Version history/1.1.0: Difference between revisions
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== 1.1.26 == | |||
Date: 01.03.2021 | |||
=== Bugfixes === | |||
* Fixed that all entity GUIs in the map editor entity-editor and spectator controller were invisible. | |||
* Fixed Train overview GUI not updating the list remark. ([https://forums.factorio.com/96262 more]) | |||
* Fixed typos in Construction robot tip. ([https://forums.factorio.com/96360 more]) | |||
* Fixed a crash when quitting while using the linked-container entity type with power armor in it. | |||
* Fixed that sounds could sometimes be heard when they shouldn't. ([https://forums.factorio.com/96343 more]) | |||
* Fixed regenerating tile variations during save migration would not break up old large tiles and would only reset their variations to 0. | |||
* Fixed "probability" property of size variants in the tile definition was ignored when "weights" property was left out. | |||
* Fixed searching mod settings tab would leave tabs disabled. ([https://forums.factorio.com/96489 more]) | |||
* Fixed a crash of transport line migration in some cases of mod removal. ([https://forums.factorio.com/96342 more]) | |||
* Fixed that train stop gui could indicate more trains than there are when trains are removed or merged while gui is opened. ([https://forums.factorio.com/96519 more]) | |||
* Fixed a conflict between setting the players cursor through script and holding blueprint library blueprints. ([https://forums.factorio.com/96452 more]) | |||
* Fixed that building entity with multiple items to place would take unrelated items from inventory. ([https://forums.factorio.com/96536 more]) | |||
=== Modding === | |||
* Added CustomInputPrototype::include_selected_prototype when true the event will include selected_prototype = {base_type=, derived_type=, name=} when applicable. | |||
=== Scripting === | |||
* Added LuaCustomInputPrototype::enabled_while_spectating, enabled_while_in_cutscene, include_selected_prototype, and item_to_spawn read. | |||
== 1.1.25 == | == 1.1.25 == | ||
Date: 17.02.2021 | Date: 17.02.2021 |
Revision as of 13:26, 1 March 2021
1.1.26
Date: 01.03.2021
Bugfixes
- Fixed that all entity GUIs in the map editor entity-editor and spectator controller were invisible.
- Fixed Train overview GUI not updating the list remark. (more)
- Fixed typos in Construction robot tip. (more)
- Fixed a crash when quitting while using the linked-container entity type with power armor in it.
- Fixed that sounds could sometimes be heard when they shouldn't. (more)
- Fixed regenerating tile variations during save migration would not break up old large tiles and would only reset their variations to 0.
- Fixed "probability" property of size variants in the tile definition was ignored when "weights" property was left out.
- Fixed searching mod settings tab would leave tabs disabled. (more)
- Fixed a crash of transport line migration in some cases of mod removal. (more)
- Fixed that train stop gui could indicate more trains than there are when trains are removed or merged while gui is opened. (more)
- Fixed a conflict between setting the players cursor through script and holding blueprint library blueprints. (more)
- Fixed that building entity with multiple items to place would take unrelated items from inventory. (more)
Modding
- Added CustomInputPrototype::include_selected_prototype when true the event will include selected_prototype = {base_type=, derived_type=, name=} when applicable.
Scripting
- Added LuaCustomInputPrototype::enabled_while_spectating, enabled_while_in_cutscene, include_selected_prototype, and item_to_spawn read.
1.1.25
Date: 17.02.2021
Bugfixes
- Changed defines.flow_precision_index.one_second to five_seconds since that's what it actually is.
- Fixed crash related to loading that trigger migration to remove invalid upgrades.
- Fixed that confirming the low value in logistic request didn't update the value. (more)
1.1.24
Date: 16.02.2021
Bugfixes
- Fixed a crash related to building instant blueprints in editor. (more)
- Fixed a visual in blueprint building preview when building walls over walls. (more)
1.1.23
Date: 16.02.2021
Bugfixes
- Fixed a crash that could happen when certain sound effects would play. (more)
1.1.22
Date: 15.02.2021
Optimizations
- Improved performance when building blueprints in multiplayer. (more)
Bugfixes
- Fixed Artillery wagon and turret showing wrong tooltip title in deconstruction planner. (more)
- Fixed control setting buttons wouldn't have a tooltip when they started without a set value. (more)
- Possible fix for multiplayer server crashing when a client tries to connect. (more)
- Fixed a crash in multiplayer when upgrading or deconstructing. (more)
- Removed and tweaked some hidden locale to hopefully make 100% possible. (more)
- Added explicit values to the circuit network range specification in the tips and tricks. (more)
- Fixed that the copy and paste tips and tricks simulation wasn't working properly. (more)
- Fixed that LuaFlowStatistics::get_flow_count didn't work correctly. (more)
- Fixed that instant blueprint building in the map editor didn't work with undo. (more)
- Fixed missing status for wall controlling gate by circuit network. (more)
- Fixed a crash when saving when using LuaItemStack::create_grid() on stacks with a count > 1. (more)
- Fixed that enter to confirm a logistic request count didn't work. (more)
- Fixed pole dragging corner case. (more)
- Fixed padding in the sync mods with save window when scroll is activated.
- Fixed invalid "Can't reach" message when using ghost cursor to build rails in the latency state.
- Fixed wrong status of rail signal next to rail with wrong direction.
- Fixed that manual rotation of entity with rotation upgrade order didn't clear that order. (more)
- Fixed in calculation of required modules when combining real and requested modules during blueprint creation. (more)
- Fixed that blueprint containing only entities placeable off grid was built off grid even with snap to grid specified. (more)
- Fixed crash caused by scrolling blueprint book in a blueprint shelf that is not yet synchronised. (more)
- Fixed that tips & tricks simulation sounds were continuing to play when switched to a tutorial. (more)
- Fixed that player could get stuck by entities created in the tutorials. (more)
- Fixed some unnecessary error sounds in a special cases when building power poles. (more)
- Fixed that exiting high speed moving train could result in a player being stuck. (more)
- Fixed mod dependency tooltips in some cases. (more)
- Fixed that the upper 1/3 part of the color picker button in the train stop gui didn't work. (more)
- Fixed walls would not be buildable on valid positions in some cases. (more)
- Fixed crash related to modded underground pipe ghosts with multiple connections with different lengths. (more)
- Fixed that it was sometimes possible for an entity to attack an entity on a different surface. (more)
- Fixed inaccurate range indicator in spidertron. (more)
- Fixed that some sounds that were audible when viewing a certain part of the map in map view wouldn't stop when closing the map view. (more)
Changes
- Added shortcut info tooltips to to all of the relevant confirm buttons and close buttons.
- Lowered editor surface changing shortcut to not be in the way if Control + <number> is used for something. (more)
- Changed personal logistic requests for ammo so they don't get delivered to the spidertron you're driving. (more)
Scripting
- Added move_stuck_players bool parameter (false by default) to the create_entity method.
1.1.21
Date: 05.02.2021
Bugfixes
- Fixed crash related to using belt traversing in latency state. (more)
- Fixed crash triggered by desync while entities are marked for upgrade in latency state.
- Fixed non precise belt traversing behviour in latency state.
- Fixed a desync related to upgrading entities in the latency state.
- Fixed upgrading unpair underground belt by smart ghost building.
1.1.20
Date: 04.02.2021
Changes
- Added hotkey (default O) to toggle the train overview GUI.
