. ([https://forums.factorio.com/58307 more])<br />
* Fixed that blueprints in the library would show empty component slots. ([https://forums.factorio.com/58113 more])<br />
* Fixed that mining item entities when out of inventory space would move the item around. ([https://forums.factorio.com/58499 more])<br />
* Fixed multiple desyncs related to walking near walls. ([https://forums.factorio.com/58477 more])<br />
* Fixed that the "don't play sound for chat" option didn't work in multiplayer. ([https://forums.factorio.com/58531 more])<br />
* Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. ([https://forums.factorio.com/57963 more])<br />
* Fixed that the players main inventory filters wouldn't persist through death. ([https://forums.factorio.com/58565 more])<br />
* Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. ([https://forums.factorio.com/58521 more])<br />
* Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.([https://forums.factorio.com/58148 more])<br />
* Fixed enemy land mines would be highlighted when showing blueprint collisions. ([https://forums.factorio.com/58621 more])<br />
* Fixed that walls would connect to ghosts from another force.<br />
* Fixed rebinding build would cause artillery to fire multiple times per click in the map view.<br />
* Fixed a crash when starting a headless server related to RCON.<br />
* Fixed a crash when setting item stacks above their stack size through script.<br />
* Fixed a crash when saving fails due to out of disk space.<br />
* Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.<br />
* Fixed that you couldn't move the map view while running the game at very high speeds.<br />
* Fixed a crash when taking a large screenshot by script fails due to a lack of memory.<br />
* Fixed a crash when canceling crafting after changing recipes through mods.<br />
* Fixed a crash when merging forces through script while a recipe tooltip is visible.<br />
* Fixed a crash when using the <code> /open</code> command and then opening an item in the players cursor.<br />
* Fixed a crash when creating modded tree particles.<br />
* Fixed a crash related to modded speaker entities.<br />
=== Modding ===<br />
* Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.<br />
* Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".<br />
* Added Entity prototype flag "not-rotatable".<br />
* Fixed a crash when not defining a stream particle animation.<br />
=== Scripting ===<br />
* Added LuaRCON to allow printing text to a calling RCON instance.<br />
* Added <code>LuaItemPrototype::fuel_emissions_multiplier</code> read.<br />
* Added <code>LuaRecipePrototype::emissions_multiplier</code> read.<br />
* Added <code>LuaFluidPrototype::emissions_multiplier</code> read.<br />
<br />
<br />
== 0.16.28 ==<br />
Date: 05. 03. 2018<br />
=== Minor Features ===<br />
* Added a simple recipe price calculator to PvP production score.<br />
* Item number in quickbar now shows over the "hand" when part of the stack is picked up. ([https://forums.factorio.com/58403 more])<br />
=== Bugfixes ===<br />
* Fixed drawing endings of transport belts entering underground belt sideways. ([https://forums.factorio.com/57939 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed roboport connections would be missing in some cases. ([https://forums.factorio.com/58238 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed that biters in groups had too low tolerance for getting stuck. ([https://forums.factorio.com/58306 more])<br />
* Fixed that you could set accumulator energy below 0. ([https://forums.factorio.com/57619 more])<br />
* Fixed a crash in rail pathing when deleting signals. ([https://forums.factorio.com/58133 more])<br />
* Fixed a crash when creating beam entities through script. ([https://forums.factorio.com/58316 more])<br />
* Fixed old boilers in New Hope level 4. ([https://forums.factorio.com/58066 more])<br />
* Fixed that changing the values in new game gui could move other gui elements. ([https://forums.factorio.com/57414 more])<br />
* Changed order of drawing, so if sprite button uses caption, its text is over the picture. ([https://forums.factorio.com/57888 more])<br />
* Fixed that the wire connection distance visualization didn't match the actual distance limits. ([https://forums.factorio.com/58340 more])<br />
* Fixed a crash when trains are destroyed while the trains GUI is open. ([https://forums.factorio.com/58356 more])<br />
* Fixed train stop indicators wouldn't render with larger blueprints. ([https://forums.factorio.com/58326 more])<br />
* Fixed mod changing chest collision box could break PvP starting chest accessibility. ([https://forums.factorio.com/58360 more])<br />
* Fixed that the Map editor wouldn't clear the cursor when the tool changes. ([https://forums.factorio.com/58303 more])<br />
* Fixed a crash when destroying rails with trains on them. ([https://forums.factorio.com/58380 more])<br />
* Fixed a crash when joining Steam games through the Steam interface.<br />
* Fixed a crash related to adding equipment grid support to armor in existing games.<br />
* Fixed several crashes related to GUI logic.<br />
* Fixed a crash when loading pre 0.16 saves when in a vehicle as a god controller.<br />
* Fixed a crash when teleporting offline players between surfaces.<br />
* Fixed non-stackable items wouldn't enforce they aren't stackable.<br />
* Fixed a crash when changing runtime mod settings while someone is joining a multiplayer game.<br />
* Fixed a crash when a character or spawner dies in the map editor.<br />
* Fixed a crash when hovering over blueprint book item in the map editor.<br />
* Fixed a crash when right-clicking a blueprint to open it for editing in the map editor.<br />
* Fixed a crash when putting blueprints into blueprint books in multiplayer.<br />
* Fixed a crash when importing some blueprint strings.<br />
=== Scripting ===<br />
* Added has_hidden_tile and collision_mask flags to <code>LuaSurface::find_tiles_filtered</code> and <code>LuaSurface::count_tiles_filtered</code>.<br />
* Added <code>LuaSurface::set_hidden_tile()</code>.<br />
* Added <code>LuaGuiElement::ignored_by_interaction</code> which prevents the elements from stealing mouse interaction with the parent elements. ([https://forums.factorio.com/58127 more])<br />
* Added <code>LuaSpriteButton::number</code> which allows the number to be rendered in the standard way in the right-bottom corner of the sprite button.<br />
* Added <code>LuaSpriteButton::show_percent_for_small_numbers</code> which, when set to true, forces the number to be shown as percent when smaller than 1.<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_emissions_multiplier</code> which scales pollution generated when the fuel item is used.<br />
* Added <code>FluidPrototype::emissions_multiplier</code> which scales pollution generated when when the fluid is consumed.<br />
* Added <code>RecipePrototype::emissions_multiplier</code> which scales pollution generated by the entity using this recipe.<br />
* Added support to set scroll_pane_style horizontal_scroll_bar_style and vertical_scroll_bar_style.<br />
== 0.16.27 ==<br />
Date: 28. 02. 2018<br />
=== Minor Features ===<br />
* Added refined concrete and refined hazard concrete.<br />
=== Changes ===<br />
* The the name textfield in the rename train stop dialog gets automatically focused and the text is pre-selected.<br />
=== Bugfixes ===<br />
* Fixed that dying would only put the first stack into the dead body. ([https://forums.factorio.com/58201 more])<br />
* Fixed that infinite resources would always produce the same result when at minimal yield. ([https://forums.factorio.com/58210 more])<br />
* Fixed how the switch event is processed. ([https://forums.factorio.com/57692 more])<br />
* Fixed behaviour of the train station list-box when player inventory was big enough to be scrollable. ([https://forums.factorio.com/57834 more])<br />
* Fixed that always_show_made_in didn't work for recipe tooltips in the technology GUI. ([https://forums.factorio.com/58249 more])<br />
* Fixed a crash when migrating item types in some cases.<br />
* Fixed movement of belt segment that has a lot of squashed items in it.<br />
* Fixed a crash in the map editor when changing player armor.<br />
* Fixed a crash related to mods destroying the player during player events.<br />
* Fixed a crash when creating a Factorio account using the in-game option.<br />
== 0.16.26 ==<br />
Date: 26. 02. 2018<br />
=== Features ===<br />
* Added partial IME support for typing Chinese, Japanese and Korean text on Windows.<br />
=== Changes ===<br />
* IPs are no longer directly logged.<br />
=== Bugfixes ===<br />
* Fixed several belt compression problems.<br />
* Fixed crash when rendering turret range visualization in camera widget.<br />
* Fixed incorrect behaviour when a text box line wraps. ([https://forums.factorio.com/57944 more])<br />
* Fixed achievement deletion dialog. ([https://forums.factorio.com/57959 more])<br />
* Fixed choose-elem-button locking not persisting across saves. ([https://forums.factorio.com/58012 more])<br />
* Fixed item creeping forward on belt sometimes. ([https://forums.factorio.com/57282 more])<br />
* Fixed removal of tracked silo script items. ([https://forums.factorio.com/57953 more])<br />
* Fixed a crash when using the Lua GUI element type "entity-preview". ([https://forums.factorio.com/58048 more])<br />
* Fixed that "Expected resources" didn't always match what you actually got. ([https://forums.factorio.com/58032 more])<br />
* Fixed that heavily modded saves with large amounts of tile types couldn't be loaded without the mods. ([https://forums.factorio.com/56946 more])<br />
* Fixed that buffer chests could get items sent to them they weren't requesting. ([https://forums.factorio.com/58080 more])<br />
* Fixed belts would stop animating after really long time. ([https://forums.factorio.com/58163 more])<br />
* Fixed crash when vehicle with personal roboport was destroyed because of impact damage from its own movement. ([https://forums.factorio.com/58125 more])<br />
* Fixed the help locale for the <code> /toggle-rockets-sent-gui</code> freeplay command. ([https://forums.factorio.com/58096 more])<br />
* Fixed wrong scale of icons with non-standard icon_size in alt-mode. ([https://forums.factorio.com/58143 more])<br />
* Fixed generator effectivity being applied twice when below 100%.<br />
* Fixed a crash when failing to download a map in multiplayer.<br />
* Fixed crashes related to Lua stack overflows.<br />
* Fixed a crash related to changing the stack size of items when removing mods.<br />
* Fixed a crash when researching logistic request slots.<br />
* Fixed a crash related to the ending screen data in multiplayer.<br />
* Fixed a crash when explosion entities where created during migration scripts.<br />
* Fixed a crash when exiting the game while it's saving.<br />
* Fixed a crash when loading a map file fails.<br />
* Fixed a crash related to modded burner generator equipment in multiplayer.<br />
* Fixed labels could render outside of their defined area.<br />
* Fixed a crash when placing assembling machine blueprints over ghosts.<br />
* Fixed a crash when clicking quickly while joining multiplayer games.<br />
* Fixed a crash when saving the game fails.<br />
* Fixed a crash when deleting chunks with cliffs on them.<br />
* Fixed a crash when trying to set player inventory filters in the map editor.<br />
* Fixed several GUI related crashes related to multiplayer latency.<br />
* Fixed a crash when hosting LAN-enabled multiplayer games in some instances.<br />
=== Modding ===<br />
* Added <code>GeneratorPrototype::scale_fluid_usage</code> which scales the generator's fluid usage to its maximum power output. Default is false.<br />
* Generator will now produce pollution if emissions is specified on the energy source.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::is_multiplayer()</code>.<br />
== 0.16.25 ==<br />
Date: 19. 02. 2018<br />
=== Changes ===<br />
* Inserters, mining drills, and belt sideloading can now squash items on belt even when the gap isn't big enough.<br />
** The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
** This means, that inserter, mining drills and side loading can produce fully compressed belts without the usage of splitters.<br />
=== Minor Features ===<br />
* Improved behavior of mode switches in deconstruction planner. ([https://forums.factorio.com/57871 more])<br />
=== Bugfixes ===<br />
* Fixed crash when train was leaving station that was disabled by circuit network or destroyed. ([https://forums.factorio.com/57869 more])<br />
* Fixed search box losing focus inconveniently in mods gui. ([https://forums.factorio.com/57821 more])<br />
* Fixed client crash when server exits while player has the save game dialog open. ([https://forums.factorio.com/57701 more])<br />
* Removing components of a blueprint no longer resizes the window. ([https://forums.factorio.com/56412 more])<br />
* Fixed performance issue when running out of storage while big deconstruction is in progress.<br />
* Fixed scrollbar buttons that would ignore mouse up event. ([https://forums.factorio.com/57899 more])<br />
* Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. ([https://forums.factorio.com/57974 more])<br />
=== Scripting ===<br />
* Added <code>LuaControl::is_player()</code><br />
<br />
== 0.16.24 ==<br />
Date: 15. 02. 2018<br />
=== Minor Features ===<br />
* When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.<br />
* Player chat color when set through '/color r g b a' command will be brightened. ([https://forums.factorio.com/57796 more])<br />
=== Bugfixes ===<br />
* Fixed that <code>LuaEntity::get_merged_signals()</code> would return wrong value if no wires were connected. ([https://forums.factorio.com/57757 more])<br />
* Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. ([https://forums.factorio.com/57730 more])<br />
* Fixed energy consumption of laser turret in recipe tooltip. ([https://forums.factorio.com/22310 more])<br />
* Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. ([https://forums.factorio.com/57691 more])<br />
* Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. ([https://forums.factorio.com/57496 more])<br />
* Fixed that you could define a fluidbox height of 0. ([https://forums.factorio.com/57753 more])<br />
* Fixed trains "twitching" under certain circumstances. ([https://forums.factorio.com/57738 more])<br />
* Fixed wrong hairy dead tree graphics positioning. ([https://forums.factorio.com/57761 more])<br />
* Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. ([https://forums.factorio.com/57759 more])<br />
* Fixed <code>LuaInventory::getbar</code>/setbar used zero-based indexing. ([https://forums.factorio.com/57816 more])<br />
* Fixed incorrect electric network connection rendering on the map. ([https://forums.factorio.com/57327 more])<br />
* Fixed train would reset its "waiting on signal" penalty when recalculating path due to waiting too long. ([https://forums.factorio.com/57574 more])<br />
=== Scripting ===<br />
* Added script.on_nth_tick(n, function).<br />
* Added <code>LuaSurface::can_place_entity</code>(...) optional parameter "build_check_type" and "forced".<br />
<br />
== 0.16.23 ==<br />
Date: 12. 02. 2018<br />
=== Changes ===<br />
* Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.<br />
* The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.<br />
* The Rocket silo entity info now shows 'Rocket parts: 50/100'.<br />
* Removed 'starting inventory' PvP option, as starting chests are a more proper solution.<br />
* Added 'required satellites sent' option to space race PvP game mode<br />
=== Bugfixes ===<br />
* Fixed snapping locomotive to station sometimes not working. ([https://forums.factorio.com/57380 more])<br />
* Fixed modded loaders with different dimensions crashing when destroyed. ([https://forums.factorio.com/56701 more])<br />
* Fixed that module effects would go negative when adding too many beacon effects together. ([https://forums.factorio.com/57425 more])<br />
* Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. ([https://forums.factorio.com/57452 more])<br />
* Fixed that directly replacing modules didn't work correctly. ([https://forums.factorio.com/57453 more])<br />
* Fixed that changing train stop names wouldn't update the last-user. ([https://forums.factorio.com/57481 more])<br />
* Fixed that the logistic count tooltip wouldn't show correctly for negative values. ([https://forums.factorio.com/57520 more])<br />
* Fixed that changing the stack size of the satellite through mods could make it impossible to win. ([https://forums.factorio.com/57487 more])<br />
* Fixed circuit controlled stack override sometimes being incorrect. ([https://forums.factorio.com/57421 more])<br />
* Fixed that mods could specify invalid categories, for a few classes of modded item. ([https://forums.factorio.com/57443 more])<br />
* Fixed pipette tool orientation of curved tracks. ([https://forums.factorio.com/57477 more])<br />
* Fixed that beacons would ignore the allowed effects on an entity. ([https://forums.factorio.com/57376 more])<br />
* Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. ([https://forums.factorio.com/57489 more])<br />
* Fixed Lua module limitations array being a map of strings to numbers, instead of an array. ([https://forums.factorio.com/57561 more])<br />
* Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. ([https://forums.factorio.com/57505 more])<br />
* Fixed worker robot speed in PvP scenario. ([https://forums.factorio.com/57547 more])<br />
* Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. ([https://forums.factorio.com/57577 more])<br />
* Fixed that the technology search would be broken by disabled technologies in some cases. ([https://forums.factorio.com/57600 more])<br />
* Fixed that mods changing stack sizes would break the inventory transfers tutorial. ([https://forums.factorio.com/57613 more])<br />
* Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. ([https://forums.factorio.com/55381 more])<br />
* Fixed <code>LuaSurface::regenerate_decoratives()</code> would generate much more decoratives than normal map generator run. ([https://forums.factorio.com/57348 more])<br />
* Fixed clicking the label in sort-able tables wouldn't effect sorting. ([https://forums.factorio.com/57652 more])<br />
* Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. ([https://forums.factorio.com/57386 more])<br />
* Fixed clamp_position=true on artillery shells would negate artillery range bonus. ([https://forums.factorio.com/57700 more])<br />
* Fixed item icon would not be rescaled to normal size if icon_size not 32. ([https://forums.factorio.com/57683 more])<br />
=== Modding ===<br />
* Added "friend" and "not-friend" force trigger modifiers.<br />
* Added optional night vision equipment prototype "darkness_to_turn_on".<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::ammo_category_prototypes</code> read.<br />
* Added <code>LuaEntity::get_merged_signals()</code>.<br />
<br />
== 0.16.22 ==<br />
Date: 02. 02. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when loading saves with modded camera GUI elements. ([https://forums.factorio.com/57375 more])<br />
* Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. ([https://forums.factorio.com/57381 more])<br />
* Another attempt to fix crashes on OS X Mavericks (version 10.9). ([https://forums.factorio.com/54549 more])<br />
* Fixed that some mod settings would always detect as different than the server when trying to join. ([https://forums.factorio.com/57352 more])<br />
* Fixed that turrets that died and where rebuilt couldn't be mined. ([https://forums.factorio.com/57393 more])<br />
=== Modding ===<br />
* Added optional <code>RecipePrototype::allow_as_intermediate</code> to disable a recipe being used as an intermediate when hand crafting.<br />
* Added <code>PlayerPrototype::enter_vehicle_distance</code>.<br />
=== Scripting ===<br />
* Added <code>LuaRecipePrototype::allow_as_intermediate</code> read.<br />
* A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.<br />
* Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.<br />
<br />
== 0.16.21 ==<br />
Date: 01. 02. 2018<br />
=== Minor Features ===<br />
* Added support to load save files directly in the map editor.<br />
* Added "Save and play" button to map editor, to allow quick iteration.<br />
* Added levels in campaigns to level editor "open" menu.<br />
=== Changes ===<br />
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.<br />
* Player death messages will be printed to all forces they are friends with.<br />
* Player death messages include the player tag.<br />
** Gui:<br />
* The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.<br />
=== Bugfixes ===<br />
* Fixed teleporting pumps would crash the game. ([https://forums.factorio.com/57150 more])<br />
* Fixed dragging in the map preview and technology GUI didn't work correctly. ([https://forums.factorio.com/57202 more])<br />
* Fixed walls wouldn't connect correctly when built through script in some cases. ([https://forums.factorio.com/57212 more])<br />
* Fixed that the equipment grid was too small when using extra-low graphics quality. ([https://forums.factorio.com/56913 more])<br />
* Fixed inserters could get stuck trying to pick up items off the ground in some cases. ([https://forums.factorio.com/57244 more])<br />
* Fixed issues related to splitter priorities. ([https://forums.factorio.com/56968 more])<br />
* Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. ([https://forums.factorio.com/57204 more])<br />
* Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. ([https://forums.factorio.com/56926 more])<br />
* Fixed that biters would not be able to path find close to cliffs. ([https://forums.factorio.com/56811 more])<br />
* Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. ([https://forums.factorio.com/51488 more])<br />
* Fixed that the tips-and-tricks GUI would open when running a replay. ([https://forums.factorio.com/57300 more])<br />
* Fixed that the blueprint setup GUI wouldn't show in some situations. ([https://forums.factorio.com/57293 more])<br />
* Fixed that the asynchronous saving process could freeze in headless mode. ([https://forums.factorio.com/56823 more])<br />
* Fixed crash in PvP when distance between starting areas was too low. ([https://forums.factorio.com/57215 more])<br />
* Fixed small locale error in resource entity info. ([https://forums.factorio.com/56930 more])<br />
* Fixed crash when player deletes blueprint book from their library while other player has the book opened. ([https://forums.factorio.com/56288 more])<br />
* Fixed that custom scroll panes didn't respect vertical scroll policy correctly. ([https://forums.factorio.com/57309 more])<br />
* Fixed a crash in the technology GUI when using <code>LuaForce::disable_all_prototypes()</code>. ([https://forums.factorio.com/57066 more])<br />
* Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. ([https://forums.factorio.com/54781 more])<br />
* Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. ([https://forums.factorio.com/57318 more])<br />
* Fixed ghost of lamp would not connect to logistic network when revived. ([https://forums.factorio.com/56413 more])<br />
* Fixed that the command line <code>--map2scenario</code> option wouldn't convert scenario-created saves correctly. ([https://forums.factorio.com/56523 more])<br />
* Fixed handling of mouse bindings in map view. ([https://forums.factorio.com/57201 more])<br />
* Fixed that you could get stuck after using cliff explosives. ([https://forums.factorio.com/57339 more])<br />
* Fixed biters getting stuck next to a wall in some situations. ([https://forums.factorio.com/57334 more])<br />
=== Modding ===<br />
* Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.<br />
* Added optional always_show_made_in to recipe prototypes.<br />
=== Scripting ===<br />
* Added last_research to the on_research_started event.<br />
* Added <code>LuaEntityPrototype::energy_per_hit_point</code> read.<br />
* Added <code>LuaEntityPrototype::create_ghost_on_death</code> read.<br />
* Added CustomMinimap GUI element type.<br />
* Added CustomEntityPreview GUI element type.<br />
* Added <code>LuaInventory::sort_and_merge()</code>.<br />
* Added an optional "invert" option to <code>LuaSurface::find</code>/count entities filtered.<br />
* Added <code>LuaForce::enable_all_prototypes()</code>.<br />
* Added <code>LuaRecipePrototype::always_show_made_in</code> read.<br />
* Added <code>LuaControl::get_main_inventory()</code>.<br />
* Added <code>LuaGuiElement::column_count</code> read.<br />
* Changed util.merge to always deepcopy nested tables. ([https://forums.factorio.com/57169 more])<br />
* Changed events so they won't fire until every mod has had on_init ran.<br />
<br />
== 0.16.20 ==<br />
Date: 26. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed another compression problem on belts related to splitters.<br />
* Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work.<br />
* Fixed biter related desyncs. ([https://forums.factorio.com/57048 more])<br />
* Fixed possible desync related to logistic network.<br />
=== Modding ===<br />
* Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.<br />
<br />
== 0.16.19 ==<br />
Date: 25. 01. 2018<br />
=== Minor Features ===<br />
* Added PvP options: Disband team on loss, team area artillery and give artillery remote.<br />
=== Bugfixes ===<br />
* Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. ([https://forums.factorio.com/57005 more])<br />
* Fixed that fast-replacing power poles while running would just delete them. ([https://forums.factorio.com/56729 more])<br />
* Fixed that you couldn't exit vehicles with large collision boxes. ([https://forums.factorio.com/56905 more])<br />
* Fixed that <code>LuaPlayer::can_insert</code> and <code>LuaPlayer::insert</code> didn't agree. ([https://forums.factorio.com/56917 more])<br />
* Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. ([https://forums.factorio.com/56816 more])<br />
* Fixed that teleporting roboports when robots where charging would lead to corrupt saves. ([https://forums.factorio.com/57006 more])<br />
* Fixed that toggle-console wouldn't work with modifier keys. ([https://forums.factorio.com/57013 more])<br />
* Fixed graphical artifacts in terrain when zoomed out. ([https://forums.factorio.com/57043 more])<br />
* Fixed that <code>LuaForce::disable</code>/enable research wouldn't update the GUI correctly. ([https://forums.factorio.com/57075 more])<br />
* Fixed that pumps would ignore fluidbox filter. ([https://forums.factorio.com/56694 more])<br />
* Fixed crash caused by non-ASCII characters in name of custom scenario. ([https://forums.factorio.com/57077 more])<br />
* Fixed that idle biters would ignore the player when approached. ([https://forums.factorio.com/57085 more])<br />
=== Modding ===<br />
* Added support for setting icon_size per icon layer.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::default_map_gen_settings</code> read.<br />
* Added <code>LuaSurface::get_random_chunk()</code>.<br />
<br />
== 0.16.18 ==<br />
Date: 23. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed searching for recipes could add the "no recipe available" message multiple times. ([https://forums.factorio.com/56966 more])<br />
* Fixed a crash related to biters. ([https://forums.factorio.com/56932 more])<br />
* Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. ([https://forums.factorio.com/56915 more])<br />
* Fixed logistic entity highlighting didn't work correctly in some cases. ([https://forums.factorio.com/56942 more])<br />
* Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. ([https://forums.factorio.com/56953 more])<br />
* Fixed Linux runtime requirements being dynamically linked. ([https://forums.factorio.com/56922 more])<br />
* Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. ([https://forums.factorio.com/56929 more])<br />
<br />
== 0.16.17 ==<br />
Date: 22. 01. 2018<br />
=== Features ===<br />
* Added filter to splitter.<br />
* Added input and output priority to splitter.<br />
=== Minor Features ===<br />
* Added a "clone group" button to the permissions GUI.<br />
* Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.<br />
=== Balancing ===<br />
* Increased the stack size of roboport from 5 to 10.<br />
* Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.<br />
=== Bugfixes ===<br />
* Fixed that rail chain signals didn't work with copy-paste. ([https://forums.factorio.com/56438 more])<br />
* Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. ([https://forums.factorio.com/56440 more])<br />
* Fixed that walking near the edge of water could result in no footstep sounds. ([https://forums.factorio.com/56372 more])<br />
* Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. ([https://forums.factorio.com/56250 more])<br />
* Fixed that ghost solar panels would show as having energy. ([https://forums.factorio.com/56467 more])<br />
* Fixed that the bonus GUI didn't show correct numbers for some bonuses. ([https://forums.factorio.com/56475 more])<br />
* Fixed that a single water tile that separates two terrain types would become invisible. ([https://forums.factorio.com/54663 more])<br />
* Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs.<br />
** The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled.<br />
** This should reduce GPU load, but slightly increase CPU load and VRAM usage. ([https://forums.factorio.com/54560 more])<br />
* Added a command-line option <code>--executable-path</code> to allow launching Factorio through a custom ld.so on Linux. ([https://forums.factorio.com/56454 more])<br />
* Fixed a crash when setting invalid prototype values for vehicle type entities through mods. ([https://forums.factorio.com/56494 more])<br />
* Fixed that you couldn't attack nests with your pickaxe.<br />
* Additional fix of the rail block visualization for high res. ([https://forums.factorio.com/56499 more])<br />
* Fixed jittering when running against entities with connected bounding boxes (for example pipes). ([https://forums.factorio.com/56497 more])<br />
* Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. ([https://forums.factorio.com/56574 more])<br />
* Fixed recipe tooltip with many raw materials showing incorrectly. ([https://forums.factorio.com/56422 more])<br />
* Fixed invisible GUI when assembling machine with no recipe is opened. ([https://forums.factorio.com/56491 more])<br />
* Fixed a crash on Linux that would happen after dragging a UI element outside the game window. ([https://forums.factorio.com/56501 more])<br />
* Fixed inconvenient drag-placing of electric poles around large entities. ([https://forums.factorio.com/56374 more])<br />
* Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. ([https://forums.factorio.com/56659 more])<br />
* Fixed artillery projectile shadow was not aligned with artillery cannon shadow. ([https://forums.factorio.com/55269 more])<br />
* Fixed line breaks in changelog with UI scale. ([https://forums.factorio.com/56141 more])<br />
* Fixed that too many biters trying to return to a spawner could make all other biters inactive. ([https://forums.factorio.com/56464 more])<br />
* Fixed robots deconstructing artillery turrets could lose ammo. ([https://forums.factorio.com/56686 more])<br />
* Improved scroll behaviour in server list. ([https://forums.factorio.com/55451 more])<br />
* Fixed possibility of receiving the previous rounds input items in Team production. ([https://forums.factorio.com/56754 more])<br />
* Fixed that the game could create many enemy unit groups resulting in poor performance. ([https://forums.factorio.com/56683 more])<br />
* Fixed pasting entity settings would not disable connection to logistic network. ([https://forums.factorio.com/56753 more])<br />
* Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. ([https://forums.factorio.com/56748 more])<br />
* Fixed rail chain signal ghost would emit light. ([https://forums.factorio.com/56818 more])<br />
* Fixed that blueprint strings wouldn't retain storage chest filters. ([https://forums.factorio.com/56875 more])<br />
* Fixed passing LuaObjects through the remote interface wouldn't always work correctly. ([https://forums.factorio.com/56812 more])<br />
* Fixed that <code>LuaSurface::create_entity</code> wouldn't work to create walls on top of ghost walls. ([https://forums.factorio.com/56829 more])<br />
* Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. ([https://forums.factorio.com/56859 more])<br />
* Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. ([https://forums.factorio.com/56854 more])<br />
* Fixed a migration issue related to logistic entities and inventory resizing. ([https://forums.factorio.com/56861 more])<br />
=== Modding ===<br />
* Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. ([https://forums.factorio.com/55109 more])<br />
* Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.<br />
* Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. ([https://forums.factorio.com/26937 more])<br />
=== Scripting ===<br />
* Changed the tile related events to include the old tiles and positions instead of just positions.<br />
* Added on_pre_player_crafted_item and on_player_cancelled_crafting events.<br />
* Added on_entity_damaged event.<br />
* Added on_chunk_charted event.<br />
* Added <code>LuaEntity::splitter_filter</code>, splitter_input_priority and splitter_output_priority read/write.<br />
* Added ghost_name and ghost_type to <code>LuaSurface::find</code>/count entities filtered.<br />
* Fixed recursive call in util.merge(). ([https://forums.factorio.com/56779 more])<br />
<br />
== 0.16.16 ==<br />
Date: 10. 01. 2018<br />
=== Minor Features ===<br />
* Items on the ground can be mined manually for precise control of what you pick up.<br />
* Added 'duplicate starting entities' option to PvP.<br />
=== Changes ===<br />
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.<br />
** The decision whether item goes to left or right output is now independent of the item type.<br />
* Hide cliff explosives in bonus GUI as they don't really receive any bonuses. ([https://forums.factorio.com/56318 more])<br />
* Tweaked the balancing of the PvP production score.<br />
* Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. ([https://forums.factorio.com/55110 more])<br />
=== Optimisations ===<br />
* Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. ([https://forums.factorio.com/56224 more])<br />
=== Bugfixes ===<br />
* Fixed that consecutive splitters could uncompress compressed belt. ([https://forums.factorio.com/55645 more])<br />
* Fixed that loading from the game-over screen would result in a crash if loading failed. ([https://forums.factorio.com/56336 more])<br />
* Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. ([https://forums.factorio.com/56339 more])<br />
* Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. ([https://forums.factorio.com/56327 more])<br />
* Fixed Linux users sometime crashing when relaunching the game. ([https://forums.factorio.com/53650 more])<br />
* Fixed that blueprint library GUI would lose your filter when you view a blueprint. ([https://forums.factorio.com/56210 more])<br />
* Fixed that biters would sometimes be deactivated when they shouldn't. ([https://forums.factorio.com/55370 more])<br />
* Fixed that artillery would target forces marked with cease fire. ([https://forums.factorio.com/56360 more])<br />
* Fixed a crash when using <code>LuaTransportLine::remove_item()</code>. ([https://forums.factorio.com/56352 more])<br />
* Fixed that the beacon would show energy consumption twice. ([https://forums.factorio.com/56359 more])<br />
* Fixed PvP production score calculation for hand crafting and launching satellites.<br />
* Fixed jittering when walking into a straight water/land border. ([https://forums.factorio.com/56362 more])<br />
* Attempt at fixing missing symbol on macOS 10.9 ([https://forums.factorio.com/54549 more])<br />
* Fixed that turret range map and hover overlays didn't quite match. ([https://forums.factorio.com/56332 more])<br />
* Fixed that RCON would only respond to the first command in a packet. ([https://forums.factorio.com/55918 more])<br />
* Fixed PvP no rush restriction could be bypassed using a vehicle.<br />
* Ensure that there is always at least a minimal lake in the starting area.<br />
* Fixed script error if a removed modded item was sent in a rocket. ([https://forums.factorio.com/56411 more])<br />
* Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. ([https://forums.factorio.com/56402 more])<br />
* Fixed a crash when mods would try to set item health values to negative amounts. ([https://forums.factorio.com/56407 more])<br />
* Fixed requester chests could get stuck in some cases. ([https://forums.factorio.com/56408 more])<br />
* Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. ([https://forums.factorio.com/56038 more])<br />
* Fixed chunk edge cliff discontinuities due to ore patches. ([https://forums.factorio.com/56022 more])<br />
=== Scripting ===<br />
* Added <code>LuaEntity::cliff_orientation</code> read.<br />
<br />
== 0.16.15 ==<br />
Date: 05. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed that underground belts built by a blueprint would not respect the type of an existing belt. ([https://forums.factorio.com/55174 more])<br />
* Fixed pump ghosts would always highlight attached rail, not just when selected.<br />
* Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. ([https://forums.factorio.com/56201 more])<br />
* Improved number formating in electricity overview to make it less jumpy. ([https://forums.factorio.com/56136 more])<br />
* Fixed logistic robots migration related to changing force of logistic robots while stationing. ([https://forums.factorio.com/56194 more])<br />
* Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. ([https://forums.factorio.com/54871 more])<br />
* Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. ([https://forums.factorio.com/56125 more])<br />
<br />
== 0.16.14 ==<br />
Date: 04. 01. 2018<br />
=== Minor Features ===<br />
* Added 'allow spectators' option to PvP.<br />
=== Changes ===<br />
* Changed rail world settings to have normal biters frequency.<br />
=== Bugfixes ===<br />
* Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. ([https://forums.factorio.com/56129 more])<br />
* Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. ([https://forums.factorio.com/55995 more])<br />
* Fixed that inserters would try to put items into furnaces that could never fit. ([https://forums.factorio.com/56134 more])<br />
* Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. ([https://forums.factorio.com/56135 more])<br />
* Fixed that request chests weren't equally distributed when there were not enough robots.<br />
* Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.<br />
** This could cause crashes as the internal data structures take it as granted.<br />
* Fixed that download progress bar in the sync save with mods wasn't being updated.<br />
* Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.<br />
* Fixed some PvP game modes being won by launching a rocket.<br />
* Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. ([https://forums.factorio.com/55882 more])<br />
<br />
== 0.16.13 ==<br />
Date: 03. 01. 2018<br />
=== Minor Features ===<br />
* Added a time limit option to PvP game modes 'Production score' and 'Oil harvest'<br />
* Added 'score per minute' to the PvP Production score GUI.<br />
=== Bugfixes ===<br />
* Fixed a crash when blueprinting modded logistic storage chests. ([https://forums.factorio.com/55963 more])<br />
* Fixed requester chests wouldn't work with specific combinations of storage, buffer, and provider chests. ([https://forums.factorio.com/55967 more])<br />
* Fixed a crash with the command line map preview option. ([https://forums.factorio.com/55993 more])<br />
* Fixed the world-icon for the cliff explosive didn't match the item icon. ([https://forums.factorio.com/55812 more])<br />
* Fixed the progress indicator in the browse-mods GUI would update too quickly. ([https://forums.factorio.com/55540 more])<br />
* Fixed changing the force of a robot waiting to charge would break the robot. ([https://forums.factorio.com/55799 more])<br />
* Fixed that joining modded multiplayer games where the spawn area was deleted would error. ([https://forums.factorio.com/56004 more])<br />
* Fixed that pasting text didn't work correctly in any text field. ([https://forums.factorio.com/55977 more])<br />
* Fixed a crash related to tile transitions. ([https://forums.factorio.com/56005 more])<br />
* Fixed logistic storage filters would be ignored in some specific cases. ([https://forums.factorio.com/56009 more])<br />
* Fixed that side-loading underground belts could lead to them getting stuck. ([https://forums.factorio.com/56024 more])<br />
* Fixed that modded storage chests would allow more than 1 filter when the extra filters weren't valid. ([https://forums.factorio.com/56058 more])<br />
* Fixed that the map preview seed wouldn't get used when the generate map GUI had an exchange string entered. ([https://forums.factorio.com/56029 more])<br />
* Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.<br />
* Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. ([https://forums.factorio.com/56081 more])<br />
* Fixed that tooltip of disabled widgets didn't work.<br />
* Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn't editable.<br />
* Fixed one of the curved rail segment visualizations wasn't aligned correctly. ([https://forums.factorio.com/55276 more])<br />
* Fixed that the console could be opened in a paused game where it can't be interacted with.<br />
* Fixed issues of console in combination with technology GUI in multiplayer. ([https://forums.factorio.com/55719 more])<br />
* Fixed changelogs (including mod changelogs) not properly displaying the "All" subversion for a version x.y when there was no version x.y.0. ([https://forums.factorio.com/55959 more])<br />
* Fixed horizontal scroll pane scroller. ([https://forums.factorio.com/55689 more])<br />
* Fixed that changing value in GameViewSettings in the Lua script didn't update the gui until the game was reloaded.<br />
* Fixed a crash when controller view is disabled. ([https://forums.factorio.com/56115 more])<br />
* Fixed script error when destroying a chest in the supply scenario.<br />
* Fixed PvP production score price calculation.<br />
=== Modding ===<br />
* Entities without an item-to-place can still be deconstructed if they are minable.<br />
=== Scripting ===<br />
* Added <code>LuaPlayer::blueprint_to_setup</code> read.<br />
* Changed default value of 'expires' when creating ghost through <code>LuaSurface::create_entity</code> from 'true' to 'false'.<br />
* Fixed invalid internal state + crashes when ghost without "expires = false" was created through the script when ghost time to live was 0. ([https://forums.factorio.com/56036 more])<br />
<br />
== 0.16.12 ==<br />
Date: 31. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that rail signal indicator didn't show two way signal placement in junctions even when the signal was placeable there.<br />
* Fixed that the game would crash if the mouse was moved fast enough outside the game window while loading a map. ([https://forums.factorio.com/54976 more])<br />
* Fixed crash related to logistic chests to be cancel-deconstructed.<br />
* Fixed few cases where logistic requesters and buffers were not initialized correctly when built before the roboport.<br />
<br />
== 0.16.11 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed yet another requester chest state migration error.<br />
* Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. ([https://forums.factorio.com/55913 more])<br />
* Fixed that some specific pre 0.15 maps couldn't be loaded.<br />
<br />
== 0.16.10 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed crash related to setting logistic requests by circuit network.<br />
* Fixed requester chest state migration between different save versions.<br />
* Fixed one of the problems of internal provider data corruption related to setting inventory bar limit.<br />
<br />
== 0.16.9 ==<br />
Date: 29. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that player didn't request from buffer chests.<br />
* Fixed that some maps with modded selection-tool items failed to load.<br />
<br />
== 0.16.8 ==<br />
Date: 29. 12. 2017<br />
** Features:<br />
* Storage chests can be filtered.<br />
=== Minor Features ===<br />
* Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.<br />
* Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.<br />
=== Optimisations ===<br />
* Optimized selecting robot tasks for requester chests.<br />
=== Balancing ===<br />
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).<br />
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).<br />
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.<br />
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)<br />
* Decreased barreling crafting time from 1 second to 0.2 seconds.<br />
=== Bugfixes ===<br />
* Fixed loading of achievements with steam version. ([https://forums.factorio.com/54583 more])<br />
* Fixed train schedule resizing with very large player inventory. ([https://forums.factorio.com/55378 more])<br />
* Fixed missing auto resizing of Lua GUI elements when caption changes. ([https://forums.factorio.com/54896 more])<br />
* Fixed that it was possible to set duplicate logistic requests.<br />
* Fixed missing entity counts when selecting area for blueprint on low graphics quality. ([https://forums.factorio.com/55180 more])<br />
* Fixed calculation of basis noise when x<0 ([https://forums.factorio.com/55288 more])<br />
* Fixed missing locale key in fluid wagon description. ([https://forums.factorio.com/55520 more])<br />
* Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. ([https://forums.factorio.com/55524 more])<br />
* Fixed evolution command output in campaigns. ([https://forums.factorio.com/55402 more])<br />
* Fixed shotgun shooting direction when aiming between the player and the nozzle. ([https://forums.factorio.com/55386 more])<br />
* Fixed technology sorting. ([https://forums.factorio.com/55294 more])<br />
* Fixed that the default list box font was called "default-list_box". ([https://forums.factorio.com/55322 more])<br />
* Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.<br />
* Fixed that setting <code>LuaPlayer::opened</code> to an empty item would crash the game. ([https://forums.factorio.com/55601 more])<br />
* Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. ([https://forums.factorio.com/55510 more])<br />
* Fixed a desync when hosting multiplayer directly and building blueprints. ([https://forums.factorio.com/55629 more])<br />
* Fixed a crash when calling specific LuaEntity properties. ([https://forums.factorio.com/55680 more])<br />
* Fixed module effects weren't checked correctly for modded modules. ([https://forums.factorio.com/55690 more])<br />
* Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. ([https://forums.factorio.com/55710 more])<br />
* Fixed roboports would show up twice in the logistic GUI. ([https://forums.factorio.com/55712 more])<br />
* Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. ([https://forums.factorio.com/55754 more])<br />
* Fixed changing transport belt speeds through mods on existing saves. ([https://forums.factorio.com/55763 more])<br />
* Fixed a crash when setting filters on cargo wagons in multiplayer. ([https://forums.factorio.com/55765 more])<br />
* Fixed a crash when trying to put blueprint books in blueprint books. ([https://forums.factorio.com/55769 more])<br />
* Fixed that train could overshoot a station when the schedule was changed by the script.<br />
* Fixed that heat pipes would incorrectly update their connections when teleported. ([https://forums.factorio.com/55773 more])<br />
* Fixed the problem of flickering tooltips in a generic way (hopefully). ([https://forums.factorio.com/55132 more])<br />
* Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. ([https://forums.factorio.com/55552 more])<br />
* Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. ([https://forums.factorio.com/55726 more])<br />
=== Scripting ===<br />
* The item-with-tags and selection-tool item types now support <code>LuaItemStack::item_number</code>.<br />
* Added an optional player parameter to <code>LuaEntity::order_deconstruction</code>, cancel_deconstruction, <code>LuaTile::cancel_deconstruction</code>,<br />
** <code>LuaSurface::deconstruct_area</code>, and <code>LuaSurface::cancel_deconstruct_area</code>.<br />
<br />
== 0.16.7 ==<br />
Date: 21. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.<br />
* Fixed order of controls in the control settings GUI. ([https://forums.factorio.com/55292 more])<br />
* Fixed rail pumps becoming invalid after being teleported via Lua. ([https://forums.factorio.com/55203 more])<br />
* Fixed that biter expansion chunks weren't being generated correctly. ([https://forums.factorio.com/54988 more])<br />
* Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.<br />
* Fixed server crash when last player leaves the game while the server is saving. ([https://forums.factorio.com/55164 more])<br />
* Fixed text cursor positioning inside a text box during scroll. ([https://forums.factorio.com/55106 more])<br />
* Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. ([https://forums.factorio.com/55319 more])<br />
* Fixed that blueprint strings wouldn't copy station names in blueprints. ([https://forums.factorio.com/55323 more])<br />
* Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. ([https://forums.factorio.com/55138 more])<br />
* Fixed a crash when canceling loading of specific save files. ([https://forums.factorio.com/55343 more])<br />
* Fixed the programmable speaker GUI wouldn't update correctly. ([https://forums.factorio.com/55339 more])<br />
* Fixed a bug where text in a text box disappeared after jumping to cursor that is off view.<br />
* Fixed <code>--apply-update</code> not setting executable permissions ([https://forums.factorio.com/55325 more])<br />
* Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. ([https://forums.factorio.com/55341 more])<br />
* Fixed crash when exiting the game while a recipe tooltip was open. ([https://forums.factorio.com/55324 more])<br />
* Fixed positioning of progress bars in mod download dialogs. ([https://forums.factorio.com/54968 more])<br />
* Fixed creation of overlapping wagons under certain circumstances. ([https://forums.factorio.com/55371 more])<br />
* Fixed scrolling by caret in a text box that would cause lines to disappear.<br />
* Fixed jittering when driving cars/tanks in some cases. ([https://forums.factorio.com/54916 more])<br />
* Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. ([https://forums.factorio.com/55367 more])<br />
* Fixed crash when recalculating connections between roboports. ([https://forums.factorio.com/55368 more])<br />
* Fixed crash when exiting mod portal during a refresh. ([https://forums.factorio.com/55377 more])<br />
* Fixed error in saving blueprinted inserters with overridden stack size. ([https://forums.factorio.com/55397 more])<br />
* Entities waiting for modules can now be fast replaced. ([https://forums.factorio.com/55104 more])<br />
* Fixed saving of New hope level 2. ([https://forums.factorio.com/55400 more])<br />
* Fixed that the game would crash trying to load some old saves. ([https://forums.factorio.com/54866 more])<br />
* Fixed train top speed calculation when not all locomotives used the same fuel type. ([https://forums.factorio.com/55442 more])<br />
* Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. ([https://forums.factorio.com/55375 more])<br />
* Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. ([https://forums.factorio.com/55455 more])<br />
* Fixed a crash when loading saves without specific mods. ([https://forums.factorio.com/55356 more])<br />
* Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. ([https://forums.factorio.com/55466 more])<br />
* Fixed multiple issues with enemy force interaction. ([https://forums.factorio.com/55439 more])<br />
=== Changes ===<br />
* Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.<br />
* Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force.<br />
** This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.<br />
* Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. ([https://forums.factorio.com/55108 more])<br />
=== Scripting ===<br />
* Added direction, created_by_moving, and shift_build event parameters to on_put_item event.<br />
* Replaced <code>ScrollPane::dont_scroll_horizontally</code> by horizontal_scroll_policy and vertical_scroll_policy.<br />
* Added <code>LuaGameScript::backer_names</code> read.<br />
* Added <code>LuaStyle::want_ellipsis</code> read/write.<br />
=== Minor Features ===<br />
* Added /version command.<br />
<br />
== 0.16.6 ==<br />
Date: 18. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when trying to filter the main inventory in the god-controller. ([https://forums.factorio.com/55171 more])<br />
* Fixed various crashes caused by mining or otherwise changing power poles. ([https://forums.factorio.com/55176 more])<br />
* Fixed a desync when using bad values in the /color command. ([https://forums.factorio.com/55048 more])<br />
* Better handling of the case where we mine our own car but our inventory's full. ([https://forums.factorio.com/55254 more])<br />
* Fixed placing blueprint over existing Rail Signals does not build wires. ([https://forums.factorio.com/54997 more])<br />
* Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity."<br />
** It proved to create too big problems with readability while building and running.<br />
* Fixed that rolling stocks in cursor had no icon when there was no valid location for them.<br />
=== Scripting ===<br />
* Fixed that TextBox was not re-layouting text when size was changed through styles.<br />
<br />
== 0.16.5 ==<br />
Date: 17. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed boilers outputting water in New hope campaign levels. ([https://forums.factorio.com/54722 more])<br />
* Fixed slow saving of New hope level 2. ([https://forums.factorio.com/54998 more])<br />
* Fixed that blueprint books couldn't be built from the zoomed-to-world view. ([https://forums.factorio.com/55043 more])<br />
* Fixed a crash when loading saves with modded blueprint entities migrated multiple times. ([https://forums.factorio.com/55020 more])<br />
* Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. ([https://forums.factorio.com/55026 more])<br />
* Fixed that forced ghost building (shift + click) didn't work correctly.<br />
* Fixed destroying an entity powered from two electric networks would corrupt future saves. ([https://forums.factorio.com/54775 more])<br />
* Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. ([https://forums.factorio.com/55044 more])<br />
* Fixed beacon would not highlight labs that are in range of its effects. ([https://forums.factorio.com/55087 more])<br />
* Fixed disappearing sprites with Low VRAM Mode option enabled. ([https://forums.factorio.com/54672 more])<br />
* Fixed glitch in one of the stone path transition sprites. ([https://forums.factorio.com/54981 more])<br />
* Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.<br />
* Improved very poor performance with video memory usage set to low. ([https://forums.factorio.com/55039 more])<br />
=== Modding ===<br />
* Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. ([https://forums.factorio.com/55028 more])<br />
* Fixed icon_size scaled also icon's dark background in alt mode. ([https://forums.factorio.com/54640 more])<br />
<br />
== 0.16.4 ==<br />
Date: 16. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed progress bar in automatic updates GUI. ([https://forums.factorio.com/54812 more])<br />
* Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI. ([https://forums.factorio.com/54843 more])<br />
* Belt rendering fix. ([https://forums.factorio.com/54852 more])<br />
* Fixed the mining speed for drills would show 1 higher than it actually was. ([https://forums.factorio.com/54885 more])<br />
* Fixed issue with changelogs in mods. ([https://forums.factorio.com/54842 more])<br />
* Fixed that the server could crash if it received invalid data. ([https://forums.factorio.com/54876 more])<br />
* Fixed crash on startup when texture compression was enabled. ([https://forums.factorio.com/54891 more])<br />
* Fixed that roboport connections wouldn't render as cleanly as 0.15. ([https://forums.factorio.com/54907 more])<br />
* Fixed that using the /ban command with no parameters would crash the game. ([https://forums.factorio.com/54948 more])<br />
* Fixed browse mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.<br />
* Fixed the game would not enter minimal mode if there was an error in migration script. ([https://forums.factorio.com/54828 more])<br />
* Fixed the delete-achievements tooltip wouldn't be removed. ([https://forums.factorio.com/54980 more])<br />
* Fixed the use-recipe-groups config option was ignored in the select-signal GUI. ([https://forums.factorio.com/54892 more])<br />
=== Scripting ===<br />
* Fixed that <code>LuaPlayer::admin</code> write didn't work. ([https://forums.factorio.com/54960 more])<br />
* Added 2 optional parameters to <code>LuaSurface::create_entity</code> when creating resource entities: enable_tree_removal and enable_cliff_removal.<br />
* Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.<br />
<br />
== 0.16.3 ==<br />
Date: 15. 12. 2017<br />
=== Changes ===<br />
* When mining normal entities ghost entity selection is disabled until the mining key is released.<br />
=== Optimisations ===<br />
* Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.<br />
=== Bugfixes ===<br />
* Fixed changelog GUI displaying no version when launching the game ([https://forums.factorio.com/54682 more])<br />
* Fixed crashes and desyncs related to circuit controlled lamps in more electric networks. ([https://forums.factorio.com/54671 more])<br />
* Fixed advanced rail tutorial no path error. ([https://forums.factorio.com/54645 more])<br />
* Fixed inventory transfer tutorial furnaces couldn't smelt ore. ([https://forums.factorio.com/54653 more])<br />
* Fixed unknown locale key in train station tutorial. ([https://forums.factorio.com/54636 more])<br />
* Fixed new hope level-02 script error. ([https://forums.factorio.com/54732 more])<br />
* Fixed that the player would die when mining an enclosed vehicle while driving it. ([https://forums.factorio.com/54752 more])<br />
* Fixed achievement progress bars rendering that caused misalignment of tracked achievements. ([https://forums.factorio.com/54542 more])<br />
* Fixed that achievement title was sometimes not visible.<br />
* Fixed spacing of effect icons in technology detail. ([https://forums.factorio.com/54608 more])<br />
* Fixed that the player could teleport over things to get into a vehicle. ([https://forums.factorio.com/54749 more])<br />
* Fixed the achievement progress bars rendering.<br />
* Fixed that achievements not obtainable with peaceful mode were obtainable with enemy settings lower then default. ([https://forums.factorio.com/51252 more])<br />
* Fixed that exiting the car whilst shooting could lead to a crash. ([https://forums.factorio.com/54738 more])<br />
* Fixed that you could not submit a console message if you mapped it to ENTER. (https://redd.it/7jjlzb)<br />
* Fixed that the value of "bottom" of vertical align was not parsed properly. ([https://forums.factorio.com/54783 more])<br />
* Fixed crash related to scenario message dialog.<br />
* Fixed very low performance of drawing decoratives on medium or lower video memory usage setting. ([https://forums.factorio.com/54681 more])<br />
* Fixed that window to select signal wasn't working when sub-groups were enabled but groups disabled. ([https://forums.factorio.com/54728 more])<br />
* Fixed that <code>LuaGame::take_screenshot</code> would ignore the given surface. ([https://forums.factorio.com/54734 more])<br />
* Fixed the tank being hurt by its own flamethrower. ([https://forums.factorio.com/54748 more])<br />
* Fixed updater not properly setting permission bits ([https://forums.factorio.com/54786 more])<br />
* Fixed that hazard concrete didn't have a walking sound in one rotation. ([https://forums.factorio.com/54810 more])<br />
* Fixed force-building blueprint rails would build multiple rails on the same location. ([https://forums.factorio.com/54805 more])<br />
* Fixed that you could copy-paste enemy structure settings. ([https://forums.factorio.com/54821 more])<br />
* Fixed that double clicking the scroll bar in the save-game GUI would save the game. ([https://forums.factorio.com/54830 more])<br />
* Fixed that exiting the car with a passenger would leave the car driving in some cases. ([https://forums.factorio.com/54729 more])<br />
* Fixed that the read stopped train output signal wouldn't show unless the enable/disable checkbox was checked. ([https://forums.factorio.com/54835 more])<br />
* Fixed amount in resource entity tooltip might be displayed as negative number. ([https://forums.factorio.com/54841 more])<br />
* Attempted to fix hangs or crashes when using single channel textures for alpha masks on some PCs. ([https://forums.factorio.com/54551 more])<br />
* Fixed that the deconstruction marker on diagonal rails was off-center.<br />
* Fixed wrong order of buttons in Direct connection password dialogue. ([https://forums.factorio.com/54867 more])<br />
* Reactor pipes now render correctly, without rotation. ([https://forums.factorio.com/54759 more])<br />
* Browse games GUI now shows active filter text after reopening the GUI. ([https://forums.factorio.com/54803 more])<br />
* Fixed incorrect number of rails being used when building with rail planner. ([https://forums.factorio.com/54791 more])<br />
* Fixed printing of errors in Browse games GUI. ([https://forums.factorio.com/54815 more])<br />
=== Modding ===<br />
* Fixed JSON parser did not fail on comma at the end of list or dictionary. ([https://forums.factorio.com/54828 more])<br />
<br />
== 0.16.2 ==<br />
Date: 14. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when using the "flow" custom GUI element type in a mod. ([https://forums.factorio.com/54609 more])<br />
* Fixed a crash when migrating energy sources from mods. ([https://forums.factorio.com/54622 more])<br />
* Fixed a crash when a request to mod portal timeouts. ([https://forums.factorio.com/54661 more])<br />
* Fixed that burner inserters wouldn't fuel burner furnaces in some cases. ([https://forums.factorio.com/54604 more])<br />
* Fixed blueprint labels wouldn't render in the world. ([https://forums.factorio.com/54639 more])<br />
* Fixed building entities very quickly could duplicate them in some cases. ([https://forums.factorio.com/54610 more])<br />
* Fixed a crash when clicking refresh in Browse mods dialog. ([https://forums.factorio.com/54648 more])<br />
* Fixed a crash when fast-replacing electric poles. ([https://forums.factorio.com/54679 more])<br />
* Fixed a crash when trying to load mods in zipped format. ([https://forums.factorio.com/54686 more])<br />
* Fixed a crash when loading saves where the character was in a vehicle which is being removed due to mod removal. ([https://forums.factorio.com/54629 more])<br />
* Fixed that right click didn't work in the production/electric stats GUIs. ([https://forums.factorio.com/54699 more])<br />
* Fixed a crash when migrating specific simple-entities to 0.16. ([https://forums.factorio.com/54712 more])<br />
* Fixed lamp energy info in sidebar and in the Lua interface.<br />
* Fixed that the logistic network embargo achievement didn't disallow the buffer chest.<br />
* Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.<br />
* Changed (hopefully improved) the heuristic that decides which rail path should be selected for manual rail building.<br />
* Attempt at fixing game not working on macOS 10.12 and older. ([https://forums.factorio.com/54549 more])<br />
=== Modding ===<br />
* Fixed the game did not check type of units defined in result_units of unit-spawner. ([https://forums.factorio.com/54650 more])<br />
<br />
== 0.16.1 ==<br />
Date: 13. 12. 2017<br />
=== Bugfixes ===<br />
* Changed requirement for parallel loading of high quality sprites to 12 GB of RAM to prevent chance of running out of memory on startup. ([https://forums.factorio.com/54548 more])<br />
* Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. ([https://forums.factorio.com/54552 more])<br />
* Fixed crash when loading crop cache from previous game version. ([https://forums.factorio.com/54543 more])<br />
* Fixed that <code>LuaRemote::call()</code> wouldn't copy string values/keys correctly. ([https://forums.factorio.com/54567 more])<br />
* Fixed updater would re-launch the game with deprecated <code>--autoupdate-finished</code> parameter.<br />
* Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) ([https://forums.factorio.com/54544 more])<br />
* Fixed that the Linux binary was corrupt and wouldn't start. ([https://forums.factorio.com/54540 more])<br />
* Fixed error checking when compiling GLSL shaders. ([https://forums.factorio.com/54577 more])<br />
* Fixed artillery would still show as being able to shoot when on enemy forces. ([https://forums.factorio.com/54591 more])<br />
* Fixed the programmable speaker GUI wouldn't show settings correctly when opened. ([https://forums.factorio.com/54595 more])<br />
* Fixed graphics of achievements. ([https://forums.factorio.com/54542 more])<br />
<br />
== 0.16.0 ==<br />
Date: 13. 12. 2017<br />
=== Major Features ===<br />
* Added logistic buffer chest. It can request items that are still available to the logistic system.<br />
* Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.<br />
* Added cliffs. ([https://factorio.com/blog/post/fff-219 more])<br />
=== Features ===<br />
* Train block visualisation.<br />
* Building entities over identical ghosts will revive them.<br />
** When building a different entity on top of a ghost, settings from the ghost will be copied if possible.<br />
* Train schedules and wait conditions can be rearranged by clicking and dragging.<br />
* New mini-tutorials: Construction robots.<br />
* Belts, underground belts and splitters can now fast replace each other.<br />
* Roboports now provide the repair packs they have for other robots to use.<br />
* Logistic request tooltips now show the count of items in the requester, on the way, and in the network.<br />
* The players main inventory can now be filtered.<br />
* New terrains and new terrain generation.<br />
* All terrains, including stone path and concrete, have transitions with water.<br />
* Map generation dialog now contains a preview of the map.<br />
<br />
=== Minor Features ===<br />
* Ctrl-delete now deletes whole word in a text field instead of a single character. ([https://forums.factorio.com/53124 more])<br />
* Placing output underground belt as ghost properly retains its type as output underground belt. Also underground belts now respect nearby ghosts and become output if there is input ghost nearby. Underground belt and pipe ghosts when hovered show outline of where they will connect ([https://forums.factorio.com/51271 more])<br />
* Headless server will automatically save the game when the last player leaves and auto-pause starts.<br />
* Added support to disable debug settings for non-admin players in multiplayer through the /config command.<br />
* Dropping items on belts manually (Z) won't spill items if they won't fit on the belt.<br />
* Trees can now be configured in the generate-map GUI.<br />
* Hotkeys can be un-bound by right clicking.<br />
* Rail chain signals can be read by the circuit network.<br />
* Small electric poles and medium electric poles can be fast-replaced with each other.<br />
* In multiplayer players can now ride as passengers in cars/tanks.<br />
* Electric poles and power switches can be opened from the zoomed-to-world view.<br />
* Terrain can be configured in the generate map GUI.<br />
* When holding an offshore pump, all valid build positions will be highlighted.<br />
* After desynching in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.<br />
* All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.<br />
=== Graphics ===<br />
* More entities in high resolution: laboratory, radar, worker robots (construction and logistic), combat robots (defender, distractor and destroyer), combinators, electric & circuit wires, pumpjack, storage tank, player, solar panel, lamp, roboport, tank.<br />
* All terrain now supports high resolution.<br />
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.<br />
* New alert icons.<br />
=== Balancing ===<br />
* Removed Assembling machine 1 from the production science pack.<br />
* Changed nuclear reactor stack size to 10.<br />
* Moved cluster grenade recipe to military 4 research.<br />
* Changed uranium ammo prerequisite from military 3 to military 4.<br />
* Explosives now produce 2 per craft.<br />
* Slightly adjusted some recipe craft times to better reflect their ingredient count.<br />
* Changed the terrain building size limit to be based off the player reach.<br />
* Biters scale less with distance and there are generally less biters.<br />
* Resources are much more spread apart. To compensate, patches are larger. Since it's easier to mine, the amount of resources on the map is 3 times less.<br />
* Resources scale slightly less over distance.<br />
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.<br />
* There is 1.49 times more iron on the map to compensate for the extra iron required in a typical game.<br />
=== Changes ===<br />
* Disabled loading of saves before 0.13.0 version (You can use 0.13 to load older saves and re-save them).<br />
* Train doesn't need to come to a full stop when manually changing train destination or switching from manual to automated mode.<br />
* Removed the "shift" value from map generation settings as it wasn't needed anymore.<br />
* Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. ([https://forums.factorio.com/51247 more])<br />
* Changed the default autosave interval settings from 2 to 5 minutes.<br />
* It is possible to open/close and interact with the chat console when the map is being saved or server loosing connection dialog is active.<br />
* The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.<br />
* Increased the limit of recipe categories from 255 to 65535.<br />
* New blueprint no longer includes entities marked for deconstruction.<br />
* Enable Map Exchange String for sandbox games<br />
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.<br />
* Blueprints never show the number 1 when held in cursor.<br />
* Robots in the air from personal roboport now count towards logistics requests for that robot type ([https://forums.factorio.com/51403 more])<br />
* Added /server-save command that does the same thing as lua server_save, but doesn't disable achievements. ([https://forums.factorio.com/52414 more])<br />
* Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full. ([https://forums.factorio.com/51653 more])<br />
* Removed the option to turn off the item groups and sub groups from the GUi. It can still be done through the config file or lua commands.<br />
* Added separate control option for placing tags on the map, so by default map scroll is left click, and place tag is right click.<br />
* Allow easier dragging of underground pipes and belts when not moving in a perfect straight line.<br />
* The Arithmetic Combinator can now use a constant as the first parameter, not only the second. So you can do operations like 2^SIGNAL. ([https://forums.factorio.com/51975 more])<br />
* When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. ([https://forums.factorio.com/51308 more])<br />
* The options menu has been organized better. Some options were moved to a new "Interface" settings menu.<br />
* Updater proxy settings were removed from the options menu. They can still be accessed through the ini file.<br />
* Exchange strings are now compressed before being converted into base64.<br />
* Improved GUI search.<br />
* Added /delete-blueprint-library *player* command to remove blueprints of players from the game.<br />
* The map view will attempt to treat very short clicks as clicks instead of drags to make it easier to click things.<br />
* The explosive cannon shells now target the ground where you shoot.<br />
* Transition from terrain to water is no longer buildable, meaning entities can no longer be built partially on the water.<br />
* Resources will have much less trees on them near the player starting area.<br />
* Tanks no longer take miniscule amounts of damage from hitting trees.<br />
* Previously, building while running at very high speed would create gaps. These are automatically filled now.<br />
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions. ([https://forums.factorio.com/52003 more])<br />
* When two trains are being merged, the decision which schedule should be used for the merged train has been changed from bigger schedule to schedule that has latest change. ([https://forums.factorio.com/54397 more])<br />
* Number of entities in hand when previewing the entity to be built is now aligned to the entity.<br />
* Added sliding when the player character collides with water or entities with rotated bounding box.<br />
* Improved drawing of turret radii in blueprint. Many overlapping radii no longer covers terrain completely.<br />
* External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.<br />
=== Bugfixes ===<br />
* Fixed that train arriving to station could give astronomically big penalty causing trains to go through weird places. ([https://forums.factorio.com/54042 more])<br />
* Fixed that fluid wagon pumps would sometimes not connect properly ([https://forums.factorio.com/52801 more])<br />
* Fixed that module icons in blueprint previews wouldn't render correctly in some cases. ([https://forums.factorio.com/51286 more])<br />
* Fixed long mod manager preview labels would extend out of the frame.<br />
* Fixed that the ~ key couldn't be used to close the console.<br />
* Fixed that the mining progress was reset when mining selection is lost while mining button pressed. ([https://forums.factorio.com/54377 more])<br />
* Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. ([https://forums.factorio.com/51654 more])<br />
* Fixed that ghost rail signal emitted light.<br />
* Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. ([https://forums.factorio.com/54373 more])<br />
* Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.<br />
* Fixed that errors in fonts would give useless errors. ([https://forums.factorio.com/51740 more])<br />
* Fixed problems related to trains crashing rarely. ([https://forums.factorio.com/51829 more])<br />
* Disabled possibility to attempt opening invalid save/replay by double click or enter.<br />
* UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing parsing error. ([https://forums.factorio.com/52027 more])<br />
* Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning. ([https://forums.factorio.com/51494 more])<br />
* Conflicts of multi-modifier hotkeys are now resolved correctly. ([https://forums.factorio.com/51521 more])<br />
* Fixed sprite rendering at large distances from 0,0. ([https://forums.factorio.com/52225 more])<br />
* Interacting with a filter slide bar requesting amount over capacity of a full requester won't dispatch robots anymore.<br />
* Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). ([https://forums.factorio.com/52217 more])<br />
* Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. ([https://forums.factorio.com/52203 more])<br />
* Buildable item counts in inventory in Sandbox mode now update properly with resource changes. ([https://forums.factorio.com/52272 more])<br />
* Fixed that map width/height accepted value of 0. ([https://forums.factorio.com/52266 more])<br />
* Fixed crash when loading Vorbis Ogg files with metadata. ([https://forums.factorio.com/52269 more])<br />
* Fixed that the manual rail building ended up one tile before the cursor. ([https://forums.factorio.com/52406 more])<br />
* Assembling machine can now output product with amount over stack size. ([https://forums.factorio.com/51625 more])<br />
* Fixed entity description for resources that require fluids. ([https://forums.factorio.com/52450 more])<br />
* Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading. ([https://forums.factorio.com/52429 more])<br />
* Fixed that the game could crash when catching up when processing queued gui actions. ([https://forums.factorio.com/52429 more])<br />
* Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop. ([https://forums.factorio.com/51683 more])<br />
* Fixed colored lights would lose their color when nightvision was on. ([https://forums.factorio.com/45762 more])<br />
* Fixed very bad performance when previewing blueprint with one big connected circuit network. ([https://forums.factorio.com/52558 more])<br />
* Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern. ([https://forums.factorio.com/51440 more])<br />
* Fixed that in certain scenarios, the blueprint library wouldn't synchronise. ([https://forums.factorio.com/52634 more])<br />
* Trains now recalculate next station correctly when more stations are en/disabled at the same tick. ([https://forums.factorio.com/52583 more])<br />
* Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. ([https://forums.factorio.com/52718 more])<br />
* Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too. ([https://forums.factorio.com/48535 more])<br />
* Fixed steam "leaking" outside of storage tank window on high sprite quality setting. ([https://forums.factorio.com/45410 more])<br />
* Programmable speakers with "Global playback" active won't play for players in a different force.<br />
* Beam weapon now shows correct damage when modded into dealing damage more times during its duration. ([https://forums.factorio.com/53133 more])<br />
* Fixed that large entities wouldn't render correctly on the map. ([https://forums.factorio.com/53263 more])<br />
* Fixed that the mining drill wouldn't show the speed bonus in the same format as assembling machines. ([https://forums.factorio.com/53375 more])<br />
* Fixed the entity icons for combat robots didn't match the item icons. ([https://forums.factorio.com/53384 more])<br />
* Train can't block its own path anymore. ([https://forums.factorio.com/19619 more])<br />
* Fixed circuit wire connections wouldn't render correctly in rotated blueprints in some cases. ([https://forums.factorio.com/53589 more])<br />
* Fixed that changing the system time forwards would cause Factorio to freeze.<br />
* Fixed a crash when changing large circuit networks. ([https://forums.factorio.com/53666 more])<br />
* Fixed closing window right after it was created would hang the process. ([https://forums.factorio.com/53721 more])<br />
* Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor. ([https://forums.factorio.com/53752 more])<br />
* Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars. ([https://forums.factorio.com/53850 more])<br />
* Fixed that when biters were attacked but couldn't find a path to the attacker, they would stoically accept their fate. ([https://forums.factorio.com/53941 more])<br />
* Fixed that the multiplayer-waiting icon wouldn't render in the map view. ([https://forums.factorio.com/54026 more])<br />
* Fixed global achievement progress was multiplied by number of player in multiplayer game. ([https://forums.factorio.com/54088 more])<br />
* Fixed that passing a LuaObject instead of a plain Lua table to <code>LuaBootstrap::raise_event</code> would crash the game. ([https://forums.factorio.com/54128 more])<br />
* Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. ([https://forums.factorio.com/54114 more])<br />
* Possible fix of a crash when a player leaves when a blueprint is being transferred. ([https://forums.factorio.com/53535 more])<br />
* Fixed that the rocket silo would get stuck if it died and was re-built by robots while launching the rocket.<br />
* Fixed transport belt circuit connector would draw over splitter in front of it. ([https://forums.factorio.com/54252 more])<br />
* Fixed that it was still possible to get some achievements in a replay. ([https://forums.factorio.com/54174 more])<br />
* Fixed that circular references passed through the Lua remote interface would crash the game. ([https://forums.factorio.com/54349 more])<br />
* Fixed missing personal robot recharging animation when character was in a vehicle. ([https://forums.factorio.com/53390 more])<br />
* Fixed that vertical size of progress bar wasn't respecting the gui scale.<br />
* Fixed that the number drawn next to cursor when item is held was differently positioned compared to how it is in the inventory.<br />
* Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.<br />
=== Optimisations ===<br />
* Improved performance of transport belts about x5 times. ([https://www.factorio.com/blog/post/fff-176 more])<br />
* Added prefetching of the next entity in the update loop improving overall update performance by approx. 10 %.<br />
* Improved performance of Item manipulation (4% effect on the overall performance).<br />
* Improved performance of crafting machine (furnace/assembling machine) (2% effect on the overall performance).<br />
* Improved performance of electric network transfer more than twice. (10% effect on the overall performance).<br />
* Improved performance of smoke greatly. (2.5% and more effect on big factories).<br />
* Improved performance when building rail blocks with many segments.<br />
* Improved performance of logistic provider and requester chests.<br />
* Improved performance of blueprint previews (the GUI and holding it in the world).<br />
* Improved game startup time when a sufficiently powerful computer is detected.<br />
=== Modding ===<br />
* Train path finding penalty values are now in utility-constants, to make it viewable and moddable.<br />
* Fixed storage tank with non-square collision box would not align to tiles in all rotations properly. ([https://forums.factorio.com/52211 more])<br />
* Fixed belt-immunity equipment so it now works on cars.<br />
* Fixed that the radius property for the area trigger effect was called perimeter.<br />
* Fixed that crafting machine with non-square bounding box was not rotatable. ([https://forums.factorio.com/53310 more])<br />
* Removed default values for icon_size, so icon_size is now required property. ([https://forums.factorio.com/46437 more])<br />
* Updated the serpent library to version 0.30.<br />
* Changed the "item that builds this" list for entities so it's sorted first by <code>ItemPrototype::primary_place_result_item</code> and then by normal item prototype sort order.<br />
* Changed default value of <code>InserterPrototype::allow_custom_vectors</code> to false.<br />
* Changed "Nothing" technology effect "effect_key" to "effect_description" and changed it to accept localised strings.<br />
* Changed rocket silo prototype "result_items" to be defined in the item as either "rocket_launch_product" or "rocket_launch_products".<br />
* Changed the string mod setting type so it will attempt to localise items in the dropdown using "string-mod-setting.mod-name-setting-name-dropdown-item".<br />
* Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red "+" icon.<br />
* Changed <code>LuaObject::destroy()</code> so it won't error if called on invalid objects.<br />
* Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.<br />
* Changed how <code>TilePrototype::transition_merges_with_tile</code> works. See ([https://www.factorio.com/blog/post/fff-214 more]) for more details.<br />
* Scenarios can contain folders with arbitrary names.<br />
* Added 'single_line' and 'want_ellipsis' to Label style specification.<br />
* Added force bonus for following robot time to live.<br />
* Added force bonus for research productivity.<br />
* Added ability to import and export item-with-tags to/from strings.<br />
* Added support for fast-replacing character entities.<br />
* Added <code>CombatRobotPrototype::light</code>.<br />
* Added <code>TurretPrototype::alert_when_attacking</code>.<br />
* Added optional 'respawn_time' (in seconds) to the character entity.<br />
* Added "hide-from-bonus-gui" entity and item prototype flags.<br />
* Added support for mods to disable custom-input prototypes of other mods.<br />
* Added support for mods to show changelogs (following the same format as the core game changelog).<br />
* Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.<br />
* Added <code>AutoplaceSpecification::default_enabled</code> - if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.<br />
* Added allowed_effects support to the mining drill.<br />
* Added optional "has_belt_immunity" property to the unit and car prototype.<br />
* Added optional "hidden" prototype property to the achievement prototype.<br />
* Added support to link custom-input prototypes directly to game controls instead of having them act as their own control.<br />
* Added a new entity type "infinity-container" that can automatically add/remove items from itself; useful for scenarios and modding.<br />
* Added support for incompatible dependencies.<br />
* Added an entity prototype flag "hide-alt-info" to never show alt-info for a given entity.<br />
* Added distance bonus support to the mining tool item type.<br />
* Added <code>InserterPrototype::draw_held_item</code>.<br />
* Added <code>FluidPrototype::fuel_value</code> and <code>Generator::burns_fluid</code>.<br />
* Added mod-developer support to runtime change autoplace specifications enabled through the command line option <code>--enable-runtime-autoplace-modification</code> using F2 in-game.<br />
* simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.<br />
=== Scripting ===<br />
* Fixed that <code>LuaSurface::get_trains()</code> didn't work for trains without locomotives. ([https://forums.factorio.com/52604 more])<br />
* Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. ([https://forums.factorio.com/53189 more])<br />
* Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.<br />
* Fixed possible desync when teleporting underground belt ghosts and pipe to ground ghosts.<br />
* Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.<br />
* Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".<br />
* Changed <code>LuaEntity::recipe</code> to <code>LuaEntity::get_recipe()</code> and <code>LuaEntity::set_recipe()</code>.<br />
* Changed <code>LuaSurface::regenerate_decorative</code>/regenerate_entity to accept zero arguments and regenerate everything.<br />
* Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.<br />
* Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.<br />
* Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...", amount=...}<br />
* Changed name of colspan parameter of table to column_count.<br />
* Changed <code>LuaItemPrototype::group_filters</code> and sub_group_filters to item_group_filters and item_subgroup_filters to match the prototype values.<br />
* <code>LuaEntity::set_recipe()</code> returns the items removed from the entity as a result of setting the new recipe (if any).<br />
* Moved Mod-gui button flow to gui.top.<br />
* Removed <code>LuaEntity::passenger</code> read/write.<br />
* Added <code>style::width</code>/height to set maximal/minimal value at the same time.<br />
* Added <code>style::align</code> to set the align of inner elements.<br />
* Added <code>style::stretchable</code> / squashable.<br />
* Added <code>LuaEntity::get_driver()</code>, set_driver(), get_passenger(), and set_passenger().<br />
* Added <code>LuaGuiElement::hovered_sprite</code> and clicked_sprite read/write methods for the SpriteButton.<br />
* Added support to change daytime length and brightness on a per-surface basis.<br />
* Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.<br />
* Added <code>LuaItemStack::export_stack</code> and <code>LuaItemStack::import_stack</code> to export/import supported items to/from strings.<br />
* Added <code>LuaEntity::tree_color_index</code> read/write access and <code>LuaEntityPrototype::tree_color_count</code> read access.<br />
* Added <code>LuaEntity::selection_box</code> and secondary_selection_box read.<br />
* Added <code>LuaBootstrap::mod_name</code> read.<br />
* Added <code>LuaControl::in_combat</code> read.<br />
* Added <code>LuaTile::order_deconstruction()</code> and cancel_deconstruction().<br />
* Added optional cause and force to <code>LuaEntity::die()</code>.<br />
* Added on_player_used_capsule event.<br />
* Added on_player_promoted and on_player_demoted events.<br />
* Added on_player_changed_position event.<br />
* Added <code>LuaEntityPrototype::alert_when_attacking</code> read and <code>LuaEntityPrototype::alert_when_damaged</code> read.<br />
* Added <code>LuaEntity::power_switch_state</code> read/write.<br />
* Added on_combat_robot_expired event.<br />
* Added <code>LuaEntity::relative_turret_orientation</code> read/write for vehicles with turrets.<br />
* Added <code>LuaEntityPrototype::color</code> read.<br />
* Added <code>LuaTrain::passengers</code>.<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_self</code> read.<br />
* Added "fluid", and "recipe" type to the choose-elem-button custom GUI element.<br />
* Added <code>LuaGuiElement::locked</code> read/write - when true the given choose-elem-button can only be changed through script.<br />
