Version history/0.17.0: Difference between revisions

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__NOTOC__
__NOTOC__
== 0.17.47 ==
Date: 07.06.2019


== 0.17.36 ==
=== Bugfixes ===
Date: 03.05.19
 
* Fixed that the game crashed when passing train signal while driving train in manual mode.
* Fixed that 'station name' and 'player name' map toggles would seemingly randomly toggle on when turning on some options. ([https://forums.factorio.com/71620 more])
* Disabled check that prevented loading of some mods. ([https://forums.factorio.com/71664 more])
* Fixed crash when saving speech bubbles that had been migrated from old saves. ([https://forums.factorio.com/71660 more])
* Fixed NPE crash when Compilatron is boxed while building. ([https://forums.factorio.com/71665 more])
 
== 0.17.46 ==
Date: 07.06.2019
 
=== Minor Features ===
 
* Added an option to filter by has-players in the browse games GUI.
 
=== Changes ===
 
* Tank no longer takes damage from hitting rocks.
* Increased tank acid resistance from 50% to 70%.
* Defender robots no longer require flying robot frames in their recipe.
* Defender robotics technology only has Military science pack technology as a pre-requisite.
* Defender robot damage increased from 5 to 8.
* The Map Editor - resources - paint and spray options will show the non-infinite ore count next to the cursor.


=== Graphics ===
=== Graphics ===


* Added new specific remnants for various entities. (Work in progress beginning with 0.17.36)
* Added new higher resolution icons for resource ores with randomized variations when drawn on belts.


=== Bugfixes ===
=== Bugfixes ===
* Fixed that ghosts could be built in fog of war.
 
* Fixed a stack overflow when merging large electric networks (149'000+ electric poles). ([https://forums.factorio.com/70244 more])
* Fixed that global programmable speaker volume depended on the zoom level. ([https://forums.factorio.com/68119 more])
* Fixed some achievements not counting their requirements properly. ([https://forums.factorio.com/70276 more])
* Fixed a crash related to changing biter forces. ([https://forums.factorio.com/71494 more])
* Changed worm and spitter acid attack so they do not create acid splashes on water. ([https://forums.factorio.com/70069 more])
* Fixed that 'signal-check', 'signal-info' and 'signal-dot' were in the 'virtual-signal-color' item subgroup.
* Changed fonts for Asian languages (Chinese, Japanese, Korean).
* Fixed a new case of inserters behaving differently when rotated.
* Fixed that power switch connections weren't restored by undo. ([https://forums.factorio.com/70240 more])
* Fixed unexpected behaviour when it comes to dividing rail segments in some special cases. ([https://forums.factorio.com/70981 more])
* Extended straight rail collision box, so there is not an empty space between individual rail entities.
* Fixed Arithmetic Combinator sometimes outputting wrong number when setting a constant in the first field. ([https://forums.factorio.com/71492 more])
* Fixed wording on the Lua Product documentation + fixed reading probability/amount_min/amount_max from Products. ([https://forums.factorio.com/71529 more])
* Fixed that modded tiles in blueprints stored in the blueprint library wouldn't persist through mod enable/disable. ([https://forums.factorio.com/67917 more])
* Fixed that quickbar pick item shortcut would sometimes select the wrong item when rotating quickbars in multiplayer. ([https://forums.factorio.com/71547 more])
* Fixed that widget under the point of (0,0) got always hovered when mouse left the window. ([https://forums.factorio.com/71296 more])
* Fixed that leaving the window while entity is selected didn't de-select the entity.
* Fixed that a fresh stack of wires was not added back to cursor when the cursor stack was depleted. ([https://forums.factorio.com/71457 more])
* Fixed that train stopped moving without a schedule. ([https://forums.factorio.com/71466 more])
* Possibly worked around the game extremely flickering on some computers when rendering scenes with lot of draw calls. ([https://forums.factorio.com/69022 more])
* Possibly worked around "Unknown D3D Error (0x8876017c)" preventing the game to start on some computers. ([https://forums.factorio.com/71521 more])
* Fixed crash when dragging station while temporary stop being removed. ([https://forums.factorio.com/71262 more])
* Fixed that train entering block that is reserved more than once by it cancelled all the reservations and opened the block for other trains after leaving (and still having another invalid reservation to it) it which could lead to train collisions and desyncs. ([https://forums.factorio.com/71409 more])
* Laser turret and robot beams now render properly in the dark. ([https://forums.factorio.com/65114 more])
* Fixed that in certain translations, there would be a gap between the shortcut bar and alerts if the shortcut selector was open. ([https://forums.factorio.com/71392 more])
* Fixed that failed mod downloads would be incorrectly marked as successful. ([https://forums.factorio.com/71451 more])
* Fixed that modded choose-elem-buttons would behave strangely when locked. ([https://forums.factorio.com/70550 more])
* Fixed that the candidate_spot_count argument to the spot-noise function was ignored.
* Fixed spitter and worm acid splashes would deal continuous damage to closed gates and trains. ([https://forums.factorio.com/71177 more])
* Fixed that you could set some invalid signal combinations in combinators using lua. ([https://forums.factorio.com/71613 more])
* Fixed a desync related to how Lua formatted negative zero. ([https://forums.factorio.com/67983 more])


=== Modding ===
=== Modding ===


* Added "check_buildability" to "create-fire" trigger effect definition.
* Moved the train wait condition default times into utility-constants.
* Added "tile_collision_mask" to "create-entity" and "create-fire" trigger effect definitions as faster alternative to full buildability check.
* Fixed that it was possible to specify max_level of technology to be lower then level and crash the game by it. ([https://forums.factorio.com/71431 more])
* Added "trigger_created_entity" to "create-fire" and "create-sticker" trigger effect definitions.
* Fixed that the game would allow invalid heat-pipe connections that would end up crashing the game. ([https://forums.factorio.com/69267 more])
* The update mods GUI will now attempt to install new required dependencies. ([https://forums.factorio.com/70993 more])
* Added "trigger_target_mask" to entity prototype definition and triggers as more flexible system for filtering entities in triggers.
* Added "trigger-target-type" prototype type to define custom values for use in "trigger_target_mask". Current limit for total count of trigger-target-types is 56.


=== Scripting ===
=== Scripting ===
* Added "item" to the on_built_entity event.
== 0.17.35 ==
Date: 02.05.19


=== Changes ===
* Added LuaGameScript::evaluate_expression(), which can be used to calculate the technology unit cost formula at any level.
* Added LuaProfiler::divide() to allow printing average duration.
* Added optional snap_to_train_stop parameter to LuaGameScript::create_entity.
* Added LuaEntity::ghost_unit_number read.
* Added "source_index" to on_forces_merged event.
* Added LuaStyle::padding, margin write.
* Added LuaEntity::selected_gun_index read/write for cars.
* Fixed that LuaForce::index was 1 larger than it was supposed to be.
* LuaGameScript::forces can now be indexed with the name and the LuaForce::index.


* Increased the maximal length of station name to 1024, mainly to allow wider usage of multiple tags in the name. ([https://forums.factorio.com/68219 more])
== 0.17.45 ==
Date: 31.05.2019


=== Bugfixes ===
=== Bugfixes ===


* Fixed that making blueprints of locomotive ghosts wouldn't include the schedules. ([https://forums.factorio.com/69856 more])
* Changed the go-to-mod buttons in the manage and update tabs of the Mods GUI to switch to the install tab if needed. ([https://forums.factorio.com/65902 more])
* Fixed that worms and spitters didn't show attack parameters in description.
* Fixed that it was possible to open the command console while inside the technology GUI. ([https://forums.factorio.com/66458 more])
* Fixed that the game would crash if it was closed when Sound Settings was opened. ([https://forums.factorio.com/69977 more])
* Fixed that it was not possible to build ghosts in normally visible area which is in fog of war in map view. ([https://forums.factorio.com/71411 more])
* Limited the manual rail building distance to 3 times the normal building distance.
* Fixed a crash when removing modded recipes while hand-crafting those recipes. ([https://forums.factorio.com/70247 more])
* Fixed dangling tooltip bug related to widget reorganization in map generator GUI and possibly other places. ([https://forums.factorio.com/69471 more])
* Fixed that nested CustomGuiStyle changes didn't work correctly. ([https://forums.factorio.com/71419 more])
* Fixed that the train time condition label wasn't properly set to squashable resulting in wrong layouting in certain languages. ([https://forums.factorio.com/69583 more])
* Fixed that inserter would sometimes put items on the wrong side of the belt.
* Fixed truncation of labels containing rich text. ([https://forums.factorio.com/69917 more])
 
* Fixed PvP and Wave defense starting base entities wouldn't spawn if a mod added a tile with a certain collision mask and a name which sorted alphabetically above dirt.
=== Scripting ===
* Fixed PvP production score error when a mod or script adds another force during a round.
 
* Fixed PvP error when using DEFCON mode.
* Added only_in_alt_mode to LuaRendering draw functions.
* Fixed that the shortcut bar selection list wasn't scrollable until the window was resized. ([https://forums.factorio.com/68804 more])
* Changed LuaEntity::copy_settings() to also copy settings from ghosts.
* Making disabling of features in map generator more clear by adding checkboxes for it. ([https://forums.factorio.com/65841 more])
 
* The wagon door opening animation (that is only available for horizontal/vertical direction) is now chosen based on the drawing sprite of the wagon selected instead of the orientation of the wagon. This means, that orientations really close to horizontal/vertical still use the animation. ([https://forums.factorio.com/68768 more])
== 0.17.44 ==
* Fixed that changing map size didn't mark the map preset as modified. ([https://forums.factorio.com/67261 more])
Date: 30.05.2019
* Fixed label text not updating correctly when cleared and had non-zero minimal width and height. ([https://forums.factorio.com/69763 more])
 
* Improved handling of whitespace characters in technology count formula parsing.
=== Changes ===
* Checking that only the l (or L) variable used in the technology formula on startup, to avoid errors later on. ([https://forums.factorio.com/69870 more])
 
* Fixed NPE error at startup that could occur when using mods. ([https://forums.factorio.com/69439 more])
* The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches. ([https://forums.factorio.com/70520 more])
* Fixed GUI window of an entity not updating when pasting settings to that entity. ([https://forums.factorio.com/69102 more])
* Inserters with stack bonus are now smarter when picking up items, and thus slightly faster. ([https://forums.factorio.com/66973 more])
* Fixed error in consistency check of ghost connections related to multiple connections to entities only in the undo queue. ([https://forums.factorio.com/70126 more])
 
* Fixed train condition fulfilling indication for artillery wagon. ([https://forums.factorio.com/69677 more])
=== Bugfixes ===
* IDXGIOutput::FindClosestMatchingMode returning an error is not treated as critical failure anymore. ([https://forums.factorio.com/70152 more])
 
* Fixed that the Mods GUI go-to-dependency buttons wouldn't work in some scenarios. ([https://forums.factorio.com/69545 more])
* Fixed that researching the appropriate technology would re-add shortcut buttons to the shortcut toolbar even if the player explicitly removed them earlier. ([https://forums.factorio.com/71152 more])
* Fixed that ghost building mode works the same as ghost building (with shift) when it comes to rail building. ([https://forums.factorio.com/69761 more])
* Fixed that some saves that contained multiple surfaces would cause the game to crash on load. ([https://forums.factorio.com/71199 more])
* Fixed that upgrading entities in would leave invalid module requests. ([https://forums.factorio.com/70040 more])
* Fixed that auto-barreling opt-out didn't work if the fluid has icons defined. ([https://forums.factorio.com/71202 more])
* Fixed, that sorting changes were moving the scrolled position in the browse game gui. It is now consistent with the mods gui. ([https://forums.factorio.com/70128 more])
* Fixed that auto-barreling recipes would use the wrong fluid name if the fluid had a custom localised name defined. ([https://forums.factorio.com/71193 more])
* Fixed some achievements being given to players while the save game is loading, not respecting player online time. ([https://forums.factorio.com/64214 more])
* Fixed that the entity damaged event original_damage value wouldn't be accurate if the entity had shields or resistances. ([https://forums.factorio.com/71218 more])
* Fixed LuaTransportLine::output_line read for right-hand output lines of a lonely splitter. ([https://forums.factorio.com/70207 more])
* Fixed a performance problem related to the undo logic and large blueprints. ([https://forums.factorio.com/70855 more])
* Fixes to make tabbed pane work properly when it comes to squashing in different situations. ([https://forums.factorio.com/69488 more])
* Fixed that trying to join Steam networking enabled games with Steam networking disabled didn't work correctly. ([https://forums.factorio.com/71250 more])
* Tweaked the algorithm that is putting trains on rails to work properly in junctions when constrained by the direction caused by blueprint/ghost train building. ([https://forums.factorio.com/69457 more])
* Fixed that trains built part of a blueprint was snapping to train stop which could prevent some specific blueprints from being built.
* Fixed smoke for generators without animation. ([https://forums.factorio.com/68757 more])
* Fixed train circuit conditions not working properly sometimes when arriving at disabled station. ([https://forums.factorio.com/70867 more])
* Fixed transparency of tables. ([https://forums.factorio.com/70093 more])
* Fixed reintroduction of blueprint train building problems. ([https://forums.factorio.com/71215 more])
* Fixed that the game could freeze on exit on Linux after clicking a link. ([https://forums.factorio.com/70110 more])
* Fixed statistics windows showing strange totals in some situations. ([https://forums.factorio.com/71170 more])
* Fixed statistics windows not showing the first few values (e.g. when an items is produced for the first time). ([https://forums.factorio.com/71353 more])
* Fixed that belt immunity equipment would drain energy in armor when not equipped. ([https://forums.factorio.com/70090 more])
* Using the NO_SCHEDULE train state more consistently (for train in automatic mode with empty schedule. ([https://forums.factorio.com/71312 more])
* Fixed inserters behaving differently when rotated. ([https://forums.factorio.com/69592 more])
* Fixed that the control key would be ignored by Factorio on Linux if the "Press Ctrl to highlight the pointer" (or equivalent) option was enabled. ([https://forums.factorio.com/69319 more])
* Fixed that cloning tiles in the map editor wouldn't always clone transitions correctly. ([https://forums.factorio.com/70956 more])
* Fixed that the supply mission finished game GUI was too small. ([https://forums.factorio.com/71333 more])
 
=== Modding ===
 
* Added optional assembling machine gui_title_key property.
* Changed belt immunity equipment to consume energy through "energy_consumption" instead of "energy_source.drain".
 
=== Scripting ===
 
* Added LuaGuiElement::vertical_centering read/write.
* Added LuaEntity::auto_launch read/write.
* Added LuaTransportLine::line_equals().


=== Modding ===
== 0.17.43 ==
Date: 24.05.2019


* Renamed the character entity type and name from "player" to "character" to make it consistent with how we call/access it in all other places.
=== Changes ===
* Renamed the technology personal-roboport-equipment-2 to personal-roboport-mk2-equipment and gave it corresponding icon to be consistent with other technologies of this kind.
* Renamed the technology power-armor-2 to power-armor-mk2 to be consistent with other technologies of this kind.
* Added optional storage tank prototype property "scale_info_icons".
* Added "manual_rail_building_reach_modifier" to the utility-constants.
* MapGenPresets' advanced_settings.difficulty_settings.research_queue_setting now works. ([https://forums.factorio.com/69546 more])


=== Scripting ===
* The argument to --generate-map-preview is treated as a directory only if it ends with a '/' or '\'.
* Car/tank color keeps the color of the last user.


* Mod GUI root elements (top/left/center/goal) are now contained in scroll panes, so when there is not enough space, it will become scrollable instead of being cut off. With enough space, it looks the same as before, the only change is, that the mod GUI contents can now not expect to be squashed by the screen, as it will just make a scroll bar instead.
=== Bugfixes ===
* Added LuaCircuitNetwork::connected_circuit_count read.
* Added LuaEntity::time_to_live read/write for highlight box entities.
* Added LuaEntity::allow_dispatching_robots read/write.
* Added LuaEntity::toggle_equipment_movement_bonus().
* Added LuaEquipmentGrid::inhibit_movement_bonus read/write.
* Added optional 'radius' to LuaSurface 'find_xyz' functions.
* Added defines.inventory.editor_main, editor_guns, editor_ammo, editor_armor.
* AutoplaceSpecification::control is always included in property tree, even for non-peak-based autoplace specifications. ([https://forums.factorio.com/69286 more])
* Fixed a save corruption problem when using LuaSurface::clone_area(). ([https://forums.factorio.com/67207 more])
* Renamed defines.inventory.player_main, player_guns, player_ammo, player_armor, player_vehicle and player_trash to defines.inventory.character_main, character_guns, character_ammo, character_armor, character_vehicle and character_trash.
* Removed LuaStyle::title_top_padding, title_right_padding, title_bottom_padding and title_left_padding.


== 0.17.34 ==
* Fixed that the technology GUI could freeze on certain technologies. ([https://forums.factorio.com/70997 more])
Date: 26.04.19
* Fixed a crash when trying to build train ghosts not on rails. ([https://forums.factorio.com/71118 more])
* Fixed a crash related to changing the logistic mode on an infinity-chest type entity through mods. ([https://forums.factorio.com/70911 more])
* Fixed low readability tag color highlighting in textboxes. ([https://forums.factorio.com/67469 more])
* Fixed Korean IME still did not work (Windows only). ([https://forums.factorio.com/71123 more])
* Fixed statistics graphs X axis labels showing wrong values for 250h and 1000h time frames. ([https://forums.factorio.com/71091 more])
* Fixed that the wrong entry could be highlighted in the electric network graph. ([https://forums.factorio.com/67361 more])
* Fixed that picking up an item from quickbar wouldn't reserve the slot with an inventory hand when the inventory was full. ([https://forums.factorio.com/70974 more])
* Fixed robot energy consumption when using very high speed bonuses. ([https://forums.factorio.com/70951 more])
* Fixed a false-positive changed message in the mods GUI under specific situations. ([https://forums.factorio.com/69772 more])
* Fixed icons inside blueprint book items not being scaled properly.
* Fixed that delimit-procedure noise expressions at the root of an expression tree would crash the compiler.


=== Changes ===
=== Modding ===


* Improved fluid simulation threading. Decreases CPU usage. Threading available on all operating systems. Simulation performance should remain unchanged.
* Added util.combine_icons(icons1, icons2, inputs) function to aid in combining icons tables.
* Changed the auto_barrel recipe icon generation to account for fluids with an icon_size not set to 32, or fluids with an icons table. ([https://forums.factorio.com/71158 more])


=== Bugfixes ===
=== Scripting ===


* Fixed a crash when importing blueprint strings with power switch wires.
* Added LuaNamedNoiseExpression and LuaGameScript::named_noise_expressions read.
* Fixed fluid mixing for fixed recipe assemblers. ([https://forums.factorio.com/69676 more])
* Added LuaEntity::tree_stage_index read/write.
* Fixed "Not enough rails" message after successful track placement. ([https://forums.factorio.com/69930 more])
* Added LuaEntity::tree_stage_index_max and tree_color_index_max read.
* Fixed a crash when destroying entities during the on_pre_ghost_deconstructed event. ([https://forums.factorio.com/69965 more])
* Added "player_index" to the on_rocket_launch_ordered and on_rocket_launched events.
* Fixed that trains with "logistics while moving" disabled would not deploy robots when switched into automatic mode while waiting at a station ([https://forums.factorio.com/69914 more])


== 0.17.33 ==
== 0.17.42 ==
Date: 24.04.19
Date: 21.05.2019


=== Changes ===
=== Changes ===


* Added out of fuel alert icon to flamethrower turrets.
* Tweaked default graphics settings. The game should choose better default graphics settings for computers with integrated GPUs or less than 6 GB of RAM.
* UI scale won't be synchronised over Steam Cloud anymore. ([https://forums.factorio.com/67085 more])
 
* Syncing startup settings with a server will automatically join the server on game restart. ([https://forums.factorio.com/69064 more])
=== Bugfixes ===
 
* Fixed that GUI element size wasn't updated in inactive tabs when ui scaled changed. ([https://forums.factorio.com/70649 more])
* Fixed "Confirm Message" conflicting with some key-bindings. "Confirm Message" can no longer be bound to mouse input. ([https://forums.factorio.com/70910 more])
* Fixed possible crash when rendering GUI element with dynamically loaded sprite. ([https://forums.factorio.com/66507 more])
* Fixed recipe window showing wrong item count or not enough ingredients in some situations. ([https://forums.factorio.com/67592 more])
* Fixed a crash when deleting the force of a car with an active logistic network through vehicle equipment grid. ([https://forums.factorio.com/70734 more])
* Mod names are no longer allowed to contain rich text. ([https://forums.factorio.com/70895 more])
* Fixed IME (Input Method Editors) did not work (Windows only). ([https://forums.factorio.com/65358 more])
* Fixed placement of oil and uranium patches back to that of 0.17.40. ([https://forums.factorio.com/70967 more])
* Fixed that roboports with a request_to_open_door_timeout of 0 wouldn't work correctly. ([https://forums.factorio.com/70973 more])
* Fixed that products wouldn't allow amount_min of 0 for items. ([https://forums.factorio.com/71014 more])
* Fixed that migrated/removed fuel items could leave the game in an invalid state. ([https://forums.factorio.com/71029 more])
* Fixed a crash when building combat robots after resetting the achievements in-game. ([https://forums.factorio.com/71041 more])
* Fixed that assembler ghosts would carry over the unresearched blueprint bug from 0.17.38. ([https://forums.factorio.com/708990 more])
* Fixed crash related to clearing a blueprint book from the cursor. ([https://forums.factorio.com/70955 more])
* Fixed that the rotation of blueprint was not saved to the blueprint library in some situations.
* Fixed bad icon in pollution statistics. ([https://forums.factorio.com/71011 more])
* Fixed hand icon not disappearing when you grab a blueprint from chat. ([https://forums.factorio.com/70971 more])
* Fixed that reviving modded tile ghost entities could destroy other entities in some situations. ([https://forums.factorio.com/70606 more])
* Fixed car tooltip showing it's moving when it's not actually moving.
* Fixed car rotating in place when the speed is very low. ([https://forums.factorio.com/71076 more])
* Fixed that fluid wagons could not carry fluids with sub-zero temperatures. ([https://forums.factorio.com/71013 more])
* Fixed that rolling stock "must be build on rails" error was not using the name of the rolling stock. ([https://forums.factorio.com/71087 more])
* Possibly handled fullscreen window being moved to screen of different size on Windows. ([https://forums.factorio.com/63292 more])
* Fixed a crash when using table_size() without any argument. ([https://forums.factorio.com/71090 more])
* Fixed players getting a new player character when they connect after disconnecting, connecting and disconnecting again from a paused game. ([https://forums.factorio.com/71017 more])
 
=== Modding ===
 
* Added map-gen-seed-max command line parameter.
* Added generate-map-preview-random command line parameter.
* Changed generate-map-preview command line parameter to need PATH instead of PNGFILE, the file name is now always the seed.
* Made "apply_recipe_tint" be applied also to "light" working visualization effects of crafting machines.
* Added "use_fuel_glow_color" property to reactor prototype.
 
== 0.17.41 ==
Date: 17.05.2019
 
=== Bugfixes ===
 
* Fixed that some noise expression types used by some mods (literal map positions, offset-points, and distance-from-nearest-point) were unimplemented.
* Fixed that blueprint rotation was not saved for blueprint books in the blueprint library.  ([https://forums.factorio.com/68382 more])
* Fixed that the focus-search shortcut could be used to bring up the search field when it was disabled. ([https://forums.factorio.com/70903 more])
* Fixed that game.reload_script() could break LuaRecipe/LuaPrototype references.
* Fixed a PvP script error on configuration changed. ([https://forums.factorio.com/70914 more])
 
=== Scripting ===
 
* Added LuaEntityPrototype::item_slot_count read.
* Added LuaEntity::get_stopped_train().
* Added "surface_index" to the on_post_entity_died event.
 
== 0.17.40 ==
Date: 16.05.2019
 
=== Changes ===
 
* Improved efficiency of noise program compilation and quality of error messages.


=== Bugfixes ===
=== Bugfixes ===


* Fixed yet another consistency bug related to ghost connections. ([https://forums.factorio.com/69694 more])
* Fixed a crash that would sometimes happen after deleting a blueprint from the library. ([https://forums.factorio.com/70158 more])
* Fixed crash related to changing force of entity marked for deconstruction/upgrade/in undo queue. ([https://forums.factorio.com/69493 more])
* Fixed crash related to train schedule containing only temporary stations. ([https://forums.factorio.com/69576 more])
* Fixed a crash resulting from overlapping underground pipes. ([https://forums.factorio.com/69548 more])
* Fixed GUI inspector vertical align value inconsistency (middle instead of center). ([https://forums.factorio.com/70677 more])
* Fixed power grid overlay not showing correctly on map when changing surfaces. ([https://forums.factorio.com/69104 more])
* Fixed LuaInventory::sort_and_merge when used on cargo wagons with inventory limits set. ([https://forums.factorio.com/68307 more])
* Fixed another instance of furnaces with fluid outputs not working correctly. ([https://forums.factorio.com/69674 more])
* Fixed that distractor robots would show in the bonus GUI under the follower robots section. ([https://forums.factorio.com/69532 more])
* Fixed multiplayer paused notification not being cleared when the client is dropped. ([https://forums.factorio.com/67326 more])
* Fixed that reading invalid chain signals wouldn't work correctly. ([https://forums.factorio.com/67496 more])
* Fixed accumulators showing discharge animation and empty icon at the same time. ([https://forums.factorio.com/67929 more])
* Fixed yet another ghost connection error related to consistency checks. ([https://forums.factorio.com/70275 more])
* Fixed that the game would desync when changing forces of beams, fluid streams, projectiles, stickers, and fire flames.
* Fixed some cases of multi-layered icons not being scaled correctly. ([https://forums.factorio.com/67210 more])
* Fixed player inventory income flying text would sometimes show incorrect total item count. ([https://forums.factorio.com/66542 more])
* Fixed power switch connection consistency problem. ([https://forums.factorio.com/70856 more])
* Fixed switched technology levels in the console message when changing research. ([https://forums.factorio.com/69681 more])
* Fixed "Confirm Message" key-binding not working when bound to some mouse buttons. ([https://forums.factorio.com/67182 more])
* Fixed that the keyboard shortcuts for new blueprint/upgrade planner/deconstruction planner wouldn't work when the cut or copy tool was selected. ([https://forums.factorio.com/68904 more])
* Fixed backwards/forwards max speed fuel modifier related to two-headed trains. ([https://forums.factorio.com/70758 more])
* Changed render layer of belts marked for deconstruction so they don't clip with other belts. ([https://forums.factorio.com/65931 more])
* Fixed interactions of assemblers and underground pipe connections blocked by induced fluid mixing. ([https://forums.factorio.com/70596 more])
* Fixed attempt to rotate ore patches that are out of reach would create "Can't Reach" floating message. ([https://forums.factorio.com/66647 more])
* Fixed setting entity ghosts to minable=false didn't work. ([https://forums.factorio.com/69306 more])
* Fixed that generators would produce infinite pollution in some cases. ([https://forums.factorio.com/69450 more]) ([https://forums.factorio.com/69879 more])
* Fixed that the statistics GUI would show count values < 0.5 as "no count". ([https://forums.factorio.com/70865 more])
* Fixed that generator tooltips did not show pollution. ([https://forums.factorio.com/69494 more])
* Fixed a performance problem with high speed idling trains on circular rail networks. ([https://forums.factorio.com/70797 more])
* Fixed that LuaGameScript::tick_paused read was not of type boolean. ([https://forums.factorio.com/69892 more])
* Fixed signal placement visualisation for special cases related to straight diagonal rail. ([https://forums.factorio.com/69591 more])
* Fixed that the map editor convert-save-to-scenario didn't work correctly in some cases. ([https://forums.factorio.com/68913 more])
* Fixed that items supposed to be removed on clearing cursor (copy, cut, paste, blueprints from blueprint library etc.) were put into character corpse. ([https://forums.factorio.com/70850 more])
* Fixed that the map editor intensity slider number fields wouldn't accept numbers outside the slider range. ([https://forums.factorio.com/69165 more])
* Fixed uranium cannon shells shooting backwards when aimed closed to the tank.([https://forums.factorio.com/70877 more])
* Fixed that the deconstruction planner "tiles only" mode would ignore tile ghosts. ([https://forums.factorio.com/68360 more])
* Fixed Programmable Speaker alert textbox not losing focus when pressing ENTER. ([https://forums.factorio.com/70891 more])
* Fixed that exporting blueprint strings wouldn't include pending icon changes. ([https://forums.factorio.com/67180 more])
* Fixed desync caused by setting font colors on buttons. ([https://forums.factorio.com/70893 more])
* Fixed that cloning rocket silos with rockets waiting to launch wouldn't auto-launch correctly. ([https://forums.factorio.com/69781 more])
 
* Fixed that cloning single entities with wire connections to themselves didn't work correctly. ([https://forums.factorio.com/69770 more])
== 0.17.39 ==
* Fixed a desync related to rail item names. ([https://forums.factorio.com/69807 more])
Date: 14.05.2019
* Map generator GUI now remembers the last preset used.
* Fixed an older bug with pull-placement of power poles. ([https://forums.factorio.com/69659 more])
* Fixed copying files to temp folder would preserve read only permissions, which could cause errors. ([https://forums.factorio.com/61763 more])
* Fixed rich text issue with sometimes removing font/color tags when it shouldn't. ([https://forums.factorio.com/69848 more])


=== Modding ===
=== Bugfixes ===


* Fixed that trivial smoke wouldn't work correctly if it moved > 8 chunks from its origin. ([https://forums.factorio.com/69383 more])
* Fixed that hand crafting wouldn't respect the hide_from_flow_statistics property. ([https://forums.factorio.com/70655 more])
* Renamed gate prototype collision_mask to opened_collision_mask so that it can be different from the entity collision mask.
* Fixed that modded GUI tables did not display borders that were set in their style.
* Fixed the game would fail on startup if control settings were reset during migration of 0.16 config file. ([https://forums.factorio.com/70769 more])
* Fixed that train stop "must be build next to rails" error was not using the name of the train stop. ([https://forums.factorio.com/70710 more])
* Fixed that beam damage interval was sometimes not respected properly.
* Fixed that beams would be immediately created and destroyed when standing very close to max range.
* Fixed that beams would not show any animation if the target was killed in one hit. ([https://forums.factorio.com/67020 more])
* Fixed that laser beams would always aim at player character's feet.
* Fixed entity hit_visualization_box not working properly.
* Fixed running out of memory during sprite loading was not handled gracefully. ([https://forums.factorio.com/70667 more])
* Fixed a map corruption problem when creating games from scenarios that used difficulties per-entity. ([https://forums.factorio.com/69838 more])
* Fixed that some Lua errors wouldn't show proper lua stack traces. ([https://forums.factorio.com/70653 more])
* Fixed a crash related to reading pollution statistic values through Lua. ([https://forums.factorio.com/70801 more])
* Fixed a crash resulting from building a blueprint of an assembler with a fluid recipe that is not researched yet. ([https://forums.factorio.com/70765 more])
* Fixed that temporary blueprints (e.g. from the copy tool) would sometimes go to inventory instead of being destroyed. ([https://forums.factorio.com/70806 more])
* Added fluid mixing check to infinity pipe. ([https://forums.factorio.com/70737 more])
* Fixed that you could build rail ghosts in the basic rail tutorial. ([https://forums.factorio.com/69503 more])
* Fixed special case of dragging station/condition order in the train configure GUI. ([https://forums.factorio.com/68544 more])
* Fixed tightspot script error starting the round with flying text on the map. ([https://forums.factorio.com/70162 more])


=== Scripting ===
=== Changes ===


* Changed creation of tile ghosts to use "ghost_name" to match the rest of the API.
* Changed the mods GUI so it lists mod settings by mod alphabetically using natural ordering.
* Added LuaSurface::entity_prototype_collides() and LuaSurface::decorative_prototype_collides().
* Added LuaRecipePrototype::allow_decomposition read.
* Added LuaSpriteButton::number allows nil value, which signals/specifies no number to be drawn, which now allows showing of 0.
* Added LuaTrain::signal read.


== 0.17.32 ==
== 0.17.38 ==
Date: 18.04.19
Date: 10.05.2019


=== Changes ===
=== Changes ===


* Admins ignore multiplayer map upload slot limit.
* When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence.
* "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.
** This solves a problem of train intersections being possible to be deadlocked even with proper chain signals usage in cases of using temporary stops or when path is changed because of station is being enabled/disabled by a circuit network. ([https://forums.factorio.com/68681 more])
** This also allowed us to to let train recalculate path spontaneously even in chain signal sequence, as it shouldn't break anything now.
* When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destroyed when clearing the cursor and instead moved to the inventory. ([https://forums.factorio.com/65332 more])
* Separated incompatible mods from dependencies in browse mods GUI.