Bugfixes
- Fixed that gates would open for spidertron. (more)
- Fixed tank weapon cooldown rendering. (more)
- Fixed that changing the force of a player or spidertron would lose logistic requests. (more)
- Fixed that deleting the last scenario didn't correctly clear name, description and preview in the new game gui. (more)
- Fixed that it wasn't possible to manually merge trains in chests. (more)
- Fixed a crash when rendering rich text tooltips in some cases. (more)
- Fixed the Trains/Train stop GUI showing trains on other surfaces. (more)
- Fixed player dying in a scenario inside simulation widget would end currently running scenario. (more)
- Fixed that create_entities_from_blueprint_string didn't insert train fuel. (more)
- Fixed that building blueprints in the game next to uncharted areas didn't work as expected. (more)
- Fixed biters and groups in Wave defense overloading the pathfinder. (more)
- Building gets interrupted when moving between map and game view. (more)
- Fixed building error message spam when building transport belts over obstacle. (more)
- Fixed that undoing deconstruction of building with modules created extra module request. (more)
- Fixed inconsistency related to building out of reach and moving. (more)
- Fixed that the selected map generator preset was not correctly saved when generating a map for multiplayer or map editor. (more)
- Fixed that the map generator GUI would only save it's state when pressing Next/Play. (more)
- Fixed that dropping single items into machines using modules didn't clear the module requests. (more)
- Fixed that the stations list wasn't sorted using natural sort order. (more)
- Fixed the blueprint import with odd odd grid offsets. (more)
- Fixed that the game didn't show name of the item in the request slot tooltip when it is disabled for being already set. (more)
- Fixed that the undo button tooltip didn't update when clicked. (more)
- Fixed bad tooltip indentation when instruction can't fit one line. (more)
- Fixed overbuilding underground pipe ghosts with real pipes underground pipes. (more)
- Fixed inconsistency in direction selection when being a client in a multiplayer game. (more)
- Fixed that overbuilding pole out of reach didn't consider the pole to be part of the drag buliding logic. (more)
- Fixed that the "Continue" button wouldn't remember whether the last game was single-player or multi-player when non-blocking saving was enabled. (more)
- Fixed rare electric network migration error related to loading save without all the related mods. (more)
Scripting
- Added on_research_reversed.
1.1.19
Date: 26.01.2021
Bugfixes
- Fixed certain build by dragging inconsistencies.
- Fixed that force-building blueprint from blueprint library near a train stop could add the stop into the schedule instead of building the blueprint. (more)
- Fixed desync/consistency issue related to drag building ghost electric pole, while the previous pole is built by robots before the next ghost is built.
- Fixed build distance check related to rotation of rectangular entities. (more)
1.1.18
Date: 25.01.2021
Bugfixes
- Fixed a crash related to tips & tricks simulations.
1.1.17
Date: 25.01.2021
Bugfixes
- Limited blueprint building to charted areas - still regardless of fog of war. (more)
- Fixed the ability to build belts outside placement range in situations where it shouldn't be possible. (more)
- Fixed that modded rapid trains could cause consistency issues with rails. Trains faster than 7386.3km/h will be limited to that speed. (more)
Scripting
- Added on_entity_logistic_slot_changed for player and vehicle personal logistics.
1.1.16
Date: 25.01.2021
Bugfixes
- Fixed possible crashes when building train wagons near train wagon ghosts that are not on rails.
- Fixed that the search didn't work correctly in the prototypes GUI in some cases. (more)
- Fixed that extra warning sound was played when upgrading underground from the exit side. (more)
1.1.15
Date: 24.01.2021
Changes
- Allowed to build blueprints anywhere regardless fog of war. Deconstruction planner, blueprint creation and related actions are still limited by the fog of war, so you can't easily make changes to the blueprint built out of fog of war, but this still feels like a better solution compared to having to use non-chart building of huge blueprints when no radar coverage is available.
Bugfixes
- Fixed that ghost reversion orders prevented manual reversion of existing underground belt. (more)
- Fixed that clicking near the train stop in a map mode with a spidertron remote with control settings that have conflicting the send click and open click opened the statio instead of sending the spidertron. (more)
- Fixed that the fast belt traversing tutorial didn't work when the option was turned off.
- Fixed that ghosted wagons weren't properly considered for snapping. (more)
- Fixed logic of searching for free space to exit car when the car was just destroyed, which could lead into passangers being stuck when the car was surrounded at the time of destruction. (more)
- Fixed script error if you lose supply challenge in multiplayer. (more)
- Tweaked the tips & tricks simulation to be more prepared for mods.
- Made it possible to fast-revive cargo wagons. (more)
- Fixed plural localisation error in supply challenge. (more)
- Fixed multiplayer desync related to electric pole ghost building.
- Fixed that pump was using double the energy when transferring to fluid wagon, which could, with the combination of the limited energy buffer, limit the speed of transfer to the wagon, and result in a flickery change of pump speed reporting. (more)
- Fixed the entity transfer tutorial to work properly when mods change stack sizes of some of the related items. (more)
- Fixed 'Move between labs' tip erroring with some mods. (more)
1.1.14
Date: 23.01.2021
Optimizations
- Improved save-game speed by up to 2x depending on the save file size.
Bugfixes
- Fixed that ghost reversion orders prevented manual reversion. (more)
- Fixed application of the forced ghost mode that removes trees/rocks/cliffs in the way when ghost building. (more)
- Fixed that undo didn't work for upgrade order created by ghost overbuilding.
- Fixed extra collision message for ghost drag-building belts. (more)
- Fixed crash related to rolling stock drag building. (more)
- Fixed not loadable saves related to invalid blueprint settings when entities are migrated in a certain way. (more)
- Added missing tips and trick entries related to fast belt bending and belt traversing.
- Fixed a crash related to building rail in a specific situation. (more)
- Fixed underground belt collision check with underground belt ghost. (more)
1.1.13
Date: 22.01.2021
Minor Features
- Decider combinator can output an Anything signal, which returns exactly one matching signal. (more)
Gui
- Various small changes and fixes related to how temperatures are shown. (more)
Bugfixes
- Fixed inconsistent usage of Optimisation and Optimization in the changelog and codebase. (more)
- Fixed tooltip item lists not showing in some cases. (more)
- Fixed missing "Can't reach" message when trying to build out of build reach. (more)
- Fixed corner case of fast belt dragging back and forth. (more)
- Fixed that belt traversing when ghost building didn't work outside manual building reach distance. (more)
- Fixed changing belt direction by dragging when underground part is present. (more)
- Fixed cancelling planned belt upgrade by ghost belt dragging. (more)
- Fixed that using undo on recently mined entity didn't work in latency state and produced a memory leak instead.
- Fixed that using smart belt building traverse when using ghost cursor (instead of shift building) was generating underground belts for free. (more)
- Fixed various problems related to latency state and belt building.
- Fixed a crash when entity ghost with self connection was destroyed. (more)
- Fixed items held by inserters would not draw light layer. (more)
- Fixed that power switch state was not saved in blueprint strings.
- Fixed that furnace alt-mode didn't show the last recipe, same as map view "Recipe Icons" option. (more)
- Fixed locomotive rebuilt through undo operation would not have its schedule restored. (more)
- Fixed that overlapping ghosts were removed when they shouldn't while other entities marked for deconstruction were present. (more)
- Fixed Train GUI crash when a temporary stop expires and no stops are valid. (more)
- Fixed that steam turbines fed with steam of lower temperature would show as producing more electricity in electric network info. (more)
- Fixed tiles would be rendered with 1px gap between them at some positions, zoom levels and screen resolutions. (more)
- Allowed to freely fast-replace underground pipes by pipes. (more)
- Fixed belt upgrading by dragging with belt gap present. (more)
- Fixed that tips and tricks were not animating on clients in multiplayer. (more)
- Increased build reach check distance for finishing belt turns to avoid unexpected gaps when moving and building. (more)
- Fixed a crash when rendering modded mining drills in some situations. (more)
- Fixed a network error related to hosting a game using the continue button. (more)
- Improved the manual building behaviour when building on (or behind) the edge of the reach while moving.
- Fixed that enemy ghost indications could be shown when hovering enemy chest. (more)
- Fixed tile ordering of nuclear ground.
- Changed tile order strings to the commented style.
Modding
- AttackParameters::turn_range greater than 0.5 but less than 1 will be clamped to 0.5 as targeting in arcs larger than half circle is not implemented. (more)
Scripting
- Writing nil to LuaEntity::trains_limit disables the limit (sets maximum possible value).