* Added an optional parameter to <code>LuaSurface::drop_item_stack</code> to mark dropped items for deconstruction.<br />
* Added <code>LuaForce::cancel_charting</code>(...).<br />
* Added <code>LuaSurface::force_generate_chunk_requests()</code>.<br />
* Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.<br />
* Added on_gui_opened and on_gui_closed events.<br />
* Added on_player_muted/unmuted and on_player_cheat_mode_enabled/disabled events.<br />
* Added LuaItemStack read properties to tell if a given item is some specific item type.<br />
* Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.<br />
* Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.<br />
* Added <code>LuaForce::reset_evolution()</code>.<br />
* Added <code>LuaSurface::create_trivial_smoke()</code>.<br />
* Added <code>LuaPlayer::enable_recipe_groups()</code> and enable_recipe_subgroups().<br />
* Added <code>LuaItemStack::rocket_launch_products</code> read.<br />
* Added on_mod_item_opened event.<br />
* Added <code>LuaItemPrototype::can_be_mod_opened</code> read.<br />
* Added the item stack index as a second return value to <code>LuaInventory::find_item_stack</code>.<br />
* Added <code>LuaItemStack::transfer_stack()</code>.<br />
* Added LuaGuiElement type "slider".<br />
* Added on_gui_value_changed event - fired when a slider value changes.<br />
* Added optional color field as a second parameter to the 4 print functions.<br />
* Added support to change <code>LuaSurface::map_gen_settings</code> runtime.<br />
* Added <code>LuaEntityPrototype::allowed_effects</code> read.<br />
* Added <code>LuaEntity::effects</code> read.<br />
* Added <code>LuaPlayer::can_place_entity()</code>, can_build_from_cursor(), and build_from_cursor().<br />
* Added <code>LuaSurface::play_sound()</code>.<br />
* Added <code>LuaForce::play_sound()</code>.<br />
* Added <code>LuaGameScript::play_sound()</code> and is_valid_sound_path().<br />
* Added <code>LuaPlayer::play_sound()</code>.<br />
* Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.<br />
* Added <code>LuaEntity::rotate()</code>.<br />
* Added <code>LuaEntity::get_infinity_filter()</code> and set_infinity_filter().<br />
* Added <code>LuaEntity::infinity_filters</code> and remove_unfiltered_items read/write.<br />
* Added <code>LuaEntityPrototype::rocket_parts_required</code> read.<br />
* Added <code>LuaEntityPrototype::fixed_recipe</code> read.<br />
* Added <code>LuaGameScript::kick_player()</code>, ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().<br />
* Added <code>LuaPlayer::admin</code> write support.<br />
* Added <code>LuaGuiElement::focus()</code>.<br />
* Added on_character_corpse_expired event.<br />
* Added on_pre_ghost_deconstructed event.<br />
* Added on_player_pipette event.<br />
* Added <code>LuaEntity::character_corpse_player_index</code>, character_corpse_tick_of_death, and character_corpse_death_cause read/write.<br />
* Added <code>LuaSurface::get_tile_properties()</code>.<br />
* Added <code>LuaSurface::can_fast_replace()</code>.<br />
* Added support for player associated characters - characters that get logged off/on with a given player but aren't directly controlled by the player.<br />
* Added <code>LuaEntity::associated_player</code> read/write.<br />
* Added <code>LuaPlayer::get_associated_characters()</code>, associate_character(), and disassociate_character().<br />
* Added <code>LuaPlayer::ticks_to_respawn</code> read/write.<br />
* Added old_state to the on_train_changed_state event.<br />
* Added <code>LuaRecipe::catalysts</code> read.<br />
* Added <code>LuaRecipe::hide_from_flow_stats</code> read/write.<br />
* Added <code>LuaRecipePrototype::hidden_from_flow_stats</code> read.<br />
* Added <code>LuaEntity::tick_of_last_attack</code> and tick_of_last_damage read for the character entity.<br />
* Added <code>LuaLogisticNetwork::passive_provider_points</code> and active_provider_points read.<br />
* Added <code>LuaPlayer::display_resolution</code> read.<br />
* Added on_player_display_resolution_changed event.<br />
* Added <code>LuaPlayer::display_scale</code> read.<br />
* Added on_player_display_scale_changed event.<br />
* Added <code>LuaTrain::weight</code> and riding_state read.<br />
* Added <code>LuaEntity::products_finished</code> write.<br />
* Added optional surface to game.take_screenshot(...).<br />
* Added <code>LuaEntityPrototype::construction_range</code> and logistics_range read.<br />
* Added <code>LuaGuiElement::index</code> read.<br />
* Added <code>LuaForce::max_successful_attempts_per_tick_per_construction_queue</code> and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.<br />
* Added <code>LuaGuiElement::mouse_button_filter</code> read/write for buttons and sprite-buttons.<br />
* Added <code>LuaSurface::find_tiles_filtered()</code> and count_tiles_filtered().<br />
* Added <code>LuaEntity::get_train_stop_trains()</code>.<br />
* Added <code>LuaLogisticNetwork::force</code> read.<br />
* Added <code>LuaItemStack::item_number</code> read - the unique ID of the item if it has one.<br />
<br />
{{VersionNav}}</div>Spyhawkhttps://wiki.factorio.com/index.php?title=User_talk:Spyhawk&diff=159697User talk:Spyhawk2018-05-31T12:15:37Z<p>Spyhawk: /* Version history */ answer</p>
<hr />
<div>'''Welcome to the Official Factorio Wiki!''' Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. <br><br />
First and foremost, please be sure to read and understand the [[Factorio:Wiki rules|rules of this Wiki]]. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin. <br><br />
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages]. In addition to the help provided by MW, we also provide a [[Factorio:Style guide|style guide]] that we enforce. <br><br />
If you're unsure where to begin, please see the [[Factorio:Editor_noticeboard|editor noticeboard]], where information on the current objectives and projects of the Wiki may be found. <br><br />
Again, welcome, we hope you contribute as much high quality information as you can. :) [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 22:06, 22 March 2018 (UTC)<br />
<br />
== Version history ==<br />
<br />
Hey, it's nice to see that you semi-automated the updating of the version history (and the latest version page?). If you want, you could provide me the python script that you use for the version history, and I could incorporate it into [https://github.com/Bilka2/BilkaBot my own bot] to do the updating completely automatically. Even if you don't want that, I would appreciate it if you could share the script, since that would allow another user to continue using it if you ever disappear. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 10:52, 31 May 2018 (UTC)<br />
<br />
: Hi Bilka. Yes, I've been working on a script to update the version history, and making it public is definitely a goal here. It is just a simple changelog to mediawiki syntax translator. However, it's not perfect and I'm still working on it. It's been almost perfect for the latest updates, but I've found quite a few edge-cases across the whole changelog where my parser fails. Some of these could make use of improvements in the script, other are directly related to inconsistencies in the changelog. I'm even wondering if I'd better send a "fixed" changelog to the team ;)<br />
: Would be great to automate the update through your bot. I'll clean the current code and post it somewhere once I get around the most blatant limitations.<br />
: Also, I have been updating the latest version page manually only, but it could be possible to automate it if there is a way to retrieve the relevant forum post link. I've no idea how to do that though. [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 11:43, 31 May 2018 (UTC)<br />
<br />
::I'm looking forward to seeing your code :) I think the devs would appreciate if you point out the errors in their changelog, just post it on the forum somewhere.<br />
::There is an RSS feed that has the link: https://forums.factorio.com/feed.php?mode=news. I can implement all of that in my own bot, like I did with the FFF, if that's okay for you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 11:53, 31 May 2018 (UTC)<br />
<br />
::: Great, I'll let you handle the latest version page then! I'll prepare a "changelog patch" and post it on forum. Removing inconsistencies will actually allow the parser to be much cleaner, as I've added quite a few naughty hacks to work around them. [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 12:15, 31 May 2018 (UTC)</div>Spyhawkhttps://wiki.factorio.com/index.php?title=User_talk:Spyhawk&diff=159695User talk:Spyhawk2018-05-31T11:43:33Z<p>Spyhawk: /* Version history */ answer</p>
<hr />
<div>'''Welcome to the Official Factorio Wiki!''' Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. <br><br />
First and foremost, please be sure to read and understand the [[Factorio:Wiki rules|rules of this Wiki]]. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin. <br><br />
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages]. In addition to the help provided by MW, we also provide a [[Factorio:Style guide|style guide]] that we enforce. <br><br />
If you're unsure where to begin, please see the [[Factorio:Editor_noticeboard|editor noticeboard]], where information on the current objectives and projects of the Wiki may be found. <br><br />
Again, welcome, we hope you contribute as much high quality information as you can. :) [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 22:06, 22 March 2018 (UTC)<br />
<br />
== Version history ==<br />
<br />
Hey, it's nice to see that you semi-automated the updating of the version history (and the latest version page?). If you want, you could provide me the python script that you use for the version history, and I could incorporate it into [https://github.com/Bilka2/BilkaBot my own bot] to do the updating completely automatically. Even if you don't want that, I would appreciate it if you could share the script, since that would allow another user to continue using it if you ever disappear. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 10:52, 31 May 2018 (UTC)<br />
<br />
: Hi Bilka. Yes, I've been working on a script to update the version history, and making it public is definitely a goal here. It is just a simple changelog to mediawiki syntax translator. However, it's not perfect and I'm still working on it. It's been almost perfect for the latest updates, but I've found quite a few edge-cases across the whole changelog where my parser fails. Some of these could make use of improvements in the script, other are directly related to inconsistencies in the changelog. I'm even wondering if I'd better send a "fixed" changelog to the team ;)<br />
: Would be great to automate the update through your bot. I'll clean the current code and post it somewhere once I get around the most blatant limitations.<br />
: Also, I have been updating the latest version page manually only, but it could be possible to automate it if there is a way to retrieve the relevant forum post link. I've no idea how to do that though. [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 11:43, 31 May 2018 (UTC)</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=159693Template:VersionNav2018-05-31T10:47:48Z<p>Spyhawk: balanced global rows content</p>
<hr />
<div>{{Navbox<br />
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<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Version_history/0.16.0&diff=159690Version history/0.16.02018-05-31T10:39:56Z<p>Spyhawk: 0.16.47</p>
<hr />
<div>__NOTOC__<!--<br />
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== 0.16.47 ==<br />
Date: 31. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed wall related consistency check related to modded walls with altered collision boxes. ([https://forums.factorio.com/60677 more])<br />
* Fixed inconsistent train direction when reversing in a train vehicle that is not a locomotive. ([https://forums.factorio.com/60633 more])<br />
* Fixed that having more than 6 products didn't fit the ui, as it wasn't wrapped. ([https://forums.factorio.com/60636 more])<br />
* The system data path is removed from the log when it's automatically uploaded by the crash reporter.<br />
* IP addresses are no longer hashed in the log file. All IP addresses are removed from the log when it's automatically uploaded by the crash reporter.<br />
* Fixed crash when placing an entity with title while backers list was emptied.<br />
<br />
== 0.16.46 ==<br />
Date: 29. 05. 2018<br />
=== Bugfixes ===<br />
* Another fix for setting PvP map dimensions to 0. ([https://forums.factorio.com/60570 more])<br />
* Fixed possible desync related to circuit networks.<br />
* Another possible fix for multi-GPU setups on Linux. ([https://forums.factorio.com/60609 more])<br />
* Fixed that modded infinite inserter stack size research would wrap around instead of maxing out. ([https://forums.factorio.com/60613 more])<br />
* Fixed scenarios with partial identical names didn't work correctly. ([https://forums.factorio.com/60624 more])<br />
* Fixed splitter lane selection inconsistency when inserting into middle. (Now it is always right for both belts, splitters and underground belts.) ([https://forums.factorio.com/60653 more])<br />
* Fixed <code>LuaPlayer::build_from_cursor</code>. ([https://forums.factorio.com/60644 more])<br />
* Fixed a desync in replay that would happen if console commands were used during the play. ([https://forums.factorio.com/60661 more])<br />
* Fixed desync when setting inserter filters while it's connected to the circuit network ([https://forums.factorio.com/60245 more])<br />
<br />
== 0.16.45 ==<br />
Date: 22. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed infinite research multiplier was always 1. ([https://forums.factorio.com/60550 more])<br />
<br />
== 0.16.44 ==<br />
Date: 22. 05. 2018<br />
=== Minor Features ===<br />
* Added technology price multiplier PvP scenario config.<br />
=== Changes ===<br />
* Underground belt marked for deconstruction no longer connects to other underground belts.<br />
=== Bugfixes ===<br />
* Fixed some cases of fast replacement by underground belt. ([https://forums.factorio.com/60060 more])<br />
* Fixed corrupted config.ini in Steam cloud would prevent the game from starting.<br />
* Fixed that using "Save and play" feature in the freeplay could specify the official freeplay map to be always that one forever. ([https://forums.factorio.com/60340 more])<br />
* Fixed underground belt connection overlay when hovering over another underground belt. ([https://forums.factorio.com/60147 more])<br />
* Fixed a crash when mods define empty result items. ([https://forums.factorio.com/60406 more])<br />
* Fixed a crash when switching games and joining quickly in the server browser.<br />
* Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. ([https://forums.factorio.com/59588 more])<br />
* Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. ([https://forums.factorio.com/60374 more])<br />
* Fixed <code>LuaEntityPrototype::braking_force</code> return value. ([https://forums.factorio.com/60444 more])<br />
* Fixed <code>LuaPlayer::ticks_to_respawn</code> would read in seconds. ([https://forums.factorio.com/60501 more])<br />
* Fixed certain type of energy source migrations. ([https://forums.factorio.com/60465 more])<br />
* Fixed rare possibility of crash when two trains crash into each other. ([https://forums.factorio.com/60097 more])<br />
* Fixed a rare crash that occurs when train collides in a way, that its position is reserved back while approaching closed signal which caused path recalculation. ([https://forums.factorio.com/60472 more])<br />
* Fixed PvP error when setting map height to 0. ([https://forums.factorio.com/60536 more])<br />
* Fixed construction robot tutorial breaking when removing the radar from the storage chest. ([https://forums.factorio.com/60012 more])<br />
* Fixed crash when adding train station to a train while the train is modified (added/removed rolling stock). ([https://forums.factorio.com/59363 more])<br />
* Fixed that destroying part of a cliff with tile ghost under it destroyed the whole part of the cliff. ([https://forums.factorio.com/60449 more])<br />
* Fixed browse games dialog problems with the active game not being updated while searching. ([https://forums.factorio.com/60545 more])<br />
=== Modding ===<br />
* Added support to set <code>ReactorPrototype::neighbour_collision_increase</code> which controls how much a reactor extends when connected to other reactors.<br />
=== Scripting ===<br />
* Allow <code>technology_price_multiplier</code> to be less than 1 by script/scenario only.<br />
* Added support for localised strings in <code>LuaGameScript::write_file</code>.<br />
<br />
== 0.16.43 ==<br />
Date: 14. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. ([https://forums.factorio.com/60074 more])<br />
* Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. ([https://forums.factorio.com/60288 more])<br />
<br />
== 0.16.42 ==<br />
Date: 11. 05. 2018<br />
=== Bugfixes ===<br />
* Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. ([https://forums.factorio.com/59670 more])<br />
* Fixed a desync when printing a Lua error to players with different installation paths. ([https://forums.factorio.com/60049 more])<br />
* Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).<br />
* Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. ([https://forums.factorio.com/60068 more])<br />
* Fixed decimals displaying in production statistics that caused the numbers to be too long. ([https://forums.factorio.com/59997 more])<br />
* Fixed high CPU usage on the main menu. ([https://forums.factorio.com/60063 more])<br />
* Fixed an issue when joining friends games through steam. ([https://forums.factorio.com/60157 more])<br />
* Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.<br />
* Added train path finding penalty for train with no path equal to 1000 tiles. ([https://forums.factorio.com/60211 more])<br />
* Fixed a crash when building modded rolling stock entities on diagonal rails. ([https://forums.factorio.com/60014 more])<br />
* Fixed "header errors" when extracting factorio zip files with 7zip.<br />
=== Scripting ===<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_tiles_only</code> and <code>collision_mask_considers_tile_transitions</code> read.<br />
<br />
== 0.16.41 ==<br />
Date: 03. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
<br />
== 0.16.40 ==<br />
Date: 02. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
* Fixed a crash when killing the character during the <code>gun_inventory_changed</code> event. ([https://forums.factorio.com/59784 more])<br />
* Fixed that <code>LuaPlayer::opened</code> wouldn't return the opened equipment grid. ([https://forums.factorio.com/59790 more])<br />
* Fixed <code>LuaInventory::sort_and_merge()</code> would break furnaces and assembling machines.<br />
* Fixed crash when trying to migrate circuit connected entities. Any migrated entities will be disconnected. ([https://forums.factorio.com/59974 more])<br />
* Fixed round input in team production challenge. ([https://forums.factorio.com/59970 more])<br />
* Recipe item ingredients with a count of 0 are reported as an error instead of allowing inconsistent behaviour. ([https://forums.factorio.com/60016 more])<br />
* Fixed missing reset of state of signal right next to removed rail. ([https://forums.factorio.com/60026 more])<br />
* Fixed a crash that could happen in multiplayer over a poor connection. ([https://forums.factorio.com/59993 more])<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_glow_color</code>, it colors the fuel glow of entities that use that item as fuel.<br />
=== Scripting ===<br />
* Added <code>on_player_trash_inventory_changed</code> event.<br />
* Changed <code>LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered</code> to additionally accept a table of filters.<br />
<br />
== 0.16.39 ==<br />
Date: 30. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed function of enter key in number input. ([https://forums.factorio.com/59862 more])<br />
* Fixed consistency check and migration related to rail internal inconsistency. ([https://forums.factorio.com/59765 more])<br />
* Fixed that rail signals weren't fast replaceable.<br />
* Fixed that the headless server wouldn't be able to restart for a while if it was stopped with an RCON client connected. ([https://forums.factorio.com/59830 more])<br />
* Fixed that selecting map without a preview in the save/load dialog disallowed to delete the save by the ingame delete button.<br />
* Fixed wrong calculation of item insertion into splitter in some cases, which could indirectly cause inconsistency in behaviour. ([https://forums.factorio.com/59950 more])<br />
* Localised zip opening/closing error messages + added reason or error code there.<br />
<br />
== 0.16.38 ==<br />
Date: 26. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed drawing of icons with multiple layers. ([https://forums.factorio.com/59811 more])<br />
* Fixed that changing force of a wall didn't update the connections, which could lead to a desync.<br />
* Changed that walls and gates marked for deconstruction don't connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.<br />
* Changed, that rail signals marked for deconstruction disconnect from the rails.<br />
* Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.<br />
* Changed the logic of "toggle LUA console" key to only open and not close the console (exception are ` and F1-F12 keys). ([https://forums.factorio.com/59825 more])<br />
* Fixed <code>LuaEntity::splitter_output_priority</code> read/write didn't work. ([https://forums.factorio.com/59864 more])<br />
* Fixed malformed sprite path error would not trigger minimal mode when loading mods. ([https://forums.factorio.com/59827 more])<br />
<br />
== 0.16.37 ==<br />
Date: 23. 04. 2018<br />
=== Changes ===<br />
* Added an option to interface settings to allow the user to change the distance of tooltips from the mouse. ([https://forums.factorio.com/59269 more])<br />
=== Minor Features ===<br />
* Added optional resolution and zoom parameters to the screenshot command.<br />
=== Bugfixes ===<br />
* Fixed that right click didn't work in the market GUI. ([https://forums.factorio.com/59230 more])<br />
* Fixed a modded crash related to fire flame smoke.<br />
* Fixed <code>ignored_by_interaction</code> when creating modded custom GUI elements. ([https://forums.factorio.com/59301 more])<br />
* Fixed noise program compilation bug that resulted in broken programs. ([https://forums.factorio.com/58579 more])<br />
* Fixed light from lamps outside of screen was not rendered properly. ([https://forums.factorio.com/59095 more])<br />
* Fixed the steam engines in New Hope level 4. ([https://forums.factorio.com/59299 more])<br />
* Possible fix for a crash on Linux with a multi-GPU setup. ([https://forums.factorio.com/59315 more])<br />
* Fixed graphics of battery indicator ([https://forums.factorio.com/59170 more])<br />
* Boiler and heat exchanger will spawn medium remnants instead of small remnants when destroyed. ([https://forums.factorio.com/59356 more])<br />
* Fixed that a well (offshore pump with water landfilled) was not rebuildable by construction robots. ([https://forums.factorio.com/59447 more])<br />
* Fixed gates sometimes not detecting car being driven by god controller. ([https://forums.factorio.com/59472 more])<br />
* Fixed that some of the achievements were obtainable even when player didn't spend more than 50% of time in the game. ([https://forums.factorio.com/59467 more])<br />
* Fixed that character window was closed when doing fast transfer between armor slot and inventory. ([https://forums.factorio.com/59486 more])<br />
* Fixed that modded inserters would some times get stuck. ([https://forums.factorio.com/59316 more])<br />
* Fixed that Wave defense would error when played on a headless server. ([https://forums.factorio.com/59420 more])<br />
* Improved system of key blocking now allows more key bindings to work correctly. ([https://forums.factorio.com/59415 more])<br />
* Fixed underground pipe ghost would block underground connections of other forces. ([https://forums.factorio.com/59624 more])<br />
* Added missing directions to util.oppositedirection. ([https://forums.factorio.com/59550 more])<br />
* Fixed that the sound sliders went to 200% causing a lost of audio quality. ([https://forums.factorio.com/59638 more])<br />
* Fixed save corruption when forces are merged while there is a rocket on the map. ([https://forums.factorio.com/59661 more])<br />
* Fixed that <code>LuaEntity::teleport</code> could teleport ghost belts/rails.<br />
* Fixed that <code>LuaEntity::teleport</code> of ghost walls could create wall and ghost wall on the same position which could cause desyncs.<br />
* Fixed that <code>LuaEntity::teleport</code> didn't put entities that are supposed to be aligned to grid onto grid.<br />
* Fixed wrong behavior of mining of a vehicle the player is in in multiplayer. ([https://forums.factorio.com/59709 more])<br />
* Fixed crash on starting mod scenario in multiplayer for the first time. ([https://forums.factorio.com/59027 more])<br />
* Fixed signal placeability in junction with different directions in different ways. ([https://forums.factorio.com/59210 more])<br />
* Added electric energy consistency check to avoid one more corrupted save situation resulting from memory corruption. ([https://forums.factorio.com/59693 more])<br />
=== Scripting ===<br />
* Added <code>LuaTrain::killed_players</code> read.<br />
* Added <code>LuaTrain::kill_count</code> read.<br />
* Added <code>LuaInventory::is_quickbar()</code>.<br />
* Added <code>LuaInventory::get_selected_index()</code>.<br />
* Added <code>LuaFluidPrototype::fuel_value</code> read.<br />
* <code>LuaEntity::teleport</code> puts entity to correct location on the grid when it doesn't have the off-grid flag.<br />
<br />
== 0.16.36 ==<br />
Date: 28. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when opening the graphics settings GUI on a single core CPU. ([https://forums.factorio.com/59023 more])<br />
* Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. ([https://forums.factorio.com/59052 more])<br />
* Fixed that entering rectangular vehicles didn't work correctly. ([https://forums.factorio.com/58958 more])<br />
* Fixed that totals in production statistics were 0.33% off. ([https://forums.factorio.com/59063 more])<br />
* Fixed a crash when loading blueprint storage data.<br />
* Fixed that <code>LuaGameScript::check_prototype_translations()</code> would report custom-inputs as having no translation.<br />
=== Scripting ===<br />
* Fixed a crash by changing <code>LuaGameScript::merge_forces()</code> so the force is merged at the end of the tick.<br />
* Added <code>on_forces_merged</code> event.<br />
* Added <code>LuaEntity::armed</code> read.<br />
* Added <code>LuaEntityPrototype::timeout</code> read.<br />
* Added <code>on_land_mine_armed</code> event.<br />
* Added <code>LuaPlayer::spectator</code> read/write.<br />
* Added <code>LuaGameScript::enemy_has_vision_on_land_mines</code> read/write.<br />
<br />
== 0.16.35 ==<br />
Date: 24. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed shifting for half-belt drawn as part of loader. ([https://forums.factorio.com/58919 more])<br />
=== Modding ===<br />
* Added recipe-prototype <code>show_amount_in_title</code> and <code>always_show_products</code>.<br />
=== Scripting ===<br />
* Added Added <code>LuaRecipePrototype::show_amount_in_title</code> and <code>always_show_products</code> read.<br />
<br />
== 0.16.34 ==<br />
Date: 22. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that long description in achievement cards was cut off. The card will be larger in this case now. ([https://forums.factorio.com/58891 more])<br />
* Fixed a crash when rendering stickers. ([https://forums.factorio.com/58953 more])<br />
== 0.16.33 ==<br />
Date: 22. 03. 2018<br />
=== Features ===<br />
* Added dropdown to the replay viewing control that allows to switch between the view of different players.<br />
=== Changes ===<br />
* Updated map-gen-settings.example.json. ([https://forums.factorio.com/55859 more])<br />
=== Bugfixes ===<br />
* Fixed, that when the server is slower then the client, the player input is stuck. ([https://forums.factorio.com/48387 more])<br />
* Fixed that using rail by the rail planner stopped replay. ([https://forums.factorio.com/58933 more])<br />
* Fixed that burner inserter didn't show fuel in the entity info. ([https://forums.factorio.com/58876 more])<br />
* Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) ([https://forums.factorio.com/58870 more])<br />
* Fixed PvP script error when 'DEFCON timer' was set too low. ([https://forums.factorio.com/58855 more])<br />
* Fixed that ctrl-click to transfer modules into assembling machines didn't work correctly. ([https://forums.factorio.com/58896 more])<br />
* Small improvement in mining logic when using rail planner. ([https://forums.factorio.com/58483 more])<br />
* Fixed an issue with un-researching upgrade-based technologies. ([https://forums.factorio.com/58885 more])<br />
* Fixed a layering issue related to the train stop visualization. ([https://forums.factorio.com/58857 more])<br />
* Fixed that player joined/left game messages weren't visible in the replay.<br />
* Fixed that health bar of other players weren't visible.<br />
* Fixed a rare crash when joining multiplayer games on Mac.<br />
* Fixed crash when player with debuff sticker disconnected from game and later reconnected.<br />
=== Modding ===<br />
* Added recipe-prototype allow_intermediates.<br />
=== Scripting ===<br />
* Added events and remote interface to PvP scenario.<br />
* Added <code>LuaRecipePrototype::allow_intermediates</code> read.<br />
== 0.16.32 ==<br />
Date: 20. 03. 2018<br />
=== Minor Features ===<br />
* Added string import/export to PvP config.<br />
=== Changes ===<br />
* Only item ingredients are automatically sorted in recipes.<br />
=== Bugfixes ===<br />
* Fixed <code>LuaEntity::get_merged_signals()</code> would always require a parameter. ([https://forums.factorio.com/58861 more])<br />
* Fixed a crash related to mod settings losing precision when being saved through JSON. ([https://forums.factorio.com/58859 more])<br />
=== Modding ===<br />
* mod-settings.json is now mod-settings.dat - settings will be auto migrated.<br />
== 0.16.31 ==<br />
Date: 19. 03. 2018<br />
=== Minor Features ===<br />
* Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.<br />
* Empty fuel slot tooltips show what fuel they accept.<br />
=== Changes ===<br />
* Enemy mines are not completely invisible anymore in PvP scenarios.<br />
* Land mines now also stun enemy players.<br />
* Walls will extend towards cliffs same as they already do towards water. ([https://forums.factorio.com/58273 more])<br />
* Blueprint building over entities of an enemy force is no longer ignorable(blue). ([https://forums.factorio.com/58715 more])<br />
* Ingredients in recipes are automatically sorted. ([https://forums.factorio.com/58757 more])<br />
* Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. ([https://forums.factorio.com/58485 more])<br />
=== Bugfixes ===<br />
* One more transport belt unsquashing tweak. ([https://forums.factorio.com/58638 more])<br />
* Changed <code>LuaSurface::find_entity</code> to also find entities with zero sized bounding boxes but with the given position. ([https://forums.factorio.com/58765 more])<br />
* Fixed drawing icons with layers when layers didn't have same source size as main icon. ([https://forums.factorio.com/58681 more])<br />
* Fixed another bug where tables were disabled at certain scroll positions. ([https://forums.factorio.com/58652 more])<br />
* Fixed applying blueprints could rotate unrelated assembling machines. ([https://forums.factorio.com/58729 more])<br />
* Fixed that the god controller wouldn't trigger the player_moved event. ([https://forums.factorio.com/58702 more])<br />
* Fixed script error in logistic tutorial when player went outside of logistic area. ([https://forums.factorio.com/58581 more])<br />
* Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. ([https://forums.factorio.com/58717 more])<br />
* Fixed that blueprint tooltip text wouldn't line wrap. ([https://forums.factorio.com/58582 more])<br />
* Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. ([https://forums.factorio.com/58161 more])<br />
* Fixed wrong scroll pane size in a specific situation. ([https://forums.factorio.com/56441 more])<br />
* Fixed a crash when resetting technology effects while the technology GUI is open. ([https://forums.factorio.com/58756 more])<br />
* Fixed crash with high-speed short trains crashing into something. ([https://forums.factorio.com/58504 more])<br />
* Fixed that multi-line descriptions for multiplayer games would break the config.ini. ([https://forums.factorio.com/58626 more])<br />
* Fixed creating cliffs through script or map editor didn't snap them to proper position. ([https://forums.factorio.com/58625 more])<br />
* Fixed a crash related to biters in modded games. ([https://forums.factorio.com/58576 more])<br />
* Fixed that several errors related to HTTP failure weren't localized. ([https://forums.factorio.com/58669 more])<br />
* Fixed ghost rail-planner building would lock in the build rotation after being used once. ([https://forums.factorio.com/58776 more])<br />
* Fixed that mod-associated character entities wouldn't be effected by force modifiers. ([https://forums.factorio.com/58808 more])<br />
* Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. ([https://forums.factorio.com/54461 more])<br />
* Partially fixed trains sending circuit networks signal to the wrong station. ([https://forums.factorio.com/53688 more])<br />
* Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.<br />
* Fixed another crash when saving fails when out of disk space.<br />
* Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.<br />
* Fixed a crash in multiplayer related to DNS failure.<br />
* Fixed a crash when the game.take_screenshot() would fail.<br />
* Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.<br />
* Fixed a crash when trying to set a mod setting value to 0.033333 repeating.<br />
* Fixed that replay didn't check crc values.<br />
* Fixed several problems related to replay saving.<br />
=== Modding ===<br />
* Added Entity prototype flag "not-flammable", it prevents entities from catching fire.<br />
* Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.<br />
* Fixed some imprecisions in the Production/Electric statistics calculations.<br />
* Added order_in_recipe into item-group, it defaults to the value of order property.<br />
* Added item prototype flag "hide-from-fuel-tooltip".<br />
=== Scripting ===<br />
* Removed <code>LuaElectricEnergySourcePrototype::effectivity</code> read since it didn't do anything.<br />
* Added <code>LuaGroup::order_in_recipe</code> read.<br />
* Added on_technology_effects_reset event.<br />
== 0.16.30 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Filters no longer disappear when inventory is downsized. ([https://forums.factorio.com/58565 more])<br />
* Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. ([https://forums.factorio.com/58633 more])<br />
* Fixed a crash related to resetting technology effects while a research was in progress/just finished.<br />
* Fixed a desync related to mods calling math.random() during the data stage.<br />
=== Scripting ===<br />
* Made it possible for the <code>LuaFrame::align</code> and <code>LuaFrame::vertical_align</code> to have effect on the align of the inner container.<br />
== 0.16.29 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that small numbers in recipe tooltips wouldn't render correctly. ([https://forums.factorio.com/58422 more])<br />
* Fixed a bug where tables do not react under special conditions. ([https://forums.factorio.com/56466 more]), ([https://forums.factorio.com/57667 more])<br />
* Fixed belt movement with squashed items and other gaps present. ([https://forums.factorio.com/58313 more])<br />
* Fixed that splitter input priority was not that reliable. ([https://forums.factorio.com/58031 more])<br />
* Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. ([https://forums.factorio.com/58217 more])<br />
* Fixed the EULA GUI wouldn't wrap text. ([https://forums.factorio.com/58489 more])<br />
* Fixed 'per second' suffix was not localised. ([https://forums.factorio.com/58322 more])<br />
* Attempt to fix a problem that would prevent the Linux version from starting. ([https://forums.factorio.com/58307 more])<br />
* Fixed that blueprints in the library would show empty component slots. ([https://forums.factorio.com/58113 more])<br />
* Fixed that mining item entities when out of inventory space would move the item around. ([https://forums.factorio.com/58499 more])<br />
* Fixed multiple desyncs related to walking near walls. ([https://forums.factorio.com/58477 more])<br />
* Fixed that the "don't play sound for chat" option didn't work in multiplayer. ([https://forums.factorio.com/58531 more])<br />
* Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. ([https://forums.factorio.com/57963 more])<br />
* Fixed that the players main inventory filters wouldn't persist through death. ([https://forums.factorio.com/58565 more])<br />
* Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. ([https://forums.factorio.com/58521 more])<br />
* Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.([https://forums.factorio.com/58148 more])<br />
* Fixed enemy land mines would be highlighted when showing blueprint collisions. ([https://forums.factorio.com/58621 more])<br />
* Fixed that walls would connect to ghosts from another force.<br />
* Fixed rebinding build would cause artillery to fire multiple times per click in the map view.<br />
* Fixed a crash when starting a headless server related to RCON.<br />
* Fixed a crash when setting item stacks above their stack size through script.<br />
* Fixed a crash when saving fails due to out of disk space.<br />
* Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.<br />
* Fixed that you couldn't move the map view while running the game at very high speeds.<br />
* Fixed a crash when taking a large screenshot by script fails due to a lack of memory.<br />
* Fixed a crash when canceling crafting after changing recipes through mods.<br />
* Fixed a crash when merging forces through script while a recipe tooltip is visible.<br />
* Fixed a crash when using the <code> /open</code> command and then opening an item in the players cursor.<br />
* Fixed a crash when creating modded tree particles.<br />
* Fixed a crash related to modded speaker entities.<br />
=== Modding ===<br />
* Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.<br />
* Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".<br />
* Added Entity prototype flag "not-rotatable".<br />
* Fixed a crash when not defining a stream particle animation.<br />
=== Scripting ===<br />
* Added LuaRCON to allow printing text to a calling RCON instance.<br />
* Added <code>LuaItemPrototype::fuel_emissions_multiplier</code> read.<br />
* Added <code>LuaRecipePrototype::emissions_multiplier</code> read.<br />
* Added <code>LuaFluidPrototype::emissions_multiplier</code> read.<br />
<br />
<br />
== 0.16.28 ==<br />
Date: 05. 03. 2018<br />
=== Minor Features ===<br />
* Added a simple recipe price calculator to PvP production score.<br />
* Item number in quickbar now shows over the "hand" when part of the stack is picked up. ([https://forums.factorio.com/58403 more])<br />
=== Bugfixes ===<br />
* Fixed drawing endings of transport belts entering underground belt sideways. ([https://forums.factorio.com/57939 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed roboport connections would be missing in some cases. ([https://forums.factorio.com/58238 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed that biters in groups had too low tolerance for getting stuck. ([https://forums.factorio.com/58306 more])<br />
* Fixed that you could set accumulator energy below 0. ([https://forums.factorio.com/57619 more])<br />
* Fixed a crash in rail pathing when deleting signals. ([https://forums.factorio.com/58133 more])<br />
* Fixed a crash when creating beam entities through script. ([https://forums.factorio.com/58316 more])<br />
* Fixed old boilers in New Hope level 4. ([https://forums.factorio.com/58066 more])<br />
* Fixed that changing the values in new game gui could move other gui elements. ([https://forums.factorio.com/57414 more])<br />
* Changed order of drawing, so if sprite button uses caption, its text is over the picture. ([https://forums.factorio.com/57888 more])<br />
* Fixed that the wire connection distance visualization didn't match the actual distance limits. ([https://forums.factorio.com/58340 more])<br />
* Fixed a crash when trains are destroyed while the trains GUI is open. ([https://forums.factorio.com/58356 more])<br />
* Fixed train stop indicators wouldn't render with larger blueprints. ([https://forums.factorio.com/58326 more])<br />
* Fixed mod changing chest collision box could break PvP starting chest accessibility. ([https://forums.factorio.com/58360 more])<br />
* Fixed that the Map editor wouldn't clear the cursor when the tool changes. ([https://forums.factorio.com/58303 more])<br />
* Fixed a crash when destroying rails with trains on them. ([https://forums.factorio.com/58380 more])<br />
* Fixed a crash when joining Steam games through the Steam interface.<br />
* Fixed a crash related to adding equipment grid support to armor in existing games.<br />
* Fixed several crashes related to GUI logic.<br />
* Fixed a crash when loading pre 0.16 saves when in a vehicle as a god controller.<br />
* Fixed a crash when teleporting offline players between surfaces.<br />
* Fixed non-stackable items wouldn't enforce they aren't stackable.<br />
* Fixed a crash when changing runtime mod settings while someone is joining a multiplayer game.<br />
* Fixed a crash when a character or spawner dies in the map editor.<br />
* Fixed a crash when hovering over blueprint book item in the map editor.<br />
* Fixed a crash when right-clicking a blueprint to open it for editing in the map editor.<br />
* Fixed a crash when putting blueprints into blueprint books in multiplayer.<br />
* Fixed a crash when importing some blueprint strings.<br />
=== Scripting ===<br />
* Added has_hidden_tile and collision_mask flags to <code>LuaSurface::find_tiles_filtered</code> and <code>LuaSurface::count_tiles_filtered</code>.<br />
* Added <code>LuaSurface::set_hidden_tile()</code>.<br />
* Added <code>LuaGuiElement::ignored_by_interaction</code> which prevents the elements from stealing mouse interaction with the parent elements. ([https://forums.factorio.com/58127 more])<br />
* Added <code>LuaSpriteButton::number</code> which allows the number to be rendered in the standard way in the right-bottom corner of the sprite button.<br />
* Added <code>LuaSpriteButton::show_percent_for_small_numbers</code> which, when set to true, forces the number to be shown as percent when smaller than 1.<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_emissions_multiplier</code> which scales pollution generated when the fuel item is used.<br />
* Added <code>FluidPrototype::emissions_multiplier</code> which scales pollution generated when when the fluid is consumed.<br />
* Added <code>RecipePrototype::emissions_multiplier</code> which scales pollution generated by the entity using this recipe.<br />
* Added support to set scroll_pane_style horizontal_scroll_bar_style and vertical_scroll_bar_style.<br />
== 0.16.27 ==<br />
Date: 28. 02. 2018<br />
=== Minor Features ===<br />
* Added refined concrete and refined hazard concrete.<br />
=== Changes ===<br />
* The the name textfield in the rename train stop dialog gets automatically focused and the text is pre-selected.<br />
=== Bugfixes ===<br />
* Fixed that dying would only put the first stack into the dead body. ([https://forums.factorio.com/58201 more])<br />
* Fixed that infinite resources would always produce the same result when at minimal yield. ([https://forums.factorio.com/58210 more])<br />
* Fixed how the switch event is processed. ([https://forums.factorio.com/57692 more])<br />
* Fixed behaviour of the train station list-box when player inventory was big enough to be scrollable. ([https://forums.factorio.com/57834 more])<br />
* Fixed that always_show_made_in didn't work for recipe tooltips in the technology GUI. ([https://forums.factorio.com/58249 more])<br />
* Fixed a crash when migrating item types in some cases.<br />
* Fixed movement of belt segment that has a lot of squashed items in it.<br />
* Fixed a crash in the map editor when changing player armor.<br />
* Fixed a crash related to mods destroying the player during player events.<br />
* Fixed a crash when creating a Factorio account using the in-game option.<br />
== 0.16.26 ==<br />
Date: 26. 02. 2018<br />
=== Features ===<br />
* Added partial IME support for typing Chinese, Japanese and Korean text on Windows.<br />
=== Changes ===<br />
* IPs are no longer directly logged.<br />
=== Bugfixes ===<br />
* Fixed several belt compression problems.<br />
* Fixed crash when rendering turret range visualization in camera widget.<br />
* Fixed incorrect behaviour when a text box line wraps. ([https://forums.factorio.com/57944 more])<br />
* Fixed achievement deletion dialog. ([https://forums.factorio.com/57959 more])<br />
* Fixed choose-elem-button locking not persisting across saves. ([https://forums.factorio.com/58012 more])<br />
* Fixed item creeping forward on belt sometimes. ([https://forums.factorio.com/57282 more])<br />
* Fixed removal of tracked silo script items. ([https://forums.factorio.com/57953 more])<br />
* Fixed a crash when using the Lua GUI element type "entity-preview". ([https://forums.factorio.com/58048 more])<br />
* Fixed that "Expected resources" didn't always match what you actually got. ([https://forums.factorio.com/58032 more])<br />
* Fixed that heavily modded saves with large amounts of tile types couldn't be loaded without the mods. ([https://forums.factorio.com/56946 more])<br />
* Fixed that buffer chests could get items sent to them they weren't requesting. ([https://forums.factorio.com/58080 more])<br />
* Fixed belts would stop animating after really long time. ([https://forums.factorio.com/58163 more])<br />
* Fixed crash when vehicle with personal roboport was destroyed because of impact damage from its own movement. ([https://forums.factorio.com/58125 more])<br />
* Fixed the help locale for the <code> /toggle-rockets-sent-gui</code> freeplay command. ([https://forums.factorio.com/58096 more])<br />
* Fixed wrong scale of icons with non-standard icon_size in alt-mode. ([https://forums.factorio.com/58143 more])<br />
* Fixed generator effectivity being applied twice when below 100%.<br />
* Fixed a crash when failing to download a map in multiplayer.<br />
* Fixed crashes related to Lua stack overflows.<br />
* Fixed a crash related to changing the stack size of items when removing mods.<br />
* Fixed a crash when researching logistic request slots.<br />
* Fixed a crash related to the ending screen data in multiplayer.<br />
* Fixed a crash when explosion entities where created during migration scripts.<br />
* Fixed a crash when exiting the game while it's saving.<br />
* Fixed a crash when loading a map file fails.<br />
* Fixed a crash related to modded burner generator equipment in multiplayer.<br />
* Fixed labels could render outside of their defined area.<br />
* Fixed a crash when placing assembling machine blueprints over ghosts.<br />
* Fixed a crash when clicking quickly while joining multiplayer games.<br />
* Fixed a crash when saving the game fails.<br />
* Fixed a crash when deleting chunks with cliffs on them.<br />
* Fixed a crash when trying to set player inventory filters in the map editor.<br />
* Fixed several GUI related crashes related to multiplayer latency.<br />
* Fixed a crash when hosting LAN-enabled multiplayer games in some instances.<br />
=== Modding ===<br />
* Added <code>GeneratorPrototype::scale_fluid_usage</code> which scales the generator's fluid usage to its maximum power output. Default is false.<br />
* Generator will now produce pollution if emissions is specified on the energy source.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::is_multiplayer()</code>.<br />
== 0.16.25 ==<br />
Date: 19. 02. 2018<br />
=== Changes ===<br />
* Inserters, mining drills, and belt sideloading can now squash items on belt even when the gap isn't big enough.<br />
** The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
** This means, that inserter, mining drills and side loading can produce fully compressed belts without the usage of splitters.<br />
=== Minor Features ===<br />
* Improved behavior of mode switches in deconstruction planner. ([https://forums.factorio.com/57871 more])<br />
=== Bugfixes ===<br />
* Fixed crash when train was leaving station that was disabled by circuit network or destroyed. ([https://forums.factorio.com/57869 more])<br />
* Fixed search box losing focus inconveniently in mods gui. ([https://forums.factorio.com/57821 more])<br />
* Fixed client crash when server exits while player has the save game dialog open. ([https://forums.factorio.com/57701 more])<br />
* Removing components of a blueprint no longer resizes the window. ([https://forums.factorio.com/56412 more])<br />
* Fixed performance issue when running out of storage while big deconstruction is in progress.<br />
* Fixed scrollbar buttons that would ignore mouse up event. ([https://forums.factorio.com/57899 more])<br />
* Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. ([https://forums.factorio.com/57974 more])<br />
=== Scripting ===<br />
* Added <code>LuaControl::is_player()</code><br />
<br />
== 0.16.24 ==<br />
Date: 15. 02. 2018<br />
=== Minor Features ===<br />
* When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.<br />
* Player chat color when set through '/color r g b a' command will be brightened. ([https://forums.factorio.com/57796 more])<br />
=== Bugfixes ===<br />
* Fixed that <code>LuaEntity::get_merged_signals()</code> would return wrong value if no wires were connected. ([https://forums.factorio.com/57757 more])<br />
* Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. ([https://forums.factorio.com/57730 more])<br />
* Fixed energy consumption of laser turret in recipe tooltip. ([https://forums.factorio.com/22310 more])<br />
* Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. ([https://forums.factorio.com/57691 more])<br />
* Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. ([https://forums.factorio.com/57496 more])<br />
* Fixed that you could define a fluidbox height of 0. ([https://forums.factorio.com/57753 more])<br />
* Fixed trains "twitching" under certain circumstances. ([https://forums.factorio.com/57738 more])<br />
* Fixed wrong hairy dead tree graphics positioning. ([https://forums.factorio.com/57761 more])<br />
* Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. ([https://forums.factorio.com/57759 more])<br />
* Fixed <code>LuaInventory::getbar</code>/setbar used zero-based indexing. ([https://forums.factorio.com/57816 more])<br />
* Fixed incorrect electric network connection rendering on the map. ([https://forums.factorio.com/57327 more])<br />
* Fixed train would reset its "waiting on signal" penalty when recalculating path due to waiting too long. ([https://forums.factorio.com/57574 more])<br />
=== Scripting ===<br />
* Added script.on_nth_tick(n, function).<br />
* Added <code>LuaSurface::can_place_entity</code>(...) optional parameter "build_check_type" and "forced".<br />
<br />
== 0.16.23 ==<br />
Date: 12. 02. 2018<br />
=== Changes ===<br />
* Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.<br />
* The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.<br />
* The Rocket silo entity info now shows 'Rocket parts: 50/100'.<br />
* Removed 'starting inventory' PvP option, as starting chests are a more proper solution.<br />
* Added 'required satellites sent' option to space race PvP game mode<br />
=== Bugfixes ===<br />
* Fixed snapping locomotive to station sometimes not working. ([https://forums.factorio.com/57380 more])<br />
* Fixed modded loaders with different dimensions crashing when destroyed. ([https://forums.factorio.com/56701 more])<br />
* Fixed that module effects would go negative when adding too many beacon effects together. ([https://forums.factorio.com/57425 more])<br />
* Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. ([https://forums.factorio.com/57452 more])<br />
* Fixed that directly replacing modules didn't work correctly. ([https://forums.factorio.com/57453 more])<br />
* Fixed that changing train stop names wouldn't update the last-user. ([https://forums.factorio.com/57481 more])<br />
* Fixed that the logistic count tooltip wouldn't show correctly for negative values. ([https://forums.factorio.com/57520 more])<br />
* Fixed that changing the stack size of the satellite through mods could make it impossible to win. ([https://forums.factorio.com/57487 more])<br />
* Fixed circuit controlled stack override sometimes being incorrect. ([https://forums.factorio.com/57421 more])<br />
* Fixed that mods could specify invalid categories, for a few classes of modded item. ([https://forums.factorio.com/57443 more])<br />
* Fixed pipette tool orientation of curved tracks. ([https://forums.factorio.com/57477 more])<br />
* Fixed that beacons would ignore the allowed effects on an entity. ([https://forums.factorio.com/57376 more])<br />
* Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. ([https://forums.factorio.com/57489 more])<br />
* Fixed Lua module limitations array being a map of strings to numbers, instead of an array. ([https://forums.factorio.com/57561 more])<br />
* Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. ([https://forums.factorio.com/57505 more])<br />
* Fixed worker robot speed in PvP scenario. ([https://forums.factorio.com/57547 more])<br />
* Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. ([https://forums.factorio.com/57577 more])<br />
* Fixed that the technology search would be broken by disabled technologies in some cases. ([https://forums.factorio.com/57600 more])<br />
* Fixed that mods changing stack sizes would break the inventory transfers tutorial. ([https://forums.factorio.com/57613 more])<br />
* Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. ([https://forums.factorio.com/55381 more])<br />
* Fixed <code>LuaSurface::regenerate_decoratives()</code> would generate much more decoratives than normal map generator run. ([https://forums.factorio.com/57348 more])<br />
* Fixed clicking the label in sort-able tables wouldn't effect sorting. ([https://forums.factorio.com/57652 more])<br />
* Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. ([https://forums.factorio.com/57386 more])<br />
* Fixed clamp_position=true on artillery shells would negate artillery range bonus. ([https://forums.factorio.com/57700 more])<br />
* Fixed item icon would not be rescaled to normal size if icon_size not 32. ([https://forums.factorio.com/57683 more])<br />
=== Modding ===<br />
* Added "friend" and "not-friend" force trigger modifiers.<br />
* Added optional night vision equipment prototype "darkness_to_turn_on".<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::ammo_category_prototypes</code> read.<br />
* Added <code>LuaEntity::get_merged_signals()</code>.<br />
<br />
== 0.16.22 ==<br />
Date: 02. 02. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when loading saves with modded camera GUI elements. ([https://forums.factorio.com/57375 more])<br />
* Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. ([https://forums.factorio.com/57381 more])<br />
* Another attempt to fix crashes on OS X Mavericks (version 10.9). ([https://forums.factorio.com/54549 more])<br />
* Fixed that some mod settings would always detect as different than the server when trying to join. ([https://forums.factorio.com/57352 more])<br />
* Fixed that turrets that died and where rebuilt couldn't be mined. ([https://forums.factorio.com/57393 more])<br />
=== Modding ===<br />
* Added optional <code>RecipePrototype::allow_as_intermediate</code> to disable a recipe being used as an intermediate when hand crafting.<br />
* Added <code>PlayerPrototype::enter_vehicle_distance</code>.<br />
=== Scripting ===<br />
* Added <code>LuaRecipePrototype::allow_as_intermediate</code> read.<br />
* A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.<br />
* Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.<br />
<br />
== 0.16.21 ==<br />
Date: 01. 02. 2018<br />
=== Minor Features ===<br />
* Added support to load save files directly in the map editor.<br />
* Added "Save and play" button to map editor, to allow quick iteration.<br />
* Added levels in campaigns to level editor "open" menu.<br />
=== Changes ===<br />
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.<br />
* Player death messages will be printed to all forces they are friends with.<br />
* Player death messages include the player tag.<br />
** Gui:<br />
* The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.<br />
=== Bugfixes ===<br />
* Fixed teleporting pumps would crash the game. ([https://forums.factorio.com/57150 more])<br />
* Fixed dragging in the map preview and technology GUI didn't work correctly. ([https://forums.factorio.com/57202 more])<br />
* Fixed walls wouldn't connect correctly when built through script in some cases. ([https://forums.factorio.com/57212 more])<br />
* Fixed that the equipment grid was too small when using extra-low graphics quality. ([https://forums.factorio.com/56913 more])<br />
* Fixed inserters could get stuck trying to pick up items off the ground in some cases. ([https://forums.factorio.com/57244 more])<br />
* Fixed issues related to splitter priorities. ([https://forums.factorio.com/56968 more])<br />
* Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. ([https://forums.factorio.com/57204 more])<br />
* Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. ([https://forums.factorio.com/56926 more])<br />
* Fixed that biters would not be able to path find close to cliffs. ([https://forums.factorio.com/56811 more])<br />
* Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. ([https://forums.factorio.com/51488 more])<br />
* Fixed that the tips-and-tricks GUI would open when running a replay. ([https://forums.factorio.com/57300 more])<br />
* Fixed that the blueprint setup GUI wouldn't show in some situations. ([https://forums.factorio.com/57293 more])<br />
* Fixed that the asynchronous saving process could freeze in headless mode. ([https://forums.factorio.com/56823 more])<br />
* Fixed crash in PvP when distance between starting areas was too low. ([https://forums.factorio.com/57215 more])<br />
* Fixed small locale error in resource entity info. ([https://forums.factorio.com/56930 more])<br />
* Fixed crash when player deletes blueprint book from their library while other player has the book opened. ([https://forums.factorio.com/56288 more])<br />
* Fixed that custom scroll panes didn't respect vertical scroll policy correctly. ([https://forums.factorio.com/57309 more])<br />
* Fixed a crash in the technology GUI when using <code>LuaForce::disable_all_prototypes()</code>. ([https://forums.factorio.com/57066 more])<br />
* Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. ([https://forums.factorio.com/54781 more])<br />
* Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. ([https://forums.factorio.com/57318 more])<br />
* Fixed ghost of lamp would not connect to logistic network when revived. ([https://forums.factorio.com/56413 more])<br />
* Fixed that the command line <code>--map2scenario</code> option wouldn't convert scenario-created saves correctly. ([https://forums.factorio.com/56523 more])<br />
* Fixed handling of mouse bindings in map view. ([https://forums.factorio.com/57201 more])<br />
* Fixed that you could get stuck after using cliff explosives. ([https://forums.factorio.com/57339 more])<br />
* Fixed biters getting stuck next to a wall in some situations. ([https://forums.factorio.com/57334 more])<br />
=== Modding ===<br />
* Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.<br />
* Added optional always_show_made_in to recipe prototypes.<br />
=== Scripting ===<br />
* Added last_research to the on_research_started event.<br />
* Added <code>LuaEntityPrototype::energy_per_hit_point</code> read.<br />
* Added <code>LuaEntityPrototype::create_ghost_on_death</code> read.<br />
* Added CustomMinimap GUI element type.<br />
* Added CustomEntityPreview GUI element type.<br />
* Added <code>LuaInventory::sort_and_merge()</code>.<br />
* Added an optional "invert" option to <code>LuaSurface::find</code>/count entities filtered.<br />
* Added <code>LuaForce::enable_all_prototypes()</code>.<br />
* Added <code>LuaRecipePrototype::always_show_made_in</code> read.<br />
* Added <code>LuaControl::get_main_inventory()</code>.<br />
* Added <code>LuaGuiElement::column_count</code> read.<br />
* Changed util.merge to always deepcopy nested tables. ([https://forums.factorio.com/57169 more])<br />
* Changed events so they won't fire until every mod has had on_init ran.<br />
<br />
== 0.16.20 ==<br />
Date: 26. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed another compression problem on belts related to splitters.<br />
* Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work.<br />
* Fixed biter related desyncs. ([https://forums.factorio.com/57048 more])<br />
* Fixed possible desync related to logistic network.<br />
=== Modding ===<br />
* Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.<br />
<br />
== 0.16.19 ==<br />
Date: 25. 01. 2018<br />
=== Minor Features ===<br />
* Added PvP options: Disband team on loss, team area artillery and give artillery remote.<br />
=== Bugfixes ===<br />
* Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. ([https://forums.factorio.com/57005 more])<br />
* Fixed that fast-replacing power poles while running would just delete them. ([https://forums.factorio.com/56729 more])<br />
* Fixed that you couldn't exit vehicles with large collision boxes. ([https://forums.factorio.com/56905 more])<br />
* Fixed that <code>LuaPlayer::can_insert</code> and <code>LuaPlayer::insert</code> didn't agree. ([https://forums.factorio.com/56917 more])<br />
* Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. ([https://forums.factorio.com/56816 more])<br />
* Fixed that teleporting roboports when robots where charging would lead to corrupt saves. ([https://forums.factorio.com/57006 more])<br />
* Fixed that toggle-console wouldn't work with modifier keys. ([https://forums.factorio.com/57013 more])<br />
* Fixed graphical artifacts in terrain when zoomed out. ([https://forums.factorio.com/57043 more])<br />
* Fixed that <code>LuaForce::disable</code>/enable research wouldn't update the GUI correctly. ([https://forums.factorio.com/57075 more])<br />
* Fixed that pumps would ignore fluidbox filter. ([https://forums.factorio.com/56694 more])<br />
* Fixed crash caused by non-ASCII characters in name of custom scenario. ([https://forums.factorio.com/57077 more])<br />
* Fixed that idle biters would ignore the player when approached. ([https://forums.factorio.com/57085 more])<br />
=== Modding ===<br />
* Added support for setting icon_size per icon layer.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::default_map_gen_settings</code> read.<br />
* Added <code>LuaSurface::get_random_chunk()</code>.<br />
<br />
== 0.16.18 ==<br />
Date: 23. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed searching for recipes could add the "no recipe available" message multiple times. ([https://forums.factorio.com/56966 more])<br />
* Fixed a crash related to biters. ([https://forums.factorio.com/56932 more])<br />
* Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. ([https://forums.factorio.com/56915 more])<br />
* Fixed logistic entity highlighting didn't work correctly in some cases. ([https://forums.factorio.com/56942 more])<br />
* Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. ([https://forums.factorio.com/56953 more])<br />
* Fixed Linux runtime requirements being dynamically linked. ([https://forums.factorio.com/56922 more])<br />
* Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. ([https://forums.factorio.com/56929 more])<br />
<br />
== 0.16.17 ==<br />
Date: 22. 01. 2018<br />
=== Features ===<br />
* Added filter to splitter.<br />
* Added input and output priority to splitter.<br />
=== Minor Features ===<br />
* Added a "clone group" button to the permissions GUI.<br />
* Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.<br />
=== Balancing ===<br />
* Increased the stack size of roboport from 5 to 10.<br />
* Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.<br />
=== Bugfixes ===<br />
* Fixed that rail chain signals didn't work with copy-paste. ([https://forums.factorio.com/56438 more])<br />
* Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. ([https://forums.factorio.com/56440 more])<br />
* Fixed that walking near the edge of water could result in no footstep sounds. ([https://forums.factorio.com/56372 more])<br />
* Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. ([https://forums.factorio.com/56250 more])<br />
* Fixed that ghost solar panels would show as having energy. ([https://forums.factorio.com/56467 more])<br />
* Fixed that the bonus GUI didn't show correct numbers for some bonuses. ([https://forums.factorio.com/56475 more])<br />
* Fixed that a single water tile that separates two terrain types would become invisible. ([https://forums.factorio.com/54663 more])<br />
* Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs.<br />
** The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled.<br />
** This should reduce GPU load, but slightly increase CPU load and VRAM usage. ([https://forums.factorio.com/54560 more])<br />
* Added a command-line option <code>--executable-path</code> to allow launching Factorio through a custom ld.so on Linux. ([https://forums.factorio.com/56454 more])<br />
* Fixed a crash when setting invalid prototype values for vehicle type entities through mods. ([https://forums.factorio.com/56494 more])<br />
* Fixed that you couldn't attack nests with your pickaxe.<br />
* Additional fix of the rail block visualization for high res. ([https://forums.factorio.com/56499 more])<br />
* Fixed jittering when running against entities with connected bounding boxes (for example pipes). ([https://forums.factorio.com/56497 more])<br />
* Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. ([https://forums.factorio.com/56574 more])<br />
* Fixed recipe tooltip with many raw materials showing incorrectly. ([https://forums.factorio.com/56422 more])<br />
* Fixed invisible GUI when assembling machine with no recipe is opened. ([https://forums.factorio.com/56491 more])<br />
* Fixed a crash on Linux that would happen after dragging a UI element outside the game window. ([https://forums.factorio.com/56501 more])<br />
* Fixed inconvenient drag-placing of electric poles around large entities. ([https://forums.factorio.com/56374 more])<br />
* Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. ([https://forums.factorio.com/56659 more])<br />
* Fixed artillery projectile shadow was not aligned with artillery cannon shadow. ([https://forums.factorio.com/55269 more])<br />
* Fixed line breaks in changelog with UI scale. ([https://forums.factorio.com/56141 more])<br />
* Fixed that too many biters trying to return to a spawner could make all other biters inactive. ([https://forums.factorio.com/56464 more])<br />
* Fixed robots deconstructing artillery turrets could lose ammo. ([https://forums.factorio.com/56686 more])<br />
* Improved scroll behaviour in server list. ([https://forums.factorio.com/55451 more])<br />
* Fixed possibility of receiving the previous rounds input items in Team production. ([https://forums.factorio.com/56754 more])<br />
* Fixed that the game could create many enemy unit groups resulting in poor performance. ([https://forums.factorio.com/56683 more])<br />
* Fixed pasting entity settings would not disable connection to logistic network. ([https://forums.factorio.com/56753 more])<br />
* Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. ([https://forums.factorio.com/56748 more])<br />
* Fixed rail chain signal ghost would emit light. ([https://forums.factorio.com/56818 more])<br />
* Fixed that blueprint strings wouldn't retain storage chest filters. ([https://forums.factorio.com/56875 more])<br />
* Fixed passing LuaObjects through the remote interface wouldn't always work correctly. ([https://forums.factorio.com/56812 more])<br />
* Fixed that <code>LuaSurface::create_entity</code> wouldn't work to create walls on top of ghost walls. ([https://forums.factorio.com/56829 more])<br />
* Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. ([https://forums.factorio.com/56859 more])<br />
* Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. ([https://forums.factorio.com/56854 more])<br />
* Fixed a migration issue related to logistic entities and inventory resizing. ([https://forums.factorio.com/56861 more])<br />
=== Modding ===<br />
* Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. ([https://forums.factorio.com/55109 more])<br />
* Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.<br />
* Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. ([https://forums.factorio.com/26937 more])<br />
=== Scripting ===<br />
* Changed the tile related events to include the old tiles and positions instead of just positions.<br />
* Added on_pre_player_crafted_item and on_player_cancelled_crafting events.<br />
* Added on_entity_damaged event.<br />
* Added on_chunk_charted event.<br />
* Added <code>LuaEntity::splitter_filter</code>, splitter_input_priority and splitter_output_priority read/write.<br />
* Added ghost_name and ghost_type to <code>LuaSurface::find</code>/count entities filtered.<br />
* Fixed recursive call in util.merge(). ([https://forums.factorio.com/56779 more])<br />
<br />
== 0.16.16 ==<br />
Date: 10. 01. 2018<br />
=== Minor Features ===<br />
* Items on the ground can be mined manually for precise control of what you pick up.<br />
* Added 'duplicate starting entities' option to PvP.<br />
=== Changes ===<br />
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.<br />
** The decision whether item goes to left or right output is now independent of the item type.<br />
* Hide cliff explosives in bonus GUI as they don't really receive any bonuses. ([https://forums.factorio.com/56318 more])<br />
* Tweaked the balancing of the PvP production score.<br />
* Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. ([https://forums.factorio.com/55110 more])<br />
=== Optimisations ===<br />
* Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. ([https://forums.factorio.com/56224 more])<br />
=== Bugfixes ===<br />
* Fixed that consecutive splitters could uncompress compressed belt. ([https://forums.factorio.com/55645 more])<br />
* Fixed that loading from the game-over screen would result in a crash if loading failed. ([https://forums.factorio.com/56336 more])<br />
* Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. ([https://forums.factorio.com/56339 more])<br />
* Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. ([https://forums.factorio.com/56327 more])<br />
* Fixed Linux users sometime crashing when relaunching the game. ([https://forums.factorio.com/53650 more])<br />
* Fixed that blueprint library GUI would lose your filter when you view a blueprint. ([https://forums.factorio.com/56210 more])<br />
* Fixed that biters would sometimes be deactivated when they shouldn't. ([https://forums.factorio.com/55370 more])<br />
* Fixed that artillery would target forces marked with cease fire. ([https://forums.factorio.com/56360 more])<br />
* Fixed a crash when using <code>LuaTransportLine::remove_item()</code>. ([https://forums.factorio.com/56352 more])<br />
* Fixed that the beacon would show energy consumption twice. ([https://forums.factorio.com/56359 more])<br />
* Fixed PvP production score calculation for hand crafting and launching satellites.<br />
* Fixed jittering when walking into a straight water/land border. ([https://forums.factorio.com/56362 more])<br />
* Attempt at fixing missing symbol on macOS 10.9 ([https://forums.factorio.com/54549 more])<br />
* Fixed that turret range map and hover overlays didn't quite match. ([https://forums.factorio.com/56332 more])<br />
* Fixed that RCON would only respond to the first command in a packet. ([https://forums.factorio.com/55918 more])<br />
* Fixed PvP no rush restriction could be bypassed using a vehicle.<br />
* Ensure that there is always at least a minimal lake in the starting area.<br />
* Fixed script error if a removed modded item was sent in a rocket. ([https://forums.factorio.com/56411 more])<br />
* Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. ([https://forums.factorio.com/56402 more])<br />
* Fixed a crash when mods would try to set item health values to negative amounts. ([https://forums.factorio.com/56407 more])<br />
* Fixed requester chests could get stuck in some cases. ([https://forums.factorio.com/56408 more])<br />
* Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. ([https://forums.factorio.com/56038 more])<br />
* Fixed chunk edge cliff discontinuities due to ore patches. ([https://forums.factorio.com/56022 more])<br />
=== Scripting ===<br />
* Added <code>LuaEntity::cliff_orientation</code> read.<br />
<br />
== 0.16.15 ==<br />
Date: 05. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed that underground belts built by a blueprint would not respect the type of an existing belt. ([https://forums.factorio.com/55174 more])<br />
* Fixed pump ghosts would always highlight attached rail, not just when selected.<br />
* Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. ([https://forums.factorio.com/56201 more])<br />
* Improved number formating in electricity overview to make it less jumpy. ([https://forums.factorio.com/56136 more])<br />
* Fixed logistic robots migration related to changing force of logistic robots while stationing. ([https://forums.factorio.com/56194 more])<br />
* Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. ([https://forums.factorio.com/54871 more])<br />
* Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. ([https://forums.factorio.com/56125 more])<br />
<br />
== 0.16.14 ==<br />
Date: 04. 01. 2018<br />
=== Minor Features ===<br />
* Added 'allow spectators' option to PvP.<br />
=== Changes ===<br />
* Changed rail world settings to have normal biters frequency.<br />
=== Bugfixes ===<br />
* Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. ([https://forums.factorio.com/56129 more])<br />
* Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. ([https://forums.factorio.com/55995 more])<br />
* Fixed that inserters would try to put items into furnaces that could never fit. ([https://forums.factorio.com/56134 more])<br />
* Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. ([https://forums.factorio.com/56135 more])<br />
* Fixed that request chests weren't equally distributed when there were not enough robots.<br />
* Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.<br />
** This could cause crashes as the internal data structures take it as granted.<br />
* Fixed that download progress bar in the sync save with mods wasn't being updated.<br />
* Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.<br />
* Fixed some PvP game modes being won by launching a rocket.<br />
* Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. ([https://forums.factorio.com/55882 more])<br />
<br />
== 0.16.13 ==<br />
Date: 03. 01. 2018<br />
=== Minor Features ===<br />
* Added a time limit option to PvP game modes 'Production score' and 'Oil harvest'<br />
* Added 'score per minute' to the PvP Production score GUI.<br />
=== Bugfixes ===<br />
* Fixed a crash when blueprinting modded logistic storage chests. ([https://forums.factorio.com/55963 more])<br />
* Fixed requester chests wouldn't work with specific combinations of storage, buffer, and provider chests. ([https://forums.factorio.com/55967 more])<br />
* Fixed a crash with the command line map preview option. ([https://forums.factorio.com/55993 more])<br />
* Fixed the world-icon for the cliff explosive didn't match the item icon. ([https://forums.factorio.com/55812 more])<br />
* Fixed the progress indicator in the browse-mods GUI would update too quickly. ([https://forums.factorio.com/55540 more])<br />
* Fixed changing the force of a robot waiting to charge would break the robot. ([https://forums.factorio.com/55799 more])<br />
* Fixed that joining modded multiplayer games where the spawn area was deleted would error. ([https://forums.factorio.com/56004 more])<br />
* Fixed that pasting text didn't work correctly in any text field. ([https://forums.factorio.com/55977 more])<br />
* Fixed a crash related to tile transitions. ([https://forums.factorio.com/56005 more])<br />
* Fixed logistic storage filters would be ignored in some specific cases. ([https://forums.factorio.com/56009 more])<br />
* Fixed that side-loading underground belts could lead to them getting stuck. ([https://forums.factorio.com/56024 more])<br />
* Fixed that modded storage chests would allow more than 1 filter when the extra filters weren't valid. ([https://forums.factorio.com/56058 more])<br />
* Fixed that the map preview seed wouldn't get used when the generate map GUI had an exchange string entered. ([https://forums.factorio.com/56029 more])<br />
* Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.<br />
* Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. ([https://forums.factorio.com/56081 more])<br />
* Fixed that tooltip of disabled widgets didn't work.<br />
* Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn't editable.<br />
* Fixed one of the curved rail segment visualizations wasn't aligned correctly. ([https://forums.factorio.com/55276 more])<br />
* Fixed that the console could be opened in a paused game where it can't be interacted with.<br />
* Fixed issues of console in combination with technology GUI in multiplayer. ([https://forums.factorio.com/55719 more])<br />
* Fixed changelogs (including mod changelogs) not properly displaying the "All" subversion for a version x.y when there was no version x.y.0. ([https://forums.factorio.com/55959 more])<br />
* Fixed horizontal scroll pane scroller. ([https://forums.factorio.com/55689 more])<br />
* Fixed that changing value in GameViewSettings in the Lua script didn't update the gui until the game was reloaded.<br />
* Fixed a crash when controller view is disabled. ([https://forums.factorio.com/56115 more])<br />
* Fixed script error when destroying a chest in the supply scenario.<br />
* Fixed PvP production score price calculation.<br />
=== Modding ===<br />
* Entities without an item-to-place can still be deconstructed if they are minable.<br />
=== Scripting ===<br />
* Added <code>LuaPlayer::blueprint_to_setup</code> read.<br />
* Changed default value of 'expires' when creating ghost through <code>LuaSurface::create_entity</code> from 'true' to 'false'.<br />
* Fixed invalid internal state + crashes when ghost without "expires = false" was created through the script when ghost time to live was 0. ([https://forums.factorio.com/56036 more])<br />
<br />
== 0.16.12 ==<br />
Date: 31. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that rail signal indicator didn't show two way signal placement in junctions even when the signal was placeable there.<br />
* Fixed that the game would crash if the mouse was moved fast enough outside the game window while loading a map. ([https://forums.factorio.com/54976 more])<br />
* Fixed crash related to logistic chests to be cancel-deconstructed.<br />
* Fixed few cases where logistic requesters and buffers were not initialized correctly when built before the roboport.<br />
<br />
== 0.16.11 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed yet another requester chest state migration error.<br />
* Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. ([https://forums.factorio.com/55913 more])<br />
* Fixed that some specific pre 0.15 maps couldn't be loaded.<br />
<br />
== 0.16.10 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed crash related to setting logistic requests by circuit network.<br />
* Fixed requester chest state migration between different save versions.<br />
* Fixed one of the problems of internal provider data corruption related to setting inventory bar limit.<br />
<br />
== 0.16.9 ==<br />
Date: 29. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that player didn't request from buffer chests.<br />
* Fixed that some maps with modded selection-tool items failed to load.<br />
<br />
== 0.16.8 ==<br />
Date: 29. 12. 2017<br />
** Features:<br />
* Storage chests can be filtered.<br />
=== Minor Features ===<br />
* Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.<br />
* Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.<br />
=== Optimisations ===<br />
* Optimized selecting robot tasks for requester chests.<br />
=== Balancing ===<br />
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).<br />
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).<br />
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.<br />
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)<br />
* Decreased barreling crafting time from 1 second to 0.2 seconds.<br />
=== Bugfixes ===<br />
* Fixed loading of achievements with steam version. ([https://forums.factorio.com/54583 more])<br />
* Fixed train schedule resizing with very large player inventory. ([https://forums.factorio.com/55378 more])<br />
* Fixed missing auto resizing of Lua GUI elements when caption changes. ([https://forums.factorio.com/54896 more])<br />
* Fixed that it was possible to set duplicate logistic requests.<br />
* Fixed missing entity counts when selecting area for blueprint on low graphics quality. ([https://forums.factorio.com/55180 more])<br />
* Fixed calculation of basis noise when x<0 ([https://forums.factorio.com/55288 more])<br />
* Fixed missing locale key in fluid wagon description. ([https://forums.factorio.com/55520 more])<br />
* Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. ([https://forums.factorio.com/55524 more])<br />
* Fixed evolution command output in campaigns. ([https://forums.factorio.com/55402 more])<br />
* Fixed shotgun shooting direction when aiming between the player and the nozzle. ([https://forums.factorio.com/55386 more])<br />
* Fixed technology sorting. ([https://forums.factorio.com/55294 more])<br />
* Fixed that the default list box font was called "default-list_box". ([https://forums.factorio.com/55322 more])<br />
* Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.<br />
* Fixed that setting <code>LuaPlayer::opened</code> to an empty item would crash the game. ([https://forums.factorio.com/55601 more])<br />
* Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. ([https://forums.factorio.com/55510 more])<br />
* Fixed a desync when hosting multiplayer directly and building blueprints. ([https://forums.factorio.com/55629 more])<br />
* Fixed a crash when calling specific LuaEntity properties. ([https://forums.factorio.com/55680 more])<br />
* Fixed module effects weren't checked correctly for modded modules. ([https://forums.factorio.com/55690 more])<br />
* Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. ([https://forums.factorio.com/55710 more])<br />
* Fixed roboports would show up twice in the logistic GUI. ([https://forums.factorio.com/55712 more])<br />
* Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. ([https://forums.factorio.com/55754 more])<br />
* Fixed changing transport belt speeds through mods on existing saves. ([https://forums.factorio.com/55763 more])<br />
* Fixed a crash when setting filters on cargo wagons in multiplayer. ([https://forums.factorio.com/55765 more])<br />
* Fixed a crash when trying to put blueprint books in blueprint books. ([https://forums.factorio.com/55769 more])<br />
* Fixed that train could overshoot a station when the schedule was changed by the script.<br />
* Fixed that heat pipes would incorrectly update their connections when teleported. ([https://forums.factorio.com/55773 more])<br />
* Fixed the problem of flickering tooltips in a generic way (hopefully). ([https://forums.factorio.com/55132 more])<br />
* Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. ([https://forums.factorio.com/55552 more])<br />
* Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. ([https://forums.factorio.com/55726 more])<br />
=== Scripting ===<br />
* The item-with-tags and selection-tool item types now support <code>LuaItemStack::item_number</code>.<br />
* Added an optional player parameter to <code>LuaEntity::order_deconstruction</code>, cancel_deconstruction, <code>LuaTile::cancel_deconstruction</code>,<br />
** <code>LuaSurface::deconstruct_area</code>, and <code>LuaSurface::cancel_deconstruct_area</code>.<br />
<br />
== 0.16.7 ==<br />
Date: 21. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.<br />
* Fixed order of controls in the control settings GUI. ([https://forums.factorio.com/55292 more])<br />
* Fixed rail pumps becoming invalid after being teleported via Lua. ([https://forums.factorio.com/55203 more])<br />
* Fixed that biter expansion chunks weren't being generated correctly. ([https://forums.factorio.com/54988 more])<br />
* Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.<br />
* Fixed server crash when last player leaves the game while the server is saving. ([https://forums.factorio.com/55164 more])<br />
* Fixed text cursor positioning inside a text box during scroll. ([https://forums.factorio.com/55106 more])<br />
* Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. ([https://forums.factorio.com/55319 more])<br />
* Fixed that blueprint strings wouldn't copy station names in blueprints. ([https://forums.factorio.com/55323 more])<br />
* Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. ([https://forums.factorio.com/55138 more])<br />
* Fixed a crash when canceling loading of specific save files. ([https://forums.factorio.com/55343 more])<br />
* Fixed the programmable speaker GUI wouldn't update correctly. ([https://forums.factorio.com/55339 more])<br />
* Fixed a bug where text in a text box disappeared after jumping to cursor that is off view.<br />
* Fixed <code>--apply-update</code> not setting executable permissions ([https://forums.factorio.com/55325 more])<br />
* Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. ([https://forums.factorio.com/55341 more])<br />
* Fixed crash when exiting the game while a recipe tooltip was open. ([https://forums.factorio.com/55324 more])<br />
* Fixed positioning of progress bars in mod download dialogs. ([https://forums.factorio.com/54968 more])<br />
* Fixed creation of overlapping wagons under certain circumstances. ([https://forums.factorio.com/55371 more])<br />
* Fixed scrolling by caret in a text box that would cause lines to disappear.<br />
* Fixed jittering when driving cars/tanks in some cases. ([https://forums.factorio.com/54916 more])<br />
* Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. ([https://forums.factorio.com/55367 more])<br />
* Fixed crash when recalculating connections between roboports. ([https://forums.factorio.com/55368 more])<br />
* Fixed crash when exiting mod portal during a refresh. ([https://forums.factorio.com/55377 more])<br />
* Fixed error in saving blueprinted inserters with overridden stack size. ([https://forums.factorio.com/55397 more])<br />
* Entities waiting for modules can now be fast replaced. ([https://forums.factorio.com/55104 more])<br />
* Fixed saving of New hope level 2. ([https://forums.factorio.com/55400 more])<br />
* Fixed that the game would crash trying to load some old saves. ([https://forums.factorio.com/54866 more])<br />
* Fixed train top speed calculation when not all locomotives used the same fuel type. ([https://forums.factorio.com/55442 more])<br />
* Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. ([https://forums.factorio.com/55375 more])<br />
* Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. ([https://forums.factorio.com/55455 more])<br />
* Fixed a crash when loading saves without specific mods. ([https://forums.factorio.com/55356 more])<br />
* Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. ([https://forums.factorio.com/55466 more])<br />
* Fixed multiple issues with enemy force interaction. ([https://forums.factorio.com/55439 more])<br />
=== Changes ===<br />
* Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.<br />
* Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force.<br />
** This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.<br />
* Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. ([https://forums.factorio.com/55108 more])<br />
=== Scripting ===<br />
* Added direction, created_by_moving, and shift_build event parameters to on_put_item event.<br />
* Replaced <code>ScrollPane::dont_scroll_horizontally</code> by horizontal_scroll_policy and vertical_scroll_policy.<br />
* Added <code>LuaGameScript::backer_names</code> read.<br />
* Added <code>LuaStyle::want_ellipsis</code> read/write.<br />
=== Minor Features ===<br />
* Added /version command.<br />
<br />
== 0.16.6 ==<br />
