This wiki is about 0.17, the current experimental version of Factorio.

Information about 0.16, the current stable version of Factorio, can be found on stable.wiki.factorio.com.

Difference between revisions of "Version history/0.16.0"

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(Added existing 0.16 changelog. (so satisfying!))
 
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__NOTOC__
 
__NOTOC__
<!--
+
== 0.16.51 ==
Please don't waste your time updating this page, User:Gangsir can do it automatically. If he forgets to do it, please message him about it.
+
Date: 15. 06. 2018
-->
+
=== Graphics ===
 +
* Changed the battery item icon to be more consistent with the technology icon.
 +
 
 +
== 0.16.50 ==
 +
Date: 11. 06. 2018
 +
=== Bugfixes ===
 +
* Fixed loading script data when a mod is disabled. ([https://forums.factorio.com/60874 more])
 +
* Fixed that 0 time interval was shown as an empty string. ([https://forums.factorio.com/60875 more])
 +
 
 +
== 0.16.49 ==
 +
Date: 08. 06. 2018
 +
=== Bugfixes ===
 +
* Fixed belts in blueprints weren't selectable in the blueprint GUI.
 +
* Fixed bad mouse-point when holding blueprints with belts.
 +
* Fixed wrong connectivity in underground belt fast replace. ([https://forums.factorio.com/60589 more])
 +
 
 +
== 0.16.48 ==
 +
Date: 07. 06. 2018
 +
=== Bugfixes ===
 +
* Fixed changing filters in cars wouldn't wake up inserters. ([https://forums.factorio.com/60717 more])
 +
* Fixed train driving directions when not accelerating while driving backwards. ([https://forums.factorio.com/60731 more])
 +
* Fixed copy-pasting between surfaces would render incorrectly. ([https://forums.factorio.com/60785 more])
 +
* Fixed that empty storage tanks had the sound of fluid. ([https://forums.factorio.com/60803 more])
 +
* Circuit connection distance check fix. ([https://forums.factorio.com/60744 more])
 +
* The logic that shows rail signal indicators now respects bounding box and collision box of the currently held signal. ([https://forums.factorio.com/60829 more])
 +
=== Modding ===
 +
* Fixed <code>allow_copy_paste</code> only worked on the source entity. ([https://forums.factorio.com/60730 more])
 +
 
 +
== 0.16.47 ==
 +
Date: 31. 05. 2018
 +
=== Bugfixes ===
 +
* Fixed wall related consistency check related to modded walls with altered collision boxes. ([https://forums.factorio.com/60677 more])
 +
* Fixed inconsistent train direction when reversing in a train vehicle that is not a locomotive. ([https://forums.factorio.com/60633 more])
 +
* Fixed that having more than 6 products didn't fit the ui, as it wasn't wrapped. ([https://forums.factorio.com/60636 more])
 +
* The system data path is removed from the log when it's automatically uploaded by the crash reporter.
 +
* IP addresses are no longer hashed in the log file. All IP addresses are removed from the log when it's automatically uploaded by the crash reporter.
 +
* Fixed crash when placing an entity with title while backers list was emptied.
 +
 
 +
== 0.16.46 ==
 +
Date: 29. 05. 2018
 +
=== Bugfixes ===
 +
* Another fix for setting PvP map dimensions to 0. ([https://forums.factorio.com/60570 more])
 +
* Fixed possible desync related to circuit networks.
 +
* Another possible fix for multi-GPU setups on Linux. ([https://forums.factorio.com/60609 more])
 +
* Fixed that modded infinite inserter stack size research would wrap around instead of maxing out. ([https://forums.factorio.com/60613 more])
 +
* Fixed scenarios with partial identical names didn't work correctly. ([https://forums.factorio.com/60624 more])
 +
* Fixed splitter lane selection inconsistency when inserting into middle. (Now it is always right for both belts, splitters and underground belts.) ([https://forums.factorio.com/60653 more])
 +
* Fixed <code>LuaPlayer::build_from_cursor</code>. ([https://forums.factorio.com/60644 more])
 +
* Fixed a desync in replay that would happen if console commands were used during the play. ([https://forums.factorio.com/60661 more])
 +
* Fixed desync when setting inserter filters while it's connected to the circuit network ([https://forums.factorio.com/60245 more])
 +
 
 +
== 0.16.45 ==
 +
Date: 22. 05. 2018
 +
=== Bugfixes ===
 +
* Fixed infinite research multiplier was always 1. ([https://forums.factorio.com/60550 more])
 +
 
 +
== 0.16.44 ==
 +
Date: 22. 05. 2018
 +
=== Minor Features ===
 +
* Added technology price multiplier PvP scenario config.
 +
=== Changes ===
 +
* Underground belt marked for deconstruction no longer connects to other underground belts.
 +
=== Bugfixes ===
 +
* Fixed some cases of fast replacement by underground belt. ([https://forums.factorio.com/60060 more])
 +
* Fixed corrupted config.ini in Steam cloud would prevent the game from starting.
 +
* Fixed that using "Save and play" feature in the freeplay could specify the official freeplay map to be always that one forever. ([https://forums.factorio.com/60340 more])
 +
* Fixed underground belt connection overlay when hovering over another underground belt. ([https://forums.factorio.com/60147 more])
 +
* Fixed a crash when mods define empty result items. ([https://forums.factorio.com/60406 more])
 +
* Fixed a crash when switching games and joining quickly in the server browser.
 +
* Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. ([https://forums.factorio.com/59588 more])
 +
* Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. ([https://forums.factorio.com/60374 more])
 +
* Fixed <code>LuaEntityPrototype::braking_force</code> return value. ([https://forums.factorio.com/60444 more])
 +
* Fixed <code>LuaPlayer::ticks_to_respawn</code> would read in seconds. ([https://forums.factorio.com/60501 more])
 +
* Fixed certain type of energy source migrations. ([https://forums.factorio.com/60465 more])
 +
* Fixed rare possibility of crash when two trains crash into each other. ([https://forums.factorio.com/60097 more])
 +
* Fixed a rare crash that occurs when train collides in a way, that its position is reserved back while approaching closed signal which caused path recalculation. ([https://forums.factorio.com/60472 more])
 +
* Fixed PvP error when setting map height to 0. ([https://forums.factorio.com/60536 more])
 +
* Fixed construction robot tutorial breaking when removing the radar from the storage chest. ([https://forums.factorio.com/60012 more])
 +
* Fixed crash when adding train station to a train while the train is modified (added/removed rolling stock). ([https://forums.factorio.com/59363 more])
 +
* Fixed that destroying part of a cliff with tile ghost under it destroyed the whole part of the cliff. ([https://forums.factorio.com/60449 more])
 +
* Fixed browse games dialog problems with the active game not being updated while searching. ([https://forums.factorio.com/60545 more])
 +
=== Modding ===
 +
* Added support to set <code>ReactorPrototype::neighbour_collision_increase</code> which controls how much a reactor extends when connected to other reactors.
 +
=== Scripting ===
 +
* Allow <code>technology_price_multiplier</code> to be less than 1 by script/scenario only.
 +
* Added support for localised strings in <code>LuaGameScript::write_file</code>.
 +
 
 +
== 0.16.43 ==
 +
Date: 14. 05. 2018
 +
=== Bugfixes ===
 +
* Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. ([https://forums.factorio.com/60074 more])
 +
* Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. ([https://forums.factorio.com/60288 more])
 +
 
 +
== 0.16.42 ==
 +
Date: 11. 05. 2018
 +
=== Bugfixes ===
 +
* Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. ([https://forums.factorio.com/59670 more])
 +
* Fixed a desync when printing a Lua error to players with different installation paths. ([https://forums.factorio.com/60049 more])
 +
* Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).
 +
* Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. ([https://forums.factorio.com/60068 more])
 +
* Fixed decimals displaying in production statistics that caused the numbers to be too long. ([https://forums.factorio.com/59997 more])
 +
* Fixed high CPU usage on the main menu. ([https://forums.factorio.com/60063 more])
 +
* Fixed an issue when joining friends games through steam. ([https://forums.factorio.com/60157 more])
 +
* Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.
 +
* Added train path finding penalty for train with no path equal to 1000 tiles. ([https://forums.factorio.com/60211 more])
 +
* Fixed a crash when building modded rolling stock entities on diagonal rails. ([https://forums.factorio.com/60014 more])
 +
* Fixed "header errors" when extracting factorio zip files with 7zip.
 +
=== Scripting ===
 +
* Added <code>LuaEntityPrototype::collision_mask_collides_with_tiles_only</code> and <code>collision_mask_considers_tile_transitions</code> read.
 +
 
 +
== 0.16.41 ==
 +
Date: 03. 05. 2018
 +
=== Bugfixes ===
 +
* Yet another rail signal connection fix.
 +
 
 +
== 0.16.40 ==
 +
Date: 02. 05. 2018
 +
=== Bugfixes ===
 +
* Yet another rail signal connection fix.
 +
* Fixed a crash when killing the character during the <code>gun_inventory_changed</code> event. ([https://forums.factorio.com/59784 more])
 +
* Fixed that <code>LuaPlayer::opened</code> wouldn't return the opened equipment grid. ([https://forums.factorio.com/59790 more])
 +
* Fixed <code>LuaInventory::sort_and_merge()</code> would break furnaces and assembling machines.
 +
* Fixed crash when trying to migrate circuit connected entities. Any migrated entities will be disconnected. ([https://forums.factorio.com/59974 more])
 +
* Fixed round input in team production challenge. ([https://forums.factorio.com/59970 more])
 +
* Recipe item ingredients with a count of 0 are reported as an error instead of allowing inconsistent behaviour. ([https://forums.factorio.com/60016 more])
 +
* Fixed missing reset of state of signal right next to removed rail. ([https://forums.factorio.com/60026 more])
 +
* Fixed a crash that could happen in multiplayer over a poor connection. ([https://forums.factorio.com/59993 more])
 +
=== Modding ===
 +
* Added <code>ItemPrototype::fuel_glow_color</code>, it colors the fuel glow of entities that use that item as fuel.
 +
=== Scripting ===
 +
* Added <code>on_player_trash_inventory_changed</code> event.
 +
* Changed <code>LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered</code> to additionally accept a table of filters.
 +
 
 +
== 0.16.39 ==
 +
Date: 30. 04. 2018
 +
=== Bugfixes ===
 +
* Fixed function of enter key in number input. ([https://forums.factorio.com/59862 more])
 +
* Fixed consistency check and migration related to rail internal inconsistency. ([https://forums.factorio.com/59765 more])
 +
* Fixed that rail signals weren't fast replaceable.
 +
* Fixed that the headless server wouldn't be able to restart for a while if it was stopped with an RCON client connected. ([https://forums.factorio.com/59830 more])
 +
* Fixed that selecting map without a preview in the save/load dialog disallowed to delete the save by the ingame delete button.
 +
* Fixed wrong calculation of item insertion into splitter in some cases, which could indirectly cause inconsistency in behaviour. ([https://forums.factorio.com/59950 more])
 +
* Localised zip opening/closing error messages + added reason or error code there.
 +
 
 +
== 0.16.38 ==
 +
Date: 26. 04. 2018
 +
=== Bugfixes ===
 +
* Fixed drawing of icons with multiple layers. ([https://forums.factorio.com/59811 more])
 +
* Fixed that changing force of a wall didn't update the connections, which could lead to a desync.
 +
* Changed that walls and gates marked for deconstruction don't connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.
 +
* Changed, that rail signals marked for deconstruction disconnect from the rails.
 +
* Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.
 +
* Changed the logic of "toggle LUA console" key to only open and not close the console (exception are ` and F1-F12 keys). ([https://forums.factorio.com/59825 more])
 +
* Fixed <code>LuaEntity::splitter_output_priority</code> read/write didn't work. ([https://forums.factorio.com/59864 more])
 +
* Fixed malformed sprite path error would not trigger minimal mode when loading mods. ([https://forums.factorio.com/59827 more])
 +
 
 +
== 0.16.37 ==
 +
Date: 23. 04. 2018
 +
=== Changes ===
 +
* Added an option to interface settings to allow the user to change the distance of tooltips from the mouse. ([https://forums.factorio.com/59269 more])
 +
=== Minor Features ===
 +
* Added optional resolution and zoom parameters to the screenshot command.
 +
=== Bugfixes ===
 +
* Fixed that right click didn't work in the market GUI. ([https://forums.factorio.com/59230 more])
 +
* Fixed a modded crash related to fire flame smoke.
 +
* Fixed <code>ignored_by_interaction</code> when creating modded custom GUI elements. ([https://forums.factorio.com/59301 more])
 +
* Fixed noise program compilation bug that resulted in broken programs. ([https://forums.factorio.com/58579 more])
 +
* Fixed light from lamps outside of screen was not rendered properly. ([https://forums.factorio.com/59095 more])
 +
* Fixed the steam engines in New Hope level 4. ([https://forums.factorio.com/59299 more])
 +
* Possible fix for a crash on Linux with a multi-GPU setup. ([https://forums.factorio.com/59315 more])
 +
* Fixed graphics of battery indicator ([https://forums.factorio.com/59170 more])
 +
* Boiler and heat exchanger will spawn medium remnants instead of small remnants when destroyed. ([https://forums.factorio.com/59356 more])
 +
* Fixed that a well (offshore pump with water landfilled) was not rebuildable by construction robots. ([https://forums.factorio.com/59447 more])
 +
* Fixed gates sometimes not detecting car being driven by god controller. ([https://forums.factorio.com/59472 more])
 +
* Fixed that some of the achievements were obtainable even when player didn't spend more than 50% of time in the game. ([https://forums.factorio.com/59467 more])
 +
* Fixed that character window was closed when doing fast transfer between armor slot and inventory. ([https://forums.factorio.com/59486 more])
 +
* Fixed that modded inserters would some times get stuck. ([https://forums.factorio.com/59316 more])
 +
* Fixed that Wave defense would error when played on a headless server. ([https://forums.factorio.com/59420 more])
 +
* Improved system of key blocking now allows more key bindings to work correctly. ([https://forums.factorio.com/59415 more])
 +
* Fixed underground pipe ghost would block underground connections of other forces. ([https://forums.factorio.com/59624 more])
 +
* Added missing directions to util.oppositedirection. ([https://forums.factorio.com/59550 more])
 +
* Fixed that the sound sliders went to 200% causing a lost of audio quality. ([https://forums.factorio.com/59638 more])
 +
* Fixed save corruption when forces are merged while there is a rocket on the map. ([https://forums.factorio.com/59661 more])
 +
* Fixed that <code>LuaEntity::teleport</code> could teleport ghost belts/rails.
 +
* Fixed that <code>LuaEntity::teleport</code> of ghost walls could create wall and ghost wall on the same position which could cause desyncs.
 +
* Fixed that <code>LuaEntity::teleport</code> didn't put entities that are supposed to be aligned to grid onto grid.
 +
* Fixed wrong behavior of mining of a vehicle the player is in in multiplayer. ([https://forums.factorio.com/59709 more])
 +
* Fixed crash on starting mod scenario in multiplayer for the first time. ([https://forums.factorio.com/59027 more])
 +
* Fixed signal placeability in junction with different directions in different ways. ([https://forums.factorio.com/59210 more])
 +
* Added electric energy consistency check to avoid one more corrupted save situation resulting from memory corruption. ([https://forums.factorio.com/59693 more])
 +
=== Scripting ===
 +
* Added <code>LuaTrain::killed_players</code> read.
 +
* Added <code>LuaTrain::kill_count</code> read.
 +
* Added <code>LuaInventory::is_quickbar()</code>.
 +
* Added <code>LuaInventory::get_selected_index()</code>.
 +
* Added <code>LuaFluidPrototype::fuel_value</code> read.
 +
* <code>LuaEntity::teleport</code> puts entity to correct location on the grid when it doesn't have the off-grid flag.
 +
 
 +
== 0.16.36 ==
 +
Date: 28. 03. 2018
 +
=== Bugfixes ===
 +
* Fixed a crash when opening the graphics settings GUI on a single core CPU. ([https://forums.factorio.com/59023 more])
 +
* Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. ([https://forums.factorio.com/59052 more])
 +
* Fixed that entering rectangular vehicles didn't work correctly. ([https://forums.factorio.com/58958 more])
 +
* Fixed that totals in production statistics were 0.33% off. ([https://forums.factorio.com/59063 more])
 +
* Fixed a crash when loading blueprint storage data.
 +
* Fixed that <code>LuaGameScript::check_prototype_translations()</code> would report custom-inputs as having no translation.
 +
=== Scripting ===
 +
* Fixed a crash by changing <code>LuaGameScript::merge_forces()</code> so the force is merged at the end of the tick.
 +
* Added <code>on_forces_merged</code> event.
 +
* Added <code>LuaEntity::armed</code> read.
 +
* Added <code>LuaEntityPrototype::timeout</code> read.
 +
* Added <code>on_land_mine_armed</code> event.
 +
* Added <code>LuaPlayer::spectator</code> read/write.
 +
* Added <code>LuaGameScript::enemy_has_vision_on_land_mines</code> read/write.
 +
 
 +
== 0.16.35 ==
 +
Date: 24. 03. 2018
 +
=== Bugfixes ===
 +
* Fixed shifting for half-belt drawn as part of loader. ([https://forums.factorio.com/58919 more])
 +
=== Modding ===
 +
* Added recipe-prototype <code>show_amount_in_title</code> and <code>always_show_products</code>.
 +
=== Scripting ===
 +
* Added Added <code>LuaRecipePrototype::show_amount_in_title</code> and <code>always_show_products</code> read.
 +
 
 +
== 0.16.34 ==
 +
Date: 22. 03. 2018
 +
=== Bugfixes ===
 +
* Fixed that long description in achievement cards was cut off. The card will be larger in this case now. ([https://forums.factorio.com/58891 more])
 +
* Fixed a crash when rendering stickers. ([https://forums.factorio.com/58953 more])
 +
== 0.16.33 ==
 +
Date: 22. 03. 2018
 +
===  Features ===
 +
* Added dropdown to the replay viewing control that allows to switch between the view of different players.
 +
=== Changes ===
 +
* Updated map-gen-settings.example.json. ([https://forums.factorio.com/55859 more])
 +
=== Bugfixes ===
 +
* Fixed, that when the server is slower then the client, the player input is stuck. ([https://forums.factorio.com/48387 more])
 +
* Fixed that using rail by the rail planner stopped replay. ([https://forums.factorio.com/58933 more])
 +
* Fixed that burner inserter didn't show fuel in the entity info. ([https://forums.factorio.com/58876 more])
 +
* Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) ([https://forums.factorio.com/58870 more])
 +
* Fixed PvP script error when 'DEFCON timer' was set too low. ([https://forums.factorio.com/58855 more])
 +
* Fixed that ctrl-click to transfer modules into assembling machines didn't work correctly. ([https://forums.factorio.com/58896 more])
 +
* Small improvement in mining logic when using rail planner. ([https://forums.factorio.com/58483 more])
 +
* Fixed an issue with un-researching upgrade-based technologies. ([https://forums.factorio.com/58885 more])
 +
* Fixed a layering issue related to the train stop visualization. ([https://forums.factorio.com/58857 more])
 +
* Fixed that player joined/left game messages weren't visible in the replay.
 +
* Fixed that health bar of other players weren't visible.
 +
* Fixed a rare crash when joining multiplayer games on Mac.
 +
* Fixed crash when player with debuff sticker disconnected from game and later reconnected.
 +
=== Modding ===
 +
* Added recipe-prototype allow_intermediates.
 +
=== Scripting ===
 +
* Added events and remote interface to PvP scenario.
 +
* Added <code>LuaRecipePrototype::allow_intermediates</code> read.
 +
== 0.16.32 ==
 +
Date: 20. 03. 2018
 +
=== Minor Features ===
 +
* Added string import/export to PvP config.
 +
=== Changes ===
 +
* Only item ingredients are automatically sorted in recipes.
 +
=== Bugfixes ===
 +
* Fixed <code>LuaEntity::get_merged_signals()</code> would always require a parameter. ([https://forums.factorio.com/58861 more])
 +
* Fixed a crash related to mod settings losing precision when being saved through JSON. ([https://forums.factorio.com/58859 more])
 +
=== Modding ===
 +
* mod-settings.json is now mod-settings.dat - settings will be auto migrated.
 +
== 0.16.31 ==
 +
Date: 19. 03. 2018
 +
=== Minor Features ===
 +
* Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.
 +
* Empty fuel slot tooltips show what fuel they accept.
 +
=== Changes ===
 +
* Enemy mines are not completely invisible anymore in PvP scenarios.
 +
* Land mines now also stun enemy players.
 +
* Walls will extend towards cliffs same as they already do towards water. ([https://forums.factorio.com/58273 more])
 +
* Blueprint building over entities of an enemy force is no longer ignorable(blue). ([https://forums.factorio.com/58715 more])
 +
* Ingredients in recipes are automatically sorted. ([https://forums.factorio.com/58757 more])
 +
* Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. ([https://forums.factorio.com/58485 more])
 +
=== Bugfixes ===
 +
* One more transport belt unsquashing tweak. ([https://forums.factorio.com/58638 more])
 +
* Changed <code>LuaSurface::find_entity</code> to also find entities with zero sized bounding boxes but with the given position. ([https://forums.factorio.com/58765 more])
 +
* Fixed drawing icons with layers when layers didn't have same source size as main icon. ([https://forums.factorio.com/58681 more])
 +
* Fixed another bug where tables were disabled at certain scroll positions. ([https://forums.factorio.com/58652 more])
 +
* Fixed applying blueprints could rotate unrelated assembling machines. ([https://forums.factorio.com/58729 more])
 +
* Fixed that the god controller wouldn't trigger the player_moved event. ([https://forums.factorio.com/58702 more])
 +
* Fixed script error in logistic tutorial when player went outside of logistic area. ([https://forums.factorio.com/58581 more])
 +
* Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. ([https://forums.factorio.com/58717 more])
 +
* Fixed that blueprint tooltip text wouldn't line wrap. ([https://forums.factorio.com/58582 more])
 +
* Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. ([https://forums.factorio.com/58161 more])
 +
* Fixed wrong scroll pane size in a specific situation. ([https://forums.factorio.com/56441 more])
 +
* Fixed a crash when resetting technology effects while the technology GUI is open. ([https://forums.factorio.com/58756 more])
 +
* Fixed crash with high-speed short trains crashing into something. ([https://forums.factorio.com/58504 more])
 +
* Fixed that multi-line descriptions for multiplayer games would break the config.ini. ([https://forums.factorio.com/58626 more])
 +
* Fixed creating cliffs through script or map editor didn't snap them to proper position. ([https://forums.factorio.com/58625 more])
 +
* Fixed a crash related to biters in modded games. ([https://forums.factorio.com/58576 more])
 +
* Fixed that several errors related to HTTP failure weren't localized. ([https://forums.factorio.com/58669 more])
 +
* Fixed ghost rail-planner building would lock in the build rotation after being used once. ([https://forums.factorio.com/58776 more])
 +
* Fixed that mod-associated character entities wouldn't be effected by force modifiers. ([https://forums.factorio.com/58808 more])
 +
* Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. ([https://forums.factorio.com/54461 more])
 +
* Partially fixed trains sending circuit networks signal to the wrong station. ([https://forums.factorio.com/53688 more])
 +
* Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.
 +
* Fixed another crash when saving fails when out of disk space.
 +
* Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.
 +
* Fixed a crash in multiplayer related to DNS failure.
 +
* Fixed a crash when the game.take_screenshot() would fail.
 +
* Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.
 +
* Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
 +
* Fixed that replay didn't check crc values.
 +
* Fixed several problems related to replay saving.
 +
=== Modding ===
 +
* Added Entity prototype flag "not-flammable", it prevents entities from catching fire.
 +
* Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.
 +
* Fixed some imprecisions in the Production/Electric statistics calculations.
 +
* Added order_in_recipe into item-group, it defaults to the value of order property.
 +
* Added item prototype flag "hide-from-fuel-tooltip".
 +
=== Scripting ===
 +
* Removed <code>LuaElectricEnergySourcePrototype::effectivity</code> read since it didn't do anything.
 +
* Added <code>LuaGroup::order_in_recipe</code> read.
 +
* Added on_technology_effects_reset event.
 +
== 0.16.30 ==
 +
Date: 12. 03. 2018
 +
=== Bugfixes ===
 +
* Filters no longer disappear when inventory is downsized. ([https://forums.factorio.com/58565 more])
 +
* Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. ([https://forums.factorio.com/58633 more])
 +
* Fixed a crash related to resetting technology effects while a research was in progress/just finished.
 +
* Fixed a desync related to mods calling math.random() during the data stage.
 +
=== Scripting ===
 +
* Made it possible for the <code>LuaFrame::align</code> and <code>LuaFrame::vertical_align</code> to have effect on the align of the inner container.
 +
== 0.16.29 ==
 +
Date: 12. 03. 2018
 +
=== Bugfixes ===
 +
* Fixed that small numbers in recipe tooltips wouldn't render correctly. ([https://forums.factorio.com/58422 more])
 +
* Fixed a bug where tables do not react under special conditions. ([https://forums.factorio.com/56466 more]), ([https://forums.factorio.com/57667 more])
 +
* Fixed belt movement with squashed items and other gaps present. ([https://forums.factorio.com/58313 more])
 +
* Fixed that splitter input priority was not that reliable. ([https://forums.factorio.com/58031 more])
 +
* Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. ([https://forums.factorio.com/58217 more])
 +
* Fixed the EULA GUI wouldn't wrap text. ([https://forums.factorio.com/58489 more])
 +
* Fixed 'per second' suffix was not localised. ([https://forums.factorio.com/58322 more])
 +
* Attempt to fix a problem that would prevent the Linux version from starting. ([https://forums.factorio.com/58307 more])
 +
* Fixed that blueprints in the library would show empty component slots. ([https://forums.factorio.com/58113 more])
 +
* Fixed that mining item entities when out of inventory space would move the item around. ([https://forums.factorio.com/58499 more])
 +
* Fixed multiple desyncs related to walking near walls. ([https://forums.factorio.com/58477 more])
 +
* Fixed that the "don't play sound for chat" option didn't work in multiplayer. ([https://forums.factorio.com/58531 more])
 +
* Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. ([https://forums.factorio.com/57963 more])
 +
* Fixed that the players main inventory filters wouldn't persist through death. ([https://forums.factorio.com/58565 more])
 +
* Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. ([https://forums.factorio.com/58521 more])
 +
* Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.([https://forums.factorio.com/58148 more])
 +
* Fixed enemy land mines would be highlighted when showing blueprint collisions. ([https://forums.factorio.com/58621 more])
 +
* Fixed that walls would connect to ghosts from another force.
 +
* Fixed rebinding build would cause artillery to fire multiple times per click in the map view.
 +
* Fixed a crash when starting a headless server related to RCON.
 +
* Fixed a crash when setting item stacks above their stack size through script.
 +
* Fixed a crash when saving fails due to out of disk space.
 +
* Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.
 +
* Fixed that you couldn't move the map view while running the game at very high speeds.
 +
* Fixed a crash when taking a large screenshot by script fails due to a lack of memory.
 +
* Fixed a crash when canceling crafting after changing recipes through mods.
 +
* Fixed a crash when merging forces through script while a recipe tooltip is visible.
 +
* Fixed a crash when using the <code> /open</code> command and then opening an item in the players cursor.
 +
* Fixed a crash when creating modded tree particles.
 +
* Fixed a crash related to modded speaker entities.
 +
=== Modding ===
 +
* Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.
 +
* Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".
 +
* Added Entity prototype flag "not-rotatable".
 +
* Fixed a crash when not defining a stream particle animation.
 +
=== Scripting ===
 +
* Added LuaRCON to allow printing text to a calling RCON instance.
 +
* Added <code>LuaItemPrototype::fuel_emissions_multiplier</code> read.
 +
* Added <code>LuaRecipePrototype::emissions_multiplier</code> read.
 +
* Added <code>LuaFluidPrototype::emissions_multiplier</code> read.
 +
 
 +
 
 +
== 0.16.28 ==
 +
Date: 05. 03. 2018
 +
=== Minor Features ===
 +
* Added a simple recipe price calculator to PvP production score.
 +
* Item number in quickbar now shows over the "hand" when part of the stack is picked up. ([https://forums.factorio.com/58403 more])
 +
=== Bugfixes ===
 +
* Fixed drawing endings of transport belts entering underground belt sideways. ([https://forums.factorio.com/57939 more])
 +
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])
 +
* Fixed roboport connections would be missing in some cases. ([https://forums.factorio.com/58238 more])
 +
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])
 +
* Fixed that biters in groups had too low tolerance for getting stuck. ([https://forums.factorio.com/58306 more])
 +
* Fixed that you could set accumulator energy below 0. ([https://forums.factorio.com/57619 more])
 +
* Fixed a crash in rail pathing when deleting signals. ([https://forums.factorio.com/58133 more])
 +
* Fixed a crash when creating beam entities through script. ([https://forums.factorio.com/58316 more])
 +
* Fixed old boilers in New Hope level 4. ([https://forums.factorio.com/58066 more])
 +
* Fixed that changing the values in new game gui could move other gui elements. ([https://forums.factorio.com/57414 more])
 +
* Changed order of drawing, so if sprite button uses caption, its text is over the picture. ([https://forums.factorio.com/57888 more])
 +
* Fixed that the wire connection distance visualization didn't match the actual distance limits. ([https://forums.factorio.com/58340 more])
 +
* Fixed a crash when trains are destroyed while the trains GUI is open. ([https://forums.factorio.com/58356 more])
 +
* Fixed train stop indicators wouldn't render with larger blueprints. ([https://forums.factorio.com/58326 more])
 +
* Fixed mod changing chest collision box could break PvP starting chest accessibility. ([https://forums.factorio.com/58360 more])
 +
* Fixed that the Map editor wouldn't clear the cursor when the tool changes. ([https://forums.factorio.com/58303 more])
 +
* Fixed a crash when destroying rails with trains on them. ([https://forums.factorio.com/58380 more])
 +
* Fixed a crash when joining Steam games through the Steam interface.
 +
* Fixed a crash related to adding equipment grid support to armor in existing games.
 +
* Fixed several crashes related to GUI logic.
 +
* Fixed a crash when loading pre 0.16 saves when in a vehicle as a god controller.
 +
* Fixed a crash when teleporting offline players between surfaces.
 +
* Fixed non-stackable items wouldn't enforce they aren't stackable.
 +
* Fixed a crash when changing runtime mod settings while someone is joining a multiplayer game.
 +
* Fixed a crash when a character or spawner dies in the map editor.
 +
* Fixed a crash when hovering over blueprint book item in the map editor.
 +
* Fixed a crash when right-clicking a blueprint to open it for editing in the map editor.
 +
* Fixed a crash when putting blueprints into blueprint books in multiplayer.
 +
* Fixed a crash when importing some blueprint strings.
 +
=== Scripting ===
 +
* Added has_hidden_tile and collision_mask flags to <code>LuaSurface::find_tiles_filtered</code> and <code>LuaSurface::count_tiles_filtered</code>.
 +
* Added <code>LuaSurface::set_hidden_tile()</code>.
 +
* Added <code>LuaGuiElement::ignored_by_interaction</code> which prevents the elements from stealing mouse interaction with the parent elements. ([https://forums.factorio.com/58127 more])
 +
* Added <code>LuaSpriteButton::number</code> which allows the number to be rendered in the standard way in the right-bottom corner of the sprite button.
 +
* Added <code>LuaSpriteButton::show_percent_for_small_numbers</code> which, when set to true, forces the number to be shown as percent when smaller than 1.
 +
=== Modding ===
 +
* Added <code>ItemPrototype::fuel_emissions_multiplier</code> which scales pollution generated when the fuel item is used.
 +
* Added <code>FluidPrototype::emissions_multiplier</code> which scales pollution generated when when the fluid is consumed.
 +
* Added <code>RecipePrototype::emissions_multiplier</code> which scales pollution generated by the entity using this recipe.
 +
* Added support to set scroll_pane_style horizontal_scroll_bar_style and vertical_scroll_bar_style.
 +
== 0.16.27 ==
 +
Date: 28. 02. 2018
 +
=== Minor Features ===
 +
* Added refined concrete and refined hazard concrete.
 +
=== Changes ===
 +
* The the name textfield in the rename train stop dialog gets automatically focused and the text is pre-selected.
 +
=== Bugfixes ===
 +
* Fixed that dying would only put the first stack into the dead body. ([https://forums.factorio.com/58201 more])
 +
* Fixed that infinite resources would always produce the same result when at minimal yield. ([https://forums.factorio.com/58210 more])
 +
* Fixed how the switch event is processed. ([https://forums.factorio.com/57692 more])
 +
* Fixed behaviour of the train station list-box when player inventory was big enough to be scrollable. ([https://forums.factorio.com/57834 more])
 +
* Fixed that always_show_made_in didn't work for recipe tooltips in the technology GUI. ([https://forums.factorio.com/58249 more])
 +
* Fixed a crash when migrating item types in some cases.
 +
* Fixed movement of belt segment that has a lot of squashed items in it.
 +
* Fixed a crash in the map editor when changing player armor.
 +
* Fixed a crash related to mods destroying the player during player events.
 +
* Fixed a crash when creating a Factorio account using the in-game option.
 +
== 0.16.26 ==
 +
Date: 26. 02. 2018
 +
===  Features ===
 +
* Added partial IME support for typing Chinese, Japanese and Korean text on Windows.
 +
=== Changes ===
 +
* IPs are no longer directly logged.
 +
=== Bugfixes ===
 +
* Fixed several belt compression problems.
 +
* Fixed crash when rendering turret range visualization in camera widget.
 +
* Fixed incorrect behaviour when a text box line wraps. ([https://forums.factorio.com/57944 more])
 +
* Fixed achievement deletion dialog. ([https://forums.factorio.com/57959 more])
 +
* Fixed choose-elem-button locking not persisting across saves. ([https://forums.factorio.com/58012 more])
 +
* Fixed item creeping forward on belt sometimes. ([https://forums.factorio.com/57282 more])
 +
* Fixed removal of tracked silo script items. ([https://forums.factorio.com/57953 more])
 +
* Fixed a crash when using the Lua GUI element type "entity-preview". ([https://forums.factorio.com/58048 more])
 +
* Fixed that "Expected resources" didn't always match what you actually got. ([https://forums.factorio.com/58032 more])
 +
* Fixed that heavily modded saves with large amounts of tile types couldn't be loaded without the mods. ([https://forums.factorio.com/56946 more])
 +
* Fixed that buffer chests could get items sent to them they weren't requesting. ([https://forums.factorio.com/58080 more])
 +
* Fixed belts would stop animating after really long time. ([https://forums.factorio.com/58163 more])
 +
* Fixed crash when vehicle with personal roboport was destroyed because of impact damage from its own movement. ([https://forums.factorio.com/58125 more])
 +
* Fixed the help locale for the <code> /toggle-rockets-sent-gui</code> freeplay command. ([https://forums.factorio.com/58096 more])
 +
* Fixed wrong scale of icons with non-standard icon_size in alt-mode. ([https://forums.factorio.com/58143 more])
 +
* Fixed generator effectivity being applied twice when below 100%.
 +
* Fixed a crash when failing to download a map in multiplayer.
 +
* Fixed crashes related to Lua stack overflows.
 +
* Fixed a crash related to changing the stack size of items when removing mods.
 +
* Fixed a crash when researching logistic request slots.
 +
* Fixed a crash related to the ending screen data in multiplayer.
 +
* Fixed a crash when explosion entities where created during migration scripts.
 +
* Fixed a crash when exiting the game while it's saving.
 +
* Fixed a crash when loading a map file fails.
 +
* Fixed a crash related to modded burner generator equipment in multiplayer.
 +
* Fixed labels could render outside of their defined area.
 +
* Fixed a crash when placing assembling machine blueprints over ghosts.
 +
* Fixed a crash when clicking quickly while joining multiplayer games.
 +
* Fixed a crash when saving the game fails.
 +
* Fixed a crash when deleting chunks with cliffs on them.
 +
* Fixed a crash when trying to set player inventory filters in the map editor.
 +
* Fixed several GUI related crashes related to multiplayer latency.
 +
* Fixed a crash when hosting LAN-enabled multiplayer games in some instances.
 +
=== Modding ===
 +
* Added <code>GeneratorPrototype::scale_fluid_usage</code> which scales the generator's fluid usage to its maximum power output. Default is false.
 +
* Generator will now produce pollution if emissions is specified on the energy source.
 +
=== Scripting ===
 +
* Added <code>LuaGameScript::is_multiplayer()</code>.
 +
== 0.16.25 ==
 +
Date: 19. 02. 2018
 +
=== Changes ===
 +
* Inserters, mining drills, and belt sideloading can now squash items on belt even when the gap isn't big enough.
 +
** The squashed gap is extended to normal size once the front of the belt starts to move again.
 +
** This means, that inserter, mining drills and side loading can produce fully compressed belts without the usage of splitters.
 +
=== Minor Features ===
 +
* Improved behavior of mode switches in deconstruction planner. ([https://forums.factorio.com/57871 more])
 +
=== Bugfixes ===
 +
* Fixed crash when train was leaving station that was disabled by circuit network or destroyed. ([https://forums.factorio.com/57869 more])
 +
* Fixed search box losing focus inconveniently in mods gui. ([https://forums.factorio.com/57821 more])
 +
* Fixed client crash when server exits while player has the save game dialog open. ([https://forums.factorio.com/57701 more])
 +
* Removing components of a blueprint no longer resizes the window. ([https://forums.factorio.com/56412 more])
 +
* Fixed performance issue when running out of storage while big deconstruction is in progress.
 +
* Fixed scrollbar buttons that would ignore mouse up event. ([https://forums.factorio.com/57899 more])
 +
* Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. ([https://forums.factorio.com/57974 more])
 +
=== Scripting ===
 +
* Added <code>LuaControl::is_player()</code>
 +
 