1.1.12
Date: 16.01.2021
Bugfixes
- Fixed that player building reach limit was applied also for ghost building. (more)
- Fixed crash related to building out of radar reach. (more)
- Fixed build by dragging of underground belt/pipes when starting to drag on existing piece. (more)
- Fixed a corner case of power pole drag building related to powering all encountered entities. (more)
- Fixed LuaEntity::remove_fluid failing due to bad temperature related float/double comparison.
- Fixed belt traversing related to using ghost building over real belts to create upgrade order to change direction.
- Smart belt building respects existing underground belts. (more)
- Fixed crash when trying to create explosion whose source entity or position can not be determined. (more)
- Fixed that the game could not delete files on exFat partition. (more)
- Fixed too verbose error message when overbuilding the same entity ghost. (more)
- Fixed OpenGL crash when simulation widget is destroyed from the update thread. (more)
1.1.11
Date: 14.01.2021
Bugfixes
- Fixed belt dragging on the the edge of player building reach. (more)
- Fixed internal electric pole connection inconsistency preventing the loading of certain saves. (more)
1.1.10
Date: 14.01.2021
Bugfixes
- Fixed a false positive in a blueprint related consistency checks. (more)
1.1.9
Date: 14.01.2021
Minor Features
- Tooltip for empty ammo, gun and module slots that show all possible items that can be inserted into it.
- Added smart belt dragging option that unlocks 2 fundamental features for belt building and is enabled by default: 1) Rotating while belt dragging can be used to build belt segments faster. 2) Automatic underground belt placement when obstacle is encountered.
Changes
- Extended locking for building in line for underground belts/pipes. (more)
Bugfixes
- Fixed that E to confirm didn't work correctly with mod changelog GUIs. (more)
- Fixed that lamps would show no power warning during the day even when the energy was available in some cases. (more)
- Fixed that removing train stop with stopped train would make train to get stuck.
- Fixed that entering and exiting a vehicle in the same tick would move you away from the vehicle. (more)
- Fixed entity status of full burner mining drill inserting into burner inserter. (more)
- Fixed entity status of inserter locked on entity ghost. (more)
- Fixed entity status of inserter trying to put item on the ground position that is already occupied. (more)
- Fixed a desync when importing blueprint strings with electric poles.
- Fixed entity status of inserter trying to put item into train that is not there. (more)
- Added status for generator and solar panel for not plugged into electric network. (more)
- Fixed crash when drag building from a pole that is mined in the meantime. (more)
- Fixed that manipulating modded blueprints with extended wire reach did break the connections. (more)
- Fixed drag building entities with no lock to line, or when it is globally disabled. (more)
- Fixed that artillery chart hit animations showed on every surface. (more)
- Build by dragging through already preexisting electric poles doesn't ignore them.
- Fixed that it wasn't possible to enter/exit spidertrons in some cases. (more)
- Fixed that unit groups could sometimes wait indefinitely for a stuck member. (more)
- Fixed that having more than 8'388'608 solar panels in the same electric network didn't work correctly.
- Fixed that replays were broken if async saving was enabled on Linux or Mac. (more)
- Probably fixed rare random crash related to scrolling blueprint books. (more)
- Fixed an error related to mod GUIs when applying multiple actions in the same tick. (more)
- Fixed that flip state of blueprint wasn't reset when changing content into blueprint not compatibile with flipping. (more)
- Fixed that resolved server address (when specified by name) was saved and reused when hitting the continue button, making it useless if the server uses dynamic IP address. (more)
- Fixed that blueprint tooltip in the chat windows can shake. (more)
- When changing item in cursor while building by dragging, the new item is applied instantly instead of the next tile. (more)
- Fixed wrong linked underline position in certain fonts. (more)
- Fixed item tooltips for fluid furnace recipes. (more)
- Fixed that biters would keep attacking entities that became indestructible. (more)
- Fixed that LAN servers started in quick succession could receive the same server ID and overwrite each other in the game browser. (more)
- Fixed that the editor infinity filters GUI didn't switch item groups correctly. (more)
Modding
- String mod setting dropdown items can now have tooltips. (more)
- Added bool mod setting "forced_value". (more)
Scripting
- Added LuaEntity::get_upgrade_direction().
- Added 'direction' to LuaEntity::order_upgrade().
- Added 'direction' to the on_marked_for_upgrade event.
- Added LuaEntity::entity_label read/write.
1.1.8
Date: 07.01.2021
Gui
- New trains overview GUI.
Bugfixes
- Fixed crash when dragging electric pole ghosts into fog of war. (more)
- Fixed rotation of belts being built by dragging by making it possible to build continous belts. (more)
- Fixed various issues related to blueprints with only trains. (more)
- Fixed a performance issue with the character logistics GUI when a large number of requests are being used. (more)
- Fixed a crash that would happen when pathfinding with an empty collision box was requested. (more)
- Fixed that script generated switch label didn't respect minimal width defined by style. (more)
1.1.7
Date: 07.01.2021
Changes
- Changed wire drawing to always have the same opacity regardless of ghost/electric poles being connected.
- More specific error message when a blueprint cannot be flipped.
- More specific message when copy pasting spidertron with equipment grid.
- Color differentiation for robot overview on the map (yellow = construction, white = logistics, cyan = mobile, green = personal).
- When dragging electric pole, the next pole is built once the max distance was reached instead of when it was exceeded.
Bugfixes
- Fixed that blueprints containing offshore pumps couldn't be flipped. (more)
- Fixed spidertron leg could get permanently stuck when many ghost and entity avoidance requests stack up. (more)
- Fixed script error in entity transfers tutorial. (more)
- Fixed objective sound duplication in Tutorial level 01. (more)
- Renamed interface settings "show tutorial notifications" to "show tips and tricks notifications".
- Fixed fast rebuilding pump to change direction. (more)
- Fixed that it wasn't possible to build train stop next to ghost rails. (more)
- Fixed uses of Enter as the confirm key. (more)
- Fixed that power pole dragging did not power all ghosts. (more)
- Fixed crash related to radar status. (more)
- Fixed that script was able to place overlapping rails when they were of different type. (more)
- Fixed that spidertron didn't move leg preventing ghost curved rail to be built in some cases.
- Fixed that E to confirm didn't work on the connection error notice boxes.
- Fixed ghost fast replace of pipe to ground.
- Fixed that rail ghost was considered as colliding with rail to be deconstructed. (more)
- Fixed inserter's custom vector flip behavior in blueprints. (more)
- Fixed that power poles didn't keep their connection configuration when they died.
- Fixed inserter status related to placing items into full chest in some cases. (more)
- Fixed a crash when installing mods due to the background simulation. (more)
- Fixed copying spidertron logistic filters didn't work correctly with empty filters. (more)
- Fixed trains limit could be violated when pasting settings onto train stop when it changes station name. (more)
- Fixed desync when changing value of LuaEntity::tree_stage_index. (more)
- Fixed that building constant combinator over ghost with different direction would not keep settings. (more)
- Fixed a crash related to modding rail signal wires. (more)
- Fixed that burner rocket silos didn't work correctly. (more)
- Fixed that the lab GUI would show incorrect research level if multiple levels were queued. (more)
- Fixed that the max-players settings didn't persist correctly between hosting games. (more)
- Fixed a crash when exiting the game while some notice boxes are visible. (more)
- Fixed blueprint chart rendering of rotated blueprints wasn't correct in some cases. (more)
- Fixed using script rendering animations in simulations would crash the game. (more)
- Fixed fast electric pole dragging logic with obstacles in the way. (more)
- Widened campaign level selection list box, so all of our level names can fit. (more)
- Fixed blueprint setup window left part being cut a little when there are so many components that they need a scroll bar. (more)
- Fixed that tips & tricks notification window was visible also when playing tutorial.
