Version history/1.1.0: Difference between revisions
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* Added 'queued_count' to on_pre_player_crafted_item. | * Added 'queued_count' to on_pre_player_crafted_item. | ||
* Added LuaPlayer::cutscene_character read. | * Added LuaPlayer::cutscene_character read. | ||
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Revision as of 20:31, 23 November 2020
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.