 +
== 0.16.24 ==
 +
Date: 15. 02. 2018
 +
=== Minor Features ===
 +
* When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.
 +
* Player chat color when set through '/color r g b a' command will be brightened. ([https://forums.factorio.com/57796 more])
 +
=== Bugfixes ===
 +
* Fixed that <code>LuaEntity::get_merged_signals()</code> would return wrong value if no wires were connected. ([https://forums.factorio.com/57757 more])
 +
* Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. ([https://forums.factorio.com/57730 more])
 +
* Fixed energy consumption of laser turret in recipe tooltip. ([https://forums.factorio.com/22310 more])
 +
* Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. ([https://forums.factorio.com/57691 more])
 +
* Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. ([https://forums.factorio.com/57496 more])
 +
* Fixed that you could define a fluidbox height of 0. ([https://forums.factorio.com/57753 more])
 +
* Fixed trains "twitching" under certain circumstances. ([https://forums.factorio.com/57738 more])
 +
* Fixed wrong hairy dead tree graphics positioning. ([https://forums.factorio.com/57761 more])
 +
* Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. ([https://forums.factorio.com/57759 more])
 +
* Fixed <code>LuaInventory::getbar</code>/setbar used zero-based indexing. ([https://forums.factorio.com/57816 more])
 +
* Fixed incorrect electric network connection rendering on the map. ([https://forums.factorio.com/57327 more])
 +
* Fixed train would reset its "waiting on signal" penalty when recalculating path due to waiting too long. ([https://forums.factorio.com/57574 more])
 +
=== Scripting ===
 +
* Added script.on_nth_tick(n, function).
 +
* Added <code>LuaSurface::can_place_entity</code>(...) optional parameter "build_check_type" and "forced".
 +
 
 +
== 0.16.23 ==
 +
Date: 12. 02. 2018
 +
=== Changes ===
 +
* Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.
 +
* The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.
 +
* The Rocket silo entity info now shows 'Rocket parts: 50/100'.
 +
* Removed 'starting inventory' PvP option, as starting chests are a more proper solution.
 +
* Added 'required satellites sent' option to space race PvP game mode
 +
=== Bugfixes ===
 +
* Fixed snapping locomotive to station sometimes not working. ([https://forums.factorio.com/57380 more])
 +
* Fixed modded loaders with different dimensions crashing when destroyed. ([https://forums.factorio.com/56701 more])
 +
* Fixed that module effects would go negative when adding too many beacon effects together. ([https://forums.factorio.com/57425 more])
 +
* Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. ([https://forums.factorio.com/57452 more])
 +
* Fixed that directly replacing modules didn't work correctly. ([https://forums.factorio.com/57453 more])
 +
* Fixed that changing train stop names wouldn't update the last-user. ([https://forums.factorio.com/57481 more])
 +
* Fixed that the logistic count tooltip wouldn't show correctly for negative values. ([https://forums.factorio.com/57520 more])
 +
* Fixed that changing the stack size of the satellite through mods could make it impossible to win. ([https://forums.factorio.com/57487 more])
 +
* Fixed circuit controlled stack override sometimes being incorrect. ([https://forums.factorio.com/57421 more])
 +
* Fixed that mods could specify invalid categories, for a few classes of modded item. ([https://forums.factorio.com/57443 more])
 +
* Fixed pipette tool orientation of curved tracks. ([https://forums.factorio.com/57477 more])
 +
* Fixed that beacons would ignore the allowed effects on an entity. ([https://forums.factorio.com/57376 more])
 +
* Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. ([https://forums.factorio.com/57489 more])
 +
* Fixed Lua module limitations array being a map of strings to numbers, instead of an array.  ([https://forums.factorio.com/57561 more])
 +
* Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. ([https://forums.factorio.com/57505 more])
 +
* Fixed worker robot speed in PvP scenario. ([https://forums.factorio.com/57547 more])
 +
* Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. ([https://forums.factorio.com/57577 more])
 +
* Fixed that the technology search would be broken by disabled technologies in some cases. ([https://forums.factorio.com/57600 more])
 +
* Fixed that mods changing stack sizes would break the inventory transfers tutorial. ([https://forums.factorio.com/57613 more])
 +
* Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. ([https://forums.factorio.com/55381 more])
 +
* Fixed <code>LuaSurface::regenerate_decoratives()</code> would generate much more decoratives than normal map generator run. ([https://forums.factorio.com/57348 more])
 +
* Fixed clicking the label in sort-able tables wouldn't effect sorting. ([https://forums.factorio.com/57652 more])
 +
* Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. ([https://forums.factorio.com/57386 more])
 +
* Fixed clamp_position=true on artillery shells would negate artillery range bonus. ([https://forums.factorio.com/57700 more])
 +
* Fixed item icon would not be rescaled to normal size if icon_size not 32. ([https://forums.factorio.com/57683 more])
 +
=== Modding ===
 +
* Added "friend" and "not-friend" force trigger modifiers.
 +
* Added optional night vision equipment prototype "darkness_to_turn_on".
 +
=== Scripting ===
 +
* Added <code>LuaGameScript::ammo_category_prototypes</code> read.
 +
* Added <code>LuaEntity::get_merged_signals()</code>.
 +
 
 +
== 0.16.22 ==
 +
Date: 02. 02. 2018
 +
=== Bugfixes ===
 +
* Fixed a crash when loading saves with modded camera GUI elements. ([https://forums.factorio.com/57375 more])
 +
* Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. ([https://forums.factorio.com/57381 more])
 +
* Another attempt to fix crashes on OS X Mavericks (version 10.9). ([https://forums.factorio.com/54549 more])
 +
* Fixed that some mod settings would always detect as different than the server when trying to join. ([https://forums.factorio.com/57352 more])
 +
* Fixed that turrets that died and where rebuilt couldn't be mined. ([https://forums.factorio.com/57393 more])
 +
=== Modding ===
 +
* Added optional <code>RecipePrototype::allow_as_intermediate</code> to disable a recipe being used as an intermediate when hand crafting.
 +
* Added <code>PlayerPrototype::enter_vehicle_distance</code>.
 +
=== Scripting ===
 +
* Added <code>LuaRecipePrototype::allow_as_intermediate</code> read.
 +
* A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.
 +
* Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.
 +
 
 +
== 0.16.21 ==
 +
Date: 01. 02. 2018
 +
=== Minor Features ===
 +
* Added support to load save files directly in the map editor.
 +
* Added "Save and play" button to map editor, to allow quick iteration.
 +
* Added levels in campaigns to level editor "open" menu.
 +
=== Changes ===
 +
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.
 +
* Player death messages will be printed to all forces they are friends with.
 +
* Player death messages include the player tag.
 +
** Gui:
 +
* The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.
 +
=== Bugfixes ===
 +
* Fixed teleporting pumps would crash the game. ([https://forums.factorio.com/57150 more])
 +
* Fixed dragging in the map preview and technology GUI didn't work correctly. ([https://forums.factorio.com/57202 more])
 +
* Fixed walls wouldn't connect correctly when built through script in some cases. ([https://forums.factorio.com/57212 more])
 +
* Fixed that the equipment grid was too small when using extra-low graphics quality. ([https://forums.factorio.com/56913 more])
 +
* Fixed inserters could get stuck trying to pick up items off the ground in some cases. ([https://forums.factorio.com/57244 more])
 +
* Fixed issues related to splitter priorities. ([https://forums.factorio.com/56968 more])
 +
* Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. ([https://forums.factorio.com/57204 more])
 +
* Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. ([https://forums.factorio.com/56926 more])
 +
* Fixed that biters would not be able to path find close to cliffs. ([https://forums.factorio.com/56811 more])
 +
* Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. ([https://forums.factorio.com/51488 more])
 +
* Fixed that the tips-and-tricks GUI would open when running a replay. ([https://forums.factorio.com/57300 more])
 +
* Fixed that the blueprint setup GUI wouldn't show in some situations. ([https://forums.factorio.com/57293 more])
 +
* Fixed that the asynchronous saving process could freeze in headless mode. ([https://forums.factorio.com/56823 more])
 +
* Fixed crash in PvP when distance between starting areas was too low. ([https://forums.factorio.com/57215 more])
 +
* Fixed small locale error in resource entity info. ([https://forums.factorio.com/56930 more])
 +
* Fixed crash when player deletes blueprint book from their library while other player has the book opened. ([https://forums.factorio.com/56288 more])
 +
* Fixed that custom scroll panes didn't respect vertical scroll policy correctly. ([https://forums.factorio.com/57309 more])
 +
* Fixed a crash in the technology GUI when using <code>LuaForce::disable_all_prototypes()</code>. ([https://forums.factorio.com/57066 more])
 +
* Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. ([https://forums.factorio.com/54781 more])
 +
* Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. ([https://forums.factorio.com/57318 more])
 +
* Fixed ghost of lamp would not connect to logistic network when revived. ([https://forums.factorio.com/56413 more])
 +
* Fixed that the command line <code>--map2scenario</code> option wouldn't convert scenario-created saves correctly. ([https://forums.factorio.com/56523 more])
 +
* Fixed handling of mouse bindings in map view. ([https://forums.factorio.com/57201 more])
 +
* Fixed that you could get stuck after using cliff explosives. ([https://forums.factorio.com/57339 more])
 +
* Fixed biters getting stuck next to a wall in some situations. ([https://forums.factorio.com/57334 more])
 +
=== Modding ===
 +
* Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.
 +
* Added optional always_show_made_in to recipe prototypes.
 +
=== Scripting ===
 +
* Added last_research to the on_research_started event.
 +
* Added <code>LuaEntityPrototype::energy_per_hit_point</code> read.
 +
* Added <code>LuaEntityPrototype::create_ghost_on_death</code> read.
 +
* Added CustomMinimap GUI element type.
 +
* Added CustomEntityPreview GUI element type.
 +
* Added <code>LuaInventory::sort_and_merge()</code>.
 +
* Added an optional "invert" option to <code>LuaSurface::find</code>/count entities filtered.
 +
* Added <code>LuaForce::enable_all_prototypes()</code>.
 +
* Added <code>LuaRecipePrototype::always_show_made_in</code> read.
 +
* Added <code>LuaControl::get_main_inventory()</code>.
 +
* Added <code>LuaGuiElement::column_count</code> read.
 +
* Changed util.merge to always deepcopy nested tables. ([https://forums.factorio.com/57169 more])
 +
* Changed events so they won't fire until every mod has had on_init ran.
 +
 
 +
== 0.16.20 ==
 +
Date: 26. 01. 2018
 +
=== Bugfixes ===
 +
* Fixed another compression problem on belts related to splitters.
 +
* Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work.
 +
* Fixed biter related desyncs. ([https://forums.factorio.com/57048 more])
 +
* Fixed possible desync related to logistic network.
 +
=== Modding ===
 +
* Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.
 +
 
 +
== 0.16.19 ==
 +
Date: 25. 01. 2018
 +
=== Minor Features ===
 +
* Added PvP options: Disband team on loss, team area artillery and give artillery remote.
 +
=== Bugfixes ===
 +
* Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. ([https://forums.factorio.com/57005 more])
 +
* Fixed that fast-replacing power poles while running would just delete them. ([https://forums.factorio.com/56729 more])
 +
* Fixed that you couldn't exit vehicles with large collision boxes. ([https://forums.factorio.com/56905 more])
 +
* Fixed that <code>LuaPlayer::can_insert</code> and <code>LuaPlayer::insert</code> didn't agree. ([https://forums.factorio.com/56917 more])
 +
* Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. ([https://forums.factorio.com/56816 more])
 +
* Fixed that teleporting roboports when robots where charging would lead to corrupt saves. ([https://forums.factorio.com/57006 more])
 +
* Fixed that toggle-console wouldn't work with modifier keys. ([https://forums.factorio.com/57013 more])
 +
* Fixed graphical artifacts in terrain when zoomed out. ([https://forums.factorio.com/57043 more])
 +
* Fixed that <code>LuaForce::disable</code>/enable research wouldn't update the GUI correctly. ([https://forums.factorio.com/57075 more])
 +
* Fixed that pumps would ignore fluidbox filter. ([https://forums.factorio.com/56694 more])
 +
* Fixed crash caused by non-ASCII characters in name of custom scenario. ([https://forums.factorio.com/57077 more])
 +
* Fixed that idle biters would ignore the player when approached. ([https://forums.factorio.com/57085 more])
 +
=== Modding ===
 +
* Added support for setting icon_size per icon layer.
 +
=== Scripting ===
 +
* Added <code>LuaGameScript::default_map_gen_settings</code> read.
 +
* Added <code>LuaSurface::get_random_chunk()</code>.
 +
 
 +
== 0.16.18 ==
 +
Date: 23. 01. 2018
 +
=== Bugfixes ===
 +
* Fixed searching for recipes could add the "no recipe available" message multiple times. ([https://forums.factorio.com/56966 more])
 +
* Fixed a crash related to biters. ([https://forums.factorio.com/56932 more])
 +
* Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. ([https://forums.factorio.com/56915 more])
 +
* Fixed logistic entity highlighting didn't work correctly in some cases. ([https://forums.factorio.com/56942 more])
 +
* Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. ([https://forums.factorio.com/56953 more])
 +
* Fixed Linux runtime requirements being dynamically linked. ([https://forums.factorio.com/56922 more])
 +
* Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. ([https://forums.factorio.com/56929 more])
 +
 
 +
== 0.16.17 ==
 +
Date: 22. 01. 2018
 +
===  Features ===
 +
* Added filter to splitter.
 +
* Added input and output priority to splitter.
 +
=== Minor Features ===
 +
* Added a "clone group" button to the permissions GUI.
 +
* Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.
 +
=== Balancing ===
 +
* Increased the stack size of roboport from 5 to 10.
 +
* Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.
 +
=== Bugfixes ===
 +
* Fixed that rail chain signals didn't work with copy-paste. ([https://forums.factorio.com/56438 more])
 +
* Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. ([https://forums.factorio.com/56440 more])
 +
* Fixed that walking near the edge of water could result in no footstep sounds. ([https://forums.factorio.com/56372 more])
 +
* Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. ([https://forums.factorio.com/56250 more])
 +
* Fixed that ghost solar panels would show as having energy. ([https://forums.factorio.com/56467 more])
 +
* Fixed that the bonus GUI didn't show correct numbers for some bonuses. ([https://forums.factorio.com/56475 more])
 +
* Fixed that a single water tile that separates two terrain types would become invisible. ([https://forums.factorio.com/54663 more])
 +
* Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs.
 +
** The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled.
 +
** This should reduce GPU load, but slightly increase CPU load and VRAM usage. ([https://forums.factorio.com/54560 more])
 +
* Added a command-line option <code>--executable-path</code> to allow launching Factorio through a custom ld.so on Linux. ([https://forums.factorio.com/56454 more])
 +
* Fixed a crash when setting invalid prototype values for vehicle type entities through mods. ([https://forums.factorio.com/56494 more])
 +
* Fixed that you couldn't attack nests with your pickaxe.
 +
* Additional fix of the rail block visualization for high res. ([https://forums.factorio.com/56499 more])
 +
* Fixed jittering when running against entities with connected bounding boxes (for example pipes). ([https://forums.factorio.com/56497 more])
 +
* Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. ([https://forums.factorio.com/56574 more])
 +
* Fixed recipe tooltip with many raw materials showing incorrectly. ([https://forums.factorio.com/56422 more])
 +
* Fixed invisible GUI when assembling machine with no recipe is opened. ([https://forums.factorio.com/56491 more])
 +
* Fixed a crash on Linux that would happen after dragging a UI element outside the game window. ([https://forums.factorio.com/56501 more])
 +
* Fixed inconvenient drag-placing of electric poles around large entities. ([https://forums.factorio.com/56374 more])
 +
* Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. ([https://forums.factorio.com/56659 more])
 +
* Fixed artillery projectile shadow was not aligned with artillery cannon shadow. ([https://forums.factorio.com/55269 more])
 +
* Fixed line breaks in changelog with UI scale. ([https://forums.factorio.com/56141 more])
 +
* Fixed that too many biters trying to return to a spawner could make all other biters inactive. ([https://forums.factorio.com/56464 more])
 +
* Fixed robots deconstructing artillery turrets could lose ammo. ([https://forums.factorio.com/56686 more])
 +
* Improved scroll behaviour in server list. ([https://forums.factorio.com/55451 more])
 +
* Fixed possibility of receiving the previous rounds input items in Team production. ([https://forums.factorio.com/56754 more])
 +
* Fixed that the game could create many enemy unit groups resulting in poor performance. ([https://forums.factorio.com/56683 more])
 +
* Fixed pasting entity settings would not disable connection to logistic network. ([https://forums.factorio.com/56753 more])
 +
* Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. ([https://forums.factorio.com/56748 more])
 +
* Fixed rail chain signal ghost would emit light. ([https://forums.factorio.com/56818 more])
 +
* Fixed that blueprint strings wouldn't retain storage chest filters. ([https://forums.factorio.com/56875 more])
 +
* Fixed passing LuaObjects through the remote interface wouldn't always work correctly. ([https://forums.factorio.com/56812 more])
 +
* Fixed that <code>LuaSurface::create_entity</code> wouldn't work to create walls on top of ghost walls. ([https://forums.factorio.com/56829 more])
 +
* Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. ([https://forums.factorio.com/56859 more])
 +
* Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. ([https://forums.factorio.com/56854 more])
 +
* Fixed a migration issue related to logistic entities and inventory resizing. ([https://forums.factorio.com/56861 more])
 +
=== Modding ===
 +
* Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. ([https://forums.factorio.com/55109 more])
 +
* Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.
 +
* Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. ([https://forums.factorio.com/26937 more])
 +
=== Scripting ===
 +
* Changed the tile related events to include the old tiles and positions instead of just positions.
 +
* Added on_pre_player_crafted_item and on_player_cancelled_crafting events.
 +
* Added on_entity_damaged event.
 +
* Added on_chunk_charted event.
 +
* Added <code>LuaEntity::splitter_filter</code>, splitter_input_priority and splitter_output_priority read/write.
 +
* Added ghost_name and ghost_type to <code>LuaSurface::find</code>/count entities filtered.
 +
* Fixed recursive call in util.merge(). ([https://forums.factorio.com/56779 more])
 +
 
 +
== 0.16.16 ==
 +
Date: 10. 01. 2018
 +
=== Minor Features ===
 +
* Items on the ground can be mined manually for precise control of what you pick up.
 +
* Added 'duplicate starting entities' option to PvP.
 +
=== Changes ===
 +
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.
 +
** The decision whether item goes to left or right output is now independent of the item type.
 +
* Hide cliff explosives in bonus GUI as they don't really receive any bonuses. ([https://forums.factorio.com/56318 more])
 +
* Tweaked the balancing of the PvP production score.
 +
* Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. ([https://forums.factorio.com/55110 more])
 +
=== Optimisations ===
 +
* Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. ([https://forums.factorio.com/56224 more])
 +
=== Bugfixes ===
 +
* Fixed that consecutive splitters could uncompress compressed belt. ([https://forums.factorio.com/55645 more])
 +
* Fixed that loading from the game-over screen would result in a crash if loading failed. ([https://forums.factorio.com/56336 more])
 +
* Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. ([https://forums.factorio.com/56339 more])
 +
* Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. ([https://forums.factorio.com/56327 more])
 +
* Fixed Linux users sometime crashing when relaunching the game. ([https://forums.factorio.com/53650 more])
 +
* Fixed that blueprint library GUI would lose your filter when you view a blueprint. ([https://forums.factorio.com/56210 more])
 +
* Fixed that biters would sometimes be deactivated when they shouldn't. ([https://forums.factorio.com/55370 more])
 +
* Fixed that artillery would target forces marked with cease fire. ([https://forums.factorio.com/56360 more])
 +
* Fixed a crash when using <code>LuaTransportLine::remove_item()</code>. ([https://forums.factorio.com/56352 more])
 +
* Fixed that the beacon would show energy consumption twice. ([https://forums.factorio.com/56359 more])
 +
* Fixed PvP production score calculation for hand crafting and launching satellites.
 +
* Fixed jittering when walking into a straight water/land border. ([https://forums.factorio.com/56362 more])
 +
* Attempt at fixing missing symbol on macOS 10.9 ([https://forums.factorio.com/54549 more])
 +
* Fixed that turret range map and hover overlays didn't quite match. ([https://forums.factorio.com/56332 more])
 +
* Fixed that RCON would only respond to the first command in a packet. ([https://forums.factorio.com/55918 more])
 +
* Fixed PvP no rush restriction could be bypassed using a vehicle.
 +
* Ensure that there is always at least a minimal lake in the starting area.
 +
* Fixed script error if a removed modded item was sent in a rocket. ([https://forums.factorio.com/56411 more])
 +
* Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. ([https://forums.factorio.com/56402 more])
 +
* Fixed a crash when mods would try to set item health values to negative amounts. ([https://forums.factorio.com/56407 more])
 +
* Fixed requester chests could get stuck in some cases. ([https://forums.factorio.com/56408 more])
 +
* Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. ([https://forums.factorio.com/56038 more])
 +
* Fixed chunk edge cliff discontinuities due to ore patches. ([https://forums.factorio.com/56022 more])
 +
=== Scripting ===
 +
* Added <code>LuaEntity::cliff_orientation</code> read.
 +
 
 +
== 0.16.15 ==
 +
Date: 05. 01. 2018
 +
=== Bugfixes ===
 +
* Fixed that underground belts built by a blueprint would not respect the type of an existing belt. ([https://forums.factorio.com/55174 more])
 +
* Fixed pump ghosts would always highlight attached rail, not just when selected.
 +
* Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. ([https://forums.factorio.com/56201 more])
 +
* Improved number formating in electricity overview to make it less jumpy. ([https://forums.factorio.com/56136 more])
 +
* Fixed logistic robots migration related to changing force of logistic robots while stationing. ([https://forums.factorio.com/56194 more])
 +
* Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. ([https://forums.factorio.com/54871 more])
 +
* Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. ([https://forums.factorio.com/56125 more])
 +
 
 +
== 0.16.14 ==
 +
Date: 04. 01. 2018
 +
=== Minor Features ===
 +
* Added 'allow spectators' option to PvP.
 +
=== Changes ===
 +
* Changed rail world settings to have normal biters frequency.
 +
=== Bugfixes ===
 +
* Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. ([https://forums.factorio.com/56129 more])
 +
* Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. ([https://forums.factorio.com/55995 more])
 +
* Fixed that inserters would try to put items into furnaces that could never fit. ([https://forums.factorio.com/56134 more])
 +
* Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. ([https://forums.factorio.com/56135 more])
 +
* Fixed that request chests weren't equally distributed when there were not enough robots.
 +
* Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.
 +
** This could cause crashes as the internal data structures take it as granted.
 +
* Fixed that download progress bar in the sync save with mods wasn't being updated.
 +
* Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.
 +
* Fixed some PvP game modes being won by launching a rocket.
 +
* Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. ([https://forums.factorio.com/55882 more])
 +
 
 +
== 0.16.13 ==
 +
Date: 03. 01. 2018
 +
=== Minor Features ===
 +
* Added a time limit option to PvP game modes 'Production score' and 'Oil harvest'
 +
* Added 'score per minute' to the PvP Production score GUI.
 +
=== Bugfixes ===
 +
* Fixed a crash when blueprinting modded logistic storage chests. ([https://forums.factorio.com/55963 more])
 +
* Fixed requester chests wouldn't work with specific combinations of storage, buffer, and provider chests. ([https://forums.factorio.com/55967 more])
 +
* Fixed a crash with the command line map preview option. ([https://forums.factorio.com/55993 more])
 +
* Fixed the world-icon for the cliff explosive didn't match the item icon. ([https://forums.factorio.com/55812 more])
 +
* Fixed the progress indicator in the browse-mods GUI would update too quickly. ([https://forums.factorio.com/55540 more])
 +
* Fixed changing the force of a robot waiting to charge would break the robot. ([https://forums.factorio.com/55799 more])
 +
* Fixed that joining modded multiplayer games where the spawn area was deleted would error. ([https://forums.factorio.com/56004 more])
 +
* Fixed that pasting text didn't work correctly in any text field. ([https://forums.factorio.com/55977 more])
 +
* Fixed a crash related to tile transitions. ([https://forums.factorio.com/56005 more])
 +
* Fixed logistic storage filters would be ignored in some specific cases. ([https://forums.factorio.com/56009 more])
 +
* Fixed that side-loading underground belts could lead to them getting stuck. ([https://forums.factorio.com/56024 more])
 +
* Fixed that modded storage chests would allow more than 1 filter when the extra filters weren't valid. ([https://forums.factorio.com/56058 more])
 +
* Fixed that the map preview seed wouldn't get used when the generate map GUI had an exchange string entered. ([https://forums.factorio.com/56029 more])
 +
* Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.
 +
* Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. ([https://forums.factorio.com/56081 more])
 +
* Fixed that tooltip of disabled widgets didn't work.
 +
* Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn't editable.
 +
* Fixed one of the curved rail segment visualizations wasn't aligned correctly. ([https://forums.factorio.com/55276 more])
 +
* Fixed that the console could be opened in a paused game where it can't be interacted with.
 +
* Fixed issues of console in combination with technology GUI in multiplayer. ([https://forums.factorio.com/55719 more])
 +
* Fixed changelogs (including mod changelogs) not properly displaying the "All" subversion for a version x.y when there was no version x.y.0. ([https://forums.factorio.com/55959 more])
 +
* Fixed horizontal scroll pane scroller. ([https://forums.factorio.com/55689 more])
 +
* Fixed that changing value in GameViewSettings in the Lua script didn't update the gui until the game was reloaded.
 +
* Fixed a crash when controller view is disabled. ([https://forums.factorio.com/56115 more])
 +
* Fixed script error when destroying a chest in the supply scenario.
 +
* Fixed PvP production score price calculation.
 +
=== Modding ===
 +
* Entities without an item-to-place can still be deconstructed if they are minable.
 +
=== Scripting ===
 +
* Added <code>LuaPlayer::blueprint_to_setup</code> read.
 +
* Changed default value of 'expires' when creating ghost through <code>LuaSurface::create_entity</code> from 'true' to 'false'.
 +
* Fixed invalid internal state + crashes when ghost without "expires = false" was created through the script when ghost time to live was 0. ([https://forums.factorio.com/56036 more])
 +
 
 +
== 0.16.12 ==
 +
Date: 31. 12. 2017
 +
=== Bugfixes ===
 +
* Fixed that rail signal indicator didn't show two way signal placement in junctions even when the signal was placeable there.
 +
* Fixed that the game would crash if the mouse was moved fast enough outside the game window while loading a map. ([https://forums.factorio.com/54976 more])
 +
* Fixed crash related to logistic chests to be cancel-deconstructed.
 +
* Fixed few cases where logistic requesters and buffers were not initialized correctly when built before the roboport.
 +
 
 +
== 0.16.11 ==
 +
Date: 30. 12. 2017
 +
=== Bugfixes ===
 +
* Fixed yet another requester chest state migration error.
 +
* Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. ([https://forums.factorio.com/55913 more])
 +
* Fixed that some specific pre 0.15 maps couldn't be loaded.
 +
 
 +
== 0.16.10 ==
 +
Date: 30. 12. 2017
 +
=== Bugfixes ===
 +
* Fixed crash related to setting logistic requests by circuit network.
 +
* Fixed requester chest state migration between different save versions.
 +
* Fixed one of the problems of internal provider data corruption related to setting inventory bar limit.
 +
 
 +
== 0.16.9 ==
 +
Date: 29. 12. 2017
 +
=== Bugfixes ===
 +
* Fixed that player didn't request from buffer chests.
 +
* Fixed that some maps with modded selection-tool items failed to load.
 +
 
 +
== 0.16.8 ==
 +
Date: 29. 12. 2017
 +
=== Features ===
 +
* Storage chests can be filtered.
 +
=== Minor Features ===
 +
* Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.
 +
* Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.
 +
=== Optimisations ===
 +
* Optimized selecting robot tasks for requester chests.
 +
=== Balancing ===
 +
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).
 +
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).
 +
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.
 +
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
 +
* Decreased barreling crafting time from 1 second to 0.2 seconds.
 +
=== Bugfixes ===
 +
* Fixed loading of achievements with steam version. ([https://forums.factorio.com/54583 more])
 +
* Fixed train schedule resizing with very large player inventory. ([https://forums.factorio.com/55378 more])
 +
* Fixed missing auto resizing of Lua GUI elements when caption changes. ([https://forums.factorio.com/54896 more])
 +
* Fixed that it was possible to set duplicate logistic requests.
 +
* Fixed missing entity counts when selecting area for blueprint on low graphics quality. ([https://forums.factorio.com/55180 more])
 +
* Fixed calculation of basis noise when x<0 ([https://forums.factorio.com/55288 more])
 +
* Fixed missing locale key in fluid wagon description. ([https://forums.factorio.com/55520 more])
 +
* Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. ([https://forums.factorio.com/55524 more])
 +
* Fixed evolution command output in campaigns. ([https://forums.factorio.com/55402 more])
 +
* Fixed shotgun shooting direction when aiming between the player and the nozzle. ([https://forums.factorio.com/55386 more])
 +
* Fixed technology sorting. ([https://forums.factorio.com/55294 more])
 +
* Fixed that the default list box font was called "default-list_box". ([https://forums.factorio.com/55322 more])
 +
* Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.
 +
* Fixed that setting <code>LuaPlayer::opened</code> to an empty item would crash the game. ([https://forums.factorio.com/55601 more])
 +
* Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. ([https://forums.factorio.com/55510 more])
 +
* Fixed a desync when hosting multiplayer directly and building blueprints. ([https://forums.factorio.com/55629 more])
 +
* Fixed a crash when calling specific LuaEntity properties. ([https://forums.factorio.com/55680 more])
 +
* Fixed module effects weren't checked correctly for modded modules. ([https://forums.factorio.com/55690 more])
 +
* Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. ([https://forums.factorio.com/55710 more])
 +
* Fixed roboports would show up twice in the logistic GUI. ([https://forums.factorio.com/55712 more])
 +
* Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. ([https://forums.factorio.com/55754 more])
 +
* Fixed changing transport belt speeds through mods on existing saves. ([https://forums.factorio.com/55763 more])
 +
* Fixed a crash when setting filters on cargo wagons in multiplayer. ([https://forums.factorio.com/55765 more])
 +
* Fixed a crash when trying to put blueprint books in blueprint books. ([https://forums.factorio.com/55769 more])
 +
* Fixed that train could overshoot a station when the schedule was changed by the script.
 +
* Fixed that heat pipes would incorrectly update their connections when teleported. ([https://forums.factorio.com/55773 more])
 +
* Fixed the problem of flickering tooltips in a generic way (hopefully). ([https://forums.factorio.com/55132 more])
 +
* Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. ([https://forums.factorio.com/55552 more])
 +
* Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. ([https://forums.factorio.com/55726 more])
 +
=== Scripting ===
 +
* The item-with-tags and selection-tool item types now support <code>LuaItemStack::item_number</code>.
 +
* Added an optional player parameter to <code>LuaEntity::order_deconstruction</code>, cancel_deconstruction, <code>LuaTile::cancel_deconstruction</code>,
 +
** <code>LuaSurface::deconstruct_area</code>, and <code>LuaSurface::cancel_deconstruct_area</code>.
 +
 
 +
== 0.16.7 ==
 +
Date: 21. 12. 2017
 +
=== Bugfixes ===
 +
* Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.
 +
* Fixed order of controls in the control settings GUI. ([https://forums.factorio.com/55292 more])
 +
* Fixed rail pumps becoming invalid after being teleported via Lua. ([https://forums.factorio.com/55203 more])
 +
* Fixed that biter expansion chunks weren't being generated correctly. ([https://forums.factorio.com/54988 more])
 +
* Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.
 +
* Fixed server crash when last player leaves the game while the server is saving. ([https://forums.factorio.com/55164 more])
 +
* Fixed text cursor positioning inside a text box during scroll. ([https://forums.factorio.com/55106 more])
 +
* Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. ([https://forums.factorio.com/55319 more])
 +
* Fixed that blueprint strings wouldn't copy station names in blueprints. ([https://forums.factorio.com/55323 more])
 +
* Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. ([https://forums.factorio.com/55138 more])
 +
* Fixed a crash when canceling loading of specific save files. ([https://forums.factorio.com/55343 more])
 +
* Fixed the programmable speaker GUI wouldn't update correctly. ([https://forums.factorio.com/55339 more])
 +
* Fixed a bug where text in a text box disappeared after jumping to cursor that is off view.
 +
* Fixed <code>--apply-update</code> not setting executable permissions ([https://forums.factorio.com/55325 more])
 +
* Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. ([https://forums.factorio.com/55341 more])
 +
* Fixed crash when exiting the game while a recipe tooltip was open. ([https://forums.factorio.com/55324 more])
 +
* Fixed positioning of progress bars in mod download dialogs. ([https://forums.factorio.com/54968 more])
 +
* Fixed creation of overlapping wagons under certain circumstances. ([https://forums.factorio.com/55371 more])
 +
* Fixed scrolling by caret in a text box that would cause lines to disappear.
 +
* Fixed jittering when driving cars/tanks in some cases. ([https://forums.factorio.com/54916 more])
 +
* Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. ([https://forums.factorio.com/55367 more])
 +
* Fixed crash when recalculating connections between roboports. ([https://forums.factorio.com/55368 more])
 +
* Fixed crash when exiting mod portal during a refresh. ([https://forums.factorio.com/55377 more])
 +
* Fixed error in saving blueprinted inserters with overridden stack size. ([https://forums.factorio.com/55397 more])
 +
* Entities waiting for modules can now be fast replaced. ([https://forums.factorio.com/55104 more])
 +
* Fixed saving of New hope level 2. ([https://forums.factorio.com/55400 more])
 +
* Fixed that the game would crash trying to load some old saves. ([https://forums.factorio.com/54866 more])
 +
* Fixed train top speed calculation when not all locomotives used the same fuel type. ([https://forums.factorio.com/55442 more])
 +
* Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. ([https://forums.factorio.com/55375 more])
 +
* Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. ([https://forums.factorio.com/55455 more])
 +
* Fixed a crash when loading saves without specific mods. ([https://forums.factorio.com/55356 more])
 +
* Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. ([https://forums.factorio.com/55466 more])
 +
* Fixed multiple issues with enemy force interaction. ([https://forums.factorio.com/55439 more])
 +
=== Changes ===
 +
* Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.
 +
* Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force.
 +
** This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.
 +
* Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. ([https://forums.factorio.com/55108 more])
 +
=== Scripting ===
 +
* Added direction, created_by_moving, and shift_build event parameters to on_put_item event.
 +
* Replaced <code>ScrollPane::dont_scroll_horizontally</code> by horizontal_scroll_policy and vertical_scroll_policy.
 +
* Added <code>LuaGameScript::backer_names</code> read.
 +
* Added <code>LuaStyle::want_ellipsis</code> read/write.
 +
=== Minor Features ===
 +
* Added /version command.
 +
 
 +
== 0.16.6 ==
 +
Date: 18. 12. 2017
 +
=== Bugfixes ===
 +
* Fixed a crash when trying to filter the main inventory in the god-controller. ([https://forums.factorio.com/55171 more])
 +
* Fixed various crashes caused by mining or otherwise changing power poles. ([https://forums.factorio.com/55176 more])
 +
* Fixed a desync when using bad values in the /color command. ([https://forums.factorio.com/55048 more])
 +
* Better handling of the case where we mine our own car but our inventory's full. ([https://forums.factorio.com/55254 more])
 +
* Fixed placing blueprint over existing Rail Signals does not build wires. ([https://forums.factorio.com/54997 more])
 +
* Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity."
 +
** It proved to create too big problems with readability while building and running.
 +
* Fixed that rolling stocks in cursor had no icon when there was no valid location for them.
 +
=== Scripting ===
 +
* Fixed that TextBox was not re-layouting text when size was changed through styles.
 +
 