Date: 18. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when trying to filter the main inventory in the god-controller. ([https://forums.factorio.com/55171 more])<br />
* Fixed various crashes caused by mining or otherwise changing power poles. ([https://forums.factorio.com/55176 more])<br />
* Fixed a desync when using bad values in the /color command. ([https://forums.factorio.com/55048 more])<br />
* Better handling of the case where we mine our own car but our inventory's full. ([https://forums.factorio.com/55254 more])<br />
* Fixed placing blueprint over existing Rail Signals does not build wires. ([https://forums.factorio.com/54997 more])<br />
* Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity."<br />
** It proved to create too big problems with readability while building and running.<br />
* Fixed that rolling stocks in cursor had no icon when there was no valid location for them.<br />
=== Scripting ===<br />
* Fixed that TextBox was not re-layouting text when size was changed through styles.<br />
<br />
== 0.16.5 ==<br />
Date: 17. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed boilers outputting water in New hope campaign levels. ([https://forums.factorio.com/54722 more])<br />
* Fixed slow saving of New hope level 2. ([https://forums.factorio.com/54998 more])<br />
* Fixed that blueprint books couldn't be built from the zoomed-to-world view. ([https://forums.factorio.com/55043 more])<br />
* Fixed a crash when loading saves with modded blueprint entities migrated multiple times. ([https://forums.factorio.com/55020 more])<br />
* Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. ([https://forums.factorio.com/55026 more])<br />
* Fixed that forced ghost building (shift + click) didn't work correctly.<br />
* Fixed destroying an entity powered from two electric networks would corrupt future saves. ([https://forums.factorio.com/54775 more])<br />
* Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. ([https://forums.factorio.com/55044 more])<br />
* Fixed beacon would not highlight labs that are in range of its effects. ([https://forums.factorio.com/55087 more])<br />
* Fixed disappearing sprites with Low VRAM Mode option enabled. ([https://forums.factorio.com/54672 more])<br />
* Fixed glitch in one of the stone path transition sprites. ([https://forums.factorio.com/54981 more])<br />
* Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.<br />
* Improved very poor performance with video memory usage set to low. ([https://forums.factorio.com/55039 more])<br />
=== Modding ===<br />
* Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. ([https://forums.factorio.com/55028 more])<br />
* Fixed icon_size scaled also icon's dark background in alt mode. ([https://forums.factorio.com/54640 more])<br />
<br />
== 0.16.4 ==<br />
Date: 16. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed progress bar in automatic updates GUI. ([https://forums.factorio.com/54812 more])<br />
* Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI. ([https://forums.factorio.com/54843 more])<br />
* Belt rendering fix. ([https://forums.factorio.com/54852 more])<br />
* Fixed the mining speed for drills would show 1 higher than it actually was. ([https://forums.factorio.com/54885 more])<br />
* Fixed issue with changelogs in mods. ([https://forums.factorio.com/54842 more])<br />
* Fixed that the server could crash if it received invalid data. ([https://forums.factorio.com/54876 more])<br />
* Fixed crash on startup when texture compression was enabled. ([https://forums.factorio.com/54891 more])<br />
* Fixed that roboport connections wouldn't render as cleanly as 0.15. ([https://forums.factorio.com/54907 more])<br />
* Fixed that using the /ban command with no parameters would crash the game. ([https://forums.factorio.com/54948 more])<br />
* Fixed browse mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.<br />
* Fixed the game would not enter minimal mode if there was an error in migration script. ([https://forums.factorio.com/54828 more])<br />
* Fixed the delete-achievements tooltip wouldn't be removed. ([https://forums.factorio.com/54980 more])<br />
* Fixed the use-recipe-groups config option was ignored in the select-signal GUI. ([https://forums.factorio.com/54892 more])<br />
=== Scripting ===<br />
* Fixed that <code>LuaPlayer::admin</code> write didn't work. ([https://forums.factorio.com/54960 more])<br />
* Added 2 optional parameters to <code>LuaSurface::create_entity</code> when creating resource entities: enable_tree_removal and enable_cliff_removal.<br />
* Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.<br />
<br />
== 0.16.3 ==<br />
Date: 15. 12. 2017<br />
=== Changes ===<br />
* When mining normal entities ghost entity selection is disabled until the mining key is released.<br />
=== Optimisations ===<br />
* Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.<br />
=== Bugfixes ===<br />
* Fixed changelog GUI displaying no version when launching the game ([https://forums.factorio.com/54682 more])<br />
* Fixed crashes and desyncs related to circuit controlled lamps in more electric networks. ([https://forums.factorio.com/54671 more])<br />
* Fixed advanced rail tutorial no path error. ([https://forums.factorio.com/54645 more])<br />
* Fixed inventory transfer tutorial furnaces couldn't smelt ore. ([https://forums.factorio.com/54653 more])<br />
* Fixed unknown locale key in train station tutorial. ([https://forums.factorio.com/54636 more])<br />
* Fixed new hope level-02 script error. ([https://forums.factorio.com/54732 more])<br />
* Fixed that the player would die when mining an enclosed vehicle while driving it. ([https://forums.factorio.com/54752 more])<br />
* Fixed achievement progress bars rendering that caused misalignment of tracked achievements. ([https://forums.factorio.com/54542 more])<br />
* Fixed that achievement title was sometimes not visible.<br />
* Fixed spacing of effect icons in technology detail. ([https://forums.factorio.com/54608 more])<br />
* Fixed that the player could teleport over things to get into a vehicle. ([https://forums.factorio.com/54749 more])<br />
* Fixed the achievement progress bars rendering.<br />
* Fixed that achievements not obtainable with peaceful mode were obtainable with enemy settings lower then default. ([https://forums.factorio.com/51252 more])<br />
* Fixed that exiting the car whilst shooting could lead to a crash. ([https://forums.factorio.com/54738 more])<br />
* Fixed that you could not submit a console message if you mapped it to ENTER. (https://redd.it/7jjlzb)<br />
* Fixed that the value of "bottom" of vertical align was not parsed properly. ([https://forums.factorio.com/54783 more])<br />
* Fixed crash related to scenario message dialog.<br />
* Fixed very low performance of drawing decoratives on medium or lower video memory usage setting. ([https://forums.factorio.com/54681 more])<br />
* Fixed that window to select signal wasn't working when sub-groups were enabled but groups disabled. ([https://forums.factorio.com/54728 more])<br />
* Fixed that <code>LuaGame::take_screenshot</code> would ignore the given surface. ([https://forums.factorio.com/54734 more])<br />
* Fixed the tank being hurt by its own flamethrower. ([https://forums.factorio.com/54748 more])<br />
* Fixed updater not properly setting permission bits ([https://forums.factorio.com/54786 more])<br />
* Fixed that hazard concrete didn't have a walking sound in one rotation. ([https://forums.factorio.com/54810 more])<br />
* Fixed force-building blueprint rails would build multiple rails on the same location. ([https://forums.factorio.com/54805 more])<br />
* Fixed that you could copy-paste enemy structure settings. ([https://forums.factorio.com/54821 more])<br />
* Fixed that double clicking the scroll bar in the save-game GUI would save the game. ([https://forums.factorio.com/54830 more])<br />
* Fixed that exiting the car with a passenger would leave the car driving in some cases. ([https://forums.factorio.com/54729 more])<br />
* Fixed that the read stopped train output signal wouldn't show unless the enable/disable checkbox was checked. ([https://forums.factorio.com/54835 more])<br />
* Fixed amount in resource entity tooltip might be displayed as negative number. ([https://forums.factorio.com/54841 more])<br />
* Attempted to fix hangs or crashes when using single channel textures for alpha masks on some PCs. ([https://forums.factorio.com/54551 more])<br />
* Fixed that the deconstruction marker on diagonal rails was off-center.<br />
* Fixed wrong order of buttons in Direct connection password dialogue. ([https://forums.factorio.com/54867 more])<br />
* Reactor pipes now render correctly, without rotation. ([https://forums.factorio.com/54759 more])<br />
* Browse games GUI now shows active filter text after reopening the GUI. ([https://forums.factorio.com/54803 more])<br />
* Fixed incorrect number of rails being used when building with rail planner. ([https://forums.factorio.com/54791 more])<br />
* Fixed printing of errors in Browse games GUI. ([https://forums.factorio.com/54815 more])<br />
=== Modding ===<br />
* Fixed JSON parser did not fail on comma at the end of list or dictionary. ([https://forums.factorio.com/54828 more])<br />
<br />
== 0.16.2 ==<br />
Date: 14. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when using the "flow" custom GUI element type in a mod. ([https://forums.factorio.com/54609 more])<br />
* Fixed a crash when migrating energy sources from mods. ([https://forums.factorio.com/54622 more])<br />
* Fixed a crash when a request to mod portal timeouts. ([https://forums.factorio.com/54661 more])<br />
* Fixed that burner inserters wouldn't fuel burner furnaces in some cases. ([https://forums.factorio.com/54604 more])<br />
* Fixed blueprint labels wouldn't render in the world. ([https://forums.factorio.com/54639 more])<br />
* Fixed building entities very quickly could duplicate them in some cases. ([https://forums.factorio.com/54610 more])<br />
* Fixed a crash when clicking refresh in Browse mods dialog. ([https://forums.factorio.com/54648 more])<br />
* Fixed a crash when fast-replacing electric poles. ([https://forums.factorio.com/54679 more])<br />
* Fixed a crash when trying to load mods in zipped format. ([https://forums.factorio.com/54686 more])<br />
* Fixed a crash when loading saves where the character was in a vehicle which is being removed due to mod removal. ([https://forums.factorio.com/54629 more])<br />
* Fixed that right click didn't work in the production/electric stats GUIs. ([https://forums.factorio.com/54699 more])<br />
* Fixed a crash when migrating specific simple-entities to 0.16. ([https://forums.factorio.com/54712 more])<br />
* Fixed lamp energy info in sidebar and in the Lua interface.<br />
* Fixed that the logistic network embargo achievement didn't disallow the buffer chest.<br />
* Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.<br />
* Changed (hopefully improved) the heuristic that decides which rail path should be selected for manual rail building.<br />
* Attempt at fixing game not working on macOS 10.12 and older. ([https://forums.factorio.com/54549 more])<br />
=== Modding ===<br />
* Fixed the game did not check type of units defined in result_units of unit-spawner. ([https://forums.factorio.com/54650 more])<br />
<br />
== 0.16.1 ==<br />
Date: 13. 12. 2017<br />
=== Bugfixes ===<br />
* Changed requirement for parallel loading of high quality sprites to 12 GB of RAM to prevent chance of running out of memory on startup. ([https://forums.factorio.com/54548 more])<br />
* Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. ([https://forums.factorio.com/54552 more])<br />
* Fixed crash when loading crop cache from previous game version. ([https://forums.factorio.com/54543 more])<br />
* Fixed that <code>LuaRemote::call()</code> wouldn't copy string values/keys correctly. ([https://forums.factorio.com/54567 more])<br />
* Fixed updater would re-launch the game with deprecated <code>--autoupdate-finished</code> parameter.<br />
* Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) ([https://forums.factorio.com/54544 more])<br />
* Fixed that the Linux binary was corrupt and wouldn't start. ([https://forums.factorio.com/54540 more])<br />
* Fixed error checking when compiling GLSL shaders. ([https://forums.factorio.com/54577 more])<br />
* Fixed artillery would still show as being able to shoot when on enemy forces. ([https://forums.factorio.com/54591 more])<br />
* Fixed the programmable speaker GUI wouldn't show settings correctly when opened. ([https://forums.factorio.com/54595 more])<br />
* Fixed graphics of achievements. ([https://forums.factorio.com/54542 more])<br />
<br />
== 0.16.0 ==<br />
Date: 13. 12. 2017<br />
=== Major Features ===<br />
* Added logistic buffer chest. It can request items that are still available to the logistic system.<br />
* Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.<br />
* Added cliffs. ([https://factorio.com/blog/post/fff-219 more])<br />
** Features:<br />
* Train block visualisation.<br />
* Building entities over identical ghosts will revive them.<br />
** When building a different entity on top of a ghost, settings from the ghost will be copied if possible.<br />
* Train schedules and wait conditions can be rearranged by clicking and dragging.<br />
* New mini-tutorials: Construction robots.<br />
* Belts, underground belts and splitters can now fast replace each other.<br />
* Roboports now provide the repair packs they have for other robots to use.<br />
* Logistic request tooltips now show the count of items in the requester, on the way, and in the network.<br />
* The players main inventory can now be filtered.<br />
* New terrains and new terrain generation.<br />
* All terrains, including stone path and concrete, have transitions with water.<br />
* Map generation dialog now contains a preview of the map.<br />
=== Minor Features ===<br />
* Ctrl-delete now deletes whole word in a text field instead of a single character. ([https://forums.factorio.com/53124 more])<br />
* Placing output underground belt as ghost properly retains its type as output underground belt. Also underground belts now respect nearby ghosts and become output if there is input ghost nearby. Underground belt and pipe ghosts when hovered show outline of where they will connect ([https://forums.factorio.com/51271 more])<br />
* Headless server will automatically save the game when the last player leaves and auto-pause starts.<br />
* Added support to disable debug settings for non-admin players in multiplayer through the /config command.<br />
* Dropping items on belts manually (Z) won't spill items if they won't fit on the belt.<br />
* Trees can now be configured in the generate-map GUI.<br />
* Hotkeys can be un-bound by right clicking.<br />
* Rail chain signals can be read by the circuit network.<br />
* Small electric poles and medium electric poles can be fast-replaced with each other.<br />
* In multiplayer players can now ride as passengers in cars/tanks.<br />
* Electric poles and power switches can be opened from the zoomed-to-world view.<br />
* Terrain can be configured in the generate map GUI.<br />
* When holding an offshore pump, all valid build positions will be highlighted.<br />
* After desynching in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.<br />
* All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.<br />
=== Graphics ===<br />
* More entities in high resolution: laboratory, radar, worker robots (construction and logistic), combat robots (defender, distractor and destroyer), combinators, electric & circuit wires, pumpjack, storage tank, player, solar panel, lamp, roboport, tank.<br />
* All terrain now supports high resolution.<br />
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.<br />
* New alert icons.<br />
=== Balancing ===<br />
* Removed Assembling machine 1 from the production science pack.<br />
* Changed nuclear reactor stack size to 10.<br />
* Moved cluster grenade recipe to military 4 research.<br />
* Changed uranium ammo prerequisite from military 3 to military 4.<br />
* Explosives now produce 2 per craft.<br />
* Slightly adjusted some recipe craft times to better reflect their ingredient count.<br />
* Changed the terrain building size limit to be based off the player reach.<br />
* Biters scale less with distance and there are generally less biters.<br />
* Resources are much more spread apart. To compensate, patches are larger. Since it's easier to mine, the amount of resources on the map is 3 times less.<br />
* Resources scale slightly less over distance.<br />
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.<br />
* There is 1.49 times more iron on the map to compensate for the extra iron required in a typical game.<br />
=== Changes ===<br />
* Disabled loading of saves before 0.13.0 version (You can use 0.13 to load older saves and re-save them).<br />
* Train doesn't need to come to a full stop when manually changing train destination or switching from manual to automated mode.<br />
* Removed the "shift" value from map generation settings as it wasn't needed anymore.<br />
* Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. ([https://forums.factorio.com/51247 more])<br />
* Changed the default autosave interval settings from 2 to 5 minutes.<br />
* It is possible to open/close and interact with the chat console when the map is being saved or server loosing connection dialog is active.<br />
* The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.<br />
* Increased the limit of recipe categories from 255 to 65535.<br />
* New blueprint no longer includes entities marked for deconstruction.<br />
* Enable Map Exchange String for sandbox games<br />
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.<br />
* Blueprints never show the number 1 when held in cursor.<br />
* Robots in the air from personal roboport now count towards logistics requests for that robot type ([https://forums.factorio.com/51403 more])<br />
* Added /server-save command that does the same thing as lua server_save, but doesn't disable achievements. ([https://forums.factorio.com/52414 more])<br />
* Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full. ([https://forums.factorio.com/51653 more])<br />
* Removed the option to turn off the item groups and sub groups from the GUi. It can still be done through the config file or lua commands.<br />
* Added separate control option for placing tags on the map, so by default map scroll is left click, and place tag is right click.<br />
* Allow easier dragging of underground pipes and belts when not moving in a perfect straight line.<br />
* The Arithmetic Combinator can now use a constant as the first parameter, not only the second. So you can do operations like 2^SIGNAL. ([https://forums.factorio.com/51975 more])<br />
* When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. ([https://forums.factorio.com/51308 more])<br />
* The options menu has been organized better. Some options were moved to a new "Interface" settings menu.<br />
* Updater proxy settings were removed from the options menu. They can still be accessed through the ini file.<br />
* Exchange strings are now compressed before being converted into base64.<br />
* Improved GUI search.<br />
* Added /delete-blueprint-library *player* command to remove blueprints of players from the game.<br />
* The map view will attempt to treat very short clicks as clicks instead of drags to make it easier to click things.<br />
* The explosive cannon shells now target the ground where you shoot.<br />
* Transition from terrain to water is no longer buildable, meaning entities can no longer be built partially on the water.<br />
* Resources will have much less trees on them near the player starting area.<br />
* Tanks no longer take miniscule amounts of damage from hitting trees.<br />
* Previously, building while running at very high speed would create gaps. These are automatically filled now.<br />
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions. ([https://forums.factorio.com/52003 more])<br />
* When two trains are being merged, the decision which schedule should be used for the merged train has been changed from bigger schedule to schedule that has latest change. ([https://forums.factorio.com/54397 more])<br />
* Number of entities in hand when previewing the entity to be built is now aligned to the entity.<br />
* Added sliding when the player character collides with water or entities with rotated bounding box.<br />
* Improved drawing of turret radii in blueprint. Many overlapping radii no longer covers terrain completely.<br />
* External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.<br />
=== Bugfixes ===<br />
* Fixed that train arriving to station could give astronomically big penalty causing trains to go through weird places. ([https://forums.factorio.com/54042 more])<br />
* Fixed that fluid wagon pumps would sometimes not connect properly ([https://forums.factorio.com/52801 more])<br />
* Fixed that module icons in blueprint previews wouldn't render correctly in some cases. ([https://forums.factorio.com/51286 more])<br />
* Fixed long mod manager preview labels would extend out of the frame.<br />
* Fixed that the ~ key couldn't be used to close the console.<br />
* Fixed that the mining progress was reset when mining selection is lost while mining button pressed. ([https://forums.factorio.com/54377 more])<br />
* Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. ([https://forums.factorio.com/51654 more])<br />
* Fixed that ghost rail signal emitted light.<br />
* Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. ([https://forums.factorio.com/54373 more])<br />
* Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.<br />
* Fixed that errors in fonts would give useless errors. ([https://forums.factorio.com/51740 more])<br />
* Fixed problems related to trains crashing rarely. ([https://forums.factorio.com/51829 more])<br />
* Disabled possibility to attempt opening invalid save/replay by double click or enter.<br />
* UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing parsing error. ([https://forums.factorio.com/52027 more])<br />
* Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning. ([https://forums.factorio.com/51494 more])<br />
* Conflicts of multi-modifier hotkeys are now resolved correctly. ([https://forums.factorio.com/51521 more])<br />
* Fixed sprite rendering at large distances from 0,0. ([https://forums.factorio.com/52225 more])<br />
* Interacting with a filter slide bar requesting amount over capacity of a full requester won't dispatch robots anymore.<br />
* Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). ([https://forums.factorio.com/52217 more])<br />
* Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. ([https://forums.factorio.com/52203 more])<br />
* Buildable item counts in inventory in Sandbox mode now update properly with resource changes. ([https://forums.factorio.com/52272 more])<br />
* Fixed that map width/height accepted value of 0. ([https://forums.factorio.com/52266 more])<br />
* Fixed crash when loading Vorbis Ogg files with metadata. ([https://forums.factorio.com/52269 more])<br />
* Fixed that the manual rail building ended up one tile before the cursor. ([https://forums.factorio.com/52406 more])<br />
* Assembling machine can now output product with amount over stack size. ([https://forums.factorio.com/51625 more])<br />
* Fixed entity description for resources that require fluids. ([https://forums.factorio.com/52450 more])<br />
* Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading. ([https://forums.factorio.com/52429 more])<br />
* Fixed that the game could crash when catching up when processing queued gui actions. ([https://forums.factorio.com/52429 more])<br />
* Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop. ([https://forums.factorio.com/51683 more])<br />
* Fixed colored lights would lose their color when nightvision was on. ([https://forums.factorio.com/45762 more])<br />
* Fixed very bad performance when previewing blueprint with one big connected circuit network. ([https://forums.factorio.com/52558 more])<br />
* Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern. ([https://forums.factorio.com/51440 more])<br />
* Fixed that in certain scenarios, the blueprint library wouldn't synchronise. ([https://forums.factorio.com/52634 more])<br />
* Trains now recalculate next station correctly when more stations are en/disabled at the same tick. ([https://forums.factorio.com/52583 more])<br />
* Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. ([https://forums.factorio.com/52718 more])<br />
* Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too. ([https://forums.factorio.com/48535 more])<br />
* Fixed steam "leaking" outside of storage tank window on high sprite quality setting. ([https://forums.factorio.com/45410 more])<br />
* Programmable speakers with "Global playback" active won't play for players in a different force.<br />
* Beam weapon now shows correct damage when modded into dealing damage more times during its duration. ([https://forums.factorio.com/53133 more])<br />
* Fixed that large entities wouldn't render correctly on the map. ([https://forums.factorio.com/53263 more])<br />
* Fixed that the mining drill wouldn't show the speed bonus in the same format as assembling machines. ([https://forums.factorio.com/53375 more])<br />
* Fixed the entity icons for combat robots didn't match the item icons. ([https://forums.factorio.com/53384 more])<br />
* Train can't block its own path anymore. ([https://forums.factorio.com/19619 more])<br />
* Fixed circuit wire connections wouldn't render correctly in rotated blueprints in some cases. ([https://forums.factorio.com/53589 more])<br />
* Fixed that changing the system time forwards would cause Factorio to freeze.<br />
* Fixed a crash when changing large circuit networks. ([https://forums.factorio.com/53666 more])<br />
* Fixed closing window right after it was created would hang the process. ([https://forums.factorio.com/53721 more])<br />
* Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor. ([https://forums.factorio.com/53752 more])<br />
* Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars. ([https://forums.factorio.com/53850 more])<br />
* Fixed that when biters were attacked but couldn't find a path to the attacker, they would stoically accept their fate. ([https://forums.factorio.com/53941 more])<br />
* Fixed that the multiplayer-waiting icon wouldn't render in the map view. ([https://forums.factorio.com/54026 more])<br />
* Fixed global achievement progress was multiplied by number of player in multiplayer game. ([https://forums.factorio.com/54088 more])<br />
* Fixed that passing a LuaObject instead of a plain Lua table to <code>LuaBootstrap::raise_event</code> would crash the game. ([https://forums.factorio.com/54128 more])<br />
* Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. ([https://forums.factorio.com/54114 more])<br />
* Possible fix of a crash when a player leaves when a blueprint is being transferred. ([https://forums.factorio.com/53535 more])<br />
* Fixed that the rocket silo would get stuck if it died and was re-built by robots while launching the rocket.<br />
* Fixed transport belt circuit connector would draw over splitter in front of it. ([https://forums.factorio.com/54252 more])<br />
* Fixed that it was still possible to get some achievements in a replay. ([https://forums.factorio.com/54174 more])<br />
* Fixed that circular references passed through the Lua remote interface would crash the game. ([https://forums.factorio.com/54349 more])<br />
* Fixed missing personal robot recharging animation when character was in a vehicle. ([https://forums.factorio.com/53390 more])<br />
* Fixed that vertical size of progress bar wasn't respecting the gui scale.<br />
* Fixed that the number drawn next to cursor when item is held was differently positioned compared to how it is in the inventory.<br />
* Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.<br />
=== Optimisations ===<br />
* Improved performance of transport belts about x5 times. ([https://www.factorio.com/blog/post/fff-176 more])<br />
* Added prefetching of the next entity in the update loop improving overall update performance by approx. 10 %.<br />
* Improved performance of Item manipulation (4% effect on the overall performance).<br />
* Improved performance of crafting machine (furnace/assembling machine) (2% effect on the overall performance).<br />
* Improved performance of electric network transfer more than twice. (10% effect on the overall performance).<br />
* Improved performance of smoke greatly. (2.5% and more effect on big factories).<br />
* Improved performance when building rail blocks with many segments.<br />
* Improved performance of logistic provider and requester chests.<br />
* Improved performance of blueprint previews (the GUI and holding it in the world).<br />
* Improved game startup time when a sufficiently powerful computer is detected.<br />
=== Modding ===<br />
* Train path finding penalty values are now in utility-constants, to make it viewable and moddable.<br />
* Fixed storage tank with non-square collision box would not align to tiles in all rotations properly. ([https://forums.factorio.com/52211 more])<br />
* Fixed belt-immunity equipment so it now works on cars.<br />
* Fixed that the radius property for the area trigger effect was called perimeter.<br />
* Fixed that crafting machine with non-square bounding box was not rotatable. ([https://forums.factorio.com/53310 more])<br />
* Removed default values for icon_size, so icon_size is now required property. ([https://forums.factorio.com/46437 more])<br />
* Updated the serpent library to version 0.30.<br />
* Changed the "item that builds this" list for entities so it's sorted first by <code>ItemPrototype::primary_place_result_item</code> and then by normal item prototype sort order.<br />
* Changed default value of <code>InserterPrototype::allow_custom_vectors</code> to false.<br />
* Changed "Nothing" technology effect "effect_key" to "effect_description" and changed it to accept localised strings.<br />
* Changed rocket silo prototype "result_items" to be defined in the item as either "rocket_launch_product" or "rocket_launch_products".<br />
* Changed the string mod setting type so it will attempt to localise items in the dropdown using "string-mod-setting.mod-name-setting-name-dropdown-item".<br />
* Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red "+" icon.<br />
* Changed <code>LuaObject::destroy()</code> so it won't error if called on invalid objects.<br />
* Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.<br />
* Changed how <code>TilePrototype::transition_merges_with_tile</code> works. See ([https://www.factorio.com/blog/post/fff-214 more]) for more details.<br />
* Scenarios can contain folders with arbitrary names.<br />
* Added 'single_line' and 'want_ellipsis' to Label style specification.<br />
* Added force bonus for following robot time to live.<br />
* Added force bonus for research productivity.<br />
* Added ability to import and export item-with-tags to/from strings.<br />
* Added support for fast-replacing character entities.<br />
* Added <code>CombatRobotPrototype::light</code>.<br />
* Added <code>TurretPrototype::alert_when_attacking</code>.<br />
* Added optional 'respawn_time' (in seconds) to the character entity.<br />
* Added "hide-from-bonus-gui" entity and item prototype flags.<br />
* Added support for mods to disable custom-input prototypes of other mods.<br />
* Added support for mods to show changelogs (following the same format as the core game changelog).<br />
* Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.<br />
* Added <code>AutoplaceSpecification::default_enabled</code> - if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.<br />
* Added allowed_effects support to the mining drill.<br />
* Added optional "has_belt_immunity" property to the unit and car prototype.<br />
* Added optional "hidden" prototype property to the achievement prototype.<br />
* Added support to link custom-input prototypes directly to game controls instead of having them act as their own control.<br />
* Added a new entity type "infinity-container" that can automatically add/remove items from itself; useful for scenarios and modding.<br />
* Added support for incompatible dependencies.<br />
* Added an entity prototype flag "hide-alt-info" to never show alt-info for a given entity.<br />
* Added distance bonus support to the mining tool item type.<br />
* Added <code>InserterPrototype::draw_held_item</code>.<br />
* Added <code>FluidPrototype::fuel_value</code> and <code>Generator::burns_fluid</code>.<br />
* Added mod-developer support to runtime change autoplace specifications enabled through the command line option <code>--enable-runtime-autoplace-modification</code> using F2 in-game.<br />
* simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.<br />
=== Scripting ===<br />
* Fixed that <code>LuaSurface::get_trains()</code> didn't work for trains without locomotives. ([https://forums.factorio.com/52604 more])<br />
* Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. ([https://forums.factorio.com/53189 more])<br />
* Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.<br />
* Fixed possible desync when teleporting underground belt ghosts and pipe to ground ghosts.<br />
* Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.<br />
* Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".<br />
* Changed <code>LuaEntity::recipe</code> to <code>LuaEntity::get_recipe()</code> and <code>LuaEntity::set_recipe()</code>.<br />
* Changed <code>LuaSurface::regenerate_decorative</code>/regenerate_entity to accept zero arguments and regenerate everything.<br />
* Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.<br />
* Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.<br />
* Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...", amount=...}<br />
* Changed name of colspan parameter of table to column_count.<br />
* Changed <code>LuaItemPrototype::group_filters</code> and sub_group_filters to item_group_filters and item_subgroup_filters to match the prototype values.<br />
* <code>LuaEntity::set_recipe()</code> returns the items removed from the entity as a result of setting the new recipe (if any).<br />
* Moved Mod-gui button flow to gui.top.<br />
* Removed <code>LuaEntity::passenger</code> read/write.<br />
* Added <code>style::width</code>/height to set maximal/minimal value at the same time.<br />
* Added <code>style::align</code> to set the align of inner elements.<br />
* Added <code>style::stretchable</code> / squashable.<br />
* Added <code>LuaEntity::get_driver()</code>, set_driver(), get_passenger(), and set_passenger().<br />
* Added <code>LuaGuiElement::hovered_sprite</code> and clicked_sprite read/write methods for the SpriteButton.<br />
* Added support to change daytime length and brightness on a per-surface basis.<br />
* Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.<br />
* Added <code>LuaItemStack::export_stack</code> and <code>LuaItemStack::import_stack</code> to export/import supported items to/from strings.<br />
* Added <code>LuaEntity::tree_color_index</code> read/write access and <code>LuaEntityPrototype::tree_color_count</code> read access.<br />
* Added <code>LuaEntity::selection_box</code> and secondary_selection_box read.<br />
* Added <code>LuaBootstrap::mod_name</code> read.<br />
* Added <code>LuaControl::in_combat</code> read.<br />
* Added <code>LuaTile::order_deconstruction()</code> and cancel_deconstruction().<br />
* Added optional cause and force to <code>LuaEntity::die()</code>.<br />
* Added on_player_used_capsule event.<br />
* Added on_player_promoted and on_player_demoted events.<br />
* Added on_player_changed_position event.<br />
* Added <code>LuaEntityPrototype::alert_when_attacking</code> read and <code>LuaEntityPrototype::alert_when_damaged</code> read.<br />
* Added <code>LuaEntity::power_switch_state</code> read/write.<br />
* Added on_combat_robot_expired event.<br />
* Added <code>LuaEntity::relative_turret_orientation</code> read/write for vehicles with turrets.<br />
* Added <code>LuaEntityPrototype::color</code> read.<br />
* Added <code>LuaTrain::passengers</code>.<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_self</code> read.<br />
* Added "fluid", and "recipe" type to the choose-elem-button custom GUI element.<br />
* Added <code>LuaGuiElement::locked</code> read/write - when true the given choose-elem-button can only be changed through script.<br />
* Added an optional parameter to <code>LuaSurface::drop_item_stack</code> to mark dropped items for deconstruction.<br />
* Added <code>LuaForce::cancel_charting</code>(...).<br />
* Added <code>LuaSurface::force_generate_chunk_requests()</code>.<br />
* Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.<br />
* Added on_gui_opened and on_gui_closed events.<br />
* Added on_player_muted/unmuted and on_player_cheat_mode_enabled/disabled events.<br />
* Added LuaItemStack read properties to tell if a given item is some specific item type.<br />
* Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.<br />
* Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.<br />
* Added <code>LuaForce::reset_evolution()</code>.<br />
* Added <code>LuaSurface::create_trivial_smoke()</code>.<br />
* Added <code>LuaPlayer::enable_recipe_groups()</code> and enable_recipe_subgroups().<br />
* Added <code>LuaItemStack::rocket_launch_products</code> read.<br />
* Added on_mod_item_opened event.<br />
* Added <code>LuaItemPrototype::can_be_mod_opened</code> read.<br />
* Added the item stack index as a second return value to <code>LuaInventory::find_item_stack</code>.<br />
* Added <code>LuaItemStack::transfer_stack()</code>.<br />
* Added LuaGuiElement type "slider".<br />
* Added on_gui_value_changed event - fired when a slider value changes.<br />
* Added optional color field as a second parameter to the 4 print functions.<br />
* Added support to change <code>LuaSurface::map_gen_settings</code> runtime.<br />
* Added <code>LuaEntityPrototype::allowed_effects</code> read.<br />
* Added <code>LuaEntity::effects</code> read.<br />
* Added <code>LuaPlayer::can_place_entity()</code>, can_build_from_cursor(), and build_from_cursor().<br />
* Added <code>LuaSurface::play_sound()</code>.<br />
* Added <code>LuaForce::play_sound()</code>.<br />
* Added <code>LuaGameScript::play_sound()</code> and is_valid_sound_path().<br />
* Added <code>LuaPlayer::play_sound()</code>.<br />
* Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.<br />
* Added <code>LuaEntity::rotate()</code>.<br />
* Added <code>LuaEntity::get_infinity_filter()</code> and set_infinity_filter().<br />
* Added <code>LuaEntity::infinity_filters</code> and remove_unfiltered_items read/write.<br />
* Added <code>LuaEntityPrototype::rocket_parts_required</code> read.<br />
* Added <code>LuaEntityPrototype::fixed_recipe</code> read.<br />
* Added <code>LuaGameScript::kick_player()</code>, ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().<br />
* Added <code>LuaPlayer::admin</code> write support.<br />
* Added <code>LuaGuiElement::focus()</code>.<br />
* Added on_character_corpse_expired event.<br />
* Added on_pre_ghost_deconstructed event.<br />
* Added on_player_pipette event.<br />
* Added <code>LuaEntity::character_corpse_player_index</code>, character_corpse_tick_of_death, and character_corpse_death_cause read/write.<br />
* Added <code>LuaSurface::get_tile_properties()</code>.<br />
* Added <code>LuaSurface::can_fast_replace()</code>.<br />
* Added support for player associated characters - characters that get logged off/on with a given player but aren't directly controlled by the player.<br />
* Added <code>LuaEntity::associated_player</code> read/write.<br />
* Added <code>LuaPlayer::get_associated_characters()</code>, associate_character(), and disassociate_character().<br />
* Added <code>LuaPlayer::ticks_to_respawn</code> read/write.<br />
* Added old_state to the on_train_changed_state event.<br />
* Added <code>LuaRecipe::catalysts</code> read.<br />
* Added <code>LuaRecipe::hide_from_flow_stats</code> read/write.<br />
* Added <code>LuaRecipePrototype::hidden_from_flow_stats</code> read.<br />
* Added <code>LuaEntity::tick_of_last_attack</code> and tick_of_last_damage read for the character entity.<br />
* Added <code>LuaLogisticNetwork::passive_provider_points</code> and active_provider_points read.<br />
* Added <code>LuaPlayer::display_resolution</code> read.<br />
* Added on_player_display_resolution_changed event.<br />
* Added <code>LuaPlayer::display_scale</code> read.<br />
* Added on_player_display_scale_changed event.<br />
* Added <code>LuaTrain::weight</code> and riding_state read.<br />
* Added <code>LuaEntity::products_finished</code> write.<br />
* Added optional surface to game.take_screenshot(...).<br />
* Added <code>LuaEntityPrototype::construction_range</code> and logistics_range read.<br />
* Added <code>LuaGuiElement::index</code> read.<br />
* Added <code>LuaForce::max_successful_attempts_per_tick_per_construction_queue</code> and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.<br />
* Added <code>LuaGuiElement::mouse_button_filter</code> read/write for buttons and sprite-buttons.<br />
* Added <code>LuaSurface::find_tiles_filtered()</code> and count_tiles_filtered().<br />
* Added <code>LuaEntity::get_train_stop_trains()</code>.<br />
* Added <code>LuaLogisticNetwork::force</code> read.<br />
* Added <code>LuaItemStack::item_number</code> read - the unique ID of the item if it has one.<br />
<br />
{{VersionNav}}</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=159689Template:VersionNav2018-05-31T10:35:27Z<p>Spyhawk: 0.16.47</p>
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<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&diff=159688Main Page/Latest versions2018-05-31T10:35:00Z<p>Spyhawk: 0.16.47</p>
<hr />
<div>* [[File:Steel plate.png|link=]] {{Translation|Latest stable version}}: [[Version_history/0.16.0#0.16.36|0.16.36]]<br />
* [[File:Space science pack.png|link=]] {{Translation|Latest experimental version}}: [https://forums.factorio.com/60713 0.16.47] <br />
* [[File:Speed module 3.png|link=]] {{Translation|The wiki is based on version}} [[Version history/0.16.0|0.16]]<br />
----<br />
<br />
* [[File:Blueprint book.png|link=]] [[Roadmap{{If language suffix}}|{{Translation|Planned releases}}]]<br />
** [[File:Blueprint.png|link=]] [[Upcoming_features{{If language suffix}}|{{Translation|Planned features}}]]<br />
<noinclude><br />
{{C|Main}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Version_history/0.16.0&diff=159680Version history/0.16.02018-05-30T08:34:16Z<p>Spyhawk: semi-automated update to 0.16.46</p>
<hr />
<div>__NOTOC__<!--<br />
Please don't waste your time updating this page, User:Gangsir can do it automatically. If he forgets to do it, please message him about it.<br />
--><br />
== 0.16.46 ==<br />
Date: 29. 05. 2018<br />
=== Bugfixes ===<br />
* Another fix for setting PvP map dimensions to 0. ([https://forums.factorio.com/60570 more])<br />
* Fixed possible desync related to circuit networks.<br />
* Another possible fix for multi-GPU setups on Linux. ([https://forums.factorio.com/60609 more])<br />
* Fixed that modded infinite inserter stack size research would wrap around instead of maxing out. ([https://forums.factorio.com/60613 more])<br />
* Fixed scenarios with partial identical names didn't work correctly. ([https://forums.factorio.com/60624 more])<br />
* Fixed splitter lane selection inconsistency when inserting into middle. (Now it is always right for both belts, splitters and underground belts.) ([https://forums.factorio.com/60653 more])<br />
* Fixed <code>LuaPlayer::build_from_cursor</code>. ([https://forums.factorio.com/60644 more])<br />
* Fixed a desync in replay that would happen if console commands were used during the play. ([https://forums.factorio.com/60661 more])<br />
* Fixed desync when setting inserter filters while it's connected to the circuit network ([https://forums.factorio.com/60245 more])<br />
<br />
== 0.16.45 ==<br />
Date: 22. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed infinite research multiplier was always 1. ([https://forums.factorio.com/60550 more])<br />
<br />
== 0.16.44 ==<br />
Date: 22. 05. 2018<br />
=== Minor Features ===<br />
* Added technology price multiplier PvP scenario config.<br />
=== Changes ===<br />
* Underground belt marked for deconstruction no longer connects to other underground belts.<br />
=== Bugfixes ===<br />
* Fixed some cases of fast replacement by underground belt. ([https://forums.factorio.com/60060 more])<br />
* Fixed corrupted config.ini in Steam cloud would prevent the game from starting.<br />
* Fixed that using "Save and play" feature in the freeplay could specify the official freeplay map to be always that one forever. ([https://forums.factorio.com/60340 more])<br />
* Fixed underground belt connection overlay when hovering over another underground belt. ([https://forums.factorio.com/60147 more])<br />
* Fixed a crash when mods define empty result items. ([https://forums.factorio.com/60406 more])<br />
* Fixed a crash when switching games and joining quickly in the server browser.<br />
* Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. ([https://forums.factorio.com/59588 more])<br />
* Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. ([https://forums.factorio.com/60374 more])<br />
* Fixed <code>LuaEntityPrototype::braking_force</code> return value. ([https://forums.factorio.com/60444 more])<br />
* Fixed <code>LuaPlayer::ticks_to_respawn</code> would read in seconds. ([https://forums.factorio.com/60501 more])<br />
* Fixed certain type of energy source migrations. ([https://forums.factorio.com/60465 more])<br />
* Fixed rare possibility of crash when two trains crash into each other. ([https://forums.factorio.com/60097 more])<br />
* Fixed a rare crash that occurs when train collides in a way, that its position is reserved back while approaching closed signal which caused path recalculation. ([https://forums.factorio.com/60472 more])<br />
* Fixed PvP error when setting map height to 0. ([https://forums.factorio.com/60536 more])<br />
* Fixed construction robot tutorial breaking when removing the radar from the storage chest. ([https://forums.factorio.com/60012 more])<br />
* Fixed crash when adding train station to a train while the train is modified (added/removed rolling stock). ([https://forums.factorio.com/59363 more])<br />
* Fixed that destroying part of a cliff with tile ghost under it destroyed the whole part of the cliff. ([https://forums.factorio.com/60449 more])<br />
* Fixed browse games dialog problems with the active game not being updated while searching. ([https://forums.factorio.com/60545 more])<br />
=== Modding ===<br />
* Added support to set <code>ReactorPrototype::neighbour_collision_increase</code> which controls how much a reactor extends when connected to other reactors.<br />
=== Scripting ===<br />
* Allow <code>technology_price_multiplier</code> to be less than 1 by script/scenario only.<br />
* Added support for localised strings in <code>LuaGameScript::write_file</code>.<br />
<br />
== 0.16.43 ==<br />
Date: 14. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. ([https://forums.factorio.com/60074 more])<br />
* Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. ([https://forums.factorio.com/60288 more])<br />
<br />
== 0.16.42 ==<br />
Date: 11. 05. 2018<br />
=== Bugfixes ===<br />
* Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. ([https://forums.factorio.com/59670 more])<br />
* Fixed a desync when printing a Lua error to players with different installation paths. ([https://forums.factorio.com/60049 more])<br />
* Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).<br />
* Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. ([https://forums.factorio.com/60068 more])<br />
* Fixed decimals displaying in production statistics that caused the numbers to be too long. ([https://forums.factorio.com/59997 more])<br />
* Fixed high CPU usage on the main menu. ([https://forums.factorio.com/60063 more])<br />
* Fixed an issue when joining friends games through steam. ([https://forums.factorio.com/60157 more])<br />
* Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.<br />
* Added train path finding penalty for train with no path equal to 1000 tiles. ([https://forums.factorio.com/60211 more])<br />
* Fixed a crash when building modded rolling stock entities on diagonal rails. ([https://forums.factorio.com/60014 more])<br />
* Fixed "header errors" when extracting factorio zip files with 7zip.<br />
=== Scripting ===<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_tiles_only</code> and <code>collision_mask_considers_tile_transitions</code> read.<br />
<br />
== 0.16.41 ==<br />
Date: 03. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
<br />
== 0.16.40 ==<br />
Date: 02. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
* Fixed a crash when killing the character during the <code>gun_inventory_changed</code> event. ([https://forums.factorio.com/59784 more])<br />
* Fixed that <code>LuaPlayer::opened</code> wouldn't return the opened equipment grid. ([https://forums.factorio.com/59790 more])<br />
* Fixed <code>LuaInventory::sort_and_merge()</code> would break furnaces and assembling machines.<br />
* Fixed crash when trying to migrate circuit connected entities. Any migrated entities will be disconnected. ([https://forums.factorio.com/59974 more])<br />
* Fixed round input in team production challenge. ([https://forums.factorio.com/59970 more])<br />
* Recipe item ingredients with a count of 0 are reported as an error instead of allowing inconsistent behaviour. ([https://forums.factorio.com/60016 more])<br />
* Fixed missing reset of state of signal right next to removed rail. ([https://forums.factorio.com/60026 more])<br />
* Fixed a crash that could happen in multiplayer over a poor connection. ([https://forums.factorio.com/59993 more])<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_glow_color</code>, it colors the fuel glow of entities that use that item as fuel.<br />
=== Scripting ===<br />
* Added <code>on_player_trash_inventory_changed</code> event.<br />
* Changed <code>LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered</code> to additionally accept a table of filters.<br />
<br />
== 0.16.39 ==<br />
Date: 30. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed function of enter key in number input. ([https://forums.factorio.com/59862 more])<br />
* Fixed consistency check and migration related to rail internal inconsistency. ([https://forums.factorio.com/59765 more])<br />
* Fixed that rail signals weren't fast replaceable.<br />
* Fixed that the headless server wouldn't be able to restart for a while if it was stopped with an RCON client connected. ([https://forums.factorio.com/59830 more])<br />
* Fixed that selecting map without a preview in the save/load dialog disallowed to delete the save by the ingame delete button.<br />
* Fixed wrong calculation of item insertion into splitter in some cases, which could indirectly cause inconsistency in behaviour. ([https://forums.factorio.com/59950 more])<br />
* Localised zip opening/closing error messages + added reason or error code there.<br />
<br />
== 0.16.38 ==<br />
Date: 26. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed drawing of icons with multiple layers. ([https://forums.factorio.com/59811 more])<br />
* Fixed that changing force of a wall didn't update the connections, which could lead to a desync.<br />
* Changed that walls and gates marked for deconstruction don't connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.<br />
* Changed, that rail signals marked for deconstruction disconnect from the rails.<br />
* Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.<br />
* Changed the logic of "toggle LUA console" key to only open and not close the console (exception are ` and F1-F12 keys). ([https://forums.factorio.com/59825 more])<br />
* Fixed <code>LuaEntity::splitter_output_priority</code> read/write didn't work. ([https://forums.factorio.com/59864 more])<br />
* Fixed malformed sprite path error would not trigger minimal mode when loading mods. ([https://forums.factorio.com/59827 more])<br />
<br />
== 0.16.37 ==<br />
Date: 23. 04. 2018<br />
=== Changes ===<br />
* Added an option to interface settings to allow the user to change the distance of tooltips from the mouse. ([https://forums.factorio.com/59269 more])<br />
=== Minor Features ===<br />
* Added optional resolution and zoom parameters to the screenshot command.<br />
=== Bugfixes ===<br />
* Fixed that right click didn't work in the market GUI. ([https://forums.factorio.com/59230 more])<br />
* Fixed a modded crash related to fire flame smoke.<br />
* Fixed <code>ignored_by_interaction</code> when creating modded custom GUI elements. ([https://forums.factorio.com/59301 more])<br />
* Fixed noise program compilation bug that resulted in broken programs. ([https://forums.factorio.com/58579 more])<br />
* Fixed light from lamps outside of screen was not rendered properly. ([https://forums.factorio.com/59095 more])<br />
* Fixed the steam engines in New Hope level 4. ([https://forums.factorio.com/59299 more])<br />
* Possible fix for a crash on Linux with a multi-GPU setup. ([https://forums.factorio.com/59315 more])<br />
* Fixed graphics of battery indicator ([https://forums.factorio.com/59170 more])<br />
* Boiler and heat exchanger will spawn medium remnants instead of small remnants when destroyed. ([https://forums.factorio.com/59356 more])<br />
* Fixed that a well (offshore pump with water landfilled) was not rebuildable by construction robots. ([https://forums.factorio.com/59447 more])<br />
* Fixed gates sometimes not detecting car being driven by god controller. ([https://forums.factorio.com/59472 more])<br />
* Fixed that some of the achievements were obtainable even when player didn't spend more than 50% of time in the game. ([https://forums.factorio.com/59467 more])<br />
* Fixed that character window was closed when doing fast transfer between armor slot and inventory. ([https://forums.factorio.com/59486 more])<br />
* Fixed that modded inserters would some times get stuck. ([https://forums.factorio.com/59316 more])<br />
* Fixed that Wave defense would error when played on a headless server. ([https://forums.factorio.com/59420 more])<br />
* Improved system of key blocking now allows more key bindings to work correctly. ([https://forums.factorio.com/59415 more])<br />
* Fixed underground pipe ghost would block underground connections of other forces. ([https://forums.factorio.com/59624 more])<br />
* Added missing directions to util.oppositedirection. ([https://forums.factorio.com/59550 more])<br />
* Fixed that the sound sliders went to 200% causing a lost of audio quality. ([https://forums.factorio.com/59638 more])<br />
* Fixed save corruption when forces are merged while there is a rocket on the map. ([https://forums.factorio.com/59661 more])<br />
* Fixed that <code>LuaEntity::teleport</code> could teleport ghost belts/rails.<br />
* Fixed that <code>LuaEntity::teleport</code> of ghost walls could create wall and ghost wall on the same position which could cause desyncs.<br />
* Fixed that <code>LuaEntity::teleport</code> didn't put entities that are supposed to be aligned to grid onto grid.<br />
* Fixed wrong behavior of mining of a vehicle the player is in in multiplayer. ([https://forums.factorio.com/59709 more])<br />
* Fixed crash on starting mod scenario in multiplayer for the first time. ([https://forums.factorio.com/59027 more])<br />
* Fixed signal placeability in junction with different directions in different ways. ([https://forums.factorio.com/59210 more])<br />
* Added electric energy consistency check to avoid one more corrupted save situation resulting from memory corruption. ([https://forums.factorio.com/59693 more])<br />
=== Scripting ===<br />
* Added <code>LuaTrain::killed_players</code> read.<br />
* Added <code>LuaTrain::kill_count</code> read.<br />
* Added <code>LuaInventory::is_quickbar()</code>.<br />
* Added <code>LuaInventory::get_selected_index()</code>.<br />
* Added <code>LuaFluidPrototype::fuel_value</code> read.<br />
* <code>LuaEntity::teleport</code> puts entity to correct location on the grid when it doesn't have the off-grid flag.<br />
<br />
== 0.16.36 ==<br />
Date: 28. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when opening the graphics settings GUI on a single core CPU. ([https://forums.factorio.com/59023 more])<br />
* Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. ([https://forums.factorio.com/59052 more])<br />
* Fixed that entering rectangular vehicles didn't work correctly. ([https://forums.factorio.com/58958 more])<br />
* Fixed that totals in production statistics were 0.33% off. ([https://forums.factorio.com/59063 more])<br />
* Fixed a crash when loading blueprint storage data.<br />
* Fixed that <code>LuaGameScript::check_prototype_translations()</code> would report custom-inputs as having no translation.<br />
=== Scripting ===<br />
* Fixed a crash by changing <code>LuaGameScript::merge_forces()</code> so the force is merged at the end of the tick.<br />
* Added <code>on_forces_merged</code> event.<br />
* Added <code>LuaEntity::armed</code> read.<br />
* Added <code>LuaEntityPrototype::timeout</code> read.<br />
* Added <code>on_land_mine_armed</code> event.<br />
* Added <code>LuaPlayer::spectator</code> read/write.<br />
* Added <code>LuaGameScript::enemy_has_vision_on_land_mines</code> read/write.<br />
<br />
== 0.16.35 ==<br />
Date: 24. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed shifting for half-belt drawn as part of loader. ([https://forums.factorio.com/58919 more])<br />
=== Modding ===<br />
* Added recipe-prototype <code>show_amount_in_title</code> and <code>always_show_products</code>.<br />
=== Scripting ===<br />
* Added Added <code>LuaRecipePrototype::show_amount_in_title</code> and <code>always_show_products</code> read.<br />
<br />
== 0.16.34 ==<br />
Date: 22. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that long description in achievement cards was cut off. The card will be larger in this case now. ([https://forums.factorio.com/58891 more])<br />
* Fixed a crash when rendering stickers. ([https://forums.factorio.com/58953 more])<br />
== 0.16.33 ==<br />
Date: 22. 03. 2018<br />
=== Features ===<br />
* Added dropdown to the replay viewing control that allows to switch between the view of different players.<br />
=== Changes ===<br />
* Updated map-gen-settings.example.json. ([https://forums.factorio.com/55859 more])<br />
=== Bugfixes ===<br />
* Fixed, that when the server is slower then the client, the player input is stuck. ([https://forums.factorio.com/48387 more])<br />
* Fixed that using rail by the rail planner stopped replay. ([https://forums.factorio.com/58933 more])<br />
* Fixed that burner inserter didn't show fuel in the entity info. ([https://forums.factorio.com/58876 more])<br />
* Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) ([https://forums.factorio.com/58870 more])<br />
* Fixed PvP script error when 'DEFCON timer' was set too low. ([https://forums.factorio.com/58855 more])<br />
* Fixed that ctrl-click to transfer modules into assembling machines didn't work correctly. ([https://forums.factorio.com/58896 more])<br />
* Small improvement in mining logic when using rail planner. ([https://forums.factorio.com/58483 more])<br />
* Fixed an issue with un-researching upgrade-based technologies. ([https://forums.factorio.com/58885 more])<br />
* Fixed a layering issue related to the train stop visualization. ([https://forums.factorio.com/58857 more])<br />
* Fixed that player joined/left game messages weren't visible in the replay.<br />
* Fixed that health bar of other players weren't visible.<br />
* Fixed a rare crash when joining multiplayer games on Mac.<br />
* Fixed crash when player with debuff sticker disconnected from game and later reconnected.<br />
=== Modding ===<br />
* Added recipe-prototype allow_intermediates.<br />
=== Scripting ===<br />
* Added events and remote interface to PvP scenario.<br />
* Added <code>LuaRecipePrototype::allow_intermediates</code> read.<br />
== 0.16.32 ==<br />
Date: 20. 03. 2018<br />
=== Minor Features ===<br />
* Added string import/export to PvP config.<br />
=== Changes ===<br />
* Only item ingredients are automatically sorted in recipes.<br />
=== Bugfixes ===<br />
* Fixed <code>LuaEntity::get_merged_signals()</code> would always require a parameter. ([https://forums.factorio.com/58861 more])<br />
* Fixed a crash related to mod settings losing precision when being saved through JSON. ([https://forums.factorio.com/58859 more])<br />
=== Modding ===<br />
* mod-settings.json is now mod-settings.dat - settings will be auto migrated.<br />
== 0.16.31 ==<br />
Date: 19. 03. 2018<br />
=== Minor Features ===<br />
* Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.<br />
* Empty fuel slot tooltips show what fuel they accept.<br />
=== Changes ===<br />
* Enemy mines are not completely invisible anymore in PvP scenarios.<br />
* Land mines now also stun enemy players.<br />
* Walls will extend towards cliffs same as they already do towards water. ([https://forums.factorio.com/58273 more])<br />
* Blueprint building over entities of an enemy force is no longer ignorable(blue). ([https://forums.factorio.com/58715 more])<br />
* Ingredients in recipes are automatically sorted. ([https://forums.factorio.com/58757 more])<br />
* Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. ([https://forums.factorio.com/58485 more])<br />
=== Bugfixes ===<br />
* One more transport belt unsquashing tweak. ([https://forums.factorio.com/58638 more])<br />
* Changed <code>LuaSurface::find_entity</code> to also find entities with zero sized bounding boxes but with the given position. ([https://forums.factorio.com/58765 more])<br />
* Fixed drawing icons with layers when layers didn't have same source size as main icon. ([https://forums.factorio.com/58681 more])<br />
* Fixed another bug where tables were disabled at certain scroll positions. ([https://forums.factorio.com/58652 more])<br />
* Fixed applying blueprints could rotate unrelated assembling machines. ([https://forums.factorio.com/58729 more])<br />
* Fixed that the god controller wouldn't trigger the player_moved event. ([https://forums.factorio.com/58702 more])<br />
* Fixed script error in logistic tutorial when player went outside of logistic area. ([https://forums.factorio.com/58581 more])<br />
* Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. ([https://forums.factorio.com/58717 more])<br />
* Fixed that blueprint tooltip text wouldn't line wrap. ([https://forums.factorio.com/58582 more])<br />
* Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. ([https://forums.factorio.com/58161 more])<br />
* Fixed wrong scroll pane size in a specific situation. ([https://forums.factorio.com/56441 more])<br />
* Fixed a crash when resetting technology effects while the technology GUI is open. ([https://forums.factorio.com/58756 more])<br />
* Fixed crash with high-speed short trains crashing into something. ([https://forums.factorio.com/58504 more])<br />
* Fixed that multi-line descriptions for multiplayer games would break the config.ini. ([https://forums.factorio.com/58626 more])<br />
* Fixed creating cliffs through script or map editor didn't snap them to proper position. ([https://forums.factorio.com/58625 more])<br />
* Fixed a crash related to biters in modded games. ([https://forums.factorio.com/58576 more])<br />
* Fixed that several errors related to HTTP failure weren't localized. ([https://forums.factorio.com/58669 more])<br />
* Fixed ghost rail-planner building would lock in the build rotation after being used once. ([https://forums.factorio.com/58776 more])<br />
* Fixed that mod-associated character entities wouldn't be effected by force modifiers. ([https://forums.factorio.com/58808 more])<br />
* Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. ([https://forums.factorio.com/54461 more])<br />
* Partially fixed trains sending circuit networks signal to the wrong station. ([https://forums.factorio.com/53688 more])<br />
* Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.<br />
* Fixed another crash when saving fails when out of disk space.<br />
* Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.<br />
* Fixed a crash in multiplayer related to DNS failure.<br />
* Fixed a crash when the game.take_screenshot() would fail.<br />
* Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.<br />
* Fixed a crash when trying to set a mod setting value to 0.033333 repeating.<br />
* Fixed that replay didn't check crc values.<br />
* Fixed several problems related to replay saving.<br />
=== Modding ===<br />
* Added Entity prototype flag "not-flammable", it prevents entities from catching fire.<br />
* Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.<br />
* Fixed some imprecisions in the Production/Electric statistics calculations.<br />
* Added order_in_recipe into item-group, it defaults to the value of order property.<br />
* Added item prototype flag "hide-from-fuel-tooltip".<br />
=== Scripting ===<br />
* Removed <code>LuaElectricEnergySourcePrototype::effectivity</code> read since it didn't do anything.<br />
* Added <code>LuaGroup::order_in_recipe</code> read.<br />
* Added on_technology_effects_reset event.<br />
== 0.16.30 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Filters no longer disappear when inventory is downsized. ([https://forums.factorio.com/58565 more])<br />
* Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. ([https://forums.factorio.com/58633 more])<br />
* Fixed a crash related to resetting technology effects while a research was in progress/just finished.<br />
* Fixed a desync related to mods calling math.random() during the data stage.<br />
=== Scripting ===<br />
* Made it possible for the <code>LuaFrame::align</code> and <code>LuaFrame::vertical_align</code> to have effect on the align of the inner container.<br />
== 0.16.29 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that small numbers in recipe tooltips wouldn't render correctly. ([https://forums.factorio.com/58422 more])<br />
* Fixed a bug where tables do not react under special conditions. ([https://forums.factorio.com/56466 more]), ([https://forums.factorio.com/57667 more])<br />
* Fixed belt movement with squashed items and other gaps present. ([https://forums.factorio.com/58313 more])<br />
* Fixed that splitter input priority was not that reliable. ([https://forums.factorio.com/58031 more])<br />
* Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. ([https://forums.factorio.com/58217 more])<br />
* Fixed the EULA GUI wouldn't wrap text. ([https://forums.factorio.com/58489 more])<br />
* Fixed 'per second' suffix was not localised. ([https://forums.factorio.com/58322 more])<br />
* Attempt to fix a problem that would prevent the Linux version from starting. ([https://forums.factorio.com/58307 more])<br />
* Fixed that blueprints in the library would show empty component slots. ([https://forums.factorio.com/58113 more])<br />
* Fixed that mining item entities when out of inventory space would move the item around. ([https://forums.factorio.com/58499 more])<br />
* Fixed multiple desyncs related to walking near walls. ([https://forums.factorio.com/58477 more])<br />
* Fixed that the "don't play sound for chat" option didn't work in multiplayer. ([https://forums.factorio.com/58531 more])<br />
* Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. ([https://forums.factorio.com/57963 more])<br />
* Fixed that the players main inventory filters wouldn't persist through death. ([https://forums.factorio.com/58565 more])<br />
* Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. ([https://forums.factorio.com/58521 more])<br />
* Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.([https://forums.factorio.com/58148 more])<br />
* Fixed enemy land mines would be highlighted when showing blueprint collisions. ([https://forums.factorio.com/58621 more])<br />
* Fixed that walls would connect to ghosts from another force.<br />
* Fixed rebinding build would cause artillery to fire multiple times per click in the map view.<br />
* Fixed a crash when starting a headless server related to RCON.<br />
* Fixed a crash when setting item stacks above their stack size through script.<br />
* Fixed a crash when saving fails due to out of disk space.<br />
* Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.<br />
* Fixed that you couldn't move the map view while running the game at very high speeds.<br />
* Fixed a crash when taking a large screenshot by script fails due to a lack of memory.<br />
* Fixed a crash when canceling crafting after changing recipes through mods.<br />
* Fixed a crash when merging forces through script while a recipe tooltip is visible.<br />
* Fixed a crash when using the <code> /open</code> command and then opening an item in the players cursor.<br />
* Fixed a crash when creating modded tree particles.<br />
* Fixed a crash related to modded speaker entities.<br />
=== Modding ===<br />
* Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.<br />
* Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".<br />
* Added Entity prototype flag "not-rotatable".<br />
* Fixed a crash when not defining a stream particle animation.<br />
=== Scripting ===<br />
* Added LuaRCON to allow printing text to a calling RCON instance.<br />
* Added <code>LuaItemPrototype::fuel_emissions_multiplier</code> read.<br />
* Added <code>LuaRecipePrototype::emissions_multiplier</code> read.<br />
* Added <code>LuaFluidPrototype::emissions_multiplier</code> read.<br />
<br />
<br />
== 0.16.28 ==<br />
Date: 05. 03. 2018<br />
=== Minor Features ===<br />
* Added a simple recipe price calculator to PvP production score.<br />
* Item number in quickbar now shows over the "hand" when part of the stack is picked up. ([https://forums.factorio.com/58403 more])<br />
=== Bugfixes ===<br />
* Fixed drawing endings of transport belts entering underground belt sideways. ([https://forums.factorio.com/57939 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed roboport connections would be missing in some cases. ([https://forums.factorio.com/58238 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed that biters in groups had too low tolerance for getting stuck. ([https://forums.factorio.com/58306 more])<br />
* Fixed that you could set accumulator energy below 0. ([https://forums.factorio.com/57619 more])<br />
* Fixed a crash in rail pathing when deleting signals. ([https://forums.factorio.com/58133 more])<br />
* Fixed a crash when creating beam entities through script. ([https://forums.factorio.com/58316 more])<br />
* Fixed old boilers in New Hope level 4. ([https://forums.factorio.com/58066 more])<br />
* Fixed that changing the values in new game gui could move other gui elements. ([https://forums.factorio.com/57414 more])<br />
* Changed order of drawing, so if sprite button uses caption, its text is over the picture. ([https://forums.factorio.com/57888 more])<br />
* Fixed that the wire connection distance visualization didn't match the actual distance limits. ([https://forums.factorio.com/58340 more])<br />
* Fixed a crash when trains are destroyed while the trains GUI is open. ([https://forums.factorio.com/58356 more])<br />
* Fixed train stop indicators wouldn't render with larger blueprints. ([https://forums.factorio.com/58326 more])<br />
* Fixed mod changing chest collision box could break PvP starting chest accessibility. ([https://forums.factorio.com/58360 more])<br />
* Fixed that the Map editor wouldn't clear the cursor when the tool changes. ([https://forums.factorio.com/58303 more])<br />
* Fixed a crash when destroying rails with trains on them. ([https://forums.factorio.com/58380 more])<br />
* Fixed a crash when joining Steam games through the Steam interface.<br />
* Fixed a crash related to adding equipment grid support to armor in existing games.<br />
* Fixed several crashes related to GUI logic.<br />
* Fixed a crash when loading pre 0.16 saves when in a vehicle as a god controller.<br />
* Fixed a crash when teleporting offline players between surfaces.<br />
* Fixed non-stackable items wouldn't enforce they aren't stackable.<br />
* Fixed a crash when changing runtime mod settings while someone is joining a multiplayer game.<br />
* Fixed a crash when a character or spawner dies in the map editor.<br />
* Fixed a crash when hovering over blueprint book item in the map editor.<br />
* Fixed a crash when right-clicking a blueprint to open it for editing in the map editor.<br />
* Fixed a crash when putting blueprints into blueprint books in multiplayer.<br />
* Fixed a crash when importing some blueprint strings.<br />
=== Scripting ===<br />
* Added has_hidden_tile and collision_mask flags to <code>LuaSurface::find_tiles_filtered</code> and <code>LuaSurface::count_tiles_filtered</code>.<br />
* Added <code>LuaSurface::set_hidden_tile()</code>.<br />
* Added <code>LuaGuiElement::ignored_by_interaction</code> which prevents the elements from stealing mouse interaction with the parent elements. ([https://forums.factorio.com/58127 more])<br />
* Added <code>LuaSpriteButton::number</code> which allows the number to be rendered in the standard way in the right-bottom corner of the sprite button.<br />
* Added <code>LuaSpriteButton::show_percent_for_small_numbers</code> which, when set to true, forces the number to be shown as percent when smaller than 1.<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_emissions_multiplier</code> which scales pollution generated when the fuel item is used.<br />
* Added <code>FluidPrototype::emissions_multiplier</code> which scales pollution generated when when the fluid is consumed.<br />
* Added <code>RecipePrototype::emissions_multiplier</code> which scales pollution generated by the entity using this recipe.<br />
* Added support to set scroll_pane_style horizontal_scroll_bar_style and vertical_scroll_bar_style.<br />
== 0.16.27 ==<br />
Date: 28. 02. 2018<br />
=== Minor Features ===<br />
* Added refined concrete and refined hazard concrete.<br />
=== Changes ===<br />
* The the name textfield in the rename train stop dialog gets automatically focused and the text is pre-selected.<br />
=== Bugfixes ===<br />
* Fixed that dying would only put the first stack into the dead body. ([https://forums.factorio.com/58201 more])<br />
* Fixed that infinite resources would always produce the same result when at minimal yield. ([https://forums.factorio.com/58210 more])<br />
* Fixed how the switch event is processed. ([https://forums.factorio.com/57692 more])<br />
* Fixed behaviour of the train station list-box when player inventory was big enough to be scrollable. ([https://forums.factorio.com/57834 more])<br />
* Fixed that always_show_made_in didn't work for recipe tooltips in the technology GUI. ([https://forums.factorio.com/58249 more])<br />
* Fixed a crash when migrating item types in some cases.<br />
* Fixed movement of belt segment that has a lot of squashed items in it.<br />
* Fixed a crash in the map editor when changing player armor.<br />
* Fixed a crash related to mods destroying the player during player events.<br />
* Fixed a crash when creating a Factorio account using the in-game option.<br />
== 0.16.26 ==<br />
Date: 26. 02. 2018<br />
=== Features ===<br />
* Added partial IME support for typing Chinese, Japanese and Korean text on Windows.<br />
=== Changes ===<br />
* IPs are no longer directly logged.<br />
=== Bugfixes ===<br />
* Fixed several belt compression problems.<br />
* Fixed crash when rendering turret range visualization in camera widget.<br />
* Fixed incorrect behaviour when a text box line wraps. ([https://forums.factorio.com/57944 more])<br />
* Fixed achievement deletion dialog. ([https://forums.factorio.com/57959 more])<br />
* Fixed choose-elem-button locking not persisting across saves. ([https://forums.factorio.com/58012 more])<br />
* Fixed item creeping forward on belt sometimes. ([https://forums.factorio.com/57282 more])<br />
* Fixed removal of tracked silo script items. ([https://forums.factorio.com/57953 more])<br />
* Fixed a crash when using the Lua GUI element type "entity-preview". ([https://forums.factorio.com/58048 more])<br />
* Fixed that "Expected resources" didn't always match what you actually got. ([https://forums.factorio.com/58032 more])<br />
* Fixed that heavily modded saves with large amounts of tile types couldn't be loaded without the mods. ([https://forums.factorio.com/56946 more])<br />
* Fixed that buffer chests could get items sent to them they weren't requesting. ([https://forums.factorio.com/58080 more])<br />
* Fixed belts would stop animating after really long time. ([https://forums.factorio.com/58163 more])<br />
* Fixed crash when vehicle with personal roboport was destroyed because of impact damage from its own movement. ([https://forums.factorio.com/58125 more])<br />
* Fixed the help locale for the <code> /toggle-rockets-sent-gui</code> freeplay command. ([https://forums.factorio.com/58096 more])<br />
* Fixed wrong scale of icons with non-standard icon_size in alt-mode. ([https://forums.factorio.com/58143 more])<br />
* Fixed generator effectivity being applied twice when below 100%.<br />
* Fixed a crash when failing to download a map in multiplayer.<br />
* Fixed crashes related to Lua stack overflows.<br />
* Fixed a crash related to changing the stack size of items when removing mods.<br />
* Fixed a crash when researching logistic request slots.<br />
* Fixed a crash related to the ending screen data in multiplayer.<br />
* Fixed a crash when explosion entities where created during migration scripts.<br />
* Fixed a crash when exiting the game while it's saving.<br />
* Fixed a crash when loading a map file fails.<br />
* Fixed a crash related to modded burner generator equipment in multiplayer.<br />
* Fixed labels could render outside of their defined area.<br />
* Fixed a crash when placing assembling machine blueprints over ghosts.<br />
* Fixed a crash when clicking quickly while joining multiplayer games.<br />
* Fixed a crash when saving the game fails.<br />
* Fixed a crash when deleting chunks with cliffs on them.<br />
* Fixed a crash when trying to set player inventory filters in the map editor.<br />
* Fixed several GUI related crashes related to multiplayer latency.<br />
* Fixed a crash when hosting LAN-enabled multiplayer games in some instances.<br />
=== Modding ===<br />
* Added <code>GeneratorPrototype::scale_fluid_usage</code> which scales the generator's fluid usage to its maximum power output. Default is false.<br />
* Generator will now produce pollution if emissions is specified on the energy source.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::is_multiplayer()</code>.<br />
== 0.16.25 ==<br />
Date: 19. 02. 2018<br />
=== Changes ===<br />
* Inserters, mining drills, and belt sideloading can now squash items on belt even when the gap isn't big enough.<br />
** The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
** This means, that inserter, mining drills and side loading can produce fully compressed belts without the usage of splitters.<br />
=== Minor Features ===<br />
* Improved behavior of mode switches in deconstruction planner. ([https://forums.factorio.com/57871 more])<br />
=== Bugfixes ===<br />
* Fixed crash when train was leaving station that was disabled by circuit network or destroyed. ([https://forums.factorio.com/57869 more])<br />
* Fixed search box losing focus inconveniently in mods gui. ([https://forums.factorio.com/57821 more])<br />
* Fixed client crash when server exits while player has the save game dialog open. ([https://forums.factorio.com/57701 more])<br />
* Removing components of a blueprint no longer resizes the window. ([https://forums.factorio.com/56412 more])<br />
* Fixed performance issue when running out of storage while big deconstruction is in progress.<br />
* Fixed scrollbar buttons that would ignore mouse up event. ([https://forums.factorio.com/57899 more])<br />
* Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. ([https://forums.factorio.com/57974 more])<br />
=== Scripting ===<br />
* Added <code>LuaControl::is_player()</code><br />
<br />
== 0.16.24 ==<br />
Date: 15. 02. 2018<br />
=== Minor Features ===<br />
* When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.<br />
* Player chat color when set through '/color r g b a' command will be brightened. ([https://forums.factorio.com/57796 more])<br />
=== Bugfixes ===<br />
* Fixed that <code>LuaEntity::get_merged_signals()</code> would return wrong value if no wires were connected. ([https://forums.factorio.com/57757 more])<br />
* Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. ([https://forums.factorio.com/57730 more])<br />
* Fixed energy consumption of laser turret in recipe tooltip. ([https://forums.factorio.com/22310 more])<br />
* Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. ([https://forums.factorio.com/57691 more])<br />
* Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. ([https://forums.factorio.com/57496 more])<br />
* Fixed that you could define a fluidbox height of 0. ([https://forums.factorio.com/57753 more])<br />
* Fixed trains "twitching" under certain circumstances. ([https://forums.factorio.com/57738 more])<br />
* Fixed wrong hairy dead tree graphics positioning. ([https://forums.factorio.com/57761 more])<br />
* Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. ([https://forums.factorio.com/57759 more])<br />
* Fixed <code>LuaInventory::getbar</code>/setbar used zero-based indexing. ([https://forums.factorio.com/57816 more])<br />
* Fixed incorrect electric network connection rendering on the map. ([https://forums.factorio.com/57327 more])<br />
* Fixed train would reset its "waiting on signal" penalty when recalculating path due to waiting too long. ([https://forums.factorio.com/57574 more])<br />
=== Scripting ===<br />
* Added script.on_nth_tick(n, function).<br />
* Added <code>LuaSurface::can_place_entity</code>(...) optional parameter "build_check_type" and "forced".<br />
<br />
== 0.16.23 ==<br />
Date: 12. 02. 2018<br />
=== Changes ===<br />
* Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.<br />
* The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.<br />
* The Rocket silo entity info now shows 'Rocket parts: 50/100'.<br />
* Removed 'starting inventory' PvP option, as starting chests are a more proper solution.<br />
* Added 'required satellites sent' option to space race PvP game mode<br />
=== Bugfixes ===<br />
* Fixed snapping locomotive to station sometimes not working. ([https://forums.factorio.com/57380 more])<br />
* Fixed modded loaders with different dimensions crashing when destroyed. ([https://forums.factorio.com/56701 more])<br />
* Fixed that module effects would go negative when adding too many beacon effects together. ([https://forums.factorio.com/57425 more])<br />
* Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. ([https://forums.factorio.com/57452 more])<br />
* Fixed that directly replacing modules didn't work correctly. ([https://forums.factorio.com/57453 more])<br />
* Fixed that changing train stop names wouldn't update the last-user. ([https://forums.factorio.com/57481 more])<br />
* Fixed that the logistic count tooltip wouldn't show correctly for negative values. ([https://forums.factorio.com/57520 more])<br />
* Fixed that changing the stack size of the satellite through mods could make it impossible to win. ([https://forums.factorio.com/57487 more])<br />
* Fixed circuit controlled stack override sometimes being incorrect. ([https://forums.factorio.com/57421 more])<br />
* Fixed that mods could specify invalid categories, for a few classes of modded item. ([https://forums.factorio.com/57443 more])<br />
* Fixed pipette tool orientation of curved tracks. ([https://forums.factorio.com/57477 more])<br />
* Fixed that beacons would ignore the allowed effects on an entity. ([https://forums.factorio.com/57376 more])<br />
* Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. ([https://forums.factorio.com/57489 more])<br />
* Fixed Lua module limitations array being a map of strings to numbers, instead of an array. ([https://forums.factorio.com/57561 more])<br />
* Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. ([https://forums.factorio.com/57505 more])<br />
* Fixed worker robot speed in PvP scenario. ([https://forums.factorio.com/57547 more])<br />
* Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. ([https://forums.factorio.com/57577 more])<br />
* Fixed that the technology search would be broken by disabled technologies in some cases. ([https://forums.factorio.com/57600 more])<br />
* Fixed that mods changing stack sizes would break the inventory transfers tutorial. ([https://forums.factorio.com/57613 more])<br />
* Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. ([https://forums.factorio.com/55381 more])<br />
* Fixed <code>LuaSurface::regenerate_decoratives()</code> would generate much more decoratives than normal map generator run. ([https://forums.factorio.com/57348 more])<br />
* Fixed clicking the label in sort-able tables wouldn't effect sorting. ([https://forums.factorio.com/57652 more])<br />
* Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. ([https://forums.factorio.com/57386 more])<br />
* Fixed clamp_position=true on artillery shells would negate artillery range bonus. ([https://forums.factorio.com/57700 more])<br />
* Fixed item icon would not be rescaled to normal size if icon_size not 32. ([https://forums.factorio.com/57683 more])<br />
=== Modding ===<br />
* Added "friend" and "not-friend" force trigger modifiers.<br />
* Added optional night vision equipment prototype "darkness_to_turn_on".<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::ammo_category_prototypes</code> read.<br />
* Added <code>LuaEntity::get_merged_signals()</code>.<br />
<br />
== 0.16.22 ==<br />
Date: 02. 02. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when loading saves with modded camera GUI elements. ([https://forums.factorio.com/57375 more])<br />
* Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. ([https://forums.factorio.com/57381 more])<br />
* Another attempt to fix crashes on OS X Mavericks (version 10.9). ([https://forums.factorio.com/54549 more])<br />
* Fixed that some mod settings would always detect as different than the server when trying to join. ([https://forums.factorio.com/57352 more])<br />
* Fixed that turrets that died and where rebuilt couldn't be mined. ([https://forums.factorio.com/57393 more])<br />
=== Modding ===<br />
* Added optional <code>RecipePrototype::allow_as_intermediate</code> to disable a recipe being used as an intermediate when hand crafting.<br />
* Added <code>PlayerPrototype::enter_vehicle_distance</code>.<br />
=== Scripting ===<br />
* Added <code>LuaRecipePrototype::allow_as_intermediate</code> read.<br />
* A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.<br />
* Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.<br />
<br />
== 0.16.21 ==<br />
Date: 01. 02. 2018<br />
=== Minor Features ===<br />
* Added support to load save files directly in the map editor.<br />
* Added "Save and play" button to map editor, to allow quick iteration.<br />
* Added levels in campaigns to level editor "open" menu.<br />
=== Changes ===<br />
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.<br />
* Player death messages will be printed to all forces they are friends with.<br />
* Player death messages include the player tag.<br />
** Gui:<br />
* The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.<br />
=== Bugfixes ===<br />
* Fixed teleporting pumps would crash the game. ([https://forums.factorio.com/57150 more])<br />
* Fixed dragging in the map preview and technology GUI didn't work correctly. ([https://forums.factorio.com/57202 more])<br />
* Fixed walls wouldn't connect correctly when built through script in some cases. ([https://forums.factorio.com/57212 more])<br />
* Fixed that the equipment grid was too small when using extra-low graphics quality. ([https://forums.factorio.com/56913 more])<br />
* Fixed inserters could get stuck trying to pick up items off the ground in some cases. ([https://forums.factorio.com/57244 more])<br />
* Fixed issues related to splitter priorities. ([https://forums.factorio.com/56968 more])<br />
* Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. ([https://forums.factorio.com/57204 more])<br />
* Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. ([https://forums.factorio.com/56926 more])<br />
* Fixed that biters would not be able to path find close to cliffs. ([https://forums.factorio.com/56811 more])<br />
* Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. ([https://forums.factorio.com/51488 more])<br />
* Fixed that the tips-and-tricks GUI would open when running a replay. ([https://forums.factorio.com/57300 more])<br />
* Fixed that the blueprint setup GUI wouldn't show in some situations. ([https://forums.factorio.com/57293 more])<br />
* Fixed that the asynchronous saving process could freeze in headless mode. ([https://forums.factorio.com/56823 more])<br />
* Fixed crash in PvP when distance between starting areas was too low. ([https://forums.factorio.com/57215 more])<br />
* Fixed small locale error in resource entity info. ([https://forums.factorio.com/56930 more])<br />