=== Bugfixes ===
=== Bugfixes ===


* Fixed that the server-settings.example.json had an additional comma at the end of the file. ([https://forums.factorio.com/69451 more])
* Fixed a crash when trying to build locomotives near water/edges of the map. ([https://forums.factorio.com/66407 more])
* Filled in a missing fluid mixing check for miner. ([https://forums.factorio.com/69381 more])
* Fixed players getting a new player character when they connect twice to a paused game. ([https://forums.factorio.com/62555 more])
* Fixed that create-blueprint-item shortcut prototypes could have no item_to_create set. ([https://forums.factorio.com/69500 more])
* Fixed that entity tooltips did not show negative emissions. ([https://forums.factorio.com/68016 more])
* Fixed upload slot queue blocking players from joining even if not all slots were filled.
* Fluid assembler ghosts now show correct pipe connections.
* Fixed a desync from rotation of an assembler with fluid energy source. ([https://forums.factorio.com/69395 more])
* Fixed a crash when trying to write auto trash filters with not-a-table.
* Fixed connection consistency problems of wire/circuit connections ghosts and undo. ([https://forums.factorio.com/69452 more])
* Fixed possible fluid mixing from reviving fluid assembler ghost by higher version. ([https://forums.factorio.com/70266 more])
* Added a no-crop requirement to the wire sprite definitions to avoid mods removing it, which can confuse the drawing logic. ([https://forums.factorio.com/69325 more])
* Disabled areas of new map GUI are set correctly on exchange string import. ([https://forums.factorio.com/70355 more])
* Fixed text boxes that would not respect keyboard layout for shortcuts like copy or paste. ([https://forums.factorio.com/68380 more])
* Fixed that script rendering sprites loaded from files would disappear on save/load. ([https://forums.factorio.com/70318 more])
* Fixed blocking of game shortcuts when a text box has focus did not take into account keyboard layout settings. ([https://forums.factorio.com/67021 more])
* Fixed that LuaForce::reset_technology_effects() wouldn't preserve things in the research queue. ([https://forums.factorio.com/70543 more])
* Fixed the game would not respect remapping of modifier keys (Ctrl, Shift, Alt) in operating system. ([https://forums.factorio.com/65093 more])
* Fixed that using an upgrade planner on a blueprint wouldn't upgrade configured modules. ([https://forums.factorio.com/70565 more])
* Fixed it wasn't possible to bind mouse buttons 6 to 9. ([https://forums.factorio.com/69588 more])
* Fixed cross-platform issues related to the Lua bit library. ([https://forums.factorio.com/70571 more])
* It is no longer possible to teleport an entity into fluid mixing. ([https://forums.factorio.com/69316 more])
* Fixed crash when changing controller in multiplayer and changing your selection at the same time.
* Fixed a crash when defining a programmable speaker with no instruments. ([https://forums.factorio.com/69632 more])
* Fixed that blueprint shortcuts in action bar would become magically available when they are destroyed, if they originated from the blueprint library. ([https://forums.factorio.com/66002 more])
* Sync-mods-with-save will no longer offer to load-save when attempting to sync while hosting a multiplayer game. ([https://forums.factorio.com/67756 more])
* Fixed that technology tooltips could sometimes end up behind the technology screen. ([https://forums.factorio.com/66413 more])
* Fixed when negative health regeneration wouldn't work when the entity had full health. ([https://forums.factorio.com/69605 more])
* Fixed that target leading would not take into account any slowdown modifiers on units. ([https://forums.factorio.com/70584 more])
* Fixed a crash related to migrating game versions while having gates marked for deconstruction with ghost walls built over them. ([https://forums.factorio.com/69473 more])
* Fixed that the favorite button for servers wouldn't work correctly if the server was already selected. ([https://forums.factorio.com/70616 more])
* Fixed that rocket silos would show an unhelpful status in the tooltip. ([https://forums.factorio.com/68251 more])
* Fixed PvP crash when loading save games before "player" -> "character" rename. ([https://forums.factorio.com/70633 more])
* Fixed PvP crash when importing old configs. ([https://forums.factorio.com/70633 more])
* Fixed that only some parts of the current research info panel would open the technology tree when clicked. ([https://forums.factorio.com/67092 more])


=== Modding ===
=== Scripting ===


* For performance reasons inserter pickup/dropoff vectors are now limited to half a chunk or less.
* Added LuaTechnology::visible_when_disabled read/write.


=== Scripting ===
== 0.17.37 ==
Date: 07.05.2019


* Added LuaEntityPrototype::lab_inputs read.
=== Bugfixes ===
* Added LuaEntityPrototype::researching_speed read.
* Added LuaGameScript::pollution_statistics read.


== 0.17.31 ==
* Fixed acid splashes were blocking placement of buildings. ([https://forums.factorio.com/70317 more])
Date: 12.04.19
* Fixed that acid splashes would have a burning sound effect.
* Fixed typo in font name that would cause crash in Cyrillic locales on Linux. ([https://forums.factorio.com/70337 more])
* Fixed that script changing train path as a reaction to train created event could break the rolling-stock connection process. ([https://forums.factorio.com/69749 more])
* Fixed that scroll panes empty areas of the mod GUI was blocking the mouse interaction with the map. ([https://forums.factorio.com/70383 more])
* Fixed that ghost rail building didn't avoid ghost buildings properly. ([https://forums.factorio.com/70349 more])
* All unused control inputs are saved in the config file, to preserve mod key bindings even when the mod is disabled and enabled again. ([https://forums.factorio.com/70332 more])
* Fixed that zooming in the train preview window didn't respect the zooming key binding settings. ([https://forums.factorio.com/69338 more])
* Fixed that train with no path changed from NO_PATH to PATH_LOST and back to NO_PATH every few seconds. ([https://forums.factorio.com/69722 more])
* Fixed that train waiting at the signal changed from WAIT_SIGNAL to ARRIVE_SIGNAL and back to WAIT_SIGNAL every few seconds. ([https://forums.factorio.com/67576 more])
* Fixed a crash that would sometimes happen when two players were connecting to a server at the same time and one of them quit before the map finished saving. ([https://forums.factorio.com/69783 more])
* Fixed a crash related to modded deconstruction item filters. ([https://forums.factorio.com/70470 more])
* Fixed performance issues in mipmap generation routines causing the game to freeze or crash at 95% of sprite loading. ([https://forums.factorio.com/67723 more])
* Fixed traditional Chinese font being used for simplified Chinese. ([https://forums.factorio.com/70429 more])
* Fixed that pollution would not be shown in entity tooltip when using a void energy source. ([https://forums.factorio.com/70498 more])
* Fixed PvP re-roll round button not generating a different map with only a single team.
* Fixed PvP state when playing Last silo standing with only a single team.
* Fixed PvP DEFCON mode interaction with research queue.
* Fixed screenshot rendering could crash when using LuaScriptRendering API to draw a sprite from file. ([https://forums.factorio.com/70322 more])


=== Bugfixes ===
=== Modding ===


Fixed a crash when hosting multiplayer games in some scenarios.
* Added CraftingMachinePrototype::entity_info_icon_shift.
* Added CraftingMachinePrototype::draw_entity_info_icon_background.


== 0.17.30 ==
=== Scripting ===
Date: 12.04.19


=== Minor Features ===
* Included "item" in on_built_entity event when ghost cursor building.


* Added ability to set a maximum number of map upload slots for multiplayer servers. Setting this is recommended to prevent the server from being flooded with map fragment requests from clients.
== 0.17.36 ==
Date: 03.05.2019


=== Optimizations ===
=== Graphics ===


* Optimized alt-mode icon background rendering. ([https://forums.factorio.com/67280 more])
* Added new specific remnants for various entities. (Work in progress beginning with 0.17.36)


=== Bugfixes ===
=== Bugfixes ===
* Fixed that ghosts could be built in fog of war.
* Fixed a stack overflow when merging large electric networks (149'000+ electric poles). ([https://forums.factorio.com/70244 more])
* Fixed some achievements not counting their requirements properly. ([https://forums.factorio.com/70276 more])
* Changed worm and spitter acid attack so they do not create acid splashes on water. ([https://forums.factorio.com/70069 more])
* Changed fonts for Asian languages (Chinese, Japanese, Korean).
* Fixed that power switch connections weren't restored by undo. ([https://forums.factorio.com/70240 more])


* Fixed that cut tool marked trees/rocks/cliffs for deconstruction when there was other valid entity in the selection. ([https://forums.factorio.com/69002 more]) ([https://forums.factorio.com/69199 more])
=== Modding ===
* Fixed that movement by keys or clicking on an alert didn't unsnap the currently followed train in the map. ([https://forums.factorio.com/69199 more]) ([https://forums.factorio.com/69002 more])
* Fixed that the game would crash when showing blueprint library tooltips. ([https://forums.factorio.com/69398 more])
* Fixed that the game would crash when showing a blueprint library tooltip in multiplayer when the blueprint/book was removed by another player.
* Fixed alt-mode icon background for narrow icons was be very subtle. ([https://forums.factorio.com/65338 more])


== 0.17.29 ==
* Added "check_buildability" to "create-fire" trigger effect definition.
Date: 12.04.19
* Added "tile_collision_mask" to "create-entity" and "create-fire" trigger effect definitions as faster alternative to full buildability check.
* Added "trigger_created_entity" to "create-fire" and "create-sticker" trigger effect definitions.
 
=== Scripting ===
 
* Added "item" to the on_built_entity event.
 
== 0.17.35 ==
Date: 02.05.2019


=== Changes ===
=== Changes ===


* Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.
* Increased the maximal length of station name to 1024, mainly to allow wider usage of multiple tags in the name. ([https://forums.factorio.com/68219 more])
font/color rich text tags now have to be properly terminated. This means eg: "[color=red]Red circuits" will now need to be "[color=red]Red circuits[/color]". This fixes a number of issues with handling start/end tags. ([https://forums.factorio.com/66263 more]) ([https://forums.factorio.com/66256 more])
* Enter key will be shown as "ENTER" instead of "RETURN" on Windows and Linux. ([https://forums.factorio.com/69329 more])
* Minor Features
* Added a shortcut for increasing/decreasing/resetting UI scale, mainly for debugging of proper automatic adjustment of UI, but people might find it useful for something as well.


=== Bugfixes ===
=== Bugfixes ===


* After a realization of a big misleading mistake, the pollution per second had to be renamed to pollution per minute, because it is what it actually is. ([https://forums.factorio.com/68269 more])
* Fixed that making blueprints of locomotive ghosts wouldn't include the schedules. ([https://forums.factorio.com/69856 more])
* Fixed that tree pollution absorption was recorded as pollution emission in the statistics.
* Fixed that worms and spitters didn't show attack parameters in description.
* Fixed that equipment electric network priority migration wasn't present. ([https://forums.factorio.com/69389 more])
* Fixed that the game would crash if it was closed when Sound Settings was opened. ([https://forums.factorio.com/69977 more])
* Crafting group selection by typing exact recipe match will now preserve the same way as selecting the crafting group manually. ([https://forums.factorio.com/67165 more])
* Limited the manual rail building distance to 3 times the normal building distance.
* Fixed few layouting issues in the mods GUI. ([https://forums.factorio.com/68788 more])
* Fixed dangling tooltip bug related to widget reorganization in map generator GUI and possibly other places. ([https://forums.factorio.com/69471 more])
* Fixed that sticker duration could be 0. ([https://forums.factorio.com/69042 more])
* Fixed that the train time condition label wasn't properly set to squashable resulting in wrong layouting in certain languages. ([https://forums.factorio.com/69583 more])
* Restored previous behavior where normal (not only underground) pipe connections reconnected when a fluidbox got removed. ([https://forums.factorio.com/68343 more])
* Fixed truncation of labels containing rich text. ([https://forums.factorio.com/69917 more])
* Fixed crash when robots try to revive locomotive that has both front and back wheels on rails, but no rail in-between. ([https://forums.factorio.com/68623 more])
* Fixed PvP and Wave defense starting base entities wouldn't spawn if a mod added a tile with a certain collision mask and a name which sorted alphabetically above dirt.
* Fixed that repair packs could be lost if they didn't fit in your inventory when using personal robots. ([https://forums.factorio.com/69110 more])
* Fixed PvP production score error when a mod or script adds another force during a round.
* Added missing pipe connection arrows to flamethrower turret. ([https://forums.factorio.com/69272 more])
* Fixed PvP error when using DEFCON mode.
* Fixed that custom GUI style values specified directly on the elements weren't updated after UI scale change. ([https://forums.factorio.com/68007 more])
* Fixed that the shortcut bar selection list wasn't scrollable until the window was resized. ([https://forums.factorio.com/68804 more])
* Fixed that the electric network GUI would sometimes be opened when starting deconstruction planner selection on an electric pole in the map view. ([https://forums.factorio.com/68960 more])
* Making disabling of features in map generator more clear by adding checkboxes for it. ([https://forums.factorio.com/65841 more])
* Fixed that Textfield and Sliders didn't update its size properly on UI change.
* The wagon door opening animation (that is only available for horizontal/vertical direction) is now chosen based on the drawing sprite of the wagon selected instead of the orientation of the wagon. This means, that orientations really close to horizontal/vertical still use the animation. ([https://forums.factorio.com/68768 more])
* Fixed UI change update in ModSettingsGui and MapGeneratorGui with preview open.
* Fixed that changing map size didn't mark the map preset as modified. ([https://forums.factorio.com/67261 more])
* Fixed quickbar selection disappearing when cursor stack is refreshed with a new stack. ([https://forums.factorio.com/68243 more])
* Fixed label text not updating correctly when cleared and had non-zero minimal width and height. ([https://forums.factorio.com/69763 more])
* Fixed that nested frame styles (horizontal flow, vertical flow, header filler flow, filler) weren't initialized/updated correctly in the GUI created by script.
* Improved handling of whitespace characters in technology count formula parsing.
* Fixed that the loading indicator in the browse games GUI was left of the "Back" button. ([https://forums.factorio.com/66513 more])
* Checking that only the l (or L) variable used in the technology formula on startup, to avoid errors later on. ([https://forums.factorio.com/69870 more])
* Fixed turret prototype definition allowed ammo_type of attack_parameters to be optional resulting in crash when the turret started to shoot.
* Fixed NPE error at startup that could occur when using mods. ([https://forums.factorio.com/69439 more])
* Don't consider recipes with 0 minimum amount (and possible randomised result) when resolving automatic crafting of ingredients when crafting manually. ([https://forums.factorio.com/68836 more])
* Fixed GUI window of an entity not updating when pasting settings to that entity. ([https://forums.factorio.com/69102 more])
 
* Fixed error in consistency check of ghost connections related to multiple connections to entities only in the undo queue. ([https://forums.factorio.com/70126 more])
=== Scripting ===
* Fixed train condition fulfilling indication for artillery wagon. ([https://forums.factorio.com/69677 more])
 
* IDXGIOutput::FindClosestMatchingMode returning an error is not treated as critical failure anymore. ([https://forums.factorio.com/70152 more])
* Changed the LabelStyle::want_ellipsis default value to true and it is never changed to be something else now. We are considering to even remove this style property completely, as we basically want the ellipsis always when the label is squashed.
* Fixed that the Mods GUI go-to-dependency buttons wouldn't work in some scenarios. ([https://forums.factorio.com/69545 more])
* Added tile parameter to on_player_built_tile and on_robot_built_tile.
* Fixed that ghost building mode works the same as ghost building (with shift) when it comes to rail building. ([https://forums.factorio.com/69761 more])
* Removed unused on_player_tool_inventory_changed event.
* Fixed that upgrading entities in would leave invalid module requests. ([https://forums.factorio.com/70040 more])
* Fixed, that sorting changes were moving the scrolled position in the browse game gui. It is now consistent with the mods gui. ([https://forums.factorio.com/70128 more])
* Fixed some achievements being given to players while the save game is loading, not respecting player online time. ([https://forums.factorio.com/64214 more])
* Fixed LuaTransportLine::output_line read for right-hand output lines of a lonely splitter. ([https://forums.factorio.com/70207 more])
* Fixes to make tabbed pane work properly when it comes to squashing in different situations. ([https://forums.factorio.com/69488 more])
* Tweaked the algorithm that is putting trains on rails to work properly in junctions when constrained by the direction caused by blueprint/ghost train building. ([https://forums.factorio.com/69457 more])


=== Modding ===
=== Modding ===


* Added emissions_per_minute property in the energy source, that is supposed to replace the emissions_per_second_per_watt which was basically wrong and hard to work with, both emissions_per_second_per_watt emissions definition will work for some time (at least in 0.17) so mods don't get broken.
* Renamed the character entity type and name from "player" to "character" to make it consistent with how we call/access it in all other places.
* Renamed the technology personal-roboport-equipment-2 to personal-roboport-mk2-equipment and gave it corresponding icon to be consistent with other technologies of this kind.
* Renamed the technology power-armor-2 to power-armor-mk2 to be consistent with other technologies of this kind.
* Added optional storage tank prototype property "scale_info_icons".
* Added "manual_rail_building_reach_modifier" to the utility-constants.
* MapGenPresets' advanced_settings.difficulty_settings.research_queue_setting now works. ([https://forums.factorio.com/69546 more])


== 0.17.28 ==
=== Scripting ===
Date: 09.04.19


=== Bugfixes ===
* Mod GUI root elements (top/left/center/goal) are now contained in scroll panes, so when there is not enough space, it will become scrollable instead of being cut off. With enough space, it looks the same as before, the only change is, that the mod GUI contents can now not expect to be squashed by the screen, as it will just make a scroll bar instead.
* Added LuaCircuitNetwork::connected_circuit_count read.
* Added LuaEntity::time_to_live read/write for highlight box entities.
* Added LuaEntity::allow_dispatching_robots read/write.
* Added LuaEntity::toggle_equipment_movement_bonus().
* Added LuaEquipmentGrid::inhibit_movement_bonus read/write.
* Added optional 'radius' to LuaSurface 'find_xyz' functions.
* Added defines.inventory.editor_main, editor_guns, editor_ammo, editor_armor.
* AutoplaceSpecification::control is always included in property tree, even for non-peak-based autoplace specifications. ([https://forums.factorio.com/69286 more])
* Fixed a save corruption problem when using LuaSurface::clone_area(). ([https://forums.factorio.com/67207 more])
* Renamed defines.inventory.player_main, player_guns, player_ammo, player_armor, player_vehicle and player_trash to defines.inventory.character_main, character_guns, character_ammo, character_armor, character_vehicle and character_trash.
* Removed LuaStyle::title_top_padding, title_right_padding, title_bottom_padding and title_left_padding.
 
== 0.17.34 ==
Date: 26.04.2019
 
=== Changes ===


* Fixed a crash when hovering over some inventory-like GUI elements.
* Improved fluid simulation threading. Decreases CPU usage. Threading available on all operating systems. Simulation performance should remain unchanged.


=== Includes version 0.17.27 ===
=== Bugfixes ===
=== Bugfixes ===


* Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more
* Fixed a crash when importing blueprint strings with power switch wires.
* Fixed a crash when mods would set special_signal = true for virtual-signal prototypes.
* Fixed fluid mixing for fixed recipe assemblers. ([https://forums.factorio.com/69676 more])
* Fixed a crash when a mining drill is destroyed during the resource-depleted event.
* Fixed "Not enough rails" message after successful track placement. ([https://forums.factorio.com/69930 more])
* Fixed a crash when loading modded saves related to recipe migrations and fluidboxes.
* Fixed a crash when destroying entities during the on_pre_ghost_deconstructed event. ([https://forums.factorio.com/69965 more])
* Fixed a desync related to the blueprint library and keeping outdated blueprints between versions.
* Fixed that trains with "logistics while moving" disabled would not deploy robots when switched into automatic mode while waiting at a station ([https://forums.factorio.com/69914 more])
* Fixed crash when undoing manual removal of entity marked for deconstruction. more
* Fixed that the technology GUI would show 100% researched for near-100% values. more
* Fixed crash when calling LuaGameScript::take_technology_screenshot for force that doesn't have any technologies enabled.
* Fixed that action bar link to blueprint in the inventory had tooltip size limited too much. more
* Fixed that blueprint cost table width wasn't correct for UI scale different than 100%.


=== Scripting ===
== 0.17.33 ==
 
Date: 24.04.2019
Added surface_index to the on_robot_mined_tile event.
 
== 0.17.26 ==
Date: 08.04.19


=== Changes ===
=== Changes ===


* Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions.
* Added out of fuel alert icon to flamethrower turrets.
* UI scale won't be synchronised over Steam Cloud anymore. ([https://forums.factorio.com/67085 more])
* Syncing startup settings with a server will automatically join the server on game restart. ([https://forums.factorio.com/69064 more])


=== Bugfixes ===
=== Bugfixes ===


* Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone. ([https://forums.factorio.com/67692 more])
* Fixed yet another consistency bug related to ghost connections. ([https://forums.factorio.com/69694 more])
* Fixed that it was possible to rotate entities whilst the technology GUI was open. ([https://forums.factorio.com/66320 more])
* Fixed crash related to changing force of entity marked for deconstruction/upgrade/in undo queue. ([https://forums.factorio.com/69493 more])
* Fixed that the updates-available counter in the update-mods tab didn't update as mods would be updated. ([https://forums.factorio.com/69050 more])
* Fixed a crash resulting from overlapping underground pipes. ([https://forums.factorio.com/69548 more])
* Fixed that LuaSurface::get_closest() did not check the type of the second parameter. ([https://forums.factorio.com/69105 more])
* Fixed power grid overlay not showing correctly on map when changing surfaces. ([https://forums.factorio.com/69104 more])
* Fixed that LuaEntity::revive() raise_revive parameter sometimes did not work. ([https://forums.factorio.com/69166 more])
* Fixed another instance of furnaces with fluid outputs not working correctly. ([https://forums.factorio.com/69674 more])
* Fixed that script render objects sometimes did not render in screenshots.
* Fixed multiplayer paused notification not being cleared when the client is dropped. ([https://forums.factorio.com/67326 more])
* Fixed a crash when rendering inserter interactions for modded furnace recipes without item ingredients.
* Fixed accumulators showing discharge animation and empty icon at the same time. ([https://forums.factorio.com/67929 more])
* Fixed research queue and technology tooltip for long technology names. ([https://forums.factorio.com/68862 more])
* Fixed that the game would desync when changing forces of beams, fluid streams, projectiles, stickers, and fire flames.
* Fixed sprites would render as corrupted on some GPUs with texture streaming enabled. ([https://forums.factorio.com/65466 more])
* Fixed player inventory income flying text would sometimes show incorrect total item count. ([https://forums.factorio.com/66542 more])
* Fixed layouting of filters of deconstruction planner in a tooltip. ([https://forums.factorio.com/69107 more])
* Fixed switched technology levels in the console message when changing research. ([https://forums.factorio.com/69681 more])
* Fixed that the rocket silo alt-info module icons didn't render in the correct location due to the size changes. ([https://forums.factorio.com/69041 more])
* Fixed that the keyboard shortcuts for new blueprint/upgrade planner/deconstruction planner wouldn't work when the cut or copy tool was selected. ([https://forums.factorio.com/68904 more])
* Fixed several inconsistencies with the map editor paused state in multiplayer. ([https://forums.factorio.com/66189 more])
* Changed render layer of belts marked for deconstruction so they don't clip with other belts. ([https://forums.factorio.com/65931 more])
* Fixed schedule merging when more than one step of connecting train is done and part with the empty schedule is connected first. ([https://forums.factorio.com/69043 more])
* Fixed attempt to rotate ore patches that are out of reach would create "Can't Reach" floating message. ([https://forums.factorio.com/66647 more])
* Fixed pollution reporting of machines with negative pollution when there is not enough pollution to absorb. ([https://forums.factorio.com/69164 more])
* Fixed that generators would produce infinite pollution in some cases. ([https://forums.factorio.com/69450 more]) ([https://forums.factorio.com/69879 more])
* Fixed that building a new rail through robots changed all rail-bound train stops to that station. ([https://forums.factorio.com/69170 more])
* Fixed that generator tooltips did not show pollution. ([https://forums.factorio.com/69494 more])
* Fixed a crash when departing from temporary stations while all other stations in the schedule are invalid. ([https://forums.factorio.com/69114 more])
* Fixed that LuaGameScript::tick_paused read was not of type boolean. ([https://forums.factorio.com/69892 more])
* Fixed that setting a character controller for an offline player would crash the game. ([https://forums.factorio.com/69106 more])
* Fixed that the map editor convert-save-to-scenario didn't work correctly in some cases. ([https://forums.factorio.com/68913 more])
* Fixed trains overview GUI updating and performance problems. ([https://forums.factorio.com/68953 more])
* Fixed that the map editor intensity slider number fields wouldn't accept numbers outside the slider range. ([https://forums.factorio.com/69165 more])
* Fixed that long server names were overflowing in the Browse games GUI. ([https://forums.factorio.com/66113 more])
* Fixed that the deconstruction planner "tiles only" mode would ignore tile ghosts. ([https://forums.factorio.com/68360 more])
* Fixed that exporting blueprint strings wouldn't include pending icon changes. ([https://forums.factorio.com/67180 more])
* Fixed that cloning rocket silos with rockets waiting to launch wouldn't auto-launch correctly. ([https://forums.factorio.com/69781 more])
* Fixed that cloning single entities with wire connections to themselves didn't work correctly. ([https://forums.factorio.com/69770 more])
* Fixed a desync related to rail item names. ([https://forums.factorio.com/69807 more])
* Map generator GUI now remembers the last preset used.
* Fixed an older bug with pull-placement of power poles. ([https://forums.factorio.com/69659 more])
* Fixed copying files to temp folder would preserve read only permissions, which could cause errors. ([https://forums.factorio.com/61763 more])
* Fixed rich text issue with sometimes removing font/color tags when it shouldn't. ([https://forums.factorio.com/69848 more])
 
=== Modding ===
 
* Fixed that trivial smoke wouldn't work correctly if it moved > 8 chunks from its origin. ([https://forums.factorio.com/69383 more])
* Renamed gate prototype collision_mask to opened_collision_mask so that it can be different from the entity collision mask.


=== Scripting ===
=== Scripting ===


* Added LuaAutoplaceControlPrototype::category read.
* Changed creation of tile ghosts to use "ghost_name" to match the rest of the API.
* Added LuaEntityPrototype::alert_icon_shift read.
* Added LuaSurface::entity_prototype_collides() and LuaSurface::decorative_prototype_collides().
* Added LuaForce::research_queue read/write.
* Added LuaRecipePrototype::allow_decomposition read.
* Added LuaForce::add_research() and cancel_current_research().
* Added LuaSpriteButton::number allows nil value, which signals/specifies no number to be drawn, which now allows showing of 0.
* Removed LuaForce::current_research write.
* Added LuaTrain::signal read.
* Changed cutscene waypoints to allow all entities as targets.


== 0.17.25 ==
== 0.17.32 ==
Date: 04.04.19
Date: 18.04.2019


=== Changes ===
=== Changes ===


The Mods GUI will now always include a link to the mod portal for the selected mod.
* Admins ignore multiplayer map upload slot limit.
* "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.


=== Bugfixes ===
=== Bugfixes ===


* Fixed roboport area rendering for players. ([https://forums.factorio.com/68925 more])
* Fixed that the server-settings.example.json had an additional comma at the end of the file. ([https://forums.factorio.com/69451 more])
* Fixed a crash when trying to print invalid values through the Lua API. ([https://forums.factorio.com/68924 more])
* Filled in a missing fluid mixing check for miner. ([https://forums.factorio.com/69381 more])
* Fixed that the rail world preset didn't allow to get some achievements due to smaller base size. ([https://forums.factorio.com/65215 more])
* Fixed that create-blueprint-item shortcut prototypes could have no item_to_create set. ([https://forums.factorio.com/69500 more])
* Fixed that the technology GUI technology cost wouldn't show numbers > 2^32 correctly. ([https://forums.factorio.com/68937 more])
* Fixed upload slot queue blocking players from joining even if not all slots were filled.
* Fixed that custom checkboxes didn't render correctly in some cases. ([https://forums.factorio.com/67986 more])
* Fixed a desync from rotation of an assembler with fluid energy source. ([https://forums.factorio.com/69395 more])
* Fixed opening nested items in items so the same item isn't opened multiple times. ([https://forums.factorio.com/68005 more])
* Fixed connection consistency problems of wire/circuit connections ghosts and undo. ([https://forums.factorio.com/69452 more])
* Fixed a crash when trying to filter standalone character ammo slots. ([https://forums.factorio.com/68933 more])
* Added a no-crop requirement to the wire sprite definitions to avoid mods removing it, which can confuse the drawing logic. ([https://forums.factorio.com/69325 more])
* Disallowed building train stops in intersections.
* Fixed text boxes that would not respect keyboard layout for shortcuts like copy or paste. ([https://forums.factorio.com/68380 more])
* Fixed that cloning fluid turrets with fluid would crash the game.
* Fixed blocking of game shortcuts when a text box has focus did not take into account keyboard layout settings. ([https://forums.factorio.com/67021 more])
* Fixed that cloning transport belts could crash when cloning fails.
* Fixed the game would not respect remapping of modifier keys (Ctrl, Shift, Alt) in operating system. ([https://forums.factorio.com/65093 more])
* Fixed personal roboport would render its construction area even when toggled off. ([https://forums.factorio.com/68911 more])
* Fixed it wasn't possible to bind mouse buttons 6 to 9. ([https://forums.factorio.com/69588 more])
* Fixed train stop names were rendered without rotation. ([https://forums.factorio.com/68922 more])
* It is no longer possible to teleport an entity into fluid mixing. ([https://forums.factorio.com/69316 more])
* Fixed Russian and several other localizations would not show symbols ≠, ≤, ≥ in train conditions and decider combinators. ([https://forums.factorio.com/68921 more])
* Fixed a crash when defining a programmable speaker with no instruments. ([https://forums.factorio.com/69632 more])
* Fixed Chinese and Japanese text was too small to read. ([https://forums.factorio.com/68919)
* Sync-mods-with-save will no longer offer to load-save when attempting to sync while hosting a multiplayer game. ([https://forums.factorio.com/67756 more])
* Fixed that deleting mods would follow symlinks instead of just removing the symlink. ([https://forums.factorio.com/68975 more])
* Fixed when negative health regeneration wouldn't work when the entity had full health. ([https://forums.factorio.com/69605 more])
* Fixed that mining drill can't-build messages would be wrong in some cases. ([https://forums.factorio.com/69014 more])
* Fixed a crash related to migrating game versions while having gates marked for deconstruction with ghost walls built over them. ([https://forums.factorio.com/69473 more])
* Fixed that the game finished GUI would not show the time played if there were no kills.
* Fixed building underground pipes over ghosts could crash/corrupt the game. ([https://forums.factorio.com/68907 more])
* Fixed that the shortcut selection list wouldn't use a scroll bar if the shortcuts didn't fit on the screen. ([https://forums.factorio.com/68350 more])


=== Modding ===
=== Modding ===


* Recipes with duplicate ingredients or products will now error at startup instead breaking crafting runtime. ([https://forums.factorio.com/67857 more])
* For performance reasons inserter pickup/dropoff vectors are now limited to half a chunk or less.
* Scripting
* Added surface_index to the on_robot_built_tile event.


== 0.17.24 ==
=== Scripting ===
Date: 02.04.19


=== Balancing ===
* Added LuaEntityPrototype::lab_inputs read.
* Added LuaEntityPrototype::researching_speed read.
* Added LuaGameScript::pollution_statistics read.


Changed god controller inventory size to be the same as the character inventory size.
== 0.17.31 ==
Date: 12.04.2019


=== Bugfixes ===
=== Bugfixes ===


* Fixed rendering of targeting range visualization for turrets with limited turn range. ([https://forums.factorio.com/68707 more])
* Fixed a crash when hosting multiplayer games in some scenarios.
* Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect. ([https://forums.factorio.com/68730 more])
 
* Fixed that power poles would sometimes build automatically when they shouldn't. ([https://forums.factorio.com/68725 more])
== 0.17.30 ==
* Fixed that editing map gen settings for the non-default surface using the map editor didn't work. ([https://forums.factorio.com/68793 more])
Date: 12.04.2019
* Fixed that LuaSurface::spill_item_stack would ignore belts by default. ([https://forums.factorio.com/68796 more])
 
* Fixed that LuaEntity::set_request_slot() wouldn't allow filters with a count of 0. ([https://forums.factorio.com/68731 more])
=== Minor Features ===
* Fixed that copying assembler settings would copy direction as well. ([https://forums.factorio.com/68771 more])
 
* Fixed that automation and logistics technologies were marked as upgrades.
* Added ability to set a maximum number of map upload slots for multiplayer servers. Setting this is recommended to prevent the server from being flooded with map fragment requests from clients.
* Fixed that non-upgrade technologies didn't show the level properly. ([https://forums.factorio.com/68755 more])
* Fixed default key bindings for in-game copy, paste and undo shortcuts on Russian keyboard layout. ([https://forums.factorio.com/68809 more])
* Fixed that remote.call() with small strings didn't work correctly. ([https://forums.factorio.com/68801 more])
* Fixed lamp lighting up for 1 tick without any electricity. ([https://forums.factorio.com/68826 more])
* Fixed that the next infinite research level wouldn't appear in the technology list after the previous level was queued. ([https://forums.factorio.com/68578 more])
* Fixed a crash when changing modded recipes that used fluid inputs or outputs. ([https://forums.factorio.com/68830 more])
* Fixed lamp showing full electricity bar without any electricity. ([https://forums.factorio.com/67527 more])
* Fixed that large sequential lua tables wouldn't be saved and loaded correctly. ([https://forums.factorio.com/68657 more])
* Fixed poor performance when rendering logistic network overlays. ([https://forums.factorio.com/68873 more])
* Fixed that the shortcut for opening the console could be also entered into it (does not fix dead keys).
* Fixed Scroll Lock would trigger an event on both key down and key up. ([https://forums.factorio.com/65180 more])
* Fixed trains stop names with icons in them would look wrong when pinging a train station in chat. ([https://forums.factorio.com/65876 more])
* Fixed that crafting machines could not be rotated if they used a heat energy source and didn't have fluid boxes. ([https://forums.factorio.com/67803 more])
* Fixed inventory hand sometimes pushing items out of the inventory and spilling them on the ground. ([https://forums.factorio.com/66392 more])
* Fixed that some languages had no name, and that some used their English name, and some the name in the language itself. ([https://forums.factorio.com/68696 more])
* Fixed incorrect scaling of cyrillic characters when viewing them with your language set to English.
* Fixed two crashes from migration of modded fluid using entities. ([https://forums.factorio.com/68823 more])
* Fixed that clicking a technology in the research queue would select the next available level instead of the queued level. ([https://forums.factorio.com/68491 more])


=== Scripting ===
=== Optimizations ===


* Added LuaEntity::get_max_transport_line_index().
* Optimized alt-mode icon background rendering. ([https://forums.factorio.com/67280 more])
* Added LuaPlayer::last_online read.
* Added allow_belt parameter to LuaSurface::spill_item_stack.
* Added corpses parameter to on_post_entity_died.
 
== 0.17.23 ==
Date: 29.03.19


=== Bugfixes ===
=== Bugfixes ===


* Fixed that merging two electric networks didn't merge the statistics which was introduced by the power switch addition in 0.13. ([https://forums.factorio.com/68246 more])
* Fixed that cut tool marked trees/rocks/cliffs for deconstruction when there was other valid entity in the selection. ([https://forums.factorio.com/69002 more]) ([https://forums.factorio.com/69199 more])
* Fixed light not turning off properly when using fluid energy source on an entity. ([https://forums.factorio.com/67674 more])
* Fixed that movement by keys or clicking on an alert didn't unsnap the currently followed train in the map. ([https://forums.factorio.com/69199 more]) ([https://forums.factorio.com/69002 more])
* Fixed a crash when building large electric poles. ([https://forums.factorio.com/68695 more])
* Fixed that the game would crash when showing blueprint library tooltips. ([https://forums.factorio.com/69398 more])
* Fixed that the game would crash when showing a blueprint library tooltip in multiplayer when the blueprint/book was removed by another player.
* Fixed alt-mode icon background for narrow icons was be very subtle. ([https://forums.factorio.com/65338 more])


=== Modding ===
== 0.17.29 ==
Date: 12.04.2019


The game now checks that technology levels are contiguous.
=== Changes ===
Non-upgrade technologies are now considered to be level 1; previously they were level 0.
Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".


== 0.17.22 ==
* Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.
Date: 29.03.19
font/color rich text tags now have to be properly terminated. This means eg: "[color=red]Red circuits" will now need to be "[color=red]Red circuits[/color]". This fixes a number of issues with handling start/end tags. ([https://forums.factorio.com/66263 more]) ([https://forums.factorio.com/66256 more])
* Enter key will be shown as "ENTER" instead of "RETURN" on Windows and Linux. ([https://forums.factorio.com/69329 more])
* Minor Features
* Added a shortcut for increasing/decreasing/resetting UI scale, mainly for debugging of proper automatic adjustment of UI, but people might find it useful for something as well.