 +
== 0.16.5 ==
 +
Date: 17. 12. 2017
 +
=== Bugfixes ===
 +
* Fixed boilers outputting water in New hope campaign levels. ([https://forums.factorio.com/54722 more])
 +
* Fixed slow saving of New hope level 2. ([https://forums.factorio.com/54998 more])
 +
* Fixed that blueprint books couldn't be built from the zoomed-to-world view. ([https://forums.factorio.com/55043 more])
 +
* Fixed a crash when loading saves with modded blueprint entities migrated multiple times. ([https://forums.factorio.com/55020 more])
 +
* Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. ([https://forums.factorio.com/55026 more])
 +
* Fixed that forced ghost building (shift + click) didn't work correctly.
 +
* Fixed destroying an entity powered from two electric networks would corrupt future saves. ([https://forums.factorio.com/54775 more])
 +
* Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. ([https://forums.factorio.com/55044 more])
 +
* Fixed beacon would not highlight labs that are in range of its effects. ([https://forums.factorio.com/55087 more])
 +
* Fixed disappearing sprites with Low VRAM Mode option enabled. ([https://forums.factorio.com/54672 more])
 +
* Fixed glitch in one of the stone path transition sprites. ([https://forums.factorio.com/54981 more])
 +
* Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.
 +
* Improved very poor performance with video memory usage set to low. ([https://forums.factorio.com/55039 more])
 +
=== Modding ===
 +
* Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. ([https://forums.factorio.com/55028 more])
 +
* Fixed icon_size scaled also icon's dark background in alt mode. ([https://forums.factorio.com/54640 more])
 +
 
 +
== 0.16.4 ==
 +
Date: 16. 12. 2017
 +
=== Bugfixes ===
 +
* Fixed progress bar in automatic updates GUI. ([https://forums.factorio.com/54812 more])
 +
* Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI. ([https://forums.factorio.com/54843 more])
 +
* Belt rendering fix. ([https://forums.factorio.com/54852 more])
 +
* Fixed the mining speed for drills would show 1 higher than it actually was. ([https://forums.factorio.com/54885 more])
 +
* Fixed issue with changelogs in mods. ([https://forums.factorio.com/54842 more])
 +
* Fixed that the server could crash if it received invalid data. ([https://forums.factorio.com/54876 more])
 +
* Fixed crash on startup when texture compression was enabled. ([https://forums.factorio.com/54891 more])
 +
* Fixed that roboport connections wouldn't render as cleanly as 0.15. ([https://forums.factorio.com/54907 more])
 +
* Fixed that using the /ban command with no parameters would crash the game. ([https://forums.factorio.com/54948 more])
 +
* Fixed browse mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.
 +
* Fixed the game would not enter minimal mode if there was an error in migration script. ([https://forums.factorio.com/54828 more])
 +
* Fixed the delete-achievements tooltip wouldn't be removed. ([https://forums.factorio.com/54980 more])
 +
* Fixed the use-recipe-groups config option was ignored in the select-signal GUI. ([https://forums.factorio.com/54892 more])
 +
=== Scripting ===
 +
* Fixed that <code>LuaPlayer::admin</code> write didn't work. ([https://forums.factorio.com/54960 more])
 +
* Added 2 optional parameters to <code>LuaSurface::create_entity</code> when creating resource entities: enable_tree_removal and enable_cliff_removal.
 +
* Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.
 +
 
 +
== 0.16.3 ==
 +
Date: 15. 12. 2017
 +
=== Changes ===
 +
* When mining normal entities ghost entity selection is disabled until the mining key is released.
 +
=== Optimisations ===
 +
* Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.
 +
=== Bugfixes ===
 +
* Fixed changelog GUI displaying no version when launching the game ([https://forums.factorio.com/54682 more])
 +
* Fixed crashes and desyncs related to circuit controlled lamps in more electric networks. ([https://forums.factorio.com/54671 more])
 +
* Fixed advanced rail tutorial no path error. ([https://forums.factorio.com/54645 more])
 +
* Fixed inventory transfer tutorial furnaces couldn't smelt ore. ([https://forums.factorio.com/54653 more])
 +
* Fixed unknown locale key in train station tutorial. ([https://forums.factorio.com/54636 more])
 +
* Fixed new hope level-02 script error. ([https://forums.factorio.com/54732 more])
 +
* Fixed that the player would die when mining an enclosed vehicle while driving it. ([https://forums.factorio.com/54752 more])
 +
* Fixed achievement progress bars rendering that caused misalignment of tracked achievements. ([https://forums.factorio.com/54542 more])
 +
* Fixed that achievement title was sometimes not visible.
 +
* Fixed spacing of effect icons in technology detail. ([https://forums.factorio.com/54608 more])
 +
* Fixed that the player could teleport over things to get into a vehicle. ([https://forums.factorio.com/54749 more])
 +
* Fixed the achievement progress bars rendering.
 +
* Fixed that achievements not obtainable with peaceful mode were obtainable with enemy settings lower then default. ([https://forums.factorio.com/51252 more])
 +
* Fixed that exiting the car whilst shooting could lead to a crash. ([https://forums.factorio.com/54738 more])
 +
* Fixed that you could not submit a console message if you mapped it to ENTER. (https://redd.it/7jjlzb)
 +
* Fixed that the value of "bottom" of vertical align was not parsed properly. ([https://forums.factorio.com/54783 more])
 +
* Fixed crash related to scenario message dialog.
 +
* Fixed very low performance of drawing decoratives on medium or lower video memory usage setting. ([https://forums.factorio.com/54681 more])
 +
* Fixed that window to select signal wasn't working when sub-groups were enabled but groups disabled. ([https://forums.factorio.com/54728 more])
 +
* Fixed that <code>LuaGame::take_screenshot</code> would ignore the given surface. ([https://forums.factorio.com/54734 more])
 +
* Fixed the tank being hurt by its own flamethrower. ([https://forums.factorio.com/54748 more])
 +
* Fixed updater not properly setting permission bits ([https://forums.factorio.com/54786 more])
 +
* Fixed that hazard concrete didn't have a walking sound in one rotation. ([https://forums.factorio.com/54810 more])
 +
* Fixed force-building blueprint rails would build multiple rails on the same location. ([https://forums.factorio.com/54805 more])
 +
* Fixed that you could copy-paste enemy structure settings. ([https://forums.factorio.com/54821 more])
 +
* Fixed that double clicking the scroll bar in the save-game GUI would save the game. ([https://forums.factorio.com/54830 more])
 +
* Fixed that exiting the car with a passenger would leave the car driving in some cases. ([https://forums.factorio.com/54729 more])
 +
* Fixed that the read stopped train output signal wouldn't show unless the enable/disable checkbox was checked. ([https://forums.factorio.com/54835 more])
 +
* Fixed amount in resource entity tooltip might be displayed as negative number. ([https://forums.factorio.com/54841 more])
 +
* Attempted to fix hangs or crashes when using single channel textures for alpha masks on some PCs. ([https://forums.factorio.com/54551 more])
 +
* Fixed that the deconstruction marker on diagonal rails was off-center.
 +
* Fixed wrong order of buttons in Direct connection password dialogue. ([https://forums.factorio.com/54867 more])
 +
* Reactor pipes now render correctly, without rotation. ([https://forums.factorio.com/54759 more])
 +
* Browse games GUI now shows active filter text after reopening the GUI. ([https://forums.factorio.com/54803 more])
 +
* Fixed incorrect number of rails being used when building with rail planner. ([https://forums.factorio.com/54791 more])
 +
* Fixed printing of errors in Browse games GUI. ([https://forums.factorio.com/54815 more])
 +
=== Modding ===
 +
* Fixed JSON parser did not fail on comma at the end of list or dictionary. ([https://forums.factorio.com/54828 more])
  
 
== 0.16.2 ==
 
== 0.16.2 ==
Line 25: Line 1,101:
 
* Attempt at fixing game not working on macOS 10.12 and older. ([https://forums.factorio.com/54549 more])
 
* Attempt at fixing game not working on macOS 10.12 and older. ([https://forums.factorio.com/54549 more])
 
=== Modding ===
 
=== Modding ===
* Fixed the game did not check type of units defined in resul_units of unit-spawner. ([https://forums.factorio.com/54650 more])
+
* Fixed the game did not check type of units defined in result_units of unit-spawner. ([https://forums.factorio.com/54650 more])
  
 
== 0.16.1 ==
 
== 0.16.1 ==
Line 33: Line 1,109:
 
* Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. ([https://forums.factorio.com/54552 more])
 
* Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. ([https://forums.factorio.com/54552 more])
 
* Fixed crash when loading crop cache from previous game version. ([https://forums.factorio.com/54543 more])
 
* Fixed crash when loading crop cache from previous game version. ([https://forums.factorio.com/54543 more])
* Fixed that LuaRemote::call() wouldn't copy string values/keys correctly. ([https://forums.factorio.com/54567 more])
+
* Fixed that <code>LuaRemote::call()</code> wouldn't copy string values/keys correctly. ([https://forums.factorio.com/54567 more])
* Fixed updater would re-launch the game with deprecated --autoupdate-finished parameter.
+
* Fixed updater would re-launch the game with deprecated <code>--autoupdate-finished</code> parameter.
 
* Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) ([https://forums.factorio.com/54544 more])
 
* Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) ([https://forums.factorio.com/54544 more])
 
* Fixed that the Linux binary was corrupt and wouldn't start. ([https://forums.factorio.com/54540 more])
 
* Fixed that the Linux binary was corrupt and wouldn't start. ([https://forums.factorio.com/54540 more])
Line 40: Line 1,116:
 
* Fixed artillery would still show as being able to shoot when on enemy forces. ([https://forums.factorio.com/54591 more])
 
* Fixed artillery would still show as being able to shoot when on enemy forces. ([https://forums.factorio.com/54591 more])
 
* Fixed the programmable speaker GUI wouldn't show settings correctly when opened. ([https://forums.factorio.com/54595 more])
 
* Fixed the programmable speaker GUI wouldn't show settings correctly when opened. ([https://forums.factorio.com/54595 more])
 +
* Fixed graphics of achievements. ([https://forums.factorio.com/54542 more])
  
 
== 0.16.0 ==
 
== 0.16.0 ==
Line 46: Line 1,123:
 
* Added logistic buffer chest. It can request items that are still available to the logistic system.
 
* Added logistic buffer chest. It can request items that are still available to the logistic system.
 
* Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.
 
* Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.
* Added cliffs. (https://factorio.com/blog/post/fff-219)
+
* Added cliffs. ([https://factorio.com/blog/post/fff-219 more])
** Features:
+
=== Features ===
 
* Train block visualisation.
 
* Train block visualisation.
 
* Building entities over identical ghosts will revive them.
 
* Building entities over identical ghosts will revive them.
Line 60: Line 1,137:
 
* All terrains, including stone path and concrete, have transitions with water.
 
* All terrains, including stone path and concrete, have transitions with water.
 
* Map generation dialog now contains a preview of the map.
 
* Map generation dialog now contains a preview of the map.
 +
 
=== Minor Features ===
 
=== Minor Features ===
 
* Ctrl-delete now deletes whole word in a text field instead of a single character. ([https://forums.factorio.com/53124 more])
 
* Ctrl-delete now deletes whole word in a text field instead of a single character. ([https://forums.factorio.com/53124 more])
Line 74: Line 1,152:
 
* Terrain can be configured in the generate map GUI.
 
* Terrain can be configured in the generate map GUI.
 
* When holding an offshore pump, all valid build positions will be highlighted.
 
* When holding an offshore pump, all valid build positions will be highlighted.
* After desyncing in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.
+
* After desynching in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.
 
* All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.
 
* All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.
 
=== Graphics ===
 
=== Graphics ===
Line 130: Line 1,208:
 
* Number of entities in hand when previewing the entity to be built is now aligned to the entity.
 
* Number of entities in hand when previewing the entity to be built is now aligned to the entity.
 
* Added sliding when the player character collides with water or entities with rotated bounding box.
 
* Added sliding when the player character collides with water or entities with rotated bounding box.
* Improved drawing of turret radiuses in blueprint. Many overlapping radiuses no longer covers terrain completely.
+
* Improved drawing of turret radii in blueprint. Many overlapping radii no longer covers terrain completely.
 
* External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.
 
* External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.
 
=== Bugfixes ===
 
=== Bugfixes ===
Line 140: Line 1,218:
 
* Fixed that the mining progress was reset when mining selection is lost while mining button pressed. ([https://forums.factorio.com/54377 more])
 
* Fixed that the mining progress was reset when mining selection is lost while mining button pressed. ([https://forums.factorio.com/54377 more])
 
* Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. ([https://forums.factorio.com/51654 more])
 
* Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. ([https://forums.factorio.com/51654 more])
* Fixed that ghost rail signal emmited light.
+
* Fixed that ghost rail signal emitted light.
 
* Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. ([https://forums.factorio.com/54373 more])
 
* Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. ([https://forums.factorio.com/54373 more])
 
* Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.
 
* Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.
Line 153: Line 1,231:
 
* Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). ([https://forums.factorio.com/52217 more])
 
* Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). ([https://forums.factorio.com/52217 more])
 
* Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. ([https://forums.factorio.com/52203 more])
 
* Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. ([https://forums.factorio.com/52203 more])
* Buildable item counts in inventory in Sandobx mode now update properly with resource changes. ([https://forums.factorio.com/52272 more])
+
* Buildable item counts in inventory in Sandbox mode now update properly with resource changes. ([https://forums.factorio.com/52272 more])
 
* Fixed that map width/height accepted value of 0. ([https://forums.factorio.com/52266 more])
 
* Fixed that map width/height accepted value of 0. ([https://forums.factorio.com/52266 more])
 
* Fixed crash when loading Vorbis Ogg files with metadata. ([https://forums.factorio.com/52269 more])
 
* Fixed crash when loading Vorbis Ogg files with metadata. ([https://forums.factorio.com/52269 more])
Line 185: Line 1,263:
 
* Fixed that the multiplayer-waiting icon wouldn't render in the map view. ([https://forums.factorio.com/54026 more])
 
* Fixed that the multiplayer-waiting icon wouldn't render in the map view. ([https://forums.factorio.com/54026 more])
 
* Fixed global achievement progress was multiplied by number of player in multiplayer game. ([https://forums.factorio.com/54088 more])
 
* Fixed global achievement progress was multiplied by number of player in multiplayer game. ([https://forums.factorio.com/54088 more])
* Fixed that passing a LuaObject instead of a plain Lua table to LuaBootstrap::raise_event would crash the game. ([https://forums.factorio.com/54128 more])
+
* Fixed that passing a LuaObject instead of a plain Lua table to <code>LuaBootstrap::raise_event</code> would crash the game. ([https://forums.factorio.com/54128 more])
 
* Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. ([https://forums.factorio.com/54114 more])
 
* Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. ([https://forums.factorio.com/54114 more])
 
* Possible fix of a crash when a player leaves when a blueprint is being transferred. ([https://forums.factorio.com/53535 more])
 
* Possible fix of a crash when a player leaves when a blueprint is being transferred. ([https://forums.factorio.com/53535 more])
Line 197: Line 1,275:
 
* Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.
 
* Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.
 
=== Optimisations ===
 
=== Optimisations ===
* Improved performance of transport belts about x5 times. (https://www.factorio.com/blog/post/fff-176)
+
* Improved performance of transport belts about x5 times. ([https://www.factorio.com/blog/post/fff-176 more])
 
* Added prefetching of the next entity in the update loop improving overall update performance by approx. 10 %.
 
* Added prefetching of the next entity in the update loop improving overall update performance by approx. 10 %.
 
* Improved performance of Item manipulation (4% effect on the overall performance).
 
* Improved performance of Item manipulation (4% effect on the overall performance).
Line 215: Line 1,293:
 
* Removed default values for icon_size, so icon_size is now required property. ([https://forums.factorio.com/46437 more])
 
* Removed default values for icon_size, so icon_size is now required property. ([https://forums.factorio.com/46437 more])
 
* Updated the serpent library to version 0.30.
 
* Updated the serpent library to version 0.30.
* Changed the "item that builds this" list for entities so is's sorted first by ItemPrototype::primary_place_result_item and then by normal item prototype sort order.
+
* Changed the "item that builds this" list for entities so it's sorted first by <code>ItemPrototype::primary_place_result_item</code> and then by normal item prototype sort order.
* Changed default value of InserterPrototype::allow_custom_vectors to false.
+
* Changed default value of <code>InserterPrototype::allow_custom_vectors</code> to false.
 
* Changed "Nothing" technology effect "effect_key" to "effect_description" and changed it to accept localised strings.
 
* Changed "Nothing" technology effect "effect_key" to "effect_description" and changed it to accept localised strings.
 
* Changed rocket silo prototype "result_items" to be defined in the item as either "rocket_launch_product" or "rocket_launch_products".
 
* Changed rocket silo prototype "result_items" to be defined in the item as either "rocket_launch_product" or "rocket_launch_products".
* Changed the string mod setting type so it will attempt to localise items in the dropdown using "string-mod-setting.mod-name-stting-name-dropdown-item".
+
* Changed the string mod setting type so it will attempt to localise items in the dropdown using "string-mod-setting.mod-name-setting-name-dropdown-item".
 
* Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red "+" icon.
 
* Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red "+" icon.
* Changed LuaObject::destroy() so it won't error if called on invalid objects.
+
* Changed <code>LuaObject::destroy()</code> so it won't error if called on invalid objects.
 
* Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.
 
* Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.
* Changed how TilePrototype::transition_merges_with_tile works. See https://www.factorio.com/blog/post/fff-214 for more details.
+
* Changed how <code>TilePrototype::transition_merges_with_tile</code> works. See ([https://www.factorio.com/blog/post/fff-214 more]) for more details.
 
* Scenarios can contain folders with arbitrary names.
 
* Scenarios can contain folders with arbitrary names.
 
* Added 'single_line' and 'want_ellipsis' to Label style specification.
 
* Added 'single_line' and 'want_ellipsis' to Label style specification.
Line 230: Line 1,308:
 
* Added ability to import and export item-with-tags to/from strings.
 
* Added ability to import and export item-with-tags to/from strings.
 
* Added support for fast-replacing character entities.
 
* Added support for fast-replacing character entities.
* Added CombatRobotPrototype::light.
+
* Added <code>CombatRobotPrototype::light</code>.
* Added TurretPrototype::alert_when_attacking.
+
* Added <code>TurretPrototype::alert_when_attacking</code>.
 
* Added optional 'respawn_time' (in seconds) to the character entity.
 
* Added optional 'respawn_time' (in seconds) to the character entity.
 
* Added "hide-from-bonus-gui" entity and item prototype flags.
 
* Added "hide-from-bonus-gui" entity and item prototype flags.
Line 237: Line 1,315:
 
* Added support for mods to show changelogs (following the same format as the core game changelog).
 
* Added support for mods to show changelogs (following the same format as the core game changelog).
 
* Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.
 
* Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.
* Added AutoplaceSpecification::default_enabled - if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.
+
* Added <code>AutoplaceSpecification::default_enabled</code> - if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.
 
* Added allowed_effects support to the mining drill.
 
* Added allowed_effects support to the mining drill.
 
* Added optional "has_belt_immunity" property to the unit and car prototype.
 
* Added optional "has_belt_immunity" property to the unit and car prototype.
Line 246: Line 1,324:
 
* Added an entity prototype flag "hide-alt-info" to never show alt-info for a given entity.
 
* Added an entity prototype flag "hide-alt-info" to never show alt-info for a given entity.
 
* Added distance bonus support to the mining tool item type.
 
* Added distance bonus support to the mining tool item type.
* Added InserterPrototype::draw_held_item.
+
* Added <code>InserterPrototype::draw_held_item</code>.
* Added FluidPrototype::fuel_value and Generator::burns_fluid.
+
* Added <code>FluidPrototype::fuel_value</code> and <code>Generator::burns_fluid</code>.
* Added mod-developer support to runtime change autoplace specifications enabled through the command line option --enable-runtime-autoplace-modification using F2 in-game.
+
* Added mod-developer support to runtime change autoplace specifications enabled through the command line option <code>--enable-runtime-autoplace-modification</code> using F2 in-game.
 
* simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.
 
* simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.
 
=== Scripting ===
 
=== Scripting ===
* Fixed that LuaSurface::get_trains() didn't work for trains without locomotives. ([https://forums.factorio.com/52604 more])
+
* Fixed that <code>LuaSurface::get_trains()</code> didn't work for trains without locomotives. ([https://forums.factorio.com/52604 more])
 
* Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. ([https://forums.factorio.com/53189 more])
 
* Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. ([https://forums.factorio.com/53189 more])
 
* Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.
 
* Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.
Line 257: Line 1,335:
 
* Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.
 
* Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.
 
* Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".
 
* Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".
* Changed LuaEntity::recipe to LuaEntity::get_recipe() and LuaEntity::set_recipe().
+
* Changed <code>LuaEntity::recipe</code> to <code>LuaEntity::get_recipe()</code> and <code>LuaEntity::set_recipe()</code>.
* Changed LuaSurface::regenerate_decorative/regenerate_entity to accept zero arguments and regenerate everything.
+
* Changed <code>LuaSurface::regenerate_decorative</code>/regenerate_entity to accept zero arguments and regenerate everything.
 
* Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.
 
* Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.
 
* Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.
 
* Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.
 
* Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...", amount=...}
 
* Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...", amount=...}
 
* Changed name of colspan parameter of table to column_count.
 
* Changed name of colspan parameter of table to column_count.
* Changed LuaItemPrototype::group_filters and sub_gorup_filters to item_group_filters and item_subgroup_filters to match the prototype values.
+
* Changed <code>LuaItemPrototype::group_filters</code> and sub_group_filters to item_group_filters and item_subgroup_filters to match the prototype values.
* LuaEntity::set_recipe() returns the items removed from the entity as a result of setting the new recipe (if any).
+
* <code>LuaEntity::set_recipe()</code> returns the items removed from the entity as a result of setting the new recipe (if any).
 
* Moved Mod-gui button flow to gui.top.
 
* Moved Mod-gui button flow to gui.top.
* Removed LuaEntity::passenger read/write.
+
* Removed <code>LuaEntity::passenger</code> read/write.
* Added style::width/height to set maximal/minimal value at the same time.
+
* Added <code>style::width</code>/height to set maximal/minimal value at the same time.
* Added style::align to set the align of inner elements.
+
* Added <code>style::align</code> to set the align of inner elements.
* Added style::stretchable / squashable.
+
* Added <code>style::stretchable</code> / squashable.
* Added LuaEntity::get_driver(), set_driver(), get_passenger(), and set_passenger().
+
* Added <code>LuaEntity::get_driver()</code>, set_driver(), get_passenger(), and set_passenger().
* Added LuaGuiElement::hovered_sprite and clicked_sprite read/write methods for the SpriteButton.
+
* Added <code>LuaGuiElement::hovered_sprite</code> and clicked_sprite read/write methods for the SpriteButton.
 
* Added support to change daytime length and brightness on a per-surface basis.
 
* Added support to change daytime length and brightness on a per-surface basis.
 
* Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.
 
* Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.
* Added LuaItemStack::export_stack and LuaItemStack::import_stack to export/import supported items to/from strings.
+
* Added <code>LuaItemStack::export_stack</code> and <code>LuaItemStack::import_stack</code> to export/import supported items to/from strings.
* Added LuaEntity::tree_color_index read/write access and LuaEntityPrototype::tree_color_count read access.
+
* Added <code>LuaEntity::tree_color_index</code> read/write access and <code>LuaEntityPrototype::tree_color_count</code> read access.
* Added LuaEntity::selection_box and secondary_selection_box read.
+
* Added <code>LuaEntity::selection_box</code> and secondary_selection_box read.
* Added LuaBootstrap::mod_name read.
+
* Added <code>LuaBootstrap::mod_name</code> read.
* Added LuaControl::in_combat read.
+
* Added <code>LuaControl::in_combat</code> read.
* Added LuaTile::order_deconstruction() and cancel_deconstruction().
+
* Added <code>LuaTile::order_deconstruction()</code> and cancel_deconstruction().
* Added optional cause and force to LuaEntity::die().
+
* Added optional cause and force to <code>LuaEntity::die()</code>.
 
* Added on_player_used_capsule event.
 
* Added on_player_used_capsule event.
 
* Added on_player_promoted and on_player_demoted events.
 
* Added on_player_promoted and on_player_demoted events.
 
* Added on_player_changed_position event.
 
* Added on_player_changed_position event.
* Added LuaEntityPrototype::alert_when_attacking read and LuaEntityPrototype::alert_when_damaged read.
+
* Added <code>LuaEntityPrototype::alert_when_attacking</code> read and <code>LuaEntityPrototype::alert_when_damaged</code> read.
* Added LuaEntity::power_switch_state read/write.
+
* Added <code>LuaEntity::power_switch_state</code> read/write.
 
* Added on_combat_robot_expired event.
 
* Added on_combat_robot_expired event.
* Added LuaEntity::relative_turret_orientation read/write for vechicles with turrets.
+
* Added <code>LuaEntity::relative_turret_orientation</code> read/write for vehicles with turrets.
* Added LuaEntityPrototype::color read.
+
* Added <code>LuaEntityPrototype::color</code> read.
* Added LuaTrain::passengers.
+
* Added <code>LuaTrain::passengers</code>.
* Added LuaEntityPrototype::collision_mask_collides_with_self read.
+
* Added <code>LuaEntityPrototype::collision_mask_collides_with_self</code> read.
 
* Added "fluid", and "recipe" type to the choose-elem-button custom GUI element.
 
* Added "fluid", and "recipe" type to the choose-elem-button custom GUI element.
* Added LuaGuiElement::locked read/write - when true the given choose-elem-button can only be changed through script.
+
* Added <code>LuaGuiElement::locked</code> read/write - when true the given choose-elem-button can only be changed through script.
* Added an optional parameter to LuaSurface::drop_item_stack to mark dropped items for deconstruction.
+
* Added an optional parameter to <code>LuaSurface::drop_item_stack</code> to mark dropped items for deconstruction.
* Added LuaForce::cancel_charting(...).
+
* Added <code>LuaForce::cancel_charting</code>(...).
* Added LuaSurface::force_generate_chunk_requests().
+
* Added <code>LuaSurface::force_generate_chunk_requests()</code>.
 
* Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.
 
* Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.
 
* Added on_gui_opened and on_gui_closed events.
 
* Added on_gui_opened and on_gui_closed events.
Line 302: Line 1,380:
 
* Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.
 
* Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.
 
* Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.
 
* Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.
* Added LuaForce::reset_evolution().
+
* Added <code>LuaForce::reset_evolution()</code>.
* Added LuaSurface::create_trivial_smoke().
+
* Added <code>LuaSurface::create_trivial_smoke()</code>.
* Added LuaPlayer::enable_recipe_groups() and enable_recipe_subgroups().
+
* Added <code>LuaPlayer::enable_recipe_groups()</code> and enable_recipe_subgroups().
* Added LuaItemStack::rocket_launch_products read.
+
* Added <code>LuaItemStack::rocket_launch_products</code> read.
 
* Added on_mod_item_opened event.
 
* Added on_mod_item_opened event.
* Added LuaItemPrototype::can_be_mod_opened read.
+
* Added <code>LuaItemPrototype::can_be_mod_opened</code> read.
* Added the item stack index as a second return value to LuaInventory::find_item_stack.
+
* Added the item stack index as a second return value to <code>LuaInventory::find_item_stack</code>.
* Added LuaItemStack::transfer_stack().
+
* Added <code>LuaItemStack::transfer_stack()</code>.
 
* Added LuaGuiElement type "slider".
 
* Added LuaGuiElement type "slider".
 
* Added on_gui_value_changed event - fired when a slider value changes.
 
* Added on_gui_value_changed event - fired when a slider value changes.
 
* Added optional color field as a second parameter to the 4 print functions.
 
* Added optional color field as a second parameter to the 4 print functions.
* Added support to change LuaSurface::map_gen_settings runtime.
+
* Added support to change <code>LuaSurface::map_gen_settings</code> runtime.
* Added LuaEntityPrototype::allowed_effects read.
+
* Added <code>LuaEntityPrototype::allowed_effects</code> read.
* Added LuaEntity::effects read.
+
* Added <code>LuaEntity::effects</code> read.
* Added LuaPlayer::can_place_entity(), can_build_from_cursor(), and build_from_cursor().
+
* Added <code>LuaPlayer::can_place_entity()</code>, can_build_from_cursor(), and build_from_cursor().
* Added LuaSurface::play_sound().
+
* Added <code>LuaSurface::play_sound()</code>.
* Added LuaForce::play_sound().
+
* Added <code>LuaForce::play_sound()</code>.
* Added LuaGameScript::play_sound() and is_valid_sound_path().
+
* Added <code>LuaGameScript::play_sound()</code> and is_valid_sound_path().
* Added LuaPlayer::play_sound().
+
* Added <code>LuaPlayer::play_sound()</code>.
 
* Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.
 
* Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.
* Added LuaEntity::rotate().
+
* Added <code>LuaEntity::rotate()</code>.
* Added LuaEntity::get_infinity_filter() and set_infinity_filter().
+
* Added <code>LuaEntity::get_infinity_filter()</code> and set_infinity_filter().
* Added LuaEntity::infinity_filters and remove_unfiltered_items read/write.
+
* Added <code>LuaEntity::infinity_filters</code> and remove_unfiltered_items read/write.
* Added LuaEntityPrototype::rocket_parts_required read.
+
* Added <code>LuaEntityPrototype::rocket_parts_required</code> read.
* Added LuaEntityPrototype::fixed_recipe read.
+
* Added <code>LuaEntityPrototype::fixed_recipe</code> read.
* Added LuaGameScript::kick_player(), ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().
+
* Added <code>LuaGameScript::kick_player()</code>, ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().
* Added LuaPlayer::admin write support.
+
* Added <code>LuaPlayer::admin</code> write support.
* Added LuaGuiElement::focus().
+
* Added <code>LuaGuiElement::focus()</code>.
 
* Added on_character_corpse_expired event.
 
* Added on_character_corpse_expired event.
 
* Added on_pre_ghost_deconstructed event.
 
* Added on_pre_ghost_deconstructed event.
 
* Added on_player_pipette event.
 
* Added on_player_pipette event.
* Added LuaEntity::character_corpse_player_index, character_corpse_tick_of_death, and character_corpse_death_cause read/write.
+
* Added <code>LuaEntity::character_corpse_player_index</code>, character_corpse_tick_of_death, and character_corpse_death_cause read/write.
* Added LuaSurface::get_tile_properties().
+
* Added <code>LuaSurface::get_tile_properties()</code>.
* Added LuaSurface::can_fast_replace().
+
* Added <code>LuaSurface::can_fast_replace()</code>.
 
* Added support for player associated characters - characters that get logged off/on with a given player but aren't directly controlled by the player.
 
* Added support for player associated characters - characters that get logged off/on with a given player but aren't directly controlled by the player.
* Added LuaEntity::associated_player read/write.
+
* Added <code>LuaEntity::associated_player</code> read/write.
* Added LuaPlayer::get_associated_characters(), associate_character(), and disassociate_character().
+
* Added <code>LuaPlayer::get_associated_characters()</code>, associate_character(), and disassociate_character().
* Added LuaPlayer::ticks_to_respawn read/write.
+
* Added <code>LuaPlayer::ticks_to_respawn</code> read/write.
 
* Added old_state to the on_train_changed_state event.
 
* Added old_state to the on_train_changed_state event.
* Added LuaRecipe::catalysts read.
+
* Added <code>LuaRecipe::catalysts</code> read.
* Added LuaRecipe::hide_from_flow_stats read/write.
+
* Added <code>LuaRecipe::hide_from_flow_stats</code> read/write.
* Added LuaRecipePrototype::hidden_from_flow_stats read.
+
* Added <code>LuaRecipePrototype::hidden_from_flow_stats</code> read.
* Added LuaEntity::tick_of_last_attack and tick_of_last_damage read for the character entity.
+
* Added <code>LuaEntity::tick_of_last_attack</code> and tick_of_last_damage read for the character entity.
* Added LuaLogisticNetwork::passive_provider_points and active_provider_points read.
+
* Added <code>LuaLogisticNetwork::passive_provider_points</code> and active_provider_points read.
* Added LuaPlayer::display_resolution read.
+
* Added <code>LuaPlayer::display_resolution</code> read.
 
* Added on_player_display_resolution_changed event.
 
* Added on_player_display_resolution_changed event.
* Added LuaPlayer::display_scale read.
+
* Added <code>LuaPlayer::display_scale</code> read.
 
* Added on_player_display_scale_changed event.
 
* Added on_player_display_scale_changed event.
* Added LuaTrain::weight and riding_state read.
+
* Added <code>LuaTrain::weight</code> and riding_state read.
* Added LuaEntity::products_finished write.
+
* Added <code>LuaEntity::products_finished</code> write.
 
* Added optional surface to game.take_screenshot(...).
 
* Added optional surface to game.take_screenshot(...).
* Added LuaEntityPrototype::construction_range and logistics_range read.
+
* Added <code>LuaEntityPrototype::construction_range</code> and logistics_range read.
* Added LuaGuiElement::index read.
+
* Added <code>LuaGuiElement::index</code> read.
* Added LuaForce::max_successful_attemps_per_tick_per_construction_queue and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.
+
* Added <code>LuaForce::max_successful_attempts_per_tick_per_construction_queue</code> and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.
* Added LuaGuiElement::mouse_button_filter read/write for buttons and sprite-buttons.
+
* Added <code>LuaGuiElement::mouse_button_filter</code> read/write for buttons and sprite-buttons.
* Added LuaSurface::find_tiles_filtered() and count_tiles_filtered().
+
* Added <code>LuaSurface::find_tiles_filtered()</code> and count_tiles_filtered().
* Added LuaEntity::get_train_stop_trains().
+
* Added <code>LuaEntity::get_train_stop_trains()</code>.
* Added LuaLogisticNetwork::force read.
+
* Added <code>LuaLogisticNetwork::force</code> read.
* Added LuaItemStack::item_number read - the unique ID of the item if it has one.
+
* Added <code>LuaItemStack::item_number</code> read - the unique ID of the item if it has one.
 
 
== 0.15.40 ==
 
Date: 29. 11. 2017
 
** Locale:
 
* Fixed Chinese translations.
 
 
 
== 0.15.39 ==
 
Date: 27. 11. 2017
 
=== Bugfixes ===
 
* Fixed corrupted Windows release. ([https://forums.factorio.com/54184 more])
 
 
 
== 0.15.38 ==
 
Date: 24. 11. 2017
 
** Features:
 
* Added Razer Chroma and Razer Chroma Link support (https://www.razerzone.com/chroma)
 
 
 
== 0.15.37 ==
 
Date: 17. 10. 2017
 
=== Bugfixes ===
 
* Fixed false positives in detection of crashes caused by incompatible version of RivaTuner Statistics Server.
 
 
 
== 0.15.36 ==
 
Date: 10. 10. 2017
 
=== Bugfixes ===
 
* Fixed a bug in the fix of electric network from 0.15.35.
 
* Fixed a crash when deleting chunks in specific cases. ([https://forums.factorio.com/52598 more])
 
* Fixed a crash when coupling/decoupling trains through the Lua API.
 
* Fixed crash when unknown program arguments were passed. ([https://forums.factorio.com/53219 more])
 
 
 
== 0.15.35 ==
 
Date: 28. 09. 2017
 
=== Bugfixes ===
 
* Fixed that after a player reconnected after a desync, while blueprints were uploaded, the game would crash. ([https://forums.factorio.com/52429 more])
 
* Fixed that in certain scenarios, the blueprint library wouldn't synchronise. ([https://forums.factorio.com/52634 more])
 
* Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. ([https://forums.factorio.com/52718 more])
 
* Fixed a rare desync related to electric sub networks.
 
* Fixed archaic (from 0.12) migration that was supposed to fix rollingStockCounts on rails and it broke it instead.
 
* Fixed possible desync when rotating pipe to ground. ([https://forums.factorio.com/52709 more])
 
* Fixed a rare possiblity of internal electric network crash when loading game. ([https://forums.factorio.com/52869 more])
 
* Handle network errors (caused by LavasoftTcpService64.dll corrupting Winsock) gracefully. ([https://forums.factorio.com/52290 more])
 
=== Scripting ===
 
* Fixed changing force of underground belt entity would cause desync. ([https://forums.factorio.com/52602 more])
 
 
 
== 0.15.34 ==
 
Date: 23. 08. 2017
 
=== Bugfixes ===
 
* Fixed that after a player reconnected after a desync, their blueprints would no longer upload. ([https://forums.factorio.com/51642 more])
 
* Fixed that it was possible to modify other players' blueprint libraries. ([https://forums.factorio.com/51908 more])
 
* Fixed a crash when loading a save that was transferring blueprints to a now offline player. ([https://forums.factorio.com/51884 more])
 
* Fixed that the blueprint library would remove duplicate blueprints even though they were in different books. ([https://forums.factorio.com/51552 more])
 
* Fixed game freezing when clicking the decrease replay speed button. ([https://forums.factorio.com/51870 more])
 
* Disabled possibility to open invalid save/replay by enter key or double click.
 