- Fixed tips & tricks notice not being cleared when the tip was finished by playing tutorial before marking as read. (more)
- Fixed that changing parent style of a gui element didn't clear the internal style values and didn't resize it until the game was reloaded. (more)
Scripting
- Setting a tooltip on a 'slider' custom gui element will set the tooltip to both the body and the notch. (more)
- Added override_sound_type to LuaPlayer::play_sound, LuaSurface::play_sound, LuaGameScript::play_sound, and LuaForce::play_sound. (more)
- Added "item" to LuaSurface::create_entity. (more)
- Added create_build_effect_smoke to LuaEntity::clone(), LuaSurface::clone_area(), ::clone_brush(), and ::clone_entities().
- Added LuaRecipePrototype::allow_inserter_overload read.
- Added defines.train_state.destination_full.
- Added LuaEntity::torso_orientation read/write.
- Added LuaGameScript::font_prototypes read.
- Added LuaFontPrototype.
- Added LuaItemStack::create_grid().
Modding
- Added RecipePrototype::allow_inserter_overload bool (true by default). When true, it increases the ingredient overload of the recipe by 4 times the current stack inserter stack size.
- Added dynamic_recipe_overload_factor, minimum_recipe_overload_multiplier and maximum_recipe_overload_multiplier to utility constants.
- Added train_auto_without_schedule_penalty to the train pathfinder utility constants.
1.1.6
Date: 14.12.2020
Changes
- The train time wait condition number field will be auto-focused when it is opened.
- Moved rocket silo + satellite into the production tab.
- Allowed to use productivity module on nuclear fuel production + nuclear fuel reprocessing.
Bugfixes
- Fixed that biters sometimes couldn't pathfind near the edge of generated chunks. (more)
- Fixed that some saves made in game versions before 1.1.0 could crash on load.
- Fixed camera widget was rendering player's building preview. (more)
- Fixed synchronizing blueprint library into existing map would sometimes cause crash on loading a save. (more)
- Fixed that trying to move spidertrons with the remote while in a train in map view could add waypoints to the train. (more)
- Fixed that "only-in-cursor" didn't work nicely with wire items. (more)
- Fixed wrong default in collision mask util lib. (more)
- Fixed that the "Trains" side menu button icon had one train window 1 pixel wider. (more)
- Fixed entity tooltip would not show up when "Entity tooltip on the side" was disabled and "Entity tooltip delay" was not zero. (more)
- Fixed that copy pasting power switch entity settings too fast in multiplayer would cut the wire. (more)
- Fixed crash when fast replacing transport belts in some situations. (more)
- Fixed that set_[personal, vehicle]_logistic_slot would not update the GUI correctly when setting a duplicate request that would add or remove a row. (more)
- Fixed that it was possible to build blueprint with overlapping transport belt/wall entities which would trigger the consistency checks, cause desyncs and make saves unloadable.
- Fixed that saves before 1.1 with entities set 'active=false' from script would be stuck disabled. (more)
- Fixed that ghost fast replacing gates didn't respect the current direction.
- Fixed that ghost rail signal and train stop building didn't follow the same restrictions as normal building.
- Fixed that construction robot trying to revive signal next to other signal would get stuck.
- Fixed a crash when removing a burner energy source from a spider vehicle. (more)
- Fixed that the apply-upgrade-planner GUI wouldn't scroll when needed. (more)
- Fixed crash caused by race condition between rendering of camera widget and game view. (more)
- Fixed electric-energy-interface entity tooltips showing power consumption twice. (more)
- Fixed that biters would try to attack indestructible vehicles.
- Fixed assigning new content to an existing blueprint with relative grid position would offset the new content inside the blueprint based on world position. (more)
- Fixed that trains counter could sometimes fail to decrease when train stop is destroyed. (more)
- Fixed crash in multiplayer when doing undo of mining an entity marked for upgrade and then doing undo of the upgrade selection. (more)
- Fixed boiler tooltip calculations not taking into account minimum_temperature. (more)
- Fixed when dragging a belt in line-snapping mode, the the buildability preview tint would be based on cursor position instead of the snapped position. (more)
- Fixed that entity GUIs could be too small in some locales. (more)
- Fixed research complete sound sometimes playing after the window is closed. (more)
- Fixed that building preview buildability (red/green color of preview) didn't correspond with the ghost modifier being pressed.
- Fixed that ghost rail building didn't ignore entities marked for deconstruction.
- Fixed that inserters with custom dropoff vectors would sometimes sleep on the wrong belt lane. (more)
- Fixed that the lab GUI couldn't properly display a large number of science pack slots. (more)
- Fixed that failing to read file attributes on Windows would sometimes crash the game. (more)
- Fixed crash when creating a new map in the map editor while having an outdated blueprint library.
- Fixed that the server might not be able to accept RCON connections if TCP SYN cookies were disabled. (more)
- Fixed that programmable speaker would not play global sounds in main menu simulations. (more)
- Fixed that shift-tabbing into a text field didn't select the text. (more)
- Fixed that you could shift-tab to focus disabled widgets.
- Fixed layouting of rich-text that was wrapped to multiple lines. (more)
- Fixed force-building blueprints when hovering the mouse over an electric pole. (more)
Modding
- Added 'allow_passengers' EntityPrototype bool for vehicles.
- Added the "linked-belt" entity type.
Scripting
- Module limitation can be specified alternatively by limitation_blacklist instead of a limitation.
- Added LuaEntityPrototype::allow_passengers read.
- Added LuaEntity::add_autopilot_destination().
- Added LuaEntity::autopilot_destinations read.
- Removed defines.build_check_type.ghost_place.
- Added defines.build_check_type.manual_ghost, script_ghost and blueprint_ghost.
- Added LuaEntity::connect_linked_belts() and LuaEntity::disconnect_linked_belts().
- Added LuaEntity::linked_belt_type read/write.
- Added LuaEntity::linked_belt_neighbour read.
1.1.5
Date: 04.12.2020
Bugfixes
- Fixed a crash when drag-building ghost electric poles. (more)
- Fixed that the relative gui 'type' filter didn't work. (more)
Scripting
- Added LuaEntity::follow_offset read/write.
1.1.4
Date: 03.12.2020
Bugfixes
- Fixed that train could get stuck when one station is disabled and other station is full. (more)
- Fixed selection tool counts rendering. (more)
- Fixed that building electric pole ghosts on electric poles marked for deconstruction didn't work correctly. (more)
- Fixed that spidertron logistics didn't count the personal robots in flight towards spidertron's item count. (more)
- Fixed that zooming with keyboard in the train schedule gui was too fast. (more)
- Fixed that zooming with keyboard in the world view was too fast.
- Fixed that it was not possible to select player's own character to command spidertron to follow the player in multiplayer. (more)
- Fixed that it was possible to multiply electric energy by using accumulators covered by multiple sub networks connected with power switches.
- Fixed that on Linux and Mac, uploading blueprint library to Steam Cloud could make the asynchronous saving process hang. (more)
- Fixed crash when loading some saves with weaved underground belts when mods are removed. (more)
- Fixed the inconsistency between calculation text size internally and in the Textbox related to the UTF8 characters. (more)
- Fixed crash when cancelling map loading while connecting to a server. (more)
- Fixed that electric power/inserters and transport belt tips were shown in the tutorial mission levels where it wasn't even unlockable. (more)
- Fixed showing highlights when holding something in cursor in the simulation. (more)
- Fixed that the icon selection GUI would close every time the main menu simulation changed. (more)
- Fixed several style issues with the container GUI. (more)
- Fixed that cancelling map loading when connecting to a multiplayer game was still waiting for the map to fully load.
Changes
- When building electric poles by dragging, the last built pole is always connected with wire before considering other connections. (more)
- Power switch will now save it's on/off state in blueprints and the state can also be copy-pasted between power switches. (more)
- Fixed it was not possible to use AltGr to type special characters on national keyboard layouts. (more)
- Fixed editing existing blueprint to disable snap-to-grid would break the blueprint layout in some cases. (more)
Scripting
- Added LuaEntity::follow_target read/write.