=== Bugfixes ===
=== Bugfixes ===


* Fixed vertical squashing of listbox. ([https://forums.factorio.com/68520 more])
* After a realization of a big misleading mistake, the pollution per second had to be renamed to pollution per minute, because it is what it actually is. ([https://forums.factorio.com/68269 more])
* Fixed in-game updater would not work on Windows if Factorio path or write data path would contain non-ASCII characters. ([https://forums.factorio.com/68516 more])
* Fixed that tree pollution absorption was recorded as pollution emission in the statistics.
* Undoing action of building entity that removed ghosts also restores the ghosts. The same with removal of ghosts by cancelling deconstruction. ([https://forums.factorio.com/67827 more])
* Fixed that equipment electric network priority migration wasn't present. ([https://forums.factorio.com/69389 more])
* Fixed that building power poles when moving very fast did not have consistent spacing. ([https://forums.factorio.com/67383 more])
* Crafting group selection by typing exact recipe match will now preserve the same way as selecting the crafting group manually. ([https://forums.factorio.com/67165 more])
* Fixed undo of train deconstruction. ([https://forums.factorio.com/68102 more])
* Fixed few layouting issues in the mods GUI. ([https://forums.factorio.com/68788 more])
* Fixed undo of circuit conditions of entities in the ghost state. ([https://forums.factorio.com/68191 more])
* Fixed that sticker duration could be 0. ([https://forums.factorio.com/69042 more])
* Fixed train pathing inconsistency between normal station departure and waypoint. ([https://forums.factorio.com/68111 more])
* Restored previous behavior where normal (not only underground) pipe connections reconnected when a fluidbox got removed. ([https://forums.factorio.com/68343 more])
* Fixed problems related to rail path waypoints and station removal.
* Fixed crash when robots try to revive locomotive that has both front and back wheels on rails, but no rail in-between. ([https://forums.factorio.com/68623 more])
* Fixed logarithmic sliders not showing value of 1. ([https://forums.factorio.com/68392 more])
* Fixed that repair packs could be lost if they didn't fit in your inventory when using personal robots. ([https://forums.factorio.com/69110 more])
* Fixed logarithmic sliders showing the same value for some positions.
* Added missing pipe connection arrows to flamethrower turret. ([https://forums.factorio.com/69272 more])
* Fixed logarithmic sliders not showing correct initial position.
* Fixed that custom GUI style values specified directly on the elements weren't updated after UI scale change. ([https://forums.factorio.com/68007 more])
* Fixed Rich text icons not working in rotated text. ([https://forums.factorio.com/65780 more])
* Fixed that the electric network GUI would sometimes be opened when starting deconstruction planner selection on an electric pole in the map view. ([https://forums.factorio.com/68960 more])
* Fixed a crash when loading saves converted to scenarios in the map editor after changing mods. ([https://forums.factorio.com/68420 more])
* Fixed that Textfield and Sliders didn't update its size properly on UI change.
* Fixed that the inventory hand was not activated when the cursor was auto-refilled when entity building, tile building, fast transferring, repairing, using capsules or dropping items. ([https://forums.factorio.com/67584 more])
* Fixed UI change update in ModSettingsGui and MapGeneratorGui with preview open.
* Fixed that fast-replacing ghosts would not transfer settings.
* Fixed quickbar selection disappearing when cursor stack is refreshed with a new stack. ([https://forums.factorio.com/68243 more])
* Fixed that double clicking on a list box scroll bar would trigger the confirm action. ([https://forums.factorio.com/66224 more])
* Fixed that nested frame styles (horizontal flow, vertical flow, header filler flow, filler) weren't initialized/updated correctly in the GUI created by script.
* Fixed train GUI preview not centering on locomotive when opening the color picker. ([https://forums.factorio.com/66115 more])
* Fixed that the loading indicator in the browse games GUI was left of the "Back" button. ([https://forums.factorio.com/66513 more])
* Fixed gui clipping for scrollpane inside a scrollpane. ([https://forums.factorio.com/66925 more])
* Fixed turret prototype definition allowed ammo_type of attack_parameters to be optional resulting in crash when the turret started to shoot.
* Fixed biters ignoring the player when building a new base. ([https://forums.factorio.com/68492 more])
* Don't consider recipes with 0 minimum amount (and possible randomised result) when resolving automatic crafting of ingredients when crafting manually. ([https://forums.factorio.com/68836 more])
* Fixed that copying settings with a blueprint would not show returned materials. ([https://forums.factorio.com/67227 more])
* Fixed turret ranges with huge radius would not render correctly when zooming into a map. ([https://forums.factorio.com/68461 more])
* Fixed that the reset queue would reset if the the game window is resized whilst the technology GUI is open. ([https://forums.factorio.com/68607 more])
* Fixed that resizing the game window would clear the search filter in the technology GUI. ([https://forums.factorio.com/66685 more])
* Fixed that crafting machines with an empty fluid_boxes key could be rotated. ([https://forums.factorio.com/68642 more])
* Fixed train state not updating properly in some specific cases. ([https://forums.factorio.com/68145 more])
* Fixed mining drill showing misleading message when building on top of invalid resources. ([https://forums.factorio.com/65814 more])
* Fixed a crash related to assemblers that sometimes occurred during loading 0.16 modded games.
* Fixed a crash when opening map too fast after creating a new game or new surface. ([https://forums.factorio.com/65827 more])
* Fixed LuaPlayer::open_map, close_map, zoom_to_world would mutate rendering state while render thread was possibly using it causing crash. ([https://forums.factorio.com/68327 more])
* Changed the custom scale slider in interface settings to be disabled when automatic scale is selected.
* Fixed train path finding in a special case of a loop with no signals and exactly one intersection. ([https://forums.factorio.com/67357 more])
* Fixed clipping when the preset description in the map generator is scrollable. ([https://forums.factorio.com/67216 more])
* Better path selection within one segment that is in a loop. ([https://forums.factorio.com/68225 more])


=== Scripting ===
=== Scripting ===


* Added LuaEntityPrototype::secondary_collision_box read.e])
* Changed the LabelStyle::want_ellipsis default value to true and it is never changed to be something else now. We are considering to even remove this style property completely, as we basically want the ellipsis always when the label is squashed.
* Added tile parameter to on_player_built_tile and on_robot_built_tile.
* Removed unused on_player_tool_inventory_changed event.


== 0.17.21 ==
=== Modding ===
Date: 26.03.19


=== Bugfixes ===
* Added emissions_per_minute property in the energy source, that is supposed to replace the emissions_per_second_per_watt which was basically wrong and hard to work with, both emissions_per_second_per_watt emissions definition will work for some time (at least in 0.17) so mods don't get broken.


* Fixed gates sometimes not closing when next to cliffs. ([https://forums.factorio.com/68365 more])
== 0.17.28 ==
* Fixed crashes related to GUI tables. ([https://forums.factorio.com/68526 more])
Date: 09.04.2019


== 0.17.20 ==
=== Bugfixes ===
Date: 26.03.19


=== Changes ===
* Fixed a crash when hovering over some inventory-like GUI elements.


* Removed RTL language translations (Hebrew, Arabic). ([https://forums.factorio.com/68507 more])
== 0.17.27 ==
Date: 09.04.2019


=== Bugfixes ===
=== Bugfixes ===


* Fixed crash when opening technology tree.
* Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more
* Fixed blueprint loading related to trains and temporary stations. ([https://forums.factorio.com/67998 more])
* Fixed a crash when mods would set special_signal = true for virtual-signal prototypes.
* Fixed that the quick bar and shortcut bar weren't aligned on UI scales other than 100% and 200%, making the game literally unplayable. ([https://forums.factorio.com/66827 more])
* Fixed a crash when a mining drill is destroyed during the resource-depleted event.
* Fixed fuzzy search in the select-a-filter GUI could show empty groups. ([https://forums.factorio.com/63241 more])
* Fixed a crash when loading modded saves related to recipe migrations and fluidboxes.
* Fixed a desync related to the blueprint library and keeping outdated blueprints between versions.
* Fixed crash when undoing manual removal of entity marked for deconstruction. more
* Fixed that the technology GUI would show 100% researched for near-100% values. more
* Fixed crash when calling LuaGameScript::take_technology_screenshot for force that doesn't have any technologies enabled.
* Fixed that action bar link to blueprint in the inventory had tooltip size limited too much. more
* Fixed that blueprint cost table width wasn't correct for UI scale different than 100%.


== 0.17.19 ==
=== Scripting ===
Date: 25.03.19


=== Bugfixes ===
* Added surface_index to the on_robot_mined_tile event.


* Fixed various layouting problems related to tables.
== 0.17.26 ==
* Fixed upgrading underground belt ghosts would not recalculate underground connections resulting in desyncs. ([https://forums.factorio.com/67510 more])
Date: 08.04.2019
* Fixed construction robot tutorial when spamming ghost radars. ([https://forums.factorio.com/68436 more])
* Fixed that some entities didn't show the not enough power icon. ([https://forums.factorio.com/68470 more])
* Fixed possible crash when editing font names in rich text. ([https://forums.factorio.com/68390 more])
* Fix of previous fix of certain situations of assembler settings copy/paste. ([https://forums.factorio.com/68487 more])
* Fixed that toolbar buttons stayed pressed down. ([https://forums.factorio.com/68459 more])
* Fixed crash when an inventory gui was shown with 0 slots. ([https://forums.factorio.com/68467 more])
 
=== Scripting ===
 
* Added LuaGuiElement::scroll_to_top(), scroll_to_bottom(), scroll_to_left() and scroll_to_right().
* Added LuaGuiElement::scroll_to_element().
* Added LuaEntityPrototype::has_belt_immunity, pollution_to_join_attack, min_pursue_time, max_pursue_distance, radar_range, move_while_shooting, can_open_gates, affected_by_tiles, distraction_cooldown and spawning_time_modifier read.
* Added LuaEntityPrototype::inserter_extension_speed and inserter_rotation_speed read.
* Added LuaTransportLine::input_lines read.
 
== 0.17.18 ==
Date: 23.03.19


=== Changes ===
=== Changes ===


* Dragging power poles over ghosts of the same type will revive them. ([https://forums.factorio.com/68244 more])
* Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions.
* Replaced the hand graphic in the quickbar with a selected graphic, so blueprint books are visible.


=== Bugfixes ===
=== Bugfixes ===


* Solved train positioning when being built by robots. ([https://forums.factorio.com/68147 more])
* Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone. ([https://forums.factorio.com/67692 more])
* Fixed that playing Factorio in full-screen mode on macOS would hide all notifications. ([https://forums.factorio.com/66415 more])
* Fixed that it was possible to rotate entities whilst the technology GUI was open. ([https://forums.factorio.com/66320 more])
* Allow commas with spaces after in color tags. ([https://forums.factorio.com/68261 more])
* Fixed that the updates-available counter in the update-mods tab didn't update as mods would be updated. ([https://forums.factorio.com/69050 more])
* Fixed the mechanic of saving a scenario locally when joining a multiplayer game that uses a scenario you don't have didn't work correctly. ([https://forums.factorio.com/68181 more])
* Fixed that LuaSurface::get_closest() did not check the type of the second parameter. ([https://forums.factorio.com/69105 more])
* Fixed that the burner light would still glow even when the entity is sleeping. ([https://forums.factorio.com/65712 more])
* Fixed that LuaEntity::revive() raise_revive parameter sometimes did not work. ([https://forums.factorio.com/69166 more])
* Assembler copy/paste now works correctly when pasting both recipe and direction with fluid mixing around. ([https://forums.factorio.com/68174 more])
* Fixed that script render objects sometimes did not render in screenshots.
* Tool shortcut bar selection list can be closed with ESC. ([https://forums.factorio.com/65621 more])
* Fixed a crash when rendering inserter interactions for modded furnace recipes without item ingredients.
* Fixed that some technologies wouldn't show in the technology list if they were fully researched. ([https://forums.factorio.com/68239 more])
* Fixed research queue and technology tooltip for long technology names. ([https://forums.factorio.com/68862 more])
* Fixed incorrect zooming speeds when using keyboard to zoom. ([https://forums.factorio.com/65679 more])
* Fixed sprites would render as corrupted on some GPUs with texture streaming enabled. ([https://forums.factorio.com/65466 more])
* Blank property expression names in map gen settings JSON are ignored. ([https://forums.factorio.com/68125 more])
* Fixed layouting of filters of deconstruction planner in a tooltip. ([https://forums.factorio.com/69107 more])
* Seed1 arguments above 255 to noise functions no longer crash the game, warning about the upper bits being ignored, instead. ([https://forums.factorio.com/67497 more])
* Fixed that the rocket silo alt-info module icons didn't render in the correct location due to the size changes. ([https://forums.factorio.com/69041 more])
* Fixed broken supply challenge. ([https://forums.factorio.com/68242 more])
* Fixed several inconsistencies with the map editor paused state in multiplayer. ([https://forums.factorio.com/66189 more])
* Fixed slow horizontal trackpad scrolling in the tech tree view. ([https://forums.factorio.com/66874 more])
* Fixed schedule merging when more than one step of connecting train is done and part with the empty schedule is connected first. ([https://forums.factorio.com/69043 more])
* Fixing one situation of underground pipe connection over a ghost. ([https://forums.factorio.com/68265 more])
* Fixed pollution reporting of machines with negative pollution when there is not enough pollution to absorb. ([https://forums.factorio.com/69164 more])
* Fixed blueprint icons not disappearing when using set_quick_bar_slot ([https://forums.factorio.com/68374 more])
* Fixed that building a new rail through robots changed all rail-bound train stops to that station. ([https://forums.factorio.com/69170 more])
* Fixed PvP force modifiers were being overwritten. ([https://forums.factorio.com/68397 more])
* Fixed a crash when departing from temporary stations while all other stations in the schedule are invalid. ([https://forums.factorio.com/69114 more])
* Fixed "graphics_variation" was read-only on entities of type "corpse". ([https://forums.factorio.com/68391 more])
* Fixed that setting a character controller for an offline player would crash the game. ([https://forums.factorio.com/69106 more])
* Fixed buildability check of some fluid entities in blueprints. ([https://forums.factorio.com/65389 more])
* Fixed trains overview GUI updating and performance problems. ([https://forums.factorio.com/68953 more])
* Fixed gui layouting related to having more squashable elements with different minimal sizes in one row/column.
* Fixed that long server names were overflowing in the Browse games GUI. ([https://forums.factorio.com/66113 more])
* Fixed possible crash when hovering the statistics graphs.
 
* Fixed a crash when using LuaGameScript::show_message_dialog during on_init.
=== Scripting ===
* Fixed headless server would hang when shutting down on Windows. ([https://forums.factorio.com/68422 more])
 
* Fixed interaction of pipe underground connections of different reach. ([https://forums.factorio.com/68258 more])
* Added LuaAutoplaceControlPrototype::category read.
* Added LuaEntityPrototype::alert_icon_shift read.
* Added LuaForce::research_queue read/write.
* Added LuaForce::add_research() and cancel_current_research().
* Removed LuaForce::current_research write.
* Changed cutscene waypoints to allow all entities as targets.


== 0.17.17 ==
== 0.17.25 ==
Date: 21.03.2019
Date: 04.04.2019


=== Changes ===
=== Changes ===


* Fast replacing power poles will keep existing connections but also try to connect to further away power poles if possible. ([https://forums.factorio.com/67967 more])
* The Mods GUI will now always include a link to the mod portal for the selected mod.
* 0-255 numbers are now allowed in [color] tags. The game will detect if you want to use floats or 0-255, just like the /color command. ([https://forums.factorio.com/67726 more])


=== Bugfixes ===
=== Bugfixes ===


* Solved transport line compression related to splitters for various corner cases. ([https://forums.factorio.com/67815 more])
* Fixed roboport area rendering for players. ([https://forums.factorio.com/68925 more])
* Fixed texture-compression config values that were valid in 0.17.15 but are not valid since 0.17.16 would cause error on startup. ([https://forums.factorio.com/68133 more])
* Fixed a crash when trying to print invalid values through the Lua API. ([https://forums.factorio.com/68924 more])
* Fixed that reverse/forward speed limits of the train movements were mixed up. ([https://forums.factorio.com/68047 more])
* Fixed that the rail world preset didn't allow to get some achievements due to smaller base size. ([https://forums.factorio.com/65215 more])
* Fixed that reverse locomotive power was the same as forward.
* Fixed that the technology GUI technology cost wouldn't show numbers > 2^32 correctly. ([https://forums.factorio.com/68937 more])
* Fixed item transfers tutorial giving combinators instead of wood. ([https://forums.factorio.com/68046 more])
* Fixed that custom checkboxes didn't render correctly in some cases. ([https://forums.factorio.com/67986 more])
* Fixed tutorials showing migrations dialog.
* Fixed opening nested items in items so the same item isn't opened multiple times. ([https://forums.factorio.com/68005 more])
* Fixed slow inserters on transport belt madness level 3. ([https://forums.factorio.com/68149 more])
* Fixed a crash when trying to filter standalone character ammo slots. ([https://forums.factorio.com/68933 more])
* Fixed massive biter clumps in Wave defense. ([https://forums.factorio.com/66136 more])
* Disallowed building train stops in intersections.
* Fixed a crash when importing save files into saves with different technology levels researched.
* Fixed that cloning fluid turrets with fluid would crash the game.
* Fixed that swapping Command and Option keys on macOS caused neither one to work in Factorio. ([https://forums.factorio.com/65671 more])
* Fixed that cloning transport belts could crash when cloning fails.
* Fixed that the technology GUI would list all technology levels if the technology was fully researched. ([https://forums.factorio.com/68037 more])
* Fixed personal roboport would render its construction area even when toggled off. ([https://forums.factorio.com/68911 more])
* Fixed a crash when using /swap-players. ([https://forums.factorio.com/66381 more])
* Fixed train stop names were rendered without rotation. ([https://forums.factorio.com/68922 more])
* Fixed a crash when rotating some modded underground pipes. ([https://forums.factorio.com/67710 more])
* Fixed Russian and several other localizations would not show symbols ≠, ≤, ≥ in train conditions and decider combinators. ([https://forums.factorio.com/68921 more])
* Fixed poor performance when large chat messages are rendered. ([https://forums.factorio.com/68040 more])
* Fixed Chinese and Japanese text was too small to read. ([https://forums.factorio.com/68919)
* Fixed a crash when a train traveling to a temporary stop has its schedule copy-pasted. ([https://forums.factorio.com/68130 more])
* Fixed that deleting mods would follow symlinks instead of just removing the symlink. ([https://forums.factorio.com/68975 more])
* Fixed a crash when using "Join server after sync" for server hosted over Steam Networking. ([https://forums.factorio.com/67963 more])
* Fixed that mining drill can't-build messages would be wrong in some cases. ([https://forums.factorio.com/69014 more])
* Fixed hand missing from quickbar when selecting shortcuts to the blueprint library. ([https://forums.factorio.com/68141 more])
* Fixed that the game finished GUI would not show the time played if there were no kills.
* Fixed building underground pipes over ghosts could crash/corrupt the game. ([https://forums.factorio.com/68907 more])
* Fixed that the shortcut selection list wouldn't use a scroll bar if the shortcuts didn't fit on the screen. ([https://forums.factorio.com/68350 more])


=== Scripting ===
=== Modding ===


* Added LuaControl::open_technology_gui(technology) which will open the technology GUI and select the given technology.
* Recipes with duplicate ingredients or products will now error at startup instead breaking crafting runtime. ([https://forums.factorio.com/67857 more])
* Scripting
* Added surface_index to the on_robot_built_tile event.


== 0.17.16 ==
== 0.17.24 ==
Date: 19.03.2019
Date: 02.04.2019


=== Changes ===
=== Balancing ===


* Disabled vanilla pollution attacks in the NPE until after the final wave.
* Changed god controller inventory size to be the same as the character inventory size.
* Changing teams in PvP will try to preserve the current character. ([https://forums.factorio.com/68018 more])


=== Bugfixes ===
=== Bugfixes ===


* Fixed alerts showing for trees and rocks in the NPE ([https://forums.factorio.com/65370 more])
* Fixed rendering of targeting range visualization for turrets with limited turn range. ([https://forums.factorio.com/68707 more])
* Fixed solid fuel not triggering "fuel furnace" quest item ([https://forums.factorio.com/67941 more])
* Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect. ([https://forums.factorio.com/68730 more])
* Potentially fixed scrap metal crash bug again ([https://forums.factorio.com/67821 more])
* Fixed that power poles would sometimes build automatically when they shouldn't. ([https://forums.factorio.com/68725 more])
* Fixed that a fluid furnace revived from a ghost would not work. ([https://forums.factorio.com/67372 more])
* Fixed that editing map gen settings for the non-default surface using the map editor didn't work. ([https://forums.factorio.com/68793 more])
* Fixed that launching tutorials could leave the running game in a broken state. ([https://forums.factorio.com/68046 more])
* Fixed that LuaSurface::spill_item_stack would ignore belts by default. ([https://forums.factorio.com/68796 more])
* Fixed that clearing the ghost cursor did not clear the hand in the quickbar. ([https://forums.factorio.com/68062 more])
* Fixed that LuaEntity::set_request_slot() wouldn't allow filters with a count of 0. ([https://forums.factorio.com/68731 more])
* Fixed Compilatron blocking placement of burner inserter in NPE ([https://forums.factorio.com/68063 more])
* Fixed that copying assembler settings would copy direction as well. ([https://forums.factorio.com/68771 more])
* Fixing a bug from last version that allowed fluid mixing by setting a recipe in assembler. ([https://forums.factorio.com/68074 more])
* Fixed that automation and logistics technologies were marked as upgrades.
* Different alert when unable to revive ghost due to fluid mixing by hand vs. by robot. ([https://forums.factorio.com/68074 more])
* Fixed that non-upgrade technologies didn't show the level properly. ([https://forums.factorio.com/68755 more])
* Fixed spitters would not properly target construction robots that are blocked from fulfilling their task. ([https://forums.factorio.com/67886 more])
* Fixed default key bindings for in-game copy, paste and undo shortcuts on Russian keyboard layout. ([https://forums.factorio.com/68809 more])
* Fixed a crash when joining Steam game invites while a multiplayer connection is in progress.
* Fixed that remote.call() with small strings didn't work correctly. ([https://forums.factorio.com/68801 more])
* Fixed that the "research finished" indicator would display the wrong technology level. ([https://forums.factorio.com/67864 more])
* Fixed lamp lighting up for 1 tick without any electricity. ([https://forums.factorio.com/68826 more])
* Fixed a crash when removing the end rail of a temporary train order. ([https://forums.factorio.com/67926 more])
* Fixed that the next infinite research level wouldn't appear in the technology list after the previous level was queued. ([https://forums.factorio.com/68578 more])
* Fixed that cargo wagon filters wouldn't get preserved in blueprint strings. ([https://forums.factorio.com/67641 more])
* Fixed a crash when changing modded recipes that used fluid inputs or outputs. ([https://forums.factorio.com/68830 more])
 
* Fixed lamp showing full electricity bar without any electricity. ([https://forums.factorio.com/67527 more])
=== Scripting ===
* Fixed that large sequential lua tables wouldn't be saved and loaded correctly. ([https://forums.factorio.com/68657 more])
 
* Fixed poor performance when rendering logistic network overlays. ([https://forums.factorio.com/68873 more])
* Fixed that printing the output of LuaProfiler anywhere except log(...) would cause a desync. Note: this means if the results are shown in things like player.print() they won't persist through save/load (but won't cause desyncs).
* Fixed that the shortcut for opening the console could be also entered into it (does not fix dead keys).
* Fixed Electric Pole smart coverage placement not building over other pole ghosts. ([https://forums.factorio.com/68083 more])
* Fixed Scroll Lock would trigger an event on both key down and key up. ([https://forums.factorio.com/65180 more])
* Fixed trains stop names with icons in them would look wrong when pinging a train station in chat. ([https://forums.factorio.com/65876 more])
* Fixed that crafting machines could not be rotated if they used a heat energy source and didn't have fluid boxes. ([https://forums.factorio.com/67803 more])
* Fixed inventory hand sometimes pushing items out of the inventory and spilling them on the ground. ([https://forums.factorio.com/66392 more])
* Fixed that some languages had no name, and that some used their English name, and some the name in the language itself. ([https://forums.factorio.com/68696 more])
* Fixed incorrect scaling of cyrillic characters when viewing them with your language set to English.
* Fixed two crashes from migration of modded fluid using entities. ([https://forums.factorio.com/68823 more])
* Fixed that clicking a technology in the research queue would select the next available level instead of the queued level. ([https://forums.factorio.com/68491 more])


== 0.17.15 ==
=== Scripting ===
Date: 18.03.2019


=== Changes ===
* Added LuaEntity::get_max_transport_line_index().
* Added LuaPlayer::last_online read.
* Added allow_belt parameter to LuaSurface::spill_item_stack.
* Added corpses parameter to on_post_entity_died.


* Fixed that trains wouldn't depart for temporary stops when waiting at a station. ([https://forums.factorio.com/67811 more])
== 0.17.23 ==
* Fixed that two headed train running out of fuel didn't trigger the out of fuel alert in one of the directions. ([https://forums.factorio.com/67820 more])
Date: 29.03.2019
* Improved Compilatron's ability to select a free space when indicating structures by a factor of 16.6.
* The player must now wait for Compilatron to follow before being allowed to evacuate the first area of the NPE.
* The player must collect at least some of their structures before evacuating the first area of the NPE.
* Updated the player spawn after big biter attack in case the player wants to check how aggressive the biters are.
* Compilatron now has its own icon.
* Biters and worms in the NPE will now be aggressive except in special situations.


=== GUI ===
=== Bugfixes ===
 
* Fixed that merging two electric networks didn't merge the statistics which was introduced by the power switch addition in 0.13. ([https://forums.factorio.com/68246 more])
* Fixed light not turning off properly when using fluid energy source on an entity. ([https://forums.factorio.com/67674 more])
* Fixed a crash when building large electric poles. ([https://forums.factorio.com/68695 more])
 
=== Modding ===
 
* The game now checks that technology levels are contiguous.
* Non-upgrade technologies are now considered to be level 1; previously they were level 0.
* Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".


* It is now possible to scroll horizontally with a touch pad in the tech tree view. ([https://forums.factorio.com/66874 more])
== 0.17.22 ==
Date: 29.03.2019


=== Bugfixes ===
=== Bugfixes ===


* Fixed bugged Compilatron speech in NPE when showing blocked miner.
* Fixed vertical squashing of listbox. ([https://forums.factorio.com/68520 more])
* Turrets placed in the starting area will now be detected during the entrench step of the NPE. ([https://forums.factorio.com/67772 more])
* Fixed in-game updater would not work on Windows if Factorio path or write data path would contain non-ASCII characters. ([https://forums.factorio.com/68516 more])
* Fixed flamethrower turret range visualization was rendered in wrong layer. ([https://forums.factorio.com/67903 more])
* Undoing action of building entity that removed ghosts also restores the ghosts. The same with removal of ghosts by cancelling deconstruction. ([https://forums.factorio.com/67827 more])
* Fixed editing map gen settings in the map editor would crash the game. ([https://forums.factorio.com/67839 more])
* Fixed that building power poles when moving very fast did not have consistent spacing. ([https://forums.factorio.com/67383 more])
* Fixed that robots would still try to deconstruct trains that left their network. ([https://forums.factorio.com/67916 more])
* Fixed undo of train deconstruction. ([https://forums.factorio.com/68102 more])
* Reduced screen tearing on Windows 7 when Aero is disabled. ([https://forums.factorio.com/67158 more])
* Fixed undo of circuit conditions of entities in the ghost state. ([https://forums.factorio.com/68191 more])
* Fixed that converting games to scenarios and back could corrupt script global data. ([https://forums.factorio.com/66812 more])
* Fixed train pathing inconsistency between normal station departure and waypoint. ([https://forums.factorio.com/68111 more])
* Fixed that disabling friendly fire prevented fish from healing. ([https://forums.factorio.com/67953 more])
* Fixed problems related to rail path waypoints and station removal.
* Fixed that LuaEntity::destroy({do_cliff_correction=true}) was ignored. ([https://forums.factorio.com/67837 more])
* Fixed logarithmic sliders not showing value of 1. ([https://forums.factorio.com/68392 more])
* Fixed toggle state of item selection buttons when clicked with item to fast-select. ([https://forums.factorio.com/67465 more])
* Fixed logarithmic sliders showing the same value for some positions.
* Fixed that the Q that cancels wire dragging also removed the hand from the quickbar. ([https://forums.factorio.com/67192 more])
* Fixed logarithmic sliders not showing correct initial position.
* Fixed that selecting quickbar slot while dragging wire only cancelled the dragging, but had to be pressed again to select the slot. ([https://forums.factorio.com/67192 more])
* Fixed Rich text icons not working in rotated text. ([https://forums.factorio.com/65780 more])
* Fixed that modded fluid streams could crash the game in some situations. ([https://forums.factorio.com/67999 more])
* Fixed a crash when loading saves converted to scenarios in the map editor after changing mods. ([https://forums.factorio.com/68420 more])
* Fixed that keys blocked by textfield didn't include CONTROL + A (to select all), the same way as it is doing for (CONTROL + C/V/X). ([https://forums.factorio.com/67047 more])
* Fixed that the inventory hand was not activated when the cursor was auto-refilled when entity building, tile building, fast transferring, repairing, using capsules or dropping items. ([https://forums.factorio.com/67584 more])
* Fixed the double-click to clear functionality of number text field. ([https://forums.factorio.com/67949 more])
* Fixed that fast-replacing ghosts would not transfer settings.
* Fixed a crash when migrating mods related to assembling machines and fluids. ([https://forums.factorio.com/67118 more])
* Fixed that double clicking on a list box scroll bar would trigger the confirm action. ([https://forums.factorio.com/66224 more])
* Fixed that exporting a blueprint to the library could crash the game. ([https://forums.factorio.com/67987 more])
* Fixed train GUI preview not centering on locomotive when opening the color picker. ([https://forums.factorio.com/66115 more])
* Fixed a crash when a modded assembler is built over a ghost of assembler with different rotation. ([https://forums.factorio.com/67732 more])
* Fixed gui clipping for scrollpane inside a scrollpane. ([https://forums.factorio.com/66925 more])
* Fixed damage technology migrations not migrating infinite technologies properly. ([https://forums.factorio.com/67731 more])
* Fixed biters ignoring the player when building a new base. ([https://forums.factorio.com/68492 more])
* Potentially fixed a Linux-specific bug where the game would react to key presses not intended for it. ([https://forums.factorio.com/66402 more])
* Fixed that copying settings with a blueprint would not show returned materials. ([https://forums.factorio.com/67227 more])
 
* Fixed turret ranges with huge radius would not render correctly when zooming into a map. ([https://forums.factorio.com/68461 more])
=== Scripting ===
* Fixed that the reset queue would reset if the the game window is resized whilst the technology GUI is open. ([https://forums.factorio.com/68607 more])
* Fixed that resizing the game window would clear the search filter in the technology GUI. ([https://forums.factorio.com/66685 more])
* Fixed that crafting machines with an empty fluid_boxes key could be rotated. ([https://forums.factorio.com/68642 more])
* Fixed train state not updating properly in some specific cases. ([https://forums.factorio.com/68145 more])
* Fixed mining drill showing misleading message when building on top of invalid resources. ([https://forums.factorio.com/65814 more])
* Fixed a crash related to assemblers that sometimes occurred during loading 0.16 modded games.
* Fixed a crash when opening map too fast after creating a new game or new surface. ([https://forums.factorio.com/65827 more])
* Fixed LuaPlayer::open_map, close_map, zoom_to_world would mutate rendering state while render thread was possibly using it causing crash. ([https://forums.factorio.com/68327 more])
* Changed the custom scale slider in interface settings to be disabled when automatic scale is selected.
* Fixed train path finding in a special case of a loop with no signals and exactly one intersection. ([https://forums.factorio.com/67357 more])
* Fixed clipping when the preset description in the map generator is scrollable. ([https://forums.factorio.com/67216 more])
* Better path selection within one segment that is in a loop. ([https://forums.factorio.com/68225 more])


* Added LuaGameScript::create_profiler() which can be used to measure script performance.
=== Scripting ===
 
* Added LuaEntityPrototype::secondary_collision_box read.


== 0.17.14 ==
== 0.17.21 ==
Date: 15.03.2019
Date: 26.03.2019


=== Bugfixes ===
=== Bugfixes ===


* Fixed that research queue setting in the New Map GUI wouldn't remember its value. ([https://forums.factorio.com/67370 more])
* Fixed gates sometimes not closing when next to cliffs. ([https://forums.factorio.com/68365 more])
* Fixed a crash when hand replacing an assembler ghost with fluid mixing. ([https://forums.factorio.com/67732 more])
* Fixed crashes related to GUI tables. ([https://forums.factorio.com/68526 more])
* Fixed migration of fluid-using modded mining drill.
* Fixed ten_minutes modifier bug in NPE.
* Fixed broken resetting of scenario context.


== 0.17.13 ==
== 0.17.20 ==
Date: 15.03.2019
Date: 26.03.2019


=== Changes ===
=== Changes ===


* Modified NPE quest structure to give the player more notice of impending attacks
* Removed RTL language translations (Hebrew, Arabic). ([https://forums.factorio.com/68507 more])
* Added missing Steel plate recipe to NPE tech tree ([https://forums.factorio.com/67504 more])
 
* Removed unneeded Iron stick recipe from NPE
=== Bugfixes ===
* Fast replacing between rail signal and rail chain signal will preserve circuit wire connection and relevant settings. ([https://forums.factorio.com/67682 more])
 
* Fixed crash when opening technology tree.
* Fixed blueprint loading related to trains and temporary stations. ([https://forums.factorio.com/67998 more])
* Fixed that the quick bar and shortcut bar weren't aligned on UI scales other than 100% and 200%, making the game literally unplayable. ([https://forums.factorio.com/66827 more])
* Fixed fuzzy search in the select-a-filter GUI could show empty groups. ([https://forums.factorio.com/63241 more])
 
== 0.17.19 ==
Date: 25.03.2019


=== Bugfixes ===
=== Bugfixes ===


* Fixed that the evolution pollution factor wasn't migrated properly. (pollution was increasing evolution 16.6 times faster than it should for existing saves).
* Fixed various layouting problems related to tables.
* Fixed a crash when trying to assign invalid things to LuaPlayer::game_view_settings. ([https://forums.factorio.com/67682 more])
* Fixed upgrading underground belt ghosts would not recalculate underground connections resulting in desyncs. ([https://forums.factorio.com/67510 more])
* Fixed that replays could trigger autosaves and take screenshots. ([https://forums.factorio.com/65901 more])
* Fixed construction robot tutorial when spamming ghost radars. ([https://forums.factorio.com/68436 more])
* Fixed that changing mod settings through Lua commands wouldn't trigger the settings-changed event. ([https://forums.factorio.com/66395 more])
* Fixed that some entities didn't show the not enough power icon. ([https://forums.factorio.com/68470 more])
* Fixed that /config didn't support name, description, or tags. ([https://forums.factorio.com/67463 more])
* Fixed possible crash when editing font names in rich text. ([https://forums.factorio.com/68390 more])
* Fixed a crash when using temporary stations. ([https://forums.factorio.com/67700 more])
* Fix of previous fix of certain situations of assembler settings copy/paste. ([https://forums.factorio.com/68487 more])
* Fixed that drop-item into vehicles didn't work. ([https://forums.factorio.com/65948 more])
* Fixed that toolbar buttons stayed pressed down. ([https://forums.factorio.com/68459 more])
* Fixed that resizing the window while loading on 4k screens would cause the progress bar to not render. ([https://forums.factorio.com/65987 more])
* Fixed crash when an inventory gui was shown with 0 slots. ([https://forums.factorio.com/68467 more])
* Fixed that the crafting queue GUI wouldn't show correctly when loading a save with crafting in progress. ([https://forums.factorio.com/66220 more])
 
* Fixed text box line wrapping didn't work correctly in most cases. ([https://forums.factorio.com/65437 more])
=== Scripting ===
* Fixed a crash when re-joining a multiplayer game while the tips-and-tricks window is visible.
 