* Fixed rare crash when being disconnected from multiplayer. ([https://forums.factorio.com/52076 more])
 
* Fixed creating map from scenario would copy also system and hidden files from scenario folder. ([https://forums.factorio.com/52020 more])
 
* Fixed threading issue causing random server crashes. ([https://forums.factorio.com/51942 more])
 
* Fixed that if the server was launched with --start-server-load-scenario, the /save command with no name would cause the server to hang. ([https://forums.factorio.com/52055 more])
 
* Fixed --start-server-load-scenario would ignore --map-gen-settings, --map-settings and --preset options. ([https://forums.factorio.com/51424 more])
 
* Fixed disabling shaders would cause crashes. ([https://forums.factorio.com/52097 more])
 
 
 
== 0.15.33 ==
 
Date: 09. 08. 2017
 
=== Changes ===
 
* Mod name in mod info pane will no longer be localised. ([https://forums.factorio.com/51046 more])
 
* Optional mod dependencies now show as orange when invalid. ([https://forums.factorio.com/21008 more])
 
=== Bugfixes ===
 
* Fixed crash when trying to load replay that is not compatible with current version.
 
* Fixed ghosts might emit light. ([https://forums.factorio.com/51516 more])
 
* Fixed removing land mines didn't make any sound. ([https://forums.factorio.com/51588 more])
 
* Fixed creating window larger than screen. ([https://forums.factorio.com/51584 more])
 
* Improved performance of rendering uranium ore. ([https://forums.factorio.com/51549 more])
 
=== Modding ===
 
* Bonus UI now shows additional force modifiers ([https://forums.factorio.com/49732 more])
 
* simple-entity-with-owner (and simple-entity-with-force) now supports apply_runtime_tint in sprite definition.
 
=== Scripting ===
 
* simple-entity-with-owner exposes color property through LuaEntity::color. Set it to {r=0, g=0, b=0, a=0} to use color of entity's force.
 
* Fixed LuaEntityPrototype::distribution_effectivity would return value of supply_area_distance instead. ([https://forums.factorio.com/51568 more])
 
 
 
== 0.15.32 ==
 
Date: 02. 08. 2017
 
=== Bugfixes ===
 
* Fixed compatibility problem with several antivirus programs. ([https://forums.factorio.com/51375 more])
 
* Fixed seed in map-gen-settings.json would be ignored when creating map on headless server. ([https://forums.factorio.com/51254 more])
 
* Fixed that connecting to a multiplayer game with a large blueprint library might be difficult. ([https://forums.factorio.com/50898 more])
 
* Fixed that using capsules would open an Entity's GUI when clicked. ([https://forums.factorio.com/51123 more])
 
* Fixed that --window-size=maximized wouldn't work on Linux. ([https://forums.factorio.com/50977 more])
 
* Fixed that changing reactor consumption(production) values through a mod didn't update its production until rebuilt. ([https://forums.factorio.com/51251 more])
 
* Fixed that blueprints would sometimes stop transferring.
 
* Fixed crash when opening item/container and at the same time the controller is set to some that doesn't have inventory. ([https://forums.factorio.com/51349 more])
 
* Fixed 3 possible crashes related to getting malformed network packet over the network.
 
* Maybe fixed a biter path cache-related crash. ([https://forums.factorio.com/51183 more])
 
* Fixed that bad_alloc and similar low level erros were catched internally, so we couldn't get proper stack trace of those.
 
* Limited the size of a train chart tag when the map is zoomed in. ([https://forums.factorio.com/51401 more])
 
* Possible rare crash fix related to building rails and viewing preview of entities right after that. ([https://forums.factorio.com/51322 more])
 
* Limited technology cost multiplier to maximum of 1000. ([https://forums.factorio.com/51453 more])
 
=== Scripting ===
 
* The log method also specifies the mod that wrote that, not only script file.
 
* Added LuaEntityPrototype::distribution_effectivity read.
 
* Added LuaEntityPrototype::time_to_live read.
 
* Added LuaControl::following_robots read.
 
* Added LuaPlayer::pipette_entity().
 
* Added LuaEntity::can_be_destroyed().
 
* Added script_raised_destroy reserved event ID.
 
* Added script_raised_built reserved event ID.
 
* Added script_raised_revive reserved event ID.
 
* Changed LuaEntity::time_to_live to also work for combat robots.
 
* Changed LuaEntityPrototype::fluid_capacity read to also work on fluid-wagon.
 
* Changed LuaEntityPrototype::turret_range read returns nil instead of error if not turret.
 
* Changed LuaEntity::train to return nil if entity is not rolling stock.
 
* Added LuaEntityPrototype::explosion_beam read.
 
* Added LuaEntityPrototype::explosion_rotate read.
 
 
 
== 0.15.31 ==
 
Date: 25. 07. 2017
 
=== Minor Features ===
 
* Train stop text angle is now configurable in the graphics settings. Default value is 30 degrees.
 
=== Bugfixes ===
 
* Fixed that resizing the game window was very slow on Linux. ([https://forums.factorio.com/48023 more])
 
* Fixed rendering of turret ranges on map. ([https://forums.factorio.com/50932 more])
 
* Fixed "Disable listed mods" in minimal mode would disable all mods including Base if mod-list.json didn't exist. ([https://forums.factorio.com/50917 more])
 
* Fixed that pressing escape in the "mods error" GUI would close it and leave the game in a broken state. ([https://forums.factorio.com/50951 more])
 
* Fixed possible crash when loading game. ([https://forums.factorio.com/50955 more])
 
* Car and Tank now make a sound when deconstructed. ([https://forums.factorio.com/50997 more])
 
* Fixed that using the color command with no arguments would set your color to black.
 
* Fixed a crash when deleting a blueprint book while the label is being edited in the blueprint library. ([https://forums.factorio.com/50964 more])
 
* Fixed crash when closing the game in the Generate Map GUI. ([https://forums.factorio.com/50924 more])
 
* Fixed that the generate map GUI would show incorrect values for some of the enemy expansion settings in some cases. ([https://forums.factorio.com/51064 more])
 
* Fixed that some blueprints would always have to be reuploaded after connecting to a server, even if they weren't changed. ([https://forums.factorio.com/50878 more])
 
* Fixed that the map seed field wouldn't be used when given in a map-gen-settings.json file through the command line. ([https://forums.factorio.com/51176 more])
 
* Fixed that missing controls in "autoplace_controls" for map gen settings would get filled with default values instead of disabling unlisted controls.
 
* Fixed that blueprints would stop transferring if the game was loaded from a map that included some transfers in progress. ([https://forums.factorio.com/51025 more])
 
* Fixed missing font for Thai language.
 
* Changed the hazard concrete/concrete tile transition so it behaves predictively.
 
=== Modding ===
 
* Fixed layered icons would render incorrectly in some cases. ([https://forums.factorio.com/51059 more])
 
=== Scripting ===
 
* Fixed a crash when using LuaPlayer::disable_all_prototypes() and opening the technology GUI. ([https://forums.factorio.com/51003 more])
 
* Fixed that research bonus could be set to negative. ([https://forums.factorio.com/51114 more])
 
* Fixed that items in the character trash slots would get lost on reducing inventory size instead of spilling the items on the ground. ([https://forums.factorio.com/51181 more])
 
* Fixed validation for pickup_position and drop_position. ([https://forums.factorio.com/51143 more])
 
* Exposed internal buffer of fluid turret to Lua as its last fluidbox.
 
* Added LuaEntityPrototype::fluid_capacity read.
 
 
 
== 0.15.30 ==
 
Date: 14. 07. 2017
 
=== Bugfixes ===
 
* Fixed crash related to empty player blueprint shelf. ([https://forums.factorio.com/50854 more])
 
* Fixed crash related to handling focused state of widgets.
 
* Fixed possible crash when using font with size 0. ([https://forums.factorio.com/50859 more])
 
* Fixed focus error preventing to access GUI when the game is paused in multiplayer.
 
* Fixed a crash when the map can't be saved to disk due to permission errors when joining MP games. ([https://forums.factorio.com/45122 more])
 
=== Modding ===
 
* Added optional "hide_resistances" to entity prototype to control whether resistances should be hidden in description for friendly forces. Default is true.
 
 
 
== 0.15.29 ==
 
Date: 13. 07. 2017
 
=== Changes ===
 
* Underground pipes will no longer connect if there is candidate ghost underground pipe between them.
 
* Command line option --window-size can be also used to start the game in maximized mode when used as --window-size=maximized
 
* The library no longer shows unavailable blueprints of off-line players, since there is nothing that can be done with them.
 
=== Bugfixes ===
 
* Fixed that the edit field of a blueprint book in the shared pane would get reset every time crafting finished. ([https://forums.factorio.com/48771 more])
 
* Fixed that setting visibility to false on modded GUI elements while a text field had focus would keep blocking normal input. ([https://forums.factorio.com/50531 more])
 
* Fixed a performance problem when having the blueprint library GUI open while robots add/remove large amounts of items from the character. ([https://forums.factorio.com/49063 more])
 
* Fixed that walls and pipes built from blueprints could mark trees/rocks for deconstruction by mistake in some instances. ([https://forums.factorio.com/50739 more])
 
* Fixed entities with force color (turrets, gates, ...) would be drawn black in blueprint preview.
 
* Fixed false positive in game state corruption detection logic. ([https://forums.factorio.com/50758 more])
 
* Fixed pipette tool would pick diagonal rail with wrong direction. ([https://forums.factorio.com/50736 more])
 
* Fixed migrating save from level 4 of New Hope campaign would disable Plane recipe. ([https://forums.factorio.com/50762 more])
 
* Fixed that the blueprint library wouldn't close when Q is pressed and bound to the Close Window action. ([https://forums.factorio.com/50779 more])
 
* Fixed that blueprints would stop transferring if the game was saved whilst some transfers were in progress and then reloaded from this save. ([https://forums.factorio.com/50767 more])
 
* Fixed error with modal focus related to having blueprint error message and removed content message at the same time.
 
* Fixed server wouldn't close and delete a temporary save file made for a client that disconnected before the server finished saving. ([https://forums.factorio.com/50735 more])
 
* Fixed that standing on belts facing each other between two chunks would cause the player actions to run at double speed.
 
* Fixed that in an artificial test-case, two blueprints couldn't in the library at the same time. ([https://forums.factorio.com/50709 more])
 
* The Pipette tool will now copy the rotations of vehicles and trains. ([https://forums.factorio.com/50797 more])
 
* Fixed that making blueprints of ghost tiles on top of real tiles would have seemingly "random" results in the blueprint. ([https://forums.factorio.com/50801 more])
 
* Possible fix of the double "Communication with server failed" error. ([https://forums.factorio.com/35698 more])
 
* Fixed entities to be built wouldn't get rendered in some places when hovering over transparent GUI elements in the map editor. ([https://forums.factorio.com/50825 more])
 
=== Modding ===
 
* Added optional "render_not_in_network_icon" for logistic container prototypes defaulting to true.
 
* Fixed empty sprite path would cause game to crash instead of entering minimal mode. ([https://forums.factorio.com/50782 more])
 
=== Scripting ===
 
* Added LuaItemStack::swap_stack().
 
* Added on_player_removed event.
 
 
 
== 0.15.28 ==
 
Date: 06. 07. 2017
 
=== Balancing ===
 
* Reduced time needed for an unit of Automation 2 research from 15 to 5 seconds to compensate for previous change of science packs requirements.
 
=== Minor Features ===
 
* Added --window-size launch option. For example --window-size=1680x1050 ([https://forums.factorio.com/44775 more])
 
* Damaging a tree with impact or physical damage generates some leaves.
 
* Warning icon for logistic chests that are not in a reach of roboport.
 
* Train stop names are rendered at 45 degrees to better show names.
 
=== Bugfixes ===
 
* Fixed that ghosts would stay over entities after deconstruction was canceled. ([https://forums.factorio.com/50015 more])
 
* Fixed that the controls menu wouldn't use a fixed common width between controls sections.
 
* Inserter researches now require equal ratios of science pack types.
 
* Fixed that transferring blueprints from the library could make the headless server crash. ([https://forums.factorio.com/50536 more])
 
* Fixed that blueprints could be duplicated when moving to a new version. ([https://forums.factorio.com/48977 more])
 
* Fixed progress bar not showing in the entity info panel if the text was too long. ([https://forums.factorio.com/50539 more])
 
* Fixed (at least one of the cases) of crashes related to not being able to connect to auth server while joining game. ([https://forums.factorio.com/50161 more])
 
* Fixed, possible crash related to changed bounding box of entity by a mod. When the mod is removed (added) the corner of the entity can occupy chunk that doesn't exist yet which would cause a loading error. ([https://forums.factorio.com/50371 more])
 
* Fixed that mining sounds and the leaves effect weren't present when mining tree from a car. ([https://forums.factorio.com/50441 more])
 
* Fixed possible crash when removing modded rails during save migration. ([https://forums.factorio.com/45436 more])
 
=== Modding ===
 
* Mod hotkeys are arranged per-mod.
 
* Disallowed defining different rail categories for this moment as having more than one will never work properly until we spent some non-trivial time with that, which is not a priority now.
 
=== Scripting ===
 
* Fixed that item-with-inventory filters wouldn't be preserved when cloned through the Lua API. ([https://forums.factorio.com/50527 more])
 
 
 
== 0.15.27 ==
 
Date: 03. 07. 2017
 
=== Balancing ===
 
* Speed and efficiency module 3 technology now requires high tech science packs instead of production science packs, so that working towards power armor mk2 does not require production science packs.
 
** This makes the branching between high tech and production science packs more meaningful.
 
* All researches now require equal ratios of science pack types. This reduces the cost of some researches.
 
=== Bugfixes ===
 
* Fixed manually inserting items into the blueprint book would disconnect you in multiplayer. ([https://forums.factorio.com/50408 more])
 
* Fixed a crash when clicking an alert the same tick the game is loaded. ([https://forums.factorio.com/50449 more])
 
* Fixed a crash when saving screenshot failed. ([https://forums.factorio.com/50501 more])
 
* Fixed that trains could stop in the middle of chain signal blocks in some specific setups causing deadlocks. ([https://forums.factorio.com/34844 more])
 
* Fixed that large drop-down widgets would render off the bottom of the screen in some cases. ([https://forums.factorio.com/50386 more])
 
=== Modding ===
 
* Added "render_layer" property to car prototype definition.
 
=== Scripting ===
 
* Fixed that calling LuaForce::chart(...) would try to chart chunks outside the map limits. ([https://forums.factorio.com/50451 more])
 
* Fixed that LuaPlayer::unlock_achievement() would keep showing the notification after the achievement was unlocked. ([https://forums.factorio.com/50395 more])
 
* Fixed that LuaItemStack::create_blueprint didn't behave the same way as normal blueprint creation in regards to ghost tiles. ([https://forums.factorio.com/50491 more])
 
* Fixed that LuaEntity::selected_gun_index write was 0-based. ([https://forums.factorio.com/50514 more])
 
* Fixed that mods could do remote calls outside of events when the game isn't in a valid state. ([https://forums.factorio.com/50509 more])
 
* Fixed that a time_before_removed of 0 on a corpse entity could crash the game in some instances. ([https://forums.factorio.com/50489 more])
 
 
 
== 0.15.26 ==
 
Date: 30. 06. 2017
 
=== Bugfixes ===
 
* Fixed a crash when rendering modded pumps in some instances. ([https://forums.factorio.com/50358 more])
 
* Fixed that biters building new bases could cause a player standing in the way to be destroyed instead of killed. ([https://forums.factorio.com/50357 more])
 
* Fixed that the auto-cursor-refill wouldn't refill if the cursor started with 1 item. ([https://forums.factorio.com/50370 more])
 
* Fixed crash related to removing power switch connected to electric pole in a blueprint.
 
* Fixed crash related to building electric pole that is connected to closed power switch by blueprint. ([https://forums.factorio.com/50384 more])
 
* Fixed that the player would respawn at {0,0} in the campaign levels. ([https://forums.factorio.com/50455 more])
 
=== Modding ===
 
* The God controller properties can now be set through the prototype system.
 
=== Scripting ===
 
* Fixed that using math.random in control.lua before the file was fully parsed was not deterministic. ([https://forums.factorio.com/50380 more])
 
* Fixed that create_entity{variation=...} was 0-based. ([https://forums.factorio.com/50385 more])
 
 
 
== 0.15.25 ==
 
Date: 29. 06. 2017
 
=== Bugfixes ===
 
* Fixed that energy shields would charge faster than normal when the generators couldn't provide full power and there was a bettery with available energy in the grid. ([https://forums.factorio.com/47761 more])
 
* Fixed crash when making blueprint from power switch ghost.
 
* Fixed a desync when loading save files from different game versions. ([https://forums.factorio.com/50331 more])
 
* Fixed that the map gen presets list box wouldn't respond to mouse clicks. ([https://forums.factorio.com/50329 more])
 
 
 
== 0.15.24 ==
 
Date: 29. 06. 2017
 
=== Minor Features ===
 
* Power switch connections are stored in the blueprint.
 
=== Changes ===
 
* The F1-F12 debug hotkeys can now be reassigned.
 
* Disabled pumps don't block other pumps from connecting to fluid wagon anymore. ([https://forums.factorio.com/49336 more])
 
* Pump can connect to fluid tank that is slightly rotated, but only to tanks that are standing on straight rails.
 
* Blueprints in the library no longer transfer automatically when a player joins. Instead, they are transferred on-demand.
 
* Admins are allowed to modify other players' blueprints in the library, including deleting them.
 
* Changed default keybind for toggle filters on macOS to Command + Right Click ([https://forums.factorio.com/50253 more])
 
=== Bugfixes ===
 
* Fixed Infoboxes sometimes going to the center of the screen on scale change or display size change. ([https://forums.factorio.com/47513 more])
 
* Fixed the direction of underground belts/pipes wouldn't get detected correctly when using the pipette tool in some cases. ([https://forums.factorio.com/50080 more])
 
* Fixed that accumulators had two energy bars and one of these was showing incorrect value. ([https://forums.factorio.com/50212 more])
 
* Fixed that Copy paste couldn't be used in the numeric edit box.
 
* Fixed that the recipe tooltip would resize/change every time something was crafted. ([https://forums.factorio.com/50209 more])
 
* Fixed burner inserter reading signal pulses twice ([https://forums.factorio.com/50183 more])
 
* Fixed electric buffer error that could happen when updating save to newer factorio version or changing mods. ([https://forums.factorio.com/50182 more])
 
* Fixed that failing to mine an entity wouldn't try to transfer all items in the entity. ([https://forums.factorio.com/50237 more])
 
* Fixed locomotive could snap to train stop after it was attached to an existing train. ([https://forums.factorio.com/50210 more])
 
* Fixed that the item counts when making blueprints or deconstructing things would render off-screen. ([https://forums.factorio.com/50258 more])
 
* Fixed impossible research tasks in team production challenge. ([https://forums.factorio.com/50257 more])
 
* Fixed that the blueprint library GUI wouldn't restore scrollbar position when moving in or out of a book. ([https://forums.factorio.com/50152 more])
 
* Fixed that setting inserter filters wouldn't update the last-user. ([https://forums.factorio.com/50286 more])
 
* Fixed that fluid would not flow through circuit network disabled mining drills. ([https://forums.factorio.com/50289 more])
 
* Fixed a crash when exiting multiplayer due to a script error while hosting a public game locally. ([https://forums.factorio.com/50243 more])
 
* Fixed pump would not connect to last tile of a train in some cases. ([https://forums.factorio.com/50279 more])
 
=== Modding ===
 
* Changed the format for localised mod name and description.
 
* Fixed that assembling machines using the heat energy source type would go inactive when out of power and stay inactive. ([https://forums.factorio.com/50091 more])
 
* Limited map gen presets pollution diffusion and dissipation rate values to prevent never-ending pollution bloating map sizes by mistake. ([https://forums.factorio.com/48680 more])
 
* Removed CustomInputPrototype consuming types "all" and "script-only".
 
* entity-with-owner now supports variation in blueprints.
 
=== Scripting ===
 
* Fixed that marking an entity for deconstruction through script wouldn't fire the event. ([https://forums.factorio.com/50180 more])
 
* Fixed that level based research wouldn't fire the research-finished event in some cases. ([https://forums.factorio.com/50223 more])
 
* Fixed that several of the drop-down related methods for LuaGuiElement were 0-based.
 
* Added a global Lua function "table_size" which will quickly compute the number of values in any lua table (not to be confused with the # operator).
 
* Added LuaGuiElement::remove_item for drop-down type elements.
 
* Added LuaSurface::clear_pollution().
 
* Added events on_console_chat and on_console_command.
 
* Added LuaEntityPrototype::production read.
 
* Added LuaControl::mine_tile().
 
 
 
== 0.15.23 ==
 
Date: 22. 06. 2017
 
=== Changes ===
 
* Reverted change that made Inserters no longer drop what they are holding when disabled by the circuit network. ([https://forums.factorio.com/49170 more])
 
=== Bugfixes ===
 
* Fixed that the UI scale option wouldn't apply until restarting the game in some cases. ([https://forums.factorio.com/50064 more])
 
* Fixed that number-input fields would also block letters/other keys. ([https://forums.factorio.com/50061 more])
 
* Fixed that tile filters in the deconstruction planner wouldn't get used in some cases when entity filters were also defined. ([https://forums.factorio.com/50069 more])
 
* Fixed curved rail ghosts wouldn't mark trees/rocks when force-built. ([https://forums.factorio.com/50039 more])
 
* Fixed construction robots could stop doing their jobs when roboport was destroyed or unpowered. ([https://forums.factorio.com/43680 more])
 
* Fixed long strings in the right description pane. ([https://forums.factorio.com/50040 more])
 
=== Modding ===
 
* Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. ([https://forums.factorio.com/50055 more])
 
=== Scripting ===
 
* Fixed that teleporting entity ghosts didn't work correctly. ([https://forums.factorio.com/50030 more])
 
 
 
== 0.15.22 ==
 
Date: 21. 06. 2017
 
=== Changes ===
 
* Blueprints in the blueprint library are sorted using case-insensitive natural compare.
 
** E.g. the sorting order now is "1", "2", "10", instead of the previous "1", "10", "2".
 
* Inserters will no longer drop what they are holding when disabled by the circuit network. ([https://forums.factorio.com/49170 more])
 
* The deconstruction planner filter now treats any entity filter as also matching entity ghosts of that type.
 
* Multiplayer creation GUI now remembers game name. ([https://forums.factorio.com/49162 more])
 
=== Balancing ===
 
* Explosive Mine now only does damage to enemy units and structures.
 
** Sounds:
 
* Added missing vehicle collision sounds (pipes, solar panels, etc...)
 
* Reduced volume of ore mining and tree chopping.
 
=== Bugfixes ===
 
* Toggling fullscreen via options or Alt-Enter now keeps window on the same monitor. ([https://forums.factorio.com/49567 more])
 
* Fixed that in long recharging queues some robots would never get a chance to recharge. ([https://forums.factorio.com/49391 more])
 
* Fixed that it wasn't possible to click and drag blueprints into an empty blueprint book. ([https://forums.factorio.com/49746 more])
 
* Fixed that deconstruction/blueprinting selection would be canceled if the selection ended on one of the always-visible GUIs. ([https://forums.factorio.com/49264 more])
 
* Fixed the productivity bar in the furnace GUI wouldn't show in some instances. ([https://forums.factorio.com/49841 more])
 
* Fixed exiting a multiplayer game hosted through the in-game multiplayer option. ([https://forums.factorio.com/49785 more])
 
* Fixed that tile ghosts would always get selected over real entities. ([https://forums.factorio.com/49880 more])
 
* Fixed that the heat-connection icon was not visible on entities other than boiler and reactor. (related to modding)
 
* Fixed that furnace with heat source couldn't be rotated before placing it.
 
* Fixed the gui of furnace using heat as energy source.
 
* Fix PvP Gui script error. ([https://forums.factorio.com/49876 more])
 
* Fix that clearing items in Transport belt maddness didn't give the items back. ([https://forums.factorio.com/49509 more])
 
* Fixed that rails marked for deconstruction wouldn't allow canceling deconstruction while a train was on  them. ([https://forums.factorio.com/49950 more])
 
* Fixed that biters would change orientation rapidly when they were near a player whom they couldn't attack. ([https://forums.factorio.com/46763 more])
 
* Fixed that Rocket Silo would continue crafting for 1 tick after completing a rocket. ([https://forums.factorio.com/48974 more])
 
* Fixed that lot of other keys that can be used to write characters in the edit box (or console) were not blocked from affecting the game if they are assigned to do a game action. Having text box active now means that all of the keys are blocked from affecting the game.
 
* Fixed (hopefully), that the stretching of bounding boxes of walls to touch their neighbours was not taking into account when  marking things in the way for the blueprint. ([https://forums.factorio.com/47324 more])
 
* Fixed that the description pane would change width depending on the content. It should now never change width. ([https://forums.factorio.com/49911 more])
 
* Fixed that the shooting-target would render as valid to shoot with rockets when it actually wasn't. ([https://forums.factorio.com/49425 more])
 
* Fixed that programmable speakers would get wrong instruments after importing pre-0.15.19 blueprint string. ([https://forums.factorio.com/49528 more])
 
* Fixed that maximized Factorio window had thin border around it. ([https://forums.factorio.com/49388 more])
 
* Fixed that vanilla and modded version of achievements could be mixed up. ([https://forums.factorio.com/49620 more])
 
* Fixed that inserters would try to insert items into other non-burner inserters. ([https://forums.factorio.com/49384 more])
 
* Fixed that fast-transferring modules into the rocket silo would put them into the module slots and the rocket at the same time. ([https://forums.factorio.com/49520 more])
 
* Fixed that the "rocket launched without satellite" message couldn't be dismissed in some cases. ([https://forums.factorio.com/43683 more])
 
* Fixed the mining drill GUI wouldn't show mining progress when it had a large number of modded module slots. ([https://forums.factorio.com/41597 more])
 
* Fixed fast-replacing an assembling machine with overloaded ingredients would spill the items. ([https://forums.factorio.com/49158 more])
 
* Fixed many ingredients or products in recipes would break the assembling machine GUI. ([https://forums.factorio.com/47407 more])
 
* Fixed wrong values when using /config set allowed-commands with invalid values would crash the game. ([https://forums.factorio.com/49839 more])
 
=== Modding ===
 
* Fixed that giving rolling stock entities invalid collision masks would crash the game. ([https://forums.factorio.com/49356 more])
 
* Mod title and description can now be localised.
 
* Fixed a crash when mods use reset technologies during the technology researched event. ([https://forums.factorio.com/49991 more])
 
* Fixed that modded GUI elements wouldn't get removed in some cases when the mod was removed. ([https://forums.factorio.com/50022 more])
 
* Fixed source_effects applying effects to the source by the target instead of to the source by the source. ([https://forums.factorio.com/49634 more])
 
=== Scripting ===
 
* Fixed setting robot.energy for logistic/construction robots wouldn't account for the robot battery upgrade. ([https://forums.factorio.com/49780 more])
 
* Fixed that setting LuaBurner::currently_burning didn't accept LuaItemPrototype as the docs said. ([https://forums.factorio.com/49893 more])
 
* Added LuaEntityPrototype::count_as_rock_for_filtered_deconstruction read.
 
* Added LuaEntityPrototype::filter_count read.
 
* Added LuaEntity::spawner/units read.
 
 
 
== 0.15.21 ==
 
Date: 15. 06. 2017
 
=== Bugfixes ===
 
* Fixed that the server would crash if someone tried to connect when there were no blueprints being transferred. ([https://forums.factorio.com/49770 more])
 
 
 
== 0.15.20 ==
 
Date: 14. 06. 2017
 
=== Changes ===
 
* Transports belt entities show belt speed in the tooltip and entity description.
 
* Reduced fluid wagon air resistance from 0.05 to 0.01
 
* Scenario names are now localised.
 
=== Bugfixes ===
 
* Fixed login details getting lost (hopefully). ([https://forums.factorio.com/45238 more])
 
* Fixed a crash that would happen if the game exited due to a script error that happened immediately after deleting a force. ([https://forums.factorio.com/49008 more])
 
* Fixed int mod settings would show incorrect values in the GUI. ([https://forums.factorio.com/49502 more])
 
* Fixed gun sounds would continue when switching weapons while firing. ([https://forums.factorio.com/49382 more])
 
* Fixed a performance issue caused by spawners being active all the time in peaceful mode. ([https://forums.factorio.com/48701 more])
 
* Fixed a crash when removing train stops next to other train stops and then building locomotives. ([https://forums.factorio.com/49539 more])
 
* Fixed a rare desync related to opening your player inventory. ([https://forums.factorio.com/49308 more])
 
* Fixed a crash when teleporting/setting the force of a offline roboport. ([https://forums.factorio.com/49515 more])
 
* Fixed inserters with custom pickup/drop locations from mods would retain the custom data when the mods were removed. ([https://forums.factorio.com/49513 more])
 
* Fixed a crash when deleting blueprint records from the blueprint library while another player is viewing the record tooltip. ([https://forums.factorio.com/49600 more])
 
* Fixed that some clients wouldn't be able to connect to a server when blueprints were being uploaded. ([https://forums.factorio.com/49680 more])
 
* Fixed that Factorio wouldn't start when run from an NFS partition. ([https://forums.factorio.com/49529 more])
 
* Fixed crash on macOS older than 10.9 ([https://forums.factorio.com/49555 more])
 
=== Modding ===
 
* Removed unused "energy consumption" from the roboport equipment. ([https://forums.factorio.com/49678 more])
 
=== Scripting ===
 
* Fixed that setting researched = true on level-based research in progress wouldn't update the research level displayed. ([https://forums.factorio.com/49468 more])
 
* Fixed that game.write_file would cause desyncs if it failed due to file permission issues. ([https://forums.factorio.com/49617 more])
 
* Fixed a crash related to the train changed state event. ([https://forums.factorio.com/49710 more])
 
* Added events on_player_setup_blueprint, on_player_deconstructed_area, and on_player_configured_blueprint.
 
* Added LuaEntity::secondary_bounding_box read.
 
* Added LuaForce::worker_robots_battery_modifier read/write.
 
* Added LuaGuiElement::enabled read/write.
 
 
 
== 0.15.19 ==
 
Date: 08. 06. 2017
 
=== Changes ===
 
* Added alarm sounds to programmable speaker.
 
* Fullscreen is on by default.
 
* Locomotive snaps to a train stop when placing the first locomotive next to the train stop.
 
* Changed automation and fluid wagon research so it doesn't have multiples of science packs per unit. ([https://forums.factorio.com/49128 more])
 
* --start-server-load-scenario can load scenarios provided by a mod.
 
** For example, --start-server-load-scenario base/wave-defense will load the wave-defense scenario from the base mod.
 
=== Graphics ===
 
* Changed the icon of the automation research, so it is not confused with the logistics research.
 
=== Bugfixes ===
 
* Fixed that destroyed transport belt could leave zombified items in nearby tile ([https://forums.factorio.com/49152 more])
 
* Fixed inserter zombification at rail junctions ([https://forums.factorio.com/49293 more])
 
* Fixed visual seams on map/minimap ([https://forums.factorio.com/45834 more])
 
* Fixed that gate over rail could be rotated
 
* Fixed GUI size problems with the logistic networks GUI. ([https://forums.factorio.com/48900 more])
 
* Fixed that the headless server didn't close when it failed. (Most typically because of script error) ([https://forums.factorio.com/49118 more])
 
* Fixed misaligned force color mask on capsule projectiles. ([https://forums.factorio.com/48996 more])
 
* Fixed crash when changing player's controller, when player was controlling a vehicle with god controller. ([https://forums.factorio.com/47239 more])
 
* Fixed a crash caused by manually deactivated units. ([https://forums.factorio.com/49017 more])
 
* Fixed that exporting blueprints wouldn't respect the current filter options in the setup GUI. ([https://forums.factorio.com/49123 more])
 
* Fixed that selection-by-typing in list boxes would also trigger normal game actions. ([https://forums.factorio.com/49004 more])
 
* Fixed that adding stops to a train could change the current station. ([https://forums.factorio.com/40845 more])
 
* Fixed that the search text didn't reset after leaving the browse-mods GUI. ([https://forums.factorio.com/49130 more])
 
* Fixed that the mods-load-error GUI could end up too large to fit on screen. ([https://forums.factorio.com/49165 more])
 
* Fixed a crash when interacting with the "save/quit/reconnect" window after losing connection with a server. ([https://forums.factorio.com/49023 more])
 
* Fixed crashes when locking bitmap fails. ([https://forums.factorio.com/49009 more])
 
* Fixed rail preview was rendered under entities. ([https://forums.factorio.com/48134 more])
 
* Fixed message box in main menu  being not clickable ([https://forums.factorio.com/49226 more])
 
* Fixed trains stuttering on extremely short paths. ([https://forums.factorio.com/49105 more])
 
* Fixed flamethrower stream would destroy trees directly. ([https://forums.factorio.com/46428 more])
 
* Fixed that some information was missing from generator entities. ([https://forums.factorio.com/49327 more])
 
* Fixed that Factorio would hang on Linux after trying to paste a string when the clipboard was empty. ([https://forums.factorio.com/49251 more])
 
* Fixed generating unwinnible research tasks in team production scenario. ([https://forums.factorio.com/49329 more])
 
* Fixed that clicking escape while connecting to the game could lead to weird situations as the normal menu was opened.
 
** Pressing escape while connecting will abort the connection instead. ([https://forums.factorio.com/37460 more])
 
* Fixed the productivity bar in the mining drill wouldn't show in some cases. ([https://forums.factorio.com/40158 more])
 
* Fixed that the blueprint book gui didn't stretch vertically when possible. ([https://forums.factorio.com/49353 more])
 
* Fixed inconsistent hovered font color on buttons and dropdowns. ([https://forums.factorio.com/49213 more])
 
* Fixed train stuttering with only disabled stations in their schedule ([https://forums.factorio.com/47911 more])
 
* Fixed that you could disconnect wires at any distance. ([https://forums.factorio.com/46259 more])
 
* Fixed the icon used when rendering coal being held by construction robots. ([https://forums.factorio.com/49399 more])
 
* Fixed headless server on macOS getting stuck when in background ([https://forums.factorio.com/46295 more])
 
* Fixed that attempting to edit a blueprint label for the second time would show the original label before any edits were made. ([https://forums.factorio.com/49267 more])
 
* Fixed that --start-server-load-scenario wouldn't give an error when the specified scenario couldn't be found. ([https://forums.factorio.com/45532 more])
 
* Fixed that robots would leave items on the ground when building ghosts in some cases. ([https://forums.factorio.com/49449 more])
 
* Fixed train GUI size problems when the fuel tab is removed due to it going out of reach. ([https://forums.factorio.com/48991 more])
 
* Fixed that blacklisting tile ghosts in the deconstruction planner didn't work. ([https://forums.factorio.com/49450 more])
 
=== Modding ===
 
* Fixed that the fluid wagon wouldn't show the equipment grid when one was added through mods. ([https://forums.factorio.com/48167 more])
 
* Fixed loading the item-with-tags item type. ([https://forums.factorio.com/49234 more])
 
=== Scripting ===
 
* Fixed set_command with an empty list of commands would crash the game. ([https://forums.factorio.com/48226 more])
 
* Fixed LuaRandomGenerator docs. ([https://forums.factorio.com/48888 more])
 
* Added LuaTechnology::level write support for level-based technology. ([https://forums.factorio.com/47733 more])
 
 
 
== 0.15.18 ==
 
Date: 01. 06. 2017
 
=== Bugfixes ===
 
* Fixed that wire connections were not preserved in tightspot campaign. ([https://forums.factorio.com/48910 more])
 
* Fixed various crashes on macOS related to logistic counts. ([https://forums.factorio.com/49053 more])
 
=== Modding ===
 
* Changed default value of "allow_custom_vectors" in inserter prototype to true, vanilla inserters set it to false explicitly.
 
 
 
== 0.15.17 ==
 
Date: 01. 06. 2017
 
=== Graphics ===
 
* Inserters in high resolution; normal resolution inserters are unchanged.
 