* Fixed crash when player deletes blueprint book from their library while other player has the book opened. ([https://forums.factorio.com/56288 more])<br />
* Fixed that custom scroll panes didn't respect vertical scroll policy correctly. ([https://forums.factorio.com/57309 more])<br />
* Fixed a crash in the technology GUI when using <code>LuaForce::disable_all_prototypes()</code>. ([https://forums.factorio.com/57066 more])<br />
* Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. ([https://forums.factorio.com/54781 more])<br />
* Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. ([https://forums.factorio.com/57318 more])<br />
* Fixed ghost of lamp would not connect to logistic network when revived. ([https://forums.factorio.com/56413 more])<br />
* Fixed that the command line <code>--map2scenario</code> option wouldn't convert scenario-created saves correctly. ([https://forums.factorio.com/56523 more])<br />
* Fixed handling of mouse bindings in map view. ([https://forums.factorio.com/57201 more])<br />
* Fixed that you could get stuck after using cliff explosives. ([https://forums.factorio.com/57339 more])<br />
* Fixed biters getting stuck next to a wall in some situations. ([https://forums.factorio.com/57334 more])<br />
=== Modding ===<br />
* Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.<br />
* Added optional always_show_made_in to recipe prototypes.<br />
=== Scripting ===<br />
* Added last_research to the on_research_started event.<br />
* Added <code>LuaEntityPrototype::energy_per_hit_point</code> read.<br />
* Added <code>LuaEntityPrototype::create_ghost_on_death</code> read.<br />
* Added CustomMinimap GUI element type.<br />
* Added CustomEntityPreview GUI element type.<br />
* Added <code>LuaInventory::sort_and_merge()</code>.<br />
* Added an optional "invert" option to <code>LuaSurface::find</code>/count entities filtered.<br />
* Added <code>LuaForce::enable_all_prototypes()</code>.<br />
* Added <code>LuaRecipePrototype::always_show_made_in</code> read.<br />
* Added <code>LuaControl::get_main_inventory()</code>.<br />
* Added <code>LuaGuiElement::column_count</code> read.<br />
* Changed util.merge to always deepcopy nested tables. ([https://forums.factorio.com/57169 more])<br />
* Changed events so they won't fire until every mod has had on_init ran.<br />
<br />
== 0.16.20 ==<br />
Date: 26. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed another compression problem on belts related to splitters.<br />
* Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work.<br />
* Fixed biter related desyncs. ([https://forums.factorio.com/57048 more])<br />
* Fixed possible desync related to logistic network.<br />
=== Modding ===<br />
* Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.<br />
<br />
== 0.16.19 ==<br />
Date: 25. 01. 2018<br />
=== Minor Features ===<br />
* Added PvP options: Disband team on loss, team area artillery and give artillery remote.<br />
=== Bugfixes ===<br />
* Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. ([https://forums.factorio.com/57005 more])<br />
* Fixed that fast-replacing power poles while running would just delete them. ([https://forums.factorio.com/56729 more])<br />
* Fixed that you couldn't exit vehicles with large collision boxes. ([https://forums.factorio.com/56905 more])<br />
* Fixed that <code>LuaPlayer::can_insert</code> and <code>LuaPlayer::insert</code> didn't agree. ([https://forums.factorio.com/56917 more])<br />
* Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. ([https://forums.factorio.com/56816 more])<br />
* Fixed that teleporting roboports when robots where charging would lead to corrupt saves. ([https://forums.factorio.com/57006 more])<br />
* Fixed that toggle-console wouldn't work with modifier keys. ([https://forums.factorio.com/57013 more])<br />
* Fixed graphical artifacts in terrain when zoomed out. ([https://forums.factorio.com/57043 more])<br />
* Fixed that <code>LuaForce::disable</code>/enable research wouldn't update the GUI correctly. ([https://forums.factorio.com/57075 more])<br />
* Fixed that pumps would ignore fluidbox filter. ([https://forums.factorio.com/56694 more])<br />
* Fixed crash caused by non-ASCII characters in name of custom scenario. ([https://forums.factorio.com/57077 more])<br />
* Fixed that idle biters would ignore the player when approached. ([https://forums.factorio.com/57085 more])<br />
=== Modding ===<br />
* Added support for setting icon_size per icon layer.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::default_map_gen_settings</code> read.<br />
* Added <code>LuaSurface::get_random_chunk()</code>.<br />
<br />
== 0.16.18 ==<br />
Date: 23. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed searching for recipes could add the "no recipe available" message multiple times. ([https://forums.factorio.com/56966 more])<br />
* Fixed a crash related to biters. ([https://forums.factorio.com/56932 more])<br />
* Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. ([https://forums.factorio.com/56915 more])<br />
* Fixed logistic entity highlighting didn't work correctly in some cases. ([https://forums.factorio.com/56942 more])<br />
* Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. ([https://forums.factorio.com/56953 more])<br />
* Fixed Linux runtime requirements being dynamically linked. ([https://forums.factorio.com/56922 more])<br />
* Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. ([https://forums.factorio.com/56929 more])<br />
<br />
== 0.16.17 ==<br />
Date: 22. 01. 2018<br />
=== Features ===<br />
* Added filter to splitter.<br />
* Added input and output priority to splitter.<br />
=== Minor Features ===<br />
* Added a "clone group" button to the permissions GUI.<br />
* Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.<br />
=== Balancing ===<br />
* Increased the stack size of roboport from 5 to 10.<br />
* Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.<br />
=== Bugfixes ===<br />
* Fixed that rail chain signals didn't work with copy-paste. ([https://forums.factorio.com/56438 more])<br />
* Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. ([https://forums.factorio.com/56440 more])<br />
* Fixed that walking near the edge of water could result in no footstep sounds. ([https://forums.factorio.com/56372 more])<br />
* Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. ([https://forums.factorio.com/56250 more])<br />
* Fixed that ghost solar panels would show as having energy. ([https://forums.factorio.com/56467 more])<br />
* Fixed that the bonus GUI didn't show correct numbers for some bonuses. ([https://forums.factorio.com/56475 more])<br />
* Fixed that a single water tile that separates two terrain types would become invisible. ([https://forums.factorio.com/54663 more])<br />
* Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs.<br />
** The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled.<br />
** This should reduce GPU load, but slightly increase CPU load and VRAM usage. ([https://forums.factorio.com/54560 more])<br />
* Added a command-line option <code>--executable-path</code> to allow launching Factorio through a custom ld.so on Linux. ([https://forums.factorio.com/56454 more])<br />
* Fixed a crash when setting invalid prototype values for vehicle type entities through mods. ([https://forums.factorio.com/56494 more])<br />
* Fixed that you couldn't attack nests with your pickaxe.<br />
* Additional fix of the rail block visualization for high res. ([https://forums.factorio.com/56499 more])<br />
* Fixed jittering when running against entities with connected bounding boxes (for example pipes). ([https://forums.factorio.com/56497 more])<br />
* Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. ([https://forums.factorio.com/56574 more])<br />
* Fixed recipe tooltip with many raw materials showing incorrectly. ([https://forums.factorio.com/56422 more])<br />
* Fixed invisible GUI when assembling machine with no recipe is opened. ([https://forums.factorio.com/56491 more])<br />
* Fixed a crash on Linux that would happen after dragging a UI element outside the game window. ([https://forums.factorio.com/56501 more])<br />
* Fixed inconvenient drag-placing of electric poles around large entities. ([https://forums.factorio.com/56374 more])<br />
* Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. ([https://forums.factorio.com/56659 more])<br />
* Fixed artillery projectile shadow was not aligned with artillery cannon shadow. ([https://forums.factorio.com/55269 more])<br />
* Fixed line breaks in changelog with UI scale. ([https://forums.factorio.com/56141 more])<br />
* Fixed that too many biters trying to return to a spawner could make all other biters inactive. ([https://forums.factorio.com/56464 more])<br />
* Fixed robots deconstructing artillery turrets could lose ammo. ([https://forums.factorio.com/56686 more])<br />
* Improved scroll behaviour in server list. ([https://forums.factorio.com/55451 more])<br />
* Fixed possibility of receiving the previous rounds input items in Team production. ([https://forums.factorio.com/56754 more])<br />
* Fixed that the game could create many enemy unit groups resulting in poor performance. ([https://forums.factorio.com/56683 more])<br />
* Fixed pasting entity settings would not disable connection to logistic network. ([https://forums.factorio.com/56753 more])<br />
* Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. ([https://forums.factorio.com/56748 more])<br />
* Fixed rail chain signal ghost would emit light. ([https://forums.factorio.com/56818 more])<br />
* Fixed that blueprint strings wouldn't retain storage chest filters. ([https://forums.factorio.com/56875 more])<br />
* Fixed passing LuaObjects through the remote interface wouldn't always work correctly. ([https://forums.factorio.com/56812 more])<br />
* Fixed that <code>LuaSurface::create_entity</code> wouldn't work to create walls on top of ghost walls. ([https://forums.factorio.com/56829 more])<br />
* Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. ([https://forums.factorio.com/56859 more])<br />
* Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. ([https://forums.factorio.com/56854 more])<br />
* Fixed a migration issue related to logistic entities and inventory resizing. ([https://forums.factorio.com/56861 more])<br />
=== Modding ===<br />
* Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. ([https://forums.factorio.com/55109 more])<br />
* Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.<br />
* Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. ([https://forums.factorio.com/26937 more])<br />
=== Scripting ===<br />
* Changed the tile related events to include the old tiles and positions instead of just positions.<br />
* Added on_pre_player_crafted_item and on_player_cancelled_crafting events.<br />
* Added on_entity_damaged event.<br />
* Added on_chunk_charted event.<br />
* Added <code>LuaEntity::splitter_filter</code>, splitter_input_priority and splitter_output_priority read/write.<br />
* Added ghost_name and ghost_type to <code>LuaSurface::find</code>/count entities filtered.<br />
* Fixed recursive call in util.merge(). ([https://forums.factorio.com/56779 more])<br />
<br />
== 0.16.16 ==<br />
Date: 10. 01. 2018<br />
=== Minor Features ===<br />
* Items on the ground can be mined manually for precise control of what you pick up.<br />
* Added 'duplicate starting entities' option to PvP.<br />
=== Changes ===<br />
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.<br />
** The decision whether item goes to left or right output is now independent of the item type.<br />
* Hide cliff explosives in bonus GUI as they don't really receive any bonuses. ([https://forums.factorio.com/56318 more])<br />
* Tweaked the balancing of the PvP production score.<br />
* Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. ([https://forums.factorio.com/55110 more])<br />
=== Optimisations ===<br />
* Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. ([https://forums.factorio.com/56224 more])<br />
=== Bugfixes ===<br />
* Fixed that consecutive splitters could uncompress compressed belt. ([https://forums.factorio.com/55645 more])<br />
* Fixed that loading from the game-over screen would result in a crash if loading failed. ([https://forums.factorio.com/56336 more])<br />
* Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. ([https://forums.factorio.com/56339 more])<br />
* Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. ([https://forums.factorio.com/56327 more])<br />
* Fixed Linux users sometime crashing when relaunching the game. ([https://forums.factorio.com/53650 more])<br />
* Fixed that blueprint library GUI would lose your filter when you view a blueprint. ([https://forums.factorio.com/56210 more])<br />
* Fixed that biters would sometimes be deactivated when they shouldn't. ([https://forums.factorio.com/55370 more])<br />
* Fixed that artillery would target forces marked with cease fire. ([https://forums.factorio.com/56360 more])<br />
* Fixed a crash when using <code>LuaTransportLine::remove_item()</code>. ([https://forums.factorio.com/56352 more])<br />
* Fixed that the beacon would show energy consumption twice. ([https://forums.factorio.com/56359 more])<br />
* Fixed PvP production score calculation for hand crafting and launching satellites.<br />
* Fixed jittering when walking into a straight water/land border. ([https://forums.factorio.com/56362 more])<br />
* Attempt at fixing missing symbol on macOS 10.9 ([https://forums.factorio.com/54549 more])<br />
* Fixed that turret range map and hover overlays didn't quite match. ([https://forums.factorio.com/56332 more])<br />
* Fixed that RCON would only respond to the first command in a packet. ([https://forums.factorio.com/55918 more])<br />
* Fixed PvP no rush restriction could be bypassed using a vehicle.<br />
* Ensure that there is always at least a minimal lake in the starting area.<br />
* Fixed script error if a removed modded item was sent in a rocket. ([https://forums.factorio.com/56411 more])<br />
* Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. ([https://forums.factorio.com/56402 more])<br />
* Fixed a crash when mods would try to set item health values to negative amounts. ([https://forums.factorio.com/56407 more])<br />
* Fixed requester chests could get stuck in some cases. ([https://forums.factorio.com/56408 more])<br />
* Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. ([https://forums.factorio.com/56038 more])<br />
* Fixed chunk edge cliff discontinuities due to ore patches. ([https://forums.factorio.com/56022 more])<br />
=== Scripting ===<br />
* Added <code>LuaEntity::cliff_orientation</code> read.<br />
<br />
== 0.16.15 ==<br />
Date: 05. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed that underground belts built by a blueprint would not respect the type of an existing belt. ([https://forums.factorio.com/55174 more])<br />
* Fixed pump ghosts would always highlight attached rail, not just when selected.<br />
* Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. ([https://forums.factorio.com/56201 more])<br />
* Improved number formating in electricity overview to make it less jumpy. ([https://forums.factorio.com/56136 more])<br />
* Fixed logistic robots migration related to changing force of logistic robots while stationing. ([https://forums.factorio.com/56194 more])<br />
* Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. ([https://forums.factorio.com/54871 more])<br />
* Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. ([https://forums.factorio.com/56125 more])<br />
<br />
== 0.16.14 ==<br />
Date: 04. 01. 2018<br />
=== Minor Features ===<br />
* Added 'allow spectators' option to PvP.<br />
=== Changes ===<br />
* Changed rail world settings to have normal biters frequency.<br />
=== Bugfixes ===<br />
* Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. ([https://forums.factorio.com/56129 more])<br />
* Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. ([https://forums.factorio.com/55995 more])<br />
* Fixed that inserters would try to put items into furnaces that could never fit. ([https://forums.factorio.com/56134 more])<br />
* Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. ([https://forums.factorio.com/56135 more])<br />
* Fixed that request chests weren't equally distributed when there were not enough robots.<br />
* Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.<br />
** This could cause crashes as the internal data structures take it as granted.<br />
* Fixed that download progress bar in the sync save with mods wasn't being updated.<br />
* Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.<br />
* Fixed some PvP game modes being won by launching a rocket.<br />
* Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. ([https://forums.factorio.com/55882 more])<br />
<br />
== 0.16.13 ==<br />
Date: 03. 01. 2018<br />
=== Minor Features ===<br />
* Added a time limit option to PvP game modes 'Production score' and 'Oil harvest'<br />
* Added 'score per minute' to the PvP Production score GUI.<br />
=== Bugfixes ===<br />
* Fixed a crash when blueprinting modded logistic storage chests. ([https://forums.factorio.com/55963 more])<br />
* Fixed requester chests wouldn't work with specific combinations of storage, buffer, and provider chests. ([https://forums.factorio.com/55967 more])<br />
* Fixed a crash with the command line map preview option. ([https://forums.factorio.com/55993 more])<br />
* Fixed the world-icon for the cliff explosive didn't match the item icon. ([https://forums.factorio.com/55812 more])<br />
* Fixed the progress indicator in the browse-mods GUI would update too quickly. ([https://forums.factorio.com/55540 more])<br />
* Fixed changing the force of a robot waiting to charge would break the robot. ([https://forums.factorio.com/55799 more])<br />
* Fixed that joining modded multiplayer games where the spawn area was deleted would error. ([https://forums.factorio.com/56004 more])<br />
* Fixed that pasting text didn't work correctly in any text field. ([https://forums.factorio.com/55977 more])<br />
* Fixed a crash related to tile transitions. ([https://forums.factorio.com/56005 more])<br />
* Fixed logistic storage filters would be ignored in some specific cases. ([https://forums.factorio.com/56009 more])<br />
* Fixed that side-loading underground belts could lead to them getting stuck. ([https://forums.factorio.com/56024 more])<br />
* Fixed that modded storage chests would allow more than 1 filter when the extra filters weren't valid. ([https://forums.factorio.com/56058 more])<br />
* Fixed that the map preview seed wouldn't get used when the generate map GUI had an exchange string entered. ([https://forums.factorio.com/56029 more])<br />
* Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.<br />
* Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. ([https://forums.factorio.com/56081 more])<br />
* Fixed that tooltip of disabled widgets didn't work.<br />
* Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn't editable.<br />
* Fixed one of the curved rail segment visualizations wasn't aligned correctly. ([https://forums.factorio.com/55276 more])<br />
* Fixed that the console could be opened in a paused game where it can't be interacted with.<br />
* Fixed issues of console in combination with technology GUI in multiplayer. ([https://forums.factorio.com/55719 more])<br />
* Fixed changelogs (including mod changelogs) not properly displaying the "All" subversion for a version x.y when there was no version x.y.0. ([https://forums.factorio.com/55959 more])<br />
* Fixed horizontal scroll pane scroller. ([https://forums.factorio.com/55689 more])<br />
* Fixed that changing value in GameViewSettings in the Lua script didn't update the gui until the game was reloaded.<br />
* Fixed a crash when controller view is disabled. ([https://forums.factorio.com/56115 more])<br />
* Fixed script error when destroying a chest in the supply scenario.<br />
* Fixed PvP production score price calculation.<br />
=== Modding ===<br />
* Entities without an item-to-place can still be deconstructed if they are minable.<br />
=== Scripting ===<br />
* Added <code>LuaPlayer::blueprint_to_setup</code> read.<br />
* Changed default value of 'expires' when creating ghost through <code>LuaSurface::create_entity</code> from 'true' to 'false'.<br />
* Fixed invalid internal state + crashes when ghost without "expires = false" was created through the script when ghost time to live was 0. ([https://forums.factorio.com/56036 more])<br />
<br />
== 0.16.12 ==<br />
Date: 31. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that rail signal indicator didn't show two way signal placement in junctions even when the signal was placeable there.<br />
* Fixed that the game would crash if the mouse was moved fast enough outside the game window while loading a map. ([https://forums.factorio.com/54976 more])<br />
* Fixed crash related to logistic chests to be cancel-deconstructed.<br />
* Fixed few cases where logistic requesters and buffers were not initialized correctly when built before the roboport.<br />
<br />
== 0.16.11 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed yet another requester chest state migration error.<br />
* Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. ([https://forums.factorio.com/55913 more])<br />
* Fixed that some specific pre 0.15 maps couldn't be loaded.<br />
<br />
== 0.16.10 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed crash related to setting logistic requests by circuit network.<br />
* Fixed requester chest state migration between different save versions.<br />
* Fixed one of the problems of internal provider data corruption related to setting inventory bar limit.<br />
<br />
== 0.16.9 ==<br />
Date: 29. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that player didn't request from buffer chests.<br />
* Fixed that some maps with modded selection-tool items failed to load.<br />
<br />
== 0.16.8 ==<br />
Date: 29. 12. 2017<br />
** Features:<br />
* Storage chests can be filtered.<br />
=== Minor Features ===<br />
* Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.<br />
* Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.<br />
=== Optimisations ===<br />
* Optimized selecting robot tasks for requester chests.<br />
=== Balancing ===<br />
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).<br />
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).<br />
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.<br />
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)<br />
* Decreased barreling crafting time from 1 second to 0.2 seconds.<br />
=== Bugfixes ===<br />
* Fixed loading of achievements with steam version. ([https://forums.factorio.com/54583 more])<br />
* Fixed train schedule resizing with very large player inventory. ([https://forums.factorio.com/55378 more])<br />
* Fixed missing auto resizing of Lua GUI elements when caption changes. ([https://forums.factorio.com/54896 more])<br />
* Fixed that it was possible to set duplicate logistic requests.<br />
* Fixed missing entity counts when selecting area for blueprint on low graphics quality. ([https://forums.factorio.com/55180 more])<br />
* Fixed calculation of basis noise when x<0 ([https://forums.factorio.com/55288 more])<br />
* Fixed missing locale key in fluid wagon description. ([https://forums.factorio.com/55520 more])<br />
* Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. ([https://forums.factorio.com/55524 more])<br />
* Fixed evolution command output in campaigns. ([https://forums.factorio.com/55402 more])<br />
* Fixed shotgun shooting direction when aiming between the player and the nozzle. ([https://forums.factorio.com/55386 more])<br />
* Fixed technology sorting. ([https://forums.factorio.com/55294 more])<br />
* Fixed that the default list box font was called "default-list_box". ([https://forums.factorio.com/55322 more])<br />
* Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.<br />
* Fixed that setting <code>LuaPlayer::opened</code> to an empty item would crash the game. ([https://forums.factorio.com/55601 more])<br />
* Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. ([https://forums.factorio.com/55510 more])<br />
* Fixed a desync when hosting multiplayer directly and building blueprints. ([https://forums.factorio.com/55629 more])<br />
* Fixed a crash when calling specific LuaEntity properties. ([https://forums.factorio.com/55680 more])<br />
* Fixed module effects weren't checked correctly for modded modules. ([https://forums.factorio.com/55690 more])<br />
* Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. ([https://forums.factorio.com/55710 more])<br />
* Fixed roboports would show up twice in the logistic GUI. ([https://forums.factorio.com/55712 more])<br />
* Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. ([https://forums.factorio.com/55754 more])<br />
* Fixed changing transport belt speeds through mods on existing saves. ([https://forums.factorio.com/55763 more])<br />
* Fixed a crash when setting filters on cargo wagons in multiplayer. ([https://forums.factorio.com/55765 more])<br />
* Fixed a crash when trying to put blueprint books in blueprint books. ([https://forums.factorio.com/55769 more])<br />
* Fixed that train could overshoot a station when the schedule was changed by the script.<br />
* Fixed that heat pipes would incorrectly update their connections when teleported. ([https://forums.factorio.com/55773 more])<br />
* Fixed the problem of flickering tooltips in a generic way (hopefully). ([https://forums.factorio.com/55132 more])<br />
* Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. ([https://forums.factorio.com/55552 more])<br />
* Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. ([https://forums.factorio.com/55726 more])<br />
=== Scripting ===<br />
* The item-with-tags and selection-tool item types now support <code>LuaItemStack::item_number</code>.<br />
* Added an optional player parameter to <code>LuaEntity::order_deconstruction</code>, cancel_deconstruction, <code>LuaTile::cancel_deconstruction</code>,<br />
** <code>LuaSurface::deconstruct_area</code>, and <code>LuaSurface::cancel_deconstruct_area</code>.<br />
<br />
== 0.16.7 ==<br />
Date: 21. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.<br />
* Fixed order of controls in the control settings GUI. ([https://forums.factorio.com/55292 more])<br />
* Fixed rail pumps becoming invalid after being teleported via Lua. ([https://forums.factorio.com/55203 more])<br />
* Fixed that biter expansion chunks weren't being generated correctly. ([https://forums.factorio.com/54988 more])<br />
* Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.<br />
* Fixed server crash when last player leaves the game while the server is saving. ([https://forums.factorio.com/55164 more])<br />
* Fixed text cursor positioning inside a text box during scroll. ([https://forums.factorio.com/55106 more])<br />
* Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. ([https://forums.factorio.com/55319 more])<br />
* Fixed that blueprint strings wouldn't copy station names in blueprints. ([https://forums.factorio.com/55323 more])<br />
* Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. ([https://forums.factorio.com/55138 more])<br />
* Fixed a crash when canceling loading of specific save files. ([https://forums.factorio.com/55343 more])<br />
* Fixed the programmable speaker GUI wouldn't update correctly. ([https://forums.factorio.com/55339 more])<br />
* Fixed a bug where text in a text box disappeared after jumping to cursor that is off view.<br />
* Fixed <code>--apply-update</code> not setting executable permissions ([https://forums.factorio.com/55325 more])<br />
* Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. ([https://forums.factorio.com/55341 more])<br />
* Fixed crash when exiting the game while a recipe tooltip was open. ([https://forums.factorio.com/55324 more])<br />
* Fixed positioning of progress bars in mod download dialogs. ([https://forums.factorio.com/54968 more])<br />
* Fixed creation of overlapping wagons under certain circumstances. ([https://forums.factorio.com/55371 more])<br />
* Fixed scrolling by caret in a text box that would cause lines to disappear.<br />
* Fixed jittering when driving cars/tanks in some cases. ([https://forums.factorio.com/54916 more])<br />
* Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. ([https://forums.factorio.com/55367 more])<br />
* Fixed crash when recalculating connections between roboports. ([https://forums.factorio.com/55368 more])<br />
* Fixed crash when exiting mod portal during a refresh. ([https://forums.factorio.com/55377 more])<br />
* Fixed error in saving blueprinted inserters with overridden stack size. ([https://forums.factorio.com/55397 more])<br />
* Entities waiting for modules can now be fast replaced. ([https://forums.factorio.com/55104 more])<br />
* Fixed saving of New hope level 2. ([https://forums.factorio.com/55400 more])<br />
* Fixed that the game would crash trying to load some old saves. ([https://forums.factorio.com/54866 more])<br />
* Fixed train top speed calculation when not all locomotives used the same fuel type. ([https://forums.factorio.com/55442 more])<br />
* Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. ([https://forums.factorio.com/55375 more])<br />
* Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. ([https://forums.factorio.com/55455 more])<br />
* Fixed a crash when loading saves without specific mods. ([https://forums.factorio.com/55356 more])<br />
* Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. ([https://forums.factorio.com/55466 more])<br />
* Fixed multiple issues with enemy force interaction. ([https://forums.factorio.com/55439 more])<br />
=== Changes ===<br />
* Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.<br />
* Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force.<br />
** This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.<br />
* Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. ([https://forums.factorio.com/55108 more])<br />
=== Scripting ===<br />
* Added direction, created_by_moving, and shift_build event parameters to on_put_item event.<br />
* Replaced <code>ScrollPane::dont_scroll_horizontally</code> by horizontal_scroll_policy and vertical_scroll_policy.<br />
* Added <code>LuaGameScript::backer_names</code> read.<br />
* Added <code>LuaStyle::want_ellipsis</code> read/write.<br />
=== Minor Features ===<br />
* Added /version command.<br />
<br />
== 0.16.6 ==<br />
Date: 18. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when trying to filter the main inventory in the god-controller. ([https://forums.factorio.com/55171 more])<br />
* Fixed various crashes caused by mining or otherwise changing power poles. ([https://forums.factorio.com/55176 more])<br />
* Fixed a desync when using bad values in the /color command. ([https://forums.factorio.com/55048 more])<br />
* Better handling of the case where we mine our own car but our inventory's full. ([https://forums.factorio.com/55254 more])<br />
* Fixed placing blueprint over existing Rail Signals does not build wires. ([https://forums.factorio.com/54997 more])<br />
* Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity."<br />
** It proved to create too big problems with readability while building and running.<br />
* Fixed that rolling stocks in cursor had no icon when there was no valid location for them.<br />
=== Scripting ===<br />
* Fixed that TextBox was not re-layouting text when size was changed through styles.<br />
<br />
== 0.16.5 ==<br />
Date: 17. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed boilers outputting water in New hope campaign levels. ([https://forums.factorio.com/54722 more])<br />
* Fixed slow saving of New hope level 2. ([https://forums.factorio.com/54998 more])<br />
* Fixed that blueprint books couldn't be built from the zoomed-to-world view. ([https://forums.factorio.com/55043 more])<br />
* Fixed a crash when loading saves with modded blueprint entities migrated multiple times. ([https://forums.factorio.com/55020 more])<br />
* Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. ([https://forums.factorio.com/55026 more])<br />
* Fixed that forced ghost building (shift + click) didn't work correctly.<br />
* Fixed destroying an entity powered from two electric networks would corrupt future saves. ([https://forums.factorio.com/54775 more])<br />
* Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. ([https://forums.factorio.com/55044 more])<br />
* Fixed beacon would not highlight labs that are in range of its effects. ([https://forums.factorio.com/55087 more])<br />
* Fixed disappearing sprites with Low VRAM Mode option enabled. ([https://forums.factorio.com/54672 more])<br />
* Fixed glitch in one of the stone path transition sprites. ([https://forums.factorio.com/54981 more])<br />
* Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.<br />
* Improved very poor performance with video memory usage set to low. ([https://forums.factorio.com/55039 more])<br />
=== Modding ===<br />
* Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. ([https://forums.factorio.com/55028 more])<br />
* Fixed icon_size scaled also icon's dark background in alt mode. ([https://forums.factorio.com/54640 more])<br />
<br />
== 0.16.4 ==<br />
Date: 16. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed progress bar in automatic updates GUI. ([https://forums.factorio.com/54812 more])<br />
* Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI. ([https://forums.factorio.com/54843 more])<br />
* Belt rendering fix. ([https://forums.factorio.com/54852 more])<br />
* Fixed the mining speed for drills would show 1 higher than it actually was. ([https://forums.factorio.com/54885 more])<br />
* Fixed issue with changelogs in mods. ([https://forums.factorio.com/54842 more])<br />
* Fixed that the server could crash if it received invalid data. ([https://forums.factorio.com/54876 more])<br />
* Fixed crash on startup when texture compression was enabled. ([https://forums.factorio.com/54891 more])<br />
* Fixed that roboport connections wouldn't render as cleanly as 0.15. ([https://forums.factorio.com/54907 more])<br />
* Fixed that using the /ban command with no parameters would crash the game. ([https://forums.factorio.com/54948 more])<br />
* Fixed browse mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.<br />
* Fixed the game would not enter minimal mode if there was an error in migration script. ([https://forums.factorio.com/54828 more])<br />
* Fixed the delete-achievements tooltip wouldn't be removed. ([https://forums.factorio.com/54980 more])<br />
* Fixed the use-recipe-groups config option was ignored in the select-signal GUI. ([https://forums.factorio.com/54892 more])<br />
=== Scripting ===<br />
* Fixed that <code>LuaPlayer::admin</code> write didn't work. ([https://forums.factorio.com/54960 more])<br />
* Added 2 optional parameters to <code>LuaSurface::create_entity</code> when creating resource entities: enable_tree_removal and enable_cliff_removal.<br />
* Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.<br />
<br />
== 0.16.3 ==<br />
Date: 15. 12. 2017<br />
=== Changes ===<br />
* When mining normal entities ghost entity selection is disabled until the mining key is released.<br />
=== Optimisations ===<br />
* Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.<br />
=== Bugfixes ===<br />
* Fixed changelog GUI displaying no version when launching the game ([https://forums.factorio.com/54682 more])<br />
* Fixed crashes and desyncs related to circuit controlled lamps in more electric networks. ([https://forums.factorio.com/54671 more])<br />
* Fixed advanced rail tutorial no path error. ([https://forums.factorio.com/54645 more])<br />
* Fixed inventory transfer tutorial furnaces couldn't smelt ore. ([https://forums.factorio.com/54653 more])<br />
* Fixed unknown locale key in train station tutorial. ([https://forums.factorio.com/54636 more])<br />
* Fixed new hope level-02 script error. ([https://forums.factorio.com/54732 more])<br />
* Fixed that the player would die when mining an enclosed vehicle while driving it. ([https://forums.factorio.com/54752 more])<br />
* Fixed achievement progress bars rendering that caused misalignment of tracked achievements. ([https://forums.factorio.com/54542 more])<br />
* Fixed that achievement title was sometimes not visible.<br />
* Fixed spacing of effect icons in technology detail. ([https://forums.factorio.com/54608 more])<br />
* Fixed that the player could teleport over things to get into a vehicle. ([https://forums.factorio.com/54749 more])<br />
* Fixed the achievement progress bars rendering.<br />
* Fixed that achievements not obtainable with peaceful mode were obtainable with enemy settings lower then default. ([https://forums.factorio.com/51252 more])<br />
* Fixed that exiting the car whilst shooting could lead to a crash. ([https://forums.factorio.com/54738 more])<br />
* Fixed that you could not submit a console message if you mapped it to ENTER. (https://redd.it/7jjlzb)<br />
* Fixed that the value of "bottom" of vertical align was not parsed properly. ([https://forums.factorio.com/54783 more])<br />
* Fixed crash related to scenario message dialog.<br />
* Fixed very low performance of drawing decoratives on medium or lower video memory usage setting. ([https://forums.factorio.com/54681 more])<br />
* Fixed that window to select signal wasn't working when sub-groups were enabled but groups disabled. ([https://forums.factorio.com/54728 more])<br />
* Fixed that <code>LuaGame::take_screenshot</code> would ignore the given surface. ([https://forums.factorio.com/54734 more])<br />
* Fixed the tank being hurt by its own flamethrower. ([https://forums.factorio.com/54748 more])<br />
* Fixed updater not properly setting permission bits ([https://forums.factorio.com/54786 more])<br />
* Fixed that hazard concrete didn't have a walking sound in one rotation. ([https://forums.factorio.com/54810 more])<br />
* Fixed force-building blueprint rails would build multiple rails on the same location. ([https://forums.factorio.com/54805 more])<br />
* Fixed that you could copy-paste enemy structure settings. ([https://forums.factorio.com/54821 more])<br />
* Fixed that double clicking the scroll bar in the save-game GUI would save the game. ([https://forums.factorio.com/54830 more])<br />
* Fixed that exiting the car with a passenger would leave the car driving in some cases. ([https://forums.factorio.com/54729 more])<br />
* Fixed that the read stopped train output signal wouldn't show unless the enable/disable checkbox was checked. ([https://forums.factorio.com/54835 more])<br />
* Fixed amount in resource entity tooltip might be displayed as negative number. ([https://forums.factorio.com/54841 more])<br />
* Attempted to fix hangs or crashes when using single channel textures for alpha masks on some PCs. ([https://forums.factorio.com/54551 more])<br />
* Fixed that the deconstruction marker on diagonal rails was off-center.<br />
* Fixed wrong order of buttons in Direct connection password dialogue. ([https://forums.factorio.com/54867 more])<br />
* Reactor pipes now render correctly, without rotation. ([https://forums.factorio.com/54759 more])<br />
* Browse games GUI now shows active filter text after reopening the GUI. ([https://forums.factorio.com/54803 more])<br />
* Fixed incorrect number of rails being used when building with rail planner. ([https://forums.factorio.com/54791 more])<br />
* Fixed printing of errors in Browse games GUI. ([https://forums.factorio.com/54815 more])<br />
=== Modding ===<br />
* Fixed JSON parser did not fail on comma at the end of list or dictionary. ([https://forums.factorio.com/54828 more])<br />
<br />
== 0.16.2 ==<br />
Date: 14. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when using the "flow" custom GUI element type in a mod. ([https://forums.factorio.com/54609 more])<br />
* Fixed a crash when migrating energy sources from mods. ([https://forums.factorio.com/54622 more])<br />
* Fixed a crash when a request to mod portal timeouts. ([https://forums.factorio.com/54661 more])<br />
* Fixed that burner inserters wouldn't fuel burner furnaces in some cases. ([https://forums.factorio.com/54604 more])<br />
* Fixed blueprint labels wouldn't render in the world. ([https://forums.factorio.com/54639 more])<br />
* Fixed building entities very quickly could duplicate them in some cases. ([https://forums.factorio.com/54610 more])<br />
* Fixed a crash when clicking refresh in Browse mods dialog. ([https://forums.factorio.com/54648 more])<br />
* Fixed a crash when fast-replacing electric poles. ([https://forums.factorio.com/54679 more])<br />
* Fixed a crash when trying to load mods in zipped format. ([https://forums.factorio.com/54686 more])<br />
* Fixed a crash when loading saves where the character was in a vehicle which is being removed due to mod removal. ([https://forums.factorio.com/54629 more])<br />
* Fixed that right click didn't work in the production/electric stats GUIs. ([https://forums.factorio.com/54699 more])<br />
* Fixed a crash when migrating specific simple-entities to 0.16. ([https://forums.factorio.com/54712 more])<br />
* Fixed lamp energy info in sidebar and in the Lua interface.<br />
* Fixed that the logistic network embargo achievement didn't disallow the buffer chest.<br />
* Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.<br />
* Changed (hopefully improved) the heuristic that decides which rail path should be selected for manual rail building.<br />
* Attempt at fixing game not working on macOS 10.12 and older. ([https://forums.factorio.com/54549 more])<br />
=== Modding ===<br />
* Fixed the game did not check type of units defined in result_units of unit-spawner. ([https://forums.factorio.com/54650 more])<br />
<br />
== 0.16.1 ==<br />
Date: 13. 12. 2017<br />
=== Bugfixes ===<br />
* Changed requirement for parallel loading of high quality sprites to 12 GB of RAM to prevent chance of running out of memory on startup. ([https://forums.factorio.com/54548 more])<br />
* Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. ([https://forums.factorio.com/54552 more])<br />
* Fixed crash when loading crop cache from previous game version. ([https://forums.factorio.com/54543 more])<br />
* Fixed that <code>LuaRemote::call()</code> wouldn't copy string values/keys correctly. ([https://forums.factorio.com/54567 more])<br />
* Fixed updater would re-launch the game with deprecated <code>--autoupdate-finished</code> parameter.<br />
* Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) ([https://forums.factorio.com/54544 more])<br />
* Fixed that the Linux binary was corrupt and wouldn't start. ([https://forums.factorio.com/54540 more])<br />
* Fixed error checking when compiling GLSL shaders. ([https://forums.factorio.com/54577 more])<br />
* Fixed artillery would still show as being able to shoot when on enemy forces. ([https://forums.factorio.com/54591 more])<br />
* Fixed the programmable speaker GUI wouldn't show settings correctly when opened. ([https://forums.factorio.com/54595 more])<br />
* Fixed graphics of achievements. ([https://forums.factorio.com/54542 more])<br />
<br />
== 0.16.0 ==<br />
Date: 13. 12. 2017<br />
=== Major Features ===<br />
* Added logistic buffer chest. It can request items that are still available to the logistic system.<br />
* Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.<br />
* Added cliffs. ([https://factorio.com/blog/post/fff-219 more])<br />
** Features:<br />
* Train block visualisation.<br />
* Building entities over identical ghosts will revive them.<br />
** When building a different entity on top of a ghost, settings from the ghost will be copied if possible.<br />
* Train schedules and wait conditions can be rearranged by clicking and dragging.<br />
* New mini-tutorials: Construction robots.<br />
* Belts, underground belts and splitters can now fast replace each other.<br />
* Roboports now provide the repair packs they have for other robots to use.<br />
* Logistic request tooltips now show the count of items in the requester, on the way, and in the network.<br />
* The players main inventory can now be filtered.<br />
* New terrains and new terrain generation.<br />
* All terrains, including stone path and concrete, have transitions with water.<br />
* Map generation dialog now contains a preview of the map.<br />
=== Minor Features ===<br />
* Ctrl-delete now deletes whole word in a text field instead of a single character. ([https://forums.factorio.com/53124 more])<br />
* Placing output underground belt as ghost properly retains its type as output underground belt. Also underground belts now respect nearby ghosts and become output if there is input ghost nearby. Underground belt and pipe ghosts when hovered show outline of where they will connect ([https://forums.factorio.com/51271 more])<br />
* Headless server will automatically save the game when the last player leaves and auto-pause starts.<br />
* Added support to disable debug settings for non-admin players in multiplayer through the /config command.<br />
* Dropping items on belts manually (Z) won't spill items if they won't fit on the belt.<br />
* Trees can now be configured in the generate-map GUI.<br />
* Hotkeys can be un-bound by right clicking.<br />
* Rail chain signals can be read by the circuit network.<br />
* Small electric poles and medium electric poles can be fast-replaced with each other.<br />
* In multiplayer players can now ride as passengers in cars/tanks.<br />
* Electric poles and power switches can be opened from the zoomed-to-world view.<br />
* Terrain can be configured in the generate map GUI.<br />
* When holding an offshore pump, all valid build positions will be highlighted.<br />
* After desynching in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.<br />
* All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.<br />
=== Graphics ===<br />
* More entities in high resolution: laboratory, radar, worker robots (construction and logistic), combat robots (defender, distractor and destroyer), combinators, electric & circuit wires, pumpjack, storage tank, player, solar panel, lamp, roboport, tank.<br />
* All terrain now supports high resolution.<br />
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.<br />
* New alert icons.<br />
=== Balancing ===<br />
* Removed Assembling machine 1 from the production science pack.<br />
* Changed nuclear reactor stack size to 10.<br />
* Moved cluster grenade recipe to military 4 research.<br />
* Changed uranium ammo prerequisite from military 3 to military 4.<br />
* Explosives now produce 2 per craft.<br />
* Slightly adjusted some recipe craft times to better reflect their ingredient count.<br />
* Changed the terrain building size limit to be based off the player reach.<br />
* Biters scale less with distance and there are generally less biters.<br />
* Resources are much more spread apart. To compensate, patches are larger. Since it's easier to mine, the amount of resources on the map is 3 times less.<br />
* Resources scale slightly less over distance.<br />
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.<br />
* There is 1.49 times more iron on the map to compensate for the extra iron required in a typical game.<br />
=== Changes ===<br />
* Disabled loading of saves before 0.13.0 version (You can use 0.13 to load older saves and re-save them).<br />
* Train doesn't need to come to a full stop when manually changing train destination or switching from manual to automated mode.<br />
* Removed the "shift" value from map generation settings as it wasn't needed anymore.<br />
* Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. ([https://forums.factorio.com/51247 more])<br />
* Changed the default autosave interval settings from 2 to 5 minutes.<br />
* It is possible to open/close and interact with the chat console when the map is being saved or server loosing connection dialog is active.<br />
* The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.<br />
* Increased the limit of recipe categories from 255 to 65535.<br />
* New blueprint no longer includes entities marked for deconstruction.<br />
* Enable Map Exchange String for sandbox games<br />
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.<br />
* Blueprints never show the number 1 when held in cursor.<br />
* Robots in the air from personal roboport now count towards logistics requests for that robot type ([https://forums.factorio.com/51403 more])<br />
* Added /server-save command that does the same thing as lua server_save, but doesn't disable achievements. ([https://forums.factorio.com/52414 more])<br />
* Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full. ([https://forums.factorio.com/51653 more])<br />
* Removed the option to turn off the item groups and sub groups from the GUi. It can still be done through the config file or lua commands.<br />
* Added separate control option for placing tags on the map, so by default map scroll is left click, and place tag is right click.<br />
* Allow easier dragging of underground pipes and belts when not moving in a perfect straight line.<br />
* The Arithmetic Combinator can now use a constant as the first parameter, not only the second. So you can do operations like 2^SIGNAL. ([https://forums.factorio.com/51975 more])<br />
* When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. ([https://forums.factorio.com/51308 more])<br />
* The options menu has been organized better. Some options were moved to a new "Interface" settings menu.<br />
* Updater proxy settings were removed from the options menu. They can still be accessed through the ini file.<br />
* Exchange strings are now compressed before being converted into base64.<br />
* Improved GUI search.<br />
* Added /delete-blueprint-library *player* command to remove blueprints of players from the game.<br />
* The map view will attempt to treat very short clicks as clicks instead of drags to make it easier to click things.<br />
* The explosive cannon shells now target the ground where you shoot.<br />
* Transition from terrain to water is no longer buildable, meaning entities can no longer be built partially on the water.<br />
* Resources will have much less trees on them near the player starting area.<br />
* Tanks no longer take miniscule amounts of damage from hitting trees.<br />
* Previously, building while running at very high speed would create gaps. These are automatically filled now.<br />
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions. ([https://forums.factorio.com/52003 more])<br />
* When two trains are being merged, the decision which schedule should be used for the merged train has been changed from bigger schedule to schedule that has latest change. ([https://forums.factorio.com/54397 more])<br />
* Number of entities in hand when previewing the entity to be built is now aligned to the entity.<br />
* Added sliding when the player character collides with water or entities with rotated bounding box.<br />
* Improved drawing of turret radii in blueprint. Many overlapping radii no longer covers terrain completely.<br />
* External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.<br />
=== Bugfixes ===<br />
* Fixed that train arriving to station could give astronomically big penalty causing trains to go through weird places. ([https://forums.factorio.com/54042 more])<br />
* Fixed that fluid wagon pumps would sometimes not connect properly ([https://forums.factorio.com/52801 more])<br />
* Fixed that module icons in blueprint previews wouldn't render correctly in some cases. ([https://forums.factorio.com/51286 more])<br />
* Fixed long mod manager preview labels would extend out of the frame.<br />
* Fixed that the ~ key couldn't be used to close the console.<br />
* Fixed that the mining progress was reset when mining selection is lost while mining button pressed. ([https://forums.factorio.com/54377 more])<br />
* Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. ([https://forums.factorio.com/51654 more])<br />
* Fixed that ghost rail signal emitted light.<br />
* Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. ([https://forums.factorio.com/54373 more])<br />
* Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.<br />
* Fixed that errors in fonts would give useless errors. ([https://forums.factorio.com/51740 more])<br />
* Fixed problems related to trains crashing rarely. ([https://forums.factorio.com/51829 more])<br />
* Disabled possibility to attempt opening invalid save/replay by double click or enter.<br />
* UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing parsing error. ([https://forums.factorio.com/52027 more])<br />
* Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning. ([https://forums.factorio.com/51494 more])<br />
* Conflicts of multi-modifier hotkeys are now resolved correctly. ([https://forums.factorio.com/51521 more])<br />
* Fixed sprite rendering at large distances from 0,0. ([https://forums.factorio.com/52225 more])<br />
* Interacting with a filter slide bar requesting amount over capacity of a full requester won't dispatch robots anymore.<br />
* Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). ([https://forums.factorio.com/52217 more])<br />
* Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. ([https://forums.factorio.com/52203 more])<br />
* Buildable item counts in inventory in Sandbox mode now update properly with resource changes. ([https://forums.factorio.com/52272 more])<br />
* Fixed that map width/height accepted value of 0. ([https://forums.factorio.com/52266 more])<br />
* Fixed crash when loading Vorbis Ogg files with metadata. ([https://forums.factorio.com/52269 more])<br />
* Fixed that the manual rail building ended up one tile before the cursor. ([https://forums.factorio.com/52406 more])<br />
* Assembling machine can now output product with amount over stack size. ([https://forums.factorio.com/51625 more])<br />
* Fixed entity description for resources that require fluids. ([https://forums.factorio.com/52450 more])<br />
* Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading. ([https://forums.factorio.com/52429 more])<br />
* Fixed that the game could crash when catching up when processing queued gui actions. ([https://forums.factorio.com/52429 more])<br />
* Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop. ([https://forums.factorio.com/51683 more])<br />
* Fixed colored lights would lose their color when nightvision was on. ([https://forums.factorio.com/45762 more])<br />
* Fixed very bad performance when previewing blueprint with one big connected circuit network. ([https://forums.factorio.com/52558 more])<br />
* Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern. ([https://forums.factorio.com/51440 more])<br />
* Fixed that in certain scenarios, the blueprint library wouldn't synchronise. ([https://forums.factorio.com/52634 more])<br />
* Trains now recalculate next station correctly when more stations are en/disabled at the same tick. ([https://forums.factorio.com/52583 more])<br />
* Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. ([https://forums.factorio.com/52718 more])<br />
* Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too. ([https://forums.factorio.com/48535 more])<br />
* Fixed steam "leaking" outside of storage tank window on high sprite quality setting. ([https://forums.factorio.com/45410 more])<br />
* Programmable speakers with "Global playback" active won't play for players in a different force.<br />
* Beam weapon now shows correct damage when modded into dealing damage more times during its duration. ([https://forums.factorio.com/53133 more])<br />
* Fixed that large entities wouldn't render correctly on the map. ([https://forums.factorio.com/53263 more])<br />
* Fixed that the mining drill wouldn't show the speed bonus in the same format as assembling machines. ([https://forums.factorio.com/53375 more])<br />
* Fixed the entity icons for combat robots didn't match the item icons. ([https://forums.factorio.com/53384 more])<br />
* Train can't block its own path anymore. ([https://forums.factorio.com/19619 more])<br />
* Fixed circuit wire connections wouldn't render correctly in rotated blueprints in some cases. ([https://forums.factorio.com/53589 more])<br />
* Fixed that changing the system time forwards would cause Factorio to freeze.<br />
* Fixed a crash when changing large circuit networks. ([https://forums.factorio.com/53666 more])<br />
* Fixed closing window right after it was created would hang the process. ([https://forums.factorio.com/53721 more])<br />
* Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor. ([https://forums.factorio.com/53752 more])<br />
* Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars. ([https://forums.factorio.com/53850 more])<br />
* Fixed that when biters were attacked but couldn't find a path to the attacker, they would stoically accept their fate. ([https://forums.factorio.com/53941 more])<br />
* Fixed that the multiplayer-waiting icon wouldn't render in the map view. ([https://forums.factorio.com/54026 more])<br />
* Fixed global achievement progress was multiplied by number of player in multiplayer game. ([https://forums.factorio.com/54088 more])<br />
* Fixed that passing a LuaObject instead of a plain Lua table to <code>LuaBootstrap::raise_event</code> would crash the game. ([https://forums.factorio.com/54128 more])<br />
* Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. ([https://forums.factorio.com/54114 more])<br />
* Possible fix of a crash when a player leaves when a blueprint is being transferred. ([https://forums.factorio.com/53535 more])<br />
* Fixed that the rocket silo would get stuck if it died and was re-built by robots while launching the rocket.<br />
* Fixed transport belt circuit connector would draw over splitter in front of it. ([https://forums.factorio.com/54252 more])<br />
* Fixed that it was still possible to get some achievements in a replay. ([https://forums.factorio.com/54174 more])<br />
* Fixed that circular references passed through the Lua remote interface would crash the game. ([https://forums.factorio.com/54349 more])<br />
* Fixed missing personal robot recharging animation when character was in a vehicle. ([https://forums.factorio.com/53390 more])<br />
* Fixed that vertical size of progress bar wasn't respecting the gui scale.<br />
* Fixed that the number drawn next to cursor when item is held was differently positioned compared to how it is in the inventory.<br />
* Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.<br />
=== Optimisations ===<br />
* Improved performance of transport belts about x5 times. ([https://www.factorio.com/blog/post/fff-176 more])<br />
* Added prefetching of the next entity in the update loop improving overall update performance by approx. 10 %.<br />
* Improved performance of Item manipulation (4% effect on the overall performance).<br />
* Improved performance of crafting machine (furnace/assembling machine) (2% effect on the overall performance).<br />
* Improved performance of electric network transfer more than twice. (10% effect on the overall performance).<br />
* Improved performance of smoke greatly. (2.5% and more effect on big factories).<br />
* Improved performance when building rail blocks with many segments.<br />
* Improved performance of logistic provider and requester chests.<br />
* Improved performance of blueprint previews (the GUI and holding it in the world).<br />
* Improved game startup time when a sufficiently powerful computer is detected.<br />
=== Modding ===<br />
* Train path finding penalty values are now in utility-constants, to make it viewable and moddable.<br />
* Fixed storage tank with non-square collision box would not align to tiles in all rotations properly. ([https://forums.factorio.com/52211 more])<br />
* Fixed belt-immunity equipment so it now works on cars.<br />
* Fixed that the radius property for the area trigger effect was called perimeter.<br />
* Fixed that crafting machine with non-square bounding box was not rotatable. ([https://forums.factorio.com/53310 more])<br />
* Removed default values for icon_size, so icon_size is now required property. ([https://forums.factorio.com/46437 more])<br />
* Updated the serpent library to version 0.30.<br />
* Changed the "item that builds this" list for entities so it's sorted first by <code>ItemPrototype::primary_place_result_item</code> and then by normal item prototype sort order.<br />
* Changed default value of <code>InserterPrototype::allow_custom_vectors</code> to false.<br />
* Changed "Nothing" technology effect "effect_key" to "effect_description" and changed it to accept localised strings.<br />
* Changed rocket silo prototype "result_items" to be defined in the item as either "rocket_launch_product" or "rocket_launch_products".<br />
* Changed the string mod setting type so it will attempt to localise items in the dropdown using "string-mod-setting.mod-name-setting-name-dropdown-item".<br />
* Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red "+" icon.<br />
* Changed <code>LuaObject::destroy()</code> so it won't error if called on invalid objects.<br />
* Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.<br />
* Changed how <code>TilePrototype::transition_merges_with_tile</code> works. See ([https://www.factorio.com/blog/post/fff-214 more]) for more details.<br />
* Scenarios can contain folders with arbitrary names.<br />
* Added 'single_line' and 'want_ellipsis' to Label style specification.<br />
* Added force bonus for following robot time to live.<br />
* Added force bonus for research productivity.<br />
* Added ability to import and export item-with-tags to/from strings.<br />
* Added support for fast-replacing character entities.<br />
* Added <code>CombatRobotPrototype::light</code>.<br />
* Added <code>TurretPrototype::alert_when_attacking</code>.<br />
* Added optional 'respawn_time' (in seconds) to the character entity.<br />
* Added "hide-from-bonus-gui" entity and item prototype flags.<br />
* Added support for mods to disable custom-input prototypes of other mods.<br />
* Added support for mods to show changelogs (following the same format as the core game changelog).<br />
* Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.<br />
* Added <code>AutoplaceSpecification::default_enabled</code> - if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.<br />
* Added allowed_effects support to the mining drill.<br />
* Added optional "has_belt_immunity" property to the unit and car prototype.<br />
* Added optional "hidden" prototype property to the achievement prototype.<br />
* Added support to link custom-input prototypes directly to game controls instead of having them act as their own control.<br />
* Added a new entity type "infinity-container" that can automatically add/remove items from itself; useful for scenarios and modding.<br />
* Added support for incompatible dependencies.<br />
* Added an entity prototype flag "hide-alt-info" to never show alt-info for a given entity.<br />
* Added distance bonus support to the mining tool item type.<br />
* Added <code>InserterPrototype::draw_held_item</code>.<br />
* Added <code>FluidPrototype::fuel_value</code> and <code>Generator::burns_fluid</code>.<br />
* Added mod-developer support to runtime change autoplace specifications enabled through the command line option <code>--enable-runtime-autoplace-modification</code> using F2 in-game.<br />
* simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.<br />
=== Scripting ===<br />
* Fixed that <code>LuaSurface::get_trains()</code> didn't work for trains without locomotives. ([https://forums.factorio.com/52604 more])<br />
* Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. ([https://forums.factorio.com/53189 more])<br />
* Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.<br />
* Fixed possible desync when teleporting underground belt ghosts and pipe to ground ghosts.<br />
* Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.<br />
* Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".<br />
* Changed <code>LuaEntity::recipe</code> to <code>LuaEntity::get_recipe()</code> and <code>LuaEntity::set_recipe()</code>.<br />
* Changed <code>LuaSurface::regenerate_decorative</code>/regenerate_entity to accept zero arguments and regenerate everything.<br />
* Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.<br />
* Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.<br />
* Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...", amount=...}<br />
* Changed name of colspan parameter of table to column_count.<br />
* Changed <code>LuaItemPrototype::group_filters</code> and sub_group_filters to item_group_filters and item_subgroup_filters to match the prototype values.<br />
* <code>LuaEntity::set_recipe()</code> returns the items removed from the entity as a result of setting the new recipe (if any).<br />
* Moved Mod-gui button flow to gui.top.<br />
* Removed <code>LuaEntity::passenger</code> read/write.<br />
* Added <code>style::width</code>/height to set maximal/minimal value at the same time.<br />
* Added <code>style::align</code> to set the align of inner elements.<br />
* Added <code>style::stretchable</code> / squashable.<br />
* Added <code>LuaEntity::get_driver()</code>, set_driver(), get_passenger(), and set_passenger().<br />
* Added <code>LuaGuiElement::hovered_sprite</code> and clicked_sprite read/write methods for the SpriteButton.<br />
* Added support to change daytime length and brightness on a per-surface basis.<br />
* Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.<br />
* Added <code>LuaItemStack::export_stack</code> and <code>LuaItemStack::import_stack</code> to export/import supported items to/from strings.<br />
* Added <code>LuaEntity::tree_color_index</code> read/write access and <code>LuaEntityPrototype::tree_color_count</code> read access.<br />
* Added <code>LuaEntity::selection_box</code> and secondary_selection_box read.<br />
* Added <code>LuaBootstrap::mod_name</code> read.<br />
* Added <code>LuaControl::in_combat</code> read.<br />
* Added <code>LuaTile::order_deconstruction()</code> and cancel_deconstruction().<br />
* Added optional cause and force to <code>LuaEntity::die()</code>.<br />
* Added on_player_used_capsule event.<br />
* Added on_player_promoted and on_player_demoted events.<br />
* Added on_player_changed_position event.<br />
* Added <code>LuaEntityPrototype::alert_when_attacking</code> read and <code>LuaEntityPrototype::alert_when_damaged</code> read.<br />
* Added <code>LuaEntity::power_switch_state</code> read/write.<br />
* Added on_combat_robot_expired event.<br />
* Added <code>LuaEntity::relative_turret_orientation</code> read/write for vehicles with turrets.<br />
* Added <code>LuaEntityPrototype::color</code> read.<br />
* Added <code>LuaTrain::passengers</code>.<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_self</code> read.<br />
* Added "fluid", and "recipe" type to the choose-elem-button custom GUI element.<br />
* Added <code>LuaGuiElement::locked</code> read/write - when true the given choose-elem-button can only be changed through script.<br />
* Added an optional parameter to <code>LuaSurface::drop_item_stack</code> to mark dropped items for deconstruction.<br />
* Added <code>LuaForce::cancel_charting</code>(...).<br />
* Added <code>LuaSurface::force_generate_chunk_requests()</code>.<br />
* Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.<br />
* Added on_gui_opened and on_gui_closed events.<br />
* Added on_player_muted/unmuted and on_player_cheat_mode_enabled/disabled events.<br />
* Added LuaItemStack read properties to tell if a given item is some specific item type.<br />
* Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.<br />
* Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.<br />
* Added <code>LuaForce::reset_evolution()</code>.<br />
* Added <code>LuaSurface::create_trivial_smoke()</code>.<br />
* Added <code>LuaPlayer::enable_recipe_groups()</code> and enable_recipe_subgroups().<br />
* Added <code>LuaItemStack::rocket_launch_products</code> read.<br />
* Added on_mod_item_opened event.<br />
* Added <code>LuaItemPrototype::can_be_mod_opened</code> read.<br />
* Added the item stack index as a second return value to <code>LuaInventory::find_item_stack</code>.<br />
* Added <code>LuaItemStack::transfer_stack()</code>.<br />
* Added LuaGuiElement type "slider".<br />
* Added on_gui_value_changed event - fired when a slider value changes.<br />
* Added optional color field as a second parameter to the 4 print functions.<br />
* Added support to change <code>LuaSurface::map_gen_settings</code> runtime.<br />
* Added <code>LuaEntityPrototype::allowed_effects</code> read.<br />
* Added <code>LuaEntity::effects</code> read.<br />
* Added <code>LuaPlayer::can_place_entity()</code>, can_build_from_cursor(), and build_from_cursor().<br />
* Added <code>LuaSurface::play_sound()</code>.<br />
* Added <code>LuaForce::play_sound()</code>.<br />
* Added <code>LuaGameScript::play_sound()</code> and is_valid_sound_path().<br />
* Added <code>LuaPlayer::play_sound()</code>.<br />
* Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.<br />
* Added <code>LuaEntity::rotate()</code>.<br />
* Added <code>LuaEntity::get_infinity_filter()</code> and set_infinity_filter().<br />
* Added <code>LuaEntity::infinity_filters</code> and remove_unfiltered_items read/write.<br />
* Added <code>LuaEntityPrototype::rocket_parts_required</code> read.<br />
* Added <code>LuaEntityPrototype::fixed_recipe</code> read.<br />
* Added <code>LuaGameScript::kick_player()</code>, ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().<br />
* Added <code>LuaPlayer::admin</code> write support.<br />
* Added <code>LuaGuiElement::focus()</code>.<br />
* Added on_character_corpse_expired event.<br />
* Added on_pre_ghost_deconstructed event.<br />
* Added on_player_pipette event.<br />
* Added <code>LuaEntity::character_corpse_player_index</code>, character_corpse_tick_of_death, and character_corpse_death_cause read/write.<br />
* Added <code>LuaSurface::get_tile_properties()</code>.<br />
* Added <code>LuaSurface::can_fast_replace()</code>.<br />
* Added support for player associated characters - characters that get logged off/on with a given player but aren't directly controlled by the player.<br />
* Added <code>LuaEntity::associated_player</code> read/write.<br />
* Added <code>LuaPlayer::get_associated_characters()</code>, associate_character(), and disassociate_character().<br />
* Added <code>LuaPlayer::ticks_to_respawn</code> read/write.<br />
* Added old_state to the on_train_changed_state event.<br />
* Added <code>LuaRecipe::catalysts</code> read.<br />
* Added <code>LuaRecipe::hide_from_flow_stats</code> read/write.<br />
* Added <code>LuaRecipePrototype::hidden_from_flow_stats</code> read.<br />
* Added <code>LuaEntity::tick_of_last_attack</code> and tick_of_last_damage read for the character entity.<br />
* Added <code>LuaLogisticNetwork::passive_provider_points</code> and active_provider_points read.<br />
* Added <code>LuaPlayer::display_resolution</code> read.<br />
* Added on_player_display_resolution_changed event.<br />
* Added <code>LuaPlayer::display_scale</code> read.<br />
* Added on_player_display_scale_changed event.<br />
* Added <code>LuaTrain::weight</code> and riding_state read.<br />
* Added <code>LuaEntity::products_finished</code> write.<br />
* Added optional surface to game.take_screenshot(...).<br />
* Added <code>LuaEntityPrototype::construction_range</code> and logistics_range read.<br />
* Added <code>LuaGuiElement::index</code> read.<br />
* Added <code>LuaForce::max_successful_attempts_per_tick_per_construction_queue</code> and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.<br />
* Added <code>LuaGuiElement::mouse_button_filter</code> read/write for buttons and sprite-buttons.<br />
* Added <code>LuaSurface::find_tiles_filtered()</code> and count_tiles_filtered().<br />
* Added <code>LuaEntity::get_train_stop_trains()</code>.<br />
* Added <code>LuaLogisticNetwork::force</code> read.<br />
* Added <code>LuaItemStack::item_number</code> read - the unique ID of the item if it has one.<br />
<br />
{{VersionNav}}</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=159679Template:VersionNav2018-05-29T18:36:15Z<p>Spyhawk: 0.16.46</p>
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<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&diff=159678Main Page/Latest versions2018-05-29T18:35:24Z<p>Spyhawk: 0.16.46</p>
<hr />
<div>* [[File:Steel plate.png|link=]] {{Translation|Latest stable version}}: [[Version_history/0.16.0#0.16.36|0.16.36]]<br />
* [[File:Space science pack.png|link=]] {{Translation|Latest experimental version}}: [https://forums.factorio.com/60681 0.16.46] <br />
* [[File:Speed module 3.png|link=]] {{Translation|The wiki is based on version}} [[Version history/0.16.0|0.16]]<br />
----<br />
<br />
* [[File:Blueprint book.png|link=]] [[Roadmap{{If language suffix}}|{{Translation|Planned releases}}]]<br />
** [[File:Blueprint.png|link=]] [[Upcoming_features{{If language suffix}}|{{Translation|Planned features}}]]<br />
<noinclude><br />
{{C|Main}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Version_history/0.16.0&diff=159559Version history/0.16.02018-05-22T20:34:12Z<p>Spyhawk: semi-automated update to 0.16.45</p>
<hr />
<div>__NOTOC__<!--<br />
Please don't waste your time updating this page, User:Gangsir can do it automatically. If he forgets to do it, please message him about it.<br />
--><br />
== 0.16.45 ==<br />
Date: 22. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed infinite research multiplier was always 1. ([https://forums.factorio.com/60550 more])<br />
<br />
== 0.16.44 ==<br />
Date: 22. 05. 2018<br />
=== Minor Features ===<br />
* Added technology price multiplier PvP scenario config.<br />
=== Changes ===<br />
* Underground belt marked for deconstruction no longer connects to other underground belts.<br />
=== Bugfixes ===<br />
* Fixed some cases of fast replacement by underground belt. ([https://forums.factorio.com/60060 more])<br />
* Fixed corrupted config.ini in Steam cloud would prevent the game from starting.<br />
* Fixed that using "Save and play" feature in the freeplay could specify the official freeplay map to be always that one forever. ([https://forums.factorio.com/60340 more])<br />
* Fixed underground belt connection overlay when hovering over another underground belt. ([https://forums.factorio.com/60147 more])<br />
* Fixed a crash when mods define empty result items. ([https://forums.factorio.com/60406 more])<br />
* Fixed a crash when switching games and joining quickly in the server browser.<br />
* Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. ([https://forums.factorio.com/59588 more])<br />
* Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. ([https://forums.factorio.com/60374 more])<br />
* Fixed <code>LuaEntityPrototype::braking_force</code> return value. ([https://forums.factorio.com/60444 more])<br />
* Fixed <code>LuaPlayer::ticks_to_respawn</code> would read in seconds. ([https://forums.factorio.com/60501 more])<br />
* Fixed certain type of energy source migrations. ([https://forums.factorio.com/60465 more])<br />
* Fixed rare possibility of crash when two trains crash into each other. ([https://forums.factorio.com/60097 more])<br />
* Fixed a rare crash that occurs when train collides in a way, that its position is reserved back while approaching closed signal which caused path recalculation. ([https://forums.factorio.com/60472 more])<br />
* Fixed PvP error when setting map height to 0. ([https://forums.factorio.com/60536 more])<br />
* Fixed construction robot tutorial breaking when removing the radar from the storage chest. ([https://forums.factorio.com/60012 more])<br />
* Fixed crash when adding train station to a train while the train is modified (added/removed rolling stock). ([https://forums.factorio.com/59363 more])<br />
* Fixed that destroying part of a cliff with tile ghost under it destroyed the whole part of the cliff. ([https://forums.factorio.com/60449 more])<br />
* Fixed browse games dialog problems with the active game not being updated while searching. ([https://forums.factorio.com/60545 more])<br />
=== Modding ===<br />
* Added support to set <code>ReactorPrototype::neighbour_collision_increase</code> which controls how much a reactor extends when connected to other reactors.<br />
=== Scripting ===<br />
* Allow <code>technology_price_multiplier</code> to be less than 1 by script/scenario only.<br />
* Added support for localised strings in <code>LuaGameScript::write_file</code>.<br />
<br />
== 0.16.43 ==<br />
Date: 14. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. ([https://forums.factorio.com/60074 more])<br />
* Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. ([https://forums.factorio.com/60288 more])<br />
<br />
== 0.16.42 ==<br />
Date: 11. 05. 2018<br />
=== Bugfixes ===<br />
* Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. ([https://forums.factorio.com/59670 more])<br />
* Fixed a desync when printing a Lua error to players with different installation paths. ([https://forums.factorio.com/60049 more])<br />
* Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).<br />
* Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. ([https://forums.factorio.com/60068 more])<br />
* Fixed decimals displaying in production statistics that caused the numbers to be too long. ([https://forums.factorio.com/59997 more])<br />
* Fixed high CPU usage on the main menu. ([https://forums.factorio.com/60063 more])<br />
* Fixed an issue when joining friends games through steam. ([https://forums.factorio.com/60157 more])<br />
* Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.<br />
* Added train path finding penalty for train with no path equal to 1000 tiles. ([https://forums.factorio.com/60211 more])<br />
* Fixed a crash when building modded rolling stock entities on diagonal rails. ([https://forums.factorio.com/60014 more])<br />
* Fixed "header errors" when extracting factorio zip files with 7zip.<br />
=== Scripting ===<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_tiles_only</code> and <code>collision_mask_considers_tile_transitions</code> read.<br />
<br />
== 0.16.41 ==<br />
Date: 03. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
<br />
== 0.16.40 ==<br />
Date: 02. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
* Fixed a crash when killing the character during the <code>gun_inventory_changed</code> event. ([https://forums.factorio.com/59784 more])<br />
* Fixed that <code>LuaPlayer::opened</code> wouldn't return the opened equipment grid. ([https://forums.factorio.com/59790 more])<br />
* Fixed <code>LuaInventory::sort_and_merge()</code> would break furnaces and assembling machines.<br />
* Fixed crash when trying to migrate circuit connected entities. Any migrated entities will be disconnected. ([https://forums.factorio.com/59974 more])<br />
* Fixed round input in team production challenge. ([https://forums.factorio.com/59970 more])<br />
* Recipe item ingredients with a count of 0 are reported as an error instead of allowing inconsistent behaviour. ([https://forums.factorio.com/60016 more])<br />
* Fixed missing reset of state of signal right next to removed rail. ([https://forums.factorio.com/60026 more])<br />
* Fixed a crash that could happen in multiplayer over a poor connection. ([https://forums.factorio.com/59993 more])<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_glow_color</code>, it colors the fuel glow of entities that use that item as fuel.<br />
=== Scripting ===<br />
* Added <code>on_player_trash_inventory_changed</code> event.<br />
* Changed <code>LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered</code> to additionally accept a table of filters.<br />
<br />
== 0.16.39 ==<br />
Date: 30. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed function of enter key in number input. ([https://forums.factorio.com/59862 more])<br />
* Fixed consistency check and migration related to rail internal inconsistency. ([https://forums.factorio.com/59765 more])<br />
* Fixed that rail signals weren't fast replaceable.<br />
* Fixed that the headless server wouldn't be able to restart for a while if it was stopped with an RCON client connected. ([https://forums.factorio.com/59830 more])<br />
* Fixed that selecting map without a preview in the save/load dialog disallowed to delete the save by the ingame delete button.<br />
* Fixed wrong calculation of item insertion into splitter in some cases, which could indirectly cause inconsistency in behaviour. ([https://forums.factorio.com/59950 more])<br />
* Localised zip opening/closing error messages + added reason or error code there.<br />
<br />
== 0.16.38 ==<br />
Date: 26. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed drawing of icons with multiple layers. ([https://forums.factorio.com/59811 more])<br />
* Fixed that changing force of a wall didn't update the connections, which could lead to a desync.<br />
* Changed that walls and gates marked for deconstruction don't connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.<br />
* Changed, that rail signals marked for deconstruction disconnect from the rails.<br />
* Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.<br />
* Changed the logic of "toggle LUA console" key to only open and not close the console (exception are ` and F1-F12 keys). ([https://forums.factorio.com/59825 more])<br />
* Fixed <code>LuaEntity::splitter_output_priority</code> read/write didn't work. ([https://forums.factorio.com/59864 more])<br />
* Fixed malformed sprite path error would not trigger minimal mode when loading mods. ([https://forums.factorio.com/59827 more])<br />
<br />
== 0.16.37 ==<br />
Date: 23. 04. 2018<br />
=== Changes ===<br />
* Added an option to interface settings to allow the user to change the distance of tooltips from the mouse. ([https://forums.factorio.com/59269 more])<br />
=== Minor Features ===<br />
* Added optional resolution and zoom parameters to the screenshot command.<br />
=== Bugfixes ===<br />
* Fixed that right click didn't work in the market GUI. ([https://forums.factorio.com/59230 more])<br />
* Fixed a modded crash related to fire flame smoke.<br />
* Fixed <code>ignored_by_interaction</code> when creating modded custom GUI elements. ([https://forums.factorio.com/59301 more])<br />
* Fixed noise program compilation bug that resulted in broken programs. ([https://forums.factorio.com/58579 more])<br />
* Fixed light from lamps outside of screen was not rendered properly. ([https://forums.factorio.com/59095 more])<br />
* Fixed the steam engines in New Hope level 4. ([https://forums.factorio.com/59299 more])<br />
* Possible fix for a crash on Linux with a multi-GPU setup. ([https://forums.factorio.com/59315 more])<br />
* Fixed graphics of battery indicator ([https://forums.factorio.com/59170 more])<br />
* Boiler and heat exchanger will spawn medium remnants instead of small remnants when destroyed. ([https://forums.factorio.com/59356 more])<br />
* Fixed that a well (offshore pump with water landfilled) was not rebuildable by construction robots. ([https://forums.factorio.com/59447 more])<br />
* Fixed gates sometimes not detecting car being driven by god controller. ([https://forums.factorio.com/59472 more])<br />
* Fixed that some of the achievements were obtainable even when player didn't spend more than 50% of time in the game. ([https://forums.factorio.com/59467 more])<br />
* Fixed that character window was closed when doing fast transfer between armor slot and inventory. ([https://forums.factorio.com/59486 more])<br />
* Fixed that modded inserters would some times get stuck. ([https://forums.factorio.com/59316 more])<br />
* Fixed that Wave defense would error when played on a headless server. ([https://forums.factorio.com/59420 more])<br />
* Improved system of key blocking now allows more key bindings to work correctly. ([https://forums.factorio.com/59415 more])<br />
* Fixed underground pipe ghost would block underground connections of other forces. ([https://forums.factorio.com/59624 more])<br />
* Added missing directions to util.oppositedirection. ([https://forums.factorio.com/59550 more])<br />
* Fixed that the sound sliders went to 200% causing a lost of audio quality. ([https://forums.factorio.com/59638 more])<br />
* Fixed save corruption when forces are merged while there is a rocket on the map. ([https://forums.factorio.com/59661 more])<br />
* Fixed that <code>LuaEntity::teleport</code> could teleport ghost belts/rails.<br />
* Fixed that <code>LuaEntity::teleport</code> of ghost walls could create wall and ghost wall on the same position which could cause desyncs.<br />
* Fixed that <code>LuaEntity::teleport</code> didn't put entities that are supposed to be aligned to grid onto grid.<br />
* Fixed wrong behavior of mining of a vehicle the player is in in multiplayer. ([https://forums.factorio.com/59709 more])<br />
* Fixed crash on starting mod scenario in multiplayer for the first time. ([https://forums.factorio.com/59027 more])<br />
* Fixed signal placeability in junction with different directions in different ways. ([https://forums.factorio.com/59210 more])<br />
* Added electric energy consistency check to avoid one more corrupted save situation resulting from memory corruption. ([https://forums.factorio.com/59693 more])<br />
=== Scripting ===<br />
* Added <code>LuaTrain::killed_players</code> read.<br />
* Added <code>LuaTrain::kill_count</code> read.<br />
* Added <code>LuaInventory::is_quickbar()</code>.<br />
* Added <code>LuaInventory::get_selected_index()</code>.<br />
* Added <code>LuaFluidPrototype::fuel_value</code> read.<br />
* <code>LuaEntity::teleport</code> puts entity to correct location on the grid when it doesn't have the off-grid flag.<br />
<br />
== 0.16.36 ==<br />
Date: 28. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when opening the graphics settings GUI on a single core CPU. ([https://forums.factorio.com/59023 more])<br />
* Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. ([https://forums.factorio.com/59052 more])<br />
* Fixed that entering rectangular vehicles didn't work correctly. ([https://forums.factorio.com/58958 more])<br />
* Fixed that totals in production statistics were 0.33% off. ([https://forums.factorio.com/59063 more])<br />
* Fixed a crash when loading blueprint storage data.<br />
* Fixed that <code>LuaGameScript::check_prototype_translations()</code> would report custom-inputs as having no translation.<br />
=== Scripting ===<br />
* Fixed a crash by changing <code>LuaGameScript::merge_forces()</code> so the force is merged at the end of the tick.<br />
* Added <code>on_forces_merged</code> event.<br />
* Added <code>LuaEntity::armed</code> read.<br />
* Added <code>LuaEntityPrototype::timeout</code> read.<br />
* Added <code>on_land_mine_armed</code> event.<br />
* Added <code>LuaPlayer::spectator</code> read/write.<br />
* Added <code>LuaGameScript::enemy_has_vision_on_land_mines</code> read/write.<br />
<br />
== 0.16.35 ==<br />
Date: 24. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed shifting for half-belt drawn as part of loader. ([https://forums.factorio.com/58919 more])<br />
=== Modding ===<br />
* Added recipe-prototype <code>show_amount_in_title</code> and <code>always_show_products</code>.<br />
=== Scripting ===<br />
* Added Added <code>LuaRecipePrototype::show_amount_in_title</code> and <code>always_show_products</code> read.<br />
<br />
== 0.16.34 ==<br />
Date: 22. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that long description in achievement cards was cut off. The card will be larger in this case now. ([https://forums.factorio.com/58891 more])<br />
* Fixed a crash when rendering stickers. ([https://forums.factorio.com/58953 more])<br />
== 0.16.33 ==<br />
Date: 22. 03. 2018<br />
=== Features ===<br />
* Added dropdown to the replay viewing control that allows to switch between the view of different players.<br />
=== Changes ===<br />
* Updated map-gen-settings.example.json. ([https://forums.factorio.com/55859 more])<br />
=== Bugfixes ===<br />
* Fixed, that when the server is slower then the client, the player input is stuck. ([https://forums.factorio.com/48387 more])<br />
* Fixed that using rail by the rail planner stopped replay. ([https://forums.factorio.com/58933 more])<br />
* Fixed that burner inserter didn't show fuel in the entity info. ([https://forums.factorio.com/58876 more])<br />
* Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) ([https://forums.factorio.com/58870 more])<br />
* Fixed PvP script error when 'DEFCON timer' was set too low. ([https://forums.factorio.com/58855 more])<br />
* Fixed that ctrl-click to transfer modules into assembling machines didn't work correctly. ([https://forums.factorio.com/58896 more])<br />
* Small improvement in mining logic when using rail planner. ([https://forums.factorio.com/58483 more])<br />
* Fixed an issue with un-researching upgrade-based technologies. ([https://forums.factorio.com/58885 more])<br />
* Fixed a layering issue related to the train stop visualization. ([https://forums.factorio.com/58857 more])<br />
* Fixed that player joined/left game messages weren't visible in the replay.<br />
* Fixed that health bar of other players weren't visible.<br />
* Fixed a rare crash when joining multiplayer games on Mac.<br />
* Fixed crash when player with debuff sticker disconnected from game and later reconnected.<br />
=== Modding ===<br />
* Added recipe-prototype allow_intermediates.<br />
=== Scripting ===<br />
* Added events and remote interface to PvP scenario.<br />
* Added <code>LuaRecipePrototype::allow_intermediates</code> read.<br />