* Fixed a crash when opening the set-filter GUI on the ammo inventory of other player using the /open command.
* Added LuaGuiElement::scroll_to_top(), scroll_to_bottom(), scroll_to_left() and scroll_to_right().
* Fixed that the pollution generation of steel furnace wasn't what it was supposed compared to 0.16.
* Added LuaGuiElement::scroll_to_element().
* Fixed that you could die during a cutscene and become a ghost when it ended. ([https://forums.factorio.com/67651 more])
* Added LuaEntityPrototype::has_belt_immunity, pollution_to_join_attack, min_pursue_time, max_pursue_distance, radar_range, move_while_shooting, can_open_gates, affected_by_tiles, distraction_cooldown and spawning_time_modifier read.
* Fixed that you could die with required items in your inventory and make the NPE unwinnable. ([https://forums.factorio.com/65829 more])
* Added LuaEntityPrototype::inserter_extension_speed and inserter_rotation_speed read.
* Fixed that some turrets wouldn't be detected by the quest objectives in the NPE. ([https://forums.factorio.com/66013 more])
* Added LuaTransportLine::input_lines read.
* Fixed issue with detecting Steam engine on network in NPE ([https://forums.factorio.com/66717 more])
* Fixed biters getting stuck in massive clumps in NPE ([https://forums.factorio.com/66226 more])
* Fixed biters becoming frozen after arriving at target destination in NPE ([https://forums.factorio.com/66494 more])
* Fixed crash when mining scrap metal in NPE ([https://forums.factorio.com/65512 more])
* Fixed biters losing aggression after save/load during NPE ([https://forums.factorio.com/66410 more])
* Fixed some windows in the NPE having inconsistent header draggable textures ([https://forums.factorio.com/66295 more])
* Fixed build order for Compilatron in NPE so it is more successful ([https://forums.factorio.com/66703 more])
* Fixed set_active_quick_bar_page not updating the GUI. ([https://forums.factorio.com/66142 more])
* Fixed that waiting on temporary stop was reset every time other station was added. ([https://forums.factorio.com/6034 more])
* Fixed that blueprints with trains and rails still could snap the trains to different rails. ([https://forums.factorio.com/67384 more])
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots ([https://forums.factorio.com/67685 more])
* Fixed that snapping to position while building ghost didn't update the ghost position properly, leading to invisible entities in rare cases. ([https://forums.factorio.com/66908 more])
* Fixed a crash when destroying trains while in the paused map editor state. ([https://forums.factorio.com/67734 more])
* Fixed that recipes could be setup to produce > 1 count of items that are never meant to be stacked. ([https://forums.factorio.com/67736 more])
* Fixed that creating a new blueprint and pressing Q after it was setup removes it instead of putting it into inventory. ([https://forums.factorio.com/67737 more])
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots. ([https://forums.factorio.com/67685 more])
* Fixed Artillery targeting remote not showing the correct ability count in the quickbar. ([https://forums.factorio.com/65310 more])
* Fixed scrolling through blueprint book with Shift+mouse wheel on macOS. ([https://forums.factorio.com/67225 more])
* Fixed Artillery targeting remote not showing the correct ability count in the qickbar. ([https://forums.factorio.com/65310 more])
* Fixed that blueprint shortcuts in quickbar linked to the library wouldn't remember their orientation. ([https://forums.factorio.com/65716 more])


== 0.17.12 ==
== 0.17.18 ==
Date: 14.03.2019
Date: 23.03.2019


=== Features ===
=== Changes ===


* Added pollution tab to the production statistics.
* Dragging power poles over ghosts of the same type will revive them. ([https://forums.factorio.com/68244 more])
* Replaced the hand graphic in the quickbar with a selected graphic, so blueprint books are visible.


=== Minor Features ===
=== Bugfixes ===


* Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.
* Solved train positioning when being built by robots. ([https://forums.factorio.com/68147 more])
* Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)
* Fixed that playing Factorio in full-screen mode on macOS would hide all notifications. ([https://forums.factorio.com/66415 more])
* Allow commas with spaces after in color tags. ([https://forums.factorio.com/68261 more])
* Fixed the mechanic of saving a scenario locally when joining a multiplayer game that uses a scenario you don't have didn't work correctly. ([https://forums.factorio.com/68181 more])
* Fixed that the burner light would still glow even when the entity is sleeping. ([https://forums.factorio.com/65712 more])
* Assembler copy/paste now works correctly when pasting both recipe and direction with fluid mixing around. ([https://forums.factorio.com/68174 more])
* Tool shortcut bar selection list can be closed with ESC. ([https://forums.factorio.com/65621 more])
* Fixed that some technologies wouldn't show in the technology list if they were fully researched. ([https://forums.factorio.com/68239 more])
* Fixed incorrect zooming speeds when using keyboard to zoom. ([https://forums.factorio.com/65679 more])
* Blank property expression names in map gen settings JSON are ignored. ([https://forums.factorio.com/68125 more])
* Seed1 arguments above 255 to noise functions no longer crash the game, warning about the upper bits being ignored, instead. ([https://forums.factorio.com/67497 more])
* Fixed broken supply challenge. ([https://forums.factorio.com/68242 more])
* Fixed slow horizontal trackpad scrolling in the tech tree view. ([https://forums.factorio.com/66874 more])
* Fixing one situation of underground pipe connection over a ghost. ([https://forums.factorio.com/68265 more])
* Fixed blueprint icons not disappearing when using set_quick_bar_slot ([https://forums.factorio.com/68374 more])
* Fixed PvP force modifiers were being overwritten. ([https://forums.factorio.com/68397 more])
* Fixed "graphics_variation" was read-only on entities of type "corpse". ([https://forums.factorio.com/68391 more])
* Fixed buildability check of some fluid entities in blueprints. ([https://forums.factorio.com/65389 more])
* Fixed gui layouting related to having more squashable elements with different minimal sizes in one row/column.
* Fixed possible crash when hovering the statistics graphs.
* Fixed a crash when using LuaGameScript::show_message_dialog during on_init.
* Fixed headless server would hang when shutting down on Windows. ([https://forums.factorio.com/68422 more])
* Fixed interaction of pipe underground connections of different reach. ([https://forums.factorio.com/68258 more])
 
== 0.17.17 ==
Date: 21.03.2019


=== Changes ===
=== Changes ===


* Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.
* Fast replacing power poles will keep existing connections but also try to connect to further away power poles if possible. ([https://forums.factorio.com/67967 more])
* All statistics graphs apart from electricity use smoothing now.
* 0-255 numbers are now allowed in [color] tags. The game will detect if you want to use floats or 0-255, just like the /color command. ([https://forums.factorio.com/67726 more])
* The Install Mods GUI will now automatically install required dependencies.
* Added graphics option "Render in native screen resolution" on macOS to workaround performance issues due to rendering on Retina displays. ([https://forums.factorio.com/66870 more])


=== Bugfixes ===
=== Bugfixes ===


* Added another fixing migration of consistency related to undo.
* Solved transport line compression related to splitters for various corner cases. ([https://forums.factorio.com/67815 more])
* Fixed that inserters wouldn't copy the white list/black list setting during fast-replace. ([https://forums.factorio.com/67501 more])
* Fixed texture-compression config values that were valid in 0.17.15 but are not valid since 0.17.16 would cause error on startup. ([https://forums.factorio.com/68133 more])
* Fixed that building/removing signals forced train in disabled station to move from it. ([https://forums.factorio.com/67365 more])
* Fixed that reverse/forward speed limits of the train movements were mixed up. ([https://forums.factorio.com/68047 more])
* Fixed that the name of the "Undo" shortcut wouldn't show up in the shortcut selection list. ([https://forums.factorio.com/67464 more])
* Fixed that reverse locomotive power was the same as forward.
* Fixed that the blueprint book shortcut's tooltip wouldn't show the assigned key combination. ([https://forums.factorio.com/67447 more])
* Fixed item transfers tutorial giving combinators instead of wood. ([https://forums.factorio.com/68046 more])
* Fixed search bar focus being lost when binding it to extra mouse buttons. ([https://forums.factorio.com/67517 more])
* Fixed tutorials showing migrations dialog.
* Fixed that shortcut bar keyboard shortcuts would appear twice in the control settings if certain mods were installed. ([https://forums.factorio.com/67433 more])
* Fixed slow inserters on transport belt madness level 3. ([https://forums.factorio.com/68149 more])
* Fixed that backspacing text covered by unclosed rich text tags could leave them at the end of the string. ([https://forums.factorio.com/67376 more])
* Fixed massive biter clumps in Wave defense. ([https://forums.factorio.com/66136 more])
* Fixed that technology tooltip would show "unknown key" for technologies with no description. ([https://forums.factorio.com/67489 more])
* Fixed a crash when importing save files into saves with different technology levels researched.
* Fixed unable to close the menu when rebinding toggle menu from ESC. ([https://forums.factorio.com/67535 more])
* Fixed that swapping Command and Option keys on macOS caused neither one to work in Factorio. ([https://forums.factorio.com/65671 more])
* Fixed that modded GUI window frames always contained header filler. ([https://forums.factorio.com/66295 more])
* Fixed that the technology GUI would list all technology levels if the technology was fully researched. ([https://forums.factorio.com/68037 more])
* Fixed save file would contain two preview screenshots. ([https://forums.factorio.com/67543 more])
* Fixed a crash when using /swap-players. ([https://forums.factorio.com/66381 more])
* Fixed typo in decoratives.lua. ([https://forums.factorio.com/67594 more])
* Fixed a crash when rotating some modded underground pipes. ([https://forums.factorio.com/67710 more])
* Fixed that cloning assembling machines wouldn't preserve the direction for some recipes. ([https://forums.factorio.com/67583 more])
* Fixed poor performance when large chat messages are rendered. ([https://forums.factorio.com/68040 more])
* Fixed bug with typing certain characters on alternative keyboard layouts on windows. ([https://forums.factorio.com/67552 more])
* Fixed a crash when a train traveling to a temporary stop has its schedule copy-pasted. ([https://forums.factorio.com/68130 more])
* Fixed a crash of generators whose prototype changes to not use fluid anymore. ([https://forums.factorio.com/66595 more])
* Fixed a crash when using "Join server after sync" for server hosted over Steam Networking. ([https://forums.factorio.com/67963 more])
* Fixed some crashes related to changes of modded fluid recipes. ([https://forums.factorio.com/67277 more])
* Fixed hand missing from quickbar when selecting shortcuts to the blueprint library. ([https://forums.factorio.com/68141 more])
* Fixed NPE bug when Compilatron walks over the iron patch when he's about to build miners. ([https://forums.factorio.com/67553 more])
* Fixed switching to map view when holding placeable item in cursor would make the item icon invisible. ([https://forums.factorio.com/66180 more])
* Fixed cloning rocket silos with rockets wouldn't work correctly. ([https://forums.factorio.com/67635 more])
* Fixed broken and missing support of modded underground pipe connections. ([https://forums.factorio.com/65824 more])
* Fixed not being able to use the same key for some actions. ([https://forums.factorio.com/65128 more])
* Fixed that releasing Alt before D when pressing Alt+D would cause the character to walk.
* Fixed that order of items in the circuit network did not respect group and subgroups. ([https://forums.factorio.com/67548 more])
 
=== Modding ===
 
* Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.


=== Scripting ===
=== Scripting ===


* LuaPlayer::get_active_quick_bar_page now returns 1 based index.
* Added LuaControl::open_technology_gui(technology) which will open the technology GUI and select the given technology.


== 0.17.11 ==
== 0.17.16 ==
Date: 11. 03. 2019
Date: 19.03.2019


=== Bugfixes ===
=== Changes ===


* Fixed that the process name was set to "Main" on Linux. ([https://forums.factorio.com/67355 more])
* Disabled vanilla pollution attacks in the NPE until after the final wave.
* Fixed a crash when closing GUIs with escape in some cases. ([https://forums.factorio.com/67428 more])
* Changing teams in PvP will try to preserve the current character. ([https://forums.factorio.com/68018 more])
* Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.
* Fixed that focus-search wouldn't work in the Recipe GUI or Map Editor. ([https://forums.factorio.com/67437 more])
 
== 0.17.10 ==
Date: 11. 03. 2019
 
=== Changes ===
 
* Terrain generator options are preserved by the map generator GUI unless explicitly changed.
* Changed landfilling result to be tile called "landfill" instead of tile called "grass-1". It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. ([https://forums.factorio.com/67282 more]) Existing blueprints containing "grass-1" will be migrated to the "landfill" tile.
* The game will load without an error when non-essential shaders fail to compile. ([https://forums.factorio.com/65107 more])
* When a player dies in the Wave defense, the free equipment will be removed from the corpse.
 
=== Minor Features ===
 
* "Make Blueprint", "Make Blueprint Book", "Make Deconstruction Planner", "Make Upgrade Planner", "Toggle Personal Roboport", and "Toggle Exoskeleton" functions are now accessible via keyboard shortcuts.


=== Bugfixes ===
=== Bugfixes ===


* Fixed references to nonexistent noise expressions in map gen settings would crash the game.
* Fixed alerts showing for trees and rocks in the NPE ([https://forums.factorio.com/65370 more])
* Fixed a crash when trying to read Lua drop-down font style names. ([https://forums.factorio.com/67379 more])
* Fixed solid fuel not triggering "fuel furnace" quest item ([https://forums.factorio.com/67941 more])
* Fixed a crash when trying to join a Steam game fails in some cases. ([https://forums.factorio.com/67366 more])
* Potentially fixed scrap metal crash bug again ([https://forums.factorio.com/67821 more])
* Fixed crash related to latency hiding and undo.
* Fixed that a fluid furnace revived from a ghost would not work. ([https://forums.factorio.com/67372 more])
* Fixed that map generation wouldn't always update to reflect modded noise expressions.
* Fixed that launching tutorials could leave the running game in a broken state. ([https://forums.factorio.com/68046 more])
* Fixed a crash when the open GUI target would become invalidated during the same tick as autosave starting.
* Fixed that clearing the ghost cursor did not clear the hand in the quickbar. ([https://forums.factorio.com/68062 more])
* Fixed that the repaired lab showed in the bonus GUI. ([https://forums.factorio.com/67320 more])
* Fixed Compilatron blocking placement of burner inserter in NPE ([https://forums.factorio.com/68063 more])
* Fixed NPE crash when Compilatron tried to place his chest. ([https://forums.factorio.com/67153 more])
* Fixing a bug from last version that allowed fluid mixing by setting a recipe in assembler. ([https://forums.factorio.com/68074 more])
* Fixed that Control+F didn't work in the trains GUI. ([https://forums.factorio.com/66253 more])
* Different alert when unable to revive ghost due to fluid mixing by hand vs. by robot. ([https://forums.factorio.com/68074 more])
* Probably fixed GUI not responding to user input in some situations. ([https://forums.factorio.com/66210 more])
* Fixed spitters would not properly target construction robots that are blocked from fulfilling their task. ([https://forums.factorio.com/67886 more])
* Fixed scaling of some of the debug info text overlay. ([https://forums.factorio.com/67172 more])
* Fixed a crash when joining Steam game invites while a multiplayer connection is in progress.
* Fixed headless server would be stuck in reset loop when trying to apply an update. ([https://forums.factorio.com/67231 more])
* Fixed that the "research finished" indicator would display the wrong technology level. ([https://forums.factorio.com/67864 more])
* Fixed a crash when removing the end rail of a temporary train order. ([https://forums.factorio.com/67926 more])
* Fixed that cargo wagon filters wouldn't get preserved in blueprint strings. ([https://forums.factorio.com/67641 more])


=== Scripting ===
=== Scripting ===


* Added LuaGuiElement::select_all and select methods that work for textfield and textbox.
* Fixed that printing the output of LuaProfiler anywhere except log(...) would cause a desync. Note: this means if the results are shown in things like player.print() they won't persist through save/load (but won't cause desyncs).
* Fixed Electric Pole smart coverage placement not building over other pole ghosts. ([https://forums.factorio.com/68083 more])


== 0.17.9 ==
== 0.17.15 ==
Date: 08. 03. 2019
Date: 18.03.2019


=== Changes ===
=== Changes ===


* Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. ([https://forums.factorio.com/65109 more])
* Fixed that trains wouldn't depart for temporary stops when waiting at a station. ([https://forums.factorio.com/67811 more])
* Changed expensive version of assembling machine 2 recipe to match the normal version better. ([https://forums.factorio.com/65570 more])
* Fixed that two headed train running out of fuel didn't trigger the out of fuel alert in one of the directions. ([https://forums.factorio.com/67820 more])
* Improved Compilatron's ability to select a free space when indicating structures by a factor of 16.6.
* The player must now wait for Compilatron to follow before being allowed to evacuate the first area of the NPE.
* The player must collect at least some of their structures before evacuating the first area of the NPE.
* Updated the player spawn after big biter attack in case the player wants to check how aggressive the biters are.
* Compilatron now has its own icon.
* Biters and worms in the NPE will now be aggressive except in special situations.


=== Minor Features ===
=== GUI ===


* Added map editor support to delete items.
* It is now possible to scroll horizontally with a touch pad in the tech tree view. ([https://forums.factorio.com/66874 more])


=== Bugfixes ===
=== Bugfixes ===


* Fixed pipette making error sound in latency state even though you have enough items. ([https://forums.factorio.com/67002 more])
* Fixed bugged Compilatron speech in NPE when showing blocked miner.
* Fixed that technologies would sometimes disappear from the technology list when added to the research queue. ([https://forums.factorio.com/65879 more])
* Turrets placed in the starting area will now be detected during the entrench step of the NPE. ([https://forums.factorio.com/67772 more])
* Fixed problems related to circuit network connection inconsistency related to undo. ([https://forums.factorio.com/67071 more])
* Fixed flamethrower turret range visualization was rendered in wrong layer. ([https://forums.factorio.com/67903 more])
* Fixed NPE issue where Compilatron could destroy essential buildings. ([https://forums.factorio.com/67031 more])
* Fixed editing map gen settings in the map editor would crash the game. ([https://forums.factorio.com/67839 more])
* Fixed NPE crash when Compilatron tells you to pick up scrap. ([https://forums.factorio.com/66241 more])
* Fixed that robots would still try to deconstruct trains that left their network. ([https://forums.factorio.com/67916 more])
* Fixed that he bonus GUI wouldn't show personal equipment. ([https://forums.factorio.com/65618 more])
* Reduced screen tearing on Windows 7 when Aero is disabled. ([https://forums.factorio.com/67158 more])
* Fixed using special-item tags would cause desyncs. ([https://forums.factorio.com/66311 more])
* Fixed that converting games to scenarios and back could corrupt script global data. ([https://forums.factorio.com/66812 more])
* Fixed NPE crash when Compilatron tries to point at an object that doesn't exist any more. ([https://forums.factorio.com/65162 more])
* Fixed that disabling friendly fire prevented fish from healing. ([https://forums.factorio.com/67953 more])
* Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. ([https://forums.factorio.com/66716 more])
* Fixed that LuaEntity::destroy({do_cliff_correction=true}) was ignored. ([https://forums.factorio.com/67837 more])
* Fixed that reviving and underground belt could sometimes change it's direction. ([https://forums.factorio.com/67026 more])
* Fixed toggle state of item selection buttons when clicked with item to fast-select. ([https://forums.factorio.com/67465 more])
* Fixed a crash when using modded recipes in furnaces with fluids. ([https://forums.factorio.com/66271 more])
* Fixed that the Q that cancels wire dragging also removed the hand from the quickbar. ([https://forums.factorio.com/67192 more])
* Fixed that the active-version selector in the mods GUI didn't work. ([https://forums.factorio.com/66941 more])
* Fixed that selecting quickbar slot while dragging wire only cancelled the dragging, but had to be pressed again to select the slot. ([https://forums.factorio.com/67192 more])
* Fixed that randomizing map seed didn't have any effect after an exchange string was loaded. ([https://forums.factorio.com/65555 more])
* Fixed that modded fluid streams could crash the game in some situations. ([https://forums.factorio.com/67999 more])
* Fixed that resources wouldn't be rendered correctly in the map preview. ([https://forums.factorio.com/66525 more])
* Fixed that keys blocked by textfield didn't include CONTROL + A (to select all), the same way as it is doing for (CONTROL + C/V/X). ([https://forums.factorio.com/67047 more])
* Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. ([https://forums.factorio.com/67040 more])
* Fixed the double-click to clear functionality of number text field. ([https://forums.factorio.com/67949 more])
* Layout fix related to technology gui. ([https://forums.factorio.com/66868 more])
* Fixed a crash when migrating mods related to assembling machines and fluids. ([https://forums.factorio.com/67118 more])
* Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. ([https://forums.factorio.com/66563 more])
* Fixed that exporting a blueprint to the library could crash the game. ([https://forums.factorio.com/67987 more])
* Fixed that mod settings could get scrambled/reset when adding removing or changing mods. ([https://forums.factorio.com/66669 more])
* Fixed a crash when a modded assembler is built over a ghost of assembler with different rotation. ([https://forums.factorio.com/67732 more])
* Fixed that you could open blueprint books/armor multiple times. ([https://forums.factorio.com/67096 more])
* Fixed damage technology migrations not migrating infinite technologies properly. ([https://forums.factorio.com/67731 more])
* Fixed that the train inactivity wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66974 more])
* Potentially fixed a Linux-specific bug where the game would react to key presses not intended for it. ([https://forums.factorio.com/66402 more])
* Fixed a crash when exiting the game through the "X" button from a tutorial. ([https://forums.factorio.com/65270 more])
 
* Fixed the shadows of some GUIs when circuit network window is shown. ([https://forums.factorio.com/67119 more])
=== Scripting ===
* Fixed menu background image would be scaled with poor quality. ([https://forums.factorio.com/67109 more])
* Fixed crash related to beam creation when the source or target is removed in the process. ([https://forums.factorio.com/67110 more])
* Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed.
* Fixed being unable to clear "X"(missing blueprint) icon from the quickbar. ([https://forums.factorio.com/67114 more])
* Fixed that train two stations of the same name in the train schedule could crash the game. ([https://forums.factorio.com/67066 more])
* Fixed consistency check for signal state of train on the way. ([https://forums.factorio.com/67052 more])
* Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. ([https://forums.factorio.com/67057 more])


=== Scripting ===
* Added LuaGameScript::create_profiler() which can be used to measure script performance.


* Added LuaSurface::min_brightness read/write.
== 0.17.14 ==
* Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps().
Date: 15.03.2019


== 0.17.8 ==
=== Bugfixes ===
Date: 07. 03. 2019


=== Bugfixes ===
* Fixed that research queue setting in the New Map GUI wouldn't remember its value. ([https://forums.factorio.com/67370 more])
* Fixed a crash when hand replacing an assembler ghost with fluid mixing. ([https://forums.factorio.com/67732 more])
* Fixed migration of fluid-using modded mining drill.
* Fixed ten_minutes modifier bug in NPE.
* Fixed broken resetting of scenario context.


* Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ([https://forums.factorio.com/66957 more])
== 0.17.13 ==
* Fixed queued GUIs didn't work correctly. ([https://forums.factorio.com/66963 more])
Date: 15.03.2019
* Fixed that terrain selectors other than 'elevation' messed with the water/island controls ([https://forums.factorio.com/66932 more])
 
* Fixed PvP running on_init when it was already initialised. ([https://forums.factorio.com/66970 more])
=== Changes ===
* Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ([https://forums.factorio.com/66888 more])
* Fixed that upgrading entities with the upgrade planner would erase the last-user. ([https://forums.factorio.com/67019 more])
* Fixed a crash in the update mods GUI.
* Fixed incorrect styling in the update mods GUI in some cases.
* Fixed crash when loading a save during a cutscene when following a unit. ([https://forums.factorio.com/67022 more])


== 0.17.7 ==
* Modified NPE quest structure to give the player more notice of impending attacks
Date: 06. 03. 2019
* Added missing Steel plate recipe to NPE tech tree ([https://forums.factorio.com/67504 more])
* Removed unneeded Iron stick recipe from NPE
* Fast replacing between rail signal and rail chain signal will preserve circuit wire connection and relevant settings. ([https://forums.factorio.com/67682 more])


=== Bugfixes ===
=== Bugfixes ===


* Fixed game.players[#] would be treated as game.players[tostring(#)].
* Fixed that the evolution pollution factor wasn't migrated properly. (pollution was increasing evolution 16.6 times faster than it should for existing saves).
* Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.
* Fixed a crash when trying to assign invalid things to LuaPlayer::game_view_settings. ([https://forums.factorio.com/67682 more])
* Fixed inserter/mining drill interaction indications wouldn't render in some cases and would ignore ghosts in some but not all cases.
* Fixed that replays could trigger autosaves and take screenshots. ([https://forums.factorio.com/65901 more])
* Fixed that the game would incorrectly think some mods wouldn't be required when joining multiplayer games even though they are.
* Fixed that changing mod settings through Lua commands wouldn't trigger the settings-changed event. ([https://forums.factorio.com/66395 more])
* Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])
* Fixed that /config didn't support name, description, or tags. ([https://forums.factorio.com/67463 more])
* Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])
* Fixed a crash when using temporary stations. ([https://forums.factorio.com/67700 more])
* Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn't work in some cases. ([https://forums.factorio.com/66190 more])
* Fixed that drop-item into vehicles didn't work. ([https://forums.factorio.com/65948 more])
* Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])
* Fixed that resizing the window while loading on 4k screens would cause the progress bar to not render. ([https://forums.factorio.com/65987 more])
* Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])
* Fixed that the crafting queue GUI wouldn't show correctly when loading a save with crafting in progress. ([https://forums.factorio.com/66220 more])
* Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])
* Fixed text box line wrapping didn't work correctly in most cases. ([https://forums.factorio.com/65437 more])
* Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])
* Fixed a crash when re-joining a multiplayer game while the tips-and-tricks window is visible.
* Fixed that it was possible to add a blueprint to other player's shared blueprints. ([https://forums.factorio.com/66438 more])
* Fixed a crash when opening the set-filter GUI on the ammo inventory of other player using the /open command.
* Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])
* Fixed that the pollution generation of steel furnace wasn't what it was supposed compared to 0.16.
* Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])
* Fixed that you could die during a cutscene and become a ghost when it ended. ([https://forums.factorio.com/67651 more])
* Fixed that un-researching technology wouldn't update GUIs correctly. ([https://forums.factorio.com/66522 more])
* Fixed that you could die with required items in your inventory and make the NPE unwinnable. ([https://forums.factorio.com/65829 more])
* Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])
* Fixed that some turrets wouldn't be detected by the quest objectives in the NPE. ([https://forums.factorio.com/66013 more])
* Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])
* Fixed issue with detecting Steam engine on network in NPE ([https://forums.factorio.com/66717 more])
* Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])
* Fixed biters getting stuck in massive clumps in NPE ([https://forums.factorio.com/66226 more])
* Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])
* Fixed biters becoming frozen after arriving at target destination in NPE ([https://forums.factorio.com/66494 more])
* Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])
* Fixed crash when mining scrap metal in NPE ([https://forums.factorio.com/65512 more])
* Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])
* Fixed biters losing aggression after save/load during NPE ([https://forums.factorio.com/66410 more])
* Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])
* Fixed some windows in the NPE having inconsistent header draggable textures ([https://forums.factorio.com/66295 more])
* Squashed labels get a tooltip with the full text in a similar fashion as buttons.
* Fixed build order for Compilatron in NPE so it is more successful ([https://forums.factorio.com/66703 more])
* Fixed that research queue setting wouldn't export to map exchange string properly. ([https://forums.factorio.com/65417 more])
* Fixed set_active_quick_bar_page not updating the GUI. ([https://forums.factorio.com/66142 more])
* Fixed incorrect primary screen index in graphics options GUI.
* Fixed that waiting on temporary stop was reset every time other station was added. ([https://forums.factorio.com/6034 more])
* Fixed some cases of fluid mixing related to underground pipes.
* Fixed that blueprints with trains and rails still could snap the trains to different rails. ([https://forums.factorio.com/67384 more])
* Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots ([https://forums.factorio.com/67685 more])
* Fixed that the reset button wouldn't update after importing a map exchange string. ([https://forums.factorio.com/66608 more])
* Fixed that snapping to position while building ghost didn't update the ghost position properly, leading to invisible entities in rare cases. ([https://forums.factorio.com/66908 more])
* Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])
* Fixed a crash when destroying trains while in the paused map editor state. ([https://forums.factorio.com/67734 more])
* Fixed that recipes could be setup to produce > 1 count of items that are never meant to be stacked. ([https://forums.factorio.com/67736 more])
* Fixed that creating a new blueprint and pressing Q after it was setup removes it instead of putting it into inventory. ([https://forums.factorio.com/67737 more])
* Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots. ([https://forums.factorio.com/67685 more])
* Fixed Artillery targeting remote not showing the correct ability count in the quickbar. ([https://forums.factorio.com/65310 more])
* Fixed scrolling through blueprint book with Shift+mouse wheel on macOS. ([https://forums.factorio.com/67225 more])
* Fixed Artillery targeting remote not showing the correct ability count in the qickbar. ([https://forums.factorio.com/65310 more])
* Fixed that blueprint shortcuts in quickbar linked to the library wouldn't remember their orientation. ([https://forums.factorio.com/65716 more])


=== Scripting ===
== 0.17.12 ==
Date: 14.03.2019


* Added LuaControl::ghost_cursor read/write.
=== Features ===
 
* Added pollution tab to the production statistics.
 
=== Minor Features ===


== 0.17.6 ==
* Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.
Date: 05. 03. 2019
* Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)


=== Changes ===
=== Changes ===


* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])
* Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.
* All statistics graphs apart from electricity use smoothing now.
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.
* The Install Mods GUI will now automatically install required dependencies.
* Added graphics option "Render in native screen resolution" on macOS to workaround performance issues due to rendering on Retina displays. ([https://forums.factorio.com/66870 more])


=== Bugfixes ===
=== Bugfixes ===


* Fixed of loading of saves before 0.17.
* Added another fixing migration of consistency related to undo.
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])
* Fixed that inserters wouldn't copy the white list/black list setting during fast-replace. ([https://forums.factorio.com/67501 more])
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])
* Fixed that building/removing signals forced train in disabled station to move from it. ([https://forums.factorio.com/67365 more])
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])
* Fixed that the name of the "Undo" shortcut wouldn't show up in the shortcut selection list. ([https://forums.factorio.com/67464 more])
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])
* Fixed that the blueprint book shortcut's tooltip wouldn't show the assigned key combination. ([https://forums.factorio.com/67447 more])
* Fixed, that the hand logic could force an item to filtered slot that doesn't match it. ([https://forums.factorio.com/66610 more])
* Fixed search bar focus being lost when binding it to extra mouse buttons. ([https://forums.factorio.com/67517 more])
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])
* Fixed that shortcut bar keyboard shortcuts would appear twice in the control settings if certain mods were installed. ([https://forums.factorio.com/67433 more])
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])
* Fixed that backspacing text covered by unclosed rich text tags could leave them at the end of the string. ([https://forums.factorio.com/67376 more])
* Right panel sizing fixes.
* Fixed that technology tooltip would show "unknown key" for technologies with no description. ([https://forums.factorio.com/67489 more])
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.
* Fixed unable to close the menu when rebinding toggle menu from ESC. ([https://forums.factorio.com/67535 more])
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])
* Fixed that modded GUI window frames always contained header filler. ([https://forums.factorio.com/66295 more])
* Fixed that driving backwards in vehicles wouldn't trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])
* Fixed save file would contain two preview screenshots. ([https://forums.factorio.com/67543 more])
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])
* Fixed typo in decoratives.lua. ([https://forums.factorio.com/67594 more])
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])
* Fixed that cloning assembling machines wouldn't preserve the direction for some recipes. ([https://forums.factorio.com/67583 more])
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])
* Fixed bug with typing certain characters on alternative keyboard layouts on windows. ([https://forums.factorio.com/67552 more])
* Fixed upgrading ghost splitters wouldn't copy the splitter settings. ([https://forums.factorio.com/65346 more])
* Fixed a crash of generators whose prototype changes to not use fluid anymore. ([https://forums.factorio.com/66595 more])
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])
* Fixed some crashes related to changes of modded fluid recipes. ([https://forums.factorio.com/67277 more])
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])
* Fixed NPE bug when Compilatron walks over the iron patch when he's about to build miners. ([https://forums.factorio.com/67553 more])
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.
* Fixed switching to map view when holding placeable item in cursor would make the item icon invisible. ([https://forums.factorio.com/66180 more])
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])
* Fixed cloning rocket silos with rockets wouldn't work correctly. ([https://forums.factorio.com/67635 more])
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).
* Fixed broken and missing support of modded underground pipe connections. ([https://forums.factorio.com/65824 more])
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])
* Fixed not being able to use the same key for some actions. ([https://forums.factorio.com/65128 more])
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])
* Fixed that releasing Alt before D when pressing Alt+D would cause the character to walk.
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])
* Fixed that order of items in the circuit network did not respect group and subgroups. ([https://forums.factorio.com/67548 more])
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])
 
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])
=== Modding ===
* Fixed that behemoth biters didn't have resistance to acid (as all other biters have).
 
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])
* Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])
* Fixed that it wasn't possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])


=== Scripting ===
=== Scripting ===


* Added LuaItemPrototype::mapper_count read.
* LuaPlayer::get_active_quick_bar_page now returns 1 based index.