- Added LuaEntity::time_to_live read/write for sticker entities.
- Added LuaEntityPrototype::rocket_rising_delay, launch_wait_time, light_blinking_speed, door_opening_speed, rising_speed, engine_starting_speed, flying_speed and flying_acceleration read.
1.1.3
Date: 30.11.2020
Bugfixes
- Fixed crash when upgrading ghost that was still built only in latency state. (more)
- Fixed script buildability of spidertron not allowing to build in colliding positions.
- Fixed that migration could remove spidertrons. (more)
- Fixed that map view settings didn't persist between game restarts. (more)
- Fixed vehicle equipment grid scrolling when it is too big to fit. (more)
- Fixed logistic issue with spidertrons when they request the same amount as they trash. (more)
- Fixed that inserters would sleep incorrectly in some situations with linked-chests. (more)
- Fixed that fuzzy search didn't work. (more)
- Fixed that the trains GUI would always use the surface the player was on to render train backgrounds. (more)
- Fixed that tips and tricks prototype errors didn't use the minimal mode GUI. (more)
- Fixed tips and trick notification window jumping. (more)
- Fixed that create_entities_from_blueprint_string didn't insert modules. (more)
- Fixed tips and tricks description text disappearing in certain resolutions. (more)
- Fixed Laser shooting speed technology missing the Military science pack pre-requisite. (more)
- Fixed crash when editing out loaders from blueprints. (more)
- Fixed that pressing "Restart" after a game restart would revert some map settings to default instead of loading them from the save file. (more)
- Fixed that power switch would not play its working_sound properly. (more)
- Fixed main menu background simulation saves could not be loaded from zipped mods. (more)
Scripting
- Added "reason" to the on_pre_player_left_game and on_player_left_game events.
- Added LuaEntity::is_registered_for_construction/deconstruction/upgrade/repair().
1.1.2
Date: 28.11.2020
Bugfixes
- Fixed that [set, clear]_[personal, vehicle]_logistic_slot would not update the GUI slot count correctly. (more)
- Fixed that electricity buffer was shown twice in electric-energy-interface entity tooltips. (more)
- Fixed LuaFluidBox::get_flow would return incorrect values of flow and would only account for outflow. (more)
- Fixed that writing to the script-output folder didn't work correctly. (more)
- Fixed lane priorities of splitters in blueprints would not get flipped when flipping blueprint in some cases. (more)
- Fixed a performance issue with the SteelSeries hardware integration. (more)
- Fixed splitter lane priorities were not flipped when pasting flipped blueprint of top of existing splitter ghosts.
- Fixed that it was possible to make ghost belts on top of each other by script, which could lead to desync.
- Fixed migration of invalid ghosts of previous versions. (more)
- Fixed some of the missing entity statuses. (more)
- Fixed that it wasn't possible to interact with widgets at the bottom center of the screen in main menu. (more)
- Fixed crash in EntityWithOwner::checkConsistency caused by inconsistent to be upgraded state. (more)
- Fixed a freeze when using specific saves for simulations. (more)
- Fixed several mining drills in the nuclear power menu simulation had no fluid inputs. (more)
- Fixed that lamp tooltips could wrongly show them as producing pollution. (more)
- Fixed furnace progress bars wouldn't render correctly at 100%. (more)
- Fixed that recipe notifications would show in some cases where they shouldn't. (more)
- Fixed that non-electric inserters would always start with some energy. (more)
- Fixed crash when undo created electric pole ghost in some cases. (more)
- Fixed that first slot in last row of logistics would not create next row of logistic slots. (more)
- Fixed that the distance limit when rotating was applied also on rotating of ghosts. (more)
1.1.1
Date: 25.11.2020
Gui
- Added tooltip with list of possible ingredients to the empty furnace input slot.
Changes
- Added a sound slider to control main menu and tips and tricks simulation volumes.
- Added an interface option (off by default) to change quick bar slot filters by clicking them with different items.
Bugfixes
- Fixed performance regression with transport lines in large groups. (more)
- Fixed missing freeplay script reload. (more)
- Fixed outdated tutorial preview image. (more)
- Fixed a crash when using LuaGuiElement::bring_to_front. (more)
- Fixed macOS build could not do HTTPS requests. (more)
- Fixed trains could reuse reservation when switching to next schedule record with the same name. (more)
- Fixed crash when trying to fast replace a ghost underground belt with a downgrade. (more)
- Fixed that fast replacing ghost underground belts would fast replace it's opposite end even if it was one tile too far.
- Fixed that custom chart tags from 1.0 and older wouldn't show. (more)
- Fixed that the bonus GUI inserter lists were backwards. (more)
- Fixed that the main-screen langauge selection didn't work. (more)
- Fixed a desync with spider logistics when loading 1.0 saves in 1.1. (more)
- Fixed that blueprint building could build underground belt ghost on top of different underground belt. (more)
- Fixed blueprint flipping when building in the map view. (more)
- Fixed rename station window sorting. (more)
- Fixed a crash due to transport line groups consistency when entities are removed due to mod removal. (more)
- Fix typos in introduction tip and trick simulation Lua. (more)
- Fixed that removing belt from blueprint didn't disconnect the entities leading to possible crashes. (more)
- Fixed that solar panel status was always not power, not it shows no power only during the night. (more)
Modding
- Removed utility constants "main_menu_simulation_volume_modifier".
- Added crafting machine prototype "show_recipe_icon_on_map".
- Adjusted secondary draw order for graphics layers of car. (more)
Scripting
- Removed LuaControl::auto_trash_filters read/write. [set, get, clear]_[personal, vehicle]_logistic_slot replace the functionality.
- Fixed that the on_pre_build flip_horizontal/vertical were ints instead of booleans. (more)
1.1.0
Date: 23.11.2020
Major Features
- Added logistic requests to spidertron.
- Train stop allows to set limit of incoming trains.
Features
- The continue button now respects the last type of game played (single player, MP host, MP client).
- Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
- Hovering the alert notification will show arrows on the edge of the pointing to alert locations.
- Rich text icon selector.
- Newly unlocked recipes are highlighted until hovered.
- Spidertron remotes now allow to add queue commands and a command to follow any entity.
- Added vertical/horizontal blueprint flipping.
- Transport belt drag building is locked into a line, can be turned off by an interface setting.
- Ghosts can be fast replaced and rotated.
- Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order.
Minor Features
- When editing blueprint: Added a way to specify relative grid position for blueprint that is snapping to absolute grid. Blueprint preview rendering box is updated based on selected grid size and position.
- Inventory transfer works on empty equipment grid slot the same as on empty inventory slot (moves all).
- Equipment can be placed by moving.
- Cursor replenishes when placing into the equipment grid the same way as when building in world.
- Spidertron item shows its color.
- Added a way to reset spidertron remote.
- Spider tries to move legs away when they are blocking robots construction.
- Power poles/underground belts built by dragging logic works also with ghost building.
- Power pole ghosts show connections.
- Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint.
- Entities marked for deconstruction show the target upgrade.
- Added tags, worker robots, rail signal states and recipes toggles into the settings to what show on the map.
- Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view.
- Added hotkey (F10) to switch between viewed player in replay.
- Added support to reset mod settings in the "failed to load mods" startup GUI.
- Expanded undo to work with fast replace and upgrade planner.
- Added SteelSeries GameSense support. (more)
Graphics
- Added unique technology icon for Advanced material processing 2 (Electric furnace).
- Changed postprocessing effect in zoomed-to-world view.
- Added detailed night lighting of entities.
Optimisations
- Multithreaded belt update logic.
- Overall small entity update time reduction + statistics of how much update time is taken by individual entities.
Balancing
- Productivity module 1 decreases speed of the machine by 5% instead of 15%.
- Productivity module 2 decreases speed of the machine by 10% instead of 15%.