== 0.16.32 ==<br />
Date: 20. 03. 2018<br />
=== Minor Features ===<br />
* Added string import/export to PvP config.<br />
=== Changes ===<br />
* Only item ingredients are automatically sorted in recipes.<br />
=== Bugfixes ===<br />
* Fixed <code>LuaEntity::get_merged_signals()</code> would always require a parameter. ([https://forums.factorio.com/58861 more])<br />
* Fixed a crash related to mod settings losing precision when being saved through JSON. ([https://forums.factorio.com/58859 more])<br />
=== Modding ===<br />
* mod-settings.json is now mod-settings.dat - settings will be auto migrated.<br />
== 0.16.31 ==<br />
Date: 19. 03. 2018<br />
=== Minor Features ===<br />
* Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.<br />
* Empty fuel slot tooltips show what fuel they accept.<br />
=== Changes ===<br />
* Enemy mines are not completely invisible anymore in PvP scenarios.<br />
* Land mines now also stun enemy players.<br />
* Walls will extend towards cliffs same as they already do towards water. ([https://forums.factorio.com/58273 more])<br />
* Blueprint building over entities of an enemy force is no longer ignorable(blue). ([https://forums.factorio.com/58715 more])<br />
* Ingredients in recipes are automatically sorted. ([https://forums.factorio.com/58757 more])<br />
* Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. ([https://forums.factorio.com/58485 more])<br />
=== Bugfixes ===<br />
* One more transport belt unsquashing tweak. ([https://forums.factorio.com/58638 more])<br />
* Changed <code>LuaSurface::find_entity</code> to also find entities with zero sized bounding boxes but with the given position. ([https://forums.factorio.com/58765 more])<br />
* Fixed drawing icons with layers when layers didn't have same source size as main icon. ([https://forums.factorio.com/58681 more])<br />
* Fixed another bug where tables were disabled at certain scroll positions. ([https://forums.factorio.com/58652 more])<br />
* Fixed applying blueprints could rotate unrelated assembling machines. ([https://forums.factorio.com/58729 more])<br />
* Fixed that the god controller wouldn't trigger the player_moved event. ([https://forums.factorio.com/58702 more])<br />
* Fixed script error in logistic tutorial when player went outside of logistic area. ([https://forums.factorio.com/58581 more])<br />
* Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. ([https://forums.factorio.com/58717 more])<br />
* Fixed that blueprint tooltip text wouldn't line wrap. ([https://forums.factorio.com/58582 more])<br />
* Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. ([https://forums.factorio.com/58161 more])<br />
* Fixed wrong scroll pane size in a specific situation. ([https://forums.factorio.com/56441 more])<br />
* Fixed a crash when resetting technology effects while the technology GUI is open. ([https://forums.factorio.com/58756 more])<br />
* Fixed crash with high-speed short trains crashing into something. ([https://forums.factorio.com/58504 more])<br />
* Fixed that multi-line descriptions for multiplayer games would break the config.ini. ([https://forums.factorio.com/58626 more])<br />
* Fixed creating cliffs through script or map editor didn't snap them to proper position. ([https://forums.factorio.com/58625 more])<br />
* Fixed a crash related to biters in modded games. ([https://forums.factorio.com/58576 more])<br />
* Fixed that several errors related to HTTP failure weren't localized. ([https://forums.factorio.com/58669 more])<br />
* Fixed ghost rail-planner building would lock in the build rotation after being used once. ([https://forums.factorio.com/58776 more])<br />
* Fixed that mod-associated character entities wouldn't be effected by force modifiers. ([https://forums.factorio.com/58808 more])<br />
* Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. ([https://forums.factorio.com/54461 more])<br />
* Partially fixed trains sending circuit networks signal to the wrong station. ([https://forums.factorio.com/53688 more])<br />
* Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.<br />
* Fixed another crash when saving fails when out of disk space.<br />
* Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.<br />
* Fixed a crash in multiplayer related to DNS failure.<br />
* Fixed a crash when the game.take_screenshot() would fail.<br />
* Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.<br />
* Fixed a crash when trying to set a mod setting value to 0.033333 repeating.<br />
* Fixed that replay didn't check crc values.<br />
* Fixed several problems related to replay saving.<br />
=== Modding ===<br />
* Added Entity prototype flag "not-flammable", it prevents entities from catching fire.<br />
* Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.<br />
* Fixed some imprecisions in the Production/Electric statistics calculations.<br />
* Added order_in_recipe into item-group, it defaults to the value of order property.<br />
* Added item prototype flag "hide-from-fuel-tooltip".<br />
=== Scripting ===<br />
* Removed <code>LuaElectricEnergySourcePrototype::effectivity</code> read since it didn't do anything.<br />
* Added <code>LuaGroup::order_in_recipe</code> read.<br />
* Added on_technology_effects_reset event.<br />
== 0.16.30 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Filters no longer disappear when inventory is downsized. ([https://forums.factorio.com/58565 more])<br />
* Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. ([https://forums.factorio.com/58633 more])<br />
* Fixed a crash related to resetting technology effects while a research was in progress/just finished.<br />
* Fixed a desync related to mods calling math.random() during the data stage.<br />
=== Scripting ===<br />
* Made it possible for the <code>LuaFrame::align</code> and <code>LuaFrame::vertical_align</code> to have effect on the align of the inner container.<br />
== 0.16.29 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that small numbers in recipe tooltips wouldn't render correctly. ([https://forums.factorio.com/58422 more])<br />
* Fixed a bug where tables do not react under special conditions. ([https://forums.factorio.com/56466 more]), ([https://forums.factorio.com/57667 more])<br />
* Fixed belt movement with squashed items and other gaps present. ([https://forums.factorio.com/58313 more])<br />
* Fixed that splitter input priority was not that reliable. ([https://forums.factorio.com/58031 more])<br />
* Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. ([https://forums.factorio.com/58217 more])<br />
* Fixed the EULA GUI wouldn't wrap text. ([https://forums.factorio.com/58489 more])<br />
* Fixed 'per second' suffix was not localised. ([https://forums.factorio.com/58322 more])<br />
* Attempt to fix a problem that would prevent the Linux version from starting. ([https://forums.factorio.com/58307 more])<br />
* Fixed that blueprints in the library would show empty component slots. ([https://forums.factorio.com/58113 more])<br />
* Fixed that mining item entities when out of inventory space would move the item around. ([https://forums.factorio.com/58499 more])<br />
* Fixed multiple desyncs related to walking near walls. ([https://forums.factorio.com/58477 more])<br />
* Fixed that the "don't play sound for chat" option didn't work in multiplayer. ([https://forums.factorio.com/58531 more])<br />
* Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. ([https://forums.factorio.com/57963 more])<br />
* Fixed that the players main inventory filters wouldn't persist through death. ([https://forums.factorio.com/58565 more])<br />
* Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. ([https://forums.factorio.com/58521 more])<br />
* Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.([https://forums.factorio.com/58148 more])<br />
* Fixed enemy land mines would be highlighted when showing blueprint collisions. ([https://forums.factorio.com/58621 more])<br />
* Fixed that walls would connect to ghosts from another force.<br />
* Fixed rebinding build would cause artillery to fire multiple times per click in the map view.<br />
* Fixed a crash when starting a headless server related to RCON.<br />
* Fixed a crash when setting item stacks above their stack size through script.<br />
* Fixed a crash when saving fails due to out of disk space.<br />
* Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.<br />
* Fixed that you couldn't move the map view while running the game at very high speeds.<br />
* Fixed a crash when taking a large screenshot by script fails due to a lack of memory.<br />
* Fixed a crash when canceling crafting after changing recipes through mods.<br />
* Fixed a crash when merging forces through script while a recipe tooltip is visible.<br />
* Fixed a crash when using the <code> /open</code> command and then opening an item in the players cursor.<br />
* Fixed a crash when creating modded tree particles.<br />
* Fixed a crash related to modded speaker entities.<br />
=== Modding ===<br />
* Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.<br />
* Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".<br />
* Added Entity prototype flag "not-rotatable".<br />
* Fixed a crash when not defining a stream particle animation.<br />
=== Scripting ===<br />
* Added LuaRCON to allow printing text to a calling RCON instance.<br />
* Added <code>LuaItemPrototype::fuel_emissions_multiplier</code> read.<br />
* Added <code>LuaRecipePrototype::emissions_multiplier</code> read.<br />
* Added <code>LuaFluidPrototype::emissions_multiplier</code> read.<br />
<br />
<br />
== 0.16.28 ==<br />
Date: 05. 03. 2018<br />
=== Minor Features ===<br />
* Added a simple recipe price calculator to PvP production score.<br />
* Item number in quickbar now shows over the "hand" when part of the stack is picked up. ([https://forums.factorio.com/58403 more])<br />
=== Bugfixes ===<br />
* Fixed drawing endings of transport belts entering underground belt sideways. ([https://forums.factorio.com/57939 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed roboport connections would be missing in some cases. ([https://forums.factorio.com/58238 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed that biters in groups had too low tolerance for getting stuck. ([https://forums.factorio.com/58306 more])<br />
* Fixed that you could set accumulator energy below 0. ([https://forums.factorio.com/57619 more])<br />
* Fixed a crash in rail pathing when deleting signals. ([https://forums.factorio.com/58133 more])<br />
* Fixed a crash when creating beam entities through script. ([https://forums.factorio.com/58316 more])<br />
* Fixed old boilers in New Hope level 4. ([https://forums.factorio.com/58066 more])<br />
* Fixed that changing the values in new game gui could move other gui elements. ([https://forums.factorio.com/57414 more])<br />
* Changed order of drawing, so if sprite button uses caption, its text is over the picture. ([https://forums.factorio.com/57888 more])<br />
* Fixed that the wire connection distance visualization didn't match the actual distance limits. ([https://forums.factorio.com/58340 more])<br />
* Fixed a crash when trains are destroyed while the trains GUI is open. ([https://forums.factorio.com/58356 more])<br />
* Fixed train stop indicators wouldn't render with larger blueprints. ([https://forums.factorio.com/58326 more])<br />
* Fixed mod changing chest collision box could break PvP starting chest accessibility. ([https://forums.factorio.com/58360 more])<br />
* Fixed that the Map editor wouldn't clear the cursor when the tool changes. ([https://forums.factorio.com/58303 more])<br />
* Fixed a crash when destroying rails with trains on them. ([https://forums.factorio.com/58380 more])<br />
* Fixed a crash when joining Steam games through the Steam interface.<br />
* Fixed a crash related to adding equipment grid support to armor in existing games.<br />
* Fixed several crashes related to GUI logic.<br />
* Fixed a crash when loading pre 0.16 saves when in a vehicle as a god controller.<br />
* Fixed a crash when teleporting offline players between surfaces.<br />
* Fixed non-stackable items wouldn't enforce they aren't stackable.<br />
* Fixed a crash when changing runtime mod settings while someone is joining a multiplayer game.<br />
* Fixed a crash when a character or spawner dies in the map editor.<br />
* Fixed a crash when hovering over blueprint book item in the map editor.<br />
* Fixed a crash when right-clicking a blueprint to open it for editing in the map editor.<br />
* Fixed a crash when putting blueprints into blueprint books in multiplayer.<br />
* Fixed a crash when importing some blueprint strings.<br />
=== Scripting ===<br />
* Added has_hidden_tile and collision_mask flags to <code>LuaSurface::find_tiles_filtered</code> and <code>LuaSurface::count_tiles_filtered</code>.<br />
* Added <code>LuaSurface::set_hidden_tile()</code>.<br />
* Added <code>LuaGuiElement::ignored_by_interaction</code> which prevents the elements from stealing mouse interaction with the parent elements. ([https://forums.factorio.com/58127 more])<br />
* Added <code>LuaSpriteButton::number</code> which allows the number to be rendered in the standard way in the right-bottom corner of the sprite button.<br />
* Added <code>LuaSpriteButton::show_percent_for_small_numbers</code> which, when set to true, forces the number to be shown as percent when smaller than 1.<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_emissions_multiplier</code> which scales pollution generated when the fuel item is used.<br />
* Added <code>FluidPrototype::emissions_multiplier</code> which scales pollution generated when when the fluid is consumed.<br />
* Added <code>RecipePrototype::emissions_multiplier</code> which scales pollution generated by the entity using this recipe.<br />
* Added support to set scroll_pane_style horizontal_scroll_bar_style and vertical_scroll_bar_style.<br />
== 0.16.27 ==<br />
Date: 28. 02. 2018<br />
=== Minor Features ===<br />
* Added refined concrete and refined hazard concrete.<br />
=== Changes ===<br />
* The the name textfield in the rename train stop dialog gets automatically focused and the text is pre-selected.<br />
=== Bugfixes ===<br />
* Fixed that dying would only put the first stack into the dead body. ([https://forums.factorio.com/58201 more])<br />
* Fixed that infinite resources would always produce the same result when at minimal yield. ([https://forums.factorio.com/58210 more])<br />
* Fixed how the switch event is processed. ([https://forums.factorio.com/57692 more])<br />
* Fixed behaviour of the train station list-box when player inventory was big enough to be scrollable. ([https://forums.factorio.com/57834 more])<br />
* Fixed that always_show_made_in didn't work for recipe tooltips in the technology GUI. ([https://forums.factorio.com/58249 more])<br />
* Fixed a crash when migrating item types in some cases.<br />
* Fixed movement of belt segment that has a lot of squashed items in it.<br />
* Fixed a crash in the map editor when changing player armor.<br />
* Fixed a crash related to mods destroying the player during player events.<br />
* Fixed a crash when creating a Factorio account using the in-game option.<br />
== 0.16.26 ==<br />
Date: 26. 02. 2018<br />
=== Features ===<br />
* Added partial IME support for typing Chinese, Japanese and Korean text on Windows.<br />
=== Changes ===<br />
* IPs are no longer directly logged.<br />
=== Bugfixes ===<br />
* Fixed several belt compression problems.<br />
* Fixed crash when rendering turret range visualization in camera widget.<br />
* Fixed incorrect behaviour when a text box line wraps. ([https://forums.factorio.com/57944 more])<br />
* Fixed achievement deletion dialog. ([https://forums.factorio.com/57959 more])<br />
* Fixed choose-elem-button locking not persisting across saves. ([https://forums.factorio.com/58012 more])<br />
* Fixed item creeping forward on belt sometimes. ([https://forums.factorio.com/57282 more])<br />
* Fixed removal of tracked silo script items. ([https://forums.factorio.com/57953 more])<br />
* Fixed a crash when using the Lua GUI element type "entity-preview". ([https://forums.factorio.com/58048 more])<br />
* Fixed that "Expected resources" didn't always match what you actually got. ([https://forums.factorio.com/58032 more])<br />
* Fixed that heavily modded saves with large amounts of tile types couldn't be loaded without the mods. ([https://forums.factorio.com/56946 more])<br />
* Fixed that buffer chests could get items sent to them they weren't requesting. ([https://forums.factorio.com/58080 more])<br />
* Fixed belts would stop animating after really long time. ([https://forums.factorio.com/58163 more])<br />
* Fixed crash when vehicle with personal roboport was destroyed because of impact damage from its own movement. ([https://forums.factorio.com/58125 more])<br />
* Fixed the help locale for the <code> /toggle-rockets-sent-gui</code> freeplay command. ([https://forums.factorio.com/58096 more])<br />
* Fixed wrong scale of icons with non-standard icon_size in alt-mode. ([https://forums.factorio.com/58143 more])<br />
* Fixed generator effectivity being applied twice when below 100%.<br />
* Fixed a crash when failing to download a map in multiplayer.<br />
* Fixed crashes related to Lua stack overflows.<br />
* Fixed a crash related to changing the stack size of items when removing mods.<br />
* Fixed a crash when researching logistic request slots.<br />
* Fixed a crash related to the ending screen data in multiplayer.<br />
* Fixed a crash when explosion entities where created during migration scripts.<br />
* Fixed a crash when exiting the game while it's saving.<br />
* Fixed a crash when loading a map file fails.<br />
* Fixed a crash related to modded burner generator equipment in multiplayer.<br />
* Fixed labels could render outside of their defined area.<br />
* Fixed a crash when placing assembling machine blueprints over ghosts.<br />
* Fixed a crash when clicking quickly while joining multiplayer games.<br />
* Fixed a crash when saving the game fails.<br />
* Fixed a crash when deleting chunks with cliffs on them.<br />
* Fixed a crash when trying to set player inventory filters in the map editor.<br />
* Fixed several GUI related crashes related to multiplayer latency.<br />
* Fixed a crash when hosting LAN-enabled multiplayer games in some instances.<br />
=== Modding ===<br />
* Added <code>GeneratorPrototype::scale_fluid_usage</code> which scales the generator's fluid usage to its maximum power output. Default is false.<br />
* Generator will now produce pollution if emissions is specified on the energy source.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::is_multiplayer()</code>.<br />
== 0.16.25 ==<br />
Date: 19. 02. 2018<br />
=== Changes ===<br />
* Inserters, mining drills, and belt sideloading can now squash items on belt even when the gap isn't big enough.<br />
** The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
** This means, that inserter, mining drills and side loading can produce fully compressed belts without the usage of splitters.<br />
=== Minor Features ===<br />
* Improved behavior of mode switches in deconstruction planner. ([https://forums.factorio.com/57871 more])<br />
=== Bugfixes ===<br />
* Fixed crash when train was leaving station that was disabled by circuit network or destroyed. ([https://forums.factorio.com/57869 more])<br />
* Fixed search box losing focus inconveniently in mods gui. ([https://forums.factorio.com/57821 more])<br />
* Fixed client crash when server exits while player has the save game dialog open. ([https://forums.factorio.com/57701 more])<br />
* Removing components of a blueprint no longer resizes the window. ([https://forums.factorio.com/56412 more])<br />
* Fixed performance issue when running out of storage while big deconstruction is in progress.<br />
* Fixed scrollbar buttons that would ignore mouse up event. ([https://forums.factorio.com/57899 more])<br />
* Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. ([https://forums.factorio.com/57974 more])<br />
=== Scripting ===<br />
* Added <code>LuaControl::is_player()</code><br />
<br />
== 0.16.24 ==<br />
Date: 15. 02. 2018<br />
=== Minor Features ===<br />
* When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.<br />
* Player chat color when set through '/color r g b a' command will be brightened. ([https://forums.factorio.com/57796 more])<br />
=== Bugfixes ===<br />
* Fixed that <code>LuaEntity::get_merged_signals()</code> would return wrong value if no wires were connected. ([https://forums.factorio.com/57757 more])<br />
* Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. ([https://forums.factorio.com/57730 more])<br />
* Fixed energy consumption of laser turret in recipe tooltip. ([https://forums.factorio.com/22310 more])<br />
* Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. ([https://forums.factorio.com/57691 more])<br />
* Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. ([https://forums.factorio.com/57496 more])<br />
* Fixed that you could define a fluidbox height of 0. ([https://forums.factorio.com/57753 more])<br />
* Fixed trains "twitching" under certain circumstances. ([https://forums.factorio.com/57738 more])<br />
* Fixed wrong hairy dead tree graphics positioning. ([https://forums.factorio.com/57761 more])<br />
* Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. ([https://forums.factorio.com/57759 more])<br />
* Fixed <code>LuaInventory::getbar</code>/setbar used zero-based indexing. ([https://forums.factorio.com/57816 more])<br />
* Fixed incorrect electric network connection rendering on the map. ([https://forums.factorio.com/57327 more])<br />
* Fixed train would reset its "waiting on signal" penalty when recalculating path due to waiting too long. ([https://forums.factorio.com/57574 more])<br />
=== Scripting ===<br />
* Added script.on_nth_tick(n, function).<br />
* Added <code>LuaSurface::can_place_entity</code>(...) optional parameter "build_check_type" and "forced".<br />
<br />
== 0.16.23 ==<br />
Date: 12. 02. 2018<br />
=== Changes ===<br />
* Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.<br />
* The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.<br />
* The Rocket silo entity info now shows 'Rocket parts: 50/100'.<br />
* Removed 'starting inventory' PvP option, as starting chests are a more proper solution.<br />
* Added 'required satellites sent' option to space race PvP game mode<br />
=== Bugfixes ===<br />
* Fixed snapping locomotive to station sometimes not working. ([https://forums.factorio.com/57380 more])<br />
* Fixed modded loaders with different dimensions crashing when destroyed. ([https://forums.factorio.com/56701 more])<br />
* Fixed that module effects would go negative when adding too many beacon effects together. ([https://forums.factorio.com/57425 more])<br />
* Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. ([https://forums.factorio.com/57452 more])<br />
* Fixed that directly replacing modules didn't work correctly. ([https://forums.factorio.com/57453 more])<br />
* Fixed that changing train stop names wouldn't update the last-user. ([https://forums.factorio.com/57481 more])<br />
* Fixed that the logistic count tooltip wouldn't show correctly for negative values. ([https://forums.factorio.com/57520 more])<br />
* Fixed that changing the stack size of the satellite through mods could make it impossible to win. ([https://forums.factorio.com/57487 more])<br />
* Fixed circuit controlled stack override sometimes being incorrect. ([https://forums.factorio.com/57421 more])<br />
* Fixed that mods could specify invalid categories, for a few classes of modded item. ([https://forums.factorio.com/57443 more])<br />
* Fixed pipette tool orientation of curved tracks. ([https://forums.factorio.com/57477 more])<br />
* Fixed that beacons would ignore the allowed effects on an entity. ([https://forums.factorio.com/57376 more])<br />
* Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. ([https://forums.factorio.com/57489 more])<br />
* Fixed Lua module limitations array being a map of strings to numbers, instead of an array. ([https://forums.factorio.com/57561 more])<br />
* Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. ([https://forums.factorio.com/57505 more])<br />
* Fixed worker robot speed in PvP scenario. ([https://forums.factorio.com/57547 more])<br />
* Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. ([https://forums.factorio.com/57577 more])<br />
* Fixed that the technology search would be broken by disabled technologies in some cases. ([https://forums.factorio.com/57600 more])<br />
* Fixed that mods changing stack sizes would break the inventory transfers tutorial. ([https://forums.factorio.com/57613 more])<br />
* Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. ([https://forums.factorio.com/55381 more])<br />
* Fixed <code>LuaSurface::regenerate_decoratives()</code> would generate much more decoratives than normal map generator run. ([https://forums.factorio.com/57348 more])<br />
* Fixed clicking the label in sort-able tables wouldn't effect sorting. ([https://forums.factorio.com/57652 more])<br />
* Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. ([https://forums.factorio.com/57386 more])<br />
* Fixed clamp_position=true on artillery shells would negate artillery range bonus. ([https://forums.factorio.com/57700 more])<br />
* Fixed item icon would not be rescaled to normal size if icon_size not 32. ([https://forums.factorio.com/57683 more])<br />
=== Modding ===<br />
* Added "friend" and "not-friend" force trigger modifiers.<br />
* Added optional night vision equipment prototype "darkness_to_turn_on".<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::ammo_category_prototypes</code> read.<br />
* Added <code>LuaEntity::get_merged_signals()</code>.<br />
<br />
== 0.16.22 ==<br />
Date: 02. 02. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when loading saves with modded camera GUI elements. ([https://forums.factorio.com/57375 more])<br />
* Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. ([https://forums.factorio.com/57381 more])<br />
* Another attempt to fix crashes on OS X Mavericks (version 10.9). ([https://forums.factorio.com/54549 more])<br />
* Fixed that some mod settings would always detect as different than the server when trying to join. ([https://forums.factorio.com/57352 more])<br />
* Fixed that turrets that died and where rebuilt couldn't be mined. ([https://forums.factorio.com/57393 more])<br />
=== Modding ===<br />
* Added optional <code>RecipePrototype::allow_as_intermediate</code> to disable a recipe being used as an intermediate when hand crafting.<br />
* Added <code>PlayerPrototype::enter_vehicle_distance</code>.<br />
=== Scripting ===<br />
* Added <code>LuaRecipePrototype::allow_as_intermediate</code> read.<br />
* A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.<br />
* Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.<br />
<br />
== 0.16.21 ==<br />
Date: 01. 02. 2018<br />
=== Minor Features ===<br />
* Added support to load save files directly in the map editor.<br />
* Added "Save and play" button to map editor, to allow quick iteration.<br />
* Added levels in campaigns to level editor "open" menu.<br />
=== Changes ===<br />
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.<br />
* Player death messages will be printed to all forces they are friends with.<br />
* Player death messages include the player tag.<br />
** Gui:<br />
* The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.<br />
=== Bugfixes ===<br />
* Fixed teleporting pumps would crash the game. ([https://forums.factorio.com/57150 more])<br />
* Fixed dragging in the map preview and technology GUI didn't work correctly. ([https://forums.factorio.com/57202 more])<br />
* Fixed walls wouldn't connect correctly when built through script in some cases. ([https://forums.factorio.com/57212 more])<br />
* Fixed that the equipment grid was too small when using extra-low graphics quality. ([https://forums.factorio.com/56913 more])<br />
* Fixed inserters could get stuck trying to pick up items off the ground in some cases. ([https://forums.factorio.com/57244 more])<br />
* Fixed issues related to splitter priorities. ([https://forums.factorio.com/56968 more])<br />
* Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. ([https://forums.factorio.com/57204 more])<br />
* Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. ([https://forums.factorio.com/56926 more])<br />
* Fixed that biters would not be able to path find close to cliffs. ([https://forums.factorio.com/56811 more])<br />
* Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. ([https://forums.factorio.com/51488 more])<br />
* Fixed that the tips-and-tricks GUI would open when running a replay. ([https://forums.factorio.com/57300 more])<br />
* Fixed that the blueprint setup GUI wouldn't show in some situations. ([https://forums.factorio.com/57293 more])<br />
* Fixed that the asynchronous saving process could freeze in headless mode. ([https://forums.factorio.com/56823 more])<br />
* Fixed crash in PvP when distance between starting areas was too low. ([https://forums.factorio.com/57215 more])<br />
* Fixed small locale error in resource entity info. ([https://forums.factorio.com/56930 more])<br />
* Fixed crash when player deletes blueprint book from their library while other player has the book opened. ([https://forums.factorio.com/56288 more])<br />
* Fixed that custom scroll panes didn't respect vertical scroll policy correctly. ([https://forums.factorio.com/57309 more])<br />
* Fixed a crash in the technology GUI when using <code>LuaForce::disable_all_prototypes()</code>. ([https://forums.factorio.com/57066 more])<br />
* Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. ([https://forums.factorio.com/54781 more])<br />
* Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. ([https://forums.factorio.com/57318 more])<br />
* Fixed ghost of lamp would not connect to logistic network when revived. ([https://forums.factorio.com/56413 more])<br />
* Fixed that the command line <code>--map2scenario</code> option wouldn't convert scenario-created saves correctly. ([https://forums.factorio.com/56523 more])<br />
* Fixed handling of mouse bindings in map view. ([https://forums.factorio.com/57201 more])<br />
* Fixed that you could get stuck after using cliff explosives. ([https://forums.factorio.com/57339 more])<br />
* Fixed biters getting stuck next to a wall in some situations. ([https://forums.factorio.com/57334 more])<br />
=== Modding ===<br />
* Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.<br />
* Added optional always_show_made_in to recipe prototypes.<br />
=== Scripting ===<br />
* Added last_research to the on_research_started event.<br />
* Added <code>LuaEntityPrototype::energy_per_hit_point</code> read.<br />
* Added <code>LuaEntityPrototype::create_ghost_on_death</code> read.<br />
* Added CustomMinimap GUI element type.<br />
* Added CustomEntityPreview GUI element type.<br />
* Added <code>LuaInventory::sort_and_merge()</code>.<br />
* Added an optional "invert" option to <code>LuaSurface::find</code>/count entities filtered.<br />
* Added <code>LuaForce::enable_all_prototypes()</code>.<br />
* Added <code>LuaRecipePrototype::always_show_made_in</code> read.<br />
* Added <code>LuaControl::get_main_inventory()</code>.<br />
* Added <code>LuaGuiElement::column_count</code> read.<br />
* Changed util.merge to always deepcopy nested tables. ([https://forums.factorio.com/57169 more])<br />
* Changed events so they won't fire until every mod has had on_init ran.<br />
<br />
== 0.16.20 ==<br />
Date: 26. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed another compression problem on belts related to splitters.<br />
* Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work.<br />
* Fixed biter related desyncs. ([https://forums.factorio.com/57048 more])<br />
* Fixed possible desync related to logistic network.<br />
=== Modding ===<br />
* Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.<br />
<br />
== 0.16.19 ==<br />
Date: 25. 01. 2018<br />
=== Minor Features ===<br />
* Added PvP options: Disband team on loss, team area artillery and give artillery remote.<br />
=== Bugfixes ===<br />
* Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. ([https://forums.factorio.com/57005 more])<br />
* Fixed that fast-replacing power poles while running would just delete them. ([https://forums.factorio.com/56729 more])<br />
* Fixed that you couldn't exit vehicles with large collision boxes. ([https://forums.factorio.com/56905 more])<br />
* Fixed that <code>LuaPlayer::can_insert</code> and <code>LuaPlayer::insert</code> didn't agree. ([https://forums.factorio.com/56917 more])<br />
* Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. ([https://forums.factorio.com/56816 more])<br />
* Fixed that teleporting roboports when robots where charging would lead to corrupt saves. ([https://forums.factorio.com/57006 more])<br />
* Fixed that toggle-console wouldn't work with modifier keys. ([https://forums.factorio.com/57013 more])<br />
* Fixed graphical artifacts in terrain when zoomed out. ([https://forums.factorio.com/57043 more])<br />
* Fixed that <code>LuaForce::disable</code>/enable research wouldn't update the GUI correctly. ([https://forums.factorio.com/57075 more])<br />
* Fixed that pumps would ignore fluidbox filter. ([https://forums.factorio.com/56694 more])<br />
* Fixed crash caused by non-ASCII characters in name of custom scenario. ([https://forums.factorio.com/57077 more])<br />
* Fixed that idle biters would ignore the player when approached. ([https://forums.factorio.com/57085 more])<br />
=== Modding ===<br />
* Added support for setting icon_size per icon layer.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::default_map_gen_settings</code> read.<br />
* Added <code>LuaSurface::get_random_chunk()</code>.<br />
<br />
== 0.16.18 ==<br />
Date: 23. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed searching for recipes could add the "no recipe available" message multiple times. ([https://forums.factorio.com/56966 more])<br />
* Fixed a crash related to biters. ([https://forums.factorio.com/56932 more])<br />
* Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. ([https://forums.factorio.com/56915 more])<br />
* Fixed logistic entity highlighting didn't work correctly in some cases. ([https://forums.factorio.com/56942 more])<br />
* Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. ([https://forums.factorio.com/56953 more])<br />
* Fixed Linux runtime requirements being dynamically linked. ([https://forums.factorio.com/56922 more])<br />
* Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. ([https://forums.factorio.com/56929 more])<br />
<br />
== 0.16.17 ==<br />
Date: 22. 01. 2018<br />
=== Features ===<br />
* Added filter to splitter.<br />
* Added input and output priority to splitter.<br />
=== Minor Features ===<br />
* Added a "clone group" button to the permissions GUI.<br />
* Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.<br />
=== Balancing ===<br />
* Increased the stack size of roboport from 5 to 10.<br />
* Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.<br />
=== Bugfixes ===<br />
* Fixed that rail chain signals didn't work with copy-paste. ([https://forums.factorio.com/56438 more])<br />
* Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. ([https://forums.factorio.com/56440 more])<br />
* Fixed that walking near the edge of water could result in no footstep sounds. ([https://forums.factorio.com/56372 more])<br />
* Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. ([https://forums.factorio.com/56250 more])<br />
* Fixed that ghost solar panels would show as having energy. ([https://forums.factorio.com/56467 more])<br />
* Fixed that the bonus GUI didn't show correct numbers for some bonuses. ([https://forums.factorio.com/56475 more])<br />
* Fixed that a single water tile that separates two terrain types would become invisible. ([https://forums.factorio.com/54663 more])<br />
* Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs.<br />
** The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled.<br />
** This should reduce GPU load, but slightly increase CPU load and VRAM usage. ([https://forums.factorio.com/54560 more])<br />
* Added a command-line option <code>--executable-path</code> to allow launching Factorio through a custom ld.so on Linux. ([https://forums.factorio.com/56454 more])<br />
* Fixed a crash when setting invalid prototype values for vehicle type entities through mods. ([https://forums.factorio.com/56494 more])<br />
* Fixed that you couldn't attack nests with your pickaxe.<br />
* Additional fix of the rail block visualization for high res. ([https://forums.factorio.com/56499 more])<br />
* Fixed jittering when running against entities with connected bounding boxes (for example pipes). ([https://forums.factorio.com/56497 more])<br />
* Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. ([https://forums.factorio.com/56574 more])<br />
* Fixed recipe tooltip with many raw materials showing incorrectly. ([https://forums.factorio.com/56422 more])<br />
* Fixed invisible GUI when assembling machine with no recipe is opened. ([https://forums.factorio.com/56491 more])<br />
* Fixed a crash on Linux that would happen after dragging a UI element outside the game window. ([https://forums.factorio.com/56501 more])<br />
* Fixed inconvenient drag-placing of electric poles around large entities. ([https://forums.factorio.com/56374 more])<br />
* Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. ([https://forums.factorio.com/56659 more])<br />
* Fixed artillery projectile shadow was not aligned with artillery cannon shadow. ([https://forums.factorio.com/55269 more])<br />
* Fixed line breaks in changelog with UI scale. ([https://forums.factorio.com/56141 more])<br />
* Fixed that too many biters trying to return to a spawner could make all other biters inactive. ([https://forums.factorio.com/56464 more])<br />
* Fixed robots deconstructing artillery turrets could lose ammo. ([https://forums.factorio.com/56686 more])<br />
* Improved scroll behaviour in server list. ([https://forums.factorio.com/55451 more])<br />
* Fixed possibility of receiving the previous rounds input items in Team production. ([https://forums.factorio.com/56754 more])<br />
* Fixed that the game could create many enemy unit groups resulting in poor performance. ([https://forums.factorio.com/56683 more])<br />
* Fixed pasting entity settings would not disable connection to logistic network. ([https://forums.factorio.com/56753 more])<br />
* Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. ([https://forums.factorio.com/56748 more])<br />
* Fixed rail chain signal ghost would emit light. ([https://forums.factorio.com/56818 more])<br />
* Fixed that blueprint strings wouldn't retain storage chest filters. ([https://forums.factorio.com/56875 more])<br />
* Fixed passing LuaObjects through the remote interface wouldn't always work correctly. ([https://forums.factorio.com/56812 more])<br />
* Fixed that <code>LuaSurface::create_entity</code> wouldn't work to create walls on top of ghost walls. ([https://forums.factorio.com/56829 more])<br />
* Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. ([https://forums.factorio.com/56859 more])<br />
* Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. ([https://forums.factorio.com/56854 more])<br />
* Fixed a migration issue related to logistic entities and inventory resizing. ([https://forums.factorio.com/56861 more])<br />
=== Modding ===<br />
* Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. ([https://forums.factorio.com/55109 more])<br />
* Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.<br />
* Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. ([https://forums.factorio.com/26937 more])<br />
=== Scripting ===<br />
* Changed the tile related events to include the old tiles and positions instead of just positions.<br />
* Added on_pre_player_crafted_item and on_player_cancelled_crafting events.<br />
* Added on_entity_damaged event.<br />
* Added on_chunk_charted event.<br />
* Added <code>LuaEntity::splitter_filter</code>, splitter_input_priority and splitter_output_priority read/write.<br />
* Added ghost_name and ghost_type to <code>LuaSurface::find</code>/count entities filtered.<br />
* Fixed recursive call in util.merge(). ([https://forums.factorio.com/56779 more])<br />
<br />
== 0.16.16 ==<br />
Date: 10. 01. 2018<br />
=== Minor Features ===<br />
* Items on the ground can be mined manually for precise control of what you pick up.<br />
* Added 'duplicate starting entities' option to PvP.<br />
=== Changes ===<br />
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.<br />
** The decision whether item goes to left or right output is now independent of the item type.<br />
* Hide cliff explosives in bonus GUI as they don't really receive any bonuses. ([https://forums.factorio.com/56318 more])<br />
* Tweaked the balancing of the PvP production score.<br />
* Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. ([https://forums.factorio.com/55110 more])<br />
=== Optimisations ===<br />
* Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. ([https://forums.factorio.com/56224 more])<br />
=== Bugfixes ===<br />
* Fixed that consecutive splitters could uncompress compressed belt. ([https://forums.factorio.com/55645 more])<br />
* Fixed that loading from the game-over screen would result in a crash if loading failed. ([https://forums.factorio.com/56336 more])<br />
* Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. ([https://forums.factorio.com/56339 more])<br />
* Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. ([https://forums.factorio.com/56327 more])<br />
* Fixed Linux users sometime crashing when relaunching the game. ([https://forums.factorio.com/53650 more])<br />
* Fixed that blueprint library GUI would lose your filter when you view a blueprint. ([https://forums.factorio.com/56210 more])<br />
* Fixed that biters would sometimes be deactivated when they shouldn't. ([https://forums.factorio.com/55370 more])<br />
* Fixed that artillery would target forces marked with cease fire. ([https://forums.factorio.com/56360 more])<br />
* Fixed a crash when using <code>LuaTransportLine::remove_item()</code>. ([https://forums.factorio.com/56352 more])<br />
* Fixed that the beacon would show energy consumption twice. ([https://forums.factorio.com/56359 more])<br />
* Fixed PvP production score calculation for hand crafting and launching satellites.<br />
* Fixed jittering when walking into a straight water/land border. ([https://forums.factorio.com/56362 more])<br />
* Attempt at fixing missing symbol on macOS 10.9 ([https://forums.factorio.com/54549 more])<br />
* Fixed that turret range map and hover overlays didn't quite match. ([https://forums.factorio.com/56332 more])<br />
* Fixed that RCON would only respond to the first command in a packet. ([https://forums.factorio.com/55918 more])<br />
* Fixed PvP no rush restriction could be bypassed using a vehicle.<br />
* Ensure that there is always at least a minimal lake in the starting area.<br />
* Fixed script error if a removed modded item was sent in a rocket. ([https://forums.factorio.com/56411 more])<br />
* Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. ([https://forums.factorio.com/56402 more])<br />
* Fixed a crash when mods would try to set item health values to negative amounts. ([https://forums.factorio.com/56407 more])<br />
* Fixed requester chests could get stuck in some cases. ([https://forums.factorio.com/56408 more])<br />
* Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. ([https://forums.factorio.com/56038 more])<br />
* Fixed chunk edge cliff discontinuities due to ore patches. ([https://forums.factorio.com/56022 more])<br />
=== Scripting ===<br />
* Added <code>LuaEntity::cliff_orientation</code> read.<br />
<br />
== 0.16.15 ==<br />
Date: 05. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed that underground belts built by a blueprint would not respect the type of an existing belt. ([https://forums.factorio.com/55174 more])<br />
* Fixed pump ghosts would always highlight attached rail, not just when selected.<br />
* Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. ([https://forums.factorio.com/56201 more])<br />
* Improved number formating in electricity overview to make it less jumpy. ([https://forums.factorio.com/56136 more])<br />
* Fixed logistic robots migration related to changing force of logistic robots while stationing. ([https://forums.factorio.com/56194 more])<br />
* Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. ([https://forums.factorio.com/54871 more])<br />
* Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. ([https://forums.factorio.com/56125 more])<br />
<br />
== 0.16.14 ==<br />
Date: 04. 01. 2018<br />
=== Minor Features ===<br />
* Added 'allow spectators' option to PvP.<br />
=== Changes ===<br />
* Changed rail world settings to have normal biters frequency.<br />
=== Bugfixes ===<br />
* Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. ([https://forums.factorio.com/56129 more])<br />
* Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. ([https://forums.factorio.com/55995 more])<br />
* Fixed that inserters would try to put items into furnaces that could never fit. ([https://forums.factorio.com/56134 more])<br />
* Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. ([https://forums.factorio.com/56135 more])<br />
* Fixed that request chests weren't equally distributed when there were not enough robots.<br />
* Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.<br />
** This could cause crashes as the internal data structures take it as granted.<br />
* Fixed that download progress bar in the sync save with mods wasn't being updated.<br />
* Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.<br />
* Fixed some PvP game modes being won by launching a rocket.<br />
* Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. ([https://forums.factorio.com/55882 more])<br />
<br />
== 0.16.13 ==<br />
Date: 03. 01. 2018<br />
=== Minor Features ===<br />
* Added a time limit option to PvP game modes 'Production score' and 'Oil harvest'<br />
* Added 'score per minute' to the PvP Production score GUI.<br />
=== Bugfixes ===<br />
* Fixed a crash when blueprinting modded logistic storage chests. ([https://forums.factorio.com/55963 more])<br />
* Fixed requester chests wouldn't work with specific combinations of storage, buffer, and provider chests. ([https://forums.factorio.com/55967 more])<br />
* Fixed a crash with the command line map preview option. ([https://forums.factorio.com/55993 more])<br />
* Fixed the world-icon for the cliff explosive didn't match the item icon. ([https://forums.factorio.com/55812 more])<br />
* Fixed the progress indicator in the browse-mods GUI would update too quickly. ([https://forums.factorio.com/55540 more])<br />
* Fixed changing the force of a robot waiting to charge would break the robot. ([https://forums.factorio.com/55799 more])<br />
* Fixed that joining modded multiplayer games where the spawn area was deleted would error. ([https://forums.factorio.com/56004 more])<br />
* Fixed that pasting text didn't work correctly in any text field. ([https://forums.factorio.com/55977 more])<br />
* Fixed a crash related to tile transitions. ([https://forums.factorio.com/56005 more])<br />
* Fixed logistic storage filters would be ignored in some specific cases. ([https://forums.factorio.com/56009 more])<br />
* Fixed that side-loading underground belts could lead to them getting stuck. ([https://forums.factorio.com/56024 more])<br />
* Fixed that modded storage chests would allow more than 1 filter when the extra filters weren't valid. ([https://forums.factorio.com/56058 more])<br />
* Fixed that the map preview seed wouldn't get used when the generate map GUI had an exchange string entered. ([https://forums.factorio.com/56029 more])<br />
* Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.<br />
* Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. ([https://forums.factorio.com/56081 more])<br />
* Fixed that tooltip of disabled widgets didn't work.<br />
* Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn't editable.<br />
* Fixed one of the curved rail segment visualizations wasn't aligned correctly. ([https://forums.factorio.com/55276 more])<br />
* Fixed that the console could be opened in a paused game where it can't be interacted with.<br />
* Fixed issues of console in combination with technology GUI in multiplayer. ([https://forums.factorio.com/55719 more])<br />
* Fixed changelogs (including mod changelogs) not properly displaying the "All" subversion for a version x.y when there was no version x.y.0. ([https://forums.factorio.com/55959 more])<br />
* Fixed horizontal scroll pane scroller. ([https://forums.factorio.com/55689 more])<br />
* Fixed that changing value in GameViewSettings in the Lua script didn't update the gui until the game was reloaded.<br />
* Fixed a crash when controller view is disabled. ([https://forums.factorio.com/56115 more])<br />
* Fixed script error when destroying a chest in the supply scenario.<br />
* Fixed PvP production score price calculation.<br />
=== Modding ===<br />
* Entities without an item-to-place can still be deconstructed if they are minable.<br />
=== Scripting ===<br />
* Added <code>LuaPlayer::blueprint_to_setup</code> read.<br />
* Changed default value of 'expires' when creating ghost through <code>LuaSurface::create_entity</code> from 'true' to 'false'.<br />
* Fixed invalid internal state + crashes when ghost without "expires = false" was created through the script when ghost time to live was 0. ([https://forums.factorio.com/56036 more])<br />
<br />
== 0.16.12 ==<br />
Date: 31. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that rail signal indicator didn't show two way signal placement in junctions even when the signal was placeable there.<br />
* Fixed that the game would crash if the mouse was moved fast enough outside the game window while loading a map. ([https://forums.factorio.com/54976 more])<br />
* Fixed crash related to logistic chests to be cancel-deconstructed.<br />
* Fixed few cases where logistic requesters and buffers were not initialized correctly when built before the roboport.<br />
<br />
== 0.16.11 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed yet another requester chest state migration error.<br />
* Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. ([https://forums.factorio.com/55913 more])<br />
* Fixed that some specific pre 0.15 maps couldn't be loaded.<br />
<br />
== 0.16.10 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed crash related to setting logistic requests by circuit network.<br />
* Fixed requester chest state migration between different save versions.<br />
* Fixed one of the problems of internal provider data corruption related to setting inventory bar limit.<br />
<br />
== 0.16.9 ==<br />
Date: 29. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that player didn't request from buffer chests.<br />
* Fixed that some maps with modded selection-tool items failed to load.<br />
<br />
== 0.16.8 ==<br />
Date: 29. 12. 2017<br />
** Features:<br />
* Storage chests can be filtered.<br />
=== Minor Features ===<br />
* Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.<br />
* Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.<br />
=== Optimisations ===<br />
* Optimized selecting robot tasks for requester chests.<br />
=== Balancing ===<br />
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).<br />
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).<br />
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.<br />
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)<br />
* Decreased barreling crafting time from 1 second to 0.2 seconds.<br />
=== Bugfixes ===<br />
* Fixed loading of achievements with steam version. ([https://forums.factorio.com/54583 more])<br />
* Fixed train schedule resizing with very large player inventory. ([https://forums.factorio.com/55378 more])<br />
* Fixed missing auto resizing of Lua GUI elements when caption changes. ([https://forums.factorio.com/54896 more])<br />
* Fixed that it was possible to set duplicate logistic requests.<br />
* Fixed missing entity counts when selecting area for blueprint on low graphics quality. ([https://forums.factorio.com/55180 more])<br />
* Fixed calculation of basis noise when x<0 ([https://forums.factorio.com/55288 more])<br />
* Fixed missing locale key in fluid wagon description. ([https://forums.factorio.com/55520 more])<br />
* Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. ([https://forums.factorio.com/55524 more])<br />
* Fixed evolution command output in campaigns. ([https://forums.factorio.com/55402 more])<br />
* Fixed shotgun shooting direction when aiming between the player and the nozzle. ([https://forums.factorio.com/55386 more])<br />
* Fixed technology sorting. ([https://forums.factorio.com/55294 more])<br />
* Fixed that the default list box font was called "default-list_box". ([https://forums.factorio.com/55322 more])<br />
* Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.<br />
* Fixed that setting <code>LuaPlayer::opened</code> to an empty item would crash the game. ([https://forums.factorio.com/55601 more])<br />
* Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. ([https://forums.factorio.com/55510 more])<br />
* Fixed a desync when hosting multiplayer directly and building blueprints. ([https://forums.factorio.com/55629 more])<br />
* Fixed a crash when calling specific LuaEntity properties. ([https://forums.factorio.com/55680 more])<br />
* Fixed module effects weren't checked correctly for modded modules. ([https://forums.factorio.com/55690 more])<br />
* Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. ([https://forums.factorio.com/55710 more])<br />
* Fixed roboports would show up twice in the logistic GUI. ([https://forums.factorio.com/55712 more])<br />
* Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. ([https://forums.factorio.com/55754 more])<br />
* Fixed changing transport belt speeds through mods on existing saves. ([https://forums.factorio.com/55763 more])<br />
* Fixed a crash when setting filters on cargo wagons in multiplayer. ([https://forums.factorio.com/55765 more])<br />
* Fixed a crash when trying to put blueprint books in blueprint books. ([https://forums.factorio.com/55769 more])<br />
* Fixed that train could overshoot a station when the schedule was changed by the script.<br />
* Fixed that heat pipes would incorrectly update their connections when teleported. ([https://forums.factorio.com/55773 more])<br />
* Fixed the problem of flickering tooltips in a generic way (hopefully). ([https://forums.factorio.com/55132 more])<br />
* Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. ([https://forums.factorio.com/55552 more])<br />
* Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. ([https://forums.factorio.com/55726 more])<br />
=== Scripting ===<br />
* The item-with-tags and selection-tool item types now support <code>LuaItemStack::item_number</code>.<br />
* Added an optional player parameter to <code>LuaEntity::order_deconstruction</code>, cancel_deconstruction, <code>LuaTile::cancel_deconstruction</code>,<br />
** <code>LuaSurface::deconstruct_area</code>, and <code>LuaSurface::cancel_deconstruct_area</code>.<br />
<br />
== 0.16.7 ==<br />
Date: 21. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.<br />
* Fixed order of controls in the control settings GUI. ([https://forums.factorio.com/55292 more])<br />
* Fixed rail pumps becoming invalid after being teleported via Lua. ([https://forums.factorio.com/55203 more])<br />
* Fixed that biter expansion chunks weren't being generated correctly. ([https://forums.factorio.com/54988 more])<br />
* Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.<br />
* Fixed server crash when last player leaves the game while the server is saving. ([https://forums.factorio.com/55164 more])<br />
* Fixed text cursor positioning inside a text box during scroll. ([https://forums.factorio.com/55106 more])<br />
* Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. ([https://forums.factorio.com/55319 more])<br />
* Fixed that blueprint strings wouldn't copy station names in blueprints. ([https://forums.factorio.com/55323 more])<br />
* Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. ([https://forums.factorio.com/55138 more])<br />
* Fixed a crash when canceling loading of specific save files. ([https://forums.factorio.com/55343 more])<br />
* Fixed the programmable speaker GUI wouldn't update correctly. ([https://forums.factorio.com/55339 more])<br />
* Fixed a bug where text in a text box disappeared after jumping to cursor that is off view.<br />
* Fixed <code>--apply-update</code> not setting executable permissions ([https://forums.factorio.com/55325 more])<br />
* Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. ([https://forums.factorio.com/55341 more])<br />
* Fixed crash when exiting the game while a recipe tooltip was open. ([https://forums.factorio.com/55324 more])<br />
* Fixed positioning of progress bars in mod download dialogs. ([https://forums.factorio.com/54968 more])<br />
* Fixed creation of overlapping wagons under certain circumstances. ([https://forums.factorio.com/55371 more])<br />
* Fixed scrolling by caret in a text box that would cause lines to disappear.<br />
* Fixed jittering when driving cars/tanks in some cases. ([https://forums.factorio.com/54916 more])<br />
* Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. ([https://forums.factorio.com/55367 more])<br />
* Fixed crash when recalculating connections between roboports. ([https://forums.factorio.com/55368 more])<br />
* Fixed crash when exiting mod portal during a refresh. ([https://forums.factorio.com/55377 more])<br />
* Fixed error in saving blueprinted inserters with overridden stack size. ([https://forums.factorio.com/55397 more])<br />
* Entities waiting for modules can now be fast replaced. ([https://forums.factorio.com/55104 more])<br />
* Fixed saving of New hope level 2. ([https://forums.factorio.com/55400 more])<br />
* Fixed that the game would crash trying to load some old saves. ([https://forums.factorio.com/54866 more])<br />
* Fixed train top speed calculation when not all locomotives used the same fuel type. ([https://forums.factorio.com/55442 more])<br />
* Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. ([https://forums.factorio.com/55375 more])<br />
* Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. ([https://forums.factorio.com/55455 more])<br />
* Fixed a crash when loading saves without specific mods. ([https://forums.factorio.com/55356 more])<br />
* Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. ([https://forums.factorio.com/55466 more])<br />
* Fixed multiple issues with enemy force interaction. ([https://forums.factorio.com/55439 more])<br />
=== Changes ===<br />
* Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.<br />
* Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force.<br />
** This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.<br />
* Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. ([https://forums.factorio.com/55108 more])<br />
=== Scripting ===<br />
* Added direction, created_by_moving, and shift_build event parameters to on_put_item event.<br />
* Replaced <code>ScrollPane::dont_scroll_horizontally</code> by horizontal_scroll_policy and vertical_scroll_policy.<br />
* Added <code>LuaGameScript::backer_names</code> read.<br />
* Added <code>LuaStyle::want_ellipsis</code> read/write.<br />
=== Minor Features ===<br />
* Added /version command.<br />
<br />
== 0.16.6 ==<br />
Date: 18. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when trying to filter the main inventory in the god-controller. ([https://forums.factorio.com/55171 more])<br />
* Fixed various crashes caused by mining or otherwise changing power poles. ([https://forums.factorio.com/55176 more])<br />
* Fixed a desync when using bad values in the /color command. ([https://forums.factorio.com/55048 more])<br />
* Better handling of the case where we mine our own car but our inventory's full. ([https://forums.factorio.com/55254 more])<br />
* Fixed placing blueprint over existing Rail Signals does not build wires. ([https://forums.factorio.com/54997 more])<br />
* Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity."<br />
** It proved to create too big problems with readability while building and running.<br />
* Fixed that rolling stocks in cursor had no icon when there was no valid location for them.<br />
=== Scripting ===<br />
* Fixed that TextBox was not re-layouting text when size was changed through styles.<br />
<br />
== 0.16.5 ==<br />
Date: 17. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed boilers outputting water in New hope campaign levels. ([https://forums.factorio.com/54722 more])<br />
* Fixed slow saving of New hope level 2. ([https://forums.factorio.com/54998 more])<br />
* Fixed that blueprint books couldn't be built from the zoomed-to-world view. ([https://forums.factorio.com/55043 more])<br />
* Fixed a crash when loading saves with modded blueprint entities migrated multiple times. ([https://forums.factorio.com/55020 more])<br />
* Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. ([https://forums.factorio.com/55026 more])<br />
* Fixed that forced ghost building (shift + click) didn't work correctly.<br />
* Fixed destroying an entity powered from two electric networks would corrupt future saves. ([https://forums.factorio.com/54775 more])<br />
* Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. ([https://forums.factorio.com/55044 more])<br />
* Fixed beacon would not highlight labs that are in range of its effects. ([https://forums.factorio.com/55087 more])<br />
* Fixed disappearing sprites with Low VRAM Mode option enabled. ([https://forums.factorio.com/54672 more])<br />
* Fixed glitch in one of the stone path transition sprites. ([https://forums.factorio.com/54981 more])<br />
* Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.<br />
* Improved very poor performance with video memory usage set to low. ([https://forums.factorio.com/55039 more])<br />
=== Modding ===<br />
* Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. ([https://forums.factorio.com/55028 more])<br />
* Fixed icon_size scaled also icon's dark background in alt mode. ([https://forums.factorio.com/54640 more])<br />
<br />
== 0.16.4 ==<br />
Date: 16. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed progress bar in automatic updates GUI. ([https://forums.factorio.com/54812 more])<br />
* Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI. ([https://forums.factorio.com/54843 more])<br />
* Belt rendering fix. ([https://forums.factorio.com/54852 more])<br />
* Fixed the mining speed for drills would show 1 higher than it actually was. ([https://forums.factorio.com/54885 more])<br />
* Fixed issue with changelogs in mods. ([https://forums.factorio.com/54842 more])<br />
* Fixed that the server could crash if it received invalid data. ([https://forums.factorio.com/54876 more])<br />
* Fixed crash on startup when texture compression was enabled. ([https://forums.factorio.com/54891 more])<br />
* Fixed that roboport connections wouldn't render as cleanly as 0.15. ([https://forums.factorio.com/54907 more])<br />
* Fixed that using the /ban command with no parameters would crash the game. ([https://forums.factorio.com/54948 more])<br />
* Fixed browse mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.<br />
* Fixed the game would not enter minimal mode if there was an error in migration script. ([https://forums.factorio.com/54828 more])<br />
* Fixed the delete-achievements tooltip wouldn't be removed. ([https://forums.factorio.com/54980 more])<br />
* Fixed the use-recipe-groups config option was ignored in the select-signal GUI. ([https://forums.factorio.com/54892 more])<br />
=== Scripting ===<br />
* Fixed that <code>LuaPlayer::admin</code> write didn't work. ([https://forums.factorio.com/54960 more])<br />
* Added 2 optional parameters to <code>LuaSurface::create_entity</code> when creating resource entities: enable_tree_removal and enable_cliff_removal.<br />
* Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.<br />
<br />
== 0.16.3 ==<br />
Date: 15. 12. 2017<br />
=== Changes ===<br />
* When mining normal entities ghost entity selection is disabled until the mining key is released.<br />
=== Optimisations ===<br />
* Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.<br />
=== Bugfixes ===<br />
* Fixed changelog GUI displaying no version when launching the game ([https://forums.factorio.com/54682 more])<br />
* Fixed crashes and desyncs related to circuit controlled lamps in more electric networks. ([https://forums.factorio.com/54671 more])<br />
* Fixed advanced rail tutorial no path error. ([https://forums.factorio.com/54645 more])<br />
* Fixed inventory transfer tutorial furnaces couldn't smelt ore. ([https://forums.factorio.com/54653 more])<br />
* Fixed unknown locale key in train station tutorial. ([https://forums.factorio.com/54636 more])<br />
* Fixed new hope level-02 script error. ([https://forums.factorio.com/54732 more])<br />
* Fixed that the player would die when mining an enclosed vehicle while driving it. ([https://forums.factorio.com/54752 more])<br />
* Fixed achievement progress bars rendering that caused misalignment of tracked achievements. ([https://forums.factorio.com/54542 more])<br />
* Fixed that achievement title was sometimes not visible.<br />
* Fixed spacing of effect icons in technology detail. ([https://forums.factorio.com/54608 more])<br />
* Fixed that the player could teleport over things to get into a vehicle. ([https://forums.factorio.com/54749 more])<br />
* Fixed the achievement progress bars rendering.<br />
* Fixed that achievements not obtainable with peaceful mode were obtainable with enemy settings lower then default. ([https://forums.factorio.com/51252 more])<br />
* Fixed that exiting the car whilst shooting could lead to a crash. ([https://forums.factorio.com/54738 more])<br />
* Fixed that you could not submit a console message if you mapped it to ENTER. (https://redd.it/7jjlzb)<br />
* Fixed that the value of "bottom" of vertical align was not parsed properly. ([https://forums.factorio.com/54783 more])<br />
* Fixed crash related to scenario message dialog.<br />
* Fixed very low performance of drawing decoratives on medium or lower video memory usage setting. ([https://forums.factorio.com/54681 more])<br />
* Fixed that window to select signal wasn't working when sub-groups were enabled but groups disabled. ([https://forums.factorio.com/54728 more])<br />
* Fixed that <code>LuaGame::take_screenshot</code> would ignore the given surface. ([https://forums.factorio.com/54734 more])<br />
* Fixed the tank being hurt by its own flamethrower. ([https://forums.factorio.com/54748 more])<br />
* Fixed updater not properly setting permission bits ([https://forums.factorio.com/54786 more])<br />
* Fixed that hazard concrete didn't have a walking sound in one rotation. ([https://forums.factorio.com/54810 more])<br />
* Fixed force-building blueprint rails would build multiple rails on the same location. ([https://forums.factorio.com/54805 more])<br />
* Fixed that you could copy-paste enemy structure settings. ([https://forums.factorio.com/54821 more])<br />
* Fixed that double clicking the scroll bar in the save-game GUI would save the game. ([https://forums.factorio.com/54830 more])<br />
* Fixed that exiting the car with a passenger would leave the car driving in some cases. ([https://forums.factorio.com/54729 more])<br />
* Fixed that the read stopped train output signal wouldn't show unless the enable/disable checkbox was checked. ([https://forums.factorio.com/54835 more])<br />
* Fixed amount in resource entity tooltip might be displayed as negative number. ([https://forums.factorio.com/54841 more])<br />
* Attempted to fix hangs or crashes when using single channel textures for alpha masks on some PCs. ([https://forums.factorio.com/54551 more])<br />
* Fixed that the deconstruction marker on diagonal rails was off-center.<br />
* Fixed wrong order of buttons in Direct connection password dialogue. ([https://forums.factorio.com/54867 more])<br />
* Reactor pipes now render correctly, without rotation. ([https://forums.factorio.com/54759 more])<br />
* Browse games GUI now shows active filter text after reopening the GUI. ([https://forums.factorio.com/54803 more])<br />
* Fixed incorrect number of rails being used when building with rail planner. ([https://forums.factorio.com/54791 more])<br />
* Fixed printing of errors in Browse games GUI. ([https://forums.factorio.com/54815 more])<br />
=== Modding ===<br />
* Fixed JSON parser did not fail on comma at the end of list or dictionary. ([https://forums.factorio.com/54828 more])<br />
<br />
== 0.16.2 ==<br />
Date: 14. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when using the "flow" custom GUI element type in a mod. ([https://forums.factorio.com/54609 more])<br />
* Fixed a crash when migrating energy sources from mods. ([https://forums.factorio.com/54622 more])<br />
* Fixed a crash when a request to mod portal timeouts. ([https://forums.factorio.com/54661 more])<br />
* Fixed that burner inserters wouldn't fuel burner furnaces in some cases. ([https://forums.factorio.com/54604 more])<br />
* Fixed blueprint labels wouldn't render in the world. ([https://forums.factorio.com/54639 more])<br />
* Fixed building entities very quickly could duplicate them in some cases. ([https://forums.factorio.com/54610 more])<br />
* Fixed a crash when clicking refresh in Browse mods dialog. ([https://forums.factorio.com/54648 more])<br />
* Fixed a crash when fast-replacing electric poles. ([https://forums.factorio.com/54679 more])<br />
* Fixed a crash when trying to load mods in zipped format. ([https://forums.factorio.com/54686 more])<br />
* Fixed a crash when loading saves where the character was in a vehicle which is being removed due to mod removal. ([https://forums.factorio.com/54629 more])<br />
* Fixed that right click didn't work in the production/electric stats GUIs. ([https://forums.factorio.com/54699 more])<br />
* Fixed a crash when migrating specific simple-entities to 0.16. ([https://forums.factorio.com/54712 more])<br />
* Fixed lamp energy info in sidebar and in the Lua interface.<br />
* Fixed that the logistic network embargo achievement didn't disallow the buffer chest.<br />
* Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.<br />
* Changed (hopefully improved) the heuristic that decides which rail path should be selected for manual rail building.<br />
* Attempt at fixing game not working on macOS 10.12 and older. ([https://forums.factorio.com/54549 more])<br />
=== Modding ===<br />
* Fixed the game did not check type of units defined in result_units of unit-spawner. ([https://forums.factorio.com/54650 more])<br />
<br />
== 0.16.1 ==<br />
Date: 13. 12. 2017<br />
=== Bugfixes ===<br />
* Changed requirement for parallel loading of high quality sprites to 12 GB of RAM to prevent chance of running out of memory on startup. ([https://forums.factorio.com/54548 more])<br />
* Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. ([https://forums.factorio.com/54552 more])<br />
* Fixed crash when loading crop cache from previous game version. ([https://forums.factorio.com/54543 more])<br />
* Fixed that <code>LuaRemote::call()</code> wouldn't copy string values/keys correctly. ([https://forums.factorio.com/54567 more])<br />
* Fixed updater would re-launch the game with deprecated <code>--autoupdate-finished</code> parameter.<br />
* Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) ([https://forums.factorio.com/54544 more])<br />
* Fixed that the Linux binary was corrupt and wouldn't start. ([https://forums.factorio.com/54540 more])<br />
* Fixed error checking when compiling GLSL shaders. ([https://forums.factorio.com/54577 more])<br />
* Fixed artillery would still show as being able to shoot when on enemy forces. ([https://forums.factorio.com/54591 more])<br />
* Fixed the programmable speaker GUI wouldn't show settings correctly when opened. ([https://forums.factorio.com/54595 more])<br />
* Fixed graphics of achievements. ([https://forums.factorio.com/54542 more])<br />
<br />
== 0.16.0 ==<br />
Date: 13. 12. 2017<br />
=== Major Features ===<br />
* Added logistic buffer chest. It can request items that are still available to the logistic system.<br />
* Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.<br />
* Added cliffs. ([https://factorio.com/blog/post/fff-219 more])<br />
** Features:<br />
* Train block visualisation.<br />
* Building entities over identical ghosts will revive them.<br />
** When building a different entity on top of a ghost, settings from the ghost will be copied if possible.<br />
* Train schedules and wait conditions can be rearranged by clicking and dragging.<br />
* New mini-tutorials: Construction robots.<br />
* Belts, underground belts and splitters can now fast replace each other.<br />
* Roboports now provide the repair packs they have for other robots to use.<br />
* Logistic request tooltips now show the count of items in the requester, on the way, and in the network.<br />
* The players main inventory can now be filtered.<br />
* New terrains and new terrain generation.<br />
* All terrains, including stone path and concrete, have transitions with water.<br />
* Map generation dialog now contains a preview of the map.<br />
=== Minor Features ===<br />
* Ctrl-delete now deletes whole word in a text field instead of a single character. ([https://forums.factorio.com/53124 more])<br />
* Placing output underground belt as ghost properly retains its type as output underground belt. Also underground belts now respect nearby ghosts and become output if there is input ghost nearby. Underground belt and pipe ghosts when hovered show outline of where they will connect ([https://forums.factorio.com/51271 more])<br />
* Headless server will automatically save the game when the last player leaves and auto-pause starts.<br />
* Added support to disable debug settings for non-admin players in multiplayer through the /config command.<br />
* Dropping items on belts manually (Z) won't spill items if they won't fit on the belt.<br />
* Trees can now be configured in the generate-map GUI.<br />
* Hotkeys can be un-bound by right clicking.<br />
* Rail chain signals can be read by the circuit network.<br />
* Small electric poles and medium electric poles can be fast-replaced with each other.<br />
* In multiplayer players can now ride as passengers in cars/tanks.<br />
* Electric poles and power switches can be opened from the zoomed-to-world view.<br />
* Terrain can be configured in the generate map GUI.<br />
* When holding an offshore pump, all valid build positions will be highlighted.<br />
* After desynching in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.<br />
* All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.<br />
=== Graphics ===<br />
* More entities in high resolution: laboratory, radar, worker robots (construction and logistic), combat robots (defender, distractor and destroyer), combinators, electric & circuit wires, pumpjack, storage tank, player, solar panel, lamp, roboport, tank.<br />
* All terrain now supports high resolution.<br />
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.<br />
* New alert icons.<br />
=== Balancing ===<br />
* Removed Assembling machine 1 from the production science pack.<br />
* Changed nuclear reactor stack size to 10.<br />
* Moved cluster grenade recipe to military 4 research.<br />
* Changed uranium ammo prerequisite from military 3 to military 4.<br />
* Explosives now produce 2 per craft.<br />
* Slightly adjusted some recipe craft times to better reflect their ingredient count.<br />
* Changed the terrain building size limit to be based off the player reach.<br />
* Biters scale less with distance and there are generally less biters.<br />
* Resources are much more spread apart. To compensate, patches are larger. Since it's easier to mine, the amount of resources on the map is 3 times less.<br />
* Resources scale slightly less over distance.<br />
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.<br />
* There is 1.49 times more iron on the map to compensate for the extra iron required in a typical game.<br />
=== Changes ===<br />
* Disabled loading of saves before 0.13.0 version (You can use 0.13 to load older saves and re-save them).<br />
* Train doesn't need to come to a full stop when manually changing train destination or switching from manual to automated mode.<br />
* Removed the "shift" value from map generation settings as it wasn't needed anymore.<br />
* Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. ([https://forums.factorio.com/51247 more])<br />
* Changed the default autosave interval settings from 2 to 5 minutes.<br />
* It is possible to open/close and interact with the chat console when the map is being saved or server loosing connection dialog is active.<br />
* The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.<br />
* Increased the limit of recipe categories from 255 to 65535.<br />
* New blueprint no longer includes entities marked for deconstruction.<br />
* Enable Map Exchange String for sandbox games<br />
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.<br />
* Blueprints never show the number 1 when held in cursor.<br />
* Robots in the air from personal roboport now count towards logistics requests for that robot type ([https://forums.factorio.com/51403 more])<br />
* Added /server-save command that does the same thing as lua server_save, but doesn't disable achievements. ([https://forums.factorio.com/52414 more])<br />
* Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full. ([https://forums.factorio.com/51653 more])<br />
* Removed the option to turn off the item groups and sub groups from the GUi. It can still be done through the config file or lua commands.<br />
* Added separate control option for placing tags on the map, so by default map scroll is left click, and place tag is right click.<br />
* Allow easier dragging of underground pipes and belts when not moving in a perfect straight line.<br />
* The Arithmetic Combinator can now use a constant as the first parameter, not only the second. So you can do operations like 2^SIGNAL. ([https://forums.factorio.com/51975 more])<br />
* When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. ([https://forums.factorio.com/51308 more])<br />
* The options menu has been organized better. Some options were moved to a new "Interface" settings menu.<br />
* Updater proxy settings were removed from the options menu. They can still be accessed through the ini file.<br />
* Exchange strings are now compressed before being converted into base64.<br />
* Improved GUI search.<br />
* Added /delete-blueprint-library *player* command to remove blueprints of players from the game.<br />
* The map view will attempt to treat very short clicks as clicks instead of drags to make it easier to click things.<br />
* The explosive cannon shells now target the ground where you shoot.<br />
* Transition from terrain to water is no longer buildable, meaning entities can no longer be built partially on the water.<br />
* Resources will have much less trees on them near the player starting area.<br />
* Tanks no longer take miniscule amounts of damage from hitting trees.<br />
* Previously, building while running at very high speed would create gaps. These are automatically filled now.<br />
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions. ([https://forums.factorio.com/52003 more])<br />
* When two trains are being merged, the decision which schedule should be used for the merged train has been changed from bigger schedule to schedule that has latest change. ([https://forums.factorio.com/54397 more])<br />
* Number of entities in hand when previewing the entity to be built is now aligned to the entity.<br />
* Added sliding when the player character collides with water or entities with rotated bounding box.<br />
* Improved drawing of turret radii in blueprint. Many overlapping radii no longer covers terrain completely.<br />
* External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.<br />
=== Bugfixes ===<br />
* Fixed that train arriving to station could give astronomically big penalty causing trains to go through weird places. ([https://forums.factorio.com/54042 more])<br />
* Fixed that fluid wagon pumps would sometimes not connect properly ([https://forums.factorio.com/52801 more])<br />
* Fixed that module icons in blueprint previews wouldn't render correctly in some cases. ([https://forums.factorio.com/51286 more])<br />
* Fixed long mod manager preview labels would extend out of the frame.<br />
* Fixed that the ~ key couldn't be used to close the console.<br />
* Fixed that the mining progress was reset when mining selection is lost while mining button pressed. ([https://forums.factorio.com/54377 more])<br />
* Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. ([https://forums.factorio.com/51654 more])<br />
* Fixed that ghost rail signal emitted light.<br />
* Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. ([https://forums.factorio.com/54373 more])<br />
* Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.<br />
* Fixed that errors in fonts would give useless errors. ([https://forums.factorio.com/51740 more])<br />
* Fixed problems related to trains crashing rarely. ([https://forums.factorio.com/51829 more])<br />
* Disabled possibility to attempt opening invalid save/replay by double click or enter.<br />
* UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing parsing error. ([https://forums.factorio.com/52027 more])<br />
* Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning. ([https://forums.factorio.com/51494 more])<br />
* Conflicts of multi-modifier hotkeys are now resolved correctly. ([https://forums.factorio.com/51521 more])<br />
* Fixed sprite rendering at large distances from 0,0. ([https://forums.factorio.com/52225 more])<br />
* Interacting with a filter slide bar requesting amount over capacity of a full requester won't dispatch robots anymore.<br />
* Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). ([https://forums.factorio.com/52217 more])<br />
* Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. ([https://forums.factorio.com/52203 more])<br />
* Buildable item counts in inventory in Sandbox mode now update properly with resource changes. ([https://forums.factorio.com/52272 more])<br />
* Fixed that map width/height accepted value of 0. ([https://forums.factorio.com/52266 more])<br />
* Fixed crash when loading Vorbis Ogg files with metadata. ([https://forums.factorio.com/52269 more])<br />
* Fixed that the manual rail building ended up one tile before the cursor. ([https://forums.factorio.com/52406 more])<br />
* Assembling machine can now output product with amount over stack size. ([https://forums.factorio.com/51625 more])<br />
* Fixed entity description for resources that require fluids. ([https://forums.factorio.com/52450 more])<br />
* Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading. ([https://forums.factorio.com/52429 more])<br />
* Fixed that the game could crash when catching up when processing queued gui actions. ([https://forums.factorio.com/52429 more])<br />
* Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop. ([https://forums.factorio.com/51683 more])<br />
* Fixed colored lights would lose their color when nightvision was on. ([https://forums.factorio.com/45762 more])<br />
* Fixed very bad performance when previewing blueprint with one big connected circuit network. ([https://forums.factorio.com/52558 more])<br />
* Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern. ([https://forums.factorio.com/51440 more])<br />
* Fixed that in certain scenarios, the blueprint library wouldn't synchronise. ([https://forums.factorio.com/52634 more])<br />
* Trains now recalculate next station correctly when more stations are en/disabled at the same tick. ([https://forums.factorio.com/52583 more])<br />
* Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. ([https://forums.factorio.com/52718 more])<br />
* Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too. ([https://forums.factorio.com/48535 more])<br />
* Fixed steam "leaking" outside of storage tank window on high sprite quality setting. ([https://forums.factorio.com/45410 more])<br />
* Programmable speakers with "Global playback" active won't play for players in a different force.<br />
* Beam weapon now shows correct damage when modded into dealing damage more times during its duration. ([https://forums.factorio.com/53133 more])<br />
* Fixed that large entities wouldn't render correctly on the map. ([https://forums.factorio.com/53263 more])<br />
* Fixed that the mining drill wouldn't show the speed bonus in the same format as assembling machines. ([https://forums.factorio.com/53375 more])<br />
* Fixed the entity icons for combat robots didn't match the item icons. ([https://forums.factorio.com/53384 more])<br />
* Train can't block its own path anymore. ([https://forums.factorio.com/19619 more])<br />
* Fixed circuit wire connections wouldn't render correctly in rotated blueprints in some cases. ([https://forums.factorio.com/53589 more])<br />
* Fixed that changing the system time forwards would cause Factorio to freeze.<br />
* Fixed a crash when changing large circuit networks. ([https://forums.factorio.com/53666 more])<br />
* Fixed closing window right after it was created would hang the process. ([https://forums.factorio.com/53721 more])<br />
* Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor. ([https://forums.factorio.com/53752 more])<br />
* Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars. ([https://forums.factorio.com/53850 more])<br />
* Fixed that when biters were attacked but couldn't find a path to the attacker, they would stoically accept their fate. ([https://forums.factorio.com/53941 more])<br />
* Fixed that the multiplayer-waiting icon wouldn't render in the map view. ([https://forums.factorio.com/54026 more])<br />
* Fixed global achievement progress was multiplied by number of player in multiplayer game. ([https://forums.factorio.com/54088 more])<br />
* Fixed that passing a LuaObject instead of a plain Lua table to <code>LuaBootstrap::raise_event</code> would crash the game. ([https://forums.factorio.com/54128 more])<br />
* Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. ([https://forums.factorio.com/54114 more])<br />
* Possible fix of a crash when a player leaves when a blueprint is being transferred. ([https://forums.factorio.com/53535 more])<br />
* Fixed that the rocket silo would get stuck if it died and was re-built by robots while launching the rocket.<br />
* Fixed transport belt circuit connector would draw over splitter in front of it. ([https://forums.factorio.com/54252 more])<br />
* Fixed that it was still possible to get some achievements in a replay. ([https://forums.factorio.com/54174 more])<br />
* Fixed that circular references passed through the Lua remote interface would crash the game. ([https://forums.factorio.com/54349 more])<br />
* Fixed missing personal robot recharging animation when character was in a vehicle. ([https://forums.factorio.com/53390 more])<br />
* Fixed that vertical size of progress bar wasn't respecting the gui scale.<br />
* Fixed that the number drawn next to cursor when item is held was differently positioned compared to how it is in the inventory.<br />
* Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.<br />
=== Optimisations ===<br />
* Improved performance of transport belts about x5 times. ([https://www.factorio.com/blog/post/fff-176 more])<br />
* Added prefetching of the next entity in the update loop improving overall update performance by approx. 10 %.<br />
* Improved performance of Item manipulation (4% effect on the overall performance).<br />
* Improved performance of crafting machine (furnace/assembling machine) (2% effect on the overall performance).<br />
* Improved performance of electric network transfer more than twice. (10% effect on the overall performance).<br />
* Improved performance of smoke greatly. (2.5% and more effect on big factories).<br />
* Improved performance when building rail blocks with many segments.<br />
* Improved performance of logistic provider and requester chests.<br />
* Improved performance of blueprint previews (the GUI and holding it in the world).<br />
* Improved game startup time when a sufficiently powerful computer is detected.<br />
=== Modding ===<br />
* Train path finding penalty values are now in utility-constants, to make it viewable and moddable.<br />
* Fixed storage tank with non-square collision box would not align to tiles in all rotations properly. ([https://forums.factorio.com/52211 more])<br />
* Fixed belt-immunity equipment so it now works on cars.<br />
* Fixed that the radius property for the area trigger effect was called perimeter.<br />
* Fixed that crafting machine with non-square bounding box was not rotatable. ([https://forums.factorio.com/53310 more])<br />
* Removed default values for icon_size, so icon_size is now required property. ([https://forums.factorio.com/46437 more])<br />
* Updated the serpent library to version 0.30.<br />
* Changed the "item that builds this" list for entities so it's sorted first by <code>ItemPrototype::primary_place_result_item</code> and then by normal item prototype sort order.<br />