== 0.17.5 ==
== 0.17.11 ==
Date: 04. 03. 2019
Date: 11.03.2019


=== Bugfixes ===
=== Bugfixes ===


* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])
* Fixed that the process name was set to "Main" on Linux. ([https://forums.factorio.com/67355 more])
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])
* Fixed a crash when closing GUIs with escape in some cases. ([https://forums.factorio.com/67428 more])
* Fixed Wave defense victory not being triggered in some cases.
* Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.
* Fixed Wave defense victory message being printed on every rocket launch.
* Fixed that focus-search wouldn't work in the Recipe GUI or Map Editor. ([https://forums.factorio.com/67437 more])
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])
 
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])
== 0.17.10 ==
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])
Date: 11.03.2019
* Fixed pie slice used as progress indicator in crafting queue wasn't rendering for small angles. ([https://forums.factorio.com/66079 more])
 
* Fixed that the /time command would give back the wrong time played.
=== Changes ===
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])
 
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])
* Terrain generator options are preserved by the map generator GUI unless explicitly changed.
* Fixed controls were lagging when application window was receiving lot of events it didn't recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])
* Changed landfilling result to be tile called "landfill" instead of tile called "grass-1". It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. ([https://forums.factorio.com/67282 more]) Existing blueprints containing "grass-1" will be migrated to the "landfill" tile.
* Fixed "Wait for V-Sync" graphics option was not working on macOS 10.14 Mojave.
* The game will load without an error when non-essential shaders fail to compile. ([https://forums.factorio.com/65107 more])
* Fixed crash logs were missing stack traces on macOS.
* When a player dies in the Wave defense, the free equipment will be removed from the corpse.
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])
 
* Fixed a crash when reviving entities through the Lua API.
=== Minor Features ===
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])
 
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])
* "Make Blueprint", "Make Blueprint Book", "Make Deconstruction Planner", "Make Upgrade Planner", "Toggle Personal Roboport", and "Toggle Exoskeleton" functions are now accessible via keyboard shortcuts.
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])
* Fixed that technology slot tooltip didn't reflect the cost of the selected technology in the queue.
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])
* Fixed that the island related changes in the terrain settings in map generator gui weren't updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])
* Fixed loading of blueprints containing rail temporary stations.


=== Modding ===
=== Bugfixes ===


* Added SelectionToolPrototype flag "nothing".
* Fixed references to nonexistent noise expressions in map gen settings would crash the game.
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])
* Fixed a crash when trying to read Lua drop-down font style names. ([https://forums.factorio.com/67379 more])
* Added LogisticContainerPrototype::landing_location_offset.
* Fixed a crash when trying to join a Steam game fails in some cases. ([https://forums.factorio.com/67366 more])
* Fixed crash related to latency hiding and undo.
* Fixed that map generation wouldn't always update to reflect modded noise expressions.
* Fixed a crash when the open GUI target would become invalidated during the same tick as autosave starting.
* Fixed that the repaired lab showed in the bonus GUI. ([https://forums.factorio.com/67320 more])
* Fixed NPE crash when Compilatron tried to place his chest. ([https://forums.factorio.com/67153 more])
* Fixed that Control+F didn't work in the trains GUI. ([https://forums.factorio.com/66253 more])
* Probably fixed GUI not responding to user input in some situations. ([https://forums.factorio.com/66210 more])
* Fixed scaling of some of the debug info text overlay. ([https://forums.factorio.com/67172 more])
* Fixed headless server would be stuck in reset loop when trying to apply an update. ([https://forums.factorio.com/67231 more])
 
=== Scripting ===


=== Balancing ===
* Added LuaGuiElement::select_all and select methods that work for textfield and textbox.


* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.
== 0.17.9 ==
Date: 08.03.2019


=== Changes ===
=== Changes ===


* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])
* Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. ([https://forums.factorio.com/65109 more])
* Changed expensive version of assembling machine 2 recipe to match the normal version better. ([https://forums.factorio.com/65570 more])
 
=== Minor Features ===


== 0.17.4 ==
* Added map editor support to delete items.
Date: 01. 03. 2019


=== Bugfixes ===
=== Bugfixes ===
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])
* Fixed that pressing "back" on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])
* Fixed Lua commands wouldn't work show help correctly. ([https://forums.factorio.com/66022 more])
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])
* Fixed issues with rich text tags referencing entities that have no icon.
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])
* Fixed crash related listing all players while while processing event of player being removed.
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])


=== Modding ===
* Fixed pipette making error sound in latency state even though you have enough items. ([https://forums.factorio.com/67002 more])
* Made MiningDrillPrototype::radius_visualisation_picture tintable.
* Fixed that technologies would sometimes disappear from the technology list when added to the research queue. ([https://forums.factorio.com/65879 more])
* Fixed problems related to circuit network connection inconsistency related to undo. ([https://forums.factorio.com/67071 more])
* Fixed NPE issue where Compilatron could destroy essential buildings. ([https://forums.factorio.com/67031 more])
* Fixed NPE crash when Compilatron tells you to pick up scrap. ([https://forums.factorio.com/66241 more])
* Fixed that he bonus GUI wouldn't show personal equipment. ([https://forums.factorio.com/65618 more])
* Fixed using special-item tags would cause desyncs. ([https://forums.factorio.com/66311 more])
* Fixed NPE crash when Compilatron tries to point at an object that doesn't exist any more. ([https://forums.factorio.com/65162 more])
* Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. ([https://forums.factorio.com/66716 more])
* Fixed that reviving and underground belt could sometimes change it's direction. ([https://forums.factorio.com/67026 more])
* Fixed a crash when using modded recipes in furnaces with fluids. ([https://forums.factorio.com/66271 more])
* Fixed that the active-version selector in the mods GUI didn't work. ([https://forums.factorio.com/66941 more])
* Fixed that randomizing map seed didn't have any effect after an exchange string was loaded. ([https://forums.factorio.com/65555 more])
* Fixed that resources wouldn't be rendered correctly in the map preview. ([https://forums.factorio.com/66525 more])
* Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. ([https://forums.factorio.com/67040 more])
* Layout fix related to technology gui. ([https://forums.factorio.com/66868 more])
* Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. ([https://forums.factorio.com/66563 more])
* Fixed that mod settings could get scrambled/reset when adding removing or changing mods. ([https://forums.factorio.com/66669 more])
* Fixed that you could open blueprint books/armor multiple times. ([https://forums.factorio.com/67096 more])
* Fixed that the train inactivity wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66974 more])
* Fixed a crash when exiting the game through the "X" button from a tutorial. ([https://forums.factorio.com/65270 more])
* Fixed the shadows of some GUIs when circuit network window is shown. ([https://forums.factorio.com/67119 more])
* Fixed menu background image would be scaled with poor quality. ([https://forums.factorio.com/67109 more])
* Fixed crash related to beam creation when the source or target is removed in the process. ([https://forums.factorio.com/67110 more])
* Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed.
* Fixed being unable to clear "X"(missing blueprint) icon from the quickbar. ([https://forums.factorio.com/67114 more])
* Fixed that train two stations of the same name in the train schedule could crash the game. ([https://forums.factorio.com/67066 more])
* Fixed consistency check for signal state of train on the way. ([https://forums.factorio.com/67052 more])
* Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. ([https://forums.factorio.com/67057 more])
 
=== Scripting ===


== 0.17.3 ==
* Added LuaSurface::min_brightness read/write.
Date: 28. 02. 2019
* Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps().


=== Changes ===
== 0.17.8 ==
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])
Date: 07.03.2019
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.


=== Bugfixes ===
=== Bugfixes ===
* Fixed possible crash related to browsing in the mods gui.
* Fixed that turning off exoskeletons didn't work correctly in multiplayer.
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])
* Fixed that double-clicking a technology in the tree view wouldn't start research. ([https://forums.factorio.com/65335 more])
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])
=== Modding ===
* Added LoaderPrototype::structure_render_layer with default value "lower-object". ([https://forums.factorio.com/65627 more])
== 0.17.2 ==
Date: 27. 02. 2019


=== Changes ===
* Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ([https://forums.factorio.com/66957 more])
* Reverted default renderer on Windows to Direct3D on all configurations.
* Fixed queued GUIs didn't work correctly. ([https://forums.factorio.com/66963 more])
* All infinite technologies have Space science pack as a pre-requisite.
* Fixed that terrain selectors other than 'elevation' messed with the water/island controls ([https://forums.factorio.com/66932 more])
* Added textual error message when player tries to clean cursor but it isn't possible as inventory is full.
* Fixed PvP running on_init when it was already initialised. ([https://forums.factorio.com/66970 more])
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.
* Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ([https://forums.factorio.com/66888 more])
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])
* Fixed that upgrading entities with the upgrade planner would erase the last-user. ([https://forums.factorio.com/67019 more])
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.
* Fixed a crash in the update mods GUI.
* Fixed incorrect styling in the update mods GUI in some cases.
* Fixed crash when loading a save during a cutscene when following a unit. ([https://forums.factorio.com/67022 more])
 
== 0.17.7 ==
Date: 06.03.2019
 
=== Bugfixes ===
 
* Fixed game.players[#] would be treated as game.players[tostring(#)].
* Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.
* Fixed inserter/mining drill interaction indications wouldn't render in some cases and would ignore ghosts in some but not all cases.
* Fixed that the game would incorrectly think some mods wouldn't be required when joining multiplayer games even though they are.
* Fixed some key bindings not working correctly until game restart. ([https://forums.factorio.com/66631 more])
* Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ([https://forums.factorio.com/66861 more])
* Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn't work in some cases. ([https://forums.factorio.com/66190 more])
* Fixed that highly nested recipes would freeze the game. ([https://forums.factorio.com/66626 more])
* Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ([https://forums.factorio.com/66637 more])
* Fixed statistics graphs crashing when releasing shift with a tooltip active. ([https://forums.factorio.com/66910 more])
* Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ([https://forums.factorio.com/65628 more])
* Fixed that it was possible to add a blueprint to other player's shared blueprints. ([https://forums.factorio.com/66438 more])
* Fixed that undo was not preserving ghost entity module requests. ([https://forums.factorio.com/66638 more])
* Fixed that undo was not preserving circuit connections. ([https://forums.factorio.com/66419 more])
* Fixed that un-researching technology wouldn't update GUIs correctly. ([https://forums.factorio.com/66522 more])
* Fixed PvP scenarios created in 0.16 and loaded in 0.17. ([https://forums.factorio.com/66420 more])
* Fixed PvP script error from bad migration data checking. ([https://forums.factorio.com/66876 more])
* Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ([https://forums.factorio.com/66004 more])
* Fixed persisting tooltips in the technology gui. ([https://forums.factorio.com/66176 more])
* Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ([https://forums.factorio.com/66150 more])
* Fixed layouting in train configure gui with very long station names. ([https://forums.factorio.com/66841 more])
* Fixed layouting in train configure gui with too long condition translations. ([https://forums.factorio.com/66654 more])
* Squashed labels get a tooltip with the full text in a similar fashion as buttons.
* Fixed that research queue setting wouldn't export to map exchange string properly. ([https://forums.factorio.com/65417 more])
* Fixed incorrect primary screen index in graphics options GUI.
* Fixed some cases of fluid mixing related to underground pipes.
* Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ([https://forums.factorio.com/66882 more])
* Fixed that the reset button wouldn't update after importing a map exchange string. ([https://forums.factorio.com/66608 more])
* Fixed messed up research in the NPE ([https://forums.factorio.com/66871 more])
 
=== Scripting ===


=== Bugfixes ===
* Added LuaControl::ghost_cursor read/write.


* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.
== 0.17.6 ==
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.
Date: 05.03.2019
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])
 
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])
=== Changes ===
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])
 
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])
* Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ([https://forums.factorio.com/66694 more])
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])
* It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])
* Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])
 
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])
=== Bugfixes ===
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])
 
* Fixed that mod thumbnails in zipped mods wouldn't show in the mods GUI. ([https://forums.factorio.com/65419 more])
* Fixed of loading of saves before 0.17.
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])
* Fixed crash related to conflicting undo in multiplayer. ([https://forums.factorio.com/65656 more])
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])
* Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ([https://forums.factorio.com/65540 more])
* Fixed that the undo shortcut tooltip didn't reflect latency hiding values and invalid entries filtering.
* Fixed yet another train pathing crash. ([https://forums.factorio.com/65545 more])
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])
* Fixed the hand logic for god-mode controller. ([https://forums.factorio.com/66619 more])
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])
* Fixed, that the hand logic could force an item to filtered slot that doesn't match it. ([https://forums.factorio.com/66610 more])
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.
* Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ([https://forums.factorio.com/65612 more])
* Fixed that read-only multi-line text boxes wouldn't wrap text. ([https://forums.factorio.com/65413 more])
* Fixed overly generous migration of mining productivity research. ([https://forums.factorio.com/66708 more])
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])
* Right panel sizing fixes.
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])
* starting_area (size multiplier) in map gen settings JSON can be represented by a number.
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])
* Fixed crash related to removing technology from the research queue. ([https://forums.factorio.com/66790 more])
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])
* Fixed that driving backwards in vehicles wouldn't trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ([https://forums.factorio.com/66777 more])
* Fixed that the tutorial specific assembler was shown in the "made in in" row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])
* Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ([https://forums.factorio.com/65145 more])
* Fixed that the map type selection changed done by reset or changing the preset didn't update the sliders properly. ([https://forums.factorio.com/65077 more])
* Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ([https://forums.factorio.com/66035 more])
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])
* Fixed a performance problem related to undo in multiplayer. ([https://forums.factorio.com/66235 more])
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])
* Fixed upgrading ghost splitters wouldn't copy the splitter settings. ([https://forums.factorio.com/65346 more])
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])
* Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ([https://forums.factorio.com/66085 more])
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn't available anymore and it wasn't possible to assign a new item to it.
* Fixed align in the blueprint library. ([https://forums.factorio.com/66789 more])
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])
* Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])
* Fixed blueprint preview would be drawn out of its bounds. ([https://forums.factorio.com/66050 more])
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])
* Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ([https://forums.factorio.com/66713 more]).
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])
* Fixed that search in the technology GUI would be cancelled by selecting a new research. ([https://forums.factorio.com/66775 more])
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])
* Fixed a crash on destroying an entity with fluid energy source. ([https://forums.factorio.com/66517 more])
* Fixed a crash when deconstructing trains with inserters trying to put into them. ([https://forums.factorio.com/66614 more])
* Fixed layout of circuit and logistic control windows. ([https://forums.factorio.com/66531 more])
* Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ([https://forums.factorio.com66834 more])
* Fixed that behemoth biters didn't have resistance to acid (as all other biters have).
* Fixed NPE saves technologies were messed up by a migration in 0.17.5. ([https://forums.factorio.com/66714 more])
* Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ([https://forums.factorio.com/66767 more])
* Fixed that it wasn't possible to access the game menu when the game was paused in multiplayer with the technology screen open. ([https://forums.factorio.com/65223 more])
 
=== Scripting ===


=== Modding ===
* Added LuaItemPrototype::mapper_count read.
* Renamed EntityPrototypeFlag "hide-from-bonus-gui" to "hidden" and made it also hide entities from the made in property of recipe tooltips.


== 0.17.1 ==
== 0.17.5 ==
Date: 26. 02. 2019
Date: 04.03.2019
=== Modding ===
 
* Added shortcut bar shortcut type that fires Lua events, for use in mods
=== Bugfixes ===
=== Scripting ===
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available
* Added on_lua_shortcut event.
=== Bugfixes ===  
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.
* Fixed crash when trying to rotate quickbars with a controller that doesn't have it.
* Fixed crash when trying to open surface map generation settings.
* Fixed possible crash related to copy paste and multiplayer.
* Fixed it wasn't possible to use capital 'Z' in save name. ([https://forums.factorio.com/65075 more])
* Fixed the infinity chest graphics.
* Fixed that the boiler didn't rotate in blueprints.
* Fixed that the bait chest showed in the upgrade planner.
* Fixed high CPU usage when using steam networking.


== 0.17.0 ==
* Fixed crash related to train waypoints and very short train paths. ([https://forums.factorio.com/66095 more])
Date: 26. 02. 2019
* Fixed wrong entity info positioning when all other things in the right container are disabled. ([https://forums.factorio.com/65088 more])
=== Major Features ===
* Fixed Wave defense victory not being triggered in some cases.
* New quickbar (more in Gui section)
* Fixed Wave defense victory message being printed on every rocket launch.
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport
* Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ([https://forums.factorio.com/66338 more])
* New gui style with final version of some parts of the GUI (More in Gui section)
* Fixed PvP error when loading 0.16 versions of the scenario. ([https://forums.factorio.com/66108 more])
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.
* Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ([https://forums.factorio.com/65557 more])
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.
* Fixed pie slice used as progress indicator in crafting queue wasn't rendering for small angles. ([https://forums.factorio.com/66079 more])
* Reworked the Map Editor so it's now part of the standard game and can be toggled at will using the '/editor' command.
* Fixed that the /time command would give back the wrong time played.
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.
* Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ([https://forums.factorio.com/65691 more])
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.
* Fixed player.get_quick_bar_slot causing a crash for some values. ([https://forums.factorio.com/65917 more])
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn't think of.
* Fixed controls were lagging when application window was receiving lot of events it didn't recognize on macOS or Linux. ([https://forums.factorio.com/65179 more])
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)
* Fixed "Wait for V-Sync" graphics option was not working on macOS 10.14 Mojave.
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.
* Fixed crash logs were missing stack traces on macOS.
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.
* Adjusted the Supply Challenge requirements to make sense. ([https://forums.factorio.com/66291 more])
=== Features ===
* Fixed a crash when reviving entities through the Lua API.
* Trains can be blueprinted and deconstructed.
* Fixed NPE crash on biter commands during rebuild quest. ([https://forums.factorio.com/66586 more])
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.
* Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ([https://forums.factorio.com/66424 more])
* Train stops without conditions work as waypoints. (the train doesn't stop at those)
* Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ([https://forums.factorio.com/66369 more])
* Added Passenger present and Passenger not present wait condition to the train conditions.
* Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ([https://forums.factorio.com/66528 more])
* If building of entity/blueprint fails, the reason of it is pinged as flying text.
* Fixed that technology slot tooltip didn't reflect the cost of the selected technology in the queue.
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.
* Fixed NPE confusing flying text at startup. ([https://forums.factorio.com/66317 more])
* Basic image tags format is [img=<image path>] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.
* Fixed that the train passed wait condition time was limited to 120 seconds. ([https://forums.factorio.com/66043 more])
** For example [img=item/iron-plate] or [img=item.iron-plate]. The "." instead of "/" usage is to make it usable in save names.
* Fixed hand not disappearing from the quickbar in some situations. ([https://forums.factorio.com/66019 more])
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.
* Fixed a crash related to the research queue. ([https://forums.factorio.com/66172 more])
* Blueprint/special item tags.
* Fixed that the research queue could show incorrect research levels. ([https://forums.factorio.com/66144 more])
** Shift clicking the icon in chat will create an item and place it in the cursor.
* Horizontal layouting fix of the mods gui. ([https://forums.factorio.com/66217 more])
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].
* Fixed that the island related changes in the terrain settings in map generator gui weren't updated if the island preset was preselected. ([https://forums.factorio.com/65722 more])
** These tags also work with deconstruction and upgrade planners.
* Fixed that custom Lua-defined shortcuts would desync the game. ([https://forums.factorio.com/66556 more])
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.
* Fixed a crash when player is not given when using surface.deconstruct_area(). ([https://forums.factorio.com/66426 more])
** Clicking the icon in chat will open the map on the specified location.
* Fixed loading of blueprints containing rail temporary stations.
* Font tags: Format is [font=debug-mono]mono text[/font].
 
* Color tags: Format is [color=1,0,0]red text[/font]
=== Modding ===
* Fast replacing pipes by pipes to ground similar to underground belts.
 
* When multiple versions of the same mod are installed you can select which version you want to use.
* Added SelectionToolPrototype flag "nothing".
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.
* Made resource autoplace helper functions usable from mods. ([https://forums.factorio.com/66584 more])
* Added support to import and export permissions.
* Added LogisticContainerPrototype::landing_location_offset.
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.
 
* Filter inserters can be set to whitelist or blacklist filters.
=== Balancing ===
* Added belt immunity equipment.
 
* Added upgrade planner.
* Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.
* Added steam networking support for steam users.
 
* Added RGB support for Logitech hardware.
=== Changes ===
* Robots can blow up cliffs.
 
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.
* Blueprinting tools are no longer shown in the quickbar filter selection. ([https://forums.factorio.com/66088 more])
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.
 
=== Minor Features ===
== 0.17.4 ==
* Warning icon for automated trains that are out of fuel.
Date: 01.03.2019
* Added 250 and 1000 hours precision intervals into statistics.
 
* Using deconstruction planner is incorporated in the latency hiding.
=== Bugfixes ===
* Changed personal roboports so they won't send construction robots if you're driving in a vehicle that they can't keep up with or if in a train in automatic mode.
 
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.
* Fixed crashes related to Lua errors. ([https://forums.factorio.com/66007 more])
* Added support to change multiplayer config settings runtime.
* Fixed a crash when opening the fluid wagon GUI in the map editor. ([https://forums.factorio.com/66067 more])
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.
* Fixed that pressing "back" on the login prompt in the other settings GUI would exit the other settings GUI. ([https://forums.factorio.com/65643 more])
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.
* Fixed that robots could get stuck when trying to upgrade in some cases. ([https://forums.factorio.com/65816 more])
* Landfill can be built by robots and be included in blueprints.
* Fixed that the tooltips for tooltip times where backwards. ([https://forums.factorio.com/65085 more])
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)
* Fixed Lua commands wouldn't work show help correctly. ([https://forums.factorio.com/66022 more])
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn't cleared.
* Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ([https://forums.factorio.com/66080 more])
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.
* Fixed uranium processing tech pre-requisites - added sulfur processing. ([https://forums.factorio.com/66060 more])
* Configurable (in gui), the count of rolling stocks shown in the train visualization.
* Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.
* Fixed crash related to train pathfinding. ([https://forums.factorio.com/65950 more])
=== Graphics ===
* Fixed layouting of Map Generator gui when the preview is shown. ([https://forums.factorio.com/65959 more])
* New graphics for:
* Fixed issues with rich text tags referencing entities that have no icon.
** accumulator
* Fixed crash related to moving blueprints from game blueprints to player blueprints. ([https://forums.factorio.com/66091 more])
** biters, spitters, worms, spawners
* Fixed crash related listing all players while while processing event of player being removed.
** chests
* Fixed a crash related to research that would continue even though the research queue is empty. ([https://forums.factorio.com/66057 more])
** electric poles and substation
* Fixed Compilatron placing a chest on top of things. ([https://forums.factorio.com/65924 more])
** map edge transitions
* Fixed crash during quest to reactivate assembler in NPE. ([https://forums.factorio.com/66122 more])
** rocket silo
* Fixed that script render text would scale with GUI scale. ([https://forums.factorio.com/65982 more])
** transport belts, underground belts, splitters and transport belt circuit connector
 
** trees
=== Modding ===
** turrets (gun, flamethrower and laser)
 
** walls and gates
* Made MiningDrillPrototype::radius_visualisation_picture tintable.
* laser turrets, personal laser defense and distractor robots now use new laser beams.
 
* Highlighting inserters that would interact with selected/previewed entity.
== 0.17.3 ==
* Showing shield bars above health bar for relevant entities.
Date: 28.02.2019
* Single vertical pipe is shorter.
 
=== Gui ===
=== Changes ===
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)
 
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.
* Disabled target leading for flamethrower turrets until it can be made better. ([https://forums.factorio.com/65152 more])
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.
* Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.
** The quickbar now has 10 pages of shortcuts.
 
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.
=== Bugfixes ===
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.
 
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.
* Fixed possible crash related to browsing in the mods gui.
* When something is not buildable (manual or blueprint building), the reason of why it isn't buildable is shown as flying text over the cursor when the build is attempted.
* Fixed that turning off exoskeletons didn't work correctly in multiplayer.
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)
* Fixed shaking of blueprint preview in blueprint book tooltip. ([https://forums.factorio.com/65594 more])
=== Optimisations ===
* Fixed the wrong detection of changed autosave interval in other settings. ([https://forums.factorio.com/65626 more])
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.
* Fixed /help *command* would print a number instead of the help message. ([https://forums.factorio.com/65695 more])
* DirectX backend doesn't keep backup of all sprites in RAM anymore.
* Fixed a crash when dying with the locomotive GUI open. ([https://forums.factorio.com/65705 more])
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.
* Fixed a crash when using sprite variation sheets with mismatched frame counts. ([https://forums.factorio.com/65634 more])
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.
* Fixed that the admin-only portions of the whitelist command where not localised correctly. ([https://forums.factorio.com/65792 more])
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it's now 67,000 times faster).
* Fixed building underground pipe between pipes with different fluids. ([https://forums.factorio.com/65607 more])
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])
* Fixed visual direction of fluid flow. ([https://forums.factorio.com/65486 more])
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])
* Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ([https://forums.factorio.com/65593 more])
=== Changes ===
* Fixed PvP error when changing enabled mods. ([https://forums.factorio.com/65652 more])
* Resource generation changed significantly:
* Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ([https://forums.factorio.com/65568 more])
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.
* Fixed small worms having fluid consumption. ([https://forums.factorio.com/65870 more])
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.
* Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ([https://forums.factorio.com/65609 more])
* Fixed that double-clicking a technology in the tree view wouldn't start research. ([https://forums.factorio.com/65335 more])
* Fixed pipes that would sometimes be too noisy. ([https://forums.factorio.com/65670 more])
* Fixed that you could build multiple underground belts on top of each-other. ([https://forums.factorio.com/65828 more])
* Fixed tightspot level 5 was unbeatable. ([https://forums.factorio.com/65629 more])
* Added workaround for GPU accelerated texture compression producing corrupted textures. ([https://forums.factorio.com/65336 more])
* Fixed that the technology window scroll position would keep getting reset. ([https://forums.factorio.com/65160 more])
* Fixed that the current research panel would not update in multiplayer if some other player changed the research. ([https://forums.factorio.com/65185 more])
* Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ([https://forums.factorio.com/65096 more])
 
=== Modding ===
 
* Added LoaderPrototype::structure_render_layer with default value "lower-object". ([https://forums.factorio.com/65627 more])
 
== 0.17.2 ==
Date: 27.02.2019
 
=== Changes ===
 
* Reverted default renderer on Windows to Direct3D on all configurations.
* All infinite technologies have Space science pack as a pre-requisite.
* Added textual error message when player tries to clean cursor but it isn't possible as inventory is full.
* Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.
* Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ([https://forums.factorio.com/65083 more])
* Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.
 
=== Bugfixes ===
 
* Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.
* Fixed LuaGameScript::take_technology_screenshot() would crash the game.
* Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ([https://forums.factorio.com/65146 more])
* Fixed electric mining drill coverage area visualization was not drawn correctly. ([https://forums.factorio.com/65249 more])
* Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ([https://forums.factorio.com/65263 more])
* Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ([https://forums.factorio.com/65274 more])
* Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ([https://forums.factorio.com/65339 more])
* Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ([https://forums.factorio.com/65256 more])
* Fixed a crash when mining ghosts built in the latency state. ([https://forums.factorio.com/65361 more])
* Fixed every incremental change of sound volume would save the full config file. ([https://forums.factorio.com/65318 more])
* Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ([https://forums.factorio.com/65398 more])
* Fixed that mod thumbnails in zipped mods wouldn't show in the mods GUI. ([https://forums.factorio.com/65419 more])
* Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ([https://forums.factorio.com/65379 more])
* Fixed electric inserter technology description in the tutorial. ([https://forums.factorio.com/65229 more])
* Fixed that the undo shortcut tooltip didn't reflect latency hiding values and invalid entries filtering.
* Fixed a desync when deconstructing item request proxies in the latency state. ([https://forums.factorio.com/65420 more])
* Fixed crash related to the hand logic and switching controllers. ([https://forums.factorio.com/65330 more])
* Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.
* Fixed that read-only multi-line text boxes wouldn't wrap text. ([https://forums.factorio.com/65413 more])
* Fixed that the fast and express loader entity icons had the wrong colors. ([https://forums.factorio.com/65347 more])
* Fixed that the autosave interval setting was off by one. ([https://forums.factorio.com/65373 more])
* Fixed map preview would not be cleared to black before preview is generated on some PCs. ([https://forums.factorio.com/65423 more])
* Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ([https://forums.factorio.com/65258 more])
* Fixed that the tutorial specific assembler was shown in the "made in in" row in the crafting queue tooltip. ([https://forums.factorio.com/65447 more])
* Fixed that the map type selection changed done by reset or changing the preset didn't update the sliders properly. ([https://forums.factorio.com/65077 more])
* Fixed a rare issue with migration of fluid mixing in a modded save. ([https://forums.factorio.com/65137 more])
* Fixed that the provided map-gen-settings.example.json contained invalid settings. ([https://forums.factorio.com/65311 more])
* Fixed that checking for updates could crash the game. ([https://forums.factorio.com/65264 more])
* Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn't available anymore and it wasn't possible to assign a new item to it.
* Fixed PvP scenario error when updating space race frame with no silos present. ([https://forums.factorio.com/65492 more])
* Fixed drawing of some wires and wire shadows ([https://forums.factorio.com/65469 more])
* Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ([https://forums.factorio.com/65298 more])
* Fixed drawing of some wires and wire shadows. ([https://forums.factorio.com/65469 more])
* Fixed crash when opening the map generator preview for the first time with invalid settings. ([https://forums.factorio.com/65434 more])
 
=== Modding ===
 
* Renamed EntityPrototypeFlag "hide-from-bonus-gui" to "hidden" and made it also hide entities from the made in property of recipe tooltips.
 
== 0.17.1 ==
Date: 26.02.2019
 
=== Modding ===
 
* Added shortcut bar shortcut type that fires Lua events, for use in mods
 
=== Scripting ===
 
* Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available
* Added on_lua_shortcut event.
 
=== Bugfixes ===
 
* Missing description.json in the campaign folder results into the folder being ignored instead of a crash.
* Fixed crash when trying to rotate quickbars with a controller that doesn't have it.
* Fixed crash when trying to open surface map generation settings.
* Fixed possible crash related to copy paste and multiplayer.
* Fixed it wasn't possible to use capital 'Z' in save name. ([https://forums.factorio.com/65075 more])
* Fixed the infinity chest graphics.
* Fixed that the boiler didn't rotate in blueprints.
* Fixed that the bait chest showed in the upgrade planner.
* Fixed high CPU usage when using steam networking.
 
== 0.17.0 ==
Date: 26. 02. 2019
 
=== Major Features ===
 
* New quickbar (more in Gui section)
* Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport
* New gui style with final version of some parts of the GUI (More in Gui section)
* Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.
* Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.
* Reworked the Map Editor so it's now part of the standard game and can be toggled at will using the '/editor' command.
* Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.
* Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.
* Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn't think of.
** They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)
* Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.
* Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.
=== Features ===
* Trains can be blueprinted and deconstructed.
* Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.
* Train stops without conditions work as waypoints. (the train doesn't stop at those)
* Added Passenger present and Passenger not present wait condition to the train conditions.
* If building of entity/blueprint fails, the reason of it is pinged as flying text.
* Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.
* Basic image tags format is [img=<image path>] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.
** For example [img=item/iron-plate] or [img=item.iron-plate]. The "." instead of "/" usage is to make it usable in save names.
** Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.
* Blueprint/special item tags.
** Shift clicking the icon in chat will create an item and place it in the cursor.
** Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].
** These tags also work with deconstruction and upgrade planners.
* Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.
** Clicking the icon in chat will open the map on the specified location.
* Font tags: Format is [font=debug-mono]mono text[/font].
* Color tags: Format is [color=1,0,0]red text[/font]
* Fast replacing pipes by pipes to ground similar to underground belts.
* When multiple versions of the same mod are installed you can select which version you want to use.
* The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.
* Added support to import and export permissions.
* Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.
* Filter inserters can be set to whitelist or blacklist filters.
* Added belt immunity equipment.
* Added upgrade planner.
* Added steam networking support for steam users.
* Added RGB support for Logitech hardware.
* Robots can blow up cliffs.
* Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.
* Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.
 
=== Minor Features ===
 
* Warning icon for automated trains that are out of fuel.
* Added 250 and 1000 hours precision intervals into statistics.
* Using deconstruction planner is incorporated in the latency hiding.
* Changed personal roboports so they won't send construction robots if you're driving in a vehicle that they can't keep up with or if in a train in automatic mode.
* Added an option to ignore mouse events when using accessibility zoom feature on macOS.
* Added support to change multiplayer config settings runtime.
* Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.
* Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.
* Landfill can be built by robots and be included in blueprints.
* Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)
* When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn't cleared.
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.
* Configurable (in gui), the count of rolling stocks shown in the train visualization.
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.
 
=== Graphics ===
 
* New graphics for:
** accumulator
** biters, spitters, worms, spawners
** chests
** electric poles and substation
** map edge transitions
** rocket silo
** transport belts, underground belts, splitters and transport belt circuit connector
** trees
** turrets (gun, flamethrower and laser)
** walls and gates
* laser turrets, personal laser defense and distractor robots now use new laser beams.
* Highlighting inserters that would interact with selected/previewed entity.
* Showing shield bars above health bar for relevant entities.
* Single vertical pipe is shorter.
 
=== Gui ===
 
* New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)
** Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.
* The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.
** The quickbar now has 10 pages of shortcuts.
** Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.
* In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.
* Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.
* When something is not buildable (manual or blueprint building), the reason of why it isn't buildable is shown as flying text over the cursor when the build is attempted.
* Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)
 
=== Optimisations ===
 
* Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.
* DirectX backend doesn't keep backup of all sprites in RAM anymore.
* Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.
* Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.
* Improved game startup performance when using a large amount of technologies with deep dependency trees (it's now 67,000 times faster).
* Optimized rendering of logistic overlay when zoomed in to map. ([https://forums.factorio.com/60659 more])
* Optimized rendering of turret ranges when zoomed in to map. ([https://forums.factorio.com/58991 more])
 
=== Changes ===
 
* Resource generation changed significantly:
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.
** Ore patches are slightly less frequent but richer.
** Ore patches are slightly less frequent but richer.
** There will be a more balanced amount of resources within a large enough region.
** There will be a more balanced amount of resources within a large enough region.
Line 1,287: Line 1,681:
* Placing entities or paths removes tree stumps and biter corpses.
* Placing entities or paths removes tree stumps and biter corpses.
* Removed New Hope campaign.
* Removed New Hope campaign.
=== Balancing ===
=== Balancing ===
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.
* Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.
* Science pack names changed:
* Science pack names changed:
Line 1,350: Line 1,746:
* Relative fuel value of nuclear fuel doubled.
* Relative fuel value of nuclear fuel doubled.
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.
* Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.
=== Combat Balancing ===
=== Combat Balancing ===
* All military damage/shooting speed upgrade technologies merged into 7 technologies:
* All military damage/shooting speed upgrade technologies merged into 7 technologies:
** Physical projectile damage 1-6 + infinite
** Physical projectile damage 1-6 + infinite
Line 1,388: Line 1,786:
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn't build up un-spent in a single spawner.
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn't build up un-spent in a single spawner.
* Removed damage bonus of tank machine gun.
* Removed damage bonus of tank machine gun.
=== Bugfixes ===
=== Bugfixes ===
* Fixed that canceling production in assembling machine did return the products in progress.
* Fixed that canceling production in assembling machine did return the products in progress.
* Fixed biters were unable to run against movement of belts.
* Fixed biters were unable to run against movement of belts.
Line 1,467: Line 1,867:
* Force space between spawners and worms in biter bases so they don't get stuck so much.
* Force space between spawners and worms in biter bases so they don't get stuck so much.
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.
* Fixed trivial-smoke would be rendered for some time after its lifetime ended.
=== Modding ===
=== Modding ===
* Added a new entity type "infinity-pipe" that automatically adds/removes fluid from itself; similar to the infinity-chest.
* Added a new entity type "infinity-pipe" that automatically adds/removes fluid from itself; similar to the infinity-chest.
* Added a new entity type "heat-interface" that automatically sets its own temperature.
* Added a new entity type "heat-interface" that automatically sets its own temperature.
Line 1,531: Line 1,933:
* Removed the "default-" prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.
* Removed the "default-" prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.
* Removed ItemPrototypeFlags "goes-to-main-inventory" and "goes-to-quickbar".
* Removed ItemPrototypeFlags "goes-to-main-inventory" and "goes-to-quickbar".
=== Scripting ===
=== Scripting ===
* Added LuaRendering accessed via the lua global "rendering".
* Added LuaRendering accessed via the lua global "rendering".
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().
* Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().