=== Bugfixes ===
 
* Fixed some inconsistencies in programmable speaker gui ([https://forums.factorio.com/48593 more])
 
* Fixed that headless mode wiped out controls section of config file ([https://forums.factorio.com/47950 more])
 
* Fixed that detached roboports (e.g. after blackout) would not reset circuit network readings on number of robots ([https://forums.factorio.com/48915 more])
 
* Fixed that active blueprint/deconstruction-planner selection did not reset when switching between game and map ([https://forums.factorio.com/48815 more])
 
* Fixed AltGr behavior with special characters ([https://forums.factorio.com/47040 more])
 
* Fixed that mining bar would steal mouse focus ([https://forums.factorio.com/46999 more])
 
* Fixed the /evolution command would underflow when showing negative pollution values. ([https://forums.factorio.com/48786 more])
 
* Fixed crash when mod-list failed to save when exiting the game. ([https://forums.factorio.com/47371 more])
 
* Fixed game would not save at all if generating preview picture failed. ([https://forums.factorio.com/47342 more])
 
* Fixed desync related to driving vehicles. ([https://forums.factorio.com/48826 more])
 
* Fixed unnecessary quotes in programmable speaker note translations ([https://forums.factorio.com/48839 more])
 
* Fixed that the bonus GUI wouldn't fit on screen with a large amount of modded content. ([https://forums.factorio.com/48755 more])
 
* Fixed crash when closing public server. ([https://forums.factorio.com/48889 more])
 
* Fixed that filter inserters lost their filter in tightspot campaign. ([https://forums.factorio.com/48490 more])
 
* Fixed empty space would be rendered if glyph was missing in current font. ([https://forums.factorio.com/38937 more])
 
* Fixed that resizing the game window while catching up after joining a multiplayer game would leave the map blank. ([https://forums.factorio.com/48947 more])
 
* Fixed issue and desync when disconnecting one wire color of an entity connected to 2 wire colors. ([https://forums.factorio.com/48876 more])
 
* Fixed a multiplayer crash that would happen when a player left whilst uploading their blueprint library and then rejoined the same server. ([https://forums.factorio.com/47820 more])
 
* Fixed another issue that prevented spawners from spawning. ([https://forums.factorio.com/48931 more])
 
* Fixed game would fail to load if max-texture-size was too low. ([https://forums.factorio.com/48985 more])
 
=== Modding ===
 
* Moved the "mod-settings.json" file so it now resides in the "mods" subfolder allowing it to work with the mod-directory command line option.
 
* Added support for virtual-signal migrations.
 
* Inserters now require the inserter prototype property "allow_custom_vectors" to be true before they allow setting custom pickup/drop locations.
 
* Font paths were moved from locale cfg to locale info.json (see core/en/info.json).
 
* Changed default value of hand_length in inserter prototype to 0.75, to make inserter shadow look nicer.
 
=== Scripting ===
 
* Fixed crash when teleporting character entities while in vehicles. ([https://forums.factorio.com/45519 more])
 
* Fixed that character.character_maximum_following_robot_count_bonus didn't work. ([https://forums.factorio.com/48837 more])
 
* Fixed that /help for lua commands wouldn't do parameter substitution correctly. ([https://forums.factorio.com/47382 more])
 
* Added LuaEntityPrototype::resource_categories, fluid, and pumping_speed read.
 
* Added LuaEntity::previous_recipe read.
 
* Added LuaEntityPrototype::stack/allow_custom_vectors read.
 
* Changed LuaEntityPrototype::speed to also work for rolling stocks.
 
 
 
== 0.15.16 ==
 
Date: 27. 05. 2017
 
=== Changes ===
 
* Temporarily reverted GUI interaction changes (some GUI elements responding only to left mouse button, buttons clicked on mouse up instead of mouse down) introduced in 0.15.13 and 0.15.14.
 
=== Bugfixes ===
 
* Fixed the "back" button wouldn't work in the save-game GUI. ([https://forums.factorio.com/48657 more])
 
* Fixed the "cancel" button wouldn't work in the user-login GUI. ([https://forums.factorio.com/48677 more])
 
* Fixed that the map editor item/inventory buttons didn't work. ([https://forums.factorio.com/48685 more])
 
* Fixed beacons would "wobble" in blueprints. ([https://forums.factorio.com/48596 more])
 
* Fixed crashes related to clicking different buttons.
 
* As a one-time migration, enemy spawners will reset their absorbed pollution to zero when a save from a previous version of 0.15 is loaded. ([https://forums.factorio.com/48662 more])
 
** This is to avoid an extreme temporary spike in difficulty that would happen after loading a save with many spawners that were affected by a bug in the previous versions.
 
* Fixed the market GUI didn't work. ([https://forums.factorio.com/48664 more])
 
* Fixed crash when pollution reaches unreasonably far chunk. ([https://forums.factorio.com/48680 more])
 
* Fixed power bars glitch in electric network statistics dialog. ([https://forums.factorio.com/48630 more])
 
=== Scripting ===
 
* Fixed setting LuaGuiElement::elem_value would always expect the elem_type to be "item". ([https://forums.factorio.com/48610 more])
 
 
 
== 0.15.15 ==
 
Date: 26. 05. 2017
 
=== Bugfixes ===
 
* Fixed desync related to loading pre 0.15.14 save with beacons marked for deconstruction without resaving it first.
 
* Fixed that spawners would sometimes stop spawning units even when polluted. ([https://forums.factorio.com/46805 more])
 
* Fixed crash when changing assembling machine recipe. ([https://forums.factorio.com/48600 more])
 
* Fixed crash that would happen after clicking a button in the tech tree. ([https://forums.factorio.com/48609 more])
 
=== Scripting ===
 
* Fixed crash when creating smoke entity through create-entity trigger effect. ([https://forums.factorio.com/48598 more])
 
* Added Entity::update_connections. It updates connection of loader and beacon to entities that might have been teleported out or in. The effect might include more things later on.
 
 
 
== 0.15.14 ==
 
Date: 26.05.2017
 
=== Optimisations ===
 
* Optimised beacon update times which helps especially when the power is not full and it fluctuates.
 
=== Changes ===
 
* Added support for using username and password for proxy connections.
 
* Changed technology sorting. All of the science pack types affect the order, not just the most expensive one. ([https://forums.factorio.com/48448 more])
 
* Leading and trainling whitespaces will be trimmed from host name or IP address entered to Direct Connect multiplayer dialog. ([https://forums.factorio.com/48489 more])
 
* Electric network info window shows all connected entities in the list and the graph even when they have 0 consuption/production.
 
** This means, that the count of entities connected to the network is shown even if they don't consume or produce.
 
* Electric poles that have 0 consumption as well as 0 production show empty electricity graph instead of full. ([https://forums.factorio.com/48513 more])
 
=== Bugfixes ===
 
* Keypad enter is treated as regular enter ([https://forums.factorio.com/47100 more])
 
* All buttons apart the inventory/recipe/crafting queue and item selection slot react on mouse click instead of just mouse down.
 
* Fixed that mining drills would continue to insert into entities when moved far away. ([https://forums.factorio.com/48332 more])
 
* Fixed that right click and drag in the blueprint setup GUI didn't work to remove things from the blueprint. ([https://forums.factorio.com/48354 more])
 
* Fixed that blueprint icons couldn't be removed with right click. ([https://forums.factorio.com/48354 more])
 
* Fixed that right-clicking items in the crafting queue didn't work to cancel 5.
 
* Fixed window being created slightly offscreen on certain resolutions. ([https://forums.factorio.com/45998 more])
 
* Fixed that the edit field for a blueprint book would get reset when bots delivered items to the player. ([https://forums.factorio.com/47498 more])
 
* Fixed that inserter facing north was slower compared to other directions. ([https://forums.factorio.com/9141 more])
 
* Fixed that the solaris achievement ignored usage of steam-turbines. ([https://forums.factorio.com/48429 more])
 
* Fixed that setting logistic requests didn't work in the map editor. ([https://forums.factorio.com/48432 more])
 
* Fixed crash after dropping a blueprint into a book inside the blueprint library. ([https://forums.factorio.com/48518 more])
 
* Fixed loading blueprint library from before 0.15.4 might crash. ([https://forums.factorio.com/48506 more])
 
* Fixed a crash related to changing the rail system when signals get disconnected from blocks. ([https://forums.factorio.com/48555 more])
 
* Fixed that furnaces and assembling machines weren't rotatable with heat pipe connection. ([https://forums.factorio.com/48574 more])
 
* Fixed crash when using --load-game with an error in a mod. ([https://forums.factorio.com/48550 more])
 
=== Modding ===
 
* Fixed reading LuaCommandProcessor::commands when one of the help keys was empty. ([https://forums.factorio.com/48032 more])
 
* Fixed that disabled mods could change the mod event order.
 
=== Scripting ===
 
* Fixed changing force of lab ghost would cause desync.
 
* Added LuaCustomGuiElement type "text-box".
 
 
 
== 0.15.13 ==
 
Date: 23. 05. 2017
 
=== Changes ===
 
* Most of the gui elements now work only with left mouse button, so other buttons might be used without intefering with gui.
 
=== Bugfixes ===
 
* Fixed that biters would sometimes try to attack indestructible entities. ([https://forums.factorio.com/45803 more])
 
* Fixed that clearing the blueprint label would make the GUI show the previous label. ([https://forums.factorio.com/45894 more])
 
* Fixed personal laser defense equipment shooting at player in vehicle would hit the player instead of the vehicle. ([https://forums.factorio.com/45461 more])
 
* Fixed that the edit label button on blueprint books in the library could get hidden behind the delete button. ([https://forums.factorio.com/45904 more])
 
* Fixed missing space after timestamp in server console output messages that didn't contain tag. ([https://forums.factorio.com/46766 more])
 
* Fixed that the blueprint library wouldn't update blueprints stored in books. (https://forums.factorio.com/47544 https://forums.factorio.com/45814)
 
* Fixed that reach-distance checks for curved rails only checked against one end of the rail. ([https://forums.factorio.com/47892 more])
 
* Fixed bonus GUI display values when the bonuses were negative. ([https://forums.factorio.com/47981 more])
 
* Fixed that the auto launch settings of rocket silo was not saved in blueprint. ([https://forums.factorio.com/47964 more])
 
* Fixed beta campaign level 02 would error for migrated save games. ([https://forums.factorio.com/47844 more])
 
* Fixed locked belts in demo campaign level 03. ([https://forums.factorio.com/44882 more])
 
* Localised programmable speaker notes and instruments. ([https://forums.factorio.com/47868 more])
 
* Fixed that mining drill window got repositioned to the center every time it switched to another resource. ([https://forums.factorio.com/45692 more])
 
* Fixed fluids/virtual signals in the blueprint library wouldn't migrate correctly between different modded saves. ([https://forums.factorio.com/47897 more])
 
* Before 0.14 the game didn't track online time of players, this caused that games transitioned from pre 0.14 could prevent players to get achivements until they spent enough of time in the game again. So for single player games, when transitioning to 0.15.13, the online time is reset to be full time of the map.
 
* Fixed that the bonus progress of assembling machine didn't reset when the recipe was changed by using copy paste.
 
** This could be exploited to get extra free product of expensive items. ([https://forums.factorio.com/48082 more])
 
* Fixed crash when loading modded saves that used the flamethrow-explosion entity type. ([https://forums.factorio.com/48101 more])
 
* Fixed performance problems when building rails related to large rail sections and chain signals. ([https://forums.factorio.com/48228 more])
 
* Fixed desync related to trains.
 
* Fixed blueprint library wouldn't use the Open Item GUI keybind. ([https://forums.factorio.com/48168 more])
 
* Fixed that errors in mod locale would only show in the log file instead of giving the standard mod-error GUI. ([https://forums.factorio.com/46914 more])
 
* Fixed that turret help view on map did show turrets from other surfaces. ([https://forums.factorio.com/47746 more])
 
* Fixed that silo script didn't validate items on configuration changes. ([https://forums.factorio.com/48236 more])
 
* Fixed that tightspot level 05 had incorrect recipes unlocked. ([https://forums.factorio.com/48174 more])
 
* Fixed that you could pippete items and break transport belt madness. ([https://forums.factorio.com/48171 more])
 
* Fixed that the game would crash when trying to load corrupt blueprint-storage.dat. ([https://forums.factorio.com/48265 more])
 
* Fixed that map was not updated correctly when tile editing ended up changing other tiles in different chunk. ([https://forums.factorio.com/48285 more])
 
* Fixed crash when loading modded saves that contained specific items without the mods. ([https://forums.factorio.com/48307 more])
 
* You can now open circuit network connectible entities while holding copper wire. ([https://forums.factorio.com/48279 more])
 
* Fixed crash when closing the game window in Browse Games/Play on LAN gui. ([https://forums.factorio.com/47253 more])
 
* Fixed that the bonus progress bar of furnace disappeared when the smelting was not currently in progress.
 
* Fixed that changing recipe in the furnace didn't reset the bonus progress bar. ([https://forums.factorio.com/47439 more])
 
* Fixed that selection box of rotated (and modded) storage tank wasn't respecting the rotation properly. ([https://forums.factorio.com/48315 more])
 
=== Modding ===
 
* Electric energy sources now support effectivity.
 
* Fixed crash when mods add values to data.raw incorrectly. ([https://forums.factorio.com/47932 more])
 
* Fixed some entities using heat energy source types wouldn't connect to heat pipes correctly when rotated. ([https://forums.factorio.com/47524 more])
 
* Mod settings now shows the mod display name instead of the mod ID name (My Mod Name instead of my-mod-name).
 
* Changing mod startup settings will now fire the on_configuration_changed event when appropriate.
 
=== Scripting ===
 
* Fixed crash when using game.take_screenshot and then deleting the surface. ([https://forums.factorio.com/46091 more])
 
* Fixed the old train ID wouldn't be included in some cases during the on_train_created event. ([https://forums.factorio.com/47958 more])
 
* Fixed crash when trying to register negative event ids. ([https://forums.factorio.com/47975 more])
 
* Fixed that force.reset_technology_effects() didn't preserve currently researched technology and saved technology progress. ([https://forums.factorio.com/48081 more])
 
* Fixed LuaEntity::neighbours return format to match the docs. ([https://forums.factorio.com/48176 more])
 
* Fixed LuaPlayer::mine_entity() would return false when successfully mining the given entity. ([https://forums.factorio.com/48243 more])
 
* Changed create_entity 'item-request-proxy' "modules" to take the same format as LuaEntity::item_requests. ([https://forums.factorio.com/47770 more])
 
* Changed LuaSurface::freeze_daytime() to freeze_daytime read/write.
 
* Removed LuaPlayer::cursor_position.
 
* Added LuaEntity::proxy_target read - the target an item-request-proxy is pointing at if any.
 
* Added LuaEntityPrototype/LuaEquipmentPrototype::electric_energy_source_prototype read.
 
* Added LuaEntityPrototype::fluid_usage_per_tick, maximum_temperature read, target_temperature.
 
* Added LuaForce::get_saved_technology_progress() and set_saved_technology_progress().
 
* Added LuaFluidPrototype::gas_temperature read.
 
 
 
== 0.15.12 ==
 
Date: 18. 05. 2017
 
=== Changes ===
 
* Zooming with the mousewheel in the map and zoom-to-world is less aggresive.
 
* Fast entity transfer by dragging (ctrl + clicking and dragging) will remember if you're trying to insert or extract items.
 
* Changed the deconstruction planner "trees only" filter to "trees/rocks only".
 
* Lab speed info in the description contains the researched speed bonus as well.
 
* Sprite quality defaults to High when at least 2.7 GB VRAM is detected (instead of 1.7 GB).
 
* Video memory usage defaults to All when at least 1.5 GB VRAM is detected (instead of 0.8 GB).
 
=== Bugfixes ===
 
* The statistics window (electric/production/kills) will automatically move to avoid being partially offscreen. ([https://forums.factorio.com/37806 more])
 
* Fixed that keypad /*-+, enter and delete were not usable in the text boxes if assigned in the controls.
 
* Fixed that power poles could be built at any distance by exploiting click-and-drag. ([https://forums.factorio.com/46861 more])
 
* Fixed marking underground belt output for deconstruction wouldn't block input from pushing more items into the underground part. ([https://forums.factorio.com/47668 more])
 
* Fixed "Read Stopped Train" checkbox not showing the correct value. ([https://forums.factorio.com/47736 more])
 
* Fixed entities with a burner energy source would show the incorrect power consumption. ([https://forums.factorio.com/44741 more])
 
* Fixed that production achievements could not be obtained. ([https://forums.factorio.com/47793 more])
 
* Fixed that some achievements (raining bullets, logistic network embargo, maybe more) were not properly marked as gained. ([https://forums.factorio.com/47780 more])
 
* Show the productivity bonus on mining drills even when they have no other effects on them. ([https://forums.factorio.com/47786 more])
 
* Fixed some GUI shortcuts not working when colliding with other shortcuts. ([https://forums.factorio.com/45902 more])
 
* Fixed that electric network visualisation on chart showed electric poles from other surfaces. ([https://forums.factorio.com/47746 more])
 
* Fixed that non-ASCII input wasn't possible on Linux. ([https://forums.factorio.com/45484 more])
 
* Fixed error when loading a save containing a folder which contained only subfolders but no files. ([https://forums.factorio.com/45442 more])
 
* Fixed swinging axe as attack might spawn mining particles of a nearby tree or resournce patch. ([https://forums.factorio.com/46265 more])
 
* Fixed that signals built by robots on places that didn't match the suggested direction didn't connect. This caused that some otherwise correct blueprints required manual intervention to fix the signals. ([https://forums.factorio.com/46381 more])
 
* Fixed handling of X11 focus events. ([https://forums.factorio.com/47768 more])
 
* Fixed trains wouldn't leave disabled stations when the next station in the schedule was the same station. ([https://forums.factorio.com/47805 more])
 
* Fixed train stops wouldn't import as string correctly. ([https://forums.factorio.com/47870 more])
 
* Fixed requester chests would render numbers larger than 2,147,483,647 as negative values. ([https://forums.factorio.com/47852 more])
 
* Fixed logging in with email in updater set your username to your email. ([https://forums.factorio.com/47908 more])
 
=== Modding ===
 
* Fixed that electric boiler didn't work. ([https://forums.factorio.com/47716 more])
 
* Fixed int mod setting error display message didn't show the upper limit correctly. ([https://forums.factorio.com/47862 more])
 
=== Scripting ===
 
* Fixed cloning blueprint books wouldn't copy the label/active index. ([https://forums.factorio.com/47801 more])
 
* Fixed that inoperable entities couldn't be rotated even when rotatable was true. ([https://forums.factorio.com/47842 more])
 
* Changed LuaItemStack::trees_only to trees_and_rocks_only.
 
* Added LuaEntity::loader_type write.
 
* Added LuaFlowStatistics::on_flow().
 
* Fixed lua documentation for DeciderCombinatorParameters and CircuitCondition. ([https://forums.factorio.com/47829 more])
 
* Fixed passing invalid arguments to LuaGame::take_screenshot would cause desync. ([https://forums.factorio.com/47890 more])
 
 
 
== 0.15.11 ==
 
Date: 16. 05. 2017
 
=== Minor Features ===
 
* When a train is stopped at the train stop, a circuit network signal is sent with a unique number for that train. ([https://forums.factorio.com/46234 more])
 
=== Changes ===
 
* Added headless server option --server-id to allow specifying custom path to the server ID file.
 
* Increased the minimum custom UI scale from 50% to 80% to avoid some scaling issues.
 
* The zoom level at which the map switches from 'map view' to 'world view' was increased.
 
* The first level of infinite researches is not needed for the tech maniac achievement anymore.
 
* The game will default to low sprite quality on computers with less than 2.5GB RAM. ([https://forums.factorio.com/47525 more])
 
* Tweaked the rocket launch gui. It doesn't show the result inventory slot when it is empty to avoid confusion when people put the setellite in it.
 
* Removed the zoom-to-world-outside-coverage debug option because it was causing issues. ([https://forums.factorio.com/47442 more])
 
* Added "create specialized sprite atlases" option to graphics settings. If checked, tile and shadow sprites won't be put into separated sprite atlases instead of the main one. This should give graphics driver more room to fit required sprites to graphics memory.
 
* Added "atlas texture size" option to graphics settings. Larger atlas texture can fit more sprites into single atlas which reduces CPU load when rendering.
 
** But smaller atlases are more likely to fit into VRAM and reduce GPU load when rendering.
 
=== Bugfixes ===
 
* Fixed nuclear reactor and centrifuge were not placed into toolbelt automatically. ([https://forums.factorio.com/47155 more])
 
* Tweaked the way heat pipes work, mainly to make it work the same regardless order of build. ([https://forums.factorio.com/44972 more])
 
* Fixed that click-and-drag interaction logic didn't work for trains. ([https://forums.factorio.com/47180 more])
 
* Another attempt to fix the ranged-based research info in the technology icon.
 
* Fixed that not all items were cleared in the transport belt madness campaign. ([https://forums.factorio.com/47171 more])
 
* Fixed that browse games table was inconsistent after resizing. ([https://forums.factorio.com/47137 more])
 
* Achievements should no longer be unlocked when replaying a game. ([https://forums.factorio.com/47151 more])
 
* Updated supply challenge level requirements. ([https://forums.factorio.com/46796 more])
 
* Fixed fluids consumed/produced by boilers didn't show in the production stats. ([https://forums.factorio.com/47169 more])
 
* Fixed that pasting very large strings wouldn't work on Linux. ([https://forums.factorio.com/46802 more])
 
* Fixed naming convention of transport belt madness campaign levels. ([https://forums.factorio.com/47243 more])
 
* Fixed copy-paste with containers so they correctly copy the inventory size limit. ([https://forums.factorio.com/47262 more])
 
* Fixed the progress bars in the lab wouldn't show correctly in some cases. ([https://forums.factorio.com/47131 more])
 
* Achievements are no longer be unlocked when replaying a game. ([https://forums.factorio.com/47151 more])
 
* Achievements are no longer unlocked by playing multiplayer game in which the player spent less than 50% of time online.
 
* Fixed that the blueprint renaming textbox would close every time crafting finished. ([https://forums.factorio.com/46970 more])
 
* core/backers.json is now included in the core data crc. This means that different content of this file will be properly detected when joining multiplayer game.
 
* Fixed that loader filters were not saved in the blueprint string. ([https://forums.factorio.com/47303 more])
 
* Gas color is now tinted with the fluids 'flow_color'. ([https://forums.factorio.com/47311 more])
 
* Fix wave defense crash when a silo died while nobody was connected. ([https://forums.factorio.com/47263 more])
 
* Fixed that the "confirm and download" button in the sync-mods-with-save wouldn't restart the game once all mods were downloaded. ([https://forums.factorio.com/47335 more])
 
* Fixed construction robots could get stuck trying to repair curved rail forever. ([https://forums.factorio.com/47359 more])
 
* Fixed that the technology cost tooltip description wouldn't scale correctly. ([https://forums.factorio.com/46445 more])
 
* Fixed that the /help command when run from the server console would always output the server commands list. ([https://forums.factorio.com/46406 more])
 
* Fixed strange behavior when a train has the same station in the list multiple times with no other valid station. ([https://forums.factorio.com/46473 more])
 
* Fixed crash related to dying with some GUI open. ([https://forums.factorio.com/47433 more])
 
* Fixed rail signals getting stuck reserved when mining/building rails in some setups. ([https://forums.factorio.com/47333 more])
 
* Fixed desync when pumps are setup to pump into the output of an assembling machine. ([https://forums.factorio.com/47402 more])
 
* Fixed the final level of formula based research would show the wrong name when researched.
 
* Fixed crash when maximizing the game with the achievements window open. ([https://forums.factorio.com/46936 more])
 
* Fixed switching weapons while firing in the tank would keep playing the previous weapon sound. ([https://forums.factorio.com/46103 more])
 
* The productivity value in the  miner description now contains also the researched bonus.
 
* Fixed insert seding a signal twice during fast replace. ([https://forums.factorio.com/47486 more])
 
* Fixed crash that would sometimes happen when a player left whilst some other player was in the process of joining. ([https://forums.factorio.com/46516 more])
 
* Fixed hazard concrete item description. ([https://forums.factorio.com/46154 more])
 
* Fixed that some of the slider in the new game settings weren't controllable by scrollbar.
 
* Fixed recipes with long names would extend out of the tooltip GUI. ([https://forums.factorio.com/45125 more])
 
* Fixed keyboard input would be blocked in tutorial, if console was opened when entering the tutorial. ([https://forums.factorio.com/44602 more])
 
* Fixed robots could deliver the wrong number of modules during roboport blackouts. ([https://forums.factorio.com/47508 more])
 
* Fixed that the game would freeze if there was no valid place to drop items on limited size maps. ([https://forums.factorio.com/47640 more])
 
* Fixed fire wouldn't pollute in some cases. ([https://forums.factorio.com/47621 more])
 
* Fixed that the delete-blueprint button would show when it wouldn't actually work. ([https://forums.factorio.com/47599 more])
 
* Fixed an error when resource scaling results in amounts too large to store in a resource entity. ([https://forums.factorio.com/47661 more])
 
=== Modding ===
 
* Fixed generator power output was always based on heat capacity and default temperature of water. ([https://forums.factorio.com/45652 more])
 
* Fixed logistic and construction radius visualization sprites would ignore tint. ([https://forums.factorio.com/47689 more])
 
=== Scripting ===
 
* Fixed setting technology::researched wouldn't research all levels of a formula based technology. ([https://forums.factorio.com/45857 more])
 
* Fixed it was possible to add gui element with same to the same parent name more than once. ([https://forums.factorio.com/45371 more])
 
* Fixed the custom camera widget wouldn't render the correct entities when switching the surface it was rendering for. ([https://forums.factorio.com/47639 more])
 
* Fixed LuaTrain::schedule would allow an invalid current schedule record. ([https://forums.factorio.com/47691 more])
 
* Added LuaEntityPrototype::mining_speed, mining_power, energy_usage, max_energy_usage, normal_resource_amount, infinite_depletion_resource_amount, attack_parameters read.
 
* Added LuaLampControlBehavior::color read.
 
* Added LuaRailSignalControlBehavior::red_signal, orange_signal, green_signal, close_signal, read_signal, circuit_condition read/write.
 
* Added LuaEntityPrototype::mineable_properties fluid_amount, required_fluid, mining_trigger, effectivity, consumption, friction_force, braking_force, tank_driving, rotation_speed, turret_rotation_speed, guns, speed, speed_multiplier_when_out_of_energy, max_payload_size, energy_per_move, energy_per_tick, max_energy, min_to_charge, max_to_charge properties, and building_grid_bit_shift.
 
* Added LuaBurner::fuel_category read.
 
* Added LuaBurnerPrototype.
 
* Added LuaControl::mine_entity().
 
* Added LuaEntity::text read/write.
 
* Added read/write support for flying text color through LuaEntity::color.
 
* Added LuaTrain::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluids_inside().
 
* Added LuaGameScript::check_prototype_translations() - a way to check if all expected prototypes have valid translations.
 
* Changed LuaEntityPrototype::mineable_properties "miningtime" -> "mining_time" and "miningparticle" -> "mining_particle".
 
 
 
== 0.15.10 ==
 
Date: 10. 05. 2017
 
=== Changes ===
 
* Added rail block debug visualization.
 
* Increased maximum wire distance of all circuit connectable entities from 7.5 to 9.
 
* Steam is now internally a separate fluid from hot water.
 
* Coal liquefaction recipe now requires steam instead of water.
 
* Terrain, shadow and smoke sprites are sorted into separate sprite atlases in attempt to optimize GPU memory access during rendering.
 
=== Graphics ===
 
* Added burner mining drill in high resolution and replaced the normal resolution version.
 
=== Bugfixes ===
 
* Fixed speed-module-3 recipe typo. ([https://forums.factorio.com/46820 more])
 
* Fixed downgrading underground belts by fast replace would not work for even if output piece was close enough. ([https://forums.factorio.com/46595 more])
 
* Fixed that robots trying to repair each other wouldn't work correctly. ([https://forums.factorio.com/46628 more])
 
* More understandable description current level of technologies that have multiple levels merged into one slot in the technology gui.
 
* Fixed crash that would happen when loading old modded saves in vanilla Factorio. ([https://forums.factorio.com/46642 more])
 
* Fixed that it wasn't possible to fast-transfer blueprints to other players. ([https://forums.factorio.com/46178 more])
 
* Fixed that hitting rocks with vehicles made no sound. ([https://forums.factorio.com/45888 more])
 
* Fixed blueprint preview icons scaling and size to be consistent across all places they're shown. ([https://forums.factorio.com/45021 more])
 
* Fixed that you couldn't delete blueprints from your trash slots. ([https://forums.factorio.com/46903 more])
 
* Fixed that storage tanks used 4 directions although visually only showed 2 so they would conflict in blueprints. ([https://forums.factorio.com/46900 more])
 
* Fixed crash when loading blueprint storage while also migrating save files. ([https://forums.factorio.com/46910 more])
 
* Fixed a useless error when locale isn't correct for a scenario. ([https://forums.factorio.com/46909 more])
 
* Fixed possible desync related to inserter circuit network stack size control.
 
* Fixed that multiple passengers in a train could result in erratic behavior when trying to drive. ([https://forums.factorio.com/35810 more])
 
* Fixed that manually inserting the satellite into the silo when auto-launch is enabled wouldn't launch the rocket. ([https://forums.factorio.com/46610 more])
 
* Fixed crash when killing yourself with your own weapon. ([https://forums.factorio.com/46984 more])
 
* Fixed F12 might freeze or crash the game. ([https://forums.factorio.com/46790 more])
 
* Fixed circuit network controlled rail signal sometimes not going red when building rails. ([https://forums.factorio.com/43839 more])
 
* Fixed crash when starting tutorial at the same tick as autosave starts. ([https://forums.factorio.com/45701 more])
 
* Fixed that it wasn't possible to scroll the active blueprint in a blueprint book if the scroll bar was visible. ([https://forums.factorio.com/45898 more])
 
* Fixed crash when exiting some modded games. ([https://forums.factorio.com/47037 more])
 
* Fixed that Factorio wouldn't keep file permissions when saving a map. ([https://forums.factorio.com/46442 more])
 
* Fixed that the blueprint library wouldn't remember the player filter after opening a book. ([https://forums.factorio.com/45932 more])
 
* Fixed that player names in the blueprint library weren't sorted. ([https://forums.factorio.com/45920 more])
 
* Fixed the blueprint book tooltips would flicker when your inventory changed. ([https://forums.factorio.com/47064 more])
 
* Fixed desync when catching up.
 
* Fixed desync when adding/removing blueprints to blueprint books in some cases. ([https://forums.factorio.com/46719 more])
 
* Fixed some crashes related to loading invalid combinator parameters. ([https://forums.factorio.com/46500 more])
 
=== Modding ===
 
* The game will now detect when joining a multiplayer game if any mods you're using are broken such that joining the game could result in desyncing.
 
* Fixed that exiting the mod settings GUI without changing anything would incorrectly think you changed settings in some cases. ([https://forums.factorio.com/46478 more])
 
* Fixed crash when loading mods control.lua produces an error. ([https://forums.factorio.com/46009 more])
 
* Added favourite server icon to utility sprites. ([https://forums.factorio.com/46059 more])
 
* Added a global table "mods" - a mapping of mod name to mod version available during the prototype loading stage.
 
=== Scripting ===
 
* Fixed some missing Lua docs and added information about the settings stage to the data life cycle. ([https://forums.factorio.com/44918 more])
 
* Fixed crash when trying to create stickers on entities that don't support them. ([https://forums.factorio.com/46334 more])
 
* Fixed that LuaGuiElement::surface_index was using 0-based indexing. ([https://forums.factorio.com/46502 more])
 
* Fixed that LuaEntity::graphics_variation was using 0-based indexing. ([https://forums.factorio.com/46762 more])
 
* Fixed that LuaItemStack::active_index was using 0-based indexing. ([https://forums.factorio.com/46963 more])
 
* Fixed rendering of layered icons in custom GUI. ([https://forums.factorio.com/45926 more])
 
* Added "item" and "tags" to the robot built entity/tile events.
 
* Added LuaEquipment::burner read.
 
* Added LuaEntityPrototype::crafting_categories read.
 
* Added support for setting 'tags' and 'custom_description' when making items through Lua.
 
* Added LuaBurner::burnt_result_inventory read.
 
* Added LuaInserterControlBehavior stack size read/write.
 
* Added LuaTrainStopControlBehavior enable/disable conditions.
 
* Added LuaTransportBeltControlBehavior enable_disable, read_contents, read_contents_mode read/write.
 
* Added LuaTrain::id read.
 
* Added LuaEntityPrototype::supply_area_distance read.
 
* Added LuaEntityPrototype::max_wire_distance read.
 
* Added LuaEntityPrototype::max_circuit_wire_distance read.
 
 
 
== 0.15.9 ==
 
Date: 05. 05. 2017
 
=== Bugfixes ===
 
* Fixed crash when opening the train GUI while in the train.
 
 
 
== 0.15.8 ==
 
Date: 05. 05. 2017
 
=== Changes ===
 
* New Supply challenge map.
 
* Circuit network-based inserter stack size overrides now take effect immediately instead of waiting until the inserter has moved something.
 
=== Bugfixes ===
 
* Show 0.7% in the uranium processing recipe instead of 0.0 for uranium 235. This generally works for any recipe that gives less than 1 of anything.
 
* Don't draw player names on the map that is not in range of player or radar on the zoomed in map.
 
* Fix some ores with negative values in Tight spot level 04. ([https://forums.factorio.com/45656 more])
 
* Fixed inserters couldn't insert fuel into locomotives. ([https://forums.factorio.com/46467 more])
 
* Fixed random inaccessible map area in Beta campaign level 04. ([https://forums.factorio.com/46393 more])
 
* Fixed various inserter GUI bugs. ([https://forums.factorio.com/45337 more])
 
* Fixed train station tutorial relied on specific train schedule state. ([https://forums.factorio.com/45821 more])
 
=== Balancing ===
 
* Changed iron gear wheel price of fast and underground belt from 20->40 and 40->80 to even out the bigger length.
 
* Fix that biters would sometimes stop and go to sleep during an attack. ([https://forums.factorio.com/45320 more])
 
 
 
== 0.15.7 ==
 
Date: 05. 05. 2017
 
=== Balancing ===
 
* Changed production science pack recipe to require assembling machine 1 instead of pumpjack.
 
* Changed science pack 3 to require electric mining drill instead of assembling machine 1.
 
* Changed crafting times:
 
** Oil refinery 20->10
 
** Pumpjack 10->5
 
** Chemical plant 10->5
 
** Lab 5->3
 
** Roboport 15->10
 
* Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.
 
* Increased the mining time of the reactor from 0.5 seconds to 1.5 seconds.
 
* Increased the underground belt length (basic, fast, express) from 5,5,5 to  5,7,9.
 
=== Changes ===
 
* When a connection is refused the username is included in the log message. ([https://forums.factorio.com/46036 more])
 
* Copying entity settings from a disconnected entity will no longer disconnect circuit wires. ([https://forums.factorio.com/45816 more])
 
* Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty.
 
* Reactors produce used up fuel cell when it is completely consumed instead of at start. ([https://forums.factorio.com/46123 more])
 
* Reverted flamethrower turret liquid consumption change from 0.15.5. Instead of 30/s it will use 3/s.
 
* Flamethrower turret no longer shoots in its prepare state. ([https://forums.factorio.com/46160 more])
 
* /color command defaults alpha (the 4th parameter) to 255 (instead of 0) if not specified. ([https://forums.factorio.com/46338 more])
 
* Reduced default requester chest paste multiplier for nuclear reactor recipe to 1 and for centrifuge recipe to 2. ([https://forums.factorio.com/45878 more])
 
* Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.
 
=== Bugfixes ===
 
* Fixed that clicking locomotive from zoomed in map view would change color (and show fuel) for some other locomotive on the train ([https://forums.factorio.com/46137 more])
 
* Fixed that construction bots could repair vehicles from very far. ([https://forums.factorio.com/45517 more])
 
* Fixed that rocket silo or other GUIs would obscure finished-game dialog. ([https://forums.factorio.com/46157 more])
 
* Fixed that boiler could output a different fluid than its input. ([https://forums.factorio.com/46023 more])
 
* Fixed that the inserter would sometimes report bad values to the circuit network. ([https://forums.factorio.com/45598 more])
 
* Fixed pump recipe description having wrong pumping speed. ([https://forums.factorio.com/45863 more])
 
* Fixed wrong error message when loaded headless save file doesn't exist ([https://forums.factorio.com/45058 more])
 
* Fixed the "Input action fragment is missing" crash that would sometimes happen due to packet loss. ([https://forums.factorio.com/45604 more])
 
* Fixed crash when resizing the game window while having an assembling machine level 1 GUI open. ([https://forums.factorio.com/46069 more])
 
* Fixed alternative zoom controls would do nothing in map editor. ([https://forums.factorio.com/46136 more])
 
* Fixed some cargo wagon spritesheets were offset by 1 frame. ([https://forums.factorio.com/44930 more])
 
* Fixed that it was hard/not possible to select the character corpse over some entities. ([https://forums.factorio.com/45764 more])
 
* Fixed that the blueprint book GUI would scroll to the top after every click. ([https://forums.factorio.com/46184 more])
 
* Fixed crash when trying to disconnect non circuit connectible entities using Lua::Entity::disconnect_neighbour. ([https://forums.factorio.com/46111 more])
 
* Fixed that calling Lua::Entity::disconnect_neighbour would sometimes disconnect more wires than it should.
 