Changes
- the Close GUI key-binding (default value is "E") was renamed to Confirm Gui. It works the same as before for many cases (just closing the GUI), but in a lot of other cases, it works as confirm, which generally means the same as clicking the "green button".
- Renamed clean-cursor to clear-cursor on all the relevant places (locale, key-binding name)
- Equipment placing now uses the build key-binding instead of the cursor transfer. The default same key-binding is the same.
- Changed maximum temperature of all fluids apart water and steam to be the same as the default.
- Poles built by dragging are now actually build on the maximum connection distance from the last built pole instead of the previous logic that was working weird in a lot of corner cases.
- Underground belt build by dragging now accept the existing piece you start building on as part of the dragging logic.
- Removed 'mineable wreckage' entity. (more)
- Removed the (+/-) buttons for logistic requests, instead they expand dynamically when something is put in the last line.
- Wave defense can now only be won by launching a rocket.
- Invalid names of icons in preview icons of blueprint tools now load as unknowns instead of canceling the import string process for that item. (more)
- Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0.
- Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
- Invalid rail signals output no values into circuit network.
- Added a confirmation message when loading saves with removed mods or changed mod settings.
- The cut tool now properly includes trains. It showed trains in the selection preview, but ignored them.
- Added alternate control locales for keyboard and mouse scroll control binds. (more)
- Disabled loading of saves before 0.18.0 version (You can use 1.0 to load older saves and re-save them).
- Adjusted the artillery turret collision box so it is possible to squeak through.
- Removed the 'Rocket silos stats' GUI.
- Arithmetic combinator 'Each' signal can now be used in either left or right parameter.
Gui
- Added unique icons for technology effects.
- Added list of affected entities to the technology effect tooltips.
- Menu background now features various factory simulations instead of a static picture.
- When entering vehicle, the vehicle window is shown next to the character gun window, instead of replacing it.
- Moved the character/vehicle gun window to the left of the quickbar.
- Removed the "Character" tab from the character window.
- Changed the flat character screen option to be defaulted to true.
- Added held stack item slot for inserter window.
- Improved the tips and tricks window: it contains index, search and allows interactive text tags to be used.
- Added search to loading/saving, settings, shortcuts selection, multiplayer host settings windows and rename stop.
- Moved the ammo/used-up/health indicator of items down, so it is not obstructed by the number.
- Added underline for hyperlinks.
- Personal request button have custom text + red diode when it is out of network or when the personal requests are turned off.
- Logistic/Trash request buttons show only one number when the trash and request count is the same.
- Train elapsed time condition has confirmation button and only updates the time when confirmed.
- Fixed styles for: browse games GUI, host game settings, opened character and select upgrade slot.
- Tabbing into a textfield selects the text.
- Removed tiles stay in the list of components in the blueprint setup GUI with 0, the same way as entities, so they can be easily enabled.
- Added minimum/maximum temperature and heat capacity info to the fluid tooltip.
- Added usage instruction to capsules/fish.
- Fixed fish tooltip so it shows consumption/healing instead of shooting/damage.
Sounds
- Added blueprint building sound.
- Added undo sound.
- Added sound for rail planner activation.
- Added sound for copy/paste.
- Added sound for opening items and armor.
- Added sound for selection start and selection finish. Related to blueprint tools.
- Added sound for pipe to ground as per the pipe.
- Added sound effects and a specific music track to the main menu.
- Assembling Machine 2 and 3 made less noisy
- Robot repair reworked to sound more high tech
- Removed dead space at the end of some sounds which may have stopped sounds playing
- Ghost rail building now has the ghost building sound
- Lowered volume on game won and lost sounds
- Assembling Machine 2 and 3 made less noisy.
- Robot repair reworked to sound more high tech.
- Removed dead space at the end of some sounds which may have stopped sounds playing.
- Ghost rail building now has the ghost building sound.
- Lowered volume on game won and lost sounds.
Bugfixes
- Fixed that copying the spider in the map editor while it had equipment crashed the game. (more)
- Fixed a crash when trying to use different weapons in the spider. (more)
- Fixed a crash when reading/writing blueprint icons through the Lua API in some cases. (more)
- Fixed a crash when importing blueprint books in some cases. (more)
- Fixed that the spidertron would still be marked as moving when it wasn't resulting in the 'enable logistics while moving' option not working. (more)
- Fixed splitter behaviour when putting to it directly and it has the priority output blocked. (more)
- Fixed that spidertron descriptions didn't show the custom name. (more)
- Fixed building curved rails with damaged rails could duplicate rails. (more)
- Fixed logistic request slot highlighting when they're changed through circuit connections. (more)
- Fixed a game freeze when empty unit groups are told to build bases. (more)
- Fixed LuaTrain::path_end_stop would return nil when train had path extended due to waypoint.
- Fixed the spidertron preview box.
- Fixed that the blueprint book preview disappeared after editing it.
- Fixed that spidertron and its remote weren't swappable.
- Fixed that players could be stuck in walls when building them.
- Removed the possibility to specify alpha when changing player color by command.
- Fixed LuaInventory::find_empty_stack would return only filtered stacks when filter is provided. (more)
- Fixed that blueprint library slots padding was too big.
- Fixed that some items didn't render properly in the world. Specifically blueprint like items, spidertrons and spider remotes. (more)
- Fixed a crash when a modded fast train goes through junction occupied by another train. (more)
- Fixed replay desync when existing save is given to a server which promotes or demotes a player based on its own admin list. (more)
- Fixed train GUI instructions for translations that are long. (more)
- Fixed interaction with the delete button in the blueprint setup. (more)
- Fixed that map preview in the train window wasn't squashing its size when needed. (more)
- Fixed that force-building blueprint from the blueprint library on top of an existing electric pole triggered wire removal instead of blueprint building. (more)
- Fixed that the map editor spawn-items GUI didn't work with chat rich text. (more)
- Fixed that deconstruction planners and upgrade planners wouldn't show the logistic overlay when used from the blueprint library. (more)
- Fixed that rebinding rotate to middle mouse button caused conflicts when trying to rotate while modifiers were pressed. (more)
- Fixed on_gui_switch_state_changed was not fired for custom switch elements in some cases. (more)
- Fixed that entities were selected under the GUI on the right side.
- Fixed that the key to activate tooltips didn't work outside game, or when the game was stopped.
- Fixed Team production script error when building before any round starts. (more)
- Fixed Wave defense error message would error due to trying to concatenate a nil variable. (more)
- Fixed that it was possible to stay invulnerable after the crash site cutscene. (more)
- Fixed train mini-tutorial script errors due to missing entity prototypes. (more)
- Fixed tightspot script error when trying to restore invalid entities. (more)
- Fixed that bonus research production could add progress even if no research could be done. (more)
- Fixed that game.server_save() was able to write to locations outside the saves folder. (more)
- Fixed that technology tooltip in the lab GUI wouldn't update when research changed. (more)
- Fixed a bad message when using the permissions command. (more)
- Fixed a crash when remote calls fail. (more)
- Fixed that biters would sometimes not be able to attack entities blocking their way. (more)
- Fixed that writing .energy for entities with heat energy sources didn't work correctly. (more)
- Fixed that non-blueprint items in blueprint books didn't draw their name. (more)
- Fixed that the cut-paste tool allowed alt-cutting which didn't deconstruct what was selected. (more)
- Fixed that setting rolling-stock inventory size to 0 while having an equipment great meant the GUI couldn't be opened. (more)
- Fixed that trying to save temporary LuaItemStacks from some events resulted in the save failing to load. (more)
- Fixed that blueprint component icons weren't kept in a stable order. (more)
- Fixed that the finished game sound could play multiple times. (more)
- Fixed that building blueprints by dragging in the map view didn't work correctly. (more)
- Fixed that building train ghosts manually didn't work in most cases. (more)
- Fixed that moving blueprint sin the blueprint library didn't make sounds.