Revision as of 15:04, 10 June 2019

0.17.47

Date: 07.06.2019

Bugfixes

  • Fixed that the game crashed when passing train signal while driving train in manual mode.
  • Fixed that 'station name' and 'player name' map toggles would seemingly randomly toggle on when turning on some options. (more)
  • Disabled check that prevented loading of some mods. (more)
  • Fixed crash when saving speech bubbles that had been migrated from old saves. (more)
  • Fixed NPE crash when Compilatron is boxed while building. (more)

0.17.46

Date: 07.06.2019

Minor Features

  • Added an option to filter by has-players in the browse games GUI.

Changes

  • Tank no longer takes damage from hitting rocks.
  • Increased tank acid resistance from 50% to 70%.
  • Defender robots no longer require flying robot frames in their recipe.
  • Defender robotics technology only has Military science pack technology as a pre-requisite.
  • Defender robot damage increased from 5 to 8.
  • The Map Editor - resources - paint and spray options will show the non-infinite ore count next to the cursor.

Graphics

  • Added new higher resolution icons for resource ores with randomized variations when drawn on belts.

Bugfixes

  • Fixed that global programmable speaker volume depended on the zoom level. (more)
  • Fixed a crash related to changing biter forces. (more)
  • Fixed that 'signal-check', 'signal-info' and 'signal-dot' were in the 'virtual-signal-color' item subgroup.
  • Fixed a new case of inserters behaving differently when rotated.
  • Fixed unexpected behaviour when it comes to dividing rail segments in some special cases. (more)
  • Extended straight rail collision box, so there is not an empty space between individual rail entities.
  • Fixed Arithmetic Combinator sometimes outputting wrong number when setting a constant in the first field. (more)
  • Fixed wording on the Lua Product documentation + fixed reading probability/amount_min/amount_max from Products. (more)
  • Fixed that modded tiles in blueprints stored in the blueprint library wouldn't persist through mod enable/disable. (more)
  • Fixed that quickbar pick item shortcut would sometimes select the wrong item when rotating quickbars in multiplayer. (more)
  • Fixed that widget under the point of (0,0) got always hovered when mouse left the window. (more)
  • Fixed that leaving the window while entity is selected didn't de-select the entity.
  • Fixed that a fresh stack of wires was not added back to cursor when the cursor stack was depleted. (more)
  • Fixed that train stopped moving without a schedule. (more)
  • Possibly worked around the game extremely flickering on some computers when rendering scenes with lot of draw calls. (more)
  • Possibly worked around "Unknown D3D Error (0x8876017c)" preventing the game to start on some computers. (more)
  • Fixed crash when dragging station while temporary stop being removed. (more)
  • Fixed that train entering block that is reserved more than once by it cancelled all the reservations and opened the block for other trains after leaving (and still having another invalid reservation to it) it which could lead to train collisions and desyncs. (more)
  • Laser turret and robot beams now render properly in the dark. (more)
  • Fixed that in certain translations, there would be a gap between the shortcut bar and alerts if the shortcut selector was open. (more)
  • Fixed that failed mod downloads would be incorrectly marked as successful. (more)
  • Fixed that modded choose-elem-buttons would behave strangely when locked. (more)
  • Fixed that the candidate_spot_count argument to the spot-noise function was ignored.
  • Fixed spitter and worm acid splashes would deal continuous damage to closed gates and trains. (more)
  • Fixed that you could set some invalid signal combinations in combinators using lua. (more)
  • Fixed a desync related to how Lua formatted negative zero. (more)

Modding

  • Moved the train wait condition default times into utility-constants.
  • Fixed that it was possible to specify max_level of technology to be lower then level and crash the game by it. (more)
  • Fixed that the game would allow invalid heat-pipe connections that would end up crashing the game. (more)
  • The update mods GUI will now attempt to install new required dependencies. (more)
  • Added "trigger_target_mask" to entity prototype definition and triggers as more flexible system for filtering entities in triggers.
  • Added "trigger-target-type" prototype type to define custom values for use in "trigger_target_mask". Current limit for total count of trigger-target-types is 56.

Scripting

  • Added LuaGameScript::evaluate_expression(), which can be used to calculate the technology unit cost formula at any level.
  • Added LuaProfiler::divide() to allow printing average duration.
  • Added optional snap_to_train_stop parameter to LuaGameScript::create_entity.
  • Added LuaEntity::ghost_unit_number read.
  • Added "source_index" to on_forces_merged event.
  • Added LuaStyle::padding, margin write.
  • Added LuaEntity::selected_gun_index read/write for cars.
  • Fixed that LuaForce::index was 1 larger than it was supposed to be.
  • LuaGameScript::forces can now be indexed with the name and the LuaForce::index.

0.17.45

Date: 31.05.2019

Bugfixes

  • Changed the go-to-mod buttons in the manage and update tabs of the Mods GUI to switch to the install tab if needed. (more)
  • Fixed that it was possible to open the command console while inside the technology GUI. (more)
  • Fixed that it was not possible to build ghosts in normally visible area which is in fog of war in map view. (more)
  • Fixed a crash when removing modded recipes while hand-crafting those recipes. (more)
  • Fixed that nested CustomGuiStyle changes didn't work correctly. (more)
  • Fixed that inserter would sometimes put items on the wrong side of the belt.

Scripting

  • Added only_in_alt_mode to LuaRendering draw functions.
  • Changed LuaEntity::copy_settings() to also copy settings from ghosts.

0.17.44

Date: 30.05.2019

Changes

  • The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches. (more)
  • Inserters with stack bonus are now smarter when picking up items, and thus slightly faster. (more)

Bugfixes

  • Fixed that researching the appropriate technology would re-add shortcut buttons to the shortcut toolbar even if the player explicitly removed them earlier. (more)
  • Fixed that some saves that contained multiple surfaces would cause the game to crash on load. (more)
  • Fixed that auto-barreling opt-out didn't work if the fluid has icons defined. (more)
  • Fixed that auto-barreling recipes would use the wrong fluid name if the fluid had a custom localised name defined. (more)
  • Fixed that the entity damaged event original_damage value wouldn't be accurate if the entity had shields or resistances. (more)
  • Fixed a performance problem related to the undo logic and large blueprints. (more)
  • Fixed that trying to join Steam networking enabled games with Steam networking disabled didn't work correctly. (more)
  • Fixed that trains built part of a blueprint was snapping to train stop which could prevent some specific blueprints from being built.
  • Fixed smoke for generators without animation. (more)
  • Fixed train circuit conditions not working properly sometimes when arriving at disabled station. (more)
  • Fixed transparency of tables. (more)
  • Fixed reintroduction of blueprint train building problems. (more)
  • Fixed that the game could freeze on exit on Linux after clicking a link. (more)
  • Fixed statistics windows showing strange totals in some situations. (more)
  • Fixed statistics windows not showing the first few values (e.g. when an items is produced for the first time). (more)
  • Fixed that belt immunity equipment would drain energy in armor when not equipped. (more)
  • Using the NO_SCHEDULE train state more consistently (for train in automatic mode with empty schedule. (more)
  • Fixed inserters behaving differently when rotated. (more)
  • Fixed that the control key would be ignored by Factorio on Linux if the "Press Ctrl to highlight the pointer" (or equivalent) option was enabled. (more)
  • Fixed that cloning tiles in the map editor wouldn't always clone transitions correctly. (more)
  • Fixed that the supply mission finished game GUI was too small. (more)

Modding

  • Added optional assembling machine gui_title_key property.
  • Changed belt immunity equipment to consume energy through "energy_consumption" instead of "energy_source.drain".

Scripting

  • Added LuaGuiElement::vertical_centering read/write.
  • Added LuaEntity::auto_launch read/write.
  • Added LuaTransportLine::line_equals().

0.17.43

Date: 24.05.2019

Changes

  • The argument to --generate-map-preview is treated as a directory only if it ends with a '/' or '\'.
  • Car/tank color keeps the color of the last user.

Bugfixes

  • Fixed that the technology GUI could freeze on certain technologies. (more)
  • Fixed a crash when trying to build train ghosts not on rails. (more)
  • Fixed a crash related to changing the logistic mode on an infinity-chest type entity through mods. (more)
  • Fixed low readability tag color highlighting in textboxes. (more)
  • Fixed Korean IME still did not work (Windows only). (more)
  • Fixed statistics graphs X axis labels showing wrong values for 250h and 1000h time frames. (more)
  • Fixed that the wrong entry could be highlighted in the electric network graph. (more)
  • Fixed that picking up an item from quickbar wouldn't reserve the slot with an inventory hand when the inventory was full. (more)
  • Fixed robot energy consumption when using very high speed bonuses. (more)
  • Fixed a false-positive changed message in the mods GUI under specific situations. (more)
  • Fixed icons inside blueprint book items not being scaled properly.
  • Fixed that delimit-procedure noise expressions at the root of an expression tree would crash the compiler.

Modding

  • Added util.combine_icons(icons1, icons2, inputs) function to aid in combining icons tables.
  • Changed the auto_barrel recipe icon generation to account for fluids with an icon_size not set to 32, or fluids with an icons table. (more)

Scripting

  • Added LuaNamedNoiseExpression and LuaGameScript::named_noise_expressions read.
  • Added LuaEntity::tree_stage_index read/write.
  • Added LuaEntity::tree_stage_index_max and tree_color_index_max read.
  • Added "player_index" to the on_rocket_launch_ordered and on_rocket_launched events.

0.17.42

Date: 21.05.2019

Changes

  • Tweaked default graphics settings. The game should choose better default graphics settings for computers with integrated GPUs or less than 6 GB of RAM.

Bugfixes

  • Fixed that GUI element size wasn't updated in inactive tabs when ui scaled changed. (more)
  • Fixed "Confirm Message" conflicting with some key-bindings. "Confirm Message" can no longer be bound to mouse input. (more)
  • Fixed possible crash when rendering GUI element with dynamically loaded sprite. (more)
  • Fixed recipe window showing wrong item count or not enough ingredients in some situations. (more)
  • Fixed a crash when deleting the force of a car with an active logistic network through vehicle equipment grid. (more)
  • Mod names are no longer allowed to contain rich text. (more)
  • Fixed IME (Input Method Editors) did not work (Windows only). (more)
  • Fixed placement of oil and uranium patches back to that of 0.17.40. (more)
  • Fixed that roboports with a request_to_open_door_timeout of 0 wouldn't work correctly. (more)
  • Fixed that products wouldn't allow amount_min of 0 for items. (more)
  • Fixed that migrated/removed fuel items could leave the game in an invalid state. (more)
  • Fixed a crash when building combat robots after resetting the achievements in-game. (more)
  • Fixed that assembler ghosts would carry over the unresearched blueprint bug from 0.17.38. (more)
  • Fixed crash related to clearing a blueprint book from the cursor. (more)
  • Fixed that the rotation of blueprint was not saved to the blueprint library in some situations.
  • Fixed bad icon in pollution statistics. (more)
  • Fixed hand icon not disappearing when you grab a blueprint from chat. (more)
  • Fixed that reviving modded tile ghost entities could destroy other entities in some situations. (more)
  • Fixed car tooltip showing it's moving when it's not actually moving.
  • Fixed car rotating in place when the speed is very low. (more)
  • Fixed that fluid wagons could not carry fluids with sub-zero temperatures. (more)
  • Fixed that rolling stock "must be build on rails" error was not using the name of the rolling stock. (more)
  • Possibly handled fullscreen window being moved to screen of different size on Windows. (more)
  • Fixed a crash when using table_size() without any argument. (more)
  • Fixed players getting a new player character when they connect after disconnecting, connecting and disconnecting again from a paused game. (more)

Modding

  • Added map-gen-seed-max command line parameter.
  • Added generate-map-preview-random command line parameter.
  • Changed generate-map-preview command line parameter to need PATH instead of PNGFILE, the file name is now always the seed.
  • Made "apply_recipe_tint" be applied also to "light" working visualization effects of crafting machines.
  • Added "use_fuel_glow_color" property to reactor prototype.

0.17.41

Date: 17.05.2019

Bugfixes

  • Fixed that some noise expression types used by some mods (literal map positions, offset-points, and distance-from-nearest-point) were unimplemented.
  • Fixed that blueprint rotation was not saved for blueprint books in the blueprint library. (more)
  • Fixed that the focus-search shortcut could be used to bring up the search field when it was disabled. (more)
  • Fixed that game.reload_script() could break LuaRecipe/LuaPrototype references.
  • Fixed a PvP script error on configuration changed. (more)

Scripting

  • Added LuaEntityPrototype::item_slot_count read.
  • Added LuaEntity::get_stopped_train().
  • Added "surface_index" to the on_post_entity_died event.

0.17.40

Date: 16.05.2019

Changes

  • Improved efficiency of noise program compilation and quality of error messages.

Bugfixes

  • Fixed a crash that would sometimes happen after deleting a blueprint from the library. (more)
  • Fixed crash related to train schedule containing only temporary stations. (more)
  • Fixed GUI inspector vertical align value inconsistency (middle instead of center). (more)
  • Fixed LuaInventory::sort_and_merge when used on cargo wagons with inventory limits set. (more)
  • Fixed that distractor robots would show in the bonus GUI under the follower robots section. (more)
  • Fixed that reading invalid chain signals wouldn't work correctly. (more)
  • Fixed yet another ghost connection error related to consistency checks. (more)
  • Fixed some cases of multi-layered icons not being scaled correctly. (more)
  • Fixed power switch connection consistency problem. (more)
  • Fixed "Confirm Message" key-binding not working when bound to some mouse buttons. (more)
  • Fixed backwards/forwards max speed fuel modifier related to two-headed trains. (more)
  • Fixed interactions of assemblers and underground pipe connections blocked by induced fluid mixing. (more)
  • Fixed setting entity ghosts to minable=false didn't work. (more)
  • Fixed that the statistics GUI would show count values < 0.5 as "no count". (more)
  • Fixed a performance problem with high speed idling trains on circular rail networks. (more)
  • Fixed signal placement visualisation for special cases related to straight diagonal rail. (more)
  • Fixed that items supposed to be removed on clearing cursor (copy, cut, paste, blueprints from blueprint library etc.) were put into character corpse. (more)
  • Fixed uranium cannon shells shooting backwards when aimed closed to the tank.(more)
  • Fixed Programmable Speaker alert textbox not losing focus when pressing ENTER. (more)
  • Fixed desync caused by setting font colors on buttons. (more)

0.17.39

Date: 14.05.2019

Bugfixes

  • Fixed that hand crafting wouldn't respect the hide_from_flow_statistics property. (more)
  • Fixed that modded GUI tables did not display borders that were set in their style.
  • Fixed the game would fail on startup if control settings were reset during migration of 0.16 config file. (more)
  • Fixed that train stop "must be build next to rails" error was not using the name of the train stop. (more)
  • Fixed that beam damage interval was sometimes not respected properly.
  • Fixed that beams would be immediately created and destroyed when standing very close to max range.
  • Fixed that beams would not show any animation if the target was killed in one hit. (more)
  • Fixed that laser beams would always aim at player character's feet.
  • Fixed entity hit_visualization_box not working properly.
  • Fixed running out of memory during sprite loading was not handled gracefully. (more)
  • Fixed a map corruption problem when creating games from scenarios that used difficulties per-entity. (more)
  • Fixed that some Lua errors wouldn't show proper lua stack traces. (more)
  • Fixed a crash related to reading pollution statistic values through Lua. (more)
  • Fixed a crash resulting from building a blueprint of an assembler with a fluid recipe that is not researched yet. (more)
  • Fixed that temporary blueprints (e.g. from the copy tool) would sometimes go to inventory instead of being destroyed. (more)
  • Added fluid mixing check to infinity pipe. (more)
  • Fixed that you could build rail ghosts in the basic rail tutorial. (more)
  • Fixed special case of dragging station/condition order in the train configure GUI. (more)
  • Fixed tightspot script error starting the round with flying text on the map. (more)

Changes

  • Changed the mods GUI so it lists mod settings by mod alphabetically using natural ordering.

0.17.38

Date: 10.05.2019

Changes

  • When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence.
    • This solves a problem of train intersections being possible to be deadlocked even with proper chain signals usage in cases of using temporary stops or when path is changed because of station is being enabled/disabled by a circuit network. (more)
    • This also allowed us to to let train recalculate path spontaneously even in chain signal sequence, as it shouldn't break anything now.
  • When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destroyed when clearing the cursor and instead moved to the inventory. (more)
  • Separated incompatible mods from dependencies in browse mods GUI.

Bugfixes

  • Fixed a crash when trying to build locomotives near water/edges of the map. (more)
  • Fixed players getting a new player character when they connect twice to a paused game. (more)
  • Fixed that entity tooltips did not show negative emissions. (more)
  • Fluid assembler ghosts now show correct pipe connections.
  • Fixed a crash when trying to write auto trash filters with not-a-table.
  • Fixed possible fluid mixing from reviving fluid assembler ghost by higher version. (more)
  • Disabled areas of new map GUI are set correctly on exchange string import. (more)
  • Fixed that script rendering sprites loaded from files would disappear on save/load. (more)
  • Fixed that LuaForce::reset_technology_effects() wouldn't preserve things in the research queue. (more)
  • Fixed that using an upgrade planner on a blueprint wouldn't upgrade configured modules. (more)
  • Fixed cross-platform issues related to the Lua bit library. (more)
  • Fixed crash when changing controller in multiplayer and changing your selection at the same time.
  • Fixed that blueprint shortcuts in action bar would become magically available when they are destroyed, if they originated from the blueprint library. (more)
  • Fixed that technology tooltips could sometimes end up behind the technology screen. (more)
  • Fixed that target leading would not take into account any slowdown modifiers on units. (more)
  • Fixed that the favorite button for servers wouldn't work correctly if the server was already selected. (more)
  • Fixed that rocket silos would show an unhelpful status in the tooltip. (more)
  • Fixed PvP crash when loading save games before "player" -> "character" rename. (more)
  • Fixed PvP crash when importing old configs. (more)
  • Fixed that only some parts of the current research info panel would open the technology tree when clicked. (more)

Scripting

  • Added LuaTechnology::visible_when_disabled read/write.

0.17.37

Date: 07.05.2019

Bugfixes

  • Fixed acid splashes were blocking placement of buildings. (more)
  • Fixed that acid splashes would have a burning sound effect.
  • Fixed typo in font name that would cause crash in Cyrillic locales on Linux. (more)
  • Fixed that script changing train path as a reaction to train created event could break the rolling-stock connection process. (more)
  • Fixed that scroll panes empty areas of the mod GUI was blocking the mouse interaction with the map. (more)
  • Fixed that ghost rail building didn't avoid ghost buildings properly. (more)
  • All unused control inputs are saved in the config file, to preserve mod key bindings even when the mod is disabled and enabled again. (more)
  • Fixed that zooming in the train preview window didn't respect the zooming key binding settings. (more)
  • Fixed that train with no path changed from NO_PATH to PATH_LOST and back to NO_PATH every few seconds. (more)
  • Fixed that train waiting at the signal changed from WAIT_SIGNAL to ARRIVE_SIGNAL and back to WAIT_SIGNAL every few seconds. (more)
  • Fixed a crash that would sometimes happen when two players were connecting to a server at the same time and one of them quit before the map finished saving. (more)
  • Fixed a crash related to modded deconstruction item filters. (more)
  • Fixed performance issues in mipmap generation routines causing the game to freeze or crash at 95% of sprite loading. (more)
  • Fixed traditional Chinese font being used for simplified Chinese. (more)
  • Fixed that pollution would not be shown in entity tooltip when using a void energy source. (more)
  • Fixed PvP re-roll round button not generating a different map with only a single team.
  • Fixed PvP state when playing Last silo standing with only a single team.
  • Fixed PvP DEFCON mode interaction with research queue.
  • Fixed screenshot rendering could crash when using LuaScriptRendering API to draw a sprite from file. (more)

Modding

  • Added CraftingMachinePrototype::entity_info_icon_shift.
  • Added CraftingMachinePrototype::draw_entity_info_icon_background.

Scripting

  • Included "item" in on_built_entity event when ghost cursor building.

0.17.36

Date: 03.05.2019

Graphics

  • Added new specific remnants for various entities. (Work in progress beginning with 0.17.36)

Bugfixes

  • Fixed that ghosts could be built in fog of war.
  • Fixed a stack overflow when merging large electric networks (149'000+ electric poles). (more)
  • Fixed some achievements not counting their requirements properly. (more)
  • Changed worm and spitter acid attack so they do not create acid splashes on water. (more)
  • Changed fonts for Asian languages (Chinese, Japanese, Korean).
  • Fixed that power switch connections weren't restored by undo. (more)

Modding

  • Added "check_buildability" to "create-fire" trigger effect definition.
  • Added "tile_collision_mask" to "create-entity" and "create-fire" trigger effect definitions as faster alternative to full buildability check.
  • Added "trigger_created_entity" to "create-fire" and "create-sticker" trigger effect definitions.

Scripting

  • Added "item" to the on_built_entity event.

0.17.35

Date: 02.05.2019

Changes

  • Increased the maximal length of station name to 1024, mainly to allow wider usage of multiple tags in the name. (more)

Bugfixes

  • Fixed that making blueprints of locomotive ghosts wouldn't include the schedules. (more)
  • Fixed that worms and spitters didn't show attack parameters in description.
  • Fixed that the game would crash if it was closed when Sound Settings was opened. (more)
  • Limited the manual rail building distance to 3 times the normal building distance.
  • Fixed dangling tooltip bug related to widget reorganization in map generator GUI and possibly other places. (more)
  • Fixed that the train time condition label wasn't properly set to squashable resulting in wrong layouting in certain languages. (more)
  • Fixed truncation of labels containing rich text. (more)
  • Fixed PvP and Wave defense starting base entities wouldn't spawn if a mod added a tile with a certain collision mask and a name which sorted alphabetically above dirt.
  • Fixed PvP production score error when a mod or script adds another force during a round.
  • Fixed PvP error when using DEFCON mode.
  • Fixed that the shortcut bar selection list wasn't scrollable until the window was resized. (more)
  • Making disabling of features in map generator more clear by adding checkboxes for it. (more)
  • The wagon door opening animation (that is only available for horizontal/vertical direction) is now chosen based on the drawing sprite of the wagon selected instead of the orientation of the wagon. This means, that orientations really close to horizontal/vertical still use the animation. (more)
  • Fixed that changing map size didn't mark the map preset as modified. (more)
  • Fixed label text not updating correctly when cleared and had non-zero minimal width and height. (more)
  • Improved handling of whitespace characters in technology count formula parsing.
  • Checking that only the l (or L) variable used in the technology formula on startup, to avoid errors later on. (more)
  • Fixed NPE error at startup that could occur when using mods. (more)
  • Fixed GUI window of an entity not updating when pasting settings to that entity. (more)
  • Fixed error in consistency check of ghost connections related to multiple connections to entities only in the undo queue. (more)
  • Fixed train condition fulfilling indication for artillery wagon. (more)
  • IDXGIOutput::FindClosestMatchingMode returning an error is not treated as critical failure anymore. (more)
  • Fixed that the Mods GUI go-to-dependency buttons wouldn't work in some scenarios. (more)
  • Fixed that ghost building mode works the same as ghost building (with shift) when it comes to rail building. (more)
  • Fixed that upgrading entities in would leave invalid module requests. (more)
  • Fixed, that sorting changes were moving the scrolled position in the browse game gui. It is now consistent with the mods gui. (more)
  • Fixed some achievements being given to players while the save game is loading, not respecting player online time. (more)
  • Fixed LuaTransportLine::output_line read for right-hand output lines of a lonely splitter. (more)
  • Fixes to make tabbed pane work properly when it comes to squashing in different situations. (more)
  • Tweaked the algorithm that is putting trains on rails to work properly in junctions when constrained by the direction caused by blueprint/ghost train building. (more)

Modding

  • Renamed the character entity type and name from "player" to "character" to make it consistent with how we call/access it in all other places.
  • Renamed the technology personal-roboport-equipment-2 to personal-roboport-mk2-equipment and gave it corresponding icon to be consistent with other technologies of this kind.
  • Renamed the technology power-armor-2 to power-armor-mk2 to be consistent with other technologies of this kind.
  • Added optional storage tank prototype property "scale_info_icons".
  • Added "manual_rail_building_reach_modifier" to the utility-constants.
  • MapGenPresets' advanced_settings.difficulty_settings.research_queue_setting now works. (more)

Scripting

  • Mod GUI root elements (top/left/center/goal) are now contained in scroll panes, so when there is not enough space, it will become scrollable instead of being cut off. With enough space, it looks the same as before, the only change is, that the mod GUI contents can now not expect to be squashed by the screen, as it will just make a scroll bar instead.
  • Added LuaCircuitNetwork::connected_circuit_count read.
  • Added LuaEntity::time_to_live read/write for highlight box entities.
  • Added LuaEntity::allow_dispatching_robots read/write.
  • Added LuaEntity::toggle_equipment_movement_bonus().
  • Added LuaEquipmentGrid::inhibit_movement_bonus read/write.
  • Added optional 'radius' to LuaSurface 'find_xyz' functions.
  • Added defines.inventory.editor_main, editor_guns, editor_ammo, editor_armor.
  • AutoplaceSpecification::control is always included in property tree, even for non-peak-based autoplace specifications. (more)
  • Fixed a save corruption problem when using LuaSurface::clone_area(). (more)
  • Renamed defines.inventory.player_main, player_guns, player_ammo, player_armor, player_vehicle and player_trash to defines.inventory.character_main, character_guns, character_ammo, character_armor, character_vehicle and character_trash.
  • Removed LuaStyle::title_top_padding, title_right_padding, title_bottom_padding and title_left_padding.

0.17.34

Date: 26.04.2019

Changes

  • Improved fluid simulation threading. Decreases CPU usage. Threading available on all operating systems. Simulation performance should remain unchanged.

Bugfixes

  • Fixed a crash when importing blueprint strings with power switch wires.
  • Fixed fluid mixing for fixed recipe assemblers. (more)
  • Fixed "Not enough rails" message after successful track placement. (more)
  • Fixed a crash when destroying entities during the on_pre_ghost_deconstructed event. (more)
  • Fixed that trains with "logistics while moving" disabled would not deploy robots when switched into automatic mode while waiting at a station (more)

0.17.33

Date: 24.04.2019

Changes

  • Added out of fuel alert icon to flamethrower turrets.
  • UI scale won't be synchronised over Steam Cloud anymore. (more)
  • Syncing startup settings with a server will automatically join the server on game restart. (more)

Bugfixes

  • Fixed yet another consistency bug related to ghost connections. (more)
  • Fixed crash related to changing force of entity marked for deconstruction/upgrade/in undo queue. (more)
  • Fixed a crash resulting from overlapping underground pipes. (more)
  • Fixed power grid overlay not showing correctly on map when changing surfaces. (more)
  • Fixed another instance of furnaces with fluid outputs not working correctly. (more)
  • Fixed multiplayer paused notification not being cleared when the client is dropped. (more)
  • Fixed accumulators showing discharge animation and empty icon at the same time. (more)
  • Fixed that the game would desync when changing forces of beams, fluid streams, projectiles, stickers, and fire flames.
  • Fixed player inventory income flying text would sometimes show incorrect total item count. (more)
  • Fixed switched technology levels in the console message when changing research. (more)
  • Fixed that the keyboard shortcuts for new blueprint/upgrade planner/deconstruction planner wouldn't work when the cut or copy tool was selected. (more)
  • Changed render layer of belts marked for deconstruction so they don't clip with other belts. (more)
  • Fixed attempt to rotate ore patches that are out of reach would create "Can't Reach" floating message. (more)
  • Fixed that generators would produce infinite pollution in some cases. (more) (more)
  • Fixed that generator tooltips did not show pollution. (more)
  • Fixed that LuaGameScript::tick_paused read was not of type boolean. (more)
  • Fixed that the map editor convert-save-to-scenario didn't work correctly in some cases. (more)
  • Fixed that the map editor intensity slider number fields wouldn't accept numbers outside the slider range. (more)
  • Fixed that the deconstruction planner "tiles only" mode would ignore tile ghosts. (more)
  • Fixed that exporting blueprint strings wouldn't include pending icon changes. (more)
  • Fixed that cloning rocket silos with rockets waiting to launch wouldn't auto-launch correctly. (more)
  • Fixed that cloning single entities with wire connections to themselves didn't work correctly. (more)
  • Fixed a desync related to rail item names. (more)
  • Map generator GUI now remembers the last preset used.
  • Fixed an older bug with pull-placement of power poles. (more)
  • Fixed copying files to temp folder would preserve read only permissions, which could cause errors. (more)
  • Fixed rich text issue with sometimes removing font/color tags when it shouldn't. (more)

Modding

  • Fixed that trivial smoke wouldn't work correctly if it moved > 8 chunks from its origin. (more)
  • Renamed gate prototype collision_mask to opened_collision_mask so that it can be different from the entity collision mask.

Scripting

  • Changed creation of tile ghosts to use "ghost_name" to match the rest of the API.
  • Added LuaSurface::entity_prototype_collides() and LuaSurface::decorative_prototype_collides().
  • Added LuaRecipePrototype::allow_decomposition read.
  • Added LuaSpriteButton::number allows nil value, which signals/specifies no number to be drawn, which now allows showing of 0.
  • Added LuaTrain::signal read.

0.17.32

Date: 18.04.2019

Changes

  • Admins ignore multiplayer map upload slot limit.
  • "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.

Bugfixes

  • Fixed that the server-settings.example.json had an additional comma at the end of the file. (more)
  • Filled in a missing fluid mixing check for miner. (more)
  • Fixed that create-blueprint-item shortcut prototypes could have no item_to_create set. (more)
  • Fixed upload slot queue blocking players from joining even if not all slots were filled.
  • Fixed a desync from rotation of an assembler with fluid energy source. (more)
  • Fixed connection consistency problems of wire/circuit connections ghosts and undo. (more)
  • Added a no-crop requirement to the wire sprite definitions to avoid mods removing it, which can confuse the drawing logic. (more)
  • Fixed text boxes that would not respect keyboard layout for shortcuts like copy or paste. (more)
  • Fixed blocking of game shortcuts when a text box has focus did not take into account keyboard layout settings. (more)
  • Fixed the game would not respect remapping of modifier keys (Ctrl, Shift, Alt) in operating system. (more)
  • Fixed it wasn't possible to bind mouse buttons 6 to 9. (more)
  • It is no longer possible to teleport an entity into fluid mixing. (more)
  • Fixed a crash when defining a programmable speaker with no instruments. (more)
  • Sync-mods-with-save will no longer offer to load-save when attempting to sync while hosting a multiplayer game. (more)
  • Fixed when negative health regeneration wouldn't work when the entity had full health. (more)
  • Fixed a crash related to migrating game versions while having gates marked for deconstruction with ghost walls built over them. (more)

Modding

  • For performance reasons inserter pickup/dropoff vectors are now limited to half a chunk or less.

Scripting

  • Added LuaEntityPrototype::lab_inputs read.
  • Added LuaEntityPrototype::researching_speed read.
  • Added LuaGameScript::pollution_statistics read.

0.17.31

Date: 12.04.2019

Bugfixes

  • Fixed a crash when hosting multiplayer games in some scenarios.

0.17.30

Date: 12.04.2019

Minor Features

  • Added ability to set a maximum number of map upload slots for multiplayer servers. Setting this is recommended to prevent the server from being flooded with map fragment requests from clients.

Optimizations

  • Optimized alt-mode icon background rendering. (more)

Bugfixes

  • Fixed that cut tool marked trees/rocks/cliffs for deconstruction when there was other valid entity in the selection. (more) (more)
  • Fixed that movement by keys or clicking on an alert didn't unsnap the currently followed train in the map. (more) (more)
  • Fixed that the game would crash when showing blueprint library tooltips. (more)
  • Fixed that the game would crash when showing a blueprint library tooltip in multiplayer when the blueprint/book was removed by another player.
  • Fixed alt-mode icon background for narrow icons was be very subtle. (more)

0.17.29

Date: 12.04.2019

Changes

  • Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.

font/color rich text tags now have to be properly terminated. This means eg: "[color=red]Red circuits" will now need to be "[color=red]Red circuits[/color]". This fixes a number of issues with handling start/end tags. (more) (more)

  • Enter key will be shown as "ENTER" instead of "RETURN" on Windows and Linux. (more)
  • Minor Features
  • Added a shortcut for increasing/decreasing/resetting UI scale, mainly for debugging of proper automatic adjustment of UI, but people might find it useful for something as well.