* Fixed mod settings corruption when removing mods that contained mod settings. Note: this will reset all mod settings. ([https://forums.factorio.com/46207 more])
 
* Fixed inconsistent selection of resource patches on the map. ([https://forums.factorio.com/44596 more])
 
* Fixed GUI sizing when resetting mod settings. ([https://forums.factorio.com/46150 more])
 
* Fixed that the blueprint book GUI would scroll to the top after every click. ([https://forums.factorio.com/46184 more])
 
* Fixed that dropping a blueprint onto a book icon in the library GUI would drop it in the top level instead. ([https://forums.factorio.com/46112 more])
 
* Fixed that the blueprint library would sometimes stop opening books. ([https://forums.factorio.com/46004 more])
 
* Fixed GUI scaling problems with the assembling machine GUI. ([https://forums.factorio.com/46046 more])
 
* Fixed desync related to the on_selected_entity_changed event. ([https://forums.factorio.com/46025 more])
 
* Fixed that the atomic bomb shooting speed cooldown didn't work. ([https://forums.factorio.com/46217 more])
 
* Fixed the constant combinator GUI when the constant combinator name was larger than the rest of the GUI. ([https://forums.factorio.com/44227 more])
 
* Fixed that the reactor didn't show fuel in the description. ([https://forums.factorio.com/46266 more])
 
* Fixed making blueprints of requester chests with "set requests" would copy the current requests into the blueprint. ([https://forums.factorio.com/46038 more])
 
* Fixed that deleting saves with the delete key key wouldn't maintain focus on the saves list. ([https://forums.factorio.com/45234 more])
 
* Fixed crash when mining rails while having the "show rail paths" debug option enabled. ([https://forums.factorio.com/45836 more])
 
* Fixed infinite loop when migrating entities from an unrelated type to a roboport type. ([https://forums.factorio.com/44351 more])
 
* Fixed that the technology multiplier didn't apply on infinite research. ([https://forums.factorio.com/45079 more])
 
* Fixed filtering server list for games with mods. ([https://forums.factorio.com/46264 more])
 
* Fixed mod version checking for automatic mod download. ([https://forums.factorio.com/46321 more])
 
* Fixed flamethrower turret would not shoot last single shot worth of liquid. ([https://forums.factorio.com/46311 more])
 
* Fixed crash when exiting server list ([https://forums.factorio.com/46293 more])
 
* Fixed "Right mouse button to open" in opened armor. ([https://forums.factorio.com/46317 more])
 
* Fixed that the blueprint library wouldn't use scroll bars for shared blueprint books. ([https://forums.factorio.com/45464 more])
 
* Fixed that resource patches in unexplored areas could be examined on the map.
 
* Fixed rail ghosts could not be placed over ghosts of enemy force. ([https://forums.factorio.com/46335 more])
 
* Fixed the sulfuric acid fluid icon. ([https://forums.factorio.com/46371 more])
 
* Fixed that /config set password wouldn't work. ([https://forums.factorio.com/44573 more])
 
=== Modding ===
 
* Icons are now required to have correct size (which can be overridden by icon_size property). ([https://forums.factorio.com/45700 more])
 
* 32x32px for entity, fluid, item, item-group, recipe, technology, virtual-signal
 
* 128x128px for achievement, tutorial
 
* If icon path references base mod, technology icon is expected to be 128x128px and item-group icon 64x64px.
 
* In near future, we may remove default sizes and require icon_size to be always specified.
 
* It is no longer possible to teleport any rolling stock or train stop. ([https://forums.factorio.com/45264 more])
 
* Added the string mod setting prototype property "auto_trim" defaulting to false.
 
=== Scripting ===
 
* Fixed LuaChunkIterator could become invalid and crash the game if used. ([https://forums.factorio.com/46366 more])
 
* Added LuaPlayer::mod_settings read - the runtime player mod settings for the given player.
 
* Added LuaEntity::temperature read/write - the temperature of entities that use the heat energy source type as well as reactors and heat pipes.
 
* Added LuaEntity::get_burnt_result_inventory.
 
 
 
== 0.15.6 ==
 
Date: 02. 05. 2017
 
=== Changes ===
 
* Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.
 
=== Bugfixes ===
 
* Fixed centrifuge glowing for one frame each time inserter drops something. ([https://forums.factorio.com/45824 more])
 
* Fixed biters expansion was biased towards northern part of the map. ([https://forums.factorio.com/45607 more])
 
* Fixed blueprint preview splitter not bending nearby belts correctly. ([https://forums.factorio.com/45578 more])
 
* Fixed items on ground were not cleared in tightspot campaign. ([https://forums.factorio.com/45666 more])
 
* Fixed that mining drills wouldn't pull in enough acid to continue mining. ([https://forums.factorio.com/45707 more])
 
* Fixed that you could complete some advanced signal tutorial stages by blocking trains. ([https://forums.factorio.com/45659 more])
 
* Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. ([https://forums.factorio.com/45507 more])
 
* Fixed that you could input invalid value to PvP config. ([https://forums.factorio.com/45713 more])
 
* Fixed crash when changing force of turret ghost. ([https://forums.factorio.com/45723 more])
 
* Fixed inserters would grab items off belts and try to drop them onto rails after the train left. ([https://forums.factorio.com/45693 more])
 
* Fixed inserters would rest with their hand above the center of a splitter. ([https://forums.factorio.com/45742 more])
 
* Fixed desync caused by heat pipes. ([https://forums.factorio.com/45754 more])
 
* Fixed crash when trying to edit mod settings after joining a paused multiplayer game. ([https://forums.factorio.com/45625 more])
 
* Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map. ([https://forums.factorio.com/45807 more])
 
* Fixed input underground belt fast replace would also replace output piece even if input changed direction. ([https://forums.factorio.com/45847 more])
 
* Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire. ([https://forums.factorio.com/45633 more])
 
* Fixed programmable speaker continuing to make sounds without a wire connected. ([https://forums.factorio.com/45556 more])
 
* Fixed that it wasn't possible to scroll with the mouse wheel in the mod settings GUI. ([https://forums.factorio.com/45883 more])
 
* Fixed updater would fail if Factorio was in folder with name containing non-english characters. ([https://forums.factorio.com/45301 more])
 
 
 
== 0.15.5 ==
 
Date: 30. 04. 2017
 
=== Bugfixes ===
 
* Fixed crash when setting character trash slots through script while having the character GUI opened. ([https://forums.factorio.com/45585 more])
 
* Fixed crash on joining a multiplayer game if the "use different mod settings per save" was disabled. ([https://forums.factorio.com/45615 more])
 
* Fixed blueprint with roboports wouldn't draw roboport connections. ([https://forums.factorio.com/45573 more])
 
* Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. ([https://forums.factorio.com/45627 more])
 
* Fixed when changing graphical variation of a tree from script or in map editor. ([https://forums.factorio.com/45630 more])
 
* Fixed flamethrower turret was using 10x less fluid than it should.
 
* Fixed opening item GUI wasn't rebindable ([https://forums.factorio.com/45501 more])
 
* Fixed burner inserters would try to fuel themselves with fuel they couldn't use. ([https://forums.factorio.com/45596 more])
 
* Fixed crash when deleting chunks in some instances. ([https://forums.factorio.com/45647 more])
 
* Fixed one direction of hazard concrete had no walking sounds. ([https://forums.factorio.com/45648 more])
 
* Fixed rare crash when getting killed by the locomotive you had opened. ([https://forums.factorio.com/45610 more])
 
* Fixed that right clicking the map view buttons would change the option but not update the button. ([https://forums.factorio.com/44611 more])
 
* Fixed the generate-map settings wouldn't be saved when switching to the mod-settings through the generate map GUI. ([https://forums.factorio.com/45081 more])
 
* Fixed crash when interacting with the map view buttons in some cases. ([https://forums.factorio.com/44719 more])
 
* Fixed crash when mousing over entities in some rare cases. ([https://forums.factorio.com/44873 more])
 
* Fixed crash when trying to mine tiles from the zoomed-to-world view. ([https://forums.factorio.com/44884 more])
 
* Fixed crash when editing speaker parameters in the map editor. ([https://forums.factorio.com/45676 more])
 
* Fixed that train stops wouldn't show the correct name when changed remotely. ([https://forums.factorio.com/44793 more])
 
* Fixed crashes related to electric pole/accumulator removal when migrating saves from 0.14 into 0.15. ([https://forums.factorio.com/45657 more])
 
* Fixed rail signals built by robots would frequently lead to the signals not connecting properly. ([https://forums.factorio.com/45382 more])
 
* Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. ([https://forums.factorio.com/45523 more])
 
* Fixed items on belt flickering when occupying same position. ([https://forums.factorio.com/45490 more])
 
=== Scripting ===
 
* Fixed module inventory insert() didn't work for assembling machines. ([https://forums.factorio.com/45678 more])
 
 
 
== 0.15.4 ==
 
Date: 29. 04. 2017
 
=== Changes ===
 
* Added /permissions reset to reset all permissions to default.
 
* Steam and water content of fluid wagons are now shown separately in locomotive tooltip.
 
* Removed the "minimum chunks between new bases" map generation setting because it wasn't doing anything.
 
* Re-added custom /color support through /color r g b a.
 
* PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.
 
=== Bugfixes ===
 
* Fixed crash when building rails while a train is currently reserving some of the signals. ([https://forums.factorio.com/45145 more])
 
* Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. ([https://forums.factorio.com/44890 more])
 
* Fixed combinators continuing to output signals after disconnecting the input. ([https://forums.factorio.com/45094 more])
 
* Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. ([https://forums.factorio.com/45356 more])
 
* Fixed that names of books stored in the blueprint library wouldn't be preserved after save and load. ([https://forums.factorio.com/44957 more])
 
* Fixed supply scenario would sometimes show the next level button in error. ([https://forums.factorio.com/45451 more])
 
* Fixed the rocket silo wouldn't copy the "auto-launch" option in blueprints.
 
* Fixed Sulfuric Acid recipe using 10 times less water. ([https://forums.factorio.com/45347 more])
 
* Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint. ([https://forums.factorio.com/45323 more])
 
* Fixed crash when changing mod settings runtime while in a multiplayer game. ([https://forums.factorio.com/45395 more])
 
* Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game. ([https://forums.factorio.com/44806 more])
 
* Fixed that --start-server wouldn't find the save file when given just a name without the .zip suffix. ([https://forums.factorio.com/44551 more])
 
* Fixed that it was possible to export a blueprint book into another blueprint book. ([https://forums.factorio.com/45315 more])
 
* Fixed that it was possible to have the same blueprint multiple times in the library. ([https://forums.factorio.com/45315 more])
 
* Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand. ([https://forums.factorio.com/45315 more])
 
* Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view. ([https://forums.factorio.com/45455 more])
 
* Fixed crash when leaving the technology price multiplier blank. ([https://forums.factorio.com/45269 more])
 
* Fixed crash when removing modded rails during save migration. ([https://forums.factorio.com/45436 more])
 
* Fixed lab without power would be still rendered as active. ([https://forums.factorio.com/45372 more])
 
* Fixed several instances of the "last user" field not getting updated. ([https://forums.factorio.com/45485 more])
 
* Fixed rocket silo would not increment its "products finished" count when finishing rocket. ([https://forums.factorio.com/45381 more])
 
* Fixed landmines would last forever when friendly fire was disabled. ([https://forums.factorio.com/45379 more])
 
* Fixed possible crash when closing Factorio during loading. ([https://forums.factorio.com/45573 more])
 
=== Modding ===
 
* Blueprints/books/deconstruction item prototypes with the "hidden" flag will no longer show up in the blueprint library. ([https://forums.factorio.com/45474 more])
 
* Added missing lua docs index section for settings and fixed some wording. ([https://forums.factorio.com/45380 more])
 
=== Scripting ===
 
* Fixed assigning invalid index to LuaEntity::graphics_variation would cause crash. ([https://forums.factorio.com/45420 more])
 
* Fixed setting LuaItemStack::blueprint_icons didn't work correctly. ([https://forums.factorio.com/45428 more])
 
* Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync. ([https://forums.factorio.com/45256 more])
 
* Added LuaEntity::products_finished for crafting machines.
 
 
 
== 0.15.3 ==
 
Date: 27. 04. 2017
 
=== Changes ===
 
* Wave defense: Units won't spawn if there are more than 500 already on the map.
 
* Wave defense: Added a 'Unit bounty bonus' upgrade.
 
* Removed the ability to set /color using RGB values.
 
* Wave defense: Added Uranium to the map.
 
* "Disable all mods" option in mod load error dialog doesn't disable base mod anymore.
 
* Changed stack-split so "splitting" a stack of 1 still transfers the 1 item. ([https://forums.factorio.com/45149 more])
 
* Change submachine stack size to 5. ([https://forums.factorio.com/45210 more])
 
* Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.
 
=== Bugfixes ===
 
* Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. ([https://forums.factorio.com/44911 more])
 
* Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. ([https://forums.factorio.com/44861 more])
 
* Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. ([https://forums.factorio.com/44925 more])
 
* Fixed crash related to connection attempts from players with mods with mod settings. ([https://forums.factorio.com/44966 more])
 
* Fixed getting "No map setting instance" error when loading faulty mod instead of actual error. ([https://forums.factorio.com/44982 more])
 
* Fixed entering tutorial would remove scenario control script from current game. ([https://forums.factorio.com/44986 more])
 
* Fixed crashes related to saves with migrated circuit network signals. ([https://forums.factorio.com/44877 more])
 
* Fixed numeric inputs would block all keys instead of just numbers. ([https://forums.factorio.com/44971 more])
 
* Fixed ore field amount stuck to cursor when in technology view. ([https://forums.factorio.com/44641 more])
 
* Fixed crashes related to migrated saves with circuit network signals. ([https://forums.factorio.com/44877 more])([https://forums.factorio.com/45025 more])
 
* Fixed that train station tutorial would not progress if you removed the train wait condition. ([https://forums.factorio.com/45047 more])
 
* Fixed crash when changing mod setting prototype types. ([https://forums.factorio.com/45054 more])
 
* Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn't have any coal. ([https://forums.factorio.com/45050 more])
 
* Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield. ([https://forums.factorio.com/45075 more])
 
* Fixed the trains GUI wouldn't scale correctly. ([https://forums.factorio.com/41228 more])
 
* Fixed you could select entities in the zoomed-to-world view outside radar coverage. ([https://forums.factorio.com/44578 more])
 
* Fixed prompt about disabled base mod would not show up. ([https://forums.factorio.com/45051 more])
 
* Fixed crash when train was destroyed while hovering over it in map view. ([https://forums.factorio.com/45085 more])
 
* Fixed that the team production starting lobby had some uranium ore. ([https://forums.factorio.com/44613 more])
 
* Fixed hovering over very large resource patch in map view would crash the game. ([https://forums.factorio.com/45097 more])
 
* Fixed the "don't mine resources if mining starts with non-resources" logic. ([https://forums.factorio.com/44548 more])
 
* Fixed crash when the preview picture can't be saved for a save file. ([https://forums.factorio.com/45118 more])
 
* Fixed crash when trying to filter opened other players quickbars. ([https://forums.factorio.com/45147 more])
 
* Fixed crash when setting resource minimal yield above the normal yield. ([https://forums.factorio.com/45112 more])
 
* Fixed the tab complete logic for the /mute-programmable-speaker command. ([https://forums.factorio.com/44902 more])
 
* Fixed that you could only build blueprints in the zoom-to-world by click and drag.
 
* Fixed script error in basic train tutorial. ([https://forums.factorio.com/45184 more])
 
* Removed redundant recipe unlock in trash slot technology. ([https://forums.factorio.com/45209 more])
 
* Fixed inserter stack size override sometimes being lost when importing a blueprint.
 
* Fixed crash that would occasionally happen after deleting a book from the blueprint library. ([https://forums.factorio.com/44687 more])
 
* Fixed fluid could flow into the heat exchangers output fluidbox. ([https://forums.factorio.com/44992 more])
 
* Fixed that inserters would try to put stuff into the rocket silo result inventory. ([https://forums.factorio.com/45213 more])
 
* Fixed some invalid map exchange strings would crash the game. ([https://forums.factorio.com/45258 more])
 
* Fixed train stop would not output content fluid wagons to circuit network. ([https://forums.factorio.com/44786 more])
 
* Fixed locomotive tooltip would not show contents of fluid wagons. ([https://forums.factorio.com/44786 more])
 
=== Modding ===
 
* Prototype names are not allowed to contain the '.' character.
 
=== Scripting ===
 
* Fixed typo in defines.shooting.shooting_selected (was "shooting_seleted"). ([https://forums.factorio.com/44965 more])
 
* Fixed type in defines.control_behavior.type.train_stop (was "train-stop"). ([https://forums.factorio.com/44965 more])
 
* Fixed the custom camera widget was using 0 based indexing for the surface_index parameter. ([https://forums.factorio.com/45189 more])
 
* Added missing control behavior types to defines (wall, mining_drill, programmable_speaker). ([https://forums.factorio.com/44939 more])
 
* Added LuaTrain::fluid_wagons read.
 
 
 
== 0.15.2 ==
 
Date: 25. 04. 2017
 
=== Changes ===
 
* Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. ([https://forums.factorio.com/44717 more])
 
* Tweaked the biter and uranium ore settings of the 'Rail world' preset.
 
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.
 
* Changed the "sync mods with save" button to support disabling mods a save file wasn't using.
 
* Computers with 2GB or more video memory and 8GB or more RAM will default graphics quality to high.
 
* Selecting high sprite quality in graphics options will show warning if computer doesn't have enough video memory.
 
=== Bugfixes ===
 
* Fixed tightspot campaign debt calculation. ([https://forums.factorio.com/44592 more])
 
* Fixed basic train tutorial rail setting offset. ([https://forums.factorio.com/44623 more])
 
* Fixed story script copying of assembling machines without recipes. ([https://forums.factorio.com/44612 more])
 
* Fixed crash when cycling through empty blueprint book. ([https://forums.factorio.com/44532 more])
 
* Fixed crash when the wrong fuel type was put into a burner equipment. ([https://forums.factorio.com/44600 more])
 
* Fixed LuaFluidBox::get_capacity() didn't work when the fluidbox was empty. ([https://forums.factorio.com/44658 more])
 
* Fixed LuaFluidBox::get_capacity() used 0-based indexing. ([https://forums.factorio.com/44653 more])
 
* Fixed blueprints with circuit wires would crash in some instances.
 
* Fixed the map would render black if the game was resized immediately after loading a large save file.
 
* Fixed that the technology cost multiplier allowed a value of 0.
 
* Fixed crash when circuit connector sprites aren't defined for a given entity. ([https://forums.factorio.com/44640 more])
 
* Fixed crash when inactive mining drills are disconnected from the circuit network. ([https://forums.factorio.com/44628 more])
 
* Fixed that the programmable speaker wouldn't save settings correctly when exported as a string in blueprints. ([https://forums.factorio.com/44701 more])
 
* Fixed crash when the base mod is disabled and no other mod defines map-settings. ([https://forums.factorio.com/44672 more])
 
* Fixed fluids consumed in the mining drill for mining resources didn't get counted in fluid production statistics. ([https://forums.factorio.com/44745 more])
 
* Fixed crash after display reset when browse multiplayer GUI was opened. ([https://forums.factorio.com/44704 more])
 
* Fixed browse games GUI sorting. ([https://forums.factorio.com/44519 more])
 
* Fixed wave defense GUI error. ([https://forums.factorio.com/44696 more])
 
* Fixed transport belt walking sound being controlled by the wrong volume slider. ([https://forums.factorio.com/44714 more])
 
* Fixed exiting tutorial would mute game sounds. ([https://forums.factorio.com/44524 more])
 
* Fixed crash when hovering over train with invalid path. ([https://forums.factorio.com/44787 more])
 
* The "Kovarex enrichment process" is no longer usable with productivity modules. ([https://forums.factorio.com/44635 more])
 
* Fixed alternative zoom would cause crash when bound to keyboard instead of mouse. ([https://forums.factorio.com/44571 more])
 
* Fixed that train stop would output circuit network signals with train contents regardless of it's parameters.
 
* Fixed possible desync related to train stops connected to circuit network.
 
* Fixed the exchange string wouldn't get cleared when clicking the reset button in the generate map GUI. ([https://forums.factorio.com/44774 more])
 
* Fixed crash when executing commands ban/unban/bans in a single player game. ([https://forums.factorio.com/44783 more])
 
* Fixed that opening another player's blueprint book though the /open command would crash the game. ([https://forums.factorio.com/44669 more])
 
* Fixed possible desync related to constant combinator filters.
 
* Fixed tooltip delay option didn't work. ([https://forums.factorio.com/44756 more])
 
* Fixed that disconnecting of electric poles hid some of the electric network visualizations on the map. ([https://forums.factorio.com/44721 more])
 
* Fixed crash when closing window on splash screen. ([https://forums.factorio.com/44757 more])
 
* Fixed that steam wouldn't show up as steam in fluid wagons. ([https://forums.factorio.com/44637 more])
 
* Fixed inactivity wait condition didn't work properly with fluid wagon. ([https://forums.factorio.com/44657 more])
 
* Fixed name of train field in on_train_created event. ([https://forums.factorio.com/44838 more])
 
* Fixed the technology list scrollbar position reset after clicking any technology.
 
* Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid. ([https://forums.factorio.com/44842 more])
 
* Fixed crash when using recipes in furnaces that don't produce the exact amount of output items as the furnace output slots. ([https://forums.factorio.com/44707 more])
 
* Fixed crash when loading some older save files in 0.15 related to modded recipes. https://forums.factorio.com/44852)
 
* Fixed crash due to "Construction robot is in invalid state". ([https://forums.factorio.com/44817 more])
 
* Fixed game hang when connecting train in a loop ([https://forums.factorio.com/44666 more])
 
 
 
== 0.15.1 ==
 
Date: 24. 04. 2017
 
=== Changes ===
 
* Reduced noise effect on zoom-to-world view.
 
=== Bugfixes ===
 
* Fixed update error.
 
* Fixed Steam config loading error.
 
* Fixed headless not starting without server-settings.json ([https://forums.factorio.com/44537 more])
 
* Fixed the "reset" button in the generate map GUI wouldn't reset settings to the actual default values. ([https://forums.factorio.com/44527 more])
 
* Fixed that right clicking icon in the tag edit gui crashed the game. ([https://forums.factorio.com/44541 more])
 
 
 
== 0.15.0 ==
 
Date: 24. 04. 2017
 
=== Major Features ===
 
* Research overhaul. 4 new science packs: Military, Production, High-tech and space.
 
      > Space science packs are generating by launching a rocket.
 
      > Added infinite researches.
 
* Nuclear power.
 
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.
 
* Added infinite mining productivity research, each tier increases mining productivity by 2%.
 
* Added wagon for transporting fluids.
 
      > One side of pump can connect to the fluid wagon, the other side has to be connected to something else.
 
* Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.
 
** Features:
 
* Map Interaction improvements:
 
      > Selectable map overlays: logistics networks, pollution, electric network, turret range, etc.
 
      > Train stations and trains can be opened by clicking them while in the map view.
 
      > Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though.
 
      > Custom map markers can be added by the players.
 
* When dying in multiplayer you leave behind a body with your items that slowly degrades.
 
* Fuel type now affects vehicle acceleration and top speed.
 
* Added coal liquefaction oil processing recipe.
 
* Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity.
 
      > For resources it will select the fastest available resource extractor.
 
* New scenarios: PvP and Wave defense.
 
=== Minor Features ===
 
* Added map-settings command line option when creating map, it can be used to specify a file with map settings to be  used instead of the defaults.
 
* Added preset command line option when creating map.
 
* Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.
 
* Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.
 
* Fast replacing input piece of underground belt will also fast replace ouput piece if possible.
 
* Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}
 
* Added warning for situation when robots don't have storage place to put items in the logistics network.
 
* Pumps show their direction in the detailed view.
 
* Belts and pipes show correct connections when building a bluprint.
 
* Technologies show the required science packs below the icons in the technology GUI list.
 
* Technologies are sorted by the science packs needed.
 
* Added /screenshot command - takes a screenshot of your current game screen.
 
* Added support for equipment grids in the map editor.
 
* The build rotation of each blueprint is remembered independently of the general item build rotation.
 
* Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.
 
* Added optional filters to the deconstruction planner.
 
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.
 
* Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.
 
* Added reverse-rotate.
 
* Offshore pump and generator show pumping speed/fluid usage.
 
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.
 
* Mining rails is disabled if mining starts with trains or gates.
 
* Toggle fullscreen using Alt + Enter.
 
* Added "f"/"force" option to the /players command
 
* Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).
 
* Added /open command - opens another players inventory if you're an admin.
 
* Added /alerts command - configures alerts for your player.
 
* Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.
 
* Added /seed command - prints the map seed.
 
* Added fluids to the production GUI.
 
* Added kill statistics GUI.
 
* Added enable/disable all mods button to the mod manager GUI.
 
* Added automatic barreling support for all fluids.
 
* Cargo wagons can have settings copied from any distance like Locomotives.
 
* Added the ability to auto-launch the rocket.
 
* Train stops can be colored like trains.
 
* Fish can be collected by robots.
 
* Extended map generator settings to include an advanced section.
 
* Added map generator presets.
 
* Show fog-of-war and radar radius when holding radar in cursor.
 
* Seed for map creation on the headless server can be specified via map-gen-settings.json
 
* Damaged items merge into one stack, the health of the stack will be the average of the items.
 
* Added server whitelist support -- see the /whitelist console command.
 
* Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.
 
* Added "favourite" feature in public games list: Keep your favourite servers at the top of the list.
 
* Added /permissions command for managing permissions in a multiplayer game.
 
* Added ability to change individual inserter stack size bonuses through GUI or the circuit network.
 
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
 
* Server console will print JOIN and LEAVE messages for players joining or leaving.
 
* Server console messages that aren't a part of the main log can be logged separately by running the server with the --console-log option.
 
* Translatable energy units and SI prefixes (eg. "100 ГВт").
 
* Furnaces and assembling machines show the amount of products finished.
 
=== Graphics ===
 
* Added high graphics quality option. In this settings the following list of things will have double resolution:
 
** Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant,
 
** Mining drill, Furnaces, Resources
 
* New ore graphics that makes the ore patches look less tiled.
 
* Tweaked the GUI graphics.
 
* Decreased the size of the recipe icons on assembling machine by 23%.
 
=== Balancing ===
 
* Increased the rate at which resources grow with distance from the center by 50%.
 
* Crude oil balancing: Halved the resource amount on the map
 
** Increased the minimum yield from 10% to 20%
 
** Halved the rate of depletion.
 
** Doubled the starting yield.
 
** Fixed that the mechanics of increasing richness with distance from start wasn't working for crude oil.
 
* Increased module inventory size of Chemical plant and oil refinery from 2 to 3.
 
* Increased logistic slot/trash slot count from 5 per level to 6 per level.
 
* Removed processing unit from the modular armor and portable solar panel recipe.
 
* Increased the pump pumping speed 4 times.
 
* Reduced the plastic bar recipe requirement of petroleum gas 30 -> 20
 
* Reduced the electric engine recipe requirement of lubricant 20 -> 15
 
* Reduced the electric furnace recipe requirement of steel 15 -> 10
 
* Reduced the steel furnace recipe requirement of steel 8 -> 6
 
* Reduced the pumpjack recipe requirement of steel 10 -> 5
 
* Reduced crafting time:
 
** Engine unit + electric engine unit: 20 -> 10
 
** Pumpjack 10 -> 8
 
** Advanced circuit 8 -> 6
 
** Processing unit 15 -> 10
 
** Cracking recipes 5 -> 3
 
* Increased stack size of stone wall pipe and belts 50 -> 100
 
* Increased the maximum power production of steam engine from 510kW to 900kW
 
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.
 
* Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).
 
** Combat Balancing:
 
* Player regains health at a much higher rate, but only after being out of combat for 10 seconds.
 
* Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.
 
* Decreased the size of Discharge defense equipment from 3x3 to 2x2.
 
* Greatly increased the damage of Personal Laser Defense Equipment.
 
* Flamthrower gun has a minimum range of 3.
 
* The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.
 
* Increased fire resistance of biter bases.
 
* Increased the health of player non-combat buildings.
 
* Increased player health from 100 to 250.
 
* Increased collected amount and effectiveness of Fish.
 
* Increased the damage, range and health of biters worms.
 
* Decreased health and resistance of Behemoth biters.
 
* Doubled the stack size of all ammos.
 
* Tweaked the cost and crafting time of some ammos.
 
* Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.
 
* Increased the collision box of Cannon Shells.
 
* Increased Tank health and resistances.
 
* Added research for Tank Cannon Shells damage and shooting speed.
 
* Tweaked research bonuses and added more end-game research for military upgrades.
 
* Greatly increased the damage of Mines. They also stun nearby enemies when they explode.
 
* Added uranium rounds magazine and uranium cannon shells.
 
* Added flamethrower to the tank.
 
* Other minor changes.
 
=== Optimisations ===
 
* Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.
 
* Improved performance when tiles are changed due to migration/mod removal.
 
* Significantly improved GUI performance for inventories that required scroll bars.
 
* Improved GUI performance in general.
 
* Improved performance of radars scanning chunks.
 
* Improved map generation speed and generation algorithm.
 
* Improved game load performance when a large amount of mod data exists in the save.
 
* Optimized graph rendering in production statistics window.
 
* Improved regenerate entity performance.
 
* Improved network map transfer performance.
 
* Improved train performance when building/mining rail related entities.
 
* Optimized memory requirements for storing tiles under concrete.
 
=== Circuit Network ===
 
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
 
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
 
* Train Stop can output the contents of the stopped train's cargo.
 
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
 
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
 
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
 
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
 
* Added >=, <=, != to the Decider Combinator and Circuit Conditions.
 
=== Changes ===
 
* Configuration has been reset.
 
* Boilers are more powerful and bigger and have dedicated output for the steam.
 
** Default boilers output steam at the fixed temperature 165.
 
* Removed support of 32 bit systems.
 
* Removed alien artifacts and alien science packs from the game completely.
 
* Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.
 
* Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).
 
* Changed "small pump" to "pump". Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.
 
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
 
* The map seed is used to generate unique maps instead of just shifting the starting position.
 
* The "decorative" entity type has been deprecated and replaced with the prototype type "optimized-decorative".
 
* Multiplied all fluid amounts by 10.
 
* All default map editor actions are now on left click.
 
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.
 
* When the active train stop is removed trains will immediately leave the station if they're waiting at the station.
 
* Changed the default comparison type for train conditions to "or".
 
* Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.
 
* Research started/changed notifications are only shown when in multiplayer.
 
* Crafting is now paused when the results can't be given to the player instead of spilling them on the ground.
 
* Changed evolution from global to per force.
 
* Disabled mining of vehicles other players are driving.
 
* Decreased biter sounds volumes
 
* Laser turret projectiles move much faster
 
* Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.
 
* Restart button now uses map generation settings from currently loaded save.
 
* New rocket silo GUI and visbility button for freeplay and sandbox scenarios.
 
* Unified internal name of the 'flame-thrower' to 'flamethrower'.
 
* Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.
 
* Trains are now always visible on the map, not only on chunks observed by radars or players.
 
* Renamed "armor-making-2" to "heavy-armor".
 
* Renamed "armor-making-3" to "power-armor".
 
* Renamed "diesel-locomotive" to "locomotive".
 
* Increased blueprint book size to hold 1000 blueprints
 
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.
 
* Added combinator working, wire hold and wire place sounds.
 
* Single player can be continued when you die.
 
=== Modding ===
 
* Fast cropping of sprite boundaries - it's no longer necessary to delete crop-cache.dat when existing sprites are modified.
 
* Utility sprites are now defined fully in the core mod prototypes.
 
* Added support for burner type generator-equipment.
 
* Added "simple-entity-with-force" and "simple-entity-with-owner" entity types.
 
* Boiler has now dynamically specified energy source (as inserter and similar).
 
* Added support for mod settings: startup, runtime, and runtime-per-user.
 
* Added commandline option --check-unused-prototype-data
 
* Added a "nothing" technology modifier type with an "effect_key" property for script-based-effect research.
 
* Redundant technology prerequisites are logged when verbose logging is enabled.
 
* Changed technology prototype icon_size to default to 32 instead of 64.
 
* In any instance an icon isn't 32x32 the icon_size property must be set to the actual size of the (square) icon.
 
* Added the ability to have "friend" forces. Friend forces are given unrestricted access to buildings and won't be attacked.
 
* Changed container entities to not scale info icons by default + added the optional prototype property "scale_info_icons" to enable scaling.
 
* Added property "turret_base_has_direction" to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters.
 
** This property has to be true for any fluid-turret, because of pipe connections.
 
* Added support for different recipe and technology complexity definitions.
 
* Added "item-with-tags" item type that can store any basic arbitrary Lua data.
 
* Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).
 
* "animation_speed" property of animation definitions has to be greater than 0.
 
* Renamed smoke-with-trigger "action_frequency" property to "action_cooldown".
 
=== Scripting ===
 
* Added "by_script" to on_research_finished.
 
* Added "cause" to on_entity_died - the entity that did the killing if available.
 
* Added "recipe" to on_player_crafted_item.
 
* Added "rocket_silo" to the rocket launched event.
 
* Added 4th custom gui root position "goal", which is used in the objectives.
 
* Added column_alignments settings in table style.
 
* Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.
 
* Added LuaCircuitNetwork::network_id read.
 
* Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.
 
* Added LuaControl::shooting_state, repair_state, picking_state read/write.
 
* Added LuaCustomChartTag + LuaForce API to add/find them.
 
* Added LuaDecorativePrototype.
 
* Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.
 
* Added LuaEntity::get_logistic_point().
 
* Added LuaEntity::graphics_variation read/write for simple entities and trees.
 
* Added LuaEntity::shooting_target read/write for turrets.
 
* Added LuaEntity::stickers read. The stickers attached to a given entity.
 
* Added LuaEntityPrototype::crafting_speed read.
 
* Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste, shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.
 
* Added LuaEntityPrototype::get_inventory_size().
 
* Added LuaEntityPrototype::ingredient_count read.
 
* Added LuaEntityPrototype::module_inventory_size read.
 
* Added LuaEquipmentGrid::get_contents, shield, and max_shield.
 
* Added LuaFluidBox::owner read + get_capacity and get_connections methods.
 
* Added LuaForce::evolution_factor.
 
* Added LuaForce::is_chunk_visible().
 
* Added LuaForce::set_friend/get_friend.
 
* Added LuaGui::children read.
 
* Added LuaGuiElement drop-down type.
 
* Added LuaGuiElement type "camera".
 
* Added LuaGuiElement type "choose-elem-button".
 
* Added LuaGuiElement::children read.
 
* Added LuaGuiElement::clear to remove all the contents of the element.
 
* Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.
 
* Added LuaInventory::entity_owner, player_owner, and equipment_owner read.
 
* Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.
 
* Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.
 
* Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.
 
* Added LuaPlayer::add_alert, remove_alert, and get_alerts.
 
* Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.
 
* Added LuaPlayer::opened write.
 
* Added LuaPlayer::opened_gui_type read.
 
* Added LuaRandomGenerator.
 
* Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.
 
* Added LuaSurface::find_logistic_networks_by_construction_area(..).
 
* Added LuaSurface::get_trains() and LuaForce::get_trains().
 
* Added LuaSurface::regenerate_decorative().
 
* Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().
 
* Added LuaTransportLine::operator[] and operator#.
 
* Added Mod gui script for easy consistent styling of mod buttons and frames within the game.
 
* Added mouse info to the gui clicked event.
 
* Added on_biter_base_built - fires when biters build bases during migration.
 
* Added on_entity_renamed - fires when an entity is renamed either by the player or through script.
 
* Added on_gui_selection_state_changed - fires when an item in a drop-down gui element is selected.
 
* Added on_market_item_purchased - fires when a player purchases something from a market entity.
 
* Added on_player_changed_force - fires when a players force is changed.
 
* Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.
 
* Added on_player_mined_entity and on_robot_mined_entity events.
 
* Added on_runtime_mod_setting_changed event - fires when a player changes runtime mod settings.
 
* Added on_selected_entity_changed - fires when the selected entity for a player changes.
 
* Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.
 
* Added on_train_created event.
 
* Added optional "surface" to LuaForce::chart_all().
 
* Added optional fields "durability" and "ammo" when using SimpleItemStack definitions.
 
* Added optional parameter "return_item_request_proxy" to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.
 
* Added player_index to the entity settings pasted events.
 
* Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui
 
* Added remote interface to freeplay and sandbox scripts.
 
* Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.
 
* Added support for LuaFlowStatistics read on electric poles.
 
* Added support for specifying the "max_range" of a projectile when created through create_entity.
 