* Changed default value of <code>InserterPrototype::allow_custom_vectors</code> to false.<br />
* Changed "Nothing" technology effect "effect_key" to "effect_description" and changed it to accept localised strings.<br />
* Changed rocket silo prototype "result_items" to be defined in the item as either "rocket_launch_product" or "rocket_launch_products".<br />
* Changed the string mod setting type so it will attempt to localise items in the dropdown using "string-mod-setting.mod-name-setting-name-dropdown-item".<br />
* Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red "+" icon.<br />
* Changed <code>LuaObject::destroy()</code> so it won't error if called on invalid objects.<br />
* Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.<br />
* Changed how <code>TilePrototype::transition_merges_with_tile</code> works. See ([https://www.factorio.com/blog/post/fff-214 more]) for more details.<br />
* Scenarios can contain folders with arbitrary names.<br />
* Added 'single_line' and 'want_ellipsis' to Label style specification.<br />
* Added force bonus for following robot time to live.<br />
* Added force bonus for research productivity.<br />
* Added ability to import and export item-with-tags to/from strings.<br />
* Added support for fast-replacing character entities.<br />
* Added <code>CombatRobotPrototype::light</code>.<br />
* Added <code>TurretPrototype::alert_when_attacking</code>.<br />
* Added optional 'respawn_time' (in seconds) to the character entity.<br />
* Added "hide-from-bonus-gui" entity and item prototype flags.<br />
* Added support for mods to disable custom-input prototypes of other mods.<br />
* Added support for mods to show changelogs (following the same format as the core game changelog).<br />
* Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.<br />
* Added <code>AutoplaceSpecification::default_enabled</code> - if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.<br />
* Added allowed_effects support to the mining drill.<br />
* Added optional "has_belt_immunity" property to the unit and car prototype.<br />
* Added optional "hidden" prototype property to the achievement prototype.<br />
* Added support to link custom-input prototypes directly to game controls instead of having them act as their own control.<br />
* Added a new entity type "infinity-container" that can automatically add/remove items from itself; useful for scenarios and modding.<br />
* Added support for incompatible dependencies.<br />
* Added an entity prototype flag "hide-alt-info" to never show alt-info for a given entity.<br />
* Added distance bonus support to the mining tool item type.<br />
* Added <code>InserterPrototype::draw_held_item</code>.<br />
* Added <code>FluidPrototype::fuel_value</code> and <code>Generator::burns_fluid</code>.<br />
* Added mod-developer support to runtime change autoplace specifications enabled through the command line option <code>--enable-runtime-autoplace-modification</code> using F2 in-game.<br />
* simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.<br />
=== Scripting ===<br />
* Fixed that <code>LuaSurface::get_trains()</code> didn't work for trains without locomotives. ([https://forums.factorio.com/52604 more])<br />
* Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. ([https://forums.factorio.com/53189 more])<br />
* Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.<br />
* Fixed possible desync when teleporting underground belt ghosts and pipe to ground ghosts.<br />
* Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.<br />
* Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".<br />
* Changed <code>LuaEntity::recipe</code> to <code>LuaEntity::get_recipe()</code> and <code>LuaEntity::set_recipe()</code>.<br />
* Changed <code>LuaSurface::regenerate_decorative</code>/regenerate_entity to accept zero arguments and regenerate everything.<br />
* Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.<br />
* Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.<br />
* Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...", amount=...}<br />
* Changed name of colspan parameter of table to column_count.<br />
* Changed <code>LuaItemPrototype::group_filters</code> and sub_group_filters to item_group_filters and item_subgroup_filters to match the prototype values.<br />
* <code>LuaEntity::set_recipe()</code> returns the items removed from the entity as a result of setting the new recipe (if any).<br />
* Moved Mod-gui button flow to gui.top.<br />
* Removed <code>LuaEntity::passenger</code> read/write.<br />
* Added <code>style::width</code>/height to set maximal/minimal value at the same time.<br />
* Added <code>style::align</code> to set the align of inner elements.<br />
* Added <code>style::stretchable</code> / squashable.<br />
* Added <code>LuaEntity::get_driver()</code>, set_driver(), get_passenger(), and set_passenger().<br />
* Added <code>LuaGuiElement::hovered_sprite</code> and clicked_sprite read/write methods for the SpriteButton.<br />
* Added support to change daytime length and brightness on a per-surface basis.<br />
* Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.<br />
* Added <code>LuaItemStack::export_stack</code> and <code>LuaItemStack::import_stack</code> to export/import supported items to/from strings.<br />
* Added <code>LuaEntity::tree_color_index</code> read/write access and <code>LuaEntityPrototype::tree_color_count</code> read access.<br />
* Added <code>LuaEntity::selection_box</code> and secondary_selection_box read.<br />
* Added <code>LuaBootstrap::mod_name</code> read.<br />
* Added <code>LuaControl::in_combat</code> read.<br />
* Added <code>LuaTile::order_deconstruction()</code> and cancel_deconstruction().<br />
* Added optional cause and force to <code>LuaEntity::die()</code>.<br />
* Added on_player_used_capsule event.<br />
* Added on_player_promoted and on_player_demoted events.<br />
* Added on_player_changed_position event.<br />
* Added <code>LuaEntityPrototype::alert_when_attacking</code> read and <code>LuaEntityPrototype::alert_when_damaged</code> read.<br />
* Added <code>LuaEntity::power_switch_state</code> read/write.<br />
* Added on_combat_robot_expired event.<br />
* Added <code>LuaEntity::relative_turret_orientation</code> read/write for vehicles with turrets.<br />
* Added <code>LuaEntityPrototype::color</code> read.<br />
* Added <code>LuaTrain::passengers</code>.<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_self</code> read.<br />
* Added "fluid", and "recipe" type to the choose-elem-button custom GUI element.<br />
* Added <code>LuaGuiElement::locked</code> read/write - when true the given choose-elem-button can only be changed through script.<br />
* Added an optional parameter to <code>LuaSurface::drop_item_stack</code> to mark dropped items for deconstruction.<br />
* Added <code>LuaForce::cancel_charting</code>(...).<br />
* Added <code>LuaSurface::force_generate_chunk_requests()</code>.<br />
* Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.<br />
* Added on_gui_opened and on_gui_closed events.<br />
* Added on_player_muted/unmuted and on_player_cheat_mode_enabled/disabled events.<br />
* Added LuaItemStack read properties to tell if a given item is some specific item type.<br />
* Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.<br />
* Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.<br />
* Added <code>LuaForce::reset_evolution()</code>.<br />
* Added <code>LuaSurface::create_trivial_smoke()</code>.<br />
* Added <code>LuaPlayer::enable_recipe_groups()</code> and enable_recipe_subgroups().<br />
* Added <code>LuaItemStack::rocket_launch_products</code> read.<br />
* Added on_mod_item_opened event.<br />
* Added <code>LuaItemPrototype::can_be_mod_opened</code> read.<br />
* Added the item stack index as a second return value to <code>LuaInventory::find_item_stack</code>.<br />
* Added <code>LuaItemStack::transfer_stack()</code>.<br />
* Added LuaGuiElement type "slider".<br />
* Added on_gui_value_changed event - fired when a slider value changes.<br />
* Added optional color field as a second parameter to the 4 print functions.<br />
* Added support to change <code>LuaSurface::map_gen_settings</code> runtime.<br />
* Added <code>LuaEntityPrototype::allowed_effects</code> read.<br />
* Added <code>LuaEntity::effects</code> read.<br />
* Added <code>LuaPlayer::can_place_entity()</code>, can_build_from_cursor(), and build_from_cursor().<br />
* Added <code>LuaSurface::play_sound()</code>.<br />
* Added <code>LuaForce::play_sound()</code>.<br />
* Added <code>LuaGameScript::play_sound()</code> and is_valid_sound_path().<br />
* Added <code>LuaPlayer::play_sound()</code>.<br />
* Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.<br />
* Added <code>LuaEntity::rotate()</code>.<br />
* Added <code>LuaEntity::get_infinity_filter()</code> and set_infinity_filter().<br />
* Added <code>LuaEntity::infinity_filters</code> and remove_unfiltered_items read/write.<br />
* Added <code>LuaEntityPrototype::rocket_parts_required</code> read.<br />
* Added <code>LuaEntityPrototype::fixed_recipe</code> read.<br />
* Added <code>LuaGameScript::kick_player()</code>, ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().<br />
* Added <code>LuaPlayer::admin</code> write support.<br />
* Added <code>LuaGuiElement::focus()</code>.<br />
* Added on_character_corpse_expired event.<br />
* Added on_pre_ghost_deconstructed event.<br />
* Added on_player_pipette event.<br />
* Added <code>LuaEntity::character_corpse_player_index</code>, character_corpse_tick_of_death, and character_corpse_death_cause read/write.<br />
* Added <code>LuaSurface::get_tile_properties()</code>.<br />
* Added <code>LuaSurface::can_fast_replace()</code>.<br />
* Added support for player associated characters - characters that get logged off/on with a given player but aren't directly controlled by the player.<br />
* Added <code>LuaEntity::associated_player</code> read/write.<br />
* Added <code>LuaPlayer::get_associated_characters()</code>, associate_character(), and disassociate_character().<br />
* Added <code>LuaPlayer::ticks_to_respawn</code> read/write.<br />
* Added old_state to the on_train_changed_state event.<br />
* Added <code>LuaRecipe::catalysts</code> read.<br />
* Added <code>LuaRecipe::hide_from_flow_stats</code> read/write.<br />
* Added <code>LuaRecipePrototype::hidden_from_flow_stats</code> read.<br />
* Added <code>LuaEntity::tick_of_last_attack</code> and tick_of_last_damage read for the character entity.<br />
* Added <code>LuaLogisticNetwork::passive_provider_points</code> and active_provider_points read.<br />
* Added <code>LuaPlayer::display_resolution</code> read.<br />
* Added on_player_display_resolution_changed event.<br />
* Added <code>LuaPlayer::display_scale</code> read.<br />
* Added on_player_display_scale_changed event.<br />
* Added <code>LuaTrain::weight</code> and riding_state read.<br />
* Added <code>LuaEntity::products_finished</code> write.<br />
* Added optional surface to game.take_screenshot(...).<br />
* Added <code>LuaEntityPrototype::construction_range</code> and logistics_range read.<br />
* Added <code>LuaGuiElement::index</code> read.<br />
* Added <code>LuaForce::max_successful_attempts_per_tick_per_construction_queue</code> and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.<br />
* Added <code>LuaGuiElement::mouse_button_filter</code> read/write for buttons and sprite-buttons.<br />
* Added <code>LuaSurface::find_tiles_filtered()</code> and count_tiles_filtered().<br />
* Added <code>LuaEntity::get_train_stop_trains()</code>.<br />
* Added <code>LuaLogisticNetwork::force</code> read.<br />
* Added <code>LuaItemStack::item_number</code> read - the unique ID of the item if it has one.<br />
<br />
{{VersionNav}}</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=159558Template:VersionNav2018-05-22T20:30:07Z<p>Spyhawk: 0.16.45</p>
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* {{TransLink|Version history/0.16.0#0.16.26|0.16.26}}<br />
* {{TransLink|Version history/0.16.0#0.16.27|0.16.27}}<br />
* {{TransLink|Version history/0.16.0#0.16.28|0.16.28}}<br />
* {{TransLink|Version history/0.16.0#0.16.29|0.16.29}}<br />
* {{TransLink|Version history/0.16.0#0.16.30|0.16.30}}<br />
* {{TransLink|Version history/0.16.0#0.16.31|0.16.31}}<br />
* {{TransLink|Version history/0.16.0#0.16.32|0.16.32}}<br />
* {{TransLink|Version history/0.16.0#0.16.33|0.16.33}}<br />
* {{TransLink|Version history/0.16.0#0.16.34|0.16.34}}<br />
* {{TransLink|Version history/0.16.0#0.16.35|0.16.35}}<br />
* {{TransLink|Version history/0.16.0#0.16.36|0.16.36}}<br />
* {{TransLink|Version history/0.16.0#0.16.37|0.16.37}}<br />
* {{TransLink|Version history/0.16.0#0.16.38|0.16.38}}<br />
* {{TransLink|Version history/0.16.0#0.16.39|0.16.39}}<br />
* {{TransLink|Version history/0.16.0#0.16.40|0.16.40}}<br />
* {{TransLink|Version history/0.16.0#0.16.41|0.16.41}}<br />
* {{TransLink|Version history/0.16.0#0.16.42|0.16.42}}<br />
* {{TransLink|Version history/0.16.0#0.16.43|0.16.43}}<br />
* {{TransLink|Version history/0.16.0#0.16.44|0.16.44}}<br />
* {{TransLink|Version history/0.16.0#0.16.45|0.16.45}}<br />
}}<br />
<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&diff=159557Main Page/Latest versions2018-05-22T20:29:20Z<p>Spyhawk: 0.16.45</p>
<hr />
<div>* [[File:Steel plate.png|link=]] {{Translation|Latest stable version}}: [[Version_history/0.16.0#0.16.36|0.16.36]]<br />
* [[File:Space science pack.png|link=]] {{Translation|Latest experimental version}}: [https://forums.factorio.com/60556 0.16.45] <br />
* [[File:Speed module 3.png|link=]] {{Translation|The wiki is based on version}} [[Version history/0.16.0|0.16]]<br />
----<br />
<br />
* [[File:Blueprint book.png|link=]] [[Roadmap{{If language suffix}}|{{Translation|Planned releases}}]]<br />
** [[File:Blueprint.png|link=]] [[Upcoming_features{{If language suffix}}|{{Translation|Planned features}}]]<br />
<noinclude><br />
{{C|Main}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Version_history/0.16.0&diff=159217Version history/0.16.02018-05-14T13:31:39Z<p>Spyhawk: semi-automated update to 0.16.43</p>
<hr />
<div>__NOTOC__<!--<br />
Please don't waste your time updating this page, User:Gangsir can do it automatically. If he forgets to do it, please message him about it.<br />
--><br />
<br />
== 0.16.43 ==<br />
Date: 14. 05. 2018<br />
=== Bugfixes ===<br />
* Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. ([https://forums.factorio.com/60074 more])<br />
* Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. ([https://forums.factorio.com/60288 more])<br />
<br />
== 0.16.42 ==<br />
Date: 11. 05. 2018<br />
=== Bugfixes ===<br />
* Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. ([https://forums.factorio.com/59670 more])<br />
* Fixed a desync when printing a Lua error to players with different installation paths. ([https://forums.factorio.com/60049 more])<br />
* Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).<br />
* Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. ([https://forums.factorio.com/60068 more])<br />
* Fixed decimals displaying in production statistics that caused the numbers to be too long. ([https://forums.factorio.com/59997 more])<br />
* Fixed high CPU usage on the main menu. ([https://forums.factorio.com/60063 more])<br />
* Fixed an issue when joining friends games through steam. ([https://forums.factorio.com/60157 more])<br />
* Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.<br />
* Added train path finding penalty for train with no path equal to 1000 tiles. ([https://forums.factorio.com/60211 more])<br />
* Fixed a crash when building modded rolling stock entities on diagonal rails. ([https://forums.factorio.com/60014 more])<br />
* Fixed "header errors" when extracting factorio zip files with 7zip.<br />
=== Scripting ===<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_tiles_only</code> and <code>collision_mask_considers_tile_transitions</code> read.<br />
<br />
== 0.16.41 ==<br />
Date: 03. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
<br />
== 0.16.40 ==<br />
Date: 02. 05. 2018<br />
=== Bugfixes ===<br />
* Yet another rail signal connection fix.<br />
* Fixed a crash when killing the character during the <code>gun_inventory_changed</code> event. ([https://forums.factorio.com/59784 more])<br />
* Fixed that <code>LuaPlayer::opened</code> wouldn't return the opened equipment grid. ([https://forums.factorio.com/59790 more])<br />
* Fixed <code>LuaInventory::sort_and_merge()</code> would break furnaces and assembling machines.<br />
* Fixed crash when trying to migrate circuit connected entities. Any migrated entities will be disconnected. ([https://forums.factorio.com/59974 more])<br />
* Fixed round input in team production challenge. ([https://forums.factorio.com/59970 more])<br />
* Recipe item ingredients with a count of 0 are reported as an error instead of allowing inconsistent behaviour. ([https://forums.factorio.com/60016 more])<br />
* Fixed missing reset of state of signal right next to removed rail. ([https://forums.factorio.com/60026 more])<br />
* Fixed a crash that could happen in multiplayer over a poor connection. ([https://forums.factorio.com/59993 more])<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_glow_color</code>, it colors the fuel glow of entities that use that item as fuel.<br />
=== Scripting ===<br />
* Added <code>on_player_trash_inventory_changed</code> event.<br />
* Changed <code>LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered</code> to additionally accept a table of filters.<br />
<br />
== 0.16.39 ==<br />
Date: 30. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed function of enter key in number input. ([https://forums.factorio.com/59862 more])<br />
* Fixed consistency check and migration related to rail internal inconsistency. ([https://forums.factorio.com/59765 more])<br />
* Fixed that rail signals weren't fast replaceable.<br />
* Fixed that the headless server wouldn't be able to restart for a while if it was stopped with an RCON client connected. ([https://forums.factorio.com/59830 more])<br />
* Fixed that selecting map without a preview in the save/load dialog disallowed to delete the save by the ingame delete button.<br />
* Fixed wrong calculation of item insertion into splitter in some cases, which could indirectly cause inconsistency in behaviour. ([https://forums.factorio.com/59950 more])<br />
* Localised zip opening/closing error messages + added reason or error code there.<br />
<br />
== 0.16.38 ==<br />
Date: 26. 04. 2018<br />
=== Bugfixes ===<br />
* Fixed drawing of icons with multiple layers. ([https://forums.factorio.com/59811 more])<br />
* Fixed that changing force of a wall didn't update the connections, which could lead to a desync.<br />
* Changed that walls and gates marked for deconstruction don't connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.<br />
* Changed, that rail signals marked for deconstruction disconnect from the rails.<br />
* Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.<br />
* Changed the logic of "toggle LUA console" key to only open and not close the console (exception are ` and F1-F12 keys). ([https://forums.factorio.com/59825 more])<br />
* Fixed <code>LuaEntity::splitter_output_priority</code> read/write didn't work. ([https://forums.factorio.com/59864 more])<br />
* Fixed malformed sprite path error would not trigger minimal mode when loading mods. ([https://forums.factorio.com/59827 more])<br />
<br />
== 0.16.37 ==<br />
Date: 23. 04. 2018<br />
=== Changes ===<br />
* Added an option to interface settings to allow the user to change the distance of tooltips from the mouse. ([https://forums.factorio.com/59269 more])<br />
=== Minor Features ===<br />
* Added optional resolution and zoom parameters to the screenshot command.<br />
=== Bugfixes ===<br />
* Fixed that right click didn't work in the market GUI. ([https://forums.factorio.com/59230 more])<br />
* Fixed a modded crash related to fire flame smoke.<br />
* Fixed <code>ignored_by_interaction</code> when creating modded custom GUI elements. ([https://forums.factorio.com/59301 more])<br />
* Fixed noise program compilation bug that resulted in broken programs. ([https://forums.factorio.com/58579 more])<br />
* Fixed light from lamps outside of screen was not rendered properly. ([https://forums.factorio.com/59095 more])<br />
* Fixed the steam engines in New Hope level 4. ([https://forums.factorio.com/59299 more])<br />
* Possible fix for a crash on Linux with a multi-GPU setup. ([https://forums.factorio.com/59315 more])<br />
* Fixed graphics of battery indicator ([https://forums.factorio.com/59170 more])<br />
* Boiler and heat exchanger will spawn medium remnants instead of small remnants when destroyed. ([https://forums.factorio.com/59356 more])<br />
* Fixed that a well (offshore pump with water landfilled) was not rebuildable by construction robots. ([https://forums.factorio.com/59447 more])<br />
* Fixed gates sometimes not detecting car being driven by god controller. ([https://forums.factorio.com/59472 more])<br />
* Fixed that some of the achievements were obtainable even when player didn't spend more than 50% of time in the game. ([https://forums.factorio.com/59467 more])<br />
* Fixed that character window was closed when doing fast transfer between armor slot and inventory. ([https://forums.factorio.com/59486 more])<br />
* Fixed that modded inserters would some times get stuck. ([https://forums.factorio.com/59316 more])<br />
* Fixed that Wave defense would error when played on a headless server. ([https://forums.factorio.com/59420 more])<br />
* Improved system of key blocking now allows more key bindings to work correctly. ([https://forums.factorio.com/59415 more])<br />
* Fixed underground pipe ghost would block underground connections of other forces. ([https://forums.factorio.com/59624 more])<br />
* Added missing directions to util.oppositedirection. ([https://forums.factorio.com/59550 more])<br />
* Fixed that the sound sliders went to 200% causing a lost of audio quality. ([https://forums.factorio.com/59638 more])<br />
* Fixed save corruption when forces are merged while there is a rocket on the map. ([https://forums.factorio.com/59661 more])<br />
* Fixed that <code>LuaEntity::teleport</code> could teleport ghost belts/rails.<br />
* Fixed that <code>LuaEntity::teleport</code> of ghost walls could create wall and ghost wall on the same position which could cause desyncs.<br />
* Fixed that <code>LuaEntity::teleport</code> didn't put entities that are supposed to be aligned to grid onto grid.<br />
* Fixed wrong behavior of mining of a vehicle the player is in in multiplayer. ([https://forums.factorio.com/59709 more])<br />
* Fixed crash on starting mod scenario in multiplayer for the first time. ([https://forums.factorio.com/59027 more])<br />
* Fixed signal placeability in junction with different directions in different ways. ([https://forums.factorio.com/59210 more])<br />
* Added electric energy consistency check to avoid one more corrupted save situation resulting from memory corruption. ([https://forums.factorio.com/59693 more])<br />
=== Scripting ===<br />
* Added <code>LuaTrain::killed_players</code> read.<br />
* Added <code>LuaTrain::kill_count</code> read.<br />
* Added <code>LuaInventory::is_quickbar()</code>.<br />
* Added <code>LuaInventory::get_selected_index()</code>.<br />
* Added <code>LuaFluidPrototype::fuel_value</code> read.<br />
* <code>LuaEntity::teleport</code> puts entity to correct location on the grid when it doesn't have the off-grid flag.<br />
<br />
== 0.16.36 ==<br />
Date: 28. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when opening the graphics settings GUI on a single core CPU. ([https://forums.factorio.com/59023 more])<br />
* Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. ([https://forums.factorio.com/59052 more])<br />
* Fixed that entering rectangular vehicles didn't work correctly. ([https://forums.factorio.com/58958 more])<br />
* Fixed that totals in production statistics were 0.33% off. ([https://forums.factorio.com/59063 more])<br />
* Fixed a crash when loading blueprint storage data.<br />
* Fixed that <code>LuaGameScript::check_prototype_translations()</code> would report custom-inputs as having no translation.<br />
=== Scripting ===<br />
* Fixed a crash by changing <code>LuaGameScript::merge_forces()</code> so the force is merged at the end of the tick.<br />
* Added <code>on_forces_merged</code> event.<br />
* Added <code>LuaEntity::armed</code> read.<br />
* Added <code>LuaEntityPrototype::timeout</code> read.<br />
* Added <code>on_land_mine_armed</code> event.<br />
* Added <code>LuaPlayer::spectator</code> read/write.<br />
* Added <code>LuaGameScript::enemy_has_vision_on_land_mines</code> read/write.<br />
<br />
== 0.16.35 ==<br />
Date: 24. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed shifting for half-belt drawn as part of loader. ([https://forums.factorio.com/58919 more])<br />
=== Modding ===<br />
* Added recipe-prototype <code>show_amount_in_title</code> and <code>always_show_products</code>.<br />
=== Scripting ===<br />
* Added Added <code>LuaRecipePrototype::show_amount_in_title</code> and <code>always_show_products</code> read.<br />
<br />
== 0.16.34 ==<br />
Date: 22. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that long description in achievement cards was cut off. The card will be larger in this case now. ([https://forums.factorio.com/58891 more])<br />
* Fixed a crash when rendering stickers. ([https://forums.factorio.com/58953 more])<br />
== 0.16.33 ==<br />
Date: 22. 03. 2018<br />
=== Features ===<br />
* Added dropdown to the replay viewing control that allows to switch between the view of different players.<br />
=== Changes ===<br />
* Updated map-gen-settings.example.json. ([https://forums.factorio.com/55859 more])<br />
=== Bugfixes ===<br />
* Fixed, that when the server is slower then the client, the player input is stuck. ([https://forums.factorio.com/48387 more])<br />
* Fixed that using rail by the rail planner stopped replay. ([https://forums.factorio.com/58933 more])<br />
* Fixed that burner inserter didn't show fuel in the entity info. ([https://forums.factorio.com/58876 more])<br />
* Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) ([https://forums.factorio.com/58870 more])<br />
* Fixed PvP script error when 'DEFCON timer' was set too low. ([https://forums.factorio.com/58855 more])<br />
* Fixed that ctrl-click to transfer modules into assembling machines didn't work correctly. ([https://forums.factorio.com/58896 more])<br />
* Small improvement in mining logic when using rail planner. ([https://forums.factorio.com/58483 more])<br />
* Fixed an issue with un-researching upgrade-based technologies. ([https://forums.factorio.com/58885 more])<br />
* Fixed a layering issue related to the train stop visualization. ([https://forums.factorio.com/58857 more])<br />
* Fixed that player joined/left game messages weren't visible in the replay.<br />
* Fixed that health bar of other players weren't visible.<br />
* Fixed a rare crash when joining multiplayer games on Mac.<br />
* Fixed crash when player with debuff sticker disconnected from game and later reconnected.<br />
=== Modding ===<br />
* Added recipe-prototype allow_intermediates.<br />
=== Scripting ===<br />
* Added events and remote interface to PvP scenario.<br />
* Added <code>LuaRecipePrototype::allow_intermediates</code> read.<br />
== 0.16.32 ==<br />
Date: 20. 03. 2018<br />
=== Minor Features ===<br />
* Added string import/export to PvP config.<br />
=== Changes ===<br />
* Only item ingredients are automatically sorted in recipes.<br />
=== Bugfixes ===<br />
* Fixed <code>LuaEntity::get_merged_signals()</code> would always require a parameter. ([https://forums.factorio.com/58861 more])<br />
* Fixed a crash related to mod settings losing precision when being saved through JSON. ([https://forums.factorio.com/58859 more])<br />
=== Modding ===<br />
* mod-settings.json is now mod-settings.dat - settings will be auto migrated.<br />
== 0.16.31 ==<br />
Date: 19. 03. 2018<br />
=== Minor Features ===<br />
* Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.<br />
* Empty fuel slot tooltips show what fuel they accept.<br />
=== Changes ===<br />
* Enemy mines are not completely invisible anymore in PvP scenarios.<br />
* Land mines now also stun enemy players.<br />
* Walls will extend towards cliffs same as they already do towards water. ([https://forums.factorio.com/58273 more])<br />
* Blueprint building over entities of an enemy force is no longer ignorable(blue). ([https://forums.factorio.com/58715 more])<br />
* Ingredients in recipes are automatically sorted. ([https://forums.factorio.com/58757 more])<br />
* Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. ([https://forums.factorio.com/58485 more])<br />
=== Bugfixes ===<br />
* One more transport belt unsquashing tweak. ([https://forums.factorio.com/58638 more])<br />
* Changed <code>LuaSurface::find_entity</code> to also find entities with zero sized bounding boxes but with the given position. ([https://forums.factorio.com/58765 more])<br />
* Fixed drawing icons with layers when layers didn't have same source size as main icon. ([https://forums.factorio.com/58681 more])<br />
* Fixed another bug where tables were disabled at certain scroll positions. ([https://forums.factorio.com/58652 more])<br />
* Fixed applying blueprints could rotate unrelated assembling machines. ([https://forums.factorio.com/58729 more])<br />
* Fixed that the god controller wouldn't trigger the player_moved event. ([https://forums.factorio.com/58702 more])<br />
* Fixed script error in logistic tutorial when player went outside of logistic area. ([https://forums.factorio.com/58581 more])<br />
* Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. ([https://forums.factorio.com/58717 more])<br />
* Fixed that blueprint tooltip text wouldn't line wrap. ([https://forums.factorio.com/58582 more])<br />
* Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. ([https://forums.factorio.com/58161 more])<br />
* Fixed wrong scroll pane size in a specific situation. ([https://forums.factorio.com/56441 more])<br />
* Fixed a crash when resetting technology effects while the technology GUI is open. ([https://forums.factorio.com/58756 more])<br />
* Fixed crash with high-speed short trains crashing into something. ([https://forums.factorio.com/58504 more])<br />
* Fixed that multi-line descriptions for multiplayer games would break the config.ini. ([https://forums.factorio.com/58626 more])<br />
* Fixed creating cliffs through script or map editor didn't snap them to proper position. ([https://forums.factorio.com/58625 more])<br />
* Fixed a crash related to biters in modded games. ([https://forums.factorio.com/58576 more])<br />
* Fixed that several errors related to HTTP failure weren't localized. ([https://forums.factorio.com/58669 more])<br />
* Fixed ghost rail-planner building would lock in the build rotation after being used once. ([https://forums.factorio.com/58776 more])<br />
* Fixed that mod-associated character entities wouldn't be effected by force modifiers. ([https://forums.factorio.com/58808 more])<br />
* Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. ([https://forums.factorio.com/54461 more])<br />
* Partially fixed trains sending circuit networks signal to the wrong station. ([https://forums.factorio.com/53688 more])<br />
* Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.<br />
* Fixed another crash when saving fails when out of disk space.<br />
* Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.<br />
* Fixed a crash in multiplayer related to DNS failure.<br />
* Fixed a crash when the game.take_screenshot() would fail.<br />
* Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.<br />
* Fixed a crash when trying to set a mod setting value to 0.033333 repeating.<br />
* Fixed that replay didn't check crc values.<br />
* Fixed several problems related to replay saving.<br />
=== Modding ===<br />
* Added Entity prototype flag "not-flammable", it prevents entities from catching fire.<br />
* Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.<br />
* Fixed some imprecisions in the Production/Electric statistics calculations.<br />
* Added order_in_recipe into item-group, it defaults to the value of order property.<br />
* Added item prototype flag "hide-from-fuel-tooltip".<br />
=== Scripting ===<br />
* Removed <code>LuaElectricEnergySourcePrototype::effectivity</code> read since it didn't do anything.<br />
* Added <code>LuaGroup::order_in_recipe</code> read.<br />
* Added on_technology_effects_reset event.<br />
== 0.16.30 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Filters no longer disappear when inventory is downsized. ([https://forums.factorio.com/58565 more])<br />
* Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. ([https://forums.factorio.com/58633 more])<br />
* Fixed a crash related to resetting technology effects while a research was in progress/just finished.<br />
* Fixed a desync related to mods calling math.random() during the data stage.<br />
=== Scripting ===<br />
* Made it possible for the <code>LuaFrame::align</code> and <code>LuaFrame::vertical_align</code> to have effect on the align of the inner container.<br />
== 0.16.29 ==<br />
Date: 12. 03. 2018<br />
=== Bugfixes ===<br />
* Fixed that small numbers in recipe tooltips wouldn't render correctly. ([https://forums.factorio.com/58422 more])<br />
* Fixed a bug where tables do not react under special conditions. ([https://forums.factorio.com/56466 more]), ([https://forums.factorio.com/57667 more])<br />
* Fixed belt movement with squashed items and other gaps present. ([https://forums.factorio.com/58313 more])<br />
* Fixed that splitter input priority was not that reliable. ([https://forums.factorio.com/58031 more])<br />
* Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. ([https://forums.factorio.com/58217 more])<br />
* Fixed the EULA GUI wouldn't wrap text. ([https://forums.factorio.com/58489 more])<br />
* Fixed 'per second' suffix was not localised. ([https://forums.factorio.com/58322 more])<br />
* Attempt to fix a problem that would prevent the Linux version from starting. ([https://forums.factorio.com/58307 more])<br />
* Fixed that blueprints in the library would show empty component slots. ([https://forums.factorio.com/58113 more])<br />
* Fixed that mining item entities when out of inventory space would move the item around. ([https://forums.factorio.com/58499 more])<br />
* Fixed multiple desyncs related to walking near walls. ([https://forums.factorio.com/58477 more])<br />
* Fixed that the "don't play sound for chat" option didn't work in multiplayer. ([https://forums.factorio.com/58531 more])<br />
* Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. ([https://forums.factorio.com/57963 more])<br />
* Fixed that the players main inventory filters wouldn't persist through death. ([https://forums.factorio.com/58565 more])<br />
* Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. ([https://forums.factorio.com/58521 more])<br />
* Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.([https://forums.factorio.com/58148 more])<br />
* Fixed enemy land mines would be highlighted when showing blueprint collisions. ([https://forums.factorio.com/58621 more])<br />
* Fixed that walls would connect to ghosts from another force.<br />
* Fixed rebinding build would cause artillery to fire multiple times per click in the map view.<br />
* Fixed a crash when starting a headless server related to RCON.<br />
* Fixed a crash when setting item stacks above their stack size through script.<br />
* Fixed a crash when saving fails due to out of disk space.<br />
* Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.<br />
* Fixed that you couldn't move the map view while running the game at very high speeds.<br />
* Fixed a crash when taking a large screenshot by script fails due to a lack of memory.<br />
* Fixed a crash when canceling crafting after changing recipes through mods.<br />
* Fixed a crash when merging forces through script while a recipe tooltip is visible.<br />
* Fixed a crash when using the <code> /open</code> command and then opening an item in the players cursor.<br />
* Fixed a crash when creating modded tree particles.<br />
* Fixed a crash related to modded speaker entities.<br />
=== Modding ===<br />
* Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.<br />
* Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".<br />
* Added Entity prototype flag "not-rotatable".<br />
* Fixed a crash when not defining a stream particle animation.<br />
=== Scripting ===<br />
* Added LuaRCON to allow printing text to a calling RCON instance.<br />
* Added <code>LuaItemPrototype::fuel_emissions_multiplier</code> read.<br />
* Added <code>LuaRecipePrototype::emissions_multiplier</code> read.<br />
* Added <code>LuaFluidPrototype::emissions_multiplier</code> read.<br />
<br />
<br />
== 0.16.28 ==<br />
Date: 05. 03. 2018<br />
=== Minor Features ===<br />
* Added a simple recipe price calculator to PvP production score.<br />
* Item number in quickbar now shows over the "hand" when part of the stack is picked up. ([https://forums.factorio.com/58403 more])<br />
=== Bugfixes ===<br />
* Fixed drawing endings of transport belts entering underground belt sideways. ([https://forums.factorio.com/57939 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed roboport connections would be missing in some cases. ([https://forums.factorio.com/58238 more])<br />
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])<br />
* Fixed that biters in groups had too low tolerance for getting stuck. ([https://forums.factorio.com/58306 more])<br />
* Fixed that you could set accumulator energy below 0. ([https://forums.factorio.com/57619 more])<br />
* Fixed a crash in rail pathing when deleting signals. ([https://forums.factorio.com/58133 more])<br />
* Fixed a crash when creating beam entities through script. ([https://forums.factorio.com/58316 more])<br />
* Fixed old boilers in New Hope level 4. ([https://forums.factorio.com/58066 more])<br />
* Fixed that changing the values in new game gui could move other gui elements. ([https://forums.factorio.com/57414 more])<br />
* Changed order of drawing, so if sprite button uses caption, its text is over the picture. ([https://forums.factorio.com/57888 more])<br />
* Fixed that the wire connection distance visualization didn't match the actual distance limits. ([https://forums.factorio.com/58340 more])<br />
* Fixed a crash when trains are destroyed while the trains GUI is open. ([https://forums.factorio.com/58356 more])<br />
* Fixed train stop indicators wouldn't render with larger blueprints. ([https://forums.factorio.com/58326 more])<br />
* Fixed mod changing chest collision box could break PvP starting chest accessibility. ([https://forums.factorio.com/58360 more])<br />
* Fixed that the Map editor wouldn't clear the cursor when the tool changes. ([https://forums.factorio.com/58303 more])<br />
* Fixed a crash when destroying rails with trains on them. ([https://forums.factorio.com/58380 more])<br />
* Fixed a crash when joining Steam games through the Steam interface.<br />
* Fixed a crash related to adding equipment grid support to armor in existing games.<br />
* Fixed several crashes related to GUI logic.<br />
* Fixed a crash when loading pre 0.16 saves when in a vehicle as a god controller.<br />
* Fixed a crash when teleporting offline players between surfaces.<br />
* Fixed non-stackable items wouldn't enforce they aren't stackable.<br />
* Fixed a crash when changing runtime mod settings while someone is joining a multiplayer game.<br />
* Fixed a crash when a character or spawner dies in the map editor.<br />
* Fixed a crash when hovering over blueprint book item in the map editor.<br />
* Fixed a crash when right-clicking a blueprint to open it for editing in the map editor.<br />
* Fixed a crash when putting blueprints into blueprint books in multiplayer.<br />
* Fixed a crash when importing some blueprint strings.<br />
=== Scripting ===<br />
* Added has_hidden_tile and collision_mask flags to <code>LuaSurface::find_tiles_filtered</code> and <code>LuaSurface::count_tiles_filtered</code>.<br />
* Added <code>LuaSurface::set_hidden_tile()</code>.<br />
* Added <code>LuaGuiElement::ignored_by_interaction</code> which prevents the elements from stealing mouse interaction with the parent elements. ([https://forums.factorio.com/58127 more])<br />
* Added <code>LuaSpriteButton::number</code> which allows the number to be rendered in the standard way in the right-bottom corner of the sprite button.<br />
* Added <code>LuaSpriteButton::show_percent_for_small_numbers</code> which, when set to true, forces the number to be shown as percent when smaller than 1.<br />
=== Modding ===<br />
* Added <code>ItemPrototype::fuel_emissions_multiplier</code> which scales pollution generated when the fuel item is used.<br />
* Added <code>FluidPrototype::emissions_multiplier</code> which scales pollution generated when when the fluid is consumed.<br />
* Added <code>RecipePrototype::emissions_multiplier</code> which scales pollution generated by the entity using this recipe.<br />
* Added support to set scroll_pane_style horizontal_scroll_bar_style and vertical_scroll_bar_style.<br />
== 0.16.27 ==<br />
Date: 28. 02. 2018<br />
=== Minor Features ===<br />
* Added refined concrete and refined hazard concrete.<br />
=== Changes ===<br />
* The the name textfield in the rename train stop dialog gets automatically focused and the text is pre-selected.<br />
=== Bugfixes ===<br />
* Fixed that dying would only put the first stack into the dead body. ([https://forums.factorio.com/58201 more])<br />
* Fixed that infinite resources would always produce the same result when at minimal yield. ([https://forums.factorio.com/58210 more])<br />
* Fixed how the switch event is processed. ([https://forums.factorio.com/57692 more])<br />
* Fixed behaviour of the train station list-box when player inventory was big enough to be scrollable. ([https://forums.factorio.com/57834 more])<br />
* Fixed that always_show_made_in didn't work for recipe tooltips in the technology GUI. ([https://forums.factorio.com/58249 more])<br />
* Fixed a crash when migrating item types in some cases.<br />
* Fixed movement of belt segment that has a lot of squashed items in it.<br />
* Fixed a crash in the map editor when changing player armor.<br />
* Fixed a crash related to mods destroying the player during player events.<br />
* Fixed a crash when creating a Factorio account using the in-game option.<br />
== 0.16.26 ==<br />
Date: 26. 02. 2018<br />
=== Features ===<br />
* Added partial IME support for typing Chinese, Japanese and Korean text on Windows.<br />
=== Changes ===<br />
* IPs are no longer directly logged.<br />
=== Bugfixes ===<br />
* Fixed several belt compression problems.<br />
* Fixed crash when rendering turret range visualization in camera widget.<br />
* Fixed incorrect behaviour when a text box line wraps. ([https://forums.factorio.com/57944 more])<br />
* Fixed achievement deletion dialog. ([https://forums.factorio.com/57959 more])<br />
* Fixed choose-elem-button locking not persisting across saves. ([https://forums.factorio.com/58012 more])<br />
* Fixed item creeping forward on belt sometimes. ([https://forums.factorio.com/57282 more])<br />
* Fixed removal of tracked silo script items. ([https://forums.factorio.com/57953 more])<br />
* Fixed a crash when using the Lua GUI element type "entity-preview". ([https://forums.factorio.com/58048 more])<br />
* Fixed that "Expected resources" didn't always match what you actually got. ([https://forums.factorio.com/58032 more])<br />
* Fixed that heavily modded saves with large amounts of tile types couldn't be loaded without the mods. ([https://forums.factorio.com/56946 more])<br />
* Fixed that buffer chests could get items sent to them they weren't requesting. ([https://forums.factorio.com/58080 more])<br />
* Fixed belts would stop animating after really long time. ([https://forums.factorio.com/58163 more])<br />
* Fixed crash when vehicle with personal roboport was destroyed because of impact damage from its own movement. ([https://forums.factorio.com/58125 more])<br />
* Fixed the help locale for the <code> /toggle-rockets-sent-gui</code> freeplay command. ([https://forums.factorio.com/58096 more])<br />
* Fixed wrong scale of icons with non-standard icon_size in alt-mode. ([https://forums.factorio.com/58143 more])<br />
* Fixed generator effectivity being applied twice when below 100%.<br />
* Fixed a crash when failing to download a map in multiplayer.<br />
* Fixed crashes related to Lua stack overflows.<br />
* Fixed a crash related to changing the stack size of items when removing mods.<br />
* Fixed a crash when researching logistic request slots.<br />
* Fixed a crash related to the ending screen data in multiplayer.<br />
* Fixed a crash when explosion entities where created during migration scripts.<br />
* Fixed a crash when exiting the game while it's saving.<br />
* Fixed a crash when loading a map file fails.<br />
* Fixed a crash related to modded burner generator equipment in multiplayer.<br />
* Fixed labels could render outside of their defined area.<br />
* Fixed a crash when placing assembling machine blueprints over ghosts.<br />
* Fixed a crash when clicking quickly while joining multiplayer games.<br />
* Fixed a crash when saving the game fails.<br />
* Fixed a crash when deleting chunks with cliffs on them.<br />
* Fixed a crash when trying to set player inventory filters in the map editor.<br />
* Fixed several GUI related crashes related to multiplayer latency.<br />
* Fixed a crash when hosting LAN-enabled multiplayer games in some instances.<br />
=== Modding ===<br />
* Added <code>GeneratorPrototype::scale_fluid_usage</code> which scales the generator's fluid usage to its maximum power output. Default is false.<br />
* Generator will now produce pollution if emissions is specified on the energy source.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::is_multiplayer()</code>.<br />
== 0.16.25 ==<br />
Date: 19. 02. 2018<br />
=== Changes ===<br />
* Inserters, mining drills, and belt sideloading can now squash items on belt even when the gap isn't big enough.<br />
** The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
** This means, that inserter, mining drills and side loading can produce fully compressed belts without the usage of splitters.<br />
=== Minor Features ===<br />
* Improved behavior of mode switches in deconstruction planner. ([https://forums.factorio.com/57871 more])<br />
=== Bugfixes ===<br />
* Fixed crash when train was leaving station that was disabled by circuit network or destroyed. ([https://forums.factorio.com/57869 more])<br />
* Fixed search box losing focus inconveniently in mods gui. ([https://forums.factorio.com/57821 more])<br />
* Fixed client crash when server exits while player has the save game dialog open. ([https://forums.factorio.com/57701 more])<br />
* Removing components of a blueprint no longer resizes the window. ([https://forums.factorio.com/56412 more])<br />
* Fixed performance issue when running out of storage while big deconstruction is in progress.<br />
* Fixed scrollbar buttons that would ignore mouse up event. ([https://forums.factorio.com/57899 more])<br />
* Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. ([https://forums.factorio.com/57974 more])<br />
=== Scripting ===<br />
* Added <code>LuaControl::is_player()</code><br />
<br />
== 0.16.24 ==<br />
Date: 15. 02. 2018<br />
=== Minor Features ===<br />
* When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.<br />
* Player chat color when set through '/color r g b a' command will be brightened. ([https://forums.factorio.com/57796 more])<br />
=== Bugfixes ===<br />
* Fixed that <code>LuaEntity::get_merged_signals()</code> would return wrong value if no wires were connected. ([https://forums.factorio.com/57757 more])<br />
* Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. ([https://forums.factorio.com/57730 more])<br />
* Fixed energy consumption of laser turret in recipe tooltip. ([https://forums.factorio.com/22310 more])<br />
* Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. ([https://forums.factorio.com/57691 more])<br />
* Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. ([https://forums.factorio.com/57496 more])<br />
* Fixed that you could define a fluidbox height of 0. ([https://forums.factorio.com/57753 more])<br />
* Fixed trains "twitching" under certain circumstances. ([https://forums.factorio.com/57738 more])<br />
* Fixed wrong hairy dead tree graphics positioning. ([https://forums.factorio.com/57761 more])<br />
* Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. ([https://forums.factorio.com/57759 more])<br />
* Fixed <code>LuaInventory::getbar</code>/setbar used zero-based indexing. ([https://forums.factorio.com/57816 more])<br />
* Fixed incorrect electric network connection rendering on the map. ([https://forums.factorio.com/57327 more])<br />
* Fixed train would reset its "waiting on signal" penalty when recalculating path due to waiting too long. ([https://forums.factorio.com/57574 more])<br />
=== Scripting ===<br />
* Added script.on_nth_tick(n, function).<br />
* Added <code>LuaSurface::can_place_entity</code>(...) optional parameter "build_check_type" and "forced".<br />
<br />
== 0.16.23 ==<br />
Date: 12. 02. 2018<br />
=== Changes ===<br />
* Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.<br />
* The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.<br />
* The Rocket silo entity info now shows 'Rocket parts: 50/100'.<br />
* Removed 'starting inventory' PvP option, as starting chests are a more proper solution.<br />
* Added 'required satellites sent' option to space race PvP game mode<br />
=== Bugfixes ===<br />
* Fixed snapping locomotive to station sometimes not working. ([https://forums.factorio.com/57380 more])<br />
* Fixed modded loaders with different dimensions crashing when destroyed. ([https://forums.factorio.com/56701 more])<br />
* Fixed that module effects would go negative when adding too many beacon effects together. ([https://forums.factorio.com/57425 more])<br />
* Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. ([https://forums.factorio.com/57452 more])<br />
* Fixed that directly replacing modules didn't work correctly. ([https://forums.factorio.com/57453 more])<br />
* Fixed that changing train stop names wouldn't update the last-user. ([https://forums.factorio.com/57481 more])<br />
* Fixed that the logistic count tooltip wouldn't show correctly for negative values. ([https://forums.factorio.com/57520 more])<br />
* Fixed that changing the stack size of the satellite through mods could make it impossible to win. ([https://forums.factorio.com/57487 more])<br />
* Fixed circuit controlled stack override sometimes being incorrect. ([https://forums.factorio.com/57421 more])<br />
* Fixed that mods could specify invalid categories, for a few classes of modded item. ([https://forums.factorio.com/57443 more])<br />
* Fixed pipette tool orientation of curved tracks. ([https://forums.factorio.com/57477 more])<br />
* Fixed that beacons would ignore the allowed effects on an entity. ([https://forums.factorio.com/57376 more])<br />
* Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. ([https://forums.factorio.com/57489 more])<br />
* Fixed Lua module limitations array being a map of strings to numbers, instead of an array. ([https://forums.factorio.com/57561 more])<br />
* Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. ([https://forums.factorio.com/57505 more])<br />
* Fixed worker robot speed in PvP scenario. ([https://forums.factorio.com/57547 more])<br />
* Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. ([https://forums.factorio.com/57577 more])<br />
* Fixed that the technology search would be broken by disabled technologies in some cases. ([https://forums.factorio.com/57600 more])<br />
* Fixed that mods changing stack sizes would break the inventory transfers tutorial. ([https://forums.factorio.com/57613 more])<br />
* Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. ([https://forums.factorio.com/55381 more])<br />
* Fixed <code>LuaSurface::regenerate_decoratives()</code> would generate much more decoratives than normal map generator run. ([https://forums.factorio.com/57348 more])<br />
* Fixed clicking the label in sort-able tables wouldn't effect sorting. ([https://forums.factorio.com/57652 more])<br />
* Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. ([https://forums.factorio.com/57386 more])<br />
* Fixed clamp_position=true on artillery shells would negate artillery range bonus. ([https://forums.factorio.com/57700 more])<br />
* Fixed item icon would not be rescaled to normal size if icon_size not 32. ([https://forums.factorio.com/57683 more])<br />
=== Modding ===<br />
* Added "friend" and "not-friend" force trigger modifiers.<br />
* Added optional night vision equipment prototype "darkness_to_turn_on".<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::ammo_category_prototypes</code> read.<br />
* Added <code>LuaEntity::get_merged_signals()</code>.<br />
<br />
== 0.16.22 ==<br />
Date: 02. 02. 2018<br />
=== Bugfixes ===<br />
* Fixed a crash when loading saves with modded camera GUI elements. ([https://forums.factorio.com/57375 more])<br />
* Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. ([https://forums.factorio.com/57381 more])<br />
* Another attempt to fix crashes on OS X Mavericks (version 10.9). ([https://forums.factorio.com/54549 more])<br />
* Fixed that some mod settings would always detect as different than the server when trying to join. ([https://forums.factorio.com/57352 more])<br />
* Fixed that turrets that died and where rebuilt couldn't be mined. ([https://forums.factorio.com/57393 more])<br />
=== Modding ===<br />
* Added optional <code>RecipePrototype::allow_as_intermediate</code> to disable a recipe being used as an intermediate when hand crafting.<br />
* Added <code>PlayerPrototype::enter_vehicle_distance</code>.<br />
=== Scripting ===<br />
* Added <code>LuaRecipePrototype::allow_as_intermediate</code> read.<br />
* A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.<br />
* Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.<br />
<br />
== 0.16.21 ==<br />
Date: 01. 02. 2018<br />
=== Minor Features ===<br />
* Added support to load save files directly in the map editor.<br />
* Added "Save and play" button to map editor, to allow quick iteration.<br />
* Added levels in campaigns to level editor "open" menu.<br />
=== Changes ===<br />
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.<br />
* Player death messages will be printed to all forces they are friends with.<br />
* Player death messages include the player tag.<br />
** Gui:<br />
* The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.<br />
=== Bugfixes ===<br />
* Fixed teleporting pumps would crash the game. ([https://forums.factorio.com/57150 more])<br />
* Fixed dragging in the map preview and technology GUI didn't work correctly. ([https://forums.factorio.com/57202 more])<br />
* Fixed walls wouldn't connect correctly when built through script in some cases. ([https://forums.factorio.com/57212 more])<br />
* Fixed that the equipment grid was too small when using extra-low graphics quality. ([https://forums.factorio.com/56913 more])<br />
* Fixed inserters could get stuck trying to pick up items off the ground in some cases. ([https://forums.factorio.com/57244 more])<br />
* Fixed issues related to splitter priorities. ([https://forums.factorio.com/56968 more])<br />
* Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. ([https://forums.factorio.com/57204 more])<br />
* Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. ([https://forums.factorio.com/56926 more])<br />
* Fixed that biters would not be able to path find close to cliffs. ([https://forums.factorio.com/56811 more])<br />
* Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. ([https://forums.factorio.com/51488 more])<br />
* Fixed that the tips-and-tricks GUI would open when running a replay. ([https://forums.factorio.com/57300 more])<br />
* Fixed that the blueprint setup GUI wouldn't show in some situations. ([https://forums.factorio.com/57293 more])<br />
* Fixed that the asynchronous saving process could freeze in headless mode. ([https://forums.factorio.com/56823 more])<br />
* Fixed crash in PvP when distance between starting areas was too low. ([https://forums.factorio.com/57215 more])<br />
* Fixed small locale error in resource entity info. ([https://forums.factorio.com/56930 more])<br />
* Fixed crash when player deletes blueprint book from their library while other player has the book opened. ([https://forums.factorio.com/56288 more])<br />
* Fixed that custom scroll panes didn't respect vertical scroll policy correctly. ([https://forums.factorio.com/57309 more])<br />
* Fixed a crash in the technology GUI when using <code>LuaForce::disable_all_prototypes()</code>. ([https://forums.factorio.com/57066 more])<br />
* Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. ([https://forums.factorio.com/54781 more])<br />
* Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. ([https://forums.factorio.com/57318 more])<br />
* Fixed ghost of lamp would not connect to logistic network when revived. ([https://forums.factorio.com/56413 more])<br />
* Fixed that the command line <code>--map2scenario</code> option wouldn't convert scenario-created saves correctly. ([https://forums.factorio.com/56523 more])<br />
* Fixed handling of mouse bindings in map view. ([https://forums.factorio.com/57201 more])<br />
* Fixed that you could get stuck after using cliff explosives. ([https://forums.factorio.com/57339 more])<br />
* Fixed biters getting stuck next to a wall in some situations. ([https://forums.factorio.com/57334 more])<br />
=== Modding ===<br />
* Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.<br />
* Added optional always_show_made_in to recipe prototypes.<br />
=== Scripting ===<br />
* Added last_research to the on_research_started event.<br />
* Added <code>LuaEntityPrototype::energy_per_hit_point</code> read.<br />
* Added <code>LuaEntityPrototype::create_ghost_on_death</code> read.<br />
* Added CustomMinimap GUI element type.<br />
* Added CustomEntityPreview GUI element type.<br />
* Added <code>LuaInventory::sort_and_merge()</code>.<br />
* Added an optional "invert" option to <code>LuaSurface::find</code>/count entities filtered.<br />
* Added <code>LuaForce::enable_all_prototypes()</code>.<br />
* Added <code>LuaRecipePrototype::always_show_made_in</code> read.<br />
* Added <code>LuaControl::get_main_inventory()</code>.<br />
* Added <code>LuaGuiElement::column_count</code> read.<br />
* Changed util.merge to always deepcopy nested tables. ([https://forums.factorio.com/57169 more])<br />
* Changed events so they won't fire until every mod has had on_init ran.<br />
<br />
== 0.16.20 ==<br />
Date: 26. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed another compression problem on belts related to splitters.<br />
* Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work.<br />
* Fixed biter related desyncs. ([https://forums.factorio.com/57048 more])<br />
* Fixed possible desync related to logistic network.<br />
=== Modding ===<br />
* Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.<br />
<br />
== 0.16.19 ==<br />
Date: 25. 01. 2018<br />
=== Minor Features ===<br />
* Added PvP options: Disband team on loss, team area artillery and give artillery remote.<br />
=== Bugfixes ===<br />
* Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. ([https://forums.factorio.com/57005 more])<br />
* Fixed that fast-replacing power poles while running would just delete them. ([https://forums.factorio.com/56729 more])<br />
* Fixed that you couldn't exit vehicles with large collision boxes. ([https://forums.factorio.com/56905 more])<br />
* Fixed that <code>LuaPlayer::can_insert</code> and <code>LuaPlayer::insert</code> didn't agree. ([https://forums.factorio.com/56917 more])<br />
* Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. ([https://forums.factorio.com/56816 more])<br />
* Fixed that teleporting roboports when robots where charging would lead to corrupt saves. ([https://forums.factorio.com/57006 more])<br />
* Fixed that toggle-console wouldn't work with modifier keys. ([https://forums.factorio.com/57013 more])<br />
* Fixed graphical artifacts in terrain when zoomed out. ([https://forums.factorio.com/57043 more])<br />
* Fixed that <code>LuaForce::disable</code>/enable research wouldn't update the GUI correctly. ([https://forums.factorio.com/57075 more])<br />
* Fixed that pumps would ignore fluidbox filter. ([https://forums.factorio.com/56694 more])<br />
* Fixed crash caused by non-ASCII characters in name of custom scenario. ([https://forums.factorio.com/57077 more])<br />
* Fixed that idle biters would ignore the player when approached. ([https://forums.factorio.com/57085 more])<br />
=== Modding ===<br />
* Added support for setting icon_size per icon layer.<br />
=== Scripting ===<br />
* Added <code>LuaGameScript::default_map_gen_settings</code> read.<br />
* Added <code>LuaSurface::get_random_chunk()</code>.<br />
<br />
== 0.16.18 ==<br />
Date: 23. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed searching for recipes could add the "no recipe available" message multiple times. ([https://forums.factorio.com/56966 more])<br />
* Fixed a crash related to biters. ([https://forums.factorio.com/56932 more])<br />
* Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. ([https://forums.factorio.com/56915 more])<br />
* Fixed logistic entity highlighting didn't work correctly in some cases. ([https://forums.factorio.com/56942 more])<br />
* Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. ([https://forums.factorio.com/56953 more])<br />
* Fixed Linux runtime requirements being dynamically linked. ([https://forums.factorio.com/56922 more])<br />
* Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. ([https://forums.factorio.com/56929 more])<br />
<br />
== 0.16.17 ==<br />
Date: 22. 01. 2018<br />
=== Features ===<br />
* Added filter to splitter.<br />
* Added input and output priority to splitter.<br />
=== Minor Features ===<br />
* Added a "clone group" button to the permissions GUI.<br />
* Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.<br />
=== Balancing ===<br />
* Increased the stack size of roboport from 5 to 10.<br />
* Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.<br />
=== Bugfixes ===<br />
* Fixed that rail chain signals didn't work with copy-paste. ([https://forums.factorio.com/56438 more])<br />
* Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. ([https://forums.factorio.com/56440 more])<br />
* Fixed that walking near the edge of water could result in no footstep sounds. ([https://forums.factorio.com/56372 more])<br />
* Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. ([https://forums.factorio.com/56250 more])<br />
* Fixed that ghost solar panels would show as having energy. ([https://forums.factorio.com/56467 more])<br />
* Fixed that the bonus GUI didn't show correct numbers for some bonuses. ([https://forums.factorio.com/56475 more])<br />
* Fixed that a single water tile that separates two terrain types would become invisible. ([https://forums.factorio.com/54663 more])<br />
* Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs.<br />
** The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled.<br />
** This should reduce GPU load, but slightly increase CPU load and VRAM usage. ([https://forums.factorio.com/54560 more])<br />
* Added a command-line option <code>--executable-path</code> to allow launching Factorio through a custom ld.so on Linux. ([https://forums.factorio.com/56454 more])<br />
* Fixed a crash when setting invalid prototype values for vehicle type entities through mods. ([https://forums.factorio.com/56494 more])<br />
* Fixed that you couldn't attack nests with your pickaxe.<br />
* Additional fix of the rail block visualization for high res. ([https://forums.factorio.com/56499 more])<br />
* Fixed jittering when running against entities with connected bounding boxes (for example pipes). ([https://forums.factorio.com/56497 more])<br />
* Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. ([https://forums.factorio.com/56574 more])<br />
* Fixed recipe tooltip with many raw materials showing incorrectly. ([https://forums.factorio.com/56422 more])<br />
* Fixed invisible GUI when assembling machine with no recipe is opened. ([https://forums.factorio.com/56491 more])<br />
* Fixed a crash on Linux that would happen after dragging a UI element outside the game window. ([https://forums.factorio.com/56501 more])<br />
* Fixed inconvenient drag-placing of electric poles around large entities. ([https://forums.factorio.com/56374 more])<br />
* Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. ([https://forums.factorio.com/56659 more])<br />
* Fixed artillery projectile shadow was not aligned with artillery cannon shadow. ([https://forums.factorio.com/55269 more])<br />
* Fixed line breaks in changelog with UI scale. ([https://forums.factorio.com/56141 more])<br />
* Fixed that too many biters trying to return to a spawner could make all other biters inactive. ([https://forums.factorio.com/56464 more])<br />
* Fixed robots deconstructing artillery turrets could lose ammo. ([https://forums.factorio.com/56686 more])<br />
* Improved scroll behaviour in server list. ([https://forums.factorio.com/55451 more])<br />
* Fixed possibility of receiving the previous rounds input items in Team production. ([https://forums.factorio.com/56754 more])<br />
* Fixed that the game could create many enemy unit groups resulting in poor performance. ([https://forums.factorio.com/56683 more])<br />
* Fixed pasting entity settings would not disable connection to logistic network. ([https://forums.factorio.com/56753 more])<br />
* Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. ([https://forums.factorio.com/56748 more])<br />
* Fixed rail chain signal ghost would emit light. ([https://forums.factorio.com/56818 more])<br />
* Fixed that blueprint strings wouldn't retain storage chest filters. ([https://forums.factorio.com/56875 more])<br />
* Fixed passing LuaObjects through the remote interface wouldn't always work correctly. ([https://forums.factorio.com/56812 more])<br />
* Fixed that <code>LuaSurface::create_entity</code> wouldn't work to create walls on top of ghost walls. ([https://forums.factorio.com/56829 more])<br />
* Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. ([https://forums.factorio.com/56859 more])<br />
* Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. ([https://forums.factorio.com/56854 more])<br />
* Fixed a migration issue related to logistic entities and inventory resizing. ([https://forums.factorio.com/56861 more])<br />
=== Modding ===<br />
* Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. ([https://forums.factorio.com/55109 more])<br />
* Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.<br />
* Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. ([https://forums.factorio.com/26937 more])<br />
=== Scripting ===<br />
* Changed the tile related events to include the old tiles and positions instead of just positions.<br />
* Added on_pre_player_crafted_item and on_player_cancelled_crafting events.<br />
* Added on_entity_damaged event.<br />
* Added on_chunk_charted event.<br />
* Added <code>LuaEntity::splitter_filter</code>, splitter_input_priority and splitter_output_priority read/write.<br />
* Added ghost_name and ghost_type to <code>LuaSurface::find</code>/count entities filtered.<br />
* Fixed recursive call in util.merge(). ([https://forums.factorio.com/56779 more])<br />
<br />
== 0.16.16 ==<br />
Date: 10. 01. 2018<br />
=== Minor Features ===<br />
* Items on the ground can be mined manually for precise control of what you pick up.<br />
* Added 'duplicate starting entities' option to PvP.<br />
=== Changes ===<br />
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.<br />
** The decision whether item goes to left or right output is now independent of the item type.<br />
* Hide cliff explosives in bonus GUI as they don't really receive any bonuses. ([https://forums.factorio.com/56318 more])<br />
* Tweaked the balancing of the PvP production score.<br />
* Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. ([https://forums.factorio.com/55110 more])<br />
=== Optimisations ===<br />
* Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. ([https://forums.factorio.com/56224 more])<br />
=== Bugfixes ===<br />
* Fixed that consecutive splitters could uncompress compressed belt. ([https://forums.factorio.com/55645 more])<br />
* Fixed that loading from the game-over screen would result in a crash if loading failed. ([https://forums.factorio.com/56336 more])<br />
* Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. ([https://forums.factorio.com/56339 more])<br />
* Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. ([https://forums.factorio.com/56327 more])<br />
* Fixed Linux users sometime crashing when relaunching the game. ([https://forums.factorio.com/53650 more])<br />
* Fixed that blueprint library GUI would lose your filter when you view a blueprint. ([https://forums.factorio.com/56210 more])<br />
* Fixed that biters would sometimes be deactivated when they shouldn't. ([https://forums.factorio.com/55370 more])<br />
* Fixed that artillery would target forces marked with cease fire. ([https://forums.factorio.com/56360 more])<br />
* Fixed a crash when using <code>LuaTransportLine::remove_item()</code>. ([https://forums.factorio.com/56352 more])<br />
* Fixed that the beacon would show energy consumption twice. ([https://forums.factorio.com/56359 more])<br />
* Fixed PvP production score calculation for hand crafting and launching satellites.<br />
* Fixed jittering when walking into a straight water/land border. ([https://forums.factorio.com/56362 more])<br />
* Attempt at fixing missing symbol on macOS 10.9 ([https://forums.factorio.com/54549 more])<br />
* Fixed that turret range map and hover overlays didn't quite match. ([https://forums.factorio.com/56332 more])<br />
* Fixed that RCON would only respond to the first command in a packet. ([https://forums.factorio.com/55918 more])<br />
* Fixed PvP no rush restriction could be bypassed using a vehicle.<br />
* Ensure that there is always at least a minimal lake in the starting area.<br />
* Fixed script error if a removed modded item was sent in a rocket. ([https://forums.factorio.com/56411 more])<br />
* Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. ([https://forums.factorio.com/56402 more])<br />
* Fixed a crash when mods would try to set item health values to negative amounts. ([https://forums.factorio.com/56407 more])<br />
* Fixed requester chests could get stuck in some cases. ([https://forums.factorio.com/56408 more])<br />
* Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. ([https://forums.factorio.com/56038 more])<br />
* Fixed chunk edge cliff discontinuities due to ore patches. ([https://forums.factorio.com/56022 more])<br />
=== Scripting ===<br />
* Added <code>LuaEntity::cliff_orientation</code> read.<br />
<br />
== 0.16.15 ==<br />
Date: 05. 01. 2018<br />
=== Bugfixes ===<br />
* Fixed that underground belts built by a blueprint would not respect the type of an existing belt. ([https://forums.factorio.com/55174 more])<br />
* Fixed pump ghosts would always highlight attached rail, not just when selected.<br />
* Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. ([https://forums.factorio.com/56201 more])<br />
* Improved number formating in electricity overview to make it less jumpy. ([https://forums.factorio.com/56136 more])<br />
* Fixed logistic robots migration related to changing force of logistic robots while stationing. ([https://forums.factorio.com/56194 more])<br />
* Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. ([https://forums.factorio.com/54871 more])<br />
* Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. ([https://forums.factorio.com/56125 more])<br />
<br />
== 0.16.14 ==<br />
Date: 04. 01. 2018<br />
=== Minor Features ===<br />
* Added 'allow spectators' option to PvP.<br />
=== Changes ===<br />
* Changed rail world settings to have normal biters frequency.<br />
=== Bugfixes ===<br />
* Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. ([https://forums.factorio.com/56129 more])<br />
* Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. ([https://forums.factorio.com/55995 more])<br />
* Fixed that inserters would try to put items into furnaces that could never fit. ([https://forums.factorio.com/56134 more])<br />
* Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. ([https://forums.factorio.com/56135 more])<br />
* Fixed that request chests weren't equally distributed when there were not enough robots.<br />
* Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.<br />
** This could cause crashes as the internal data structures take it as granted.<br />
* Fixed that download progress bar in the sync save with mods wasn't being updated.<br />
* Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.<br />
* Fixed some PvP game modes being won by launching a rocket.<br />
* Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. ([https://forums.factorio.com/55882 more])<br />
<br />
== 0.16.13 ==<br />
Date: 03. 01. 2018<br />
=== Minor Features ===<br />
* Added a time limit option to PvP game modes 'Production score' and 'Oil harvest'<br />
* Added 'score per minute' to the PvP Production score GUI.<br />
=== Bugfixes ===<br />
* Fixed a crash when blueprinting modded logistic storage chests. ([https://forums.factorio.com/55963 more])<br />
* Fixed requester chests wouldn't work with specific combinations of storage, buffer, and provider chests. ([https://forums.factorio.com/55967 more])<br />
* Fixed a crash with the command line map preview option. ([https://forums.factorio.com/55993 more])<br />
* Fixed the world-icon for the cliff explosive didn't match the item icon. ([https://forums.factorio.com/55812 more])<br />
* Fixed the progress indicator in the browse-mods GUI would update too quickly. ([https://forums.factorio.com/55540 more])<br />
* Fixed changing the force of a robot waiting to charge would break the robot. ([https://forums.factorio.com/55799 more])<br />
* Fixed that joining modded multiplayer games where the spawn area was deleted would error. ([https://forums.factorio.com/56004 more])<br />
* Fixed that pasting text didn't work correctly in any text field. ([https://forums.factorio.com/55977 more])<br />
* Fixed a crash related to tile transitions. ([https://forums.factorio.com/56005 more])<br />
* Fixed logistic storage filters would be ignored in some specific cases. ([https://forums.factorio.com/56009 more])<br />
* Fixed that side-loading underground belts could lead to them getting stuck. ([https://forums.factorio.com/56024 more])<br />
* Fixed that modded storage chests would allow more than 1 filter when the extra filters weren't valid. ([https://forums.factorio.com/56058 more])<br />
* Fixed that the map preview seed wouldn't get used when the generate map GUI had an exchange string entered. ([https://forums.factorio.com/56029 more])<br />
* Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.<br />
* Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. ([https://forums.factorio.com/56081 more])<br />
* Fixed that tooltip of disabled widgets didn't work.<br />
* Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn't editable.<br />
* Fixed one of the curved rail segment visualizations wasn't aligned correctly. ([https://forums.factorio.com/55276 more])<br />
* Fixed that the console could be opened in a paused game where it can't be interacted with.<br />
* Fixed issues of console in combination with technology GUI in multiplayer. ([https://forums.factorio.com/55719 more])<br />
* Fixed changelogs (including mod changelogs) not properly displaying the "All" subversion for a version x.y when there was no version x.y.0. ([https://forums.factorio.com/55959 more])<br />
* Fixed horizontal scroll pane scroller. ([https://forums.factorio.com/55689 more])<br />
* Fixed that changing value in GameViewSettings in the Lua script didn't update the gui until the game was reloaded.<br />
* Fixed a crash when controller view is disabled. ([https://forums.factorio.com/56115 more])<br />
* Fixed script error when destroying a chest in the supply scenario.<br />
* Fixed PvP production score price calculation.<br />
=== Modding ===<br />
* Entities without an item-to-place can still be deconstructed if they are minable.<br />
=== Scripting ===<br />
* Added <code>LuaPlayer::blueprint_to_setup</code> read.<br />
* Changed default value of 'expires' when creating ghost through <code>LuaSurface::create_entity</code> from 'true' to 'false'.<br />
* Fixed invalid internal state + crashes when ghost without "expires = false" was created through the script when ghost time to live was 0. ([https://forums.factorio.com/56036 more])<br />
<br />
== 0.16.12 ==<br />
Date: 31. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that rail signal indicator didn't show two way signal placement in junctions even when the signal was placeable there.<br />
* Fixed that the game would crash if the mouse was moved fast enough outside the game window while loading a map. ([https://forums.factorio.com/54976 more])<br />
* Fixed crash related to logistic chests to be cancel-deconstructed.<br />
* Fixed few cases where logistic requesters and buffers were not initialized correctly when built before the roboport.<br />
<br />
== 0.16.11 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed yet another requester chest state migration error.<br />
* Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. ([https://forums.factorio.com/55913 more])<br />
* Fixed that some specific pre 0.15 maps couldn't be loaded.<br />
<br />
== 0.16.10 ==<br />
Date: 30. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed crash related to setting logistic requests by circuit network.<br />
* Fixed requester chest state migration between different save versions.<br />
* Fixed one of the problems of internal provider data corruption related to setting inventory bar limit.<br />
<br />
== 0.16.9 ==<br />
Date: 29. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that player didn't request from buffer chests.<br />
* Fixed that some maps with modded selection-tool items failed to load.<br />
<br />
== 0.16.8 ==<br />
Date: 29. 12. 2017<br />
** Features:<br />
* Storage chests can be filtered.<br />
=== Minor Features ===<br />
* Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.<br />
* Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.<br />
=== Optimisations ===<br />
* Optimized selecting robot tasks for requester chests.<br />
=== Balancing ===<br />
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).<br />
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).<br />
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.<br />
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)<br />
* Decreased barreling crafting time from 1 second to 0.2 seconds.<br />
=== Bugfixes ===<br />
* Fixed loading of achievements with steam version. ([https://forums.factorio.com/54583 more])<br />
* Fixed train schedule resizing with very large player inventory. ([https://forums.factorio.com/55378 more])<br />
* Fixed missing auto resizing of Lua GUI elements when caption changes. ([https://forums.factorio.com/54896 more])<br />
* Fixed that it was possible to set duplicate logistic requests.<br />
* Fixed missing entity counts when selecting area for blueprint on low graphics quality. ([https://forums.factorio.com/55180 more])<br />
* Fixed calculation of basis noise when x<0 ([https://forums.factorio.com/55288 more])<br />
* Fixed missing locale key in fluid wagon description. ([https://forums.factorio.com/55520 more])<br />
* Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. ([https://forums.factorio.com/55524 more])<br />
* Fixed evolution command output in campaigns. ([https://forums.factorio.com/55402 more])<br />
* Fixed shotgun shooting direction when aiming between the player and the nozzle. ([https://forums.factorio.com/55386 more])<br />
* Fixed technology sorting. ([https://forums.factorio.com/55294 more])<br />
* Fixed that the default list box font was called "default-list_box". ([https://forums.factorio.com/55322 more])<br />
* Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.<br />
* Fixed that setting <code>LuaPlayer::opened</code> to an empty item would crash the game. ([https://forums.factorio.com/55601 more])<br />
* Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. ([https://forums.factorio.com/55510 more])<br />
* Fixed a desync when hosting multiplayer directly and building blueprints. ([https://forums.factorio.com/55629 more])<br />
* Fixed a crash when calling specific LuaEntity properties. ([https://forums.factorio.com/55680 more])<br />
* Fixed module effects weren't checked correctly for modded modules. ([https://forums.factorio.com/55690 more])<br />
* Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. ([https://forums.factorio.com/55710 more])<br />
* Fixed roboports would show up twice in the logistic GUI. ([https://forums.factorio.com/55712 more])<br />
* Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. ([https://forums.factorio.com/55754 more])<br />
* Fixed changing transport belt speeds through mods on existing saves. ([https://forums.factorio.com/55763 more])<br />
* Fixed a crash when setting filters on cargo wagons in multiplayer. ([https://forums.factorio.com/55765 more])<br />
* Fixed a crash when trying to put blueprint books in blueprint books. ([https://forums.factorio.com/55769 more])<br />
* Fixed that train could overshoot a station when the schedule was changed by the script.<br />
* Fixed that heat pipes would incorrectly update their connections when teleported. ([https://forums.factorio.com/55773 more])<br />
* Fixed the problem of flickering tooltips in a generic way (hopefully). ([https://forums.factorio.com/55132 more])<br />
* Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. ([https://forums.factorio.com/55552 more])<br />
* Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. ([https://forums.factorio.com/55726 more])<br />
=== Scripting ===<br />
* The item-with-tags and selection-tool item types now support <code>LuaItemStack::item_number</code>.<br />
* Added an optional player parameter to <code>LuaEntity::order_deconstruction</code>, cancel_deconstruction, <code>LuaTile::cancel_deconstruction</code>,<br />
** <code>LuaSurface::deconstruct_area</code>, and <code>LuaSurface::cancel_deconstruct_area</code>.<br />
<br />
== 0.16.7 ==<br />
Date: 21. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.<br />
* Fixed order of controls in the control settings GUI. ([https://forums.factorio.com/55292 more])<br />
* Fixed rail pumps becoming invalid after being teleported via Lua. ([https://forums.factorio.com/55203 more])<br />
* Fixed that biter expansion chunks weren't being generated correctly. ([https://forums.factorio.com/54988 more])<br />
* Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.<br />
* Fixed server crash when last player leaves the game while the server is saving. ([https://forums.factorio.com/55164 more])<br />
* Fixed text cursor positioning inside a text box during scroll. ([https://forums.factorio.com/55106 more])<br />
* Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. ([https://forums.factorio.com/55319 more])<br />
* Fixed that blueprint strings wouldn't copy station names in blueprints. ([https://forums.factorio.com/55323 more])<br />
* Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. ([https://forums.factorio.com/55138 more])<br />
* Fixed a crash when canceling loading of specific save files. ([https://forums.factorio.com/55343 more])<br />
* Fixed the programmable speaker GUI wouldn't update correctly. ([https://forums.factorio.com/55339 more])<br />
* Fixed a bug where text in a text box disappeared after jumping to cursor that is off view.<br />
* Fixed <code>--apply-update</code> not setting executable permissions ([https://forums.factorio.com/55325 more])<br />
* Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. ([https://forums.factorio.com/55341 more])<br />
* Fixed crash when exiting the game while a recipe tooltip was open. ([https://forums.factorio.com/55324 more])<br />
* Fixed positioning of progress bars in mod download dialogs. ([https://forums.factorio.com/54968 more])<br />
* Fixed creation of overlapping wagons under certain circumstances. ([https://forums.factorio.com/55371 more])<br />
* Fixed scrolling by caret in a text box that would cause lines to disappear.<br />
* Fixed jittering when driving cars/tanks in some cases. ([https://forums.factorio.com/54916 more])<br />
* Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. ([https://forums.factorio.com/55367 more])<br />
* Fixed crash when recalculating connections between roboports. ([https://forums.factorio.com/55368 more])<br />
* Fixed crash when exiting mod portal during a refresh. ([https://forums.factorio.com/55377 more])<br />
* Fixed error in saving blueprinted inserters with overridden stack size. ([https://forums.factorio.com/55397 more])<br />
* Entities waiting for modules can now be fast replaced. ([https://forums.factorio.com/55104 more])<br />
* Fixed saving of New hope level 2. ([https://forums.factorio.com/55400 more])<br />
* Fixed that the game would crash trying to load some old saves. ([https://forums.factorio.com/54866 more])<br />
* Fixed train top speed calculation when not all locomotives used the same fuel type. ([https://forums.factorio.com/55442 more])<br />
* Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. ([https://forums.factorio.com/55375 more])<br />
* Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. ([https://forums.factorio.com/55455 more])<br />
* Fixed a crash when loading saves without specific mods. ([https://forums.factorio.com/55356 more])<br />
* Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. ([https://forums.factorio.com/55466 more])<br />
* Fixed multiple issues with enemy force interaction. ([https://forums.factorio.com/55439 more])<br />
=== Changes ===<br />
* Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.<br />
* Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force.<br />
** This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.<br />
* Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. ([https://forums.factorio.com/55108 more])<br />
=== Scripting ===<br />
* Added direction, created_by_moving, and shift_build event parameters to on_put_item event.<br />
* Replaced <code>ScrollPane::dont_scroll_horizontally</code> by horizontal_scroll_policy and vertical_scroll_policy.<br />
* Added <code>LuaGameScript::backer_names</code> read.<br />
* Added <code>LuaStyle::want_ellipsis</code> read/write.<br />
=== Minor Features ===<br />
* Added /version command.<br />
<br />
== 0.16.6 ==<br />
Date: 18. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when trying to filter the main inventory in the god-controller. ([https://forums.factorio.com/55171 more])<br />
* Fixed various crashes caused by mining or otherwise changing power poles. ([https://forums.factorio.com/55176 more])<br />
* Fixed a desync when using bad values in the /color command. ([https://forums.factorio.com/55048 more])<br />
* Better handling of the case where we mine our own car but our inventory's full. ([https://forums.factorio.com/55254 more])<br />
* Fixed placing blueprint over existing Rail Signals does not build wires. ([https://forums.factorio.com/54997 more])<br />
* Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity."<br />
** It proved to create too big problems with readability while building and running.<br />
* Fixed that rolling stocks in cursor had no icon when there was no valid location for them.<br />
=== Scripting ===<br />
* Fixed that TextBox was not re-layouting text when size was changed through styles.<br />
<br />
== 0.16.5 ==<br />
Date: 17. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed boilers outputting water in New hope campaign levels. ([https://forums.factorio.com/54722 more])<br />
* Fixed slow saving of New hope level 2. ([https://forums.factorio.com/54998 more])<br />
* Fixed that blueprint books couldn't be built from the zoomed-to-world view. ([https://forums.factorio.com/55043 more])<br />
* Fixed a crash when loading saves with modded blueprint entities migrated multiple times. ([https://forums.factorio.com/55020 more])<br />
* Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. ([https://forums.factorio.com/55026 more])<br />
* Fixed that forced ghost building (shift + click) didn't work correctly.<br />
* Fixed destroying an entity powered from two electric networks would corrupt future saves. ([https://forums.factorio.com/54775 more])<br />
* Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. ([https://forums.factorio.com/55044 more])<br />
* Fixed beacon would not highlight labs that are in range of its effects. ([https://forums.factorio.com/55087 more])<br />
* Fixed disappearing sprites with Low VRAM Mode option enabled. ([https://forums.factorio.com/54672 more])<br />
* Fixed glitch in one of the stone path transition sprites. ([https://forums.factorio.com/54981 more])<br />
* Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.<br />
* Improved very poor performance with video memory usage set to low. ([https://forums.factorio.com/55039 more])<br />
=== Modding ===<br />
* Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. ([https://forums.factorio.com/55028 more])<br />
* Fixed icon_size scaled also icon's dark background in alt mode. ([https://forums.factorio.com/54640 more])<br />
<br />
== 0.16.4 ==<br />
Date: 16. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed progress bar in automatic updates GUI. ([https://forums.factorio.com/54812 more])<br />
* Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI. ([https://forums.factorio.com/54843 more])<br />
* Belt rendering fix. ([https://forums.factorio.com/54852 more])<br />
* Fixed the mining speed for drills would show 1 higher than it actually was. ([https://forums.factorio.com/54885 more])<br />
* Fixed issue with changelogs in mods. ([https://forums.factorio.com/54842 more])<br />
* Fixed that the server could crash if it received invalid data. ([https://forums.factorio.com/54876 more])<br />
* Fixed crash on startup when texture compression was enabled. ([https://forums.factorio.com/54891 more])<br />
* Fixed that roboport connections wouldn't render as cleanly as 0.15. ([https://forums.factorio.com/54907 more])<br />
* Fixed that using the /ban command with no parameters would crash the game. ([https://forums.factorio.com/54948 more])<br />
* Fixed browse mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.<br />
* Fixed the game would not enter minimal mode if there was an error in migration script. ([https://forums.factorio.com/54828 more])<br />
* Fixed the delete-achievements tooltip wouldn't be removed. ([https://forums.factorio.com/54980 more])<br />
* Fixed the use-recipe-groups config option was ignored in the select-signal GUI. ([https://forums.factorio.com/54892 more])<br />
=== Scripting ===<br />
* Fixed that <code>LuaPlayer::admin</code> write didn't work. ([https://forums.factorio.com/54960 more])<br />
* Added 2 optional parameters to <code>LuaSurface::create_entity</code> when creating resource entities: enable_tree_removal and enable_cliff_removal.<br />
* Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.<br />
<br />
== 0.16.3 ==<br />
Date: 15. 12. 2017<br />
=== Changes ===<br />
* When mining normal entities ghost entity selection is disabled until the mining key is released.<br />
=== Optimisations ===<br />
* Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.<br />
=== Bugfixes ===<br />
* Fixed changelog GUI displaying no version when launching the game ([https://forums.factorio.com/54682 more])<br />
* Fixed crashes and desyncs related to circuit controlled lamps in more electric networks. ([https://forums.factorio.com/54671 more])<br />
* Fixed advanced rail tutorial no path error. ([https://forums.factorio.com/54645 more])<br />
* Fixed inventory transfer tutorial furnaces couldn't smelt ore. ([https://forums.factorio.com/54653 more])<br />
* Fixed unknown locale key in train station tutorial. ([https://forums.factorio.com/54636 more])<br />
* Fixed new hope level-02 script error. ([https://forums.factorio.com/54732 more])<br />
* Fixed that the player would die when mining an enclosed vehicle while driving it. ([https://forums.factorio.com/54752 more])<br />
* Fixed achievement progress bars rendering that caused misalignment of tracked achievements. ([https://forums.factorio.com/54542 more])<br />
* Fixed that achievement title was sometimes not visible.<br />
* Fixed spacing of effect icons in technology detail. ([https://forums.factorio.com/54608 more])<br />
* Fixed that the player could teleport over things to get into a vehicle. ([https://forums.factorio.com/54749 more])<br />
* Fixed the achievement progress bars rendering.<br />
* Fixed that achievements not obtainable with peaceful mode were obtainable with enemy settings lower then default. ([https://forums.factorio.com/51252 more])<br />
* Fixed that exiting the car whilst shooting could lead to a crash. ([https://forums.factorio.com/54738 more])<br />
* Fixed that you could not submit a console message if you mapped it to ENTER. (https://redd.it/7jjlzb)<br />
* Fixed that the value of "bottom" of vertical align was not parsed properly. ([https://forums.factorio.com/54783 more])<br />
* Fixed crash related to scenario message dialog.<br />
* Fixed very low performance of drawing decoratives on medium or lower video memory usage setting. ([https://forums.factorio.com/54681 more])<br />
* Fixed that window to select signal wasn't working when sub-groups were enabled but groups disabled. ([https://forums.factorio.com/54728 more])<br />
* Fixed that <code>LuaGame::take_screenshot</code> would ignore the given surface. ([https://forums.factorio.com/54734 more])<br />
* Fixed the tank being hurt by its own flamethrower. ([https://forums.factorio.com/54748 more])<br />
* Fixed updater not properly setting permission bits ([https://forums.factorio.com/54786 more])<br />
* Fixed that hazard concrete didn't have a walking sound in one rotation. ([https://forums.factorio.com/54810 more])<br />
* Fixed force-building blueprint rails would build multiple rails on the same location. ([https://forums.factorio.com/54805 more])<br />
* Fixed that you could copy-paste enemy structure settings. ([https://forums.factorio.com/54821 more])<br />
* Fixed that double clicking the scroll bar in the save-game GUI would save the game. ([https://forums.factorio.com/54830 more])<br />
* Fixed that exiting the car with a passenger would leave the car driving in some cases. ([https://forums.factorio.com/54729 more])<br />
* Fixed that the read stopped train output signal wouldn't show unless the enable/disable checkbox was checked. ([https://forums.factorio.com/54835 more])<br />
* Fixed amount in resource entity tooltip might be displayed as negative number. ([https://forums.factorio.com/54841 more])<br />
* Attempted to fix hangs or crashes when using single channel textures for alpha masks on some PCs. ([https://forums.factorio.com/54551 more])<br />
* Fixed that the deconstruction marker on diagonal rails was off-center.<br />
* Fixed wrong order of buttons in Direct connection password dialogue. ([https://forums.factorio.com/54867 more])<br />
* Reactor pipes now render correctly, without rotation. ([https://forums.factorio.com/54759 more])<br />
* Browse games GUI now shows active filter text after reopening the GUI. ([https://forums.factorio.com/54803 more])<br />
* Fixed incorrect number of rails being used when building with rail planner. ([https://forums.factorio.com/54791 more])<br />
* Fixed printing of errors in Browse games GUI. ([https://forums.factorio.com/54815 more])<br />
=== Modding ===<br />
* Fixed JSON parser did not fail on comma at the end of list or dictionary. ([https://forums.factorio.com/54828 more])<br />
<br />
== 0.16.2 ==<br />
Date: 14. 12. 2017<br />
=== Bugfixes ===<br />
* Fixed a crash when using the "flow" custom GUI element type in a mod. ([https://forums.factorio.com/54609 more])<br />
* Fixed a crash when migrating energy sources from mods. ([https://forums.factorio.com/54622 more])<br />
* Fixed a crash when a request to mod portal timeouts. ([https://forums.factorio.com/54661 more])<br />
* Fixed that burner inserters wouldn't fuel burner furnaces in some cases. ([https://forums.factorio.com/54604 more])<br />
* Fixed blueprint labels wouldn't render in the world. ([https://forums.factorio.com/54639 more])<br />
* Fixed building entities very quickly could duplicate them in some cases. ([https://forums.factorio.com/54610 more])<br />
* Fixed a crash when clicking refresh in Browse mods dialog. ([https://forums.factorio.com/54648 more])<br />
* Fixed a crash when fast-replacing electric poles. ([https://forums.factorio.com/54679 more])<br />
* Fixed a crash when trying to load mods in zipped format. ([https://forums.factorio.com/54686 more])<br />
* Fixed a crash when loading saves where the character was in a vehicle which is being removed due to mod removal. ([https://forums.factorio.com/54629 more])<br />
* Fixed that right click didn't work in the production/electric stats GUIs. ([https://forums.factorio.com/54699 more])<br />
* Fixed a crash when migrating specific simple-entities to 0.16. ([https://forums.factorio.com/54712 more])<br />
* Fixed lamp energy info in sidebar and in the Lua interface.<br />
* Fixed that the logistic network embargo achievement didn't disallow the buffer chest.<br />
* Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.<br />
* Changed (hopefully improved) the heuristic that decides which rail path should be selected for manual rail building.<br />
* Attempt at fixing game not working on macOS 10.12 and older. ([https://forums.factorio.com/54549 more])<br />
=== Modding ===<br />
* Fixed the game did not check type of units defined in result_units of unit-spawner. ([https://forums.factorio.com/54650 more])<br />
<br />
== 0.16.1 ==<br />
Date: 13. 12. 2017<br />
=== Bugfixes ===<br />
* Changed requirement for parallel loading of high quality sprites to 12 GB of RAM to prevent chance of running out of memory on startup. ([https://forums.factorio.com/54548 more])<br />
* Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. ([https://forums.factorio.com/54552 more])<br />
* Fixed crash when loading crop cache from previous game version. ([https://forums.factorio.com/54543 more])<br />
* Fixed that <code>LuaRemote::call()</code> wouldn't copy string values/keys correctly. ([https://forums.factorio.com/54567 more])<br />
* Fixed updater would re-launch the game with deprecated <code>--autoupdate-finished</code> parameter.<br />
* Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) ([https://forums.factorio.com/54544 more])<br />
* Fixed that the Linux binary was corrupt and wouldn't start. ([https://forums.factorio.com/54540 more])<br />
* Fixed error checking when compiling GLSL shaders. ([https://forums.factorio.com/54577 more])<br />
* Fixed artillery would still show as being able to shoot when on enemy forces. ([https://forums.factorio.com/54591 more])<br />
* Fixed the programmable speaker GUI wouldn't show settings correctly when opened. ([https://forums.factorio.com/54595 more])<br />
* Fixed graphics of achievements. ([https://forums.factorio.com/54542 more])<br />
<br />
== 0.16.0 ==<br />
Date: 13. 12. 2017<br />
=== Major Features ===<br />
* Added logistic buffer chest. It can request items that are still available to the logistic system.<br />
* Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.<br />
* Added cliffs. ([https://factorio.com/blog/post/fff-219 more])<br />
** Features:<br />
* Train block visualisation.<br />
* Building entities over identical ghosts will revive them.<br />
** When building a different entity on top of a ghost, settings from the ghost will be copied if possible.<br />
* Train schedules and wait conditions can be rearranged by clicking and dragging.<br />
* New mini-tutorials: Construction robots.<br />
* Belts, underground belts and splitters can now fast replace each other.<br />
* Roboports now provide the repair packs they have for other robots to use.<br />
* Logistic request tooltips now show the count of items in the requester, on the way, and in the network.<br />
* The players main inventory can now be filtered.<br />
* New terrains and new terrain generation.<br />
* All terrains, including stone path and concrete, have transitions with water.<br />
* Map generation dialog now contains a preview of the map.<br />
=== Minor Features ===<br />
* Ctrl-delete now deletes whole word in a text field instead of a single character. ([https://forums.factorio.com/53124 more])<br />
* Placing output underground belt as ghost properly retains its type as output underground belt. Also underground belts now respect nearby ghosts and become output if there is input ghost nearby. Underground belt and pipe ghosts when hovered show outline of where they will connect ([https://forums.factorio.com/51271 more])<br />
* Headless server will automatically save the game when the last player leaves and auto-pause starts.<br />
* Added support to disable debug settings for non-admin players in multiplayer through the /config command.<br />
* Dropping items on belts manually (Z) won't spill items if they won't fit on the belt.<br />
* Trees can now be configured in the generate-map GUI.<br />
* Hotkeys can be un-bound by right clicking.<br />
* Rail chain signals can be read by the circuit network.<br />
* Small electric poles and medium electric poles can be fast-replaced with each other.<br />
* In multiplayer players can now ride as passengers in cars/tanks.<br />
* Electric poles and power switches can be opened from the zoomed-to-world view.<br />
* Terrain can be configured in the generate map GUI.<br />
* When holding an offshore pump, all valid build positions will be highlighted.<br />
* After desynching in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.<br />
* All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.<br />
=== Graphics ===<br />
* More entities in high resolution: laboratory, radar, worker robots (construction and logistic), combat robots (defender, distractor and destroyer), combinators, electric & circuit wires, pumpjack, storage tank, player, solar panel, lamp, roboport, tank.<br />
* All terrain now supports high resolution.<br />
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.<br />
* New alert icons.<br />
=== Balancing ===<br />
* Removed Assembling machine 1 from the production science pack.<br />
* Changed nuclear reactor stack size to 10.<br />
* Moved cluster grenade recipe to military 4 research.<br />
* Changed uranium ammo prerequisite from military 3 to military 4.<br />
* Explosives now produce 2 per craft.<br />
* Slightly adjusted some recipe craft times to better reflect their ingredient count.<br />
* Changed the terrain building size limit to be based off the player reach.<br />
* Biters scale less with distance and there are generally less biters.<br />
* Resources are much more spread apart. To compensate, patches are larger. Since it's easier to mine, the amount of resources on the map is 3 times less.<br />
* Resources scale slightly less over distance.<br />
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.<br />
* There is 1.49 times more iron on the map to compensate for the extra iron required in a typical game.<br />
=== Changes ===<br />
* Disabled loading of saves before 0.13.0 version (You can use 0.13 to load older saves and re-save them).<br />
* Train doesn't need to come to a full stop when manually changing train destination or switching from manual to automated mode.<br />
* Removed the "shift" value from map generation settings as it wasn't needed anymore.<br />
* Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. ([https://forums.factorio.com/51247 more])<br />
* Changed the default autosave interval settings from 2 to 5 minutes.<br />
* It is possible to open/close and interact with the chat console when the map is being saved or server loosing connection dialog is active.<br />
* The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.<br />
* Increased the limit of recipe categories from 255 to 65535.<br />
* New blueprint no longer includes entities marked for deconstruction.<br />
* Enable Map Exchange String for sandbox games<br />
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.<br />
* Blueprints never show the number 1 when held in cursor.<br />
* Robots in the air from personal roboport now count towards logistics requests for that robot type ([https://forums.factorio.com/51403 more])<br />
* Added /server-save command that does the same thing as lua server_save, but doesn't disable achievements. ([https://forums.factorio.com/52414 more])<br />
* Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full. ([https://forums.factorio.com/51653 more])<br />
* Removed the option to turn off the item groups and sub groups from the GUi. It can still be done through the config file or lua commands.<br />
* Added separate control option for placing tags on the map, so by default map scroll is left click, and place tag is right click.<br />
* Allow easier dragging of underground pipes and belts when not moving in a perfect straight line.<br />
* The Arithmetic Combinator can now use a constant as the first parameter, not only the second. So you can do operations like 2^SIGNAL. ([https://forums.factorio.com/51975 more])<br />
* When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. ([https://forums.factorio.com/51308 more])<br />
* The options menu has been organized better. Some options were moved to a new "Interface" settings menu.<br />
* Updater proxy settings were removed from the options menu. They can still be accessed through the ini file.<br />
* Exchange strings are now compressed before being converted into base64.<br />
* Improved GUI search.<br />
* Added /delete-blueprint-library *player* command to remove blueprints of players from the game.<br />
* The map view will attempt to treat very short clicks as clicks instead of drags to make it easier to click things.<br />
* The explosive cannon shells now target the ground where you shoot.<br />
* Transition from terrain to water is no longer buildable, meaning entities can no longer be built partially on the water.<br />
* Resources will have much less trees on them near the player starting area.<br />
* Tanks no longer take miniscule amounts of damage from hitting trees.<br />
* Previously, building while running at very high speed would create gaps. These are automatically filled now.<br />
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions. ([https://forums.factorio.com/52003 more])<br />
* When two trains are being merged, the decision which schedule should be used for the merged train has been changed from bigger schedule to schedule that has latest change. ([https://forums.factorio.com/54397 more])<br />
* Number of entities in hand when previewing the entity to be built is now aligned to the entity.<br />
* Added sliding when the player character collides with water or entities with rotated bounding box.<br />
* Improved drawing of turret radii in blueprint. Many overlapping radii no longer covers terrain completely.<br />
* External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.<br />
=== Bugfixes ===<br />
* Fixed that train arriving to station could give astronomically big penalty causing trains to go through weird places. ([https://forums.factorio.com/54042 more])<br />
* Fixed that fluid wagon pumps would sometimes not connect properly ([https://forums.factorio.com/52801 more])<br />
* Fixed that module icons in blueprint previews wouldn't render correctly in some cases. ([https://forums.factorio.com/51286 more])<br />
* Fixed long mod manager preview labels would extend out of the frame.<br />
* Fixed that the ~ key couldn't be used to close the console.<br />
* Fixed that the mining progress was reset when mining selection is lost while mining button pressed. ([https://forums.factorio.com/54377 more])<br />
* Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. ([https://forums.factorio.com/51654 more])<br />
* Fixed that ghost rail signal emitted light.<br />
* Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. ([https://forums.factorio.com/54373 more])<br />
* Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.<br />
* Fixed that errors in fonts would give useless errors. ([https://forums.factorio.com/51740 more])<br />
* Fixed problems related to trains crashing rarely. ([https://forums.factorio.com/51829 more])<br />
* Disabled possibility to attempt opening invalid save/replay by double click or enter.<br />
* UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing parsing error. ([https://forums.factorio.com/52027 more])<br />
* Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning. ([https://forums.factorio.com/51494 more])<br />
* Conflicts of multi-modifier hotkeys are now resolved correctly. ([https://forums.factorio.com/51521 more])<br />
* Fixed sprite rendering at large distances from 0,0. ([https://forums.factorio.com/52225 more])<br />
* Interacting with a filter slide bar requesting amount over capacity of a full requester won't dispatch robots anymore.<br />
* Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). ([https://forums.factorio.com/52217 more])<br />
* Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. ([https://forums.factorio.com/52203 more])<br />
* Buildable item counts in inventory in Sandbox mode now update properly with resource changes. ([https://forums.factorio.com/52272 more])<br />
* Fixed that map width/height accepted value of 0. ([https://forums.factorio.com/52266 more])<br />
* Fixed crash when loading Vorbis Ogg files with metadata. ([https://forums.factorio.com/52269 more])<br />
* Fixed that the manual rail building ended up one tile before the cursor. ([https://forums.factorio.com/52406 more])<br />
* Assembling machine can now output product with amount over stack size. ([https://forums.factorio.com/51625 more])<br />
* Fixed entity description for resources that require fluids. ([https://forums.factorio.com/52450 more])<br />
* Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading. ([https://forums.factorio.com/52429 more])<br />
* Fixed that the game could crash when catching up when processing queued gui actions. ([https://forums.factorio.com/52429 more])<br />
* Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop. ([https://forums.factorio.com/51683 more])<br />
* Fixed colored lights would lose their color when nightvision was on. ([https://forums.factorio.com/45762 more])<br />
* Fixed very bad performance when previewing blueprint with one big connected circuit network. ([https://forums.factorio.com/52558 more])<br />
* Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern. ([https://forums.factorio.com/51440 more])<br />
* Fixed that in certain scenarios, the blueprint library wouldn't synchronise. ([https://forums.factorio.com/52634 more])<br />
* Trains now recalculate next station correctly when more stations are en/disabled at the same tick. ([https://forums.factorio.com/52583 more])<br />
* Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. ([https://forums.factorio.com/52718 more])<br />
* Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too. ([https://forums.factorio.com/48535 more])<br />
* Fixed steam "leaking" outside of storage tank window on high sprite quality setting. ([https://forums.factorio.com/45410 more])<br />
* Programmable speakers with "Global playback" active won't play for players in a different force.<br />
* Beam weapon now shows correct damage when modded into dealing damage more times during its duration. ([https://forums.factorio.com/53133 more])<br />
* Fixed that large entities wouldn't render correctly on the map. ([https://forums.factorio.com/53263 more])<br />
* Fixed that the mining drill wouldn't show the speed bonus in the same format as assembling machines. ([https://forums.factorio.com/53375 more])<br />
* Fixed the entity icons for combat robots didn't match the item icons. ([https://forums.factorio.com/53384 more])<br />
* Train can't block its own path anymore. ([https://forums.factorio.com/19619 more])<br />
* Fixed circuit wire connections wouldn't render correctly in rotated blueprints in some cases. ([https://forums.factorio.com/53589 more])<br />
* Fixed that changing the system time forwards would cause Factorio to freeze.<br />
* Fixed a crash when changing large circuit networks. ([https://forums.factorio.com/53666 more])<br />
* Fixed closing window right after it was created would hang the process. ([https://forums.factorio.com/53721 more])<br />
* Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor. ([https://forums.factorio.com/53752 more])<br />
* Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars. ([https://forums.factorio.com/53850 more])<br />
* Fixed that when biters were attacked but couldn't find a path to the attacker, they would stoically accept their fate. ([https://forums.factorio.com/53941 more])<br />
* Fixed that the multiplayer-waiting icon wouldn't render in the map view. ([https://forums.factorio.com/54026 more])<br />
* Fixed global achievement progress was multiplied by number of player in multiplayer game. ([https://forums.factorio.com/54088 more])<br />
* Fixed that passing a LuaObject instead of a plain Lua table to <code>LuaBootstrap::raise_event</code> would crash the game. ([https://forums.factorio.com/54128 more])<br />
* Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. ([https://forums.factorio.com/54114 more])<br />
* Possible fix of a crash when a player leaves when a blueprint is being transferred. ([https://forums.factorio.com/53535 more])<br />
* Fixed that the rocket silo would get stuck if it died and was re-built by robots while launching the rocket.<br />
* Fixed transport belt circuit connector would draw over splitter in front of it. ([https://forums.factorio.com/54252 more])<br />
* Fixed that it was still possible to get some achievements in a replay. ([https://forums.factorio.com/54174 more])<br />
* Fixed that circular references passed through the Lua remote interface would crash the game. ([https://forums.factorio.com/54349 more])<br />
* Fixed missing personal robot recharging animation when character was in a vehicle. ([https://forums.factorio.com/53390 more])<br />
* Fixed that vertical size of progress bar wasn't respecting the gui scale.<br />
* Fixed that the number drawn next to cursor when item is held was differently positioned compared to how it is in the inventory.<br />
* Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.<br />
=== Optimisations ===<br />
* Improved performance of transport belts about x5 times. ([https://www.factorio.com/blog/post/fff-176 more])<br />
* Added prefetching of the next entity in the update loop improving overall update performance by approx. 10 %.<br />
* Improved performance of Item manipulation (4% effect on the overall performance).<br />
* Improved performance of crafting machine (furnace/assembling machine) (2% effect on the overall performance).<br />
* Improved performance of electric network transfer more than twice. (10% effect on the overall performance).<br />
* Improved performance of smoke greatly. (2.5% and more effect on big factories).<br />
* Improved performance when building rail blocks with many segments.<br />
* Improved performance of logistic provider and requester chests.<br />
* Improved performance of blueprint previews (the GUI and holding it in the world).<br />
* Improved game startup time when a sufficiently powerful computer is detected.<br />
=== Modding ===<br />
* Train path finding penalty values are now in utility-constants, to make it viewable and moddable.<br />
* Fixed storage tank with non-square collision box would not align to tiles in all rotations properly. ([https://forums.factorio.com/52211 more])<br />
* Fixed belt-immunity equipment so it now works on cars.<br />
* Fixed that the radius property for the area trigger effect was called perimeter.<br />
* Fixed that crafting machine with non-square bounding box was not rotatable. ([https://forums.factorio.com/53310 more])<br />
* Removed default values for icon_size, so icon_size is now required property. ([https://forums.factorio.com/46437 more])<br />
* Updated the serpent library to version 0.30.<br />
* Changed the "item that builds this" list for entities so it's sorted first by <code>ItemPrototype::primary_place_result_item</code> and then by normal item prototype sort order.<br />
* Changed default value of <code>InserterPrototype::allow_custom_vectors</code> to false.<br />
* Changed "Nothing" technology effect "effect_key" to "effect_description" and changed it to accept localised strings.<br />
* Changed rocket silo prototype "result_items" to be defined in the item as either "rocket_launch_product" or "rocket_launch_products".<br />
* Changed the string mod setting type so it will attempt to localise items in the dropdown using "string-mod-setting.mod-name-setting-name-dropdown-item".<br />
* Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red "+" icon.<br />
* Changed <code>LuaObject::destroy()</code> so it won't error if called on invalid objects.<br />
* Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.<br />
* Changed how <code>TilePrototype::transition_merges_with_tile</code> works. See ([https://www.factorio.com/blog/post/fff-214 more]) for more details.<br />
* Scenarios can contain folders with arbitrary names.<br />
* Added 'single_line' and 'want_ellipsis' to Label style specification.<br />
* Added force bonus for following robot time to live.<br />
* Added force bonus for research productivity.<br />
* Added ability to import and export item-with-tags to/from strings.<br />
* Added support for fast-replacing character entities.<br />
* Added <code>CombatRobotPrototype::light</code>.<br />
* Added <code>TurretPrototype::alert_when_attacking</code>.<br />
* Added optional 'respawn_time' (in seconds) to the character entity.<br />
* Added "hide-from-bonus-gui" entity and item prototype flags.<br />
* Added support for mods to disable custom-input prototypes of other mods.<br />
* Added support for mods to show changelogs (following the same format as the core game changelog).<br />
* Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.<br />
* Added <code>AutoplaceSpecification::default_enabled</code> - if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.<br />
* Added allowed_effects support to the mining drill.<br />
* Added optional "has_belt_immunity" property to the unit and car prototype.<br />
* Added optional "hidden" prototype property to the achievement prototype.<br />
* Added support to link custom-input prototypes directly to game controls instead of having them act as their own control.<br />
* Added a new entity type "infinity-container" that can automatically add/remove items from itself; useful for scenarios and modding.<br />
* Added support for incompatible dependencies.<br />
* Added an entity prototype flag "hide-alt-info" to never show alt-info for a given entity.<br />
* Added distance bonus support to the mining tool item type.<br />
* Added <code>InserterPrototype::draw_held_item</code>.<br />
* Added <code>FluidPrototype::fuel_value</code> and <code>Generator::burns_fluid</code>.<br />
* Added mod-developer support to runtime change autoplace specifications enabled through the command line option <code>--enable-runtime-autoplace-modification</code> using F2 in-game.<br />
* simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.<br />
=== Scripting ===<br />
* Fixed that <code>LuaSurface::get_trains()</code> didn't work for trains without locomotives. ([https://forums.factorio.com/52604 more])<br />
* Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. ([https://forums.factorio.com/53189 more])<br />
* Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.<br />
* Fixed possible desync when teleporting underground belt ghosts and pipe to ground ghosts.<br />
* Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.<br />
* Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".<br />
* Changed <code>LuaEntity::recipe</code> to <code>LuaEntity::get_recipe()</code> and <code>LuaEntity::set_recipe()</code>.<br />
* Changed <code>LuaSurface::regenerate_decorative</code>/regenerate_entity to accept zero arguments and regenerate everything.<br />
* Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.<br />
* Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.<br />
* Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...", amount=...}<br />
* Changed name of colspan parameter of table to column_count.<br />
* Changed <code>LuaItemPrototype::group_filters</code> and sub_group_filters to item_group_filters and item_subgroup_filters to match the prototype values.<br />
* <code>LuaEntity::set_recipe()</code> returns the items removed from the entity as a result of setting the new recipe (if any).<br />
* Moved Mod-gui button flow to gui.top.<br />
* Removed <code>LuaEntity::passenger</code> read/write.<br />
* Added <code>style::width</code>/height to set maximal/minimal value at the same time.<br />
* Added <code>style::align</code> to set the align of inner elements.<br />
* Added <code>style::stretchable</code> / squashable.<br />
* Added <code>LuaEntity::get_driver()</code>, set_driver(), get_passenger(), and set_passenger().<br />
* Added <code>LuaGuiElement::hovered_sprite</code> and clicked_sprite read/write methods for the SpriteButton.<br />
* Added support to change daytime length and brightness on a per-surface basis.<br />
* Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.<br />
* Added <code>LuaItemStack::export_stack</code> and <code>LuaItemStack::import_stack</code> to export/import supported items to/from strings.<br />
* Added <code>LuaEntity::tree_color_index</code> read/write access and <code>LuaEntityPrototype::tree_color_count</code> read access.<br />
* Added <code>LuaEntity::selection_box</code> and secondary_selection_box read.<br />
* Added <code>LuaBootstrap::mod_name</code> read.<br />
* Added <code>LuaControl::in_combat</code> read.<br />
* Added <code>LuaTile::order_deconstruction()</code> and cancel_deconstruction().<br />
* Added optional cause and force to <code>LuaEntity::die()</code>.<br />
* Added on_player_used_capsule event.<br />
* Added on_player_promoted and on_player_demoted events.<br />
* Added on_player_changed_position event.<br />
* Added <code>LuaEntityPrototype::alert_when_attacking</code> read and <code>LuaEntityPrototype::alert_when_damaged</code> read.<br />
* Added <code>LuaEntity::power_switch_state</code> read/write.<br />
* Added on_combat_robot_expired event.<br />
* Added <code>LuaEntity::relative_turret_orientation</code> read/write for vehicles with turrets.<br />
* Added <code>LuaEntityPrototype::color</code> read.<br />
* Added <code>LuaTrain::passengers</code>.<br />
* Added <code>LuaEntityPrototype::collision_mask_collides_with_self</code> read.<br />
* Added "fluid", and "recipe" type to the choose-elem-button custom GUI element.<br />
* Added <code>LuaGuiElement::locked</code> read/write - when true the given choose-elem-button can only be changed through script.<br />
* Added an optional parameter to <code>LuaSurface::drop_item_stack</code> to mark dropped items for deconstruction.<br />
* Added <code>LuaForce::cancel_charting</code>(...).<br />
* Added <code>LuaSurface::force_generate_chunk_requests()</code>.<br />
* Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.<br />
* Added on_gui_opened and on_gui_closed events.<br />
* Added on_player_muted/unmuted and on_player_cheat_mode_enabled/disabled events.<br />
* Added LuaItemStack read properties to tell if a given item is some specific item type.<br />
* Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.<br />
* Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.<br />
* Added <code>LuaForce::reset_evolution()</code>.<br />
* Added <code>LuaSurface::create_trivial_smoke()</code>.<br />
* Added <code>LuaPlayer::enable_recipe_groups()</code> and enable_recipe_subgroups().<br />
* Added <code>LuaItemStack::rocket_launch_products</code> read.<br />
* Added on_mod_item_opened event.<br />
* Added <code>LuaItemPrototype::can_be_mod_opened</code> read.<br />
* Added the item stack index as a second return value to <code>LuaInventory::find_item_stack</code>.<br />
* Added <code>LuaItemStack::transfer_stack()</code>.<br />
* Added LuaGuiElement type "slider".<br />
* Added on_gui_value_changed event - fired when a slider value changes.<br />
* Added optional color field as a second parameter to the 4 print functions.<br />
* Added support to change <code>LuaSurface::map_gen_settings</code> runtime.<br />
* Added <code>LuaEntityPrototype::allowed_effects</code> read.<br />
* Added <code>LuaEntity::effects</code> read.<br />
* Added <code>LuaPlayer::can_place_entity()</code>, can_build_from_cursor(), and build_from_cursor().<br />
* Added <code>LuaSurface::play_sound()</code>.<br />
* Added <code>LuaForce::play_sound()</code>.<br />
* Added <code>LuaGameScript::play_sound()</code> and is_valid_sound_path().<br />
* Added <code>LuaPlayer::play_sound()</code>.<br />
* Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.<br />
* Added <code>LuaEntity::rotate()</code>.<br />
* Added <code>LuaEntity::get_infinity_filter()</code> and set_infinity_filter().<br />
* Added <code>LuaEntity::infinity_filters</code> and remove_unfiltered_items read/write.<br />
* Added <code>LuaEntityPrototype::rocket_parts_required</code> read.<br />
* Added <code>LuaEntityPrototype::fixed_recipe</code> read.<br />
* Added <code>LuaGameScript::kick_player()</code>, ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().<br />
* Added <code>LuaPlayer::admin</code> write support.<br />
* Added <code>LuaGuiElement::focus()</code>.<br />
* Added on_character_corpse_expired event.<br />
* Added on_pre_ghost_deconstructed event.<br />
* Added on_player_pipette event.<br />
* Added <code>LuaEntity::character_corpse_player_index</code>, character_corpse_tick_of_death, and character_corpse_death_cause read/write.<br />
* Added <code>LuaSurface::get_tile_properties()</code>.<br />
* Added <code>LuaSurface::can_fast_replace()</code>.<br />
* Added support for player associated characters - characters that get logged off/on with a given player but aren't directly controlled by the player.<br />
* Added <code>LuaEntity::associated_player</code> read/write.<br />
* Added <code>LuaPlayer::get_associated_characters()</code>, associate_character(), and disassociate_character().<br />
* Added <code>LuaPlayer::ticks_to_respawn</code> read/write.<br />
* Added old_state to the on_train_changed_state event.<br />
* Added <code>LuaRecipe::catalysts</code> read.<br />
* Added <code>LuaRecipe::hide_from_flow_stats</code> read/write.<br />
* Added <code>LuaRecipePrototype::hidden_from_flow_stats</code> read.<br />
* Added <code>LuaEntity::tick_of_last_attack</code> and tick_of_last_damage read for the character entity.<br />
* Added <code>LuaLogisticNetwork::passive_provider_points</code> and active_provider_points read.<br />
* Added <code>LuaPlayer::display_resolution</code> read.<br />
* Added on_player_display_resolution_changed event.<br />
* Added <code>LuaPlayer::display_scale</code> read.<br />
* Added on_player_display_scale_changed event.<br />
* Added <code>LuaTrain::weight</code> and riding_state read.<br />
* Added <code>LuaEntity::products_finished</code> write.<br />
* Added optional surface to game.take_screenshot(...).<br />
* Added <code>LuaEntityPrototype::construction_range</code> and logistics_range read.<br />
* Added <code>LuaGuiElement::index</code> read.<br />
* Added <code>LuaForce::max_successful_attempts_per_tick_per_construction_queue</code> and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.<br />
* Added <code>LuaGuiElement::mouse_button_filter</code> read/write for buttons and sprite-buttons.<br />
* Added <code>LuaSurface::find_tiles_filtered()</code> and count_tiles_filtered().<br />
* Added <code>LuaEntity::get_train_stop_trains()</code>.<br />
* Added <code>LuaLogisticNetwork::force</code> read.<br />
* Added <code>LuaItemStack::item_number</code> read - the unique ID of the item if it has one.<br />
<br />
{{VersionNav}}</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&diff=159214Main Page/Latest versions2018-05-14T12:52:25Z<p>Spyhawk: 0.16.43</p>
<hr />
<div>* [[File:Steel plate.png|link=]] {{Translation|Latest stable version}}: [[Version_history/0.16.0#0.16.36|0.16.36]]<br />
* [[File:Space science pack.png|link=]] {{Translation|Latest experimental version}}: [https://forums.factorio.com/60361 0.16.43] <br />
* [[File:Speed module 3.png|link=]] {{Translation|The wiki is based on version}} [[Version history/0.16.0|0.16]]<br />
----<br />
<br />
* [[File:Blueprint book.png|link=]] [[Roadmap{{If language suffix}}|{{Translation|Planned releases}}]]<br />
** [[File:Blueprint.png|link=]] [[Upcoming_features{{If language suffix}}|{{Translation|Planned features}}]]<br />
<noinclude><br />
{{C|Main}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=159213Template:VersionNav2018-05-14T12:51:31Z<p>Spyhawk: 0.16.43</p>
<hr />
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<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=159106Template:VersionNav2018-05-11T14:19:34Z<p>Spyhawk: 0.16.42</p>
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<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&diff=159105Main Page/Latest versions2018-05-11T14:18:01Z<p>Spyhawk: 0.16.42</p>
<hr />
<div>* [[File:Steel plate.png|link=]] {{Translation|Latest stable version}}: [[Version_history/0.16.0#0.16.36|0.16.36]]<br />
* [[File:Space science pack.png|link=]] {{Translation|Latest experimental version}}: [https://forums.factorio.com/60266 0.16.42] <br />
* [[File:Speed module 3.png|link=]] {{Translation|The wiki is based on version}} [[Version history/0.16.0|0.16]]<br />
----<br />
<br />
* [[File:Blueprint book.png|link=]] [[Roadmap{{If language suffix}}|{{Translation|Planned releases}}]]<br />
** [[File:Blueprint.png|link=]] [[Upcoming_features{{If language suffix}}|{{Translation|Planned features}}]]<br />
<noinclude><br />
{{C|Main}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=158844Template:VersionNav2018-05-03T09:43:16Z<p>Spyhawk: added 0.16.41 link</p>
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<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&diff=158843Main Page/Latest versions2018-05-03T09:41:24Z<p>Spyhawk: 0.16.41</p>
<hr />
<div>* [[File:Steel plate.png|link=]] {{Translation|Latest stable version}}: [[Version_history/0.16.0#0.16.36|0.16.36]]<br />
* [[File:Space science pack.png|link=]] {{Translation|Latest experimental version}}: [https://forums.factorio.com/60051 0.16.41] <br />
* [[File:Speed module 3.png|link=]] {{Translation|The wiki is based on version}} [[Version history/0.16.0|0.16]]<br />
----<br />
<br />
* [[File:Blueprint book.png|link=]] [[Roadmap{{If language suffix}}|{{Translation|Planned releases}}]]<br />
** [[File:Blueprint.png|link=]] [[Upcoming_features{{If language suffix}}|{{Translation|Planned features}}]]<br />
<noinclude><br />
{{C|Main}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&diff=158840Main Page/Latest versions2018-05-03T06:57:35Z<p>Spyhawk: 0.16.40</p>
<hr />
<div>* [[File:Steel plate.png|link=]] {{Translation|Latest stable version}}: [[Version_history/0.16.0#0.16.36|0.16.36]]<br />
* [[File:Space science pack.png|link=]] {{Translation|Latest experimental version}}: [https://forums.factorio.com/60039 0.16.40] <br />
* [[File:Speed module 3.png|link=]] {{Translation|The wiki is based on version}} [[Version history/0.16.0|0.16]]<br />
----<br />
<br />
* [[File:Blueprint book.png|link=]] [[Roadmap{{If language suffix}}|{{Translation|Planned releases}}]]<br />
** [[File:Blueprint.png|link=]] [[Upcoming_features{{If language suffix}}|{{Translation|Planned features}}]]<br />
<noinclude><br />
{{C|Main}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=User:Spyhawk&diff=158839User:Spyhawk2018-05-03T06:55:18Z<p>Spyhawk: Added changelog parser section</p>
<hr />
<div>I am a blue-collar Factorio worker.<br />
<br />
== Factorio Wiki ==<br />
General:<br />
* [[Factorio:Wiki rules|Wiki rules]]<br />
* [[Factorio:Style guide|Style guide]]<br />
* [[Factorio:Editor noticeboard|Editor noticeboard]]<br />
Wiki management templates:<br />
* [https://wiki.factorio.com/Category:Article_management_templates Article management templates]<br />
<br />
== Navigation pages ==<br />
* [[Factorio:Navigation]]<br />
<br />
* [[Template:LogisticsNav]]<br />
* [[Template:ProductionNav]]<br />
* [[Template:IntermediateNav]]<br />
* [[Template:CombatNav]]<br />
* [[Template:TechNav]]<br />
<br />
== Version pages ==<br />
To be updated on new release:<br />
<br />
* [[Main_Page/Latest_versions|Latest versions]]<br />
* [[Template:VersionNav]]<br />
<br />
== Changelog parser ==<br />
<br />
Python script to format changelog to MediaWiki syntax.<br />
<br />
TDB</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=158838Template:VersionNav2018-05-03T06:53:46Z<p>Spyhawk: Added 0.16.40 link</p>
<hr />
<div>{{Navbox<br />
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-----<br />
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-----<br />
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-----<br />
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-----<br />
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<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=158768Template:VersionNav2018-04-30T20:00:19Z<p>Spyhawk: Added 0.16.39 link</p>
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<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=158648Template:VersionNav2018-04-27T17:18:50Z<p>Spyhawk: Removed duplicate entry</p>
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<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=158638Template:VersionNav2018-04-26T20:26:17Z<p>Spyhawk: added 0.16.38</p>
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<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&diff=158637Main Page/Latest versions2018-04-26T20:25:23Z<p>Spyhawk: 0.16.38</p>
<hr />
<div>* [[File:Steel plate.png|link=]] {{Translation|Latest stable version}}: [[Version_history/0.16.0#0.16.36|0.16.36]]<br />
* [[File:Space science pack.png|link=]] {{Translation|Latest experimental version}}: [https://forums.factorio.com/59877 0.16.38] <br />
* [[File:Speed module 3.png|link=]] {{Translation|The wiki is based on version}} [[Version history/0.16.0|0.16]]<br />
----<br />
<br />
* [[File:Blueprint book.png|link=]] [[Roadmap{{If language suffix}}|{{Translation|Planned releases}}]]<br />
** [[File:Blueprint.png|link=]] [[Upcoming_features{{If language suffix}}|{{Translation|Planned features}}]]<br />
<noinclude><br />
{{C|Main}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:VersionNav&diff=158540Template:VersionNav2018-04-23T18:22:07Z<p>Spyhawk: Added latest version link</p>
<hr />
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<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Roadmap/History&diff=158022Roadmap/History2018-04-01T18:55:07Z<p>Spyhawk: Adjusted header and footer for consistency with Roadmap page</p>
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<div>{{sublinks}}<br />
<br />
This article gives short descriptions of past releases.<br />
<br />
Refer to [[Roadmap]] for future releases and to [[Version history]] for detailed information about version changes.<br />
<br />
=== Factorio 0.16 (December 13th 2017) ===<br />
* More high res stuff<br />
* New terrain generation<br />
* Belt-optimizations<br />
* Artillery train<br />
* General update optimizations<br />
* Allow loading games with different mod settings (and automatically download the mods if necessary)<br />
* More mini-tutorials<br />
<br />
=== Factorio 0.15 (April 24th 2017) ===<br />
* Nuclear power<br />
* Blueprint preservation (Export/import blueprints)<br />
* Update optimizations (belts + pipes)<br />
* Research Revolution<br />
* Combat balance<br />
* New 3x2 boiler<br />
* New terrain (red desert biome)<br />
* Liquid wagon + universal barrelling<br />
* Map interaction improvements, map tags and 'zoom to map'<br />
* High res graphics introduction (This means just some parts of the game will be in high res in this version)<br />
* Circuit network additions, improvements and optimizations<br />
* Scenario pack extension - Wave defense and PvP scenario<br />
* First set of interactive mini tutorials<br />
<br />
=== Factorio 0.14 (August 26th 2016) ===<br />
<br />
* Multiplayer production polish (move from "usable if you try hard and overlook imperfections" to "just works")<br />
* Modding support for equipment grids in vehicles.<br />
<br />
=== Factorio 0.13 (June 27th 2016) ===<br />
<br />
* Proper tech tree.<br />
* Second part of the circuit network extension (power switch, gate, train station, accumulator and logistic network integration to circuit network)<br />
* Additional train conditions (wait until full, wait until empty, wait until circuit condition)<br />
* [[Flamethrower turret]]<br />
* Fire (forests can catch on fire)<br />
* Basic Multiplayer matching server (allow listing running MP games via a central location)<br />
* Better [[Rail planner|rail building]]<br />
* Better train managing possibilities.<br />
* Modules in blueprints.<br />
* Centralized mod portal and its integration in the game<br />
* Train graphics and vertical/horizontal discrepancy fix.<br />
* [[Achievements]]<br />
* [[Stack inserter]]<br />
<br />
=== Factorio 0.12 (July 17th 2015) ===<br />
<br />
* Multiplayer enhancements (lag hiding, better pvp/forces support, IPv6 support, DNS names).<br />
* First part of the endgame content. ([[rocket silo|Build rocket]] and send it to space).<br />
* Chain signals (trains).<br />
* [[combinators|Combinator]] and more circuit logic.<br />
* [[Personal roboport]].<br />
* Logistic trash fields.<br />
* First part of nature destruction by pollution (only tree related now).<br />
* First part of new ambient music update.<br />
* Optimization of the game simulation speed.<br />
* New graphics of [[Combat robot capsules|combat robots]].<br />
* Buildable floors. ([[concrete]] + [[stone brick|stone]])<br />
* Attempt of steam integration.<br />
<br />
=== Factorio 0.11 (October 31st 2014) ===<br />
<br />
* Multiplayer for the brave ones.<br />
* New player graphics (3 versions depending on armor and colored depending on the player color).<br />
* The first (simple) instance of a tank.<br />
* Gates.<br />
* VRAM saving optimization.<br />
<br />
=== Factorio 0.10 (June 6th 2014) ===<br />
<br />
* Finish the trailer. This is a #1 priority now :) Together with this we will work on presentation (finish new logo, new forum skin, new screenshots on web, credits page in the game).<br />
* Functional replays. This will be a side-effect of multiplayer efforts.<br />
* Factory sound background. Entities in the game will have specific sounds that play when player is near.<br />
<br />
=== Factorio 0.9 (February 14th 2013) ===<br />
<br />
* Blueprints.<br />
* Oil/Chemicals industry.<br />
* Biomes and doodads.<br />
<br />
=== Factorio 0.8 (December 6th 2013) ===<br />
* Standard Campaign rework.<br />
* New terrain.<br />
* Repairing robots (can reconstruct buildings as well)<br />
* Roboport<br />
* Map Editor rework<br />
<br />
=== Factorio 0.7 (September 27th 2013) ===<br />
* Improved Combat mechanics and modular armors.<br />
* Pollution.<br />
* More enemy variety and intelligent enemy behavior.<br />
* Moddable weapons and attacks.<br />
<br />
=== Factorio 0.6 (July 26th 2013) ===<br />
* Better looking terrain.<br />
* Improvements to the map generator.<br />
* Map of discovered part of the world.<br />
* Speed improvements (multithreading).<br />
<br />
=== Factorio 0.5 (June 7th 2013) ===<br />
<br />
* Automatic Factorio updater<br />
** no need for manual download anymore<br />
* Usability improvements<br />
** better visualisation for building railroads<br />
** electricity statistics<br />
** fixes of ongoing bugs<br />
** loads of small improvements (things like alt info for wagons, easier semaphore building, etc.) <br />
* Graphics Gui rework<br />
** the design for the new gui is ready and now it will be implemented<br />
* Railroads improvements<br />
** Train path finding uses signals for path recalculation<br />
** Train can go backwards (when having locomotives on both ends)<br />
** different Train stops can be merged into one station<br />
* God mode<br />
** play without the character<br />
<br />
=== Factorio 0.4 (May 3rd 2013) ===<br />
* Game determinism and replay<br />
** This is a first step towards the multiplayer<br />
** Involves the replay functionality improvements (pause, fast forward, etc.)<br />
* First version of the scenario pack<br />
** There will be three scenarios to start with <br />
* Trains<br />
** Originally a stretch goal however we got a lot of requests for this<br />
** There is already some functionality for the trains in the game and we want to finish it<br />
* Electricity improvements<br />
** Accumulator entity<br />
** Large electric pole<br />
** Electric substation<br />
<br />
== See also ==<br />
<br />
* [[Roadmap|Planned releases]]<br />
* [[Version history]]</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Roadmap/History&diff=158021Roadmap/History2018-04-01T14:59:33Z<p>Spyhawk: Adjusted link to Roadmap</p>
<hr />
<div>{{sublinks}}<br />
<br />
This article gives short descriptions of past releases.<br />
<br />
''For discussions about this article, please use [http://www.factorioforums.com/forum/viewtopic.php?f=3&t=678 this forum thread]!<br />
<br />
For future releases, refer to [[Roadmap]].<br><br />
For detailed information about version changes, refer to [[Version history]].<br />
<br />
=== Factorio 0.16 (December 13th 2017) ===<br />
* More high res stuff<br />
* New terrain generation<br />
* Belt-optimizations<br />
* Artillery train<br />
* General update optimizations<br />
* Allow loading games with different mod settings (and automatically download the mods if necessary)<br />
* More mini-tutorials<br />
<br />
=== Factorio 0.15 (April 24th 2017) ===<br />
* Nuclear power<br />
* Blueprint preservation (Export/import blueprints)<br />
* Update optimizations (belts + pipes)<br />
* Research Revolution<br />
* Combat balance<br />
* New 3x2 boiler<br />
* New terrain (red desert biome)<br />
* Liquid wagon + universal barrelling<br />
* Map interaction improvements, map tags and 'zoom to map'<br />
* High res graphics introduction (This means just some parts of the game will be in high res in this version)<br />
* Circuit network additions, improvements and optimizations<br />
* Scenario pack extension - Wave defense and PvP scenario<br />
* First set of interactive mini tutorials<br />
<br />
=== Factorio 0.14 (August 26th 2016) ===<br />
<br />
* Multiplayer production polish (move from "usable if you try hard and overlook imperfections" to "just works")<br />
* Modding support for equipment grids in vehicles.<br />
<br />
=== Factorio 0.13 (June 27th 2016) ===<br />
<br />
* Proper tech tree.<br />
* Second part of the circuit network extension (power switch, gate, train station, accumulator and logistic network integration to circuit network)<br />
* Additional train conditions (wait until full, wait until empty, wait until circuit condition)<br />
* [[Flamethrower turret]]<br />
* Fire (forests can catch on fire)<br />
* Basic Multiplayer matching server (allow listing running MP games via a central location)<br />
* Better [[Rail planner|rail building]]<br />
* Better train managing possibilities.<br />
* Modules in blueprints.<br />
* Centralized mod portal and its integration in the game<br />
* Train graphics and vertical/horizontal discrepancy fix.<br />
* [[Achievements]]<br />
* [[Stack inserter]]<br />
<br />
=== Factorio 0.12 (July 17th 2015) ===<br />
<br />
* Multiplayer enhancements (lag hiding, better pvp/forces support, IPv6 support, DNS names).<br />
* First part of the endgame content. ([[rocket silo|Build rocket]] and send it to space).<br />
* Chain signals (trains).<br />
* [[combinators|Combinator]] and more circuit logic.<br />
* [[Personal roboport]].<br />
* Logistic trash fields.<br />
* First part of nature destruction by pollution (only tree related now).<br />
* First part of new ambient music update.<br />
* Optimization of the game simulation speed.<br />
* New graphics of [[Combat robot capsules|combat robots]].<br />
* Buildable floors. ([[concrete]] + [[stone brick|stone]])<br />
* Attempt of steam integration.<br />
<br />
=== Factorio 0.11 (October 31st 2014) ===<br />
<br />
* Multiplayer for the brave ones.<br />
* New player graphics (3 versions depending on armor and colored depending on the player color).<br />
* The first (simple) instance of a tank.<br />
* Gates.<br />
* VRAM saving optimization.<br />
<br />
=== Factorio 0.10 (June 6th 2014) ===<br />
<br />
* Finish the trailer. This is a #1 priority now :) Together with this we will work on presentation (finish new logo, new forum skin, new screenshots on web, credits page in the game).<br />
* Functional replays. This will be a side-effect of multiplayer efforts.<br />
* Factory sound background. Entities in the game will have specific sounds that play when player is near.<br />
<br />
=== Factorio 0.9 (February 14th 2013) ===<br />
<br />
* Blueprints.<br />
* Oil/Chemicals industry.<br />
* Biomes and doodads.<br />
<br />
=== Factorio 0.8 (December 6th 2013) ===<br />
* Standard Campaign rework.<br />
* New terrain.<br />
* Repairing robots (can reconstruct buildings as well)<br />
* Roboport<br />
* Map Editor rework<br />
<br />
=== Factorio 0.7 (September 27th 2013) ===<br />
* Improved Combat mechanics and modular armors.<br />
* Pollution.<br />
* More enemy variety and intelligent enemy behavior.<br />
* Moddable weapons and attacks.<br />
<br />
=== Factorio 0.6 (July 26th 2013) ===<br />
* Better looking terrain.<br />
* Improvements to the map generator.<br />
* Map of discovered part of the world.<br />
* Speed improvements (multithreading).<br />
<br />
=== Factorio 0.5 (June 7th 2013) ===<br />
<br />
* Automatic Factorio updater<br />
** no need for manual download anymore<br />
* Usability improvements<br />
** better visualisation for building railroads<br />
** electricity statistics<br />
** fixes of ongoing bugs<br />
** loads of small improvements (things like alt info for wagons, easier semaphore building, etc.) <br />
* Graphics Gui rework<br />
** the design for the new gui is ready and now it will be implemented<br />
* Railroads improvements<br />
** Train path finding uses signals for path recalculation<br />
** Train can go backwards (when having locomotives on both ends)<br />
** different Train stops can be merged into one station<br />
* God mode<br />
** play without the character<br />
<br />
=== Factorio 0.4 (May 3rd 2013) ===<br />
* Game determinism and replay<br />
** This is a first step towards the multiplayer<br />
** Involves the replay functionality improvements (pause, fast forward, etc.)<br />
* First version of the scenario pack<br />
** There will be three scenarios to start with <br />
* Trains<br />
** Originally a stretch goal however we got a lot of requests for this<br />
** There is already some functionality for the trains in the game and we want to finish it<br />
* Electricity improvements<br />
** Accumulator entity<br />
** Large electric pole<br />
** Electric substation</div>Spyhawkhttps://wiki.factorio.com/index.php?title=User_talk:Bilka&diff=158020User talk:Bilka2018-04-01T14:57:25Z<p>Spyhawk: /* Roadmap */ re</p>
<hr />
<div>'''Welcome to ''factorio''!'''<br />
We hope you will contribute much and well.<br />
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].<br />
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 13:07, 17 November 2016 (UTC)<br />
<br />
== Templates that might need CSS cleanup ==<br />
* [[Template:Outdated image]]<br />
** Consider adding css for ''.boilerplate'' classes. This will put all the css of [[Template:Game image]], [[Template:Move]], [[Template:Screenshot]], etc. in one place and reduce loading times --[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]])<br />
<s><br />
* [[Template:Game image]]<br />
</s><br />
--[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]]) 11:37, 29 April 2017 (UTC)<br />
=== Cleanup done ===<br />
* [[Template:Key]]<br />
* [[Template:Move]]<br />
* [[Template:Disambiguation]]<br />
* [[Template:Cleanup]]<br />
* [[Template:Delete]]<br />
--[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 11:52, 29 April 2017 (UTC)<br />
<br />
: CSS has been merged into .factorio-boilerplate for all templates that use [[Template:Boilerplate]]. [[Template:Outdated image]], [[Template:Game image]], and [[Template:Screenshot]] still use .boilerplate. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:48, 9 February 2018 (UTC)<br />
<br />
== Navigation box links ==<br />
<br />
Hi Bilka! I found the misfunction on [[Factorio:Navigation|Navigation]] page. There are links to Navboxes in lower row of each Navbox but in all languages it links to English template. I'm going to change links. Please see the [[User:Snowball_II/Sandbox/ru|example]]. Is it OK to create pages [[Template:ProductionNav/ru]], [[Template:CombatNav/ru]] and so on? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 22:50, 11 May 2017 (UTC)<br />
<br>One more question. Is it OK to create pages with Russian names. For example [[Железная плита]] with redirection to [[Iron_plate/ru]]? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 13:05, 12 May 2017 (UTC)<br />
<br />
: Hi again. I have not received any response so i create pages [[Factorio:Navigation/Logistics]], [[Factorio:Navigation/Logistics/ru]] and change link on [[Template:ProductionNav]]. Don't you mind? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 19:59, 15 May 2017 (UTC)<br />
<br />
:: Hey there snowball. Not sure why Bilka didn't respond to you, but we are internally debating how to fix navigation boxes. Please leave it alone until we can form a consensus. As for creating russian redirection names, that's completely fine. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - <span style="color:#FF0000">Admin</span> 21:21, 15 May 2017 (UTC)<br />
<br />
== German translation worldgenerator ==<br />
<br />
Hi Bilka! I just tried to translate the page [[World_generator]] and for me it feels like the page is verry unorganized since it's not written with a intelligent order. So I stopped translating and tried to rearrange the site. My goal was, writing about the Generator in general, then talking about possible configurations, after that talking about the presets. This because it makes no sence for me to talk about presets if you don't understand what they actually change within the config. So I tried to build up the page like you see the menu ingame. I would like to hear your feedback on my attempt. [[user:Hoeloe/de|Weltengenerator Vorschlag]]<br />
<br />
Another problem are those sheets with the preesets. I don't know right now if it makes sence to translate them and how. What do you think, can you help me?<br />
<br />
Btw: Thanks for CoReading my stuff and checking for typos, I'm trying my best :)<br />
<br />
Greetngs from switzerland [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 11:39, 1 September 2017 (UTC)<br />
<br />
:Your organization definitely seems better to me. I think the biggest problem of the article is that it talks about the gui, its options and their effects, and about how the world generation works. Your organization somewhat seperates those topics, which makes the article more readable.<br />
<br />
:Some possible improvements: Perhaps you could also list the presets and their descriptions in the first small section on them, and then put something like "Für genauere Information was die Voreinstellungen verändern, siehe [[#Voreinstellungen|]]". A link from the "basically it works with perlin noise" to the section that explains more about it would also be good. I think it might be a good idea to rework the preset resource table so that it only lists the ''changes'' from the default, instead of every single option, no matter if one of the presets changes it. Since the official game has translaions on everything used in the world generation gui, translating the rest of the tables shouldn't be too hard. It would be nice if you could do that reorganization also on the English page, "aber es ist kein muss".<br />
<br />
:I appreciate how well you translate pages. I personally struggle with translating pages like Crafting or the World generator page because I am so used to the English words for things that I can't find appropriate German translations (even though German is my first language...). So thank you for your work on them! -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:12, 1 September 2017 (UTC)<br />
<br />
::Thanks for your feedback. I will try to totally rewrite the presets part, but first I need to think about how to. I often use links, sometimes it feels too much for me, but the Perlin Noise one makes sence. There is one big point about the english page I struggle. The [[User:Hoeloe/de#Erweiterte_Konfiguration|Erweiterte Konfiguration]] is actually not covered right now. I don't know, maybe I will try to rewrite the english one, but I definitely need someone to check it since english is not my native language as well.<br />
<br />
::I just translate the stuff 1:1, rearrange the sentence so it's readable in german and sometimes I switch some terms for better wording. But I know, sometimes you realy need to think about it since english can be written verry easy, flat and repeating while german can be very complex. I thank you for appreciating my work and also that you check it and help me. Ah and when you read my stuff particularly check for missing β's since this letter does not exist in the Swiss-Deutsche Rechtschreibung :) -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 13:30, 1 September 2017 (UTC)<br />
<br />
:::Yeah, the advanced options just weren't added to that page yet because it hasn't really seen much of an update to 0.15. I can definitely check the changed page (or your WIP of a rework) for language or ask Gangsir to have a look at it. But what I can read from you right now, your English isn't too bad either :) As a heads up: You should translate page titles, like the title on the crafting page or on the campaign page, using the translation/de template instead of displaytitle. Oh and when you use the languages template, please don't put a blank line between it and the following text. Doing that creates some ugly whitespace at the start of the page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:16, 1 September 2017 (UTC)<br />
<br />
::::Okay, *hust* wieso sagt mir das keiner? Dann möge jemand die Anleitung aus dem Language Template entfernen! :P -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 12:43, 2 September 2017 (UTC)<br />
<br />
:::::I don't see any instructions on that template page that mention using displaytitle. Only in the template itself, stating that it does that. Should I reword that comment? -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:56, 2 September 2017 (UTC)<br />
<br />
::::::I just found this sentence in the language template and also in other translated /de articles. That was why I used it, I didn't know the translation template does this job. I need to say I'm not very used to wikis in terms of templates ''programming'' and stuff. Also there is no guide which explains all this.<br />
<br />
::::::What do you think about my attempt of the english [[User:Hoeloe/sandbox|Wordlgenerator]]-page? I messed arround with the page again. The ''How it works'' part is now in ''Generation'', Made no sence to me to seperate this. I also changed that ''Generation'' is the first section (we can still swap this afterwards). The ''Presets'' part now does directly attend the individual presets. [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 08:04, 4 September 2017 (UTC)<br />
<br />
:::::::Such a (style) guide is currently WIP. Just another thing that is missing documentation :/<br />
<br />
:::::::Looks good so far. However, I think putting the technical generation info first isn't a good move. I imagine that the article is frequented by beginners who just want to know what changing the settings does, not how excatl the world is generated, or when chunks are generated. I think it would be a better idea to take the first few paragraphs of that section (up to the algorithm subsection) and leave them at the beginning of the article, perhaps without a header, more as a general thing. The rest of the generation section should be moved below the presets. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:44, 4 September 2017 (UTC)<br />
<br />
== About <nowiki>{{translation/ms}}</nowiki> ==<br />
<br />
Will do... and now I know how that template works. [[User:SNN95|SNN95]] ([[User talk:SNN95|talk]]) 11:14, 1 October 2017 (UTC)<br />
<br />
== Shipwreck ==<br />
<br />
I understand the merging, but did you really need to wipe everything? I worked a very long time on that stuff. I don't see the harm in the shipwreck getting mentioned. It is part of the game - something the player can interact with. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:28, 26 January 2018 (UTC)<br />
<br />
:Well, the page had to go and I thought I had copied the relevant info. The problem is simply that we cant document the campaign only items at the same place as the freeplay items, that would only confuse the player; but making the shipwreck a subpage of the campaign page doesnt sound useful either, so the info should just be on the campaign (sub-)page. Feel free to add more info back to the campaign page. Since I dont think you can view the deleted page, I copied the latest state of the Shipwreck page to hastebin: [https://hastebin.com/semafisila]. Let me know if you think some of the images should be restored too, or just include them in the campagin page text about the shipwreck as redlinks and I'll restore the relevant ones. I hope this solution is okay for you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 09:00, 26 January 2018 (UTC)<br />
<br />
== Template:Inventory/pl ==<br />
<br />
Hi Bilka, <br />
I apologize for the confusion with the site Inventory/pl, I read the rules, but I did not apply :(<br />
<br />
I wanted to make the name appear in my language after hovering over the icon, so I just start translate in links on this page, from <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}]]</div></pre> to <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|Taśmociąg]]</div></pre><br />
<br />
After you deleted the page, I started to wonder if it would be better to add to all links in Template:Inventory <pre>{{Translation|...}}</pre> for example: <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|{{Translation|Transport belt}}]]</div></pre><br />
<br />
Do I think right? {{Unsigned|JakubSTR|11:15, 9 February 2018}}<br />
<br />
: That indeed was a good idea, so I added it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:41, 9 February 2018 (UTC)<br />
<br />
== Intermediary Products ==<br />
<br />
Am I allowed to make a page on intermediary products? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:06, 9 February 2018 (UTC)<br />
<br />
: What would be on it? We already have [[:Category:Intermediate products]] which lists all of the items in the intermediate tab in the inventory, what extra information would you add to a page about them? Also please consider moving this discussion to the wiki-work channel in the [https://discord.gg/factorio factorio subreddit discord], communication is much faster there :) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:16, 9 February 2018 (UTC)<br />
<br />
== Is there any ways to mark the translation obsolete? ==<br />
<br />
Hi Bilka! I'm glad that [[special:diff/156286|you gave me a welcome message]].<br />
<br />
I found some of translations obsolete and useless.<br />
For example, the Japanese version of [[Electric system/ja|Electric system]] didn't mentioned [[Steam turbine]] or [[Nuclear power (research)]].<br />
Maybe it's too much and too obvious for example, but there should be more obsolete texts it's not so clear to be obsolete.<br />
<br />
The wiki forced editors to follow the English version, so I think it's convenient if there is a template, a category or something to state that the translation is obsolete. (It's also good if some bots automagically detect the obsolete pages and notify readers/writers of that)<br />
--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 07:34, 8 March 2018 (UTC)<br />
<br />
:If we had such a template, we would just end up with many pages being marked, which is not an improvement, it's just clutter. If you see that a page is outdated, update it. If you dont have the time/energy/whatever to update it, put it on a to-do-list in your userspace. This has the same result as marking with a template, but wont clutter a lot of pages. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 20:14, 8 March 2018 (UTC)<br />
<br />
:: First, I don't think it's not an improvement that mark obsolete pages obsolete, since it could be simply a lie. It helps not only writers but also readers. So I don't think it's enough to put in my mind or my userspace.<br />
:: But your concern is reasonable. Well, If we put and remove the template by hand, it should be just clutter. But I don't think leaving it to bots are quite hard. Basically, it watches [[Special:RecentChanges]]. If an English page is edited, then follow the inter-lang links and paste the template(or anything). If a non-English page which contains the template is edited, simply remove the template. If this is too much or too less, we can add some conditions like:<br />
::* tolerant to small changes (ex: edit only 2bytes changed, which is likely to fix typo)<br />
::* tolerant unless it's too obsolete (ex: only if the sum of changes in the original is more than a threshold / only if the translation is n-months older than original)<br />
::* force non-English editors to tell translation edits from the other minor ones apart (ex: translate edit should contain '[Tt]ranslat' in Summary)<br />
::* etc...<br />
:: If your concern is that template/category/something itself is a clutter to readers, maybe it's not so much. [https://en.wikipedia.org/wiki/Category:Articles_needing_additional_references Make it hidden category as wikipedia do]. If your concern is about server performances, it's over. I have no way to deal it with :P --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 04:59, 9 March 2018 (UTC)<br />
<br />
::: My concern is that it wont be useful because so many pages will be marked. Furthermore, a script that automatically marks pages will be very error-prone since it's a bot, and not a human. But I should be able to throw together a script that makes a list of most likely outdated pages. That will take a few days, then we can review the list to see if it would actually be useful to mark all of those pages, and take appropiate action. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:37, 9 March 2018 (UTC)<br />
<br />
:::: I understood your concern. And I believe it can be solved by an appropriate conditioning. Anyway, I'm glad to hear that you are willing to try it to gather information to review. Thank you for your support with a bot. I hope it will work out fine. (p.s. I don't know [https://www.mediawiki.org/wiki/Help:Bots what language you are using to run bot on the wiki], but I can r/w some python or java so maybe I can help you with reviewing script)--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 10:32, 10 March 2018 (UTC)<br />
<br />
::::: I wrote the script, you can find it here: [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js] The result of it is about what I was expecting: [[User:Bilka/Outdated pages]]. Most pages are outdated, so the list is rather useless. I excluded my own and my bot's edit from the language page dates because I only made structure maintaining edits on language pages without actually changing the content. I hope this shows why I dont think it's a good idea to mark the pages with templates. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 18:27, 29 March 2018 (UTC)<br />
<br />
:(<- outdent) Thank you for writing a script! And as mentioned above, some filtering by certain conditions might be useful to reduce the number of "outdated" pages. [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js#L191 The script simply compare their timestamps], and this results in too many candidates and make the list useless. So why not try to introduce some limitations such as <code>en.timestamp > langTimestamp + PATIENCE_CONST</code>, or setting <code>rvlimit</code> parameter gives us previous revisions so that we can ignore minor edits. I don't know how it costs server resources, but if not too much, I think it still can be useful. (P.S. Can I run/test the script without special privileges? [[Special:ApiSandbox]] is not so flexible...) --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 06:28, 30 March 2018 (UTC)<br />
<br />
:: Both your proposed conditions will falsify the result. Even 1 edit on a page can make any translation outdated, no matter how old it is, see for example [[Special:Diff/155934]]. So for example excluding pages that are "only" a week/month outdated will lead to wrong results. We have no rules or guides for what to mark as a minor edit since it is impossible to enforce, so sorting by that would also lead to wrong results. You should be able to test the script by just copying pasting it into the browser console and running <code>main(languages);</code> after lowering the 100 in line 112 and 113 to 50 to account for your lower api limits. The create page call on line 64 also wont work, you'll have to find another way to print the output somewhere. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 09:29, 31 March 2018 (UTC)<br />
<br />
== Translate template to different word-order languages ==<br />
<br />
Hi Bilka! I find it hard to translate [[:Template:about]] to Japanese.<br />
<br />
In the [[Factorio:Translation_guide]], it says translation of templates should be done with just replace the argument of the template.<br />
And the first sentence of [[:Template:about]] is <code><nowiki>{{Translation|This article is about}} {{{1}}}.</nowiki></code>.<br />
But in Japanese, that sentence should be translated as <code><nowiki>この項目では、{{{1}}}について説明しています。</nowiki></code>. I mean, another translation template is needed after <code><nowiki>{{{1}}}</nowiki></code> to simply substitute. Some similar issue should be aroud here and there since Japanese has quite different word-order to English or other Europian languages, so I want to know how to translate in such cases.<br />
<br />
(reference: [https://ja.wikipedia.org/wiki/Template:Otheruses#%E4%BB%96%E3%81%AE%E9%A0%85%E7%9B%AE%E3%81%B8%E3%81%AE%E8%AA%98%E5%B0%8E Template:Otheruses in Japanese Wikipedia], which is used as equivalent of [https://en.wikipedia.org/wiki/Template:About Template:About in the other languages].){{Unsigned|Fried biter|13:20, 10 March 2018}}<br />
<br />
:Sadly there is no good way to solve this issue. Due to how translations are set up on this wiki, I can't add another translation template after the <code><nowiki>{{{1}}}</nowiki></code>, or include it in the template used for the sentence, neither of these options would yield the desired result. So, your options now are either making template:about/ja and translating the template directly, or rewording the sentence in a way that uses the English sentence structure, which would be preferable. I can understand that the second option may be very hard to do, which is why the first option would be acceptable. This issue and the options to solve it vary on a case by case basis, so please let me know of any other templates where you also have this problem before doing anything with them. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 14:03, 11 March 2018 (UTC)<br />
<br />
:: Okay, I will postpone translating [https://wiki.factorio.com/Special:AllPages?from=&to=&namespace=10 the templates] until the consensus about how to translate them has reached by the Japanese editors community. Additionally, I will inspect them and try translations by rewording. If it's done, I will notice you. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 05:30, 12 March 2018 (UTC)<br />
<br />
== Getting rid of BurnerNav template ==<br />
<br />
Hi, Thanks for the initial warm welcome!<br />
<br />
I've seen that the [[Template:BurnerNav]] didn't get the same treatment as other nav templates, so I've added missing links. However, I've now realised that the content of this template is entirely covered by other nav templates (Intermediate products, Production items, Logistics templates). What about getting rid of that template and relaying on the existing ones instead? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 17:53, 28 March 2018 (UTC)<br />
<br />
:I agree, so I added the valid fuel row to the infoboxes to completely replace the template, the template will be deleted soon. Please next time think about these kind of implications before editing some of the most used templates on the wiki. Thank you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 18:37, 28 March 2018 (UTC)<br />
<br />
:: Yes, definitely a big oversight from my side. Sorry about that! [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 18:58, 28 March 2018 (UTC)<br />
<br />
== Roadmap ==<br />
<br />
Hi,<br />
<br />
The [[Roadmap]] page is deceptively empty. What about merging [[Roadmap/Coming_Releases]] with it, as it serves as the actual Roadmap page anyway? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 13:47, 1 April 2018 (UTC)<br />
<br />
: Hey, this had been planned for a while, thank you for reminding me. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 14:43, 1 April 2018 (UTC)<br />
<br />
:: Thank you, this is much better now. [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 14:57, 1 April 2018 (UTC)</div>Spyhawkhttps://wiki.factorio.com/index.php?title=User_talk:Bilka&diff=158013User talk:Bilka2018-04-01T13:47:59Z<p>Spyhawk: /* Roadmap */ new section</p>
<hr />
<div>'''Welcome to ''factorio''!'''<br />
We hope you will contribute much and well.<br />
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].<br />
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 13:07, 17 November 2016 (UTC)<br />
<br />
== Templates that might need CSS cleanup ==<br />
* [[Template:Outdated image]]<br />
** Consider adding css for ''.boilerplate'' classes. This will put all the css of [[Template:Game image]], [[Template:Move]], [[Template:Screenshot]], etc. in one place and reduce loading times --[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]])<br />
<s><br />
* [[Template:Game image]]<br />
</s><br />
--[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]]) 11:37, 29 April 2017 (UTC)<br />
=== Cleanup done ===<br />
* [[Template:Key]]<br />
* [[Template:Move]]<br />
* [[Template:Disambiguation]]<br />
* [[Template:Cleanup]]<br />
* [[Template:Delete]]<br />
--[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 11:52, 29 April 2017 (UTC)<br />
<br />
: CSS has been merged into .factorio-boilerplate for all templates that use [[Template:Boilerplate]]. [[Template:Outdated image]], [[Template:Game image]], and [[Template:Screenshot]] still use .boilerplate. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:48, 9 February 2018 (UTC)<br />
<br />
== Navigation box links ==<br />
<br />
Hi Bilka! I found the misfunction on [[Factorio:Navigation|Navigation]] page. There are links to Navboxes in lower row of each Navbox but in all languages it links to English template. I'm going to change links. Please see the [[User:Snowball_II/Sandbox/ru|example]]. Is it OK to create pages [[Template:ProductionNav/ru]], [[Template:CombatNav/ru]] and so on? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 22:50, 11 May 2017 (UTC)<br />
<br>One more question. Is it OK to create pages with Russian names. For example [[Железная плита]] with redirection to [[Iron_plate/ru]]? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 13:05, 12 May 2017 (UTC)<br />
<br />
: Hi again. I have not received any response so i create pages [[Factorio:Navigation/Logistics]], [[Factorio:Navigation/Logistics/ru]] and change link on [[Template:ProductionNav]]. Don't you mind? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 19:59, 15 May 2017 (UTC)<br />
<br />
:: Hey there snowball. Not sure why Bilka didn't respond to you, but we are internally debating how to fix navigation boxes. Please leave it alone until we can form a consensus. As for creating russian redirection names, that's completely fine. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - <span style="color:#FF0000">Admin</span> 21:21, 15 May 2017 (UTC)<br />
<br />
== German translation worldgenerator ==<br />
<br />
Hi Bilka! I just tried to translate the page [[World_generator]] and for me it feels like the page is verry unorganized since it's not written with a intelligent order. So I stopped translating and tried to rearrange the site. My goal was, writing about the Generator in general, then talking about possible configurations, after that talking about the presets. This because it makes no sence for me to talk about presets if you don't understand what they actually change within the config. So I tried to build up the page like you see the menu ingame. I would like to hear your feedback on my attempt. [[user:Hoeloe/de|Weltengenerator Vorschlag]]<br />
<br />
Another problem are those sheets with the preesets. I don't know right now if it makes sence to translate them and how. What do you think, can you help me?<br />
<br />
Btw: Thanks for CoReading my stuff and checking for typos, I'm trying my best :)<br />
<br />
Greetngs from switzerland [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 11:39, 1 September 2017 (UTC)<br />
<br />
:Your organization definitely seems better to me. I think the biggest problem of the article is that it talks about the gui, its options and their effects, and about how the world generation works. Your organization somewhat seperates those topics, which makes the article more readable.<br />
<br />
:Some possible improvements: Perhaps you could also list the presets and their descriptions in the first small section on them, and then put something like "Für genauere Information was die Voreinstellungen verändern, siehe [[#Voreinstellungen|]]". A link from the "basically it works with perlin noise" to the section that explains more about it would also be good. I think it might be a good idea to rework the preset resource table so that it only lists the ''changes'' from the default, instead of every single option, no matter if one of the presets changes it. Since the official game has translaions on everything used in the world generation gui, translating the rest of the tables shouldn't be too hard. It would be nice if you could do that reorganization also on the English page, "aber es ist kein muss".<br />
<br />
:I appreciate how well you translate pages. I personally struggle with translating pages like Crafting or the World generator page because I am so used to the English words for things that I can't find appropriate German translations (even though German is my first language...). So thank you for your work on them! -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:12, 1 September 2017 (UTC)<br />
<br />
::Thanks for your feedback. I will try to totally rewrite the presets part, but first I need to think about how to. I often use links, sometimes it feels too much for me, but the Perlin Noise one makes sence. There is one big point about the english page I struggle. The [[User:Hoeloe/de#Erweiterte_Konfiguration|Erweiterte Konfiguration]] is actually not covered right now. I don't know, maybe I will try to rewrite the english one, but I definitely need someone to check it since english is not my native language as well.<br />
<br />
::I just translate the stuff 1:1, rearrange the sentence so it's readable in german and sometimes I switch some terms for better wording. But I know, sometimes you realy need to think about it since english can be written verry easy, flat and repeating while german can be very complex. I thank you for appreciating my work and also that you check it and help me. Ah and when you read my stuff particularly check for missing β's since this letter does not exist in the Swiss-Deutsche Rechtschreibung :) -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 13:30, 1 September 2017 (UTC)<br />
<br />
:::Yeah, the advanced options just weren't added to that page yet because it hasn't really seen much of an update to 0.15. I can definitely check the changed page (or your WIP of a rework) for language or ask Gangsir to have a look at it. But what I can read from you right now, your English isn't too bad either :) As a heads up: You should translate page titles, like the title on the crafting page or on the campaign page, using the translation/de template instead of displaytitle. Oh and when you use the languages template, please don't put a blank line between it and the following text. Doing that creates some ugly whitespace at the start of the page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:16, 1 September 2017 (UTC)<br />
<br />
::::Okay, *hust* wieso sagt mir das keiner? Dann möge jemand die Anleitung aus dem Language Template entfernen! :P -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 12:43, 2 September 2017 (UTC)<br />
<br />
:::::I don't see any instructions on that template page that mention using displaytitle. Only in the template itself, stating that it does that. Should I reword that comment? -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:56, 2 September 2017 (UTC)<br />
<br />
::::::I just found this sentence in the language template and also in other translated /de articles. That was why I used it, I didn't know the translation template does this job. I need to say I'm not very used to wikis in terms of templates ''programming'' and stuff. Also there is no guide which explains all this.<br />
<br />