Bugfixes

  • After a realization of a big misleading mistake, the pollution per second had to be renamed to pollution per minute, because it is what it actually is. (more)
  • Fixed that tree pollution absorption was recorded as pollution emission in the statistics.
  • Fixed that equipment electric network priority migration wasn't present. (more)
  • Crafting group selection by typing exact recipe match will now preserve the same way as selecting the crafting group manually. (more)
  • Fixed few layouting issues in the mods GUI. (more)
  • Fixed that sticker duration could be 0. (more)
  • Restored previous behavior where normal (not only underground) pipe connections reconnected when a fluidbox got removed. (more)
  • Fixed crash when robots try to revive locomotive that has both front and back wheels on rails, but no rail in-between. (more)
  • Fixed that repair packs could be lost if they didn't fit in your inventory when using personal robots. (more)
  • Added missing pipe connection arrows to flamethrower turret. (more)
  • Fixed that custom GUI style values specified directly on the elements weren't updated after UI scale change. (more)
  • Fixed that the electric network GUI would sometimes be opened when starting deconstruction planner selection on an electric pole in the map view. (more)
  • Fixed that Textfield and Sliders didn't update its size properly on UI change.
  • Fixed UI change update in ModSettingsGui and MapGeneratorGui with preview open.
  • Fixed quickbar selection disappearing when cursor stack is refreshed with a new stack. (more)
  • Fixed that nested frame styles (horizontal flow, vertical flow, header filler flow, filler) weren't initialized/updated correctly in the GUI created by script.
  • Fixed that the loading indicator in the browse games GUI was left of the "Back" button. (more)
  • Fixed turret prototype definition allowed ammo_type of attack_parameters to be optional resulting in crash when the turret started to shoot.
  • Don't consider recipes with 0 minimum amount (and possible randomised result) when resolving automatic crafting of ingredients when crafting manually. (more)

Scripting

  • Changed the LabelStyle::want_ellipsis default value to true and it is never changed to be something else now. We are considering to even remove this style property completely, as we basically want the ellipsis always when the label is squashed.
  • Added tile parameter to on_player_built_tile and on_robot_built_tile.
  • Removed unused on_player_tool_inventory_changed event.

Modding

  • Added emissions_per_minute property in the energy source, that is supposed to replace the emissions_per_second_per_watt which was basically wrong and hard to work with, both emissions_per_second_per_watt emissions definition will work for some time (at least in 0.17) so mods don't get broken.

0.17.28

Date: 09.04.2019

Bugfixes

  • Fixed a crash when hovering over some inventory-like GUI elements.

0.17.27

Date: 09.04.2019

Bugfixes

  • Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more
  • Fixed a crash when mods would set special_signal = true for virtual-signal prototypes.
  • Fixed a crash when a mining drill is destroyed during the resource-depleted event.
  • Fixed a crash when loading modded saves related to recipe migrations and fluidboxes.
  • Fixed a desync related to the blueprint library and keeping outdated blueprints between versions.
  • Fixed crash when undoing manual removal of entity marked for deconstruction. more
  • Fixed that the technology GUI would show 100% researched for near-100% values. more
  • Fixed crash when calling LuaGameScript::take_technology_screenshot for force that doesn't have any technologies enabled.
  • Fixed that action bar link to blueprint in the inventory had tooltip size limited too much. more
  • Fixed that blueprint cost table width wasn't correct for UI scale different than 100%.

Scripting

  • Added surface_index to the on_robot_mined_tile event.

0.17.26

Date: 08.04.2019

Changes

  • Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions.

Bugfixes

  • Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone. (more)
  • Fixed that it was possible to rotate entities whilst the technology GUI was open. (more)
  • Fixed that the updates-available counter in the update-mods tab didn't update as mods would be updated. (more)
  • Fixed that LuaSurface::get_closest() did not check the type of the second parameter. (more)
  • Fixed that LuaEntity::revive() raise_revive parameter sometimes did not work. (more)
  • Fixed that script render objects sometimes did not render in screenshots.
  • Fixed a crash when rendering inserter interactions for modded furnace recipes without item ingredients.
  • Fixed research queue and technology tooltip for long technology names. (more)
  • Fixed sprites would render as corrupted on some GPUs with texture streaming enabled. (more)
  • Fixed layouting of filters of deconstruction planner in a tooltip. (more)
  • Fixed that the rocket silo alt-info module icons didn't render in the correct location due to the size changes. (more)
  • Fixed several inconsistencies with the map editor paused state in multiplayer. (more)
  • Fixed schedule merging when more than one step of connecting train is done and part with the empty schedule is connected first. (more)
  • Fixed pollution reporting of machines with negative pollution when there is not enough pollution to absorb. (more)
  • Fixed that building a new rail through robots changed all rail-bound train stops to that station. (more)
  • Fixed a crash when departing from temporary stations while all other stations in the schedule are invalid. (more)
  • Fixed that setting a character controller for an offline player would crash the game. (more)
  • Fixed trains overview GUI updating and performance problems. (more)
  • Fixed that long server names were overflowing in the Browse games GUI. (more)

Scripting

  • Added LuaAutoplaceControlPrototype::category read.
  • Added LuaEntityPrototype::alert_icon_shift read.
  • Added LuaForce::research_queue read/write.
  • Added LuaForce::add_research() and cancel_current_research().
  • Removed LuaForce::current_research write.
  • Changed cutscene waypoints to allow all entities as targets.

0.17.25

Date: 04.04.2019

Changes

  • The Mods GUI will now always include a link to the mod portal for the selected mod.

Bugfixes

  • Fixed roboport area rendering for players. (more)
  • Fixed a crash when trying to print invalid values through the Lua API. (more)
  • Fixed that the rail world preset didn't allow to get some achievements due to smaller base size. (more)
  • Fixed that the technology GUI technology cost wouldn't show numbers > 2^32 correctly. (more)
  • Fixed that custom checkboxes didn't render correctly in some cases. (more)
  • Fixed opening nested items in items so the same item isn't opened multiple times. (more)
  • Fixed a crash when trying to filter standalone character ammo slots. (more)
  • Disallowed building train stops in intersections.
  • Fixed that cloning fluid turrets with fluid would crash the game.
  • Fixed that cloning transport belts could crash when cloning fails.
  • Fixed personal roboport would render its construction area even when toggled off. (more)
  • Fixed train stop names were rendered without rotation. (more)
  • Fixed Russian and several other localizations would not show symbols ≠, ≤, ≥ in train conditions and decider combinators. (more)
  • Fixed Chinese and Japanese text was too small to read. ([https://forums.factorio.com/68919)
  • Fixed that deleting mods would follow symlinks instead of just removing the symlink. (more)
  • Fixed that mining drill can't-build messages would be wrong in some cases. (more)
  • Fixed that the game finished GUI would not show the time played if there were no kills.
  • Fixed building underground pipes over ghosts could crash/corrupt the game. (more)
  • Fixed that the shortcut selection list wouldn't use a scroll bar if the shortcuts didn't fit on the screen. (more)

Modding

  • Recipes with duplicate ingredients or products will now error at startup instead breaking crafting runtime. (more)
  • Scripting
  • Added surface_index to the on_robot_built_tile event.

0.17.24

Date: 02.04.2019

Balancing

  • Changed god controller inventory size to be the same as the character inventory size.

Bugfixes

  • Fixed rendering of targeting range visualization for turrets with limited turn range. (more)
  • Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect. (more)
  • Fixed that power poles would sometimes build automatically when they shouldn't. (more)
  • Fixed that editing map gen settings for the non-default surface using the map editor didn't work. (more)
  • Fixed that LuaSurface::spill_item_stack would ignore belts by default. (more)
  • Fixed that LuaEntity::set_request_slot() wouldn't allow filters with a count of 0. (more)
  • Fixed that copying assembler settings would copy direction as well. (more)
  • Fixed that automation and logistics technologies were marked as upgrades.
  • Fixed that non-upgrade technologies didn't show the level properly. (more)
  • Fixed default key bindings for in-game copy, paste and undo shortcuts on Russian keyboard layout. (more)
  • Fixed that remote.call() with small strings didn't work correctly. (more)
  • Fixed lamp lighting up for 1 tick without any electricity. (more)
  • Fixed that the next infinite research level wouldn't appear in the technology list after the previous level was queued. (more)
  • Fixed a crash when changing modded recipes that used fluid inputs or outputs. (more)
  • Fixed lamp showing full electricity bar without any electricity. (more)
  • Fixed that large sequential lua tables wouldn't be saved and loaded correctly. (more)
  • Fixed poor performance when rendering logistic network overlays. (more)
  • Fixed that the shortcut for opening the console could be also entered into it (does not fix dead keys).
  • Fixed Scroll Lock would trigger an event on both key down and key up. (more)
  • Fixed trains stop names with icons in them would look wrong when pinging a train station in chat. (more)
  • Fixed that crafting machines could not be rotated if they used a heat energy source and didn't have fluid boxes. (more)
  • Fixed inventory hand sometimes pushing items out of the inventory and spilling them on the ground. (more)
  • Fixed that some languages had no name, and that some used their English name, and some the name in the language itself. (more)
  • Fixed incorrect scaling of cyrillic characters when viewing them with your language set to English.
  • Fixed two crashes from migration of modded fluid using entities. (more)
  • Fixed that clicking a technology in the research queue would select the next available level instead of the queued level. (more)

Scripting

  • Added LuaEntity::get_max_transport_line_index().
  • Added LuaPlayer::last_online read.
  • Added allow_belt parameter to LuaSurface::spill_item_stack.
  • Added corpses parameter to on_post_entity_died.

0.17.23

Date: 29.03.2019

Bugfixes

  • Fixed that merging two electric networks didn't merge the statistics which was introduced by the power switch addition in 0.13. (more)
  • Fixed light not turning off properly when using fluid energy source on an entity. (more)
  • Fixed a crash when building large electric poles. (more)

Modding

  • The game now checks that technology levels are contiguous.
  • Non-upgrade technologies are now considered to be level 1; previously they were level 0.
  • Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".

0.17.22

Date: 29.03.2019

Bugfixes

  • Fixed vertical squashing of listbox. (more)
  • Fixed in-game updater would not work on Windows if Factorio path or write data path would contain non-ASCII characters. (more)
  • Undoing action of building entity that removed ghosts also restores the ghosts. The same with removal of ghosts by cancelling deconstruction. (more)
  • Fixed that building power poles when moving very fast did not have consistent spacing. (more)
  • Fixed undo of train deconstruction. (more)
  • Fixed undo of circuit conditions of entities in the ghost state. (more)
  • Fixed train pathing inconsistency between normal station departure and waypoint. (more)
  • Fixed problems related to rail path waypoints and station removal.
  • Fixed logarithmic sliders not showing value of 1. (more)
  • Fixed logarithmic sliders showing the same value for some positions.
  • Fixed logarithmic sliders not showing correct initial position.
  • Fixed Rich text icons not working in rotated text. (more)
  • Fixed a crash when loading saves converted to scenarios in the map editor after changing mods. (more)
  • Fixed that the inventory hand was not activated when the cursor was auto-refilled when entity building, tile building, fast transferring, repairing, using capsules or dropping items. (more)
  • Fixed that fast-replacing ghosts would not transfer settings.
  • Fixed that double clicking on a list box scroll bar would trigger the confirm action. (more)
  • Fixed train GUI preview not centering on locomotive when opening the color picker. (more)
  • Fixed gui clipping for scrollpane inside a scrollpane. (more)
  • Fixed biters ignoring the player when building a new base. (more)
  • Fixed that copying settings with a blueprint would not show returned materials. (more)
  • Fixed turret ranges with huge radius would not render correctly when zooming into a map. (more)
  • Fixed that the reset queue would reset if the the game window is resized whilst the technology GUI is open. (more)
  • Fixed that resizing the game window would clear the search filter in the technology GUI. (more)
  • Fixed that crafting machines with an empty fluid_boxes key could be rotated. (more)
  • Fixed train state not updating properly in some specific cases. (more)
  • Fixed mining drill showing misleading message when building on top of invalid resources. (more)
  • Fixed a crash related to assemblers that sometimes occurred during loading 0.16 modded games.
  • Fixed a crash when opening map too fast after creating a new game or new surface. (more)
  • Fixed LuaPlayer::open_map, close_map, zoom_to_world would mutate rendering state while render thread was possibly using it causing crash. (more)
  • Changed the custom scale slider in interface settings to be disabled when automatic scale is selected.
  • Fixed train path finding in a special case of a loop with no signals and exactly one intersection. (more)
  • Fixed clipping when the preset description in the map generator is scrollable. (more)
  • Better path selection within one segment that is in a loop. (more)

Scripting

  • Added LuaEntityPrototype::secondary_collision_box read.

0.17.21

Date: 26.03.2019

Bugfixes

  • Fixed gates sometimes not closing when next to cliffs. (more)
  • Fixed crashes related to GUI tables. (more)

0.17.20

Date: 26.03.2019

Changes

  • Removed RTL language translations (Hebrew, Arabic). (more)

Bugfixes

  • Fixed crash when opening technology tree.
  • Fixed blueprint loading related to trains and temporary stations. (more)
  • Fixed that the quick bar and shortcut bar weren't aligned on UI scales other than 100% and 200%, making the game literally unplayable. (more)
  • Fixed fuzzy search in the select-a-filter GUI could show empty groups. (more)

0.17.19

Date: 25.03.2019

Bugfixes

  • Fixed various layouting problems related to tables.
  • Fixed upgrading underground belt ghosts would not recalculate underground connections resulting in desyncs. (more)
  • Fixed construction robot tutorial when spamming ghost radars. (more)
  • Fixed that some entities didn't show the not enough power icon. (more)
  • Fixed possible crash when editing font names in rich text. (more)
  • Fix of previous fix of certain situations of assembler settings copy/paste. (more)
  • Fixed that toolbar buttons stayed pressed down. (more)
  • Fixed crash when an inventory gui was shown with 0 slots. (more)

Scripting

  • Added LuaGuiElement::scroll_to_top(), scroll_to_bottom(), scroll_to_left() and scroll_to_right().
  • Added LuaGuiElement::scroll_to_element().
  • Added LuaEntityPrototype::has_belt_immunity, pollution_to_join_attack, min_pursue_time, max_pursue_distance, radar_range, move_while_shooting, can_open_gates, affected_by_tiles, distraction_cooldown and spawning_time_modifier read.
  • Added LuaEntityPrototype::inserter_extension_speed and inserter_rotation_speed read.
  • Added LuaTransportLine::input_lines read.

0.17.18

Date: 23.03.2019

Changes

  • Dragging power poles over ghosts of the same type will revive them. (more)
  • Replaced the hand graphic in the quickbar with a selected graphic, so blueprint books are visible.

Bugfixes

  • Solved train positioning when being built by robots. (more)
  • Fixed that playing Factorio in full-screen mode on macOS would hide all notifications. (more)
  • Allow commas with spaces after in color tags. (more)
  • Fixed the mechanic of saving a scenario locally when joining a multiplayer game that uses a scenario you don't have didn't work correctly. (more)
  • Fixed that the burner light would still glow even when the entity is sleeping. (more)
  • Assembler copy/paste now works correctly when pasting both recipe and direction with fluid mixing around. (more)
  • Tool shortcut bar selection list can be closed with ESC. (more)
  • Fixed that some technologies wouldn't show in the technology list if they were fully researched. (more)
  • Fixed incorrect zooming speeds when using keyboard to zoom. (more)
  • Blank property expression names in map gen settings JSON are ignored. (more)
  • Seed1 arguments above 255 to noise functions no longer crash the game, warning about the upper bits being ignored, instead. (more)
  • Fixed broken supply challenge. (more)
  • Fixed slow horizontal trackpad scrolling in the tech tree view. (more)
  • Fixing one situation of underground pipe connection over a ghost. (more)
  • Fixed blueprint icons not disappearing when using set_quick_bar_slot (more)
  • Fixed PvP force modifiers were being overwritten. (more)
  • Fixed "graphics_variation" was read-only on entities of type "corpse". (more)
  • Fixed buildability check of some fluid entities in blueprints. (more)
  • Fixed gui layouting related to having more squashable elements with different minimal sizes in one row/column.
  • Fixed possible crash when hovering the statistics graphs.
  • Fixed a crash when using LuaGameScript::show_message_dialog during on_init.
  • Fixed headless server would hang when shutting down on Windows. (more)
  • Fixed interaction of pipe underground connections of different reach. (more)

0.17.17

Date: 21.03.2019

Changes

  • Fast replacing power poles will keep existing connections but also try to connect to further away power poles if possible. (more)
  • 0-255 numbers are now allowed in [color] tags. The game will detect if you want to use floats or 0-255, just like the /color command. (more)

Bugfixes

  • Solved transport line compression related to splitters for various corner cases. (more)
  • Fixed texture-compression config values that were valid in 0.17.15 but are not valid since 0.17.16 would cause error on startup. (more)
  • Fixed that reverse/forward speed limits of the train movements were mixed up. (more)
  • Fixed that reverse locomotive power was the same as forward.
  • Fixed item transfers tutorial giving combinators instead of wood. (more)
  • Fixed tutorials showing migrations dialog.
  • Fixed slow inserters on transport belt madness level 3. (more)
  • Fixed massive biter clumps in Wave defense. (more)
  • Fixed a crash when importing save files into saves with different technology levels researched.
  • Fixed that swapping Command and Option keys on macOS caused neither one to work in Factorio. (more)
  • Fixed that the technology GUI would list all technology levels if the technology was fully researched. (more)
  • Fixed a crash when using /swap-players. (more)
  • Fixed a crash when rotating some modded underground pipes. (more)
  • Fixed poor performance when large chat messages are rendered. (more)
  • Fixed a crash when a train traveling to a temporary stop has its schedule copy-pasted. (more)
  • Fixed a crash when using "Join server after sync" for server hosted over Steam Networking. (more)
  • Fixed hand missing from quickbar when selecting shortcuts to the blueprint library. (more)

Scripting

  • Added LuaControl::open_technology_gui(technology) which will open the technology GUI and select the given technology.

0.17.16

Date: 19.03.2019

Changes

  • Disabled vanilla pollution attacks in the NPE until after the final wave.
  • Changing teams in PvP will try to preserve the current character. (more)

Bugfixes

  • Fixed alerts showing for trees and rocks in the NPE (more)
  • Fixed solid fuel not triggering "fuel furnace" quest item (more)
  • Potentially fixed scrap metal crash bug again (more)
  • Fixed that a fluid furnace revived from a ghost would not work. (more)
  • Fixed that launching tutorials could leave the running game in a broken state. (more)
  • Fixed that clearing the ghost cursor did not clear the hand in the quickbar. (more)
  • Fixed Compilatron blocking placement of burner inserter in NPE (more)
  • Fixing a bug from last version that allowed fluid mixing by setting a recipe in assembler. (more)
  • Different alert when unable to revive ghost due to fluid mixing by hand vs. by robot. (more)
  • Fixed spitters would not properly target construction robots that are blocked from fulfilling their task. (more)
  • Fixed a crash when joining Steam game invites while a multiplayer connection is in progress.
  • Fixed that the "research finished" indicator would display the wrong technology level. (more)
  • Fixed a crash when removing the end rail of a temporary train order. (more)
  • Fixed that cargo wagon filters wouldn't get preserved in blueprint strings. (more)

Scripting

  • Fixed that printing the output of LuaProfiler anywhere except log(...) would cause a desync. Note: this means if the results are shown in things like player.print() they won't persist through save/load (but won't cause desyncs).
  • Fixed Electric Pole smart coverage placement not building over other pole ghosts. (more)

0.17.15

Date: 18.03.2019

Changes

  • Fixed that trains wouldn't depart for temporary stops when waiting at a station. (more)
  • Fixed that two headed train running out of fuel didn't trigger the out of fuel alert in one of the directions. (more)
  • Improved Compilatron's ability to select a free space when indicating structures by a factor of 16.6.
  • The player must now wait for Compilatron to follow before being allowed to evacuate the first area of the NPE.
  • The player must collect at least some of their structures before evacuating the first area of the NPE.
  • Updated the player spawn after big biter attack in case the player wants to check how aggressive the biters are.
  • Compilatron now has its own icon.
  • Biters and worms in the NPE will now be aggressive except in special situations.

GUI

  • It is now possible to scroll horizontally with a touch pad in the tech tree view. (more)

Bugfixes

  • Fixed bugged Compilatron speech in NPE when showing blocked miner.
  • Turrets placed in the starting area will now be detected during the entrench step of the NPE. (more)
  • Fixed flamethrower turret range visualization was rendered in wrong layer. (more)
  • Fixed editing map gen settings in the map editor would crash the game. (more)
  • Fixed that robots would still try to deconstruct trains that left their network. (more)
  • Reduced screen tearing on Windows 7 when Aero is disabled. (more)
  • Fixed that converting games to scenarios and back could corrupt script global data. (more)
  • Fixed that disabling friendly fire prevented fish from healing. (more)
  • Fixed that LuaEntity::destroy({do_cliff_correction=true}) was ignored. (more)
  • Fixed toggle state of item selection buttons when clicked with item to fast-select. (more)
  • Fixed that the Q that cancels wire dragging also removed the hand from the quickbar. (more)
  • Fixed that selecting quickbar slot while dragging wire only cancelled the dragging, but had to be pressed again to select the slot. (more)
  • Fixed that modded fluid streams could crash the game in some situations. (more)
  • Fixed that keys blocked by textfield didn't include CONTROL + A (to select all), the same way as it is doing for (CONTROL + C/V/X). (more)
  • Fixed the double-click to clear functionality of number text field. (more)
  • Fixed a crash when migrating mods related to assembling machines and fluids. (more)
  • Fixed that exporting a blueprint to the library could crash the game. (more)
  • Fixed a crash when a modded assembler is built over a ghost of assembler with different rotation. (more)
  • Fixed damage technology migrations not migrating infinite technologies properly. (more)
  • Potentially fixed a Linux-specific bug where the game would react to key presses not intended for it. (more)

Scripting

  • Added LuaGameScript::create_profiler() which can be used to measure script performance.

0.17.14

Date: 15.03.2019

Bugfixes

  • Fixed that research queue setting in the New Map GUI wouldn't remember its value. (more)
  • Fixed a crash when hand replacing an assembler ghost with fluid mixing. (more)
  • Fixed migration of fluid-using modded mining drill.
  • Fixed ten_minutes modifier bug in NPE.
  • Fixed broken resetting of scenario context.

0.17.13

Date: 15.03.2019

Changes

  • Modified NPE quest structure to give the player more notice of impending attacks
  • Added missing Steel plate recipe to NPE tech tree (more)
  • Removed unneeded Iron stick recipe from NPE
  • Fast replacing between rail signal and rail chain signal will preserve circuit wire connection and relevant settings. (more)

Bugfixes

  • Fixed that the evolution pollution factor wasn't migrated properly. (pollution was increasing evolution 16.6 times faster than it should for existing saves).
  • Fixed a crash when trying to assign invalid things to LuaPlayer::game_view_settings. (more)
  • Fixed that replays could trigger autosaves and take screenshots. (more)
  • Fixed that changing mod settings through Lua commands wouldn't trigger the settings-changed event. (more)
  • Fixed that /config didn't support name, description, or tags. (more)
  • Fixed a crash when using temporary stations. (more)
  • Fixed that drop-item into vehicles didn't work. (more)
  • Fixed that resizing the window while loading on 4k screens would cause the progress bar to not render. (more)
  • Fixed that the crafting queue GUI wouldn't show correctly when loading a save with crafting in progress. (more)
  • Fixed text box line wrapping didn't work correctly in most cases. (more)
  • Fixed a crash when re-joining a multiplayer game while the tips-and-tricks window is visible.
  • Fixed a crash when opening the set-filter GUI on the ammo inventory of other player using the /open command.
  • Fixed that the pollution generation of steel furnace wasn't what it was supposed compared to 0.16.
  • Fixed that you could die during a cutscene and become a ghost when it ended. (more)
  • Fixed that you could die with required items in your inventory and make the NPE unwinnable. (more)
  • Fixed that some turrets wouldn't be detected by the quest objectives in the NPE. (more)
  • Fixed issue with detecting Steam engine on network in NPE (more)
  • Fixed biters getting stuck in massive clumps in NPE (more)
  • Fixed biters becoming frozen after arriving at target destination in NPE (more)
  • Fixed crash when mining scrap metal in NPE (more)
  • Fixed biters losing aggression after save/load during NPE (more)
  • Fixed some windows in the NPE having inconsistent header draggable textures (more)
  • Fixed build order for Compilatron in NPE so it is more successful (more)
  • Fixed set_active_quick_bar_page not updating the GUI. (more)
  • Fixed that waiting on temporary stop was reset every time other station was added. (more)
  • Fixed that blueprints with trains and rails still could snap the trains to different rails. (more)
  • Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots (more)
  • Fixed that snapping to position while building ghost didn't update the ghost position properly, leading to invisible entities in rare cases. (more)
  • Fixed a crash when destroying trains while in the paused map editor state. (more)
  • Fixed that recipes could be setup to produce > 1 count of items that are never meant to be stacked. (more)
  • Fixed that creating a new blueprint and pressing Q after it was setup removes it instead of putting it into inventory. (more)
  • Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots. (more)
  • Fixed Artillery targeting remote not showing the correct ability count in the quickbar. (more)
  • Fixed scrolling through blueprint book with Shift+mouse wheel on macOS. (more)
  • Fixed Artillery targeting remote not showing the correct ability count in the qickbar. (more)
  • Fixed that blueprint shortcuts in quickbar linked to the library wouldn't remember their orientation. (more)

0.17.12

Date: 14.03.2019

Features

  • Added pollution tab to the production statistics.

Minor Features

  • Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.
  • Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)

Changes

  • Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.
  • All statistics graphs apart from electricity use smoothing now.
  • The Install Mods GUI will now automatically install required dependencies.
  • Added graphics option "Render in native screen resolution" on macOS to workaround performance issues due to rendering on Retina displays. (more)

Bugfixes

  • Added another fixing migration of consistency related to undo.
  • Fixed that inserters wouldn't copy the white list/black list setting during fast-replace. (more)
  • Fixed that building/removing signals forced train in disabled station to move from it. (more)
  • Fixed that the name of the "Undo" shortcut wouldn't show up in the shortcut selection list. (more)
  • Fixed that the blueprint book shortcut's tooltip wouldn't show the assigned key combination. (more)
  • Fixed search bar focus being lost when binding it to extra mouse buttons. (more)
  • Fixed that shortcut bar keyboard shortcuts would appear twice in the control settings if certain mods were installed. (more)
  • Fixed that backspacing text covered by unclosed rich text tags could leave them at the end of the string. (more)
  • Fixed that technology tooltip would show "unknown key" for technologies with no description. (more)
  • Fixed unable to close the menu when rebinding toggle menu from ESC. (more)
  • Fixed that modded GUI window frames always contained header filler. (more)
  • Fixed save file would contain two preview screenshots. (more)
  • Fixed typo in decoratives.lua. (more)
  • Fixed that cloning assembling machines wouldn't preserve the direction for some recipes. (more)
  • Fixed bug with typing certain characters on alternative keyboard layouts on windows. (more)
  • Fixed a crash of generators whose prototype changes to not use fluid anymore. (more)
  • Fixed some crashes related to changes of modded fluid recipes. (more)
  • Fixed NPE bug when Compilatron walks over the iron patch when he's about to build miners. (more)
  • Fixed switching to map view when holding placeable item in cursor would make the item icon invisible. (more)
  • Fixed cloning rocket silos with rockets wouldn't work correctly. (more)
  • Fixed broken and missing support of modded underground pipe connections. (more)
  • Fixed not being able to use the same key for some actions. (more)
  • Fixed that releasing Alt before D when pressing Alt+D would cause the character to walk.
  • Fixed that order of items in the circuit network did not respect group and subgroups. (more)

Modding

  • Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.

Scripting

  • LuaPlayer::get_active_quick_bar_page now returns 1 based index.

0.17.11

Date: 11.03.2019

Bugfixes

  • Fixed that the process name was set to "Main" on Linux. (more)
  • Fixed a crash when closing GUIs with escape in some cases. (more)
  • Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.
  • Fixed that focus-search wouldn't work in the Recipe GUI or Map Editor. (more)

0.17.10

Date: 11.03.2019

Changes

  • Terrain generator options are preserved by the map generator GUI unless explicitly changed.
  • Changed landfilling result to be tile called "landfill" instead of tile called "grass-1". It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. (more) Existing blueprints containing "grass-1" will be migrated to the "landfill" tile.
  • The game will load without an error when non-essential shaders fail to compile. (more)
  • When a player dies in the Wave defense, the free equipment will be removed from the corpse.

Minor Features

  • "Make Blueprint", "Make Blueprint Book", "Make Deconstruction Planner", "Make Upgrade Planner", "Toggle Personal Roboport", and "Toggle Exoskeleton" functions are now accessible via keyboard shortcuts.

Bugfixes

  • Fixed references to nonexistent noise expressions in map gen settings would crash the game.
  • Fixed a crash when trying to read Lua drop-down font style names. (more)
  • Fixed a crash when trying to join a Steam game fails in some cases. (more)
  • Fixed crash related to latency hiding and undo.
  • Fixed that map generation wouldn't always update to reflect modded noise expressions.
  • Fixed a crash when the open GUI target would become invalidated during the same tick as autosave starting.
  • Fixed that the repaired lab showed in the bonus GUI. (more)
  • Fixed NPE crash when Compilatron tried to place his chest. (more)
  • Fixed that Control+F didn't work in the trains GUI. (more)
  • Probably fixed GUI not responding to user input in some situations. (more)
  • Fixed scaling of some of the debug info text overlay. (more)
  • Fixed headless server would be stuck in reset loop when trying to apply an update. (more)

Scripting

  • Added LuaGuiElement::select_all and select methods that work for textfield and textbox.

0.17.9

Date: 08.03.2019

Changes

  • Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. (more)
  • Changed expensive version of assembling machine 2 recipe to match the normal version better. (more)

Minor Features

  • Added map editor support to delete items.

Bugfixes

  • Fixed pipette making error sound in latency state even though you have enough items. (more)
  • Fixed that technologies would sometimes disappear from the technology list when added to the research queue. (more)
  • Fixed problems related to circuit network connection inconsistency related to undo. (more)
  • Fixed NPE issue where Compilatron could destroy essential buildings. (more)
  • Fixed NPE crash when Compilatron tells you to pick up scrap. (more)
  • Fixed that he bonus GUI wouldn't show personal equipment. (more)
  • Fixed using special-item tags would cause desyncs. (more)
  • Fixed NPE crash when Compilatron tries to point at an object that doesn't exist any more. (more)
  • Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. (more)
  • Fixed that reviving and underground belt could sometimes change it's direction. (more)
  • Fixed a crash when using modded recipes in furnaces with fluids. (more)
  • Fixed that the active-version selector in the mods GUI didn't work. (more)
  • Fixed that randomizing map seed didn't have any effect after an exchange string was loaded. (more)
  • Fixed that resources wouldn't be rendered correctly in the map preview. (more)
  • Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. (more)
  • Layout fix related to technology gui. (more)
  • Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. (more)
  • Fixed that mod settings could get scrambled/reset when adding removing or changing mods. (more)
  • Fixed that you could open blueprint books/armor multiple times. (more)
  • Fixed that the train inactivity wait condition time was limited to 120 seconds. (more)
  • Fixed a crash when exiting the game through the "X" button from a tutorial. (more)
  • Fixed the shadows of some GUIs when circuit network window is shown. (more)
  • Fixed menu background image would be scaled with poor quality. (more)
  • Fixed crash related to beam creation when the source or target is removed in the process. (more)
  • Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed.
  • Fixed being unable to clear "X"(missing blueprint) icon from the quickbar. (more)
  • Fixed that train two stations of the same name in the train schedule could crash the game. (more)
  • Fixed consistency check for signal state of train on the way. (more)
  • Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. (more)

Scripting

  • Added LuaSurface::min_brightness read/write.
  • Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps().

0.17.8

Date: 07.03.2019

Bugfixes

  • Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). (more)
  • Fixed queued GUIs didn't work correctly. (more)
  • Fixed that terrain selectors other than 'elevation' messed with the water/island controls (more)
  • Fixed PvP running on_init when it was already initialised. (more)
  • Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. (more)
  • Fixed that upgrading entities with the upgrade planner would erase the last-user. (more)
  • Fixed a crash in the update mods GUI.
  • Fixed incorrect styling in the update mods GUI in some cases.
  • Fixed crash when loading a save during a cutscene when following a unit. (more)

0.17.7

Date: 06.03.2019

Bugfixes

  • Fixed game.players[#] would be treated as game.players[tostring(#)].
  • Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities.
  • Fixed inserter/mining drill interaction indications wouldn't render in some cases and would ignore ghosts in some but not all cases.
  • Fixed that the game would incorrectly think some mods wouldn't be required when joining multiplayer games even though they are.
  • Fixed some key bindings not working correctly until game restart. (more)
  • Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. (more)
  • Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn't work in some cases. (more)
  • Fixed that highly nested recipes would freeze the game. (more)
  • Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. (more)
  • Fixed statistics graphs crashing when releasing shift with a tooltip active. (more)
  • Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. (more)
  • Fixed that it was possible to add a blueprint to other player's shared blueprints. (more)
  • Fixed that undo was not preserving ghost entity module requests. (more)
  • Fixed that undo was not preserving circuit connections. (more)
  • Fixed that un-researching technology wouldn't update GUIs correctly. (more)
  • Fixed PvP scenarios created in 0.16 and loaded in 0.17. (more)
  • Fixed PvP script error from bad migration data checking. (more)
  • Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. (more)
  • Fixed persisting tooltips in the technology gui. (more)
  • Fixed set_quick_bar_slot not refreshing item counts in the quickbar. (more)
  • Fixed layouting in train configure gui with very long station names. (more)
  • Fixed layouting in train configure gui with too long condition translations. (more)
  • Squashed labels get a tooltip with the full text in a similar fashion as buttons.
  • Fixed that research queue setting wouldn't export to map exchange string properly. (more)
  • Fixed incorrect primary screen index in graphics options GUI.
  • Fixed some cases of fluid mixing related to underground pipes.
  • Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). (more)
  • Fixed that the reset button wouldn't update after importing a map exchange string. (more)
  • Fixed messed up research in the NPE (more)

Scripting

  • Added LuaControl::ghost_cursor read/write.

0.17.6

Date: 05.03.2019

Changes

  • Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. (more)
  • It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.
  • Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.

Bugfixes

  • Fixed of loading of saves before 0.17.
  • Fixed crash related to conflicting undo in multiplayer. (more)
  • Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. (more)
  • Fixed yet another train pathing crash. (more)
  • Fixed the hand logic for god-mode controller. (more)
  • Fixed, that the hand logic could force an item to filtered slot that doesn't match it. (more)
  • Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. (more)
  • Fixed overly generous migration of mining productivity research. (more)
  • Right panel sizing fixes.
  • starting_area (size multiplier) in map gen settings JSON can be represented by a number.
  • Fixed crash related to removing technology from the research queue. (more)
  • Fixed that driving backwards in vehicles wouldn't trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. (more)
  • Fixed crash during startup on macOS 10.12 or older with GeForce GPU. (more)
  • Attempt to fix tile transition rendering on Sandy Bridge iGPUs. (more)
  • Fixed a performance problem related to undo in multiplayer. (more)
  • Fixed upgrading ghost splitters wouldn't copy the splitter settings. (more)
  • Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. (more)
  • Fixed align in the blueprint library. (more)
  • Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.
  • Fixed blueprint preview would be drawn out of its bounds. (more)
  • Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. (more).
  • Fixed that search in the technology GUI would be cancelled by selecting a new research. (more)
  • Fixed a crash on destroying an entity with fluid energy source. (more)
  • Fixed a crash when deconstructing trains with inserters trying to put into them. (more)
  • Fixed layout of circuit and logistic control windows. (more)
  • Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. (more)
  • Fixed that behemoth biters didn't have resistance to acid (as all other biters have).
  • Fixed NPE saves technologies were messed up by a migration in 0.17.5. (more)
  • Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. (more)
  • Fixed that it wasn't possible to access the game menu when the game was paused in multiplayer with the technology screen open. (more)

Scripting

  • Added LuaItemPrototype::mapper_count read.