* Added support for turret orientation read/write through LuaEntity::orientation.
 
* Added the ability for mods to register commands.
 
* Added the ability to read item_requests from item request proxy entities as well as ghosts.
 
* Added the ability to read reach distances off the player or character entity.
 
* Changed less_then to less_than in lua GUI progress bar style specification. ([https://forums.factorio.com/33196 more])
 
* Changed LuaEntity::item_requests to match the docs format.
 
* Changed LuaEntity::passenger to work with both character entities and players.
 
* Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.
 
* Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.
 
* Changed LuaSurface::create_entity{name="item-on-ground", stack=...} to accept the same format for item stacks as the rest of the Lua API.
 
* Changed the player built event to include the item name used to do the building if possible and include the tags from the "item-with-tags" item if possible.
 
* Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.
 
* Expanded LuaStyle read/write property support.
 
* Fixed LuaSurface::spill_item_stack didn't interpret "enable_looted" parameter properly. ([https://forums.factorio.com/38717 more])
 
* LuaForce::reset() now resets everything about the force to the default state.
 
* Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.
 
* Moved game.get_event_handler and game.raise_event to "script".
 
* Removed Lua.coroutine due to potential exploits.
 
* Removed LuaGameScript::evolution_factor.
 
* Removed LuaGameScript::save/load.
 
* Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren't replay/MP safe.
 
* Removed LuaSurface::get_tileproperties.
 
* Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they've been merged into the production versions.
 
* The goal and left gui element has default direction vertical.
 
* Utility sprites can be used in the sprite button.
 
=== Bugfixes ===
 
* Fixed that setting LuaForce::ai_controllable to false wouldn't prevent pollution-based unit group formation. ([https://forums.factorio.com/35650 more])
 
* Fixed graphics settings UI scale would change just by opening the GUI. ([https://forums.factorio.com/35588 more])
 
* Fixed UAC prompt would cause error and application termination during sprite loading on Windows. ([https://forums.factorio.com/35157 more])
 
* Fixed map generation could in some instances not correctly generate entities.
 
* Fixed crash when regenerating entities that are disabled by map generator settings ([https://forums.factorio.com/31872 more])
 
* Attempt to fix an ocasional crash when DNS lookup fails ([https://forums.factorio.com/37426 more])
 
* Fixed crash when ammo was consumed fully by script during shooting. ([https://forums.factorio.com/38701 more])
 
* The Equipment Grid GUI is now scaled with the rest of the UI. ([https://forums.factorio.com/38979 more])
 
* Fixed possible crash caused by improper primary display detection. ([https://forums.factorio.com/39167 more])
 
* Fixed occasional broadcast related crashes on OSX ([https://forums.factorio.com/39250 more])
 
* Fixed building train vehicle in a way, that it connects on both sides. ([https://forums.factorio.com/37645 more])
 
* Fixed entities with efficiency modules wouldn't consume the correct amount of energy in some cases. ([https://forums.factorio.com/38884 more])
 
* Fixed problems when clicking connect button in server list too fast ([https://forums.factorio.com/38240 more])
 
* Fixed crash when removing large-tiles from a tile prototype definition. ([https://forums.factorio.com/39586 more])
 
* Fixed crash when mod created exoskeleton equipment with zero energy consumption. ([https://forums.factorio.com/39631 more])
 
* Fixed electric pole would draw wires to invisible ghost of enemy force. ([https://forums.factorio.com/38641 more])
 
* Fixed crash when refreshing in the browse mods GUI in some instances. ([https://forums.factorio.com/39032 more])
 
* Fixed crash when clicking the same tick the map is loaded. ([https://forums.factorio.com/39713 more])
 
* Fixed LuaGameScript::get_event_handler not working. ([https://forums.factorio.com/39959 more])
 
* Fixed desync when demoting every player on a server. ([https://forums.factorio.com/40062 more])
 
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. ([https://forums.factorio.com/41159 more])
 
* Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. ([https://forums.factorio.com/41171 more])
 
* Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. ([https://forums.factorio.com/41328 more])
 
* Fixed extremely slow deleting of selection in text fields. ([https://forums.factorio.com/41638 more])
 
* Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.
 
* Fixed rail integrity error when train crashes into itself. ([https://forums.factorio.com/38046 more])
 
* Fixed virtual signals wouldn't be sorted correctly by subgroup. ([https://forums.factorio.com/42558 more])
 
* Fixed typing in the save-replay GUI could move your player around. ([https://forums.factorio.com/39858 more])
 
* Fixed that manually created unit groups wouldn't be automatically removed when all their members died. ([https://forums.factorio.com/42903 more])
 
* Fixed crash when trying to make an entity ghost of an invalid entity through script. ([https://forums.factorio.com/43467 more])
 
* Fixed rail signals not reconnect after removing rails in some setups. ([https://forums.factorio.com/41005 more])
 
* Fixed trains switched to manual mode wouldn't trigger inserters when they coasted to a stop. ([https://forums.factorio.com/43160 more])
 
* Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. ([https://forums.factorio.com/43610 more])
 
* Underground belt connects only to underground belt of the same force.
 
* Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn't be built due to missing item. ([https://forums.factorio.com/44179 more])
 
* Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. ([https://forums.factorio.com/44344 more])
 
* Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.
 
 
 
== 0.14.23 ==
 
Date: 19. 04. 2017
 
** Info:
 
* This is a compatibility release for 0.15 containing only bugfixes.
 
=== Bugfixes ===
 
* Fixed crash when refreshing in the browse mods GUI in some instances. ([https://forums.factorio.com/39032 more])
 
* Fixed crash when clicking the same tick the map is loaded. ([https://forums.factorio.com/39713 more])
 
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. ([https://forums.factorio.com/41159 more])
 
* Fixed occasional broadcast related crashes on OSX ([https://forums.factorio.com/39250 more])
 
* Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.
 
 
 
== 0.14.22 ==
 
Date: 03. 02. 2017
 
=== Bugfixes ===
 
* Limit maximum texture size the game will try to use to 16384x16384 pixels.
 
* Fixed desync related to building of rail signals. ([https://forums.factorio.com/37853 more])
 
* Fixed multiplayer map download getting stuck at 100% when using some broken routers.([https://forums.factorio.com/32646 more])
 
 
 
== 0.14.21 ==
 
Date: 24. 11. 2016
 
=== Bugfixes ===
 
* Fixed that the game could crash when a game disappeared from the matching server before its details were requested. ([https://forums.factorio.com/35893 more])
 
* Fixed that numpad numbers didn't work for any game controls. ([https://forums.factorio.com/37005 more])
 
* Fixed crash when merging forces while a player in one the force to be removed was crafting something. ([https://forums.factorio.com/37009 more])
 
* Fixed game would be stuck in main menu if Join Game on Steam failed for some reason.
 
* Fixed possible save corruption when roboport was destroyed while robot was repairing it. ([https://forums.factorio.com/37647 more])
 
 
 
== 0.14.20 ==
 
Date: 09. 11. 2016
 
=== Bugfixes ===
 
* Fixed LuaSurface::can_place_entity didn't work for tile ghosts. ([https://forums.factorio.com/35651 more])
 
* Fixed curved rails woudln't render correctly as enemy forces.
 
* Fixed searching in the technology GUI wouldn't work in some cases. ([https://forums.factorio.com/35825 more])
 
* Fixed that the config option other.use_version_filter_in_browse_games_gui defaulted to false on linux. ([https://forums.factorio.com/35451 more])
 
* Fixed "E" (close GUI) couldn't be used when numeric-input fields were focused. ([https://forums.factorio.com/35807 more])
 
* Fixed that disabling recipe groups in the settings disabled subgroups as well.
 
* Fixed that the changelog GUI allowed editing the read-only text. ([https://forums.factorio.com/35788 more])
 
* Fixed (again) that the natural signal direction wasn't picked primarily when 2 way signal and normal signal can be built on the same spot.
 
* Fixed that deactivated belts would sometimes still move items if connected to Underground Belts or Loaders. ([https://forums.factorio.com/35839 more])
 
* Fixed that the multiplayer game could crash randomly due to the packet fragmentation implementation issue.
 
=== Scripting ===
 
* Added LuaPlayer::disable_recipe_subgroups.
 
 
 
== 0.14.19 ==
 
Date: 04. 11. 2016
 
=== Bugfixes ===
 
* Fixed that the demo version couldn't start.
 
* Fixed that items (like grenades) could be used also in the map view. ([https://forums.factorio.com/35565 more])
 
* Fixed tutorial level 2 scripting.
 
* Fixed weird recipe sorting in the demo.
 
* Fixed that the game crashed when it was closed while sound settings were opened.
 
 
 
== 0.14.18 ==
 
Date: 02. 11. 2016
 
=== Bugfixes ===
 
* Fixed Supply scenario Gui when playing in multiplayer.
 
* Fixed unresearchable gates technology in New hope campaign level 1. ([https://forums.factorio.com/35224 more])
 
* Fixed LAN games getting deselected. ([https://forums.factorio.com/35486 more])
 
* Fixed crash when clearing items robots held through script. ([https://forums.factorio.com/35585 more])
 
* Possibly fixed xrandr related crash on Linux. ([https://forums.factorio.com/35430 more])
 
=== Minor Features ===
 
* Added minimum_latency_in_ticks to server settings (for headless server) and into config (for starting game from gui).
 
* Enemy players are shown on the map when the chunk is being charted (a radar or player is exposing it).
 
 
 
== 0.14.17 ==
 
Date: 27. 10. 2016
 
=== Bugfixes ===
 
* Fixed quickbar clearing wouldn't work when taking part of the stack. ([https://forums.factorio.com/35211 more])
 
* Fixed that mod browser sorting column would be ignored after using the search. ([https://forums.factorio.com/35233 more])
 
* Actually fixed Has Mods filter in browse games GUI ([https://forums.factorio.com/35222 more]).
 
* Fixed that the "can't open enemy structures" error would show when it was never possible to open any GUI for the entity. ([https://forums.factorio.com/35220 more])
 
* It's now not possible to switch to the install-mods screen while there are mods pending deletion. ([https://forums.factorio.com/35260 more])
 
* Fix constant combinator ignoring item_slot_count prototype change after creation ([https://forums.factorio.com/35201 more]).
 
=== Changes ===
 
* Tweaked map transfer algorithm.
 
 
 
== 0.14.16 ==
 
Date: 25. 10. 2016
 
=== Bugfixes ===
 
* Fixed crash related to technology migration. ([https://forums.factorio.com/35161 more])
 
* Fixed item sub groups wouldn't be used in the recipe GUI when item groups were disabled. ([https://forums.factorio.com/35140 more])
 
* Public and LAN game visibility are now separate settings (in GUI and in server-settings.json), and they can be toggled runtime with the /config command.
 
** See data/server-settings.example.json for a way to specify the visibility, as the old one will not work anymore.
 
* Fixed has password/mods filters not working.
 
* Fixed problems with determining external IP address for MP games. ([https://forums.factorio.com/35192 more])
 
 
 
== 0.14.15 ==
 
Date: 24. 10. 2016
 
=== Changes ===
 
* Improved the browse-mods GUI by downloading mods while browsing the mods list.
 
* Improved the delete-mod functionality in the installed-mods GUI.
 
* Achievements unlocked locally without using steam get unlocked on steam once the game is started in steam mode.
 
* Storage tanks connected to the circuit network will output floored fluid values instead of rounding them.
 
=== Bugfixes ===
 
* Fixed that biters would sometimes attack non-polluting entities ([https://forums.factorio.com/34339 more]).
 
* Added commandline option --bind to select an ip address to host a game at ([https://forums.factorio.com/33731 more])
 
* Fixed that different capitalisation of the same username could be used to: 1. join the game twice 2. evade the ban list 3. evade admin list.
 
* Fixed fluid info would get rendered twice when alt-info was on while hovering the mouse over assembling machines. ([https://forums.factorio.com/34388 more])
 
* Fixed that it wasn't possible to connect with too many mods. ([https://forums.factorio.com/33662 more])
 
* Fixed crash when pasting huge strings into mod GUIs. ([https://forums.factorio.com/20856 more])
 
* Changed the clear blueprint icon to the trashcan icon and moved ot on the left of the cancel button, so it is less confusing.
 
* Fix of possible leak of information box windows when closing game. ([https://forums.factorio.com/33942 more])
 
* Fix PRINTSCREEN and SCROLLLOCK not working as keybinds. ([https://forums.factorio.com/33222 more])
 
* Fix map download limit not working for speeds under 101KB/s. ([https://forums.factorio.com/35047 more])
 
=== Scripting ===
 
* Added LuaSurface.set_chunk_generated_status().
 
* Added defines.chunk_generated_status.
 
 
 
== 0.14.14 ==
 
Date: 14. 10. 2016
 
=== Changes ===
 
* Added "Show player names on minimap" option to graphics settings.
 
* Added multiplayer server option "Autosave only on server".
 
* Deconstructing/canceling deconstruction sets the "last user" on an entity.
 
=== Optimisations ===
 
* Further performance improvements to the trains GUI.
 
* Improved performance in the browse-mods GUI when filtering/sorting.
 
=== Bugfixes ===
 
* Factorio is now per-monitor DPI-aware on Windows 8.1 and Windows 10. ([https://forums.factorio.com/33948 more])
 
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games. ([https://forums.factorio.com/33662 more])
 
* Fixed Alt+Tab while holding right mouse button down made the game GUI unresponsive. ([https://forums.factorio.com/33328 more])
 
* Fixed missing localised name definition. ([https://forums.factorio.com/33847 more])
 
* Fixed tightspot level 5 recipes. ([https://forums.factorio.com/33833 more])
 
* Possible fix for crash when initializing mouse-like devices on some Mac OSX computers. ([https://forums.factorio.com/33854 more])
 
** This is followup to bugfix ([https://forums.factorio.com/32515 more])
 
* Fixed problems with "The connection has been broken due to keep-alive activity" ([https://forums.factorio.com/33310 more])
 
* Fixed wrong calculation of resistances for small damage values. ([https://forums.factorio.com/33568 more])
 
* Fixed the trains GUI schedules would force scroll to the current train stop with a large amount of trains.
 
* Fixed crash when using LuaGameScript::remove_offline_players. ([https://forums.factorio.com/33599 more])
 
* Fixed crash when setting invalid sprite parameters. ([https://forums.factorio.com/33868 more])
 
* Fixed crash when loading save with removed entities. ([https://forums.factorio.com/33912 more])
 
* Fixed mining drills would keep putting items on belts marked for deconstruction. ([https://forums.factorio.com/33911 more])
 
* Fixed crash when removing rails with signals reserved by the circuit network. ([https://forums.factorio.com/33910 more])
 
* Fixed that ammo wouldn't be placed in the quickbar even when a quickbar filter was set for it. ([https://forums.factorio.com/34020 more])
 
* Fixed very small numbers saved in script state would produce unloadable save. ([https://forums.factorio.com/34029 more])
 
* Fixed stuck key in CMD combinations on Mac (hopefully). ([https://forums.factorio.com/33572 more])
 
=== Scripting ===
 
* Renamed LuaInventory::has_filters to LuaInventory::supports_filters.
 
* Added LuaInventory::is_filtered.
 
* Removed LuaEntity::has_direction as LuaEntity::supports_direction already exists and does the same thing.
 
 
 
== 0.14.13 ==
 
Date: 05. 10. 2016
 
=== Changes ===
 
* The /config command now operates through /config get and /config set.
 
* Added additional options to the /config comand: allow-commands, max-upload-speed, autosave-interval, afk-auto-kick, verify-user-identity, only-admins-can-pause, ignore-player-limit-for-returning-players.
 
* Added tab-complete parameters logic to the commands: config, color, and help.
 
* Updated Team production challenge with 2 new challenge modes and a new map set.
 
* Reconnecting to multiplayer game that the player already is in (being dropped probably) instantly closes the previous connection and connects the player.
 
=== Optimisations ===
 
* Improved performance when using a lot of vehicles with equipment grids in multiplayer. ([https://forums.factorio.com/33688 more])
 
* Improved performance in the Trains GUI when trains have large schedules. ([https://forums.factorio.com/33421 more])
 
=== Bugfixes ===
 
* Fixed desync loop related to solar panels in more than one electric network.
 
* Fixed desyncs related to movement of damaged vehicle.
 
* Fixed module requests getting removed if concrete was built under them. ([https://forums.factorio.com/33655 more])
 
* Possibly fixed hang in stopping sounds when exiting Factorio on Windows. ([https://forums.factorio.com/33639 more])
 
* Fixed the small errors of movement in latency hiding.
 
* Fixed Gui related script error in team production challenge scenario.
 
* Fixed crash when attempting to set belt directions to diagonal directions. ([https://forums.factorio.com/33641 more])
 
* Fixed duplicate grenade damage 5 research. ([https://forums.factorio.com/33606 more])
 
* Fixed car/tank rotation speed was half what it should be. ([https://forums.factorio.com/31815 more])
 
* Fixed map downloader getting stuck and flooding the network after a big timeout.
 
* Fixed rotating of placed flamethrower turret. ([https://forums.factorio.com/33700 more])
 
* Fixed that /command would warn about disabling achievements even in situations where achievements weren't possible. ([https://forums.factorio.com/33597 more])
 
* Fixed that custom gui input was processed even when the game was being saved in singleplayer. ([https://forums.factorio.com/33682 more])
 
* Fixed that boiler wouldn't work after being replaced by bots. ([https://forums.factorio.com/33723 more])
 
* Fixed possible desync when boiler would get destroyed and created a ghost.
 
* Fixed crash when destroying fire during the entity_died event. ([https://forums.factorio.com/33763 more])
 
* Fixed that error messages of wrong zip files in the mod folder weren't giving error message that would be informative enough. ([https://forums.factorio.com/33790 more])
 
=== Scripting ===
 
* Added read property LuaEntity::has_direction.
 
* Added LuaTile::hidden_tile.
 
* Added the ability to use LuaSurface::get_tile(0, 0) or LuaSurface::get_tile({0, 0}) when getting tiles.
 
* Added LuaGameScript::connected_players read and LuaForce::connected_players read.
 
=== Modding ===
 
* Added check that the selection box contains the [0, 0] point.
 
 
 
== 0.14.12 ==
 
Date: 30. 09. 2016
 
=== Changes ===
 
* The following settings are now settable only in server-settings: allow_commands - default is "admins-only" autosave_interval - default is 10 autosave_slots - default is 5 afk_autokick_interval - default is 0 auto_pause - default is true
 
* Added /toggle-heavy-mode command. It can be used to generate files that help us to investigate server in a state where all new players get a desync loop.
 
* Desync reports are now much bigger, but have bigger chance of being useful.
 
=== Bugfixes ===
 
* Fixed trains slowly moving forward when stopped on a signal ([https://forums.factorio.com/32733 more]).
 
* Hopefully fixed Lua desyncs caused by string formatting functions behaving differently on different platforms.
 
* Fixed desync related to locale keys defined by different languages. Item names now use the locale key of the first item-to-place, the first equipment-to-place, or if both of those are missing the normal "item-name.name" - unless manually set in the prototype. ([https://forums.factorio.com/33573 more])
 
 
 
== 0.14.11 ==
 
Date: 29. 09. 2016
 
=== Changes ===
 
* Server started with --start-server-load-scenario will now save to saves/<scenario name> upon exit.
 
* Multiplayer usernames can only consist of letters, numbers and -_. characters.
 
=== Bugfixes ===
 
* Possible fix for a server not responding error.
 
 
 
== 0.14.10 ==
 
Date: 28. 09. 2016
 
=== Changes ===
 
* Disabled multiplayer support in the 32 bit version of the game.
 
=== Bugfixes ===
 
* Potential fix of the crash after desync.
 
* Fixed desync related to electric network statistics of accumulators.
 
* Fixed assertion fail in tightspot level-05 ([https://forums.factorio.com/29724 more])
 
* Removed 2 redundant research prerequisites. ([https://forums.factorio.com/33097 more])
 
* Fixed non even selection boxes of locomotive versus cargo wagon. ([https://forums.factorio.com/33078 more])
 
* Fixed that Factorio would crash when unable to delete a mod. ([https://forums.factorio.com/33228 more])
 
* Fixed that the chart would display user's names from other surfaces. ([https://forums.factorio.com/33226 more])
 
* Fixed blueprint tiles alignment inside preview/editor. ([https://forums.factorio.com/28250 more])
 
* Fixed player limit disallowing connection attempt in public server list. ([https://forums.factorio.com/33377 more])
 
* Fixed mod browser filters and ordering being lost. ([https://forums.factorio.com/33277 more])
 
* Fixed freshly installed mods not being marked in the mod browser. ([https://forums.factorio.com/33277 more])
 
* Fixed signals sometimes not finding their child signals properly. ([https://forums.factorio.com/33148 more])
 
* Fixed up/down keys in schedule gui were not selecting properly. ([https://forums.factorio.com/33227 more])
 
* Additional keys ignored when the console is opened. ([https://forums.factorio.com/33411 more])
 
* Fixed that aliens would ignore very narrow paths they could barely fit through. ([https://forums.factorio.com/33069 more])
 
* Fixed that numbers were sometimes rounded differently on 32 bit systems in lua.
 
* Fixed that the game would freeze when game.speed was set to a value less than 0.2. ([https://forums.factorio.com/33317 more])
 
* Fixed cargo wagon air resistance being smaller than that of the locomotive.
 
* Fixed of loading "require_user_verification" from server-settings (It was called verify_user_identity at one place and require_user_verification at other).
 
* Fixed underground belt fast replace when replacing the same belt multiple times. ([https://forums.factorio.com/33019 more])
 
* Fixed rendering of turret range when construction network area overlay is also being drawn. ([https://forums.factorio.com/33057 more])
 
* Temporary decrease of decorative entities counts.
 
* Fixed server max upload speed.
 
* Fixed that Factorio wouldn't give an error when --start-server-load-scenario was combined with --start-server or --start-server-load-latest. ([https://forums.factorio.com/33055 more])
 
* Fixed beam would apply one extra damage tick. ([https://forums.factorio.com/32973 more])
 
=== Changes ===
 
* Multiplayer map downloading GUI shows average over the last 2 seconds instead of 20 seconds.
 
 
 
== 0.14.9 ==
 
Date: 22. 09. 2016
 
=== Changes ===
 
* Added admin field to server-settings.json, list of case-sensitive usernames that will become admins on connecting.
 
* Admins are exempt from player count limit.
 
=== Bugfixes ===
 
* Fixed that the server could be running even if it was supposed to be stopped.
 
* Fixed Modded key bindings would fire extra times if 2 mods had the same keybinding. ([https://forums.factorio.com/33050 more])
 
* Fixed that parsing players by index in scripts didn't work correctly. ([https://forums.factorio.com/33125 more])
 
* Fixed that Factorio wouldn't release memory back to the OS after unloading a large save on Linux. ([https://forums.factorio.com/33151 more])
 
* Fixed crash when restarting Factorio due to mod change when executable is read-only on Linux. ([https://forums.factorio.com/32991 more])
 
* Game will no longer be capped at 300UPS when using high game.speed and vsync. New cap is FPS*5*game.speed. ([https://forums.factorio.com/33123 more])
 
* Fixed possible crashes when setting combinator parameters.
 
* Fixed that clients could send a lot of useless data when recovering after connectiontion problems while playing multiplayer game.
 
* Fixed that recipe overload_multiplier wasn't used for furnaces. ([https://forums.factorio.com/33121 more])
 
 
 
== 0.14.8 ==
 
Date: 20. 09. 2016
 
=== Optimisations ===
 
* The crc check cycles between sets of 10 players, reducing the time of it in crowded games.
 
=== Minor Features ===
 
* Disconnecting wires now updates the "last user" tag.
 
* Technology progress is preserved when the research is changed before it is completed.
 
* Added ignore_player_limit_for_returning_players option to the server-settings and equivalent when hosting from the game.
 
* Added in game command /config password <password>. It allows server admins to change the server password.
 
* Added in game command /config max-players <number>. It allows server admins to change the maximum number of players.
 
* With more than 10 players in multiplayer game, the server only saves the map for joining players once in a while, so the game isn't interrupted by saving every couple of seconds in bigger games.
 
** It goes from 1s with 10 players up to 45s with 450 players (which is the maximum).
 
* Added only_admins_can_pause_the_game into the server-settings.
 
=== Bugfixes ===
 
* Fixed that you could enter enemy vehicles. ([https://forums.factorio.com/32724 more])
 
* Fixed that zooming the view during pause (via Shift-Space) would teleport the player. ([https://forums.factorio.com/32758 more])
 
* Fixed vehicle machine guns not showing bonuses. ([https://forums.factorio.com/32747 more])
 
* Fixed performance issue on maps with lot of surfaces (for example maps with Factorissimo mod.)
 
* Fixed gates not opening for characters soon enough. ([https://forums.factorio.com/32818 more])
 
* Fixed some campaign levels didn't allow interacting with any entities at some places. ([https://forums.factorio.com/32839 more])
 
* Fixed crash when opening the character GUI in the map editor. ([https://forums.factorio.com/32081 more])
 
* Fixed redundant technology requirement. ([https://forums.factorio.com/32886 more])
 
* Fixed server browser playtime column formatting ([https://forums.factorio.com/32942 more])
 
* Fixed crash related to rail-signal connection. ([https://forums.factorio.com/32740 more])
 
* Fixed crash when reconnection attempt is refused. ([https://forums.factorio.com/32937 more])
 
* Fixed that when server quit/dropped, the dialog could be hidden behind menu. ([https://forums.factorio.com/32859 more])
 
* Optimised inserting items to chests with large inventories; this will boost performance for some games with Warehousing mod. ([https://forums.factorio.com/32384 more])
 
* Fixed duplicate mods crashing the game on startup ([https://forums.factorio.com/31790 more])
 
** Instead, a notice box is displayed and the highest (possibly unzipped) version is preferred.
 
* Moved the downloading/saving/loading progress bar of other people in a scroll pane so it doesn't cover the whole left part of the screen with a lot of people.
 
* Fixed the quickbar selection wouldn't properly update when interacting with other entities in some cases. ([https://forums.factorio.com/32952 more])
 
* Fixed that --benchmark would process its argument differently than all other command-line parameters ([https://forums.factorio.com/32993 more])
 
* Fixed crash when loading game with character in flying vehicle from mod that is over water. ([https://forums.factorio.com/33014 more])
 
 
 
== 0.14.7 ==
 
Date: 15. 09. 2016
 
=== Bugfixes ===
 
* Fixed technology GUI in single player.
 
 
 
== 0.14.6 ==
 
Date: 15. 09. 2016
 
=== Changes ===
 
* Drop detection got little bit stricter so the drop timeout was increased from 10 to 20 seconds.
 
* If you log in with your email, your multiplayer username gets set to your actual username, not your email address.
 
=== Minor Features ===
 
* Added --start-server-load-scenario <scenario name> command to start scenario with the given name.
 
* As a tribute to Arumba's mega-game, the "build by" was renamed to "last user" and it is updated whenever the entity is: rotated, has circuit condition changed, setting pasted, recipe changed, filter changed, output signal changed, combinator settings changed,
 
* Added speed change based on zoom when in god mode into the latency hiding.
 
* The player was killed messages now contain a name of entity or player who caused that.
 
=== Bugfixes ===
 
* Player killed messages are shown only to players of the same force.
 
* Fixed that zoom to cursor didn't work in ghost/god controller.
 
* Fixed that player dropped, but it shown the "the can't keep up message" instead.
 
* Fixed that server got deselected when changing sorting or filters in public game list. ([https://forums.factorio.com/29561 more])
 
* Additional attempt to make the keyboard settings compatible between linux and windows. ([https://forums.factorio.com/29686 more])
 
* Fixed that player crafting categories accepted empty string as value, which resulted in crash later. ([https://forums.factorio.com/32507 more])
 
* Fixed that progress bar during updating mods wasn't moving ([https://forums.factorio.com/31844 more])
 
* Fixed beam damage_interval of 0 would crash the game. ([https://forums.factorio.com/32527 more])
 
* Fixed gates wouldn't open while in a vehicle without a character. ([https://forums.factorio.com/32525 more])
 
* Fixed GUI scaling in the mod browser. ([https://forums.factorio.com/30196 more])
 
* Fixed (hopefully) that wrong server details were displayed ([https://forums.factorio.com/27110 more])
 
* Fixed that it wasn't possible to build rail blueprint over floor-tile ghost. ([https://forums.factorio.com/32454 more])
 
* Fluid status icons will display floored values, same as all other icons. ([https://forums.factorio.com/32439 more])
 
* Fixed crash that prevented the game to start on some OS X configurations. ([https://forums.factorio.com/32515 more])
 
* Fixed that changing character direction from script didn't work. ([https://forums.factorio.com/32318 more])
 
* Fixed game getting stuck when a new account was created from the Steam version ([https://forums.factorio.com/31642 more])
 
* Additional signal/rail building fix. ([https://forums.factorio.com/30350 more])
 
* Fixed that some entities would not remember their circuit parameters in the map editor. ([https://forums.factorio.com/32153 more])
 
* Fixed blueprint tooltip wouldn't update when clearing a blueprint. ([https://forums.factorio.com/32038 more])
 
* Fixed crash when loading some old save files containing circuit connections to be removed. ([https://forums.factorio.com/32009 more])
 
* Fixed crash when removing migrated equipment grids due to mod removal while mods had references to the grids. ([https://forums.factorio.com/32420 more])
 
* Fixed wires wouldn't get applied to inserters through blueprints in some cases. ([https://forums.factorio.com/32045 more])
 
* Fixed that player could get unkickable under specific circumstances.
 
* Fixed train crash when it found a path in the opposite direction that it just started moving. ([https://forums.factorio.com/29610 more])
 
* Fixed Factorio updater didn't pass command line arguments when restarting the game after update. ([https://forums.factorio.com/32412 more])
 
* Fixed crashes when loading old or some invalid maps in the map editor. ([https://forums.factorio.com/32488 more])
 
* Clearer error messages and interaction when loading old or invalid maps.
 
* Fixed curved rail bounding box not allowing large electric poles to be build in specific configurations. ([https://forums.factorio.com/32532 more])
 
* Fixed that joining games through Steam wouldn't work. ([https://forums.factorio.com/32479 more])
 
* Fixed not being able to interact with the error dialog when an error happens while interacting with GUIs. ([https://forums.factorio.com/32259 more])
 
* Fixed UI not responding to input in some situations when progress guis were shown. ([https://forums.factorio.com/32522 more])
 
* Fixed personal roboport wouldn't update properly when modded equipment was used in some cases.
 
* Fixed train ignoring wait conditions in some cases ([https://forums.factorio.com/32562 more])
 
* Fixed chain signal visual state right before a station ([https://forums.factorio.com/30881 more])
 
* Fixed that the client was stuck when he disconnected after a reconnect.
 
* Fixed Save As GUI not responding to input after multiplayer disconnect with chat open. ([https://forums.factorio.com/32574 more])
 
* Fixed inserter placement in the 2nd level of new hope campaign mission. ([https://forums.factorio.com/31688 more])
 
* Server automatically deletes temporary save files once the upload of finishes.
 
* Fixed recipe tooltips containing fluid in assembling machines wouldn't show the available fluids properly. ([https://forums.factorio.com/32647 more])
 
* Fixed desync when placing floor blueprint and mining placed ghosts at the same time. ([https://forums.factorio.com/32378 more])
 
* Fixed that you could disconnect wires in from Transport Belt Madness scenario's Electric Poles. ([https://forums.factorio.com/29168 more])
 
* Potential fix of crash after desync.
 
* Attempted to handle socket unblock error in a way that won't crash the game. ([https://forums.factorio.com/32663 more])
 
=== Scripting ===
 
* Added LuaGameScript::print - print to all players.
 
* Added LuaForce::print - print to all players on the force.
 
* Added LuaSurface::print - print to all players on the surface.
 
* Fixed entities with positive emissions_per_tick would generate pollution even when pollution was disabled. ([https://forums.factorio.com/32602 more])
 
* Renamed LuaEntity::built_by to LuaEntity::last_user
 
 
 
== 0.14.5 ==
 
Date: 09. 09. 2016
 
** Features:
 
* Added Team Production Challenge scenario to the base game.
 
=== Minor Features ===
 
* Improved rendering of big tables and other scrollable widgets.
 
* It is possible to /ban players who aren't present in the map.
 
* The headless server saves the banlist in banlist.json file, so a server owner can maintain a single banlist across multiple maps.
 
* Added /silent-command: Same as /c, but doesn't print the command ran to every player's console. Available only to server admins and over RCON or server console.
 
* Added /purge <player>: removes all messages by the given player from chat. Admin only command.
 
* Added /clear - clears your chat window.
 
* Added /mute and unmute <player>: prevents the given player from talking in chat. Admin only commands.
 
* Added /mutes: displays all muted players.
 
* Added /ignore and unignore <player>: ignores messages from the given player. Admin and RCON messages are still shown.
 
* Added /ignores: displays all players you're ignoring.
 
* Command names in the console can be tab-completed.
 
* Player names in the console can be tab-completed.
 
* Added AFK Auto kick interval to multiplayer host settings (with never as default).
 
=== Bugfixes ===
 
* Fixed mousewheel scrolling of game information ([https://forums.factorio.com/29497 more])
 
* Fixed that the headless server would create a character when run with --no-auto-pause. This prevented people from joining their own servers. ([https://forums.factorio.com/32143 more])
 
* Fixed that the game could desync when LuaForce::players was used, as the order was not in well defined order.
 
* Fixed making blueprints wouldn't reset the build rotation. ([https://forums.factorio.com/32251 more])
 
* Fixed that input actions were triggered even though a text box was focused. ([https://forums.factorio.com/32028 more])
 
* Fixed that blueprint/deconstruction would run while on the map view. ([https://forums.factorio.com/32296 more])
 
* Fixed train getting stuck on a yellow signal ([https://forums.factorio.com/28660 more])
 
* Fixed that the notification about changed research was shown even when the other player selected the same research as already in progress. ([https://forums.factorio.com/32278 more])
 
* Fixed that underground belt "teleported" few items when the connection was built. ([https://forums.factorio.com/30716 more])
 
* Fixed that the mod info gui wasn't scrollable, so it didn't fit the screen sometimes. ([https://forums.factorio.com/30158 more])
 
* Fixed that saving scenario to the same directory it was loaded for resulted in deleting all the script and locale files. ([https://forums.factorio.com/29555 more])
 
* Fixed that the menu wasn't accessible when the respawn countdown was there, until the menu was closed and opened again.
 
* Fixed inserters sometimes taking items from cargo wagons not in front of it. ([https://forums.factorio.com/32138 more])
 
* Fixed that clicking a mod's GUI during an autosave would crash the game. ([https://forums.factorio.com/32320 more])
 
* Fixed /reply wouldn't work properly when players have names with tags.
 
* Fixed shadows being drawn over pipe and storage tank windows.
 
=== Scripting ===
 
* Added LuaEntity::supports_direction
 
* Changed LuaEntity::direction write to not error if the entity doesn't support directions.
 
* Moved the top gui to be above the left gui as in 0.13 ([https://forums.factorio.com/31585 more])
 
* Added LuaPlayer::afk_ticks and LuaPlayer::online_ticks.
 
 
 
== 0.14.4 ==
 
Date: 06. 09. 2016
 
=== Minor Features ===
 
* Included the ghost/god controller movement in the latency hiding.
 
=== Changes ===
 
* Research notifications are only printed to players of the same force.
 
* Removed the /team command, chat is team only by default, added /shout (/s) command to speak to everyone.
 
* Tweaked the /help command, so it prints just the list of commands, and it is required to write /help <command> to get details
 
* Fixed crash when entities are migrated across types while in blueprints. ([https://forums.factorio.com/31984 more])
 
* Fixed crash when setting filters in the map editor. ([https://forums.factorio.com/32082 more])
 
* Don't allow to deconstruct tiles that have nothing under it.
 
=== Scripting ===
 
* Added read/write of LuaPlayer::tag. This tag is added to the player username in chat and on map.
 
* Added LuaEntityPrototype::logistic_mode read.
 
* Added a 4th (optional) parameter to LuaGameScript::write_file to write only for a specific player (or the server).
 
=== Bugfixes ===
 
* Fixed crash when entities are migrated across types while in blueprints. ([https://forums.factorio.com/31984 more])
 
* Fixed crash when setting filters in the map editor. ([https://forums.factorio.com/32082 more])
 
* Additional desync fix related to selection of trains. ([https://forums.factorio.com/32102 more])
 
* Fixed crash when canceling deconstruction of tiles of other force.
 
* Fixed crash related to reconnecting to a game after 3 desyncs
 
* Fixed crash when using quickbar shortcuts in ghost mode in multiplayer. ([https://forums.factorio.com/32144 more])
 
* Fixed crash when changing player's controller in multiplayer while the player opens entity GUI with inventory. ([https://forums.factorio.com/32139 more])
 
* Fixed crash when opening entities that only exist in the latency hiding. ([https://forums.factorio.com/32141 more])
 
* Additional latency state fixes related to lag spikes and latency changes.
 