::::::What do you think about my attempt of the english [[User:Hoeloe/sandbox|Wordlgenerator]]-page? I messed arround with the page again. The ''How it works'' part is now in ''Generation'', Made no sence to me to seperate this. I also changed that ''Generation'' is the first section (we can still swap this afterwards). The ''Presets'' part now does directly attend the individual presets. [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 08:04, 4 September 2017 (UTC)<br />
<br />
:::::::Such a (style) guide is currently WIP. Just another thing that is missing documentation :/<br />
<br />
:::::::Looks good so far. However, I think putting the technical generation info first isn't a good move. I imagine that the article is frequented by beginners who just want to know what changing the settings does, not how excatl the world is generated, or when chunks are generated. I think it would be a better idea to take the first few paragraphs of that section (up to the algorithm subsection) and leave them at the beginning of the article, perhaps without a header, more as a general thing. The rest of the generation section should be moved below the presets. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:44, 4 September 2017 (UTC)<br />
<br />
== About <nowiki>{{translation/ms}}</nowiki> ==<br />
<br />
Will do... and now I know how that template works. [[User:SNN95|SNN95]] ([[User talk:SNN95|talk]]) 11:14, 1 October 2017 (UTC)<br />
<br />
== Shipwreck ==<br />
<br />
I understand the merging, but did you really need to wipe everything? I worked a very long time on that stuff. I don't see the harm in the shipwreck getting mentioned. It is part of the game - something the player can interact with. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:28, 26 January 2018 (UTC)<br />
<br />
:Well, the page had to go and I thought I had copied the relevant info. The problem is simply that we cant document the campaign only items at the same place as the freeplay items, that would only confuse the player; but making the shipwreck a subpage of the campaign page doesnt sound useful either, so the info should just be on the campaign (sub-)page. Feel free to add more info back to the campaign page. Since I dont think you can view the deleted page, I copied the latest state of the Shipwreck page to hastebin: [https://hastebin.com/semafisila]. Let me know if you think some of the images should be restored too, or just include them in the campagin page text about the shipwreck as redlinks and I'll restore the relevant ones. I hope this solution is okay for you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 09:00, 26 January 2018 (UTC)<br />
<br />
== Template:Inventory/pl ==<br />
<br />
Hi Bilka, <br />
I apologize for the confusion with the site Inventory/pl, I read the rules, but I did not apply :(<br />
<br />
I wanted to make the name appear in my language after hovering over the icon, so I just start translate in links on this page, from <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}]]</div></pre> to <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|Taśmociąg]]</div></pre><br />
<br />
After you deleted the page, I started to wonder if it would be better to add to all links in Template:Inventory <pre>{{Translation|...}}</pre> for example: <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|{{Translation|Transport belt}}]]</div></pre><br />
<br />
Do I think right? {{Unsigned|JakubSTR|11:15, 9 February 2018}}<br />
<br />
: That indeed was a good idea, so I added it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:41, 9 February 2018 (UTC)<br />
<br />
== Intermediary Products ==<br />
<br />
Am I allowed to make a page on intermediary products? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:06, 9 February 2018 (UTC)<br />
<br />
: What would be on it? We already have [[:Category:Intermediate products]] which lists all of the items in the intermediate tab in the inventory, what extra information would you add to a page about them? Also please consider moving this discussion to the wiki-work channel in the [https://discord.gg/factorio factorio subreddit discord], communication is much faster there :) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:16, 9 February 2018 (UTC)<br />
<br />
== Is there any ways to mark the translation obsolete? ==<br />
<br />
Hi Bilka! I'm glad that [[special:diff/156286|you gave me a welcome message]].<br />
<br />
I found some of translations obsolete and useless.<br />
For example, the Japanese version of [[Electric system/ja|Electric system]] didn't mentioned [[Steam turbine]] or [[Nuclear power (research)]].<br />
Maybe it's too much and too obvious for example, but there should be more obsolete texts it's not so clear to be obsolete.<br />
<br />
The wiki forced editors to follow the English version, so I think it's convenient if there is a template, a category or something to state that the translation is obsolete. (It's also good if some bots automagically detect the obsolete pages and notify readers/writers of that)<br />
--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 07:34, 8 March 2018 (UTC)<br />
<br />
:If we had such a template, we would just end up with many pages being marked, which is not an improvement, it's just clutter. If you see that a page is outdated, update it. If you dont have the time/energy/whatever to update it, put it on a to-do-list in your userspace. This has the same result as marking with a template, but wont clutter a lot of pages. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 20:14, 8 March 2018 (UTC)<br />
<br />
:: First, I don't think it's not an improvement that mark obsolete pages obsolete, since it could be simply a lie. It helps not only writers but also readers. So I don't think it's enough to put in my mind or my userspace.<br />
:: But your concern is reasonable. Well, If we put and remove the template by hand, it should be just clutter. But I don't think leaving it to bots are quite hard. Basically, it watches [[Special:RecentChanges]]. If an English page is edited, then follow the inter-lang links and paste the template(or anything). If a non-English page which contains the template is edited, simply remove the template. If this is too much or too less, we can add some conditions like:<br />
::* tolerant to small changes (ex: edit only 2bytes changed, which is likely to fix typo)<br />
::* tolerant unless it's too obsolete (ex: only if the sum of changes in the original is more than a threshold / only if the translation is n-months older than original)<br />
::* force non-English editors to tell translation edits from the other minor ones apart (ex: translate edit should contain '[Tt]ranslat' in Summary)<br />
::* etc...<br />
:: If your concern is that template/category/something itself is a clutter to readers, maybe it's not so much. [https://en.wikipedia.org/wiki/Category:Articles_needing_additional_references Make it hidden category as wikipedia do]. If your concern is about server performances, it's over. I have no way to deal it with :P --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 04:59, 9 March 2018 (UTC)<br />
<br />
::: My concern is that it wont be useful because so many pages will be marked. Furthermore, a script that automatically marks pages will be very error-prone since it's a bot, and not a human. But I should be able to throw together a script that makes a list of most likely outdated pages. That will take a few days, then we can review the list to see if it would actually be useful to mark all of those pages, and take appropiate action. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:37, 9 March 2018 (UTC)<br />
<br />
:::: I understood your concern. And I believe it can be solved by an appropriate conditioning. Anyway, I'm glad to hear that you are willing to try it to gather information to review. Thank you for your support with a bot. I hope it will work out fine. (p.s. I don't know [https://www.mediawiki.org/wiki/Help:Bots what language you are using to run bot on the wiki], but I can r/w some python or java so maybe I can help you with reviewing script)--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 10:32, 10 March 2018 (UTC)<br />
<br />
::::: I wrote the script, you can find it here: [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js] The result of it is about what I was expecting: [[User:Bilka/Outdated pages]]. Most pages are outdated, so the list is rather useless. I excluded my own and my bot's edit from the language page dates because I only made structure maintaining edits on language pages without actually changing the content. I hope this shows why I dont think it's a good idea to mark the pages with templates. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 18:27, 29 March 2018 (UTC)<br />
<br />
:(<- outdent) Thank you for writing a script! And as mentioned above, some filtering by certain conditions might be useful to reduce the number of "outdated" pages. [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js#L191 The script simply compare their timestamps], and this results in too many candidates and make the list useless. So why not try to introduce some limitations such as <code>en.timestamp > langTimestamp + PATIENCE_CONST</code>, or setting <code>rvlimit</code> parameter gives us previous revisions so that we can ignore minor edits. I don't know how it costs server resources, but if not too much, I think it still can be useful. (P.S. Can I run/test the script without special privileges? [[Special:ApiSandbox]] is not so flexible...) --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 06:28, 30 March 2018 (UTC)<br />
<br />
:: Both your proposed conditions will falsify the result. Even 1 edit on a page can make any translation outdated, no matter how old it is, see for example [[Special:Diff/155934]]. So for example excluding pages that are "only" a week/month outdated will lead to wrong results. We have no rules or guides for what to mark as a minor edit since it is impossible to enforce, so sorting by that would also lead to wrong results. You should be able to test the script by just copying pasting it into the browser console and running <code>main(languages);</code> after lowering the 100 in line 112 and 113 to 50 to account for your lower api limits. The create page call on line 64 also wont work, you'll have to find another way to print the output somewhere. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 09:29, 31 March 2018 (UTC)<br />
<br />
== Translate template to different word-order languages ==<br />
<br />
Hi Bilka! I find it hard to translate [[:Template:about]] to Japanese.<br />
<br />
In the [[Factorio:Translation_guide]], it says translation of templates should be done with just replace the argument of the template.<br />
And the first sentence of [[:Template:about]] is <code><nowiki>{{Translation|This article is about}} {{{1}}}.</nowiki></code>.<br />
But in Japanese, that sentence should be translated as <code><nowiki>この項目では、{{{1}}}について説明しています。</nowiki></code>. I mean, another translation template is needed after <code><nowiki>{{{1}}}</nowiki></code> to simply substitute. Some similar issue should be aroud here and there since Japanese has quite different word-order to English or other Europian languages, so I want to know how to translate in such cases.<br />
<br />
(reference: [https://ja.wikipedia.org/wiki/Template:Otheruses#%E4%BB%96%E3%81%AE%E9%A0%85%E7%9B%AE%E3%81%B8%E3%81%AE%E8%AA%98%E5%B0%8E Template:Otheruses in Japanese Wikipedia], which is used as equivalent of [https://en.wikipedia.org/wiki/Template:About Template:About in the other languages].){{Unsigned|Fried biter|13:20, 10 March 2018}}<br />
<br />
:Sadly there is no good way to solve this issue. Due to how translations are set up on this wiki, I can't add another translation template after the <code><nowiki>{{{1}}}</nowiki></code>, or include it in the template used for the sentence, neither of these options would yield the desired result. So, your options now are either making template:about/ja and translating the template directly, or rewording the sentence in a way that uses the English sentence structure, which would be preferable. I can understand that the second option may be very hard to do, which is why the first option would be acceptable. This issue and the options to solve it vary on a case by case basis, so please let me know of any other templates where you also have this problem before doing anything with them. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 14:03, 11 March 2018 (UTC)<br />
<br />
:: Okay, I will postpone translating [https://wiki.factorio.com/Special:AllPages?from=&to=&namespace=10 the templates] until the consensus about how to translate them has reached by the Japanese editors community. Additionally, I will inspect them and try translations by rewording. If it's done, I will notice you. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 05:30, 12 March 2018 (UTC)<br />
<br />
== Getting rid of BurnerNav template ==<br />
<br />
Hi, Thanks for the initial warm welcome!<br />
<br />
I've seen that the [[Template:BurnerNav]] didn't get the same treatment as other nav templates, so I've added missing links. However, I've now realised that the content of this template is entirely covered by other nav templates (Intermediate products, Production items, Logistics templates). What about getting rid of that template and relaying on the existing ones instead? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 17:53, 28 March 2018 (UTC)<br />
<br />
:I agree, so I added the valid fuel row to the infoboxes to completely replace the template, the template will be deleted soon. Please next time think about these kind of implications before editing some of the most used templates on the wiki. Thank you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 18:37, 28 March 2018 (UTC)<br />
<br />
:: Yes, definitely a big oversight from my side. Sorry about that! [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 18:58, 28 March 2018 (UTC)<br />
<br />
== Roadmap ==<br />
<br />
Hi,<br />
<br />
The [[Roadmap]] page is deceptively empty. What about merging [[Roadmap/Coming_Releases]] with it, as it serves as the actual Roadmap page anyway? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 13:47, 1 April 2018 (UTC)</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Roadmap/History&diff=157943Roadmap/History2018-03-29T15:20:33Z<p>Spyhawk: Added 0.16 roadmap content</p>
<hr />
<div>{{sublinks}}<br />
<br />
This article gives short descriptions of past releases.<br />
<br />
''For discussions about this article, please use [http://www.factorioforums.com/forum/viewtopic.php?f=3&t=678 this forum thread]!<br />
<br />
For future releases, refer to [[Roadmap/Coming Releases]].<br><br />
For detailed information about version changes, refer to [[Version history]].<br />
<br />
=== Factorio 0.16 (December 13th 2017) ===<br />
* More high res stuff<br />
* New terrain generation<br />
* Belt-optimizations<br />
* Artillery train<br />
* General update optimizations<br />
* Allow loading games with different mod settings (and automatically download the mods if necessary)<br />
* More mini-tutorials<br />
<br />
=== Factorio 0.15 (April 24th 2017) ===<br />
* Nuclear power<br />
* Blueprint preservation (Export/import blueprints)<br />
* Update optimizations (belts + pipes)<br />
* Research Revolution<br />
* Combat balance<br />
* New 3x2 boiler<br />
* New terrain (red desert biome)<br />
* Liquid wagon + universal barrelling<br />
* Map interaction improvements, map tags and 'zoom to map'<br />
* High res graphics introduction (This means just some parts of the game will be in high res in this version)<br />
* Circuit network additions, improvements and optimizations<br />
* Scenario pack extension - Wave defense and PvP scenario<br />
* First set of interactive mini tutorials<br />
<br />
=== Factorio 0.14 (August 26th 2016) ===<br />
<br />
* Multiplayer production polish (move from "usable if you try hard and overlook imperfections" to "just works")<br />
* Modding support for equipment grids in vehicles.<br />
<br />
=== Factorio 0.13 (June 27th 2016) ===<br />
<br />
* Proper tech tree.<br />
* Second part of the circuit network extension (power switch, gate, train station, accumulator and logistic network integration to circuit network)<br />
* Additional train conditions (wait until full, wait until empty, wait until circuit condition)<br />
* [[Flamethrower turret]]<br />
* Fire (forests can catch on fire)<br />
* Basic Multiplayer matching server (allow listing running MP games via a central location)<br />
* Better [[Rail planner|rail building]]<br />
* Better train managing possibilities.<br />
* Modules in blueprints.<br />
* Centralized mod portal and its integration in the game<br />
* Train graphics and vertical/horizontal discrepancy fix.<br />
* [[Achievements]]<br />
* [[Stack inserter]]<br />
<br />
=== Factorio 0.12 (July 17th 2015) ===<br />
<br />
* Multiplayer enhancements (lag hiding, better pvp/forces support, IPv6 support, DNS names).<br />
* First part of the endgame content. ([[rocket silo|Build rocket]] and send it to space).<br />
* Chain signals (trains).<br />
* [[combinators|Combinator]] and more circuit logic.<br />
* [[Personal roboport]].<br />
* Logistic trash fields.<br />
* First part of nature destruction by pollution (only tree related now).<br />
* First part of new ambient music update.<br />
* Optimization of the game simulation speed.<br />
* New graphics of [[Combat robot capsules|combat robots]].<br />
* Buildable floors. ([[concrete]] + [[stone brick|stone]])<br />
* Attempt of steam integration.<br />
<br />
=== Factorio 0.11 (October 31st 2014) ===<br />
<br />
* Multiplayer for the brave ones.<br />
* New player graphics (3 versions depending on armor and colored depending on the player color).<br />
* The first (simple) instance of a tank.<br />
* Gates.<br />
* VRAM saving optimization.<br />
<br />
=== Factorio 0.10 (June 6th 2014) ===<br />
<br />
* Finish the trailer. This is a #1 priority now :) Together with this we will work on presentation (finish new logo, new forum skin, new screenshots on web, credits page in the game).<br />
* Functional replays. This will be a side-effect of multiplayer efforts.<br />
* Factory sound background. Entities in the game will have specific sounds that play when player is near.<br />
<br />
=== Factorio 0.9 (February 14th 2013) ===<br />
<br />
* Blueprints.<br />
* Oil/Chemicals industry.<br />
* Biomes and doodads.<br />
<br />
=== Factorio 0.8 (December 6th 2013) ===<br />
* Standard Campaign rework.<br />
* New terrain.<br />
* Repairing robots (can reconstruct buildings as well)<br />
* Roboport<br />
* Map Editor rework<br />
<br />
=== Factorio 0.7 (September 27th 2013) ===<br />
* Improved Combat mechanics and modular armors.<br />
* Pollution.<br />
* More enemy variety and intelligent enemy behavior.<br />
* Moddable weapons and attacks.<br />
<br />
=== Factorio 0.6 (July 26th 2013) ===<br />
* Better looking terrain.<br />
* Improvements to the map generator.<br />
* Map of discovered part of the world.<br />
* Speed improvements (multithreading).<br />
<br />
=== Factorio 0.5 (June 7th 2013) ===<br />
<br />
* Automatic Factorio updater<br />
** no need for manual download anymore<br />
* Usability improvements<br />
** better visualisation for building railroads<br />
** electricity statistics<br />
** fixes of ongoing bugs<br />
** loads of small improvements (things like alt info for wagons, easier semaphore building, etc.) <br />
* Graphics Gui rework<br />
** the design for the new gui is ready and now it will be implemented<br />
* Railroads improvements<br />
** Train path finding uses signals for path recalculation<br />
** Train can go backwards (when having locomotives on both ends)<br />
** different Train stops can be merged into one station<br />
* God mode<br />
** play without the character<br />
<br />
=== Factorio 0.4 (May 3rd 2013) ===<br />
* Game determinism and replay<br />
** This is a first step towards the multiplayer<br />
** Involves the replay functionality improvements (pause, fast forward, etc.)<br />
* First version of the scenario pack<br />
** There will be three scenarios to start with <br />
* Trains<br />
** Originally a stretch goal however we got a lot of requests for this<br />
** There is already some functionality for the trains in the game and we want to finish it<br />
* Electricity improvements<br />
** Accumulator entity<br />
** Large electric pole<br />
** Electric substation</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Factorio:Navigation&diff=157826Factorio:Navigation2018-03-28T19:03:45Z<p>Spyhawk: BurnerNav is deprecated</p>
<hr />
<div>{{Languages}}<br />
{{LogisticsNav}}<br />
{{ProductionNav}}<br />
{{IntermediateNav}}<br />
{{CombatNav}}<br />
{{TechNav}}</div>Spyhawkhttps://wiki.factorio.com/index.php?title=User:Spyhawk&diff=157820User:Spyhawk2018-03-28T18:59:09Z<p>Spyhawk: /* Navigation pages */ removed deprecated link</p>
<hr />
<div>I am a blue-collar Factorio worker.<br />
<br />
== Factorio Wiki ==<br />
General:<br />
* [[Factorio:Wiki rules|Wiki rules]]<br />
* [[Factorio:Style guide|Style guide]]<br />
* [[Factorio:Editor noticeboard|Editor noticeboard]]<br />
Wiki management templates:<br />
* [https://wiki.factorio.com/Category:Article_management_templates Article management templates]<br />
<br />
== Navigation pages ==<br />
* [[Factorio:Navigation]]<br />
<br />
* [[Template:LogisticsNav]]<br />
* [[Template:ProductionNav]]<br />
* [[Template:IntermediateNav]]<br />
* [[Template:CombatNav]]<br />
* [[Template:TechNav]]<br />
<br />
== Version pages ==<br />
To be updated on new release:<br />
<br />
* [[Main_Page/Latest_versions|Latest versions]]<br />
* [[Template:VersionNav]]</div>Spyhawkhttps://wiki.factorio.com/index.php?title=User_talk:Gangsir&diff=157819User talk:Gangsir2018-03-28T18:58:51Z<p>Spyhawk: /* VersionNav template */ re</p>
<hr />
<div><!--<br />
Original message for posterity:<br />
'''Welcome to ''factorio''!'''<br />
We hope you will contribute much and well.<br />
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].<br />
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 09:56, 18 July 2016 (UTC)<br />
--><br />
<br />
Hello, and welcome to my talk page. Feel free to click "Add topic" at the top to send me a message. I'll get back to you at the earliest opportunity.<br />
<br />
<br />
== Version history/0.16.0 (from .28 to .34) ==<br />
<br />
Hello there, it's about the 0.16 changelog : https://wiki.factorio.com/Version_history/0.16.0<br />
<br />
I was about to do it then i read <<''Please don't waste your time updating this page, User:Gangsir can do it automatically. If he forgets to do it, please message him about it.''>><br />
<br />
This is the message about it. --[[User:762x51mm|762x51mm]] ([[User talk:762x51mm|talk]]) 13:42, 23 March 2018 (UTC)<br />
<br />
: Thanks, updated. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - <span style="color:#FF0000">Admin</span> 20:25, 23 March 2018 (UTC)<br />
<br />
== VersionNav template ==<br />
<br />
Hi,<br />
<br />
In [[Template:VersionNav]], is there a reason some versions are grouped together (f.e. 0.14-0.15) while other aren't? The current scheme seems quite arbitrary. [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 19:53, 26 March 2018 (UTC)<br />
<br />
:They are grouped because the template doesn't allow an unlimited amount of groups. Which ones are grouped is depends on how many subversions each version has and groups a maximum of 3 major versions together. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 18:54, 28 March 2018 (UTC)<br />
<br />
:: I see, this makes sense. Thank you for the explanation! [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 18:58, 28 March 2018 (UTC)</div>Spyhawkhttps://wiki.factorio.com/index.php?title=User_talk:Bilka&diff=157818User talk:Bilka2018-03-28T18:58:14Z<p>Spyhawk: /* Getting rid of BurnerNav template */ re</p>
<hr />
<div>'''Welcome to ''factorio''!'''<br />
We hope you will contribute much and well.<br />
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].<br />
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 13:07, 17 November 2016 (UTC)<br />
<br />
== Templates that might need CSS cleanup ==<br />
* [[Template:Outdated image]]<br />
** Consider adding css for ''.boilerplate'' classes. This will put all the css of [[Template:Game image]], [[Template:Move]], [[Template:Screenshot]], etc. in one place and reduce loading times --[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]])<br />
<s><br />
* [[Template:Game image]]<br />
</s><br />
--[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]]) 11:37, 29 April 2017 (UTC)<br />
=== Cleanup done ===<br />
* [[Template:Key]]<br />
* [[Template:Move]]<br />
* [[Template:Disambiguation]]<br />
* [[Template:Cleanup]]<br />
* [[Template:Delete]]<br />
--[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 11:52, 29 April 2017 (UTC)<br />
<br />
: CSS has been merged into .factorio-boilerplate for all templates that use [[Template:Boilerplate]]. [[Template:Outdated image]], [[Template:Game image]], and [[Template:Screenshot]] still use .boilerplate. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:48, 9 February 2018 (UTC)<br />
<br />
== Navigation box links ==<br />
<br />
Hi Bilka! I found the misfunction on [[Factorio:Navigation|Navigation]] page. There are links to Navboxes in lower row of each Navbox but in all languages it links to English template. I'm going to change links. Please see the [[User:Snowball_II/Sandbox/ru|example]]. Is it OK to create pages [[Template:ProductionNav/ru]], [[Template:CombatNav/ru]] and so on? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 22:50, 11 May 2017 (UTC)<br />
<br>One more question. Is it OK to create pages with Russian names. For example [[Железная плита]] with redirection to [[Iron_plate/ru]]? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 13:05, 12 May 2017 (UTC)<br />
<br />
: Hi again. I have not received any response so i create pages [[Factorio:Navigation/Logistics]], [[Factorio:Navigation/Logistics/ru]] and change link on [[Template:ProductionNav]]. Don't you mind? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 19:59, 15 May 2017 (UTC)<br />
<br />
:: Hey there snowball. Not sure why Bilka didn't respond to you, but we are internally debating how to fix navigation boxes. Please leave it alone until we can form a consensus. As for creating russian redirection names, that's completely fine. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - <span style="color:#FF0000">Admin</span> 21:21, 15 May 2017 (UTC)<br />
<br />
== German translation worldgenerator ==<br />
<br />
Hi Bilka! I just tried to translate the page [[World_generator]] and for me it feels like the page is verry unorganized since it's not written with a intelligent order. So I stopped translating and tried to rearrange the site. My goal was, writing about the Generator in general, then talking about possible configurations, after that talking about the presets. This because it makes no sence for me to talk about presets if you don't understand what they actually change within the config. So I tried to build up the page like you see the menu ingame. I would like to hear your feedback on my attempt. [[user:Hoeloe/de|Weltengenerator Vorschlag]]<br />
<br />
Another problem are those sheets with the preesets. I don't know right now if it makes sence to translate them and how. What do you think, can you help me?<br />
<br />
Btw: Thanks for CoReading my stuff and checking for typos, I'm trying my best :)<br />
<br />
Greetngs from switzerland [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 11:39, 1 September 2017 (UTC)<br />
<br />
:Your organization definitely seems better to me. I think the biggest problem of the article is that it talks about the gui, its options and their effects, and about how the world generation works. Your organization somewhat seperates those topics, which makes the article more readable.<br />
<br />
:Some possible improvements: Perhaps you could also list the presets and their descriptions in the first small section on them, and then put something like "Für genauere Information was die Voreinstellungen verändern, siehe [[#Voreinstellungen|]]". A link from the "basically it works with perlin noise" to the section that explains more about it would also be good. I think it might be a good idea to rework the preset resource table so that it only lists the ''changes'' from the default, instead of every single option, no matter if one of the presets changes it. Since the official game has translaions on everything used in the world generation gui, translating the rest of the tables shouldn't be too hard. It would be nice if you could do that reorganization also on the English page, "aber es ist kein muss".<br />
<br />
:I appreciate how well you translate pages. I personally struggle with translating pages like Crafting or the World generator page because I am so used to the English words for things that I can't find appropriate German translations (even though German is my first language...). So thank you for your work on them! -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:12, 1 September 2017 (UTC)<br />
<br />
::Thanks for your feedback. I will try to totally rewrite the presets part, but first I need to think about how to. I often use links, sometimes it feels too much for me, but the Perlin Noise one makes sence. There is one big point about the english page I struggle. The [[User:Hoeloe/de#Erweiterte_Konfiguration|Erweiterte Konfiguration]] is actually not covered right now. I don't know, maybe I will try to rewrite the english one, but I definitely need someone to check it since english is not my native language as well.<br />
<br />
::I just translate the stuff 1:1, rearrange the sentence so it's readable in german and sometimes I switch some terms for better wording. But I know, sometimes you realy need to think about it since english can be written verry easy, flat and repeating while german can be very complex. I thank you for appreciating my work and also that you check it and help me. Ah and when you read my stuff particularly check for missing β's since this letter does not exist in the Swiss-Deutsche Rechtschreibung :) -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 13:30, 1 September 2017 (UTC)<br />
<br />
:::Yeah, the advanced options just weren't added to that page yet because it hasn't really seen much of an update to 0.15. I can definitely check the changed page (or your WIP of a rework) for language or ask Gangsir to have a look at it. But what I can read from you right now, your English isn't too bad either :) As a heads up: You should translate page titles, like the title on the crafting page or on the campaign page, using the translation/de template instead of displaytitle. Oh and when you use the languages template, please don't put a blank line between it and the following text. Doing that creates some ugly whitespace at the start of the page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:16, 1 September 2017 (UTC)<br />
<br />
::::Okay, *hust* wieso sagt mir das keiner? Dann möge jemand die Anleitung aus dem Language Template entfernen! :P -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 12:43, 2 September 2017 (UTC)<br />
<br />
:::::I don't see any instructions on that template page that mention using displaytitle. Only in the template itself, stating that it does that. Should I reword that comment? -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:56, 2 September 2017 (UTC)<br />
<br />
::::::I just found this sentence in the language template and also in other translated /de articles. That was why I used it, I didn't know the translation template does this job. I need to say I'm not very used to wikis in terms of templates ''programming'' and stuff. Also there is no guide which explains all this.<br />
<br />
::::::What do you think about my attempt of the english [[User:Hoeloe/sandbox|Wordlgenerator]]-page? I messed arround with the page again. The ''How it works'' part is now in ''Generation'', Made no sence to me to seperate this. I also changed that ''Generation'' is the first section (we can still swap this afterwards). The ''Presets'' part now does directly attend the individual presets. [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 08:04, 4 September 2017 (UTC)<br />
<br />
:::::::Such a (style) guide is currently WIP. Just another thing that is missing documentation :/<br />
<br />
:::::::Looks good so far. However, I think putting the technical generation info first isn't a good move. I imagine that the article is frequented by beginners who just want to know what changing the settings does, not how excatl the world is generated, or when chunks are generated. I think it would be a better idea to take the first few paragraphs of that section (up to the algorithm subsection) and leave them at the beginning of the article, perhaps without a header, more as a general thing. The rest of the generation section should be moved below the presets. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:44, 4 September 2017 (UTC)<br />
<br />
== About <nowiki>{{translation/ms}}</nowiki> ==<br />
<br />
Will do... and now I know how that template works. [[User:SNN95|SNN95]] ([[User talk:SNN95|talk]]) 11:14, 1 October 2017 (UTC)<br />
<br />
== Shipwreck ==<br />
<br />
I understand the merging, but did you really need to wipe everything? I worked a very long time on that stuff. I don't see the harm in the shipwreck getting mentioned. It is part of the game - something the player can interact with. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:28, 26 January 2018 (UTC)<br />
<br />
:Well, the page had to go and I thought I had copied the relevant info. The problem is simply that we cant document the campaign only items at the same place as the freeplay items, that would only confuse the player; but making the shipwreck a subpage of the campaign page doesnt sound useful either, so the info should just be on the campaign (sub-)page. Feel free to add more info back to the campaign page. Since I dont think you can view the deleted page, I copied the latest state of the Shipwreck page to hastebin: [https://hastebin.com/semafisila]. Let me know if you think some of the images should be restored too, or just include them in the campagin page text about the shipwreck as redlinks and I'll restore the relevant ones. I hope this solution is okay for you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 09:00, 26 January 2018 (UTC)<br />
<br />
== Template:Inventory/pl ==<br />
<br />
Hi Bilka, <br />
I apologize for the confusion with the site Inventory/pl, I read the rules, but I did not apply :(<br />
<br />
I wanted to make the name appear in my language after hovering over the icon, so I just start translate in links on this page, from <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}]]</div></pre> to <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|Taśmociąg]]</div></pre><br />
<br />
After you deleted the page, I started to wonder if it would be better to add to all links in Template:Inventory <pre>{{Translation|...}}</pre> for example: <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|{{Translation|Transport belt}}]]</div></pre><br />
<br />
Do I think right? {{Unsigned|JakubSTR|11:15, 9 February 2018}}<br />
<br />
: That indeed was a good idea, so I added it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:41, 9 February 2018 (UTC)<br />
<br />
== Intermediary Products ==<br />
<br />
Am I allowed to make a page on intermediary products? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:06, 9 February 2018 (UTC)<br />
<br />
: What would be on it? We already have [[:Category:Intermediate products]] which lists all of the items in the intermediate tab in the inventory, what extra information would you add to a page about them? Also please consider moving this discussion to the wiki-work channel in the [https://discord.gg/factorio factorio subreddit discord], communication is much faster there :) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:16, 9 February 2018 (UTC)<br />
<br />
== Is there any ways to mark the translation obsolete? ==<br />
<br />
Hi Bilka! I'm glad that [[special:diff/156286|you gave me a welcome message]].<br />
<br />
I found some of translations obsolete and useless.<br />
For example, the Japanese version of [[Electric system/ja|Electric system]] didn't mentioned [[Steam turbine]] or [[Nuclear power (research)]].<br />
Maybe it's too much and too obvious for example, but there should be more obsolete texts it's not so clear to be obsolete.<br />
<br />
The wiki forced editors to follow the English version, so I think it's convenient if there is a template, a category or something to state that the translation is obsolete. (It's also good if some bots automagically detect the obsolete pages and notify readers/writers of that)<br />
--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 07:34, 8 March 2018 (UTC)<br />
<br />
:If we had such a template, we would just end up with many pages being marked, which is not an improvement, it's just clutter. If you see that a page is outdated, update it. If you dont have the time/energy/whatever to update it, put it on a to-do-list in your userspace. This has the same result as marking with a template, but wont clutter a lot of pages. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 20:14, 8 March 2018 (UTC)<br />
<br />
:: First, I don't think it's not an improvement that mark obsolete pages obsolete, since it could be simply a lie. It helps not only writers but also readers. So I don't think it's enough to put in my mind or my userspace.<br />
:: But your concern is reasonable. Well, If we put and remove the template by hand, it should be just clutter. But I don't think leaving it to bots are quite hard. Basically, it watches [[Special:RecentChanges]]. If an English page is edited, then follow the inter-lang links and paste the template(or anything). If a non-English page which contains the template is edited, simply remove the template. If this is too much or too less, we can add some conditions like:<br />
::* tolerant to small changes (ex: edit only 2bytes changed, which is likely to fix typo)<br />
::* tolerant unless it's too obsolete (ex: only if the sum of changes in the original is more than a threshold / only if the translation is n-months older than original)<br />
::* force non-English editors to tell translation edits from the other minor ones apart (ex: translate edit should contain '[Tt]ranslat' in Summary)<br />
::* etc...<br />
:: If your concern is that template/category/something itself is a clutter to readers, maybe it's not so much. [https://en.wikipedia.org/wiki/Category:Articles_needing_additional_references Make it hidden category as wikipedia do]. If your concern is about server performances, it's over. I have no way to deal it with :P --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 04:59, 9 March 2018 (UTC)<br />
<br />
::: My concern is that it wont be useful because so many pages will be marked. Furthermore, a script that automatically marks pages will be very error-prone since it's a bot, and not a human. But I should be able to throw together a script that makes a list of most likely outdated pages. That will take a few days, then we can review the list to see if it would actually be useful to mark all of those pages, and take appropiate action. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:37, 9 March 2018 (UTC)<br />
<br />
:::: I understood your concern. And I believe it can be solved by an appropriate conditioning. Anyway, I'm glad to hear that you are willing to try it to gather information to review. Thank you for your support with a bot. I hope it will work out fine. (p.s. I don't know [https://www.mediawiki.org/wiki/Help:Bots what language you are using to run bot on the wiki], but I can r/w some python or java so maybe I can help you with reviewing script)--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 10:32, 10 March 2018 (UTC)<br />
<br />
== Translate template to different word-order languages ==<br />
<br />
Hi Bilka! I find it hard to translate [[:Template:about]] to Japanese.<br />
<br />
In the [[Factorio:Translation_guide]], it says translation of templates should be done with just replace the argument of the template.<br />
And the first sentence of [[:Template:about]] is <code><nowiki>{{Translation|This article is about}} {{{1}}}.</nowiki></code>.<br />
But in Japanese, that sentence should be translated as <code><nowiki>この項目では、{{{1}}}について説明しています。</nowiki></code>. I mean, another translation template is needed after <code><nowiki>{{{1}}}</nowiki></code> to simply substitute. Some similar issue should be aroud here and there since Japanese has quite different word-order to English or other Europian languages, so I want to know how to translate in such cases.<br />
<br />
(reference: [https://ja.wikipedia.org/wiki/Template:Otheruses#%E4%BB%96%E3%81%AE%E9%A0%85%E7%9B%AE%E3%81%B8%E3%81%AE%E8%AA%98%E5%B0%8E Template:Otheruses in Japanese Wikipedia], which is used as equivalent of [https://en.wikipedia.org/wiki/Template:About Template:About in the other languages].){{Unsigned|Fried biter|13:20, 10 March 2018}}<br />
<br />
:Sadly there is no good way to solve this issue. Due to how translations are set up on this wiki, I can't add another translation template after the <code><nowiki>{{{1}}}</nowiki></code>, or include it in the template used for the sentence, neither of these options would yield the desired result. So, your options now are either making template:about/ja and translating the template directly, or rewording the sentence in a way that uses the English sentence structure, which would be preferable. I can understand that the second option may be very hard to do, which is why the first option would be acceptable. This issue and the options to solve it vary on a case by case basis, so please let me know of any other templates where you also have this problem before doing anything with them. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 14:03, 11 March 2018 (UTC)<br />
<br />
:: Okay, I will postpone translating [https://wiki.factorio.com/Special:AllPages?from=&to=&namespace=10 the templates] until the consensus about how to translate them has reached by the Japanese editors community. Additionally, I will inspect them and try translations by rewording. If it's done, I will notice you. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 05:30, 12 March 2018 (UTC)<br />
<br />
== Getting rid of BurnerNav template ==<br />
<br />
Hi, Thanks for the initial warm welcome!<br />
<br />
I've seen that the [[Template:BurnerNav]] didn't get the same treatment as other nav templates, so I've added missing links. However, I've now realised that the content of this template is entirely covered by other nav templates (Intermediate products, Production items, Logistics templates). What about getting rid of that template and relaying on the existing ones instead? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 17:53, 28 March 2018 (UTC)<br />
<br />
:I agree, so I added the valid fuel row to the infoboxes to completely replace the template, the template will be deleted soon. Please next time think about these kind of implications before editing some of the most used templates on the wiki. Thank you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 18:37, 28 March 2018 (UTC)<br />
<br />
:: Yes, definitely a big oversight from my side. Sorry about that! [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 18:58, 28 March 2018 (UTC)</div>Spyhawkhttps://wiki.factorio.com/index.php?title=User_talk:Bilka&diff=157798User talk:Bilka2018-03-28T17:53:21Z<p>Spyhawk: /* Getting rid of BurnerNav template */ new section</p>
<hr />
<div>'''Welcome to ''factorio''!'''<br />
We hope you will contribute much and well.<br />
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].<br />
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 13:07, 17 November 2016 (UTC)<br />
<br />
== Templates that might need CSS cleanup ==<br />
* [[Template:Outdated image]]<br />
** Consider adding css for ''.boilerplate'' classes. This will put all the css of [[Template:Game image]], [[Template:Move]], [[Template:Screenshot]], etc. in one place and reduce loading times --[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]])<br />
<s><br />
* [[Template:Game image]]<br />
</s><br />
--[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]]) 11:37, 29 April 2017 (UTC)<br />
=== Cleanup done ===<br />
* [[Template:Key]]<br />
* [[Template:Move]]<br />
* [[Template:Disambiguation]]<br />
* [[Template:Cleanup]]<br />
* [[Template:Delete]]<br />
--[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 11:52, 29 April 2017 (UTC)<br />
<br />
: CSS has been merged into .factorio-boilerplate for all templates that use [[Template:Boilerplate]]. [[Template:Outdated image]], [[Template:Game image]], and [[Template:Screenshot]] still use .boilerplate. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:48, 9 February 2018 (UTC)<br />
<br />
== Navigation box links ==<br />
<br />
Hi Bilka! I found the misfunction on [[Factorio:Navigation|Navigation]] page. There are links to Navboxes in lower row of each Navbox but in all languages it links to English template. I'm going to change links. Please see the [[User:Snowball_II/Sandbox/ru|example]]. Is it OK to create pages [[Template:ProductionNav/ru]], [[Template:CombatNav/ru]] and so on? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 22:50, 11 May 2017 (UTC)<br />
<br>One more question. Is it OK to create pages with Russian names. For example [[Железная плита]] with redirection to [[Iron_plate/ru]]? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 13:05, 12 May 2017 (UTC)<br />
<br />
: Hi again. I have not received any response so i create pages [[Factorio:Navigation/Logistics]], [[Factorio:Navigation/Logistics/ru]] and change link on [[Template:ProductionNav]]. Don't you mind? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 19:59, 15 May 2017 (UTC)<br />
<br />
:: Hey there snowball. Not sure why Bilka didn't respond to you, but we are internally debating how to fix navigation boxes. Please leave it alone until we can form a consensus. As for creating russian redirection names, that's completely fine. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - <span style="color:#FF0000">Admin</span> 21:21, 15 May 2017 (UTC)<br />
<br />
== German translation worldgenerator ==<br />
<br />
Hi Bilka! I just tried to translate the page [[World_generator]] and for me it feels like the page is verry unorganized since it's not written with a intelligent order. So I stopped translating and tried to rearrange the site. My goal was, writing about the Generator in general, then talking about possible configurations, after that talking about the presets. This because it makes no sence for me to talk about presets if you don't understand what they actually change within the config. So I tried to build up the page like you see the menu ingame. I would like to hear your feedback on my attempt. [[user:Hoeloe/de|Weltengenerator Vorschlag]]<br />
<br />
Another problem are those sheets with the preesets. I don't know right now if it makes sence to translate them and how. What do you think, can you help me?<br />
<br />
Btw: Thanks for CoReading my stuff and checking for typos, I'm trying my best :)<br />
<br />
Greetngs from switzerland [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 11:39, 1 September 2017 (UTC)<br />
<br />
:Your organization definitely seems better to me. I think the biggest problem of the article is that it talks about the gui, its options and their effects, and about how the world generation works. Your organization somewhat seperates those topics, which makes the article more readable.<br />
<br />
:Some possible improvements: Perhaps you could also list the presets and their descriptions in the first small section on them, and then put something like "Für genauere Information was die Voreinstellungen verändern, siehe [[#Voreinstellungen|]]". A link from the "basically it works with perlin noise" to the section that explains more about it would also be good. I think it might be a good idea to rework the preset resource table so that it only lists the ''changes'' from the default, instead of every single option, no matter if one of the presets changes it. Since the official game has translaions on everything used in the world generation gui, translating the rest of the tables shouldn't be too hard. It would be nice if you could do that reorganization also on the English page, "aber es ist kein muss".<br />
<br />
:I appreciate how well you translate pages. I personally struggle with translating pages like Crafting or the World generator page because I am so used to the English words for things that I can't find appropriate German translations (even though German is my first language...). So thank you for your work on them! -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:12, 1 September 2017 (UTC)<br />
<br />
::Thanks for your feedback. I will try to totally rewrite the presets part, but first I need to think about how to. I often use links, sometimes it feels too much for me, but the Perlin Noise one makes sence. There is one big point about the english page I struggle. The [[User:Hoeloe/de#Erweiterte_Konfiguration|Erweiterte Konfiguration]] is actually not covered right now. I don't know, maybe I will try to rewrite the english one, but I definitely need someone to check it since english is not my native language as well.<br />
<br />
::I just translate the stuff 1:1, rearrange the sentence so it's readable in german and sometimes I switch some terms for better wording. But I know, sometimes you realy need to think about it since english can be written verry easy, flat and repeating while german can be very complex. I thank you for appreciating my work and also that you check it and help me. Ah and when you read my stuff particularly check for missing β's since this letter does not exist in the Swiss-Deutsche Rechtschreibung :) -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 13:30, 1 September 2017 (UTC)<br />
<br />
:::Yeah, the advanced options just weren't added to that page yet because it hasn't really seen much of an update to 0.15. I can definitely check the changed page (or your WIP of a rework) for language or ask Gangsir to have a look at it. But what I can read from you right now, your English isn't too bad either :) As a heads up: You should translate page titles, like the title on the crafting page or on the campaign page, using the translation/de template instead of displaytitle. Oh and when you use the languages template, please don't put a blank line between it and the following text. Doing that creates some ugly whitespace at the start of the page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:16, 1 September 2017 (UTC)<br />
<br />
::::Okay, *hust* wieso sagt mir das keiner? Dann möge jemand die Anleitung aus dem Language Template entfernen! :P -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 12:43, 2 September 2017 (UTC)<br />
<br />
:::::I don't see any instructions on that template page that mention using displaytitle. Only in the template itself, stating that it does that. Should I reword that comment? -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:56, 2 September 2017 (UTC)<br />
<br />
::::::I just found this sentence in the language template and also in other translated /de articles. That was why I used it, I didn't know the translation template does this job. I need to say I'm not very used to wikis in terms of templates ''programming'' and stuff. Also there is no guide which explains all this.<br />
<br />
::::::What do you think about my attempt of the english [[User:Hoeloe/sandbox|Wordlgenerator]]-page? I messed arround with the page again. The ''How it works'' part is now in ''Generation'', Made no sence to me to seperate this. I also changed that ''Generation'' is the first section (we can still swap this afterwards). The ''Presets'' part now does directly attend the individual presets. [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 08:04, 4 September 2017 (UTC)<br />
<br />
:::::::Such a (style) guide is currently WIP. Just another thing that is missing documentation :/<br />
<br />
:::::::Looks good so far. However, I think putting the technical generation info first isn't a good move. I imagine that the article is frequented by beginners who just want to know what changing the settings does, not how excatl the world is generated, or when chunks are generated. I think it would be a better idea to take the first few paragraphs of that section (up to the algorithm subsection) and leave them at the beginning of the article, perhaps without a header, more as a general thing. The rest of the generation section should be moved below the presets. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:44, 4 September 2017 (UTC)<br />
<br />
== About <nowiki>{{translation/ms}}</nowiki> ==<br />
<br />
Will do... and now I know how that template works. [[User:SNN95|SNN95]] ([[User talk:SNN95|talk]]) 11:14, 1 October 2017 (UTC)<br />
<br />
== Shipwreck ==<br />
<br />
I understand the merging, but did you really need to wipe everything? I worked a very long time on that stuff. I don't see the harm in the shipwreck getting mentioned. It is part of the game - something the player can interact with. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:28, 26 January 2018 (UTC)<br />
<br />
:Well, the page had to go and I thought I had copied the relevant info. The problem is simply that we cant document the campaign only items at the same place as the freeplay items, that would only confuse the player; but making the shipwreck a subpage of the campaign page doesnt sound useful either, so the info should just be on the campaign (sub-)page. Feel free to add more info back to the campaign page. Since I dont think you can view the deleted page, I copied the latest state of the Shipwreck page to hastebin: [https://hastebin.com/semafisila]. Let me know if you think some of the images should be restored too, or just include them in the campagin page text about the shipwreck as redlinks and I'll restore the relevant ones. I hope this solution is okay for you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 09:00, 26 January 2018 (UTC)<br />
<br />
== Template:Inventory/pl ==<br />
<br />
Hi Bilka, <br />
I apologize for the confusion with the site Inventory/pl, I read the rules, but I did not apply :(<br />
<br />
I wanted to make the name appear in my language after hovering over the icon, so I just start translate in links on this page, from <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}]]</div></pre> to <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|Taśmociąg]]</div></pre><br />
<br />
After you deleted the page, I started to wonder if it would be better to add to all links in Template:Inventory <pre>{{Translation|...}}</pre> for example: <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|{{Translation|Transport belt}}]]</div></pre><br />
<br />
Do I think right? {{Unsigned|JakubSTR|11:15, 9 February 2018}}<br />
<br />
: That indeed was a good idea, so I added it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:41, 9 February 2018 (UTC)<br />
<br />
== Intermediary Products ==<br />
<br />
Am I allowed to make a page on intermediary products? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:06, 9 February 2018 (UTC)<br />
<br />
: What would be on it? We already have [[:Category:Intermediate products]] which lists all of the items in the intermediate tab in the inventory, what extra information would you add to a page about them? Also please consider moving this discussion to the wiki-work channel in the [https://discord.gg/factorio factorio subreddit discord], communication is much faster there :) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:16, 9 February 2018 (UTC)<br />
<br />
== Is there any ways to mark the translation obsolete? ==<br />
<br />
Hi Bilka! I'm glad that [[special:diff/156286|you gave me a welcome message]].<br />
<br />
I found some of translations obsolete and useless.<br />
For example, the Japanese version of [[Electric system/ja|Electric system]] didn't mentioned [[Steam turbine]] or [[Nuclear power (research)]].<br />
Maybe it's too much and too obvious for example, but there should be more obsolete texts it's not so clear to be obsolete.<br />
<br />
The wiki forced editors to follow the English version, so I think it's convenient if there is a template, a category or something to state that the translation is obsolete. (It's also good if some bots automagically detect the obsolete pages and notify readers/writers of that)<br />
--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 07:34, 8 March 2018 (UTC)<br />
<br />
:If we had such a template, we would just end up with many pages being marked, which is not an improvement, it's just clutter. If you see that a page is outdated, update it. If you dont have the time/energy/whatever to update it, put it on a to-do-list in your userspace. This has the same result as marking with a template, but wont clutter a lot of pages. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 20:14, 8 March 2018 (UTC)<br />
<br />
:: First, I don't think it's not an improvement that mark obsolete pages obsolete, since it could be simply a lie. It helps not only writers but also readers. So I don't think it's enough to put in my mind or my userspace.<br />
:: But your concern is reasonable. Well, If we put and remove the template by hand, it should be just clutter. But I don't think leaving it to bots are quite hard. Basically, it watches [[Special:RecentChanges]]. If an English page is edited, then follow the inter-lang links and paste the template(or anything). If a non-English page which contains the template is edited, simply remove the template. If this is too much or too less, we can add some conditions like:<br />
::* tolerant to small changes (ex: edit only 2bytes changed, which is likely to fix typo)<br />
::* tolerant unless it's too obsolete (ex: only if the sum of changes in the original is more than a threshold / only if the translation is n-months older than original)<br />
::* force non-English editors to tell translation edits from the other minor ones apart (ex: translate edit should contain '[Tt]ranslat' in Summary)<br />
::* etc...<br />
:: If your concern is that template/category/something itself is a clutter to readers, maybe it's not so much. [https://en.wikipedia.org/wiki/Category:Articles_needing_additional_references Make it hidden category as wikipedia do]. If your concern is about server performances, it's over. I have no way to deal it with :P --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 04:59, 9 March 2018 (UTC)<br />
<br />
::: My concern is that it wont be useful because so many pages will be marked. Furthermore, a script that automatically marks pages will be very error-prone since it's a bot, and not a human. But I should be able to throw together a script that makes a list of most likely outdated pages. That will take a few days, then we can review the list to see if it would actually be useful to mark all of those pages, and take appropiate action. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:37, 9 March 2018 (UTC)<br />
<br />
:::: I understood your concern. And I believe it can be solved by an appropriate conditioning. Anyway, I'm glad to hear that you are willing to try it to gather information to review. Thank you for your support with a bot. I hope it will work out fine. (p.s. I don't know [https://www.mediawiki.org/wiki/Help:Bots what language you are using to run bot on the wiki], but I can r/w some python or java so maybe I can help you with reviewing script)--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 10:32, 10 March 2018 (UTC)<br />
<br />
== Translate template to different word-order languages ==<br />
<br />
Hi Bilka! I find it hard to translate [[:Template:about]] to Japanese.<br />
<br />
In the [[Factorio:Translation_guide]], it says translation of templates should be done with just replace the argument of the template.<br />
And the first sentence of [[:Template:about]] is <code><nowiki>{{Translation|This article is about}} {{{1}}}.</nowiki></code>.<br />
But in Japanese, that sentence should be translated as <code><nowiki>この項目では、{{{1}}}について説明しています。</nowiki></code>. I mean, another translation template is needed after <code><nowiki>{{{1}}}</nowiki></code> to simply substitute. Some similar issue should be aroud here and there since Japanese has quite different word-order to English or other Europian languages, so I want to know how to translate in such cases.<br />
<br />
(reference: [https://ja.wikipedia.org/wiki/Template:Otheruses#%E4%BB%96%E3%81%AE%E9%A0%85%E7%9B%AE%E3%81%B8%E3%81%AE%E8%AA%98%E5%B0%8E Template:Otheruses in Japanese Wikipedia], which is used as equivalent of [https://en.wikipedia.org/wiki/Template:About Template:About in the other languages].){{Unsigned|Fried biter|13:20, 10 March 2018}}<br />
<br />
:Sadly there is no good way to solve this issue. Due to how translations are set up on this wiki, I can't add another translation template after the <code><nowiki>{{{1}}}</nowiki></code>, or include it in the template used for the sentence, neither of these options would yield the desired result. So, your options now are either making template:about/ja and translating the template directly, or rewording the sentence in a way that uses the English sentence structure, which would be preferable. I can understand that the second option may be very hard to do, which is why the first option would be acceptable. This issue and the options to solve it vary on a case by case basis, so please let me know of any other templates where you also have this problem before doing anything with them. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 14:03, 11 March 2018 (UTC)<br />
<br />
:: Okay, I will postpone translating [https://wiki.factorio.com/Special:AllPages?from=&to=&namespace=10 the templates] until the consensus about how to translate them has reached by the Japanese editors community. Additionally, I will inspect them and try translations by rewording. If it's done, I will notice you. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 05:30, 12 March 2018 (UTC)<br />
<br />
== Getting rid of BurnerNav template ==<br />
<br />
Hi, Thanks for the initial warm welcome!<br />
<br />
I've seen that the [[Template:BurnerNav]] didn't get the same treatment as other nav templates, so I've added missing links. However, I've now realised that the content of this template is entirely covered by other nav templates (Intermediate products, Production items, Logistics templates). What about getting rid of that template and relaying on the existing ones instead? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 17:53, 28 March 2018 (UTC)</div>Spyhawkhttps://wiki.factorio.com/index.php?title=User:Spyhawk&diff=157796User:Spyhawk2018-03-28T17:23:15Z<p>Spyhawk: /* Factorio Wiki */ added link to useful management templates</p>
<hr />
<div>I am a blue-collar Factorio worker.<br />
<br />
== Factorio Wiki ==<br />
General:<br />
* [[Factorio:Wiki rules|Wiki rules]]<br />
* [[Factorio:Style guide|Style guide]]<br />
* [[Factorio:Editor noticeboard|Editor noticeboard]]<br />
Wiki management templates:<br />
* [https://wiki.factorio.com/Category:Article_management_templates Article management templates]<br />
<br />
== Navigation pages ==<br />
* [[Factorio:Navigation]]<br />
<br />
* [[Template:LogisticsNav]]<br />
* [[Template:ProductionNav]]<br />
* [[Template:IntermediateNav]]<br />
* [[Template:CombatNav]]<br />
* [[Template:TechNav]]<br />
* [[Template:BurnerNav]]<br />
<br />
== Version pages ==<br />
To be updated on new release:<br />
<br />
* [[Main_Page/Latest_versions|Latest versions]]<br />
* [[Template:VersionNav]]</div>Spyhawkhttps://wiki.factorio.com/index.php?title=User:Spyhawk&diff=157795User:Spyhawk2018-03-28T17:15:22Z<p>Spyhawk: /* Version pages */ added latest versions link</p>
<hr />
<div>I am a blue-collar Factorio worker.<br />
<br />
== Factorio Wiki ==<br />
* [[Factorio:Wiki rules|Wiki rules]]<br />
* [[Factorio:Style guide|Style guide]]<br />
* [[Factorio:Editor noticeboard|Editor noticeboard]]<br />
<br />
== Navigation pages ==<br />
* [[Factorio:Navigation]]<br />
<br />
* [[Template:LogisticsNav]]<br />
* [[Template:ProductionNav]]<br />
* [[Template:IntermediateNav]]<br />
* [[Template:CombatNav]]<br />
* [[Template:TechNav]]<br />
* [[Template:BurnerNav]]<br />
<br />
== Version pages ==<br />
To be updated on new release:<br />
<br />
* [[Main_Page/Latest_versions|Latest versions]]<br />
* [[Template:VersionNav]]</div>Spyhawkhttps://wiki.factorio.com/index.php?title=User:Spyhawk&diff=157794User:Spyhawk2018-03-28T17:13:33Z<p>Spyhawk: /* Navigation pages */ split VersionNav link to own category</p>
<hr />
<div>I am a blue-collar Factorio worker.<br />
<br />
== Factorio Wiki ==<br />
* [[Factorio:Wiki rules|Wiki rules]]<br />
* [[Factorio:Style guide|Style guide]]<br />
* [[Factorio:Editor noticeboard|Editor noticeboard]]<br />
<br />
== Navigation pages ==<br />
* [[Factorio:Navigation]]<br />
<br />
* [[Template:LogisticsNav]]<br />
* [[Template:ProductionNav]]<br />
* [[Template:IntermediateNav]]<br />
* [[Template:CombatNav]]<br />
* [[Template:TechNav]]<br />
* [[Template:BurnerNav]]<br />
<br />
== Version pages ==<br />
* [[Template:VersionNav]]</div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:TechNav&diff=157793Template:TechNav2018-03-28T17:09:12Z<p>Spyhawk: Added missing BurnerNav link</p>
<hr />
<div>{{Navbox<br />
|title = {{Translation|Technologies}}<br />
<br />
|titlestyle = background:#000;color:white<br />
|groupstyle = background:#bbb<br />
|liststyle = background:#ddd<br />
<br />
|group1 = {{Translation|Machines}}<br />
|list1 = <br />
*{{NavboxIconLink|Advanced electronics (research)|Advanced electronics}}<br />
**{{TransLink|Advanced electronics 2 (research)|2}}<br />
*{{NavboxIconLink|Automation (research)|Automation}}<br />
**{{TransLink|Automation 2 (research)|2}}<br />
**{{TransLink|Automation 3 (research)|3}}<br />
*{{NavboxIconLink|Electric energy accumulators (research)|Electric energy accumulators}}<br />
*{{NavboxIconLink|Electric energy distribution 1 (research)|Electric energy distribution 1}} <br />
**{{TransLink|Electric energy distribution 2 (research)|2}}<br />
*{{NavboxIconLink|Fluid handling (research)|Fluid handling}}<br />
*{{NavboxIconLink|Logistics (research)|Logistics}} <br />
**{{TransLink|Logistics 2 (research)|2}}<br />
**{{TransLink|Logistics 3 (research)|3}}<br />
*{{NavboxIconLink|Nuclear power (research)|Nuclear power}}<br />
*{{NavboxIconLink|Oil processing (research)|Oil processing}}<br />
*{{NavboxIconLink|Rocket silo (research)|Rocket silo}}<br />
*{{NavboxIconLink|Solar energy (research)|Solar energy}}<br />
*{{NavboxIconLink|Stack inserter (research)|Stack inserter}}<br />
<br />
|group2 = {{Translation|Military}}/{{Translation|Weaponry}}<br />
|list2 = <br />
*{{NavboxIconLink|Atomic bomb (research)|Atomic bomb}}<br />
*{{NavboxIconLink|Combat robotics (research)|Combat robotics}}<br />
**{{TransLink|Combat robotics 2 (research)|2}}<br />
**{{TransLink|Combat robotics 3 (research)|3}}<br />
*{{NavboxIconLink|Flamethrower (research)|Flamethrower}}<br />
*{{NavboxIconLink|Military (research)|Military}}<br />
**{{TransLink|Military 2 (research)|2}}<br />
**{{TransLink|Military 3 (research)|3}}<br />
**{{TransLink|Military 4 (research)|4}}<br />
*{{NavboxIconLink|Rocketry (research)|Rocketry}}<br />
**{{TransLink|Explosive rocketry (research)|explosive}}<br />
*{{NavboxIconLink|Uranium ammo (research)|Uranium ammo}}<br />
<br />
|group3 = {{Translation|Bonuses}}<br />
|list3 =<br />
*{{NavboxIconLink|Artillery shell range (research)|Artillery shell range}}<br />
*{{NavboxIconLink|Artillery shell shooting speed (research)|Artillery shell shooting speed}}<br />
*{{NavboxIconLink|Braking force (research)|Braking force}}<br />
*{{NavboxIconLink|Bullet damage (research)|Bullet damage}}<br />
*{{NavboxIconLink|Bullet shooting speed (research)|Bullet shooting speed}}<br />
*{{NavboxIconLink|Cannon shell damage (research)|Cannon shell damage}}<br />
*{{NavboxIconLink|Cannon shell shooting speed (research)|Cannon shell shooting speed}}<br />
*{{NavboxIconLink|Combat robot damage (research)|Combat robot damage}}<br />
*{{NavboxIconLink|Flamethrower damage (research)|Flamethrower damage}}<br />
*{{NavboxIconLink|Follower robot count (research)|Follower robot count}}<br />
*{{NavboxIconLink|Grenade damage (research)|Grenade damage}}<br />
*{{NavboxIconLink|Gun turret damage (research)|Gun turret damage}}<br />
*{{NavboxIconLink|Inserter capacity bonus (research)|Inserter capacity bonus}}<br />
*{{NavboxIconLink|Lab research speed (research)|Lab research speed}}<br />
*{{NavboxIconLink|Laser turret damage (research)|Laser turret damage}}<br />
*{{NavboxIconLink|Laser turret shooting speed (research)|Laser turret shooting speed}}<br />
*{{NavboxIconLink|Mining productivity (research)|Mining productivity}}<br />
*{{NavboxIconLink|Rocket damage (research)|Rocket damage}}<br />
*{{NavboxIconLink|Rocket shooting speed (research)|Rocket shooting speed}}<br />
*{{NavboxIconLink|Shotgun shell damage (research)|Shotgun shell damage}}<br />
*{{NavboxIconLink|Shotgun shell shooting speed (research)|Shotgun shell shooting speed}}<br />
*{{NavboxIconLink|Worker robot cargo size (research)|Worker robot cargo size}}<br />
*{{NavboxIconLink|Worker robot speed (research)|Worker robot speed}}<br />
<br />
|group4 = {{Translation|Player augmentation}}<br />
|list4 = <br />
*{{NavboxIconLink|Character logistic slots (research)|Character logistic slots}}<br />
**{{TransLink|Character logistic trash slots (research)|trash}}<br />
**{{TransLink|Auto character logistic trash slots (research)|auto trash}}<br />
*{{NavboxIconLink|Construction robotics (research)|Construction robotics}}<br />
*{{NavboxIconLink|Logistic robotics (research)|Logistic robotics}}<br />
*{{NavboxIconLink|Toolbelt (research)|Toolbelt}}<br />
<br />
|group5 = {{Translation|Defense}}<br />
|list5 =<br />
*{{NavboxIconLink|Heavy armor (research)|Heavy armor}}<br />
*{{NavboxIconLink|Modular armor (research)|Modular armor}}<br />
*{{NavboxIconLink|Power armor (research)|Power armor}} <br />
**{{TransLink|Power armor 2 (research)|2}}<br />
*{{NavboxIconLink|Gates (research)|Gates}}<br />
*{{NavboxIconLink|Landmines (research)|Landmines}}<br />
*{{NavboxIconLink|Stone walls (research)|Stone walls}}<br />
*{{NavboxIconLink|Turrets (research)|Gun turrets}}<br />
*{{NavboxIconLink|Laser turrets (research)|Laser turrets}}<br />
*{{NavboxIconLink|Artillery (research)|Artillery}}<br />
<br />
|group6 = {{TransLink|Crafting}}<br />
|list6 = <br />
*{{NavboxIconLink|Advanced material processing (research)|Advanced material processing}}<br />
**{{TransLink|Advanced material processing 2 (research)|2}}<br />
*{{NavboxIconLink|Advanced oil processing (research)|Advanced oil processing}}<br />
*{{NavboxIconLink|Battery (research)|Battery}}<br />
*{{NavboxIconLink|Circuit network (research)|Circuit network}}<br />
*{{NavboxIconLink|Cliff explosives (research)|Cliff explosives}}<br />
*{{NavboxIconLink|Coal liquefaction (research)|Coal liquefaction}}<br />
*{{NavboxIconLink|Concrete (research)|Concrete}}<br />
*{{NavboxIconLink|Electronics (research)|Electronics}}<br />
*{{NavboxIconLink|Engine (research)|Engine}}<br />
*{{NavboxIconLink|Electric engine (research)|Electric engine}}<br />
*{{NavboxIconLink|Explosives (research)|Explosives}}<br />
*{{NavboxIconLink|Flammables (research)|Flammables}}<br />
*{{NavboxIconLink|Flight (research)|Flight}}<br />
*{{NavboxIconLink|Kovarex enrichment process (research)|Kovarex enrichment process}}<br />
*{{NavboxIconLink|Landfill (research)|Landfill}}<br />
*{{NavboxIconLink|Laser (research)|Laser}}<br />
*{{NavboxIconLink|Logistic system (research)|Logistic system}}<br />
*{{NavboxIconLink|Nuclear fuel reprocessing (research)|Nuclear fuel reprocessing}}<br />
*{{NavboxIconLink|Optics (research)|Optics}}<br />
*{{NavboxIconLink|Plastics (research)|Plastics}}<br />
*{{NavboxIconLink|Robotics (research)|Robotics}}<br />
*{{NavboxIconLink|Steel processing (research)|Steel processing}}<br />
*{{NavboxIconLink|Sulfur processing (research)|Sulfur processing}}<br />
<br />
|group7 = {{Translation|Transportation}}<br />
|list7 = <br />
*{{NavboxIconLink|Automated rail transportation (research)|Automated rail transportation}}<br />
*{{NavboxIconLink|Automobilism (research)|Automobilism}}<br />
*{{NavboxIconLink|Fluid wagon (research)|Fluid wagon}}<br />
*{{NavboxIconLink|Rail signals (research)|Rail signals}}<br />
*{{NavboxIconLink|Railway (research)|Railway}}<br />
*{{NavboxIconLink|Tanks (research)|Tanks}}<br />
<br />
|group8 = {{TransLink|Equipment modules}}<br />
|list8 = <br />
*{{NavboxIconLink|Battery equipment (research)|Battery equipment}}<br />
**{{TransLink|Battery MK2 equipment (research)|MK2}}<br />
*{{NavboxIconLink|Discharge defense (research)|Discharge defense}}<br />
*{{NavboxIconLink|Energy shield equipment (research)|Energy shield equipment}}<br />
**{{TransLink|Energy shield MK2 equipment (research)|MK2}}<br />
*{{NavboxIconLink|Exoskeleton equipment (research)|Exoskeleton equipment}}<br />
*{{NavboxIconLink|Nightvision equipment (research)|Nightvision equipment}}<br />
*{{NavboxIconLink|Personal laser defense (research)|Personal laser defense}}<br />
*{{NavboxIconLink|Personal roboport (research)|Personal roboport}}<br />
**{{TransLink|Personal roboport 2 (research)|2}}<br />
*{{NavboxIconLink|Portable fusion reactor (research)|Portable fusion reactor}}<br />
*{{NavboxIconLink|Portable solar panel (research)|Portable solar panel}}<br />
<br />
|group9 = {{TransLink|Module|Modules}}<br />
|list9 = <br />
*{{NavboxIconLink|Modules (research)|Modules}}<br />
*{{NavboxIconLink|Effect transmission (research)|Effect transmission}}<br />
*{{NavboxIconLink|Efficiency module (research)|Efficiency module}}<br />
**{{TransLink|Efficiency module 2 (research)|2}}<br />
**{{TransLink|Efficiency module 3 (research)|3}}<br />
*{{NavboxIconLink|Productivity module (research)|Productivity module}}<br />
**{{TransLink|Productivity module 2 (research)|2}}<br />
**{{TransLink|Productivity module 3 (research)|3}}<br />
*{{NavboxIconLink|Speed module (research)|Speed module}}<br />
**{{TransLink|Speed module 2 (research)|2}}<br />
**{{TransLink|Speed module 3 (research)|3}}<br />
<br />
|group10 = {{TransLink|Factorio:Navigation|Navigation}}<br />
|list10 = <br />
* [[Template:LogisticsNav|{{Translation|Logistics}}]]<br />
* [[Template:ProductionNav|{{Translation|Production}}]]<br />
* [[Template:IntermediateNav|{{Translation|Intermediate products}}]]<br />
* [[Template:CombatNav|{{Translation|Combat}}]]<br />
* [[Template:BurnerNav|{{Translation|Burner devices and fuels}}]]<br />
}}<includeonly>{{C|Technology}}</includeonly><noinclude><br />
{{documentation}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:CombatNav&diff=157792Template:CombatNav2018-03-28T17:08:50Z<p>Spyhawk: Added missing BurnerNav link</p>
<hr />
<div>{{Navbox<br />
|title = {{Translation|Combat items}}<br />
<br />
|titlestyle = background:#5C8DC4;color:white<br />
|groupstyle = background:#bbb<br />
|liststyle = background:#ddd<br />
<br />
|group1 = {{Translation|Weapons}}<br />
|list1 =<br />
* {{NavboxIconLink|Pistol}}<br />
* {{NavboxIconLink|Submachine gun}}<br />
* {{NavboxIconLink|Shotgun}}<br />
* {{NavboxIconLink|Combat shotgun}}<br />
* {{NavboxIconLink|Rocket launcher}}<br />
* {{NavboxIconLink|Flamethrower}}<br />
* {{NavboxIconLink|Land mine}}<br />
<br />
|group2 = {{Translation|Ammo}}<br />
|list2 =<br />
* {{NavboxIconLink|Firearm magazine}}<br />
* {{NavboxIconLink|Piercing rounds magazine}}<br />
* {{NavboxIconLink|Uranium rounds magazine}}<br />
* {{NavboxIconLink|Shotgun shells}}<br />
* {{NavboxIconLink|Piercing shotgun shells}}<br />
* {{NavboxIconLink|Cannon shell}}<br />
* {{NavboxIconLink|Explosive cannon shell}}<br />
* {{NavboxIconLink|Uranium cannon shell}}<br />
* {{NavboxIconLink|Explosive uranium cannon shell}}<br />
* {{NavboxIconLink|Artillery shell}}<br />
* {{NavboxIconLink|Rocket}}<br />
* {{NavboxIconLink|Explosive rocket}}<br />
* {{NavboxIconLink|Atomic bomb}}<br />
* {{NavboxIconLink|Flamethrower ammo}}<br />
<br />
|group3 = {{Translation|Capsules}}<br />
|list3 = <br />
* {{NavboxIconLink|Grenade}}<br />
* {{NavboxIconLink|Cluster grenade}}<br />
* {{NavboxIconLink|Poison capsule}}<br />
* {{NavboxIconLink|Slowdown capsule}}<br />
* {{NavboxIconLink|Defender capsule}}<br />
* {{NavboxIconLink|Distractor capsule}}<br />
* {{NavboxIconLink|Destroyer capsule}}<br />
* {{NavboxIconLink|Discharge defense remote}}<br />
* {{NavboxIconLink|Artillery targeting remote}}<br />
<br />
|group4 = {{Translation|Armor}}<br />
|list4 = <br />
* {{NavboxIconLink|Light armor}}<br />
* {{NavboxIconLink|Heavy armor}}<br />
* {{NavboxIconLink|Modular armor}}<br />
* {{NavboxIconLink|Power armor}}<br />
* {{NavboxIconLink|Power armor MK2}}<br />
<br />
|group6 = {{Translation|Armor modules}}<br />
|list6 = <br />
* {{NavboxIconLink|Portable solar panel}}<br />
* {{NavboxIconLink|Portable fusion reactor}}<br />
* {{NavboxIconLink|Energy shield}}<br />
* {{NavboxIconLink|Energy shield MK2}}<br />
* {{NavboxIconLink|Battery MK1}}<br />
* {{NavboxIconLink|Battery MK2}}<br />
* {{NavboxIconLink|Personal laser defense}}<br />
* {{NavboxIconLink|Discharge defense}}<br />
* {{NavboxIconLink|Exoskeleton}}<br />
* {{NavboxIconLink|Personal roboport}}<br />
* {{NavboxIconLink|Personal roboport MK2}}<br />
* {{NavboxIconLink|Nightvision}}<br />
<br />
|group7 = {{Translation|Defense}}<br />
|list7 = <br />
* {{NavboxIconLink|Stone wall}}<br />
* {{NavboxIconLink|Gate}}<br />
* {{NavboxIconLink|Gun turret}}<br />
* {{NavboxIconLink|Laser turret}}<br />
* {{NavboxIconLink|Flamethrower turret}}<br />
* {{NavboxIconLink|Artillery turret}}<br />
* {{NavboxIconLink|Radar}}<br />
* {{NavboxIconLink|Rocket silo}}<br />
<br />
|group8 = {{TransLink|Factorio:Navigation|Navigation}}<br />
|list8 = <br />
* [[Template:LogisticsNav|{{Translation|Logistics}}]]<br />
* [[Template:ProductionNav|{{Translation|Production}}]]<br />
* [[Template:IntermediateNav|{{Translation|Intermediate products}}]]<br />
* [[Template:TechNav|{{Translation|Technology}}]]<br />
* [[Template:BurnerNav|{{Translation|Burner devices and fuels}}]]<br />
}}{{C|Combat}}<noinclude><br />
{{documentation}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:IntermediateNav&diff=157791Template:IntermediateNav2018-03-28T17:08:31Z<p>Spyhawk: Added missing BurnerNav link</p>
<hr />
<div>{{Navbox<br />
|title = {{Translation|Intermediate products}}<br />
<br />
|titlestyle = background:#5C8DC4;color:white<br />
|groupstyle = background:#bbb<br />
|liststyle = background:#ddd<br />
<br />
|group1 = {{Translation|Resources and fluids}}<br />
|list1 =<br />
* {{NavboxIconLink|Raw wood}}<br />
* {{NavboxIconLink|Coal}}<br />
* {{NavboxIconLink|Stone}}<br />
* {{NavboxIconLink|Iron ore}}<br />
* {{NavboxIconLink|Copper ore}}<br />
* {{NavboxIconLink|Uranium ore}}<br />
* {{NavboxIconLink|Raw fish}}<br />
* {{NavboxIconLink|Crude oil}}<br />
* {{NavboxIconLink|Heavy oil}}<br />
* {{NavboxIconLink|Light oil}}<br />
* {{NavboxIconLink|Lubricant}}<br />
* {{NavboxIconLink|Petroleum gas}}<br />
* {{NavboxIconLink|Sulfuric acid}}<br />
* {{NavboxIconLink|Water}}<br />
* {{NavboxIconLink|Steam}}<br />
<br />
|group2 = {{Translation|Materials}}<br />
|list2 =<br />
* {{NavboxIconLink|Wood}}<br />
* {{NavboxIconLink|Iron plate}}<br />
* {{NavboxIconLink|Copper plate}}<br />
* {{NavboxIconLink|Solid fuel}}<br />
* {{NavboxIconLink|Steel plate}}<br />
* {{NavboxIconLink|Plastic bar}}<br />
* {{NavboxIconLink|Sulfur}}<br />
* {{NavboxIconLink|Battery}}<br />
* {{NavboxIconLink|Explosives}}<br />
* {{NavboxIconLink|Uranium processing}}<br />
<br />
<!-- No idea how barrels will be organized, commented out until further notice -Bilka<br />
|groupNUMBER = {{Translation|Barrels}}<br />
|listNUMBER =<br />
<!-- Commented out until pages are seperated -Gangsir<br />
* {{NavboxIconLink|Crude oil barrel}}<br />
* {{NavboxIconLink|Heavy oil barrel}}<br />
* {{NavboxIconLink|Light oil barrel}}<br />
* {{NavboxIconLink|Lubricant barrel}}<br />
* {{NavboxIconLink|Petroleum gas barrel}}<br />
* {{NavboxIconLink|Sulfuric acid barrel}}<br />
* {{NavboxIconLink|Water barrel}}<br />
--><br />
<br />
|group3 = {{Translation|Crafting components}}<br />
|list3 =<br />
* {{NavboxIconLink|Copper cable}}<br />
* {{NavboxIconLink|Iron stick}}<br />
* {{NavboxIconLink|Iron gear wheel}}<br />
<!-- commented out until proper barrel organisation * {{NavboxIconLink|Empty barrel}} --><br />
* {{NavboxIconLink|Electronic circuit}}<br />
* {{NavboxIconLink|Advanced circuit}}<br />
* {{NavboxIconLink|Processing unit}}<br />
* {{NavboxIconLink|Engine unit}}<br />
* {{NavboxIconLink|Electric engine unit}}<br />
* {{NavboxIconLink|Flying robot frame}}<br />
* {{NavboxIconLink|Satellite}}<br />
* {{NavboxIconLink|Rocket part}}<br />
* {{NavboxIconLink|Rocket control unit}}<br />
* {{NavboxIconLink|Low density structure}}<br />
* {{NavboxIconLink|Rocket fuel}}<br />
* {{NavboxIconLink|Nuclear fuel}}<br />
* {{NavboxIconLink|Uranium-235}}<br />
* {{NavboxIconLink|Uranium-238}}<br />
* {{NavboxIconLink|Uranium fuel cell}}<br />
* {{NavboxIconLink|Used up uranium fuel cell}}<br />
* {{NavboxIconLink|Nuclear fuel reprocessing}}<br />
* {{NavboxIconLink|Kovarex enrichment process}}<br />
<br />
|group4 = {{Translation|Science packs}}<br />
|list4 =<br />
* {{NavboxIconLink|Science pack 1}}<br />
* {{NavboxIconLink|Science pack 2}}<br />
* {{NavboxIconLink|Science pack 3}}<br />
* {{NavboxIconLink|Military science pack}}<br />
* {{NavboxIconLink|Production science pack}}<br />
* {{NavboxIconLink|High tech science pack}}<br />
* {{NavboxIconLink|Space science pack}}<br />
<br />
|group5 = {{TransLink|Factorio:Navigation|Navigation}}<br />
|list5 =<br />
* [[Template:LogisticsNav|{{Translation|Logistics}}]]<br />
* [[Template:ProductionNav|{{Translation|Production}}]]<br />
* [[Template:CombatNav|{{Translation|Combat}}]]<br />
* [[Template:TechNav|{{Translation|Technology}}]]<br />
* [[Template:BurnerNav|{{Translation|Burner devices and fuels}}]]<br />
}}{{C|Intermediate products}}<noinclude>{{Documentation}}</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:ProductionNav&diff=157790Template:ProductionNav2018-03-28T17:08:10Z<p>Spyhawk: Added missing BurnerNav link</p>
<hr />
<div>{{Navbox<br />
|title = {{Translation|Production items}}<br />
<br />
|titlestyle = background:#5C8DC4;color:white<br />
|groupstyle = background:#bbb<br />
|liststyle = background:#ddd<br />
<br />
|group1 = {{Translation|Tools}}<br />
|list1 =<br />
* {{NavboxIconLink|Iron axe}}<br />
* {{NavboxIconLink|Steel axe}}<br />
* {{NavboxIconLink|Repair pack}}<br />
* {{NavboxIconLink|Blueprint}}<br />
* {{NavboxIconLink|Deconstruction planner}}<br />
* {{NavboxIconLink|Blueprint book}}<br />
<br />
|group2 = {{TransLink|Electric system|Electricity}}<br />
|list2 = <br />
* {{NavboxIconLink|Boiler}}<br />
* {{NavboxIconLink|Steam engine}}<br />
* {{NavboxIconLink|Steam turbine}}<br />
* {{NavboxIconLink|Solar panel}}<br />
* {{NavboxIconLink|Accumulator}}<br />
* {{NavboxIconLink|Nuclear reactor}}<br />
* {{NavboxIconLink|Heat exchanger}}<br />
* {{NavboxIconLink|Heat pipe}}<br />
<br />
|group3 = {{Translation|Resource extraction}}<br />
|list3 = <br />
* {{NavboxIconLink|Burner mining drill}} <br />
* {{NavboxIconLink|Electric mining drill}} <br />
* {{NavboxIconLink|Offshore pump}} <br />
* {{NavboxIconLink|Pumpjack}} <br />
<br />
|group4 = {{Translation|Furnaces}}<br />
|list4 = <br />
* {{NavboxIconLink|Stone furnace}} <br />
* {{NavboxIconLink|Steel furnace}} <br />
* {{NavboxIconLink|Electric furnace}} <br />
<br />
|group6 = {{Translation|Production}}<br />
|list6 = <br />
* {{NavboxIconLink|Assembling machine 1}} <br />
* {{NavboxIconLink|Assembling machine 2}} <br />
* {{NavboxIconLink|Assembling machine 3}} <br />
* {{NavboxIconLink|Oil refinery}} <br />
* {{NavboxIconLink|Chemical plant}} <br />
* {{NavboxIconLink|Centrifuge}}<br />
* {{NavboxIconLink|Lab}} <br />
<br />
|group7 = {{TransLink|Module|Modules}}<br />
|list7 = <br />
* {{NavboxIconLink|Beacon}} <br />
* {{NavboxIconLink|Speed module}}<br />
* {{NavboxIconLink|Speed module 2}}<br />
* {{NavboxIconLink|Speed module 3}}<br />
* {{NavboxIconLink|Efficiency module}}<br />
* {{NavboxIconLink|Efficiency module 2}}<br />
* {{NavboxIconLink|Efficiency module 3}}<br />
* {{NavboxIconLink|Productivity module}}<br />
* {{NavboxIconLink|Productivity module 2}}<br />
* {{NavboxIconLink|Productivity module 3}}<br />
<br />
|group8 = {{TransLink|Factorio:Navigation|Navigation}}<br />
|list8 = <br />
* [[Template:LogisticsNav|{{Translation|Logistics}}]]<br />
* [[Template:CombatNav|{{Translation|Combat}}]] <br />
* [[Template:IntermediateNav|{{Translation|Intermediate products}}]] <br />
* [[Template:TechNav|{{Translation|Technology}}]]<br />
* [[Template:BurnerNav|{{Translation|Burner devices and fuels}}]]<br />
}}{{C|Production}}<noinclude><br />
{{documentation}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Template:LogisticsNav&diff=157789Template:LogisticsNav2018-03-28T17:07:27Z<p>Spyhawk: Added missing BurnerNav link</p>
<hr />
<div>{{Navbox<br />
|title = {{Translation|Logistics}}<br />
<br />
|titlestyle = background:#5C8DC4;color:white<br />
|groupstyle = background:#bbb<br />
|liststyle = background:#ddd<br />
<br />
|group1 = {{TransLink|Storage}}<br />
|list1 =<br />
* {{NavboxIconLink|Wooden chest}}<br />
* {{NavboxIconLink|Iron chest}}<br />
* {{NavboxIconLink|Steel chest}}<br />
* {{NavboxIconLink|Storage tank}}<br />
<br />
|group2 = {{TransLink|Belt transport system}}<br />
|list2 =<br />
* {{NavboxIconLink|Transport belt}}<br />
* {{NavboxIconLink|Fast transport belt}}<br />
* {{NavboxIconLink|Express transport belt}}<br />
* {{NavboxIconLink|Underground belt}}<br />
* {{NavboxIconLink|Fast underground belt}}<br />
* {{NavboxIconLink|Express underground belt}}<br />
* {{NavboxIconLink|Splitter}}<br />
* {{NavboxIconLink|Fast splitter}}<br />
* {{NavboxIconLink|Express splitter}}<br />
<br />
|group3 = {{TransLink|Inserters}}<br />
|list3 =<br />
* {{NavboxIconLink|Burner inserter}}<br />
* {{NavboxIconLink|Inserter}}<br />
* {{NavboxIconLink|Long handed inserter}}<br />
* {{NavboxIconLink|Fast inserter}}<br />
* {{NavboxIconLink|Filter inserter}}<br />
* {{NavboxIconLink|Stack inserter}}<br />
* {{NavboxIconLink|Stack filter inserter}}<br />
<br />
|group4 = {{Translation|Energy & pipe distribution}}<br />
|list4 =<br />
* {{NavboxIconLink|Small electric pole}}<br />
* {{NavboxIconLink|Medium electric pole}}<br />
* {{NavboxIconLink|Big electric pole}}<br />
* {{NavboxIconLink|Substation}}<br />
* {{NavboxIconLink|Pipe}}<br />
* {{NavboxIconLink|Pipe to ground}}<br />
* {{NavboxIconLink|Pump}}<br />
<br />
|group5 = {{Translation|Transport}}<br />
|list5 =<br />
* {{NavboxIconLink|Rail}}<br />
* {{NavboxIconLink|Train stop}}<br />
* {{NavboxIconLink|Rail signal}}<br />
* {{NavboxIconLink|Rail chain signal}}<br />
* {{NavboxIconLink|Locomotive}}<br />
* {{NavboxIconLink|Cargo wagon}}<br />
* {{NavboxIconLink|Fluid wagon}}<br />
* {{NavboxIconLink|Artillery wagon}}<br />
* {{NavboxIconLink|Car}}<br />
* {{NavboxIconLink|Tank}}<br />
<br />
|group6 = {{TransLink|Logistic network}}<br />
|list6 =<br />
* {{NavboxIconLink|Logistic robot}}<br />
* {{NavboxIconLink|Construction robot}}<br />
* {{NavboxIconLink|Active provider chest}}<br />
* {{NavboxIconLink|Passive provider chest}}<br />
* {{NavboxIconLink|Storage chest}}<br />
* {{NavboxIconLink|Buffer chest}}<br />
* {{NavboxIconLink|Requester chest}}<br />
* {{NavboxIconLink|Roboport}}<br />
<br />
|group7 = {{TransLink|Circuit network}}<br />
|list7 =<br />
* {{NavboxIconLink|Lamp}}<br />
* {{NavboxIconLink|Red wire}}<br />
* {{NavboxIconLink|Green wire}}<br />
* {{NavboxIconLink|Arithmetic combinator}}<br />
* {{NavboxIconLink|Decider combinator}}<br />
* {{NavboxIconLink|Constant combinator}}<br />
* {{NavboxIconLink|Power switch}}<br />
* {{NavboxIconLink|Programmable speaker}}<br />
<br />
|group8 = {{Translation|Terrain}}<br />
|list8 =<br />
* {{NavboxIconLink|Stone brick}}<br />
* {{NavboxIconLink|Concrete}}<br />
* {{NavboxIconLink|Hazard concrete}}<br />
* {{NavboxIconLink|Refined concrete}}<br />
* {{NavboxIconLink|Refined hazard concrete}}<br />
* {{NavboxIconLink|Landfill}}<br />
* {{NavboxIconLink|Cliff explosives}}<br />
<br />
|group9 = {{TransLink|Factorio:Navigation|Navigation}}<br />
|list9 =<br />
* [[Template:ProductionNav|{{Translation|Production}} ]]<br />
* [[Template:IntermediateNav|{{Translation|Intermediate products}} ]]<br />
* [[Template:CombatNav|{{Translation|Combat}} ]]<br />
* [[Template:TechNav|{{Translation|Technology}}]]<br />
* [[Template:BurnerNav|{{Translation|Burner devices and fuels}}]]<br />
<br />
}}{{C|Logistics}}<noinclude><br />
{{documentation}}<br />
</noinclude></div>Spyhawkhttps://wiki.factorio.com/index.php?title=Factorio:Navigation&diff=157785Factorio:Navigation2018-03-28T16:55:46Z<p>Spyhawk: Added missing nav templates</p>
<hr />
<div>{{Languages}}<br />
{{LogisticsNav}}<br />
{{ProductionNav}}<br />
{{IntermediateNav}}<br />
{{CombatNav}}<br />
{{TechNav}}<br />
{{BurnerNav}}<br />
{{VersionNav}}</div>Spyhawk