0.17.5

Date: 04.03.2019

Bugfixes

  • Fixed crash related to train waypoints and very short train paths. (more)
  • Fixed wrong entity info positioning when all other things in the right container are disabled. (more)
  • Fixed Wave defense victory not being triggered in some cases.
  • Fixed Wave defense victory message being printed on every rocket launch.
  • Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. (more)
  • Fixed PvP error when loading 0.16 versions of the scenario. (more)
  • Fixed selection in blueprint preview would have an offset if UI scale was not 100%. (more)
  • Fixed pie slice used as progress indicator in crafting queue wasn't rendering for small angles. (more)
  • Fixed that the /time command would give back the wrong time played.
  • Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. (more)
  • Fixed player.get_quick_bar_slot causing a crash for some values. (more)
  • Fixed controls were lagging when application window was receiving lot of events it didn't recognize on macOS or Linux. (more)
  • Fixed "Wait for V-Sync" graphics option was not working on macOS 10.14 Mojave.
  • Fixed crash logs were missing stack traces on macOS.
  • Adjusted the Supply Challenge requirements to make sense. (more)
  • Fixed a crash when reviving entities through the Lua API.
  • Fixed NPE crash on biter commands during rebuild quest. (more)
  • Fixed NPE crash during cutscene if player left entity ghosts in the starting area. (more)
  • Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). (more)
  • Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. (more)
  • Fixed that technology slot tooltip didn't reflect the cost of the selected technology in the queue.
  • Fixed NPE confusing flying text at startup. (more)
  • Fixed that the train passed wait condition time was limited to 120 seconds. (more)
  • Fixed hand not disappearing from the quickbar in some situations. (more)
  • Fixed a crash related to the research queue. (more)
  • Fixed that the research queue could show incorrect research levels. (more)
  • Horizontal layouting fix of the mods gui. (more)
  • Fixed that the island related changes in the terrain settings in map generator gui weren't updated if the island preset was preselected. (more)
  • Fixed that custom Lua-defined shortcuts would desync the game. (more)
  • Fixed a crash when player is not given when using surface.deconstruct_area(). (more)
  • Fixed loading of blueprints containing rail temporary stations.

Modding

  • Added SelectionToolPrototype flag "nothing".
  • Made resource autoplace helper functions usable from mods. (more)
  • Added LogisticContainerPrototype::landing_location_offset.

Balancing

  • Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.

Changes

  • Blueprinting tools are no longer shown in the quickbar filter selection. (more)

0.17.4

Date: 01.03.2019

Bugfixes

  • Fixed crashes related to Lua errors. (more)
  • Fixed a crash when opening the fluid wagon GUI in the map editor. (more)
  • Fixed that pressing "back" on the login prompt in the other settings GUI would exit the other settings GUI. (more)
  • Fixed that robots could get stuck when trying to upgrade in some cases. (more)
  • Fixed that the tooltips for tooltip times where backwards. (more)
  • Fixed Lua commands wouldn't work show help correctly. (more)
  • Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. (more)
  • Fixed uranium processing tech pre-requisites - added sulfur processing. (more)
  • Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic.
  • Fixed crash related to train pathfinding. (more)
  • Fixed layouting of Map Generator gui when the preview is shown. (more)
  • Fixed issues with rich text tags referencing entities that have no icon.
  • Fixed crash related to moving blueprints from game blueprints to player blueprints. (more)
  • Fixed crash related listing all players while while processing event of player being removed.
  • Fixed a crash related to research that would continue even though the research queue is empty. (more)
  • Fixed Compilatron placing a chest on top of things. (more)
  • Fixed crash during quest to reactivate assembler in NPE. (more)
  • Fixed that script render text would scale with GUI scale. (more)

Modding

  • Made MiningDrillPrototype::radius_visualisation_picture tintable.

0.17.3

Date: 28.02.2019

Changes

  • Disabled target leading for flamethrower turrets until it can be made better. (more)
  • Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.

Bugfixes

  • Fixed possible crash related to browsing in the mods gui.
  • Fixed that turning off exoskeletons didn't work correctly in multiplayer.
  • Fixed shaking of blueprint preview in blueprint book tooltip. (more)
  • Fixed the wrong detection of changed autosave interval in other settings. (more)
  • Fixed /help *command* would print a number instead of the help message. (more)
  • Fixed a crash when dying with the locomotive GUI open. (more)
  • Fixed a crash when using sprite variation sheets with mismatched frame counts. (more)
  • Fixed that the admin-only portions of the whitelist command where not localised correctly. (more)
  • Fixed building underground pipe between pipes with different fluids. (more)
  • Fixed visual direction of fluid flow. (more)
  • Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. (more)
  • Fixed PvP error when changing enabled mods. (more)
  • Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. (more)
  • Fixed small worms having fluid consumption. (more)
  • Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. (more)
  • Fixed that double-clicking a technology in the tree view wouldn't start research. (more)
  • Fixed pipes that would sometimes be too noisy. (more)
  • Fixed that you could build multiple underground belts on top of each-other. (more)
  • Fixed tightspot level 5 was unbeatable. (more)
  • Added workaround for GPU accelerated texture compression producing corrupted textures. (more)
  • Fixed that the technology window scroll position would keep getting reset. (more)
  • Fixed that the current research panel would not update in multiplayer if some other player changed the research. (more)
  • Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. (more)

Modding

  • Added LoaderPrototype::structure_render_layer with default value "lower-object". (more)

0.17.2

Date: 27.02.2019

Changes

  • Reverted default renderer on Windows to Direct3D on all configurations.
  • All infinite technologies have Space science pack as a pre-requisite.
  • Added textual error message when player tries to clean cursor but it isn't possible as inventory is full.
  • Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.
  • Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. (more)
  • Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.

Bugfixes

  • Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.
  • Fixed LuaGameScript::take_technology_screenshot() would crash the game.
  • Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. (more)
  • Fixed electric mining drill coverage area visualization was not drawn correctly. (more)
  • Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. (more)
  • Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. (more)
  • Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. (more)
  • Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. (more)
  • Fixed a crash when mining ghosts built in the latency state. (more)
  • Fixed every incremental change of sound volume would save the full config file. (more)
  • Fixed that the category dropdown in the install mods GUI would only work the first time it was used. (more)
  • Fixed that mod thumbnails in zipped mods wouldn't show in the mods GUI. (more)
  • Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. (more)
  • Fixed electric inserter technology description in the tutorial. (more)
  • Fixed that the undo shortcut tooltip didn't reflect latency hiding values and invalid entries filtering.
  • Fixed a desync when deconstructing item request proxies in the latency state. (more)
  • Fixed crash related to the hand logic and switching controllers. (more)
  • Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.
  • Fixed that read-only multi-line text boxes wouldn't wrap text. (more)
  • Fixed that the fast and express loader entity icons had the wrong colors. (more)
  • Fixed that the autosave interval setting was off by one. (more)
  • Fixed map preview would not be cleared to black before preview is generated on some PCs. (more)
  • Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. (more)
  • Fixed that the tutorial specific assembler was shown in the "made in in" row in the crafting queue tooltip. (more)
  • Fixed that the map type selection changed done by reset or changing the preset didn't update the sliders properly. (more)
  • Fixed a rare issue with migration of fluid mixing in a modded save. (more)
  • Fixed that the provided map-gen-settings.example.json contained invalid settings. (more)
  • Fixed that checking for updates could crash the game. (more)
  • Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn't available anymore and it wasn't possible to assign a new item to it.
  • Fixed PvP scenario error when updating space race frame with no silos present. (more)
  • Fixed drawing of some wires and wire shadows (more)
  • Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. (more)
  • Fixed drawing of some wires and wire shadows. (more)
  • Fixed crash when opening the map generator preview for the first time with invalid settings. (more)

Modding

  • Renamed EntityPrototypeFlag "hide-from-bonus-gui" to "hidden" and made it also hide entities from the made in property of recipe tooltips.

0.17.1

Date: 26.02.2019

Modding

  • Added shortcut bar shortcut type that fires Lua events, for use in mods

Scripting

  • Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available
  • Added on_lua_shortcut event.

Bugfixes

  • Missing description.json in the campaign folder results into the folder being ignored instead of a crash.
  • Fixed crash when trying to rotate quickbars with a controller that doesn't have it.
  • Fixed crash when trying to open surface map generation settings.
  • Fixed possible crash related to copy paste and multiplayer.
  • Fixed it wasn't possible to use capital 'Z' in save name. (more)
  • Fixed the infinity chest graphics.
  • Fixed that the boiler didn't rotate in blueprints.
  • Fixed that the bait chest showed in the upgrade planner.
  • Fixed high CPU usage when using steam networking.

0.17.0

Date: 26. 02. 2019

Major Features

  • New quickbar (more in Gui section)
  • Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport
  • New gui style with final version of some parts of the GUI (More in Gui section)
  • Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.
  • Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.
  • Reworked the Map Editor so it's now part of the standard game and can be toggled at will using the '/editor' command.
  • Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.
  • Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.
  • Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn't think of.
    • They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)
  • Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.
  • Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.

Features

  • Trains can be blueprinted and deconstructed.
  • Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.
  • Train stops without conditions work as waypoints. (the train doesn't stop at those)
  • Added Passenger present and Passenger not present wait condition to the train conditions.
  • If building of entity/blueprint fails, the reason of it is pinged as flying text.
  • Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.
  • Basic image tags format is [img=<image path>] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon.
    • For example [img=item/iron-plate] or [img=item.iron-plate]. The "." instead of "/" usage is to make it usable in save names.
    • Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.
  • Blueprint/special item tags.
    • Shift clicking the icon in chat will create an item and place it in the cursor.
    • Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==].
    • These tags also work with deconstruction and upgrade planners.
  • Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30.
    • Clicking the icon in chat will open the map on the specified location.
  • Font tags: Format is [font=debug-mono]mono text[/font].
  • Color tags: Format is [color=1,0,0]red text[/font]
  • Fast replacing pipes by pipes to ground similar to underground belts.
  • When multiple versions of the same mod are installed you can select which version you want to use.
  • The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.
  • Added support to import and export permissions.
  • Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.
  • Filter inserters can be set to whitelist or blacklist filters.
  • Added belt immunity equipment.
  • Added upgrade planner.
  • Added steam networking support for steam users.
  • Added RGB support for Logitech hardware.
  • Robots can blow up cliffs.
  • Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.
  • Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.

Minor Features

  • Warning icon for automated trains that are out of fuel.
  • Added 250 and 1000 hours precision intervals into statistics.
  • Using deconstruction planner is incorporated in the latency hiding.
  • Changed personal roboports so they won't send construction robots if you're driving in a vehicle that they can't keep up with or if in a train in automatic mode.
  • Added an option to ignore mouse events when using accessibility zoom feature on macOS.
  • Added support to change multiplayer config settings runtime.
  • Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.
  • Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.
  • Landfill can be built by robots and be included in blueprints.
  • Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)
  • When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn't cleared.
  • When holding radar in cursor, area covered by existing radars is also highlighted on minimap.
  • Configurable (in gui), the count of rolling stocks shown in the train visualization.
  • Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.

Graphics

  • New graphics for:
    • accumulator
    • biters, spitters, worms, spawners
    • chests
    • electric poles and substation
    • map edge transitions
    • rocket silo
    • transport belts, underground belts, splitters and transport belt circuit connector
    • trees
    • turrets (gun, flamethrower and laser)
    • walls and gates
  • laser turrets, personal laser defense and distractor robots now use new laser beams.
  • Highlighting inserters that would interact with selected/previewed entity.
  • Showing shield bars above health bar for relevant entities.
  • Single vertical pipe is shorter.

Gui

  • New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods)
    • Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.
  • The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library.
    • The quickbar now has 10 pages of shortcuts.
    • Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.
  • In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.
  • Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.
  • When something is not buildable (manual or blueprint building), the reason of why it isn't buildable is shown as flying text over the cursor when the build is attempted.
  • Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)

Optimisations

  • Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.
  • DirectX backend doesn't keep backup of all sprites in RAM anymore.
  • Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.
  • Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.
  • Improved game startup performance when using a large amount of technologies with deep dependency trees (it's now 67,000 times faster).
  • Optimized rendering of logistic overlay when zoomed in to map. (more)
  • Optimized rendering of turret ranges when zoomed in to map. (more)

Changes

  • Resource generation changed significantly:
    • The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.
    • Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.
    • Ore patches are slightly less frequent but richer.
    • There will be a more balanced amount of resources within a large enough region.
    • Many other small tweaks.
  • Biter generation changed significantly:
    • Biter richness slider removed, biter placement is only configured by size and frequency settings.
    • Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.
    • Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.
    • Worm size increases depending on the distance from player spawn.
    • Small biter bases are now closer to the player spawn.
    • At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.
    • Other small tweaks.
  • Terrain generation changed significantly:
    • Water is generated as large lakes instead of swamps.
    • Tile generation improved. Tile placement respects biomes better.
    • More predictable cliff placement.
    • Better controls in the map generator GUI for water, tiles and cliffs.
  • New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.
  • Default resolution of the game is now 1920x1080.
  • Increased player reach from 6 to 10.
  • Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn't need that particular pack.
  • Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting "Default request is 1".
  • All personal equipment stack sizes changed to 20.
  • Placing a tile will now clear any tile ghosts at that position. (more)
  • It is allowed to use unicode characters in save names.
  • Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.
  • When the "Made in" row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.
  • Increased ghost time to live of ghosts from 1 hour to 1 week.
  • Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.
  • Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.
  • Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).
  • Armor no longer uses durability and all armor now has a stack size of 1.
  • Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.
  • Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.
  • Items consumed by hand crafting are counted in item production statistics.
  • Added --disable-migration-window command-line option to disable the "migrated content" gui.
  • Removed tile properties debug overlay.
  • Command-line map preview generator now shows biter nests.
  • Items sent in a rocket are counted in item production statistics. (more)
  • Removed pickaxes and replaced them with research effects.
  • Removed Wood from the game (And raw wood renamed to Wood).
  • Added rotation smoothing to biters.
  • Chests and wooden power poles are no longer usable as fuel.
  • Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.
  • Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.
  • Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.
  • Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)
  • Mining drill speed is now shown in the form of <x>/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -> 0.25 and 0.525 -> 0.5).
  • Renamed the whitelist and banlist to server-whitelist and server-banlist.
  • Added server-adminlist that's used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.
  • Removed "admins" from the multiplayer server-settings file - they're now handled through server-adminlist.
  • "Z" (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.
  • Stickers can by applied onto cars and tanks now.
  • Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.
  • Placing entities or paths removes tree stumps and biter corpses.
  • Removed New Hope campaign.

Balancing

  • Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.
  • Science pack names changed:
    • Science pack -> Automation science pack
    • Science pack 2 -> Logistic science pack
    • Science pack 3 -> Chemical science pack
    • High-tech science pack -> Utility science pack
    • Military, Production and Space science pack names remain the same.
  • Science pack recipes changed:
    • Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.
    • Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.
    • Chemical science pack now crafts in pairs.
    • Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.
    • Production science pack now produces in groups of 3. Crafting time rescaled to match.
    • Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.
    • Utility science pack now produces in groups of 3. Crafting time rescaled to match.
  • Some technologies more clearly split between Production and Utility science packs:
    • Production science pack:
      • Effect transmission
      • All level 3 modules
      • Kovarex enrichment process & Nuclear fuel reprocessing
      • Worker robot capacity 2
    • Utility science pack:
      • Logistic system
      • Worker robot speed 3
      • Military 4 and weapon unlocks/upgrades
      • Power armor mk2 and Portable fusion reactor
    • Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.
  • Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.
  • Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.
  • The game is won by launching a rocket, the Satellite is only for getting Space science packs.
  • Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.
  • Nuclear power technology split to Uranium processing and Nuclear power.
  • Nuclear fuel reprocessing technology cost reduced from 1500 to 50.
  • Lubricant technology added (pre-requisite for Electric engine and Logistics 3)
  • Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.
  • Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can't handle fluids)
  • Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)
  • Pump is now unlocked by Fluid handling. (was Engine)
  • Fluid handling is a pre-requisite for Oil processing.
  • Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.
  • Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.
  • Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)
  • Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.
  • Low density structure crafting time reduced from 30 to 20.
  • Medium and Big power pole recipes now use iron sticks.
  • Train stop recipe now uses iron sticks.
  • Programmable speaker recipe now uses iron sticks.
  • Lamp recipe iron sticks ingredient changed to copper cables.
  • Defender capsule recipe now requires flying robot frames.
  • Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.
  • Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.
  • Automation 2 now requires Automation and Logistic science packs.
  • Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.
  • Centrifuge crafting speed changed to 1.
  • Portable solar panels have Modular armor as pre-requisite.
  • Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.
  • Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.
  • Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.
  • Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)
  • Locomotive fuel consumption doubled.
  • Relative fuel value of nuclear fuel doubled.
  • Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.

Combat Balancing

  • All military damage/shooting speed upgrade technologies merged into 7 technologies:
    • Physical projectile damage 1-6 + infinite
      • level 1-4: bullets, gun turrets, shotgun shells
      • level 5+: previous levels and cannon shells
    • Refined flammables 1-6 + infinite
      • flamethrower turret, handheld flamethrower
    • Stronger explosives 1-6 + infinite
      • level 1: grenades
      • level 2: previous level and land mines
      • level 3: previous levels and rockets
    • Energy weapons damage 1-6 + infinite
      • level 1-3: laser turrets, personal laser defense
      • level 4: previous level and distractor robots
      • level 5+: previous levels and destroyer robots
    • Weapon shooting speed 1-7
      • affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets
    • Laser turret shooting speed
    • Artillery shell shooting speed
    • Artillery shell range
  • Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.
  • Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.
  • Power Armor Mk2 technology pre-requisite changed from modules to Military 4.
  • Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.
  • From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.
  • Atomic bomb recipe now requires Rocket control units instead of Processing units.
  • Behemoth worm added.
  • Worms and spitters use new "stream" attack now.
    • Attacks predict target position and shoot there.
    • Flamethrower turret now predicts target position as well.
    • Acid splashes are created on the ground, dealing damage and slowing.
    • Slow effect received from different spitter/worm tiers stacks.
    • Worm shooting range is generally longer.
    • Rocket launcher range increased from 22 to 36 to outrange medium worms.
    • Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.
    • All enemies have 100% acid resistance.
  • Changed spawner pollution absorption logic so that all the pollution on a chunk doesn't build up un-spent in a single spawner.
  • Removed damage bonus of tank machine gun.

Bugfixes

  • Fixed that canceling production in assembling machine did return the products in progress.
  • Fixed biters were unable to run against movement of belts.
  • Tutorial GUI updates correctly after finishing a tutorial. (more)
  • Chest GUI updates correctly when changed indirectly. (more)
  • Changing train mode by a script updates the train GUI. (more)
  • Fixed that tertiary was spelled "terciary" in the usage_priority. (more)
  • Fixed construction robots would not give up module delivery when they didn't manage to get any modules. (more)
  • Fixed issues with syncing mods to saves, when you don't already have the mod downloaded. (more)
  • Entities affected by beacons now only show effect sources/receivers that have an effect. (more)
  • Fixed furnaces wouldn't respect recipe module limitations correctly. (more)
  • Fixed a crash when migrating blueprint book inventory sizes while they're in assembling machines that are being removed due to migration. (more)
  • Fixed character.direction read didn't work correctly. (more)
  • Fixed a crash when removing mods that add/change rolling stock entities. (more)
  • Fixed script error in construction bot tutorial when deconstructing area. (more)
  • Fixed Lua API methods to insert items didn't work correctly for entities that can hold items above the stack limit. (more)
  • Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. (more)
  • Fixed that layered icons using shift wouldn't render correctly. (more)
  • Fixed that running out of disk space could crash the game in some cases. (more)
  • Fixed burner energy sources wouldn't always be able to output the full energy amount. (more)
  • Fixed that transport belt circuit conditions wouldn't copy correctly in blueprints sometimes. (more)
  • Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. (more)
  • Fixed a desync related to cars on belts. (more)
  • Fixed that crafting machines could be rotated diagonally using scripts. (more)
  • Fixed that tooltips of unlocked recipes in technology preview didn't have the "made in" info even if it is not craftable by the player.
  • Fixed recipes that consumed or produced > stack size of some item didn't work correctly.
  • Fixed that game.reload_script() could cause desyncs when used in multiplayer.
  • Fixed LuaScript::get_event_handler() didn't handle large numbers correctly. (more)
  • Fixed AutoplaceSettings map_gen_settings didn't always work when defined through script. (more)
  • Fixed a crash when using LuaEntity::get_train_stop_trains(). (more)
  • Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. (more)
  • Fixed setting entity healing_per_tick negative resulted in invincible entities. (more)
  • Fixed that shadows wouldn't always render in the train camera. (more)
  • Fixed health bars on large entities wouldn't render correctly. (more)
  • Fixed trains would collide with item-requester-proxy. (more)
  • Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. (more)
  • Fixed a bug related to mining drills with > 100% productivity. (more)
  • Fixed invalid optional dependencies wouldn't be highlighted correctly. (more)
  • Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. (more)
  • Fixed that beams would render 1 tile above their location when using a position source. (more)
  • Fixed furnaces with input items and output fluids could get deadlocked. (more)
  • Fixed when player teleported, renderer would draw all tiles between old and new position. (more)
  • Fixed that frame count limits weren't enforced and would lead to a crash in several places. (more)
  • Fixed a crash when the player port respawned a character without a connected player (more)
  • Fixed that the market did not show the prices for some offers (more)
  • Fixed that the "save replay" button would always show on the game finished screen even when it wouldn't work. (more)
  • Fixed that filters would get copied between storage chests and requester chests. (more)
  • Fixed error message given when loader entity prototype was defined with too many filters. (more)
  • Fixed that fast replacing a train stop did not copy the name or color. (more)
  • Ghost rails are now also considered when auto-selecting rail signal direction. (more)
  • Fixed that the high-resolution car animation would shake. (more)
  • Fixed errors in the mod settings stage wouldn't prompt to disable the erroring mod(s). (more)
  • Fixed that crafting machines didn't work correctly with non-square bounding boxes. (more)
  • Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. (more)
  • Fixed possible crash when rendering a fish due to bad migration on fish prototype change. (more)
  • Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.
  • Fixed crash when detecting VRAM size on macOS. (more)
  • Fixed LuaEntity::infinity_filters write didn't work. (more)
  • Fixed that setting active on combinators would lead to desyncs. (more)
  • Fixed that shift+click building blueprints didn't work correctly regarding tiles. (more)
  • Fixed that construction robots could get stuck trying to repair things. (more)
  • Fixed inventory highlights didn't work correctly when the game was paused while active. (more)
  • Fixed a crash related to trains being forced to re-path when a stop is disabled. (more)
  • Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. (more)
  • Fixed that equipment grids wouldn't fit on screen if too large. (more)
  • Fixed that the SelectSignal GUI wouldn't sort mixed-type signals correctly. (more)
  • Fixed map generator would align entities to grid differently than manual building. (more)
  • Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. (more)
  • Fixed that furnaces with mixed input could get stuck. (more)
  • Fixed text duplication on research completion in the bonus GUI. (more)
  • Fixed that LuaSurface::find_entities_filtered{position} wouldn't find entities with zero-sized bounding boxes. (more)
  • Fixed that mod console commands would treat every command with the same help key as aliasing each other. (more)
  • Fixed LuaGameScript::remove_path would log an error if path didn't exist. (more)
  • Fixed cars and tanks had a slightly smaller collision box when not facing north. (more)
  • Fixed inserter interaction with cars depended on rotation and on distance from map origin. (more)
  • Fixed "InRangePredicate only accepts direction without diagonals" error. (more)
  • Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. (more)
  • Force space between spawners and worms in biter bases so they don't get stuck so much.
  • Fixed trivial-smoke would be rendered for some time after its lifetime ended.

Modding

  • Added a new entity type "infinity-pipe" that automatically adds/removes fluid from itself; similar to the infinity-chest.
  • Added a new entity type "heat-interface" that automatically sets its own temperature.
  • Added "void" energy_source type which makes any entity using the type not require power.
  • Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.
  • Added "stop" AI command, which tells the unit to just stop moving where it is. Takes a "ticks_to_wait" parameter, after which it returns to normal.
  • Added LuaGuiElement type "list-box".
  • Added Entity prototype flags "no-automated-item-removal" and "no-automated-item-insertion".
  • Added support for hidden optional dependencies via '(?) mod-name'.
  • Added SelectionToolPrototype flags "not-same-force", "friend", and "enemy".
  • Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.
  • Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.
  • Added support to set wire_count on wires to define how many items are needed to connect 2 entities.
  • Added UnitPrototype::ai_settings, which allows overriding default biter behavior.
  • Added a spectator controller type that can view anything but can't change anything.
  • Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.
  • Added ticks_to_wait parameter to wander ai command.
  • Added Entity prototype property "next_upgrade".
  • Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.
  • Added optional "min_working_temperature" and "default_temperature" to heat buffer prototype.
  • Added optional technology prototype property "hidden".
  • Added optional fluid prototype property "hidden".
  • Added "fluid" energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.
  • Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.
  • Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.
  • Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.
  • Added rotation_speed value to Unit prototype.
  • Added support for arbitrary non-circular references to named noise expressions.
  • Added "spot-noise" noise function.
  • Added "if-else-chain" and "literal-boolean" noise expression types.
  • Added "cutscene" controller.
  • Added "speech-bubble" entity.
  • Added ResourceEntityPrototype::randomize_visual_position.
  • Added EquipmentGridPrototype::locked.
  • Added DamageType::hidden.
  • Added optional draw_cargo property to construction robot and logistic robot prototypes.
  • Added optional fluid_product to production achievement prototypes.
  • Added UnitPrototype::affected_by_tiles.
  • Added LuaStyle::stretch_image_to_widget_size, only applies to "sprite" widget styles.
  • Added optional EntityPrototype::map_generator_bounding_box.
  • Added EntityPrototypeFlag "not-upgradable".
  • Added EntityPrototypeFlags "no-copy-paste" and "not-selectable-in-game".
  • Added ItemPrototypeFlags "only-in-cursor", "not-stackable", "can-extend-inventory", "primary-place-result" and "mod-openable".
  • Added BeamPrototype::target_offset and random_target_offset.
  • Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.
  • Added "mouse-cursor" definitions for overriding system mouse cursor in selection tools.
  • Changed radars so they support dynamic energy source types.
  • Changed ItemWithInventoryPrototype flag "when_manually_filtered" to "when-manually-filtered".
  • Changed SelectionToolPrototype flag "matches-force" to "same-force".
  • Changed the maximum number of surfaces from 255 to 4,294,967,295.
  • Changed migration scripts so they run in the context of the mod that created them.
  • Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).
  • Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.
  • Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.
  • Changed EnemySpawnerPrototype::result_units to support any type of entity.
  • Changed recipes to support having no results by setting results = {}.
  • Lua scripts can now use require("__mod-name__.file") syntax.
  • AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.
  • property_expression_name values can be numeric constants.
  • All autoplace controls are now available as noise expression variables.
  • energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka "5KJ") instead of just a number.
  • Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.
  • Removed the "default-" prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.
  • Removed ItemPrototypeFlags "goes-to-main-inventory" and "goes-to-quickbar".

Scripting

  • Added LuaRendering accessed via the lua global "rendering".
  • Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().
  • Added LuaEntity::recipe_locked read/write for assembling machines.
  • Added LuaRailPath.
  • Added LuaTrain::path read.
  • Added LuaEntity::connected_rail read.
  • Added previous_direction to the on_player_rotated_entity event.
  • Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().
  • Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.
  • Added LuaEntity::clone().
  • Added LuaSurface::clone_area().
  • Added LuaSurface::clone_entities().
  • Added LuaGameScript::auto_save().
  • Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.
  • Added LuaFluidBoxPrototype.
  • Added LuaEntityPrototype::fluidbox_prototypes read.
  • Added LuaGameScript::take_technology_screenshot().
  • Added LuaSurface::clear().
  • Added LuaSurface::solar_power_multiplier read/write.
  • Added on_pre_surface_cleared and on_surface_cleared events.
  • Added on_pre_chunk_deleted and on_chunk_deleted events.
  • Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.
  • Added LuaGameScript::styles read.
  • Added LuaEntity::crafting_speed read.
  • Added LuaTrain::max_forward_speed and max_backward_speed read.
  • Added on_train_schedule_changed event.
  • Added LuaForce::previous_research read/write.
  • Added LuaSurface::find_decoratives_filtered().
  • Added LuaEntity::inserter_filter_mode read/write.
  • Added LuaEntity::neighbour_bonus read.
  • Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.
  • Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.
  • Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().
  • Added events on_player_banned, on_player_kicked, and on_player_unbanned.
  • Added event on_rocket_launch_ordered.
  • Added LuaItemPrototype::wire_count read.
  • Added LuaRecipePrototype::main_product read.
  • Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().
  • Added LuaEntity::silent_revive().
  • Added LuaFluidBox::get_prototype().
  • Added LuaSurface::request_path().
  • Added LuaGameScript::reload_mods().
  • Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.
  • Added on_game_created_from_scenario event.
  • Added on_surface_renamed event.
  • Added on_ai_command_completed event, which can be used to detect command completion and failure/success.
  • Added "pathfind_flags" parameter to "go_to_location" AI command.
  • Added "radius" and "wander_in_group" parameters to "wander" AI command.
  • Added "radius" parameter to "go_to_location" AI command.
  • Added support for mods to change their own mod settings runtime.
  • Added LuaEntityPrototype::next_upgrade read.
  • Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.
  • Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.
  • Added LuaTechnologyPrototype::hidden read.
  • Added LuaFluidPrototype::hidden read.
  • Added LuaSurface::get_map_exchange_string().
  • Added LuaGameScript::get_map_exchange_string().
  • Added LuaFlowStatistics::get_flow_count().
  • Added LuaEntity::trains_in_block read.
  • Added LuaGameScript::get_player().
  • Added LuaGameScript::get_surface().
  • Added LuaGameScript::set_wait_for_screenshots_to_finish().
  • Added LuaGuiElement::resize_to_sprite (read/write).
  • Added LuaGroup::localised_name read.
  • Added SpritePath::equipment.
  • Added LuaEquipmentGridPrototype::background_color read.
  • Added LuaItemPrototype::reload_time read.
  • Added highlight-box entity that can be passed a "bounding_box" or "source" entity parameter to display a highlight box around an area or entity.
  • Added LuaEntityPrototype::is_building read.
  • Added LuaEntityPrototype::automated_ammo_count read.
  • Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().
  • Added LuaSurface::get_closest().
  • Added LuaSurface::get_total_pollution().
  • Added LuaPlayer::create_local_flying_text().
  • Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.
  • Added LuaEntity::status read.
  • Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.
  • Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().
  • Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.
  • Added "loot" to the on_entity_died event.
  • Added LuaTrain::go_to_station().
  • Added support to set quality when using LuaGameScript::take_screenshot.
  • Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.
  • Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.
  • Added LuaEntity::drop_target/pickup_target write.
  • Added LuaEntity::ghost_has_flag().
  • Added runtime editable speed attribute to Unit.
  • Added LuaSurface::get_starting_area_radius().
  • Added LuaItemPrototype::robot_action read.
  • Added LuaEntity::enable_logistics_while_moving read/write.
  • Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.
  • Added LuaEntity::render_player read/write.
  • Added LuaEntity::render_to_forces read/write.
  • Added LuaGameScript::disable_tutorial_triggers().
  • Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.
  • Added LuaEntity::get_health_ratio().
  • Added LuaSurface::find_units().
  • Added LuaTransportLine::output_lines read.
  • Added LuaEntity::pump_rail_target read.
  • Added LuaTrain::get_rails().
  • Added LuaEquipmentGridPrototype::locked read.
  • Added LuaForce::index read.
  • Added direction to LuaSurface::count/find_entities_filtered.
  • Added collision_mask to LuaSurface::count/find_entities_filtered.
  • Added LuaEntity::clear_market_items().
  • Added LuaEntityPrototype::cliff_explosive_prototype read.
  • Added LuaDamagePrototype::hidden read.
  • Added LuaControl::character_running_speed read.
  • Added LuaEntityPrototype::draw_cargo read.
  • Added LuaPlayer::use_from_cursor().
  • Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.
  • Added LuaEntity::ai_settings read.
  • Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.
  • Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.
  • Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.
  • Added LuaEntity::moving. Returns true if the unit is moving.
  • Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.
  • Added LuaEntity::create_build_effect_smoke.
  • Added LuaEntityPrototype::vision_distance read.
  • Added LuaPlayer::open_map(), zoom_to_world() and close_map().
  • Added LuaPlayer::render_mode read.
  • Added LuaPlayer::map_view_settings write.
  • Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.
  • Added LuaStyle::use_header_filler, natural_width and natural_height read/write.
  • Added LuaStyle::extra_padding_when_activated read/write.
  • Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.
  • Added LuaEntity::electric_network_id read.
  • Added LuaControl::character_additional_mining_categories read/write.
  • Added LuaGameScript::draw_resource_selection read/write.
  • Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().
  • Added LuaEntityPrototype::map_generator_bounding_box read.
  • Added LuaEntity::release_from_spawner().
  • Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.
  • Added LuaEntity::timeout read/write.
  • Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.
  • Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().
  • Added LuaEntity::research_queue_enabled read/write.
  • Added LuaGameScript::get_active_entities_count().
  • Added LuaGameScript::ticks_played read.
  • Added LuaGameScript::tick_paused and ticks_to_run read/write.
  • Added LuaItemPrototype::infinite read.
  • Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().
  • Added LuaItemStack::is_upgrade_item read.
  • Added LuaLogisticCell::logistics_connection_distance read.
  • Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().
  • Added LuaPlayer::jump_to_cutscene_waypoint().
  • Added LuaUnitGroup::group_number read.
  • Changed LuaEntity::destroy() to accept a table of arguments.
  • Changed LuaEntity::revive() to accept a table of arguments.
  • Changed the player_used_capsule event so it's fired after the capsule item is consumed from the cursor.
  • Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.
  • Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.
  • Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.
  • Changed most LuaEntity properties/functions to also work on ghosts.
  • Changed on_player_crafted_item item_stack to allow editing the stack before it's put into the player inventory.
  • Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat "nil" as "all" for the autoplace list.
  • Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.
  • Changed sound definition, so it can contain "aggregation" even when it doesn't contain "variations".
  • Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.
  • Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.
  • Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.
  • LuaSurface::find_entities/filtered now accepts a zero sized bounding box as "find everything that collides with this point".
  • CustomSprite now scales to the size of the sprite if a manual size isn't defined.
  • It's possible to specify "frame_sequence" in animation definition as array of frame numbers that should be played in given order.
  • Removed LuaStyle::visible, LuaGuiElement::visible is used instead.
  • Removed LuaSurface::get_tile_properties().
  • Removed LuaCustomChartTag::orientation and target.
  • Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.