- Fixed that opening/closing sound were not working properly in latency in some cases.
- Fixed that LuaEntity::can_insert() didn't work right for module inventories. (more)
- Fixed that on_player_built_tile had the wrong 'tile' when using hazard concrete in some cases. (more)
- Fixed that some of the checkboxes weren't highlighted as they should when hovering reset in the map generator GUI. (more)
- Fixed performance issue related to rendering long train paths. (more)
- Fixed missing tooltip on the editing button in upgrade planner, deconstruction planner and blueprint book. (more)
- Fixed Shallow water 2 to be layered above sand tiles and therefore missing transitions with sand tiles. (more)
- Fixed stone path and concrete were missing transitions to out-of-map tiles. (more)
- Fixed the upgrade planner to upgrade the corresponding underground belt for all combinations of real/ghost connections.
- Fixed that biters could get stuck trying to pathfind toward spidertron, causing performance issues. (https://forums.factorio.com/88744 https://forums.factorio.com/89327)
- Fixed lights near right or bottom edge of the screen would render twice sometimes. (more)
- Fixed that setting style properties on LuaGuiElements didn't work correctly for some widget types. (more)
- Fixed that rails didn't have the building smoke.
- Fixed that modded locomotives with void energy sources and equipment grids wouldn't show the grid in the GUI. (more)
- Fixed that modded productivity bonuses in tooltips didn't always show everything. (more)
- Fixed that unit groups could get stuck in the gathering phase. (more)
- Fixed that negative damage stickers didn't work. (more)
- Fixed that selection tool type items marked as mod-openable didn't work correctly in the quickbar. (more)
- Fixed that train would not repath when possible due to being in chain signal section. (more)
- Fixed GeneratorPrototype::scale_fluid_usage would cause non-linear scaling of fluid consumption based on energy demand. (more)
- Fixed crash when storage tank was defined with too small fluid flow sprite with low priority and ended up streamed. (more)
- Fixed rotating assembling machines with heat and fluid connections. (more)
- Fixed that it was possible to hold ghost building + blueprint from the library at the same time. (more)
- Fixed crash related to being possible to insert blueprint for re-assignment into the blueprint library. (more)
- Fixed that previous technology key-binding focused search in the blueprint library. (more)
- Fixed that ghosts created by destroying entities weren't upgradeable. (more)
- Fixed that kick & ban commands broke replays. (more)
- Fixed that spidertron would stretch its leg way too much in some special situations. (more)
- Fixed offshore pump underwater layer being drawn over landfill tiles sometimes. (more)
- Fixed decimal textfield would not take decimal point as input when selection would make it valid input. (more)
- Fixed that train could get stuck within chain signal section when exit signal is requested to close by circuit network and train is forced to repath. (more)
- Fixed that train would not immediately reserve signals in chain signal section after repath when there are no signals within braking distance.
- Fixed that wrong slider position when requesting items in some cases. (more)
- Fixed that rocket silo without fixed_recipe didn't save its recipe in the blueprint. (more)
- Fixed that the total-raw list in the recipe tooltip for some translations. (more)
- Fixed glitching sound loops: steam turbine and electric furnace. (more)
- Fixed changing dawn property of a surface would create visual glitch in day-night cycle. (more)
- Fixed misleading tooltip for disabled shortcut bar items. (more)
- Fixed startup music volume balance. (more)
- Fixed that sounds outside of radar coverage would still play. (more)
- Fixed personal laser defense with minimum range would stop working when enemies would get within minimum range. (more)
- Fixed that automatic rail signal direction selection works also when ghost-force building over trees/rocks in the way. (more)
- Fixed that the replay controls weren't accessible when the current player opened the technology screen. (more)
- Fixed the hand behaviour for some cases of fast entity transfer. (more)
- Fixed sizing of the right panel when show_side_menu is disabled. (more)
- Fixed that blueprint book tooltip based on chat icon had overflowing contents. (more)
- Fixed that the entity hover interval wasn't applied when switching from entity to entity. (more)
- Fixed that belts didn't show the proper curved preview when fast replacing. (more)
- Fixed that the entity tooltip was being shown in some cases where it was not supposed to. (more)
- Fixed that the station name icons were clipped in some cases. (more)
- Fixed that the minimap focus wasn't updating when switching player in the replay. (more)
- Fixed that it wasn't possible to start scenario with replay enabled. (more)
- Fixed losing chain signals in the advanced rail mini-tutorial. (more)
- Fixed train buttons being cut off in advanced rail mini-tutorial in some locales. (more)
- Fixed a crash related to building laser turrets through robots. (more)
- Fixed Bulgarian language name. (more)
- Fixed text box font not refreshing after being changed. (more)
- Clarified tooltip text for locked levels in new game GUI. (more)
- Fixed server crashing when quitting while it's saving for desync report. (more)
- Fixed that rolling stock rotation was not set correctly when using the pipette tool. (more)
- Fixed that if else chain noise expressions would sometimes produce corrupt results. (more)
- Fixed a crash when using identical literal expression in spot noise expressions. (more)
- Fixed that steam engine would show as producing 960kW in electric network GUI. (more)
- Fixed that rail ghost building didn't play the ghost building sound.
- Fixed a crash when a startup error tried to use rich-text. (more)
- Fixed a crash when related to editing edited scenarios while in vehicles. (more)
- Fixed that it was possible to specify a rail signal pair that does not collide with each other. (more)
- Fixed that collision box could be removed from the rail signal resulting in a signal that could be placed not on a tile center. (more)
- Fixed that it was possible to specify a transport belt connectable entity that would not collide with other belt connectable entities. (more)
- Fixed barrel recipe generation not taking into account fluid icon_size if fluid icons were defined. (more)
- Fixed that clients wouldn't be able to join a multiplayer game if the banlist was too large. (more)
- Fixed that selecting folders in the save-game-gui would still allow saving as the save file name. (more)
- Fixed a crash when opening the blueprint library through lua. (more)
- Fixed the program exit status code when a dedicated server fails. (more)
- Fixed that blueprints with rolling stocks could get invalidated when syncing shelves. (more)
- Fixed that the technology screen would show a "Resume" button for technology levels that haven't yet been researched at all. (more)
- Fixed that cars with minimap_representation set would still render the default triangle. (more)
- Fixed building assembling machine ghosts with unresearched recipes left them with no fluid connection previews. (more)
- Fixed that biters who couldn't reach their spawner would remain on the map, potentially preventing other biters from spawning. (more)
- Fixed script data leak in wave defense scenario. (more)
- Fixed that background sound didn't fade out when stopping replay. (more)
- Fixed that the deconstruction planner ignored tile mode & filters when cancelling deconstruction.
- Fixed signature error when updating non-steam version on OSX. (more)
- Fixed fast-replacing entity connected to a ghost entity by circuit network. (more)
- Fixed that on some maps, biter attacks could decrease almost to nothing. (more)
- Fixed inserter with fluid energy source could consume too much fluid when no fluid usage was given and scaling was disabled. (more)
- Fixed that building rolling stock could place multiple of them when there are close adjacent rails. (more)
- Fixed that LuaPlayer::can_place_entity would not calculate player reach the same way as manual building. (more)
- Fixed that steam engine in multiple connected electric networks would overproduce and waste energy. (more)
- Fixed problems related to opening blueprint while other blueprint is in the process of being configured. (more)
- Fixed cutscene starting at {0,0} instead of player position when no start_position was given. (more)
- Fixed electric network GUI production bar related to tertiary energy sources. (more)
- Fixed a crash in the pathfinder that could happen when the bounding box didn't contain the tile center. (more)
- Fixed tooltips not showing electric energy source information for electric-energy-interface entities. (more)
- Fixed that undoing a deconstruction order of entities with item requests didn't recover these requests unless the entity was actually removed. (more)
- Fixed that spidertron remote usage on map was bound to open item control rather than the build item control it is bound to in normal view. (more)
- Fixed that flamethrower turrets could fail to shoot at a target. (more)
- Fixed problem with rich text in blueprint library. (more)
- Fixed tiles would be rendered with 1px gap between them at some positions, zoom levels and screen resolutions. (more)
- Fixed heat pipe related drawing only working for boiler type entities. (more)
- Fixed that running /server-save wouldn't save anything if the server was started with --start-server-load-scenario. (more)
- Fixed activation working sound playing even when the entity was already active when being encountered. (more)
- Fixed a pathfinding-related crash. (more)
- Fixed crash when organizing sprites into atlases when using "not-compressed" sprite flag. (more)
- Fixed pipe-to-ground working sound would ignore flow rate. (more)
- Fixed crash when calling take_screenshot with very small resolution values. (more)
- Fixed that setting fluid wagon fluid through the Lua API didn't update the train inactivity value. (more)
- Fixed various issues related to entities leaving gaps when building too fast.
- Fixed a crash when setting specific fluids in the infinity pipe GUI. (more)
- Fixed that the admin GUI didn't live-update the whitelisted field. (more)
- Fixed crash related to migrating circuit network entities while loading the blueprint library. (more)
- Fixed that artillery would keep shooting at something when it moved out of range. (more)
- Fixed softlock in tutorial if the player took the iron plates too quickly. (more)
- Fixed missing blueprint components scroll bar when there is a lot of components. (more)
Modding
- New item flag "spawnable", every item has to have that flag to be creatable through the shortcuts directly. (more)
- Renamed create-blueprint-item shortcut action to spawn-item and item_to_create to item_to_spawn.
- Increased the total number of collision masks from 14 to 55. See the lua-api collision mask concepts page for which layers the game doesn't actively use.
- Changed collision mask 'layer-11' to 'rail-layer'.
- Changed collision mask 'layer-12' to 'transport-belt-layer'.
- Changed loader to only connect to the front belt, not from side. This is to fix internal problems related to modded loaders with custom sizes and side loading of it.
- Implemented NoiseExpressions::fromPropertyTree for the "offset-points" noise expression function.
- Removed rocket silo rocket prototype property "result_items" because it did nothing.
- Added draw_as_light and draw_as_glow property to sprite definitions. draw_as_shadow, draw_as_light and draw_as_glow are mutually exclusive and draw_as_shadow takes precedence.
- Unified laser and beam related ammo categories to just "laser" and "beam".
- Renamed technology "laser-turret-speed"->"laser-shooting-speed", it now affects both robots and laser turrets.
- Renamed technology "turrets"->"gun-turret", "laser-turrets"->"laser-turret", "combat-robotics"->"defender", "combat-robotics-2"->"distractor", "combat-robotics-3"->"destroyer" "tanks"->"tank", "stone-walls"->"stone-wall", "gates"->"gate"
- Internal spidertron specification in a way to make torso and leg scaling much easier.
- Renamed "source_effects" property of line trigger item to "range_effects", due to ambiguity with source_effects on action delivery. (more)
- Added the "linked-container" entity type.
- Removed 'small-plane', 'computer', 'railgun-dart' and 'railgun' items.
- Removed 'bait-chest', 'crash-site-assembling-machine-1-broken', 'crash-site-assembling-machine-1-repaired', 'crash-site-assembling-machine-2-broken', 'crash-site-assembling-machine-2-repaired', 'crash-site-electric-pole', 'crash-site-generator', 'crash-site-lab-broken' and 'crash-site-lab-repaired' entities.
- Removed the "auto-character-logistic-trash-slots" modifier and forceDataValues. The auto trash are now always enabled when any trash slots present.
- Added direction to SimpleEntityWithOwner and SimpleEntityWithForce.
- Constrained collision_box and collision_mask of transport belt connectable prototypes so it is not possible to build the entities in overlapping positions. (more)
- Added optional draw_fluid_icon_override boolean to pipe to ground prototypes. Causes fluid icon to be drawn, ignoring the usual pair requirement.
- Removed fluid turret prototype property 'indicator_light'.
- Added fluid turret prototype properties 'enough_fuel_indicator_light' and 'not_enough_fuel_indicator_light'.
- Added locomotive and car prototype properties 'front_light_pictures' and 'darkness_to_render_light_animation'.
- Renamed logistic-container prototype property 'logistic_slots_count' to 'max_logistic_slots'.
- The data stage files are no longer divided into demo and non-demo. This means the files with the demo- prefix were either merged into files without the prefix and/or the prefix was removed from the file name.
Scripting
- Renamed the clean_cursor method to clear_cursor.
- Renamed on_put_item to on_pre_build, as it is much more precise name for that event. It fires when anything is used for building: item, blueprint, blueprint record or ghost cursor.
- Changed 'control_behavior.parameters.parameters' to just 'control_behavior.parameters' for LuaDeciderCombinatorControlBehavior, LuaConstantCombinatorControlBehavior, and LuaArithmeticCombinatorControlBehavior.
- Changed LuaItemStack::active_index to return `nil` if the blueprint book inventory has zero slots. (more)
- Changed LuaItemStack::count to return 0 instead of failing when the stack is empty.
- Changed LuaControl for players in cutscenes so the character is still usable.
- Changed on_player_cancelled_crafting 'cancel_count' to report the exact number of crafts cancelled.
- Decoupled deactivation by script and deactivation by circuit network.
- mod-gui.lua no longer defines 'mod_gui' as a global variable, it is now only available when required: local mod_gui = require("mod-gui")
- Made LuaEntity::speed read work with spider-vehicle.
- Made LuaEntityPrototype::guns read work for spider-vehicle.
- Removed LuaEntityPrototype::production read.
- Removed LuaBootstrap::is_game_in_debug_mode read.
- Added LuaEntityPrototype::max_energy_production read.
- Added LuaEntity::trains_limit read/write.
- Added LuaEntity::trains_count read.
- Added LuaTrainStopControlBehavior::trains_count_signal, trains_limit_signal, set_trains_limit and read_trains_count read/write.
- Added LuaEntity::tree_gray_stage_index, read/write.
- Added LuaEntity::tree_gray_stage_index_max read.
- Added LuaEntity::can_wires_reach().
- Added LuaEntity::crafting_queue_progress read.
- Added on_spider_command_completed event.
- Added LuaEntity::get_connected_rolling_stock().
- Added 'create_at_cursor' to LuaPlayer::create_local_flying_text().
- Added LuaGameScript::map_gen_presets read.
- Added LuaStyle::extra_margin_when_activated and extra_padding_when_activated write, which also accept arrays of values.
- Added LuaStyle::size write.
- Added LuaGuiElement::name write support.
- Added LuaGuiElement::tags read/write.
- Added LuaTile::to_be_deconstructed().
- Added LuaGuiElement::bring_to_front().
- Added 'has-rocket-launch-products' filter to ItemPrototypeFilters.
- Added support to save/load LuaProfilers. They simply reset the time when saved/loaded.
- Added LuaEntityPrototype::guns for artillery turrets and wagons.
- Added LuaEntity::combat_robot_owner read/write.
- Added LuaPlayer::clear_recipe_notifications and LuaPlayer::add_recipe_notification
- Added LuaGuiElement::add "index" property, allowing insertion to anywhere in the parent element.
- Added LuaGuiElement::get_index_in_parent().
- Added support to connect/disconnect power switches through LuaEntity::connect_neighbour/disconnect_neighbour.
- Added LuaForce::get_linked_inventory().
- Added LuaEntity::link_id read/write.
- Added LuaGui 'relative' (player.gui.relative). For showing a CustomGuiElement relative to some base game C++ GUI.
- Added LuaGuiElement::anchor read/write.
- Added 'alt_mode' to on_player_toggled_alt_mode event.
- Added 'cursor_position' to the custom input events.
- Added 'queued_count' to on_pre_player_crafted_item.
- Added LuaPlayer::cutscene_character read.