* Fix of one way (hopefully the only one), the ghost player could appear.
 
* Fixed freeze with specific modded recipes. ([https://forums.factorio.com/32048 more])
 
* Fixed LuaForce::research_progress could return invalid values in specific cases. ([https://forums.factorio.com/32047 more])
 
* Fixed error when manually calling LuaGameScript::raise_event(). ([https://forums.factorio.com/32039 more])
 
* Added additional inventory defines: car_fuel, car_trunk, car_ammo, and cargo_wagon. ([https://forums.factorio.com/32100 more])
 
* Fixed that the server commands didn't work when there was noone online and the autostop was on (again) ([https://forums.factorio.com/32112 more])
 
* Fixed that LuaUnitGroup::set_command wouldn't update the command of its members.
 
* Fixed that mod GUIs would get left behind if the mod was disabled due to an invalid factorio_version. ([https://forums.factorio.com/32196 more])
 
* Fxied that the Lua console would ignore first pressed key if the "toggle console" control was bound to a mouse button. ([https://forums.factorio.com/32093 more])
 
* Fixed wrong fonts used for languages using non-latin characters. ([https://forums.factorio.com/32061 more])
 
* Fixed crash on blueprint placement with rail signals with connected wires. ([https://forums.factorio.com/32002 more])
 
 
 
== 0.14.3 ==
 
Date: 02. 09. 2016
 
=== Minor Features ===
 
* When selecting anything that uses item/signal filters the filter is automatically set to the item in the cursor if any.
 
* When save of scenario is loaded in multiplayer, it's scenario is saved in user scenarios.
 
* Added /time command to print the current map age.
 
* Added option to host multiplayer game with scenario (it only had new game/load game there).
 
=== Changes ===
 
* server-settings.json are automatically used if they are in the write path and not specified on the command line.
 
* Fonts specified in a locale configuration now have to specify the mod name in their paths.
 
** For example, the default font is now specified as "default=__core__/fonts/TitilliumWeb-Regular.ttf".
 
=== Bugfixes ===
 
* Fixed desync related to selection of trains. ([https://forums.factorio.com/31935 more])
 
* Fixed slowdown in recipe tooltips with large amounts of recipes. ([https://forums.factorio.com/31863 more])
 
* Fixed show_gui not working with game.take_screenshot.
 
* Fixed accidentally turned on graphics safe mode for all Steam users, which set graphics settings to low values. ([https://forums.factorio.com/31958 more])
 
* Fixed that the game eated all the CPU in headless mode when no player was there.
 
** This also fixed that the memory used grew few bytes per tick when being a server.
 
* Fixed console commands not working when entered directly on Windows headless server. ([https://forums.factorio.com/31918 more])
 
* Fixed that the server would ignore specified username when given a login token. ([https://forums.factorio.com/31945 more])
 
* Fixed that it wasn't possible for mods to use custom fonts. ([https://forums.factorio.com/31916 more])
 
* Fixed crash when removing mods that had items on transport belts that were connected to the circuit network. ([https://forums.factorio.com/31984 more])
 
* Fixed that right clicking in the craftign menu to craft 5 items wouldn't de-focus the search widget. ([https://forums.factorio.com/31063 more])
 
* Fixed that joining paused game resulted in a black screen that was there until someone else unpaused it. ([https://forums.factorio.com/31763 more])
 
* Fixed that map2scenario errors when loading an edited save file that contained assembling machines connected to inserters. ([https://forums.factorio.com/31706 more])
 
* Fixed that the exit message was wrong when the person just dropped. (saying he couldn't keep up)
 
* Fixed that after reconnecting to server using the small save/quit/reconnect window didn't close the window. ([https://forums.factorio.com/32010 more])
 
* Potential desync fix related to locomotives being selected in the same tick they are mined by someone else.
 
* Potential fix of crash after a desync.
 
=== Scripting ===
 
* Moved LuaControlBehavior::disabled to LuaGenericOnOffControlBehavior::disabled and fixed it to work correctly. ([https://forums.factorio.com/31232 more])
 
* Fixed crash after confirming other settings as a server in multiplayer game. ([https://forums.factorio.com/31612 more])
 
 
 
== 0.14.2 ==
 
Date: 30. 08. 2016
 
=== Minor Features ===
 
* Notify when someone starts or changes the research in the console.
 
* Allowed to specify limit of the upload speed when hosting a multiplayer game.
 
** This can be also specified when creating the headless server in the server-settings file by setting the max_upload_in_kilobytes_per_second
 
* When selecting player logistic requests and auto-trash filters the filter is automatically set to the item in the cursor if any.
 
=== Changes ===
 
* Increased the time the text written in the console (chat/commands) stay on the screen fully visible.
 
* Increased the distance of rail direction check for signal building from 3 to 5 rail segments. ([https://forums.factorio.com/30235 more])
 
=== Bugfixes ===
 
* Fixed signal to rail connection in junctions when rails are build after signals. ([https://forums.factorio.com/30350 more])
 
* Potential fix of desyncs related to transport belts and circuit network.
 
* Experimental attempt to limit server upload speed when it is too high and it causes all other players to have their latency increased.
 
** This logic is only used when the "max_upload_in_kilobytes_per_second" is not specified.
 
* The download speed starts at higher value and grows faster.
 
* Fixed that personal logistics would stop working. ([https://forums.factorio.com/31586 more])
 
* Fixed crash related to removing progress bars when exiting the multiplayer.
 
* Fixed constant combinator description not showing negative signals. ([https://forums.factorio.com/31702 more])
 
* Fixed missing "saving-local-variant-of-mp" key.
 
* Fixed that rail remnants were not always properly removed when horizontal rails were built over.
 
* Fixed that server would crash on second RCON connection. ([https://forums.factorio.com/31704 more])
 
* Fixed that --allow-commands sometimes wouldn't take effect. ([https://forums.factorio.com/31731 more])
 
* Fixed that attacking an enemy spawner with the flamethrower wouldn't aggravate enemies. ([https://forums.factorio.com/31822 more])
 
* Fixed the drag-map control defaulting to shift + mouse button 1. ([https://forums.factorio.com/31819 more])
 
* Fixed achievement layout problems. ([https://forums.factorio.com/28967 more])
 
* Fixed logging in with an email address for mod/server browser wasn't working.
 
* Fixed ping in the server browser not working.
 
* Don't offer to save after server drop/quit when the map isn't actually loaded. ([https://forums.factorio.com/31602 more])
 
* Fixed trains GUI wouldn't scroll correctly when searching. ([https://forums.factorio.com/31469 more])
 
* Fixed crash when mining a vehicle the character was in while over water. ([https://forums.factorio.com/31404 more])
 
* Fixed that it was possible to put more energy into accumulator than its capacity through the script. ([https://forums.factorio.com/31571 more])
 
 
 
== 0.14.1 ==
 
Date: 26. 08. 2016
 
=== Bugfixes ===
 
* Fixed that exiting hosting game could stuck Factorio forever.
 
* Possible fix game not showing in browse game list. (If it happens anyway, we will have more info)
 
* Fixed that a very big number of biters on a map could cause very significant UPS drop. ([https://forums.factorio.com/31278 more])
 
 
 
== 0.14.0 ==
 
Date: 26. 08. 2016
 
=== Major Features ===
 
* Fixed multiplayer
 
      1) Internal reliability and stability improvements.
 
      2) Players don't have to wait for other clients to download and load the game.
 
      3) Decreased network trafic.
 
      4) It is possible to use menu and quit the game when connecting to the game.
 
      5) Server doesn't stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.
 
      6) Players automatically quit game after 3 desyncs.
 
      7) Download speed tweaks.
 
** Features:
 
* Added /team command that messages all players from the same force.
 
=== Minor Features ===
 
* When selecting inventory filters the filter is automatically set to the item in the cursor if any.
 
=== Changes ===
 
* Disabled loading of saves before 0.11.0 version (You can use 0.11.22 to load older saves and re-save them).
 
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).
 
=== Bugfixes ===
 
* Factorio shouldn't crash anymore when Direct3D device is lost due to locking screen or entering sleep mode.
 
=== Modding ===
 
* Added support for equipment grids in cars, tanks, locomotives, and cargo wagons.
 
* Changed equipment grids to work as protoypes: defined and referenced by things that use them.
 
* Changed equipment and equipment grids to have categories that define what equipment can go in what equipment grid.
 
=== Scripting ===
 
* Fixed game freeze when an error was thrown during the player left game event.
 
* Removed LuaItemStack::has_grid.
 
* Removed LuaItemPrototype::equipment_grid_size.
 
* Changed LuaItemStack::grid to return nil if the item doesn't have a grid.
 
* Added LuaItemPrototype::equipment_grid.
 
* Added LuaEntity::grid read.
 
* Added Added LuaEquipmentGridPrototype.
 
* Added LuaEquipmentGrid::prototype read.
 
* Added LuaEquipmentPrototype::equipment_categories read.
 
* Added LuaForce::unchart_chunk()
 
* Added LuaSurface::delete_chunk(...)
 
* Added LuaForce::unchart_chunk()
 
 
 
== 0.13.20 ==
 
Date: 29. 08. 2016
 
=== Bugfixes ===
 
* Fixed the demo wasn't working.
 
* Fixed equipment grid GUI didn't size properly in some cases. ([https://forums.factorio.com/31764 more])
 
=== Modding ===
 
* Fixed "factorio_version" not being checked correctly in some cases. ([https://forums.factorio.com/31607 more])
 
=== Scripting ===
 
* Fixed "unknown" error in some cases when using radio button GUI elements.
 
* Fixed crash when a mod custom event event would error. ([https://forums.factorio.com/31779 more])
 
* Added LuaGuiElement::type read.
 
 
 
== 0.13.19 ==
 
Date: 26. 08. 2016
 
=== Bugfixes ===
 
* Fixed that the Golem, Watch your step and doing it right didn't activate from steam cloud on new factorio installation.
 
* Fixed selection boxes of trains in specific situations. ([https://forums.factorio.com/31065 more])
 
* Fixed that unclosable character window was opened when it was ordered to open exactly at the same tick when the character died. ([https://forums.factorio.com/30946 more])
 
* Fixed possible desync caused by inserters disabled by circuit network. ([https://forums.factorio.com/31085 more])
 
=== Scripting ===
 
* Added LuaSurface::regenerate_entity(...)
 
 
 
== 0.13.18 ==
 
Date: 25. 08. 2016
 
=== Changes ===
 
* Changed train wait conditions to use standard boolean precedence for evaluation, instead of a simple left to right accumulative evaluation.
 
=== Balancing ===
 
* Increased tank machine gun range to 20.
 
=== Bugfixes ===
 
* Fixed console command warning not sticking through save-load. ([https://forums.factorio.com/31132 more])
 
* Fixed that vehicle machine guns would show in the logistics request and inventory filter selections.
 
* Fixed crash when number animation variations of unit-spawner entity is reduced. ([https://forums.factorio.com/31205 more])
 
* Fixed clearing blueprints didn't clear the label. ([https://forums.factorio.com/28610 more])
 
* Fixed crash when removing entities that had active alerts. ([https://forums.factorio.com/31247 more])
 
* Fixed that sending random garbage to the RCON port could crash Factorio. ([https://forums.factorio.com/31185 more])
 
* Fixed GUI size issues with modded recipes that have a ton of effects. ([https://forums.factorio.com/30654 more])
 
* Fixed script errors with tight spot level 5. ([https://forums.factorio.com/29724 more])
 
* Fixed the market entity not migrating/handling removed items it was offering. ([https://forums.factorio.com/30875 more])
 
* Fixed sound settings not applying when pressing escape. ([https://forums.factorio.com/30319 more])
 
* Fixed a crash that would happen after changing UI scale with the inventory open. ([https://forums.factorio.com/30983 more])
 
* Fixed deconstruction would reset the build rotation value. ([https://forums.factorio.com/31466 more])
 
* Fixed copy-paste between inventory sizes applying the inventory restriction oddly. ([https://forums.factorio.com/31473 more])
 
* fixed game.regenerate_entitiy() not working at all. ([https://forums.factorio.com/31470 more])
 
* Fixed that it was possible to create an assembling machine with zero energy usage. ([https://forums.factorio.com/31465 more])
 
=== Modding ===
 
* Fixed crash when trying to connect wires to entities with 0 wire connection distance. ([https://forums.factorio.com/31499 more])
 
=== Scripting ===
 
* Fixed LuaSurface::map_gen_settings.shift not working. ([https://forums.factorio.com/31143 more])
 
* Fixed chunk positions would get improperly rounded instead of floored. ([https://forums.factorio.com/31092 more])
 
* Added LuaConstantCombinatorControlBehavior::enabled read/write.
 
* Added upper limit to resolution parameter of LuaGameScript::take_screenshot function. Limit for width and height is 16384.
 
* Added LuaStyle::visible read/write.
 
 
 
== 0.13.17 ==
 
Date: 17. 08. 2016
 
=== Bugfixes ===
 
* Fixed a crash caused by enemy AI. ([https://forums.factorio.com/31088 more])
 
* Fixed crash due to false-positive detection of a save corruption. ([https://forums.factorio.com/31082 more])
 
* Fixed circuit network controlled signal penalty once more ([https://forums.factorio.com/31116 more])
 
* Fixed crash when removing mod with modded rocket silo. ([https://forums.factorio.com/31093 more])
 
 
 
== 0.13.16 ==
 
Date: 16. 08. 2016
 
=== Changes ===
 
* Changed the personal roboport so it reacts faster to jobs in range.
 
* Added graphics option "Enable tree sprite mipmaps" that should reduce GPU load when drawing large forests.
 
* Changed default value of "Lights render resolution" graphics option to 0.25. High values of this setting have negative performance impact on drawing lamps.
 
* When the first LUA command is used, players are warned that it would disable achievements.
 
* Changed default renderer for AMD GPUs back to DirectX.
 
* Rewritten sandbox scenario to work in multiplayer.
 
=== Bugfixes ===
 
* Fixed rail signals getting sometimes stuck as reserved. ([https://forums.factorio.com/30093 more])
 
* Fixed that the game would crash when trying to load a save that contained unit groups with members in different surfaces. ([https://forums.factorio.com/30541 more])
 
* Fixed combinators not drawing lights for the activity led.
 
* Reverted the change from == 0.13.12 == that would disable and hide vsync in some cases. ([https://forums.factorio.com/30246 more])
 
* Fix that biters wouldn't become aggravated when damaged by the flamethrower. ([https://forums.factorio.com/30689 more])
 
* Fixed game sometimes not being focused properly on OS X. ([https://forums.factorio.com/30436 more])
 
* Fixed that the car could shoot itself. ([https://forums.factorio.com/30782 more])
 
* Fixed desync related to fast-replacing filter inserters with other inserters. ([https://forums.factorio.com/30753 more])
 
* Don't remove a wall's circuit connection when gate is destroyed and ghost is created. ([https://forums.factorio.com/30733 more])
 
* Fixed opened machine sound sometimes being high-pitched. ([https://forums.factorio.com/30702 more])
 
* Fixed that some keybindings wouldn't register properly after a game restart. ([https://forums.factorio.com/30690 more])
 
* Fixed that it would be possible to manually craft items the player does not have enough ingredients for. ([https://forums.factorio.com/30794 more])
 
* Fixed playtime in public game browser being 0 for the first minute the server is up.
 
* Fixed train path finding penalty for circuit network disabled signals.
 
* Fixed rail planner collision checks for rails in west and south direction. ([https://forums.factorio.com/28638 more])
 
* Fixed requester chest was missing vehicle impact sound. ([https://forums.factorio.com/30925 more])
 
* Fixed that dragging the research button would drag and move the technology tree. ([https://forums.factorio.com/31049 more])
 
* Fixed that the selected slot wouldn't update properly when the quickbar was rotated. ([https://forums.factorio.com/31058 more])
 
=== Modding ===
 
* Fixed crash when mods use tables as key values in prototype data. ([https://forums.factorio.com/30606 more])
 
* Added example definition of an electric energy interface.
 
* Fixed copy&paste on modded constant combinator would copy also number of item slots. ([https://forums.factorio.com/30908 more])
 
* Fixed possible desync caused by inserters putting items directly to loaders.
 
* Fixed loader wouldn't stop loading to chest marked for deconstruction.
 
=== Scripting ===
 
* Fixed LuaEntityPrototype::resource_category crash. ([https://forums.factorio.com/30626 more])
 
* Fixed changing force of construction or logistic robot would cause game state corruption. ([https://forums.factorio.com/30912 more])
 
* Added LuaEntity::get_fuel_inventory().
 
* Added event on_player_changed_surface.
 
* Added LuaInventory::find_item_stack(...).
 
* Added LuaControlBehavior::disabled read.
 
* Added LuaVirtualSignalPrototype and LuaGameScript::virtual_signal_prototypes read.
 
* Changed LuaEntity::get_filter()/set_filter()/filter_slot_count to work on both inserters and loaders.
 
* Added an optional boolean to LuaSurface::spill_item_stack to mark the created items with the to-be-looted flag.
 
* Added LuaSurface::get_connected_tiles(...).
 
* Added LuaSurface::get_hidden_tile(...).
 
* Changed Product::type to string containing "item" or "fluid".
 
 
 
== 0.13.15 ==
 
Date: 06. 08. 2016
 
=== Bugfixes ===
 
* Fixed that rotating the quickbar would make the headless server crash. ([https://forums.factorio.com/30535 more])
 
 
 
== 0.13.14 ==
 
Date: 05. 08. 2016
 
=== Changes ===
 
* Surplus items from crafting are again available for crafting other items.
 
** For example, crafting two green circuits will no longer result in two extra copper wires in the player's inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.
 
* Factorio will output to console window in UTF8 on Windows.
 
=== Bugfixes ===
 
* Fixed crash when trying to connect copper wire to invalid entities out of range in the latency state. ([https://forums.factorio.com/30201 more])
 
* Fixed burner fuel sources would keep their energy when dying and being rebuilt by robots. ([https://forums.factorio.com/30283 more])
 
* Fixed inserters would try to grab items from rails instead of chests/entities when build in specific setups. ([https://forums.factorio.com/30286 more])
 
* Fixed disconnecting chests or constant combinators not correctly clearing circuit network. ([https://forums.factorio.com/30167 more])
 
* Fixed a crash that sometimes happened after canceling manual crafting. ([https://forums.factorio.com/29910 more]).
 
* Fixed a bug where canceling a prerequisite product would cancel more than necessary. ([https://forums.factorio.com/29910 more])
 
* Fixed crash when trying to connect power switches in map editor. ([https://forums.factorio.com/30260 more])
 
* Don't force Vsync off on OpenGL. ([https://forums.factorio.com/30246 more])
 
* Fixed error in tight spot level 5. ([https://forums.factorio.com/29724 more])
 
* Fixed a bug where a player's GUI would be reset when any other player in MP pressed the "switch active quickbar" button. ([https://forums.factorio.com/29116 more])
 
* Don't allow sideloading onto a disabled belt. ([https://forums.factorio.com/29436 more])
 
* Fixed game hanging with certain train configurations (loop where last rolling stock touches the first).
 
* Fixed chain signal colors not being updated when setting signal states from the circuit network ([https://forums.factorio.com/27985 more])
 
* Fixed mod updates sometimes not being found with a large amount of mods.
 
* Fixed mods browser not being sorted after searching. ([https://forums.factorio.com/29496 more])
 
* Fixed regenerating entities on map ([https://forums.factorio.com/28129 more])
 
* Fixed watch-your-step achievement for real this time. ([https://forums.factorio.com/30434 more])
 
* Fixed "failed to create display" error when switching to another window immediately after launching Factorio. ([https://forums.factorio.com/30481 more])
 
* Fixed isses with saving to NTFS junctions. ([https://forums.factorio.com/28858 more])
 
=== Optimisations ===
 
* Significantly reduced the high CPU usage caused by the main loop logic from 0.13.10.
 
=== Modding ===
 
* Fixed input loader didn't resume loading after being deactivated due to full target container. ([https://forums.factorio.com/28280 more])
 
* Fixed crash when loader connected to splitter is destroyed. ([https://forums.factorio.com/28616 more])
 
=== Scripting ===
 
* Fixed map corruption and crashes caused by some API functions allowing entities to be used across surfaces when they aren't setup to handle it. ([https://forums.factorio.com/30187 more])
 
* Fixed evolution_factor could be set to a negative number resulting in base build errors. ([https://forums.factorio.com/30264 more])
 
* Fixed crash when using entity of type 'flame-thrower-explosion' with 'create-entity' trigger effect. ([https://forums.factorio.com/28467 more])
 
* Fixed LuaGameScript::take_screenshot() would fail if destination file contained non-english character in its path. ([https://forums.factorio.com/30431 more])
 
* Added LuaEntity::filter_slot_count read.
 
* Added LuaEntityPrototype::mining_drill_radius read.
 
* Added LuaTrain::station read.
 
* Added LuaDamagePrototype and LuaGameScript::damage_prototypes read.
 
* Added LuaEntity::loader_type read.
 
* Added LuaRemote::remove_interface(name).
 
* Changed LuaRemote so interface names must be unique to maintain save/load determinism.
 
* LuaEntity::revive() will return the revived entity as a second return value if successful and if the ghost was an entity.
 
 
 
== 0.13.13 ==
 
Date: 30. 07. 2016
 
=== Bugfixes ===
 
* Fixed OpenSSL launch issues on Linux ([https://forums.factorio.com/30154 more])
 
* Fixed crash on Windows after multiple restarts when installing mods
 
=== Modding ===
 
* Added entity prototype flags "not-blueprintable" and "not-deconstructable".
 
=== Scripting ===
 
* Changed LuaEntity::order_deconstruction() to return true/false if it did the deconstruction instead of throwing errors.
 
* Added LuaPlayer::entity_copy_source - the source entity used during entity settings copy paste.
 
* Added LuaEntity::request_slot_count read - the number of request slots on the entity or 0 if none.
 
 
 
== 0.13.12 ==
 
Date: 30. 07. 2016
 
=== Changes ===
 
* Vsync will be automatically turned off and hidden from the options menu if desktop composition(windows aero) is on.
 
* Locale additions and improvements.
 
=== Bugfixes ===
 
* Fixed auto trash slots were lost when player died in multiplayer. ([https://forums.factorio.com/29853 more])
 
* Fixed that the headless server would consume 100% CPU. ([https://forums.factorio.com/29628 more])
 
* Fixed that --mod-directory and other command-line arguments would be forgotten on Factorio restart through the mod manager. ([https://forums.factorio.com/29863 more])
 
* Fixed that technology name and description locales didn't work correctly for tiered technologies.
 
* Fixed using flamethrower and slowdown capsule at the same time could ignite biter more than once and corrupt save.
 
* Fixed modules could end up in the input slot on furnaces. ([https://forums.factorio.com/29992 more])
 
* Fixed unsightly message when changing player colour in singleplayer. ([https://forums.factorio.com/29914 more])
 
* Fixed inserter circuit "hold" read mode sending the signal 1 tick too late. ([https://forums.factorio.com/29483 more])
 
* Fixed transport belt circuit condition ignoring 1 tick duration signals. ([https://forums.factorio.com/29347 more])
 
* Fixed crash when saving the game fails due to the disk being full. ([https://forums.factorio.com/29915 more])
 
* Fixed the "watch your step" achievement would get triggered by random source-less damage. ([https://forums.factorio.com/29980 more])
 
* Fixed the render layer for turret range visualizations. ([https://forums.factorio.com/30023 more])
 
* Fixed that an inserter could hold more items than its stack-size bonus, if it was created by fast-replacing a stack inserter. ([https://forums.factorio.com/29939 more])
 
* Fixed automated fuel insertion into cars wouldn't fill the fuel inventory. ([https://forums.factorio.com/30078 more])
 
=== Modding ===
 
* Fixed crash when technology prerequisites ended up being recursive. ([https://forums.factorio.com/30061 more])
 
* Fixed crash caused by destroyer robot beams when compression was enabled for all sprites. ([https://forums.factorio.com/30048 more])
 
* Fixed inserters with stack bonus not dropping the item to it's destination when deactivated. ([https://forums.factorio.com/29411 more])
 
* The fluid icon for the storage tank now scales with the size of the storage tank. ([https://forums.factorio.com/29955 more])
 
=== Scripting ===
 
* Fixed error when attempting to interact with LuaInventory that has a size > 255. ([https://forums.factorio.com/29834 more])
 
* Fixed crash when robots charging would get disabled through mods. ([https://forums.factorio.com/29833 more])
 
* Fixed wrong error when setting durability of an item. ([https://forums.factorio.com/29903 more])
 
* Added LuaItemPrototype read properties: localised_description, place_as_equipment_result, place_as_tile_result, flags equipment_grid_size, inventory_size_bonus, capsule_action, attack_parameters, inventory_size, item_filters group_filters, sub_group_filters, filter_mode, insertion_priority_mode, localised_filter_message, extend_inventory_by_default default_label_color, draw_label_for_cursor_render, attack_result, attack_range, category, tier, limitations, limitation_message_key straight_rail, curved_rail, repair_result, selection_border_color, alt_selection_border_color, selection_mode_flags, alt_selection_mode_flags selection_cursor_box_type, alt_selection_cursor_box_type, always_include_tiles, durability_description_key, durability.
 
* Added LuaItemStack::add_durability()/drain_durability().
 
 
 
== 0.13.11 ==
 
Date: 25. 07. 2016
 
=== Changes ===
 
* Further locale changes and polish.
 
* Horizontal mouse wheel scrolling is now translated to vertical scrolling, because of key binding problems on OS X.
 
** OS X blueprint book binding is changed back to Shift + Mouse wheel up/down, other custom horizontal mouse wheel bindings are changed to vertical.
 
=== Bugfixes ===
 
* Fixed that the Linux binaries would crash after handcrafting finishes. ([https://forums.factorio.com/29614 more])
 
* Fixed offshore pump could be built on top of other offshore pumps. ([https://forums.factorio.com/29705 more])
 
* Fixed pumjack output would show 0.0/s. ([https://forums.factorio.com/29650 more])
 
* Fixed that "show pollution on minimap" didn't work when "show pollution on map" was not enabled. ([https://forums.factorio.com/29651 more])
 
* Fixed scrolling on OS X.
 
* Fixed exploit of connecting energy producer to more networks and connecting them by switches. ([https://forums.factorio.com/28249 more])
 
* Fixed long handed inserters couldn't pick up from the ends of cargo wagons. ([https://forums.factorio.com/29343 more])
 
* Fixed that when a mod defined a technology with an invalid recipe, it could crash the game. ([https://forums.factorio.com/29701 more])
 
=== Scripting ===
 
* Fixed accumulators with circuit connectors not working correctly when exported through get_blueprint_entities(). ([https://forums.factorio.com/29727 more])
 
* Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area.
 
* Added LuaGroup::order read.
 
 
 
== 0.13.10 ==
 
Date: 22. 07. 2016
 
=== Minor Features ===
 
* Added logistics auto-trash slots: the opposite of logistic request slots.
 
* Added --mod-directory: Specifies which mod directory to use
 
=== Changes ===
 
* Increased the size of the curved rail bounding boxes slightly so trains won't damage things built next to them.
 
* Server stdout messages now contain timestamps and message-type tags
 
* Biters and other units won't become aggressive as a result of friendly-fire.
 
=== Bugfixes ===
 
* Fixed golem achievement incorrectly showing as not-obtained when loading pre 0.13.9 saves in 0.13.9. ([https://forums.factorio.com/29121 more])
 
* Fixed crash related to wire rendering after switching to copper wire while dragging wire. ([https://forums.factorio.com/29216 more])
 
* Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).
 
* Fixed chat message rainbow when the game tick would go past 2147483648. ([https://forums.factorio.com/29307 more])
 
* Fixed password field not being focused when connecting to a game. ([https://forums.factorio.com/29175 more])
 
* Fixed rocket silo moving slow when using efficiency modules.([https://forums.factorio.com/29108 more])
 
* Fixed pressing Escape in multiplayer connect password dialog closed all gui windows. ([https://forums.factorio.com/29176 more])
 
* Fixed gates sometimes not opening soon enough. ([https://forums.factorio.com/28593 more])
 
* Fixed side menu buttons being focusable. ([https://forums.factorio.com/27575 more])
 
* Fixed numbers display rounding up when it shouldn't. ([https://forums.factorio.com/29184 more])
 
* Fixed constant combinator GUI slider sometimes showing different value than the number of items.  ([https://forums.factorio.com/28637 more])
 
* Fixed assembling machine GUI progress bars not sizing correctly. ([https://forums.factorio.com/28980 more])
 
* Fixed tight-spot scenario missing walls around trees. ([https://forums.factorio.com/26922 more])
 
* Narrower descriptions with more line breaking opportunities (mod list, roboport). ([https://forums.factorio.com/29348 more])
 
* Fixed that cunning cancellation of crafting orders could result in free items. ([https://forums.factorio.com/27459 more])
 
** As a result of this fix, your entire crafting queue will be lost when loading a save from 0.13.9 or earlier. We suggest that you finish or cancel all your crafting before upgrading.
 
* Fixed crash related to custom units. ([https://forums.factorio.com/29202 more])
 
* Fixed mod enabling/disabling sometimes didn't restart the game. ([https://forums.factorio.com/28738 more])
 
* Fixed several issues with buildability checks returning false but entities actually being buildable. ([https://forums.factorio.com/28883 more])
 
* Fix that aggroing a huge amount of biters would cause UPS drop for a long time. ([https://forums.factorio.com/29513 more])
 
* Fixed freeze when dragging sound sliders in some instances. ([https://forums.factorio.com/29441 more])
 
* Fixed bullet shooting speed not working properly. ([https://forums.factorio.com/28707 more])
 
=== Optimisations ===
 
* Improved performance when building large electric poles in the latency state by click-and-drag. ([https://forums.factorio.com/29104 more])
 
* The game's main loop has been rewritten. This should increase performance in some cases and fixes some freezes and stability issues.
 
** For example game freezing when changing system time.
 
=== Modding ===
 
* Starting area is now 1.5x the size in tiles (also affects tier_from_start).
 
* Fixed manually defining the localised_name of an item didn't work correctly. ([https://forums.factorio.com/29148 more])
 
=== Scripting ===
 
* Added LuaEntity::copy_settings() - copies settings from one entity to another as if the player did it.
 
* Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn't defined.
 
* Fixed crash when trying to set compound command with missing list of commands. ([https://forums.factorio.com/29164 more])
 
* Fixed technology effects are now applied before the research_completed event is fired. ([https://forums.factorio.com/29451 more])
 
* Added LuaGameScript::direction_to_string(...) - converts a defines.direction to the string name.
 
* Added LuaPlayer::clean_cursor() - acts as if the player pressed the "clean cursor" key.
 
* Added LuaEntity::mining_target read.
 
* Added properties to LuaSurface::create_entity to make the creation act as fast-replace building.
 
* LuaGameScript::take_screenshot now has an additional field "by_player" that when set will cause the screenshot to only be taken on that players local game.
 
* Added LuaEntity::circuit_connected_entities - the entities directly connected to an entity by the circuit network.
 
* Added LuaEntity::circuit_connection_definitions - the connection definitions for all wires connected to an entity.
 
 
 
== 0.13.9 ==
 
Date: 15. 07. 2016
 
=== Changes ===
 
* Updated demo campaign tips images.
 
* Updated/Fixed locale entries.
 
* Removed --mp-load-game
 
* Default value for "Lights render quality" graphics options was changed to 1.0.
 
** If config.ini contains value lower than new minimum (0.25) it will be reset to the default value.
 
* Lights are rendered with linear filtering to improve quality for lower "Lights render quality" settings. ([https://forums.factorio.com/28892 more])
 
* Added tips and tricks for pasting wagon slots and cycling in blueprint book.
 
* Mods are now sorted alphabetically in the mods list.
 
=== Bugfixes ===
 
* Fixed transport belt madness map showing an empty message dialog out of nowhere.
 
* Fixed transport belt madness being impossible. ([https://forums.factorio.com/28703 more])
 
* Fixed crash on Linux when stdout was closed after starting Factorio. ([https://forums.factorio.com/28590 more])
 
* Fixed trains of other forces could be seen in the Trains GUI. ([https://forums.factorio.com/28799 more])
 
* Fixed inserters not saving custom pickup/dropoff when exported through the Lua blueprint interface.
 
* Fixed robots delivering modules into the recipe input slots instead of the module inventory. ([https://forums.factorio.com/28722 more])
 
* Fixed performance issue caused by alt mode when some mods are installed and linear filtering is enabled. ([https://forums.factorio.com/28789 more])
 
* Items stop correctly before a belt deactivated using the circuit network. ([https://forums.factorio.com/28766 more])
 
* Fixed another case where a biter could get stuck. ([https://forums.factorio.com/28893 more])
 
* Fixed crash when using --mp-connect to join a game that requires user verification. ([https://forums.factorio.com/28500 more])
 
* Fixed train GUI would be too big to fit on screen with a large amount of character inventory slots. ([https://forums.factorio.com/28855 more])
 
* Buildings with backer names containing non-ASCII charecters are generated properly.
 
* Fixed logistic counts when changing stack sizes of items the player was holding.
 
* Fixed crash when right-clicking electric pole in Map Editor. ([https://forums.factorio.com/28983 more])
 
* Fixed crash when building tiles would result in you dying. ([https://forums.factorio.com/28948 more])
 
* Fixed disabled belts would still move the player. ([https://forums.factorio.com/28947 more])
 
* Fixed crashes related to changing train conditions in the latency state.
 
* Fixed line breaking in description titles. ([https://forums.factorio.com/27128 more])
 
* Fixed typo in description of flooring items. ([https://forums.factorio.com/28704 more])
 
* Fixed blueprint icons not working as desired when paths where part of the selected area. ([https://forums.factorio.com/28884 more])
 
* Fixed that a username change wouldn't save if the game crashed. ([https://forums.factorio.com/17837 more])
 
* Fixed that clicking an alert button could show the wrong alert. ([https://forums.factorio.com/28913 more])
 
* Fixed flooring placement preview rendered on top of turret base. ([https://forums.factorio.com/28894 more])
 
* Fixed numpad home/end/other keys not working when numlock was off. ([https://forums.factorio.com/28934 more])
 
* Fixed that the game password dialog showed the password. ([https://forums.factorio.com/29002 more])
 
* Fixed that inserters at the very front of trains would sometimes not get enabled when a train would stop. ([https://forums.factorio.com/28964 more])
 
* Fixed the difficulty settings for scenarios not working. ([https://forums.factorio.com/27976 more])
 
* Fixed alignment of some pipe covers. ([https://forums.factorio.com/28785 more])
 
* Fixed the watch-your-step achievement not working. ([https://forums.factorio.com/27710 more])
 
* Rocket parts from building rockets in the rocket silo now show in production stats. ([https://forums.factorio.com/29001 more])
 
* Fixed tracked achievements scrolling off screen when un-tracking them. ([https://forums.factorio.com/27922 more])
 
* Fixed inserter sometimes only dropping one item on the ground before going back. (https://forums.factorio.com/28046#p183886)
 
* Fixed LuaGameScript::active_mods not showing the correct list of mods. ([https://forums.factorio.com/29088 more])
 
* Fixed signals letting trains pass when the circuit network changes. ([https://forums.factorio.com/28923 more])
 
* Fixed crash when deconstructing an entity with modules to be delivered while hovering the mouse over the entity. ([https://forums.factorio.com/29165 more])
 
=== Scripting ===
 
* Fixed SpritePath to recipe that inherits icon from its result would not be considered valid. ([https://forums.factorio.com/28867 more])
 
* Fixed crash when setting new research in the on_research_completed event. ([https://forums.factorio.com/28968 more])
 
* Fixed error during the research completed event being un-clickable. ([https://forums.factorio.com/27803 more])
 
* Added LuaTile::position read.
 
 
 
== 0.13.8 ==
 
Date: 11. 07. 2016
 
=== Bugfixes ===
 
* Fixed craftable unit entities desyncing when held over belts. ([https://forums.factorio.com/28730 more])
 
* Fixed character inventory size was limited at 255 instead of the correct 65536. ([https://forums.factorio.com/28717 more])
 
* Fixed mouse wheel left/right bindings not working.
 
** Changed default blueprint book switching shortcut on OS X to Command + Mouse Wheel up/down
 
* Fixed aliens getting stuck sometimes. ([https://forums.factorio.com/28653 more])
 
* Fixed inserters not putting fuel in modded burner assemblers in some situations ([https://forums.factorio.com/28196 more])
 
* Fixed headless server would crash when loading save containing sprite-button. ([https://forums.factorio.com/28736 more])
 
* Fixed maps loaded from versions < 0.13.7 not generating any more chunks ([https://forums.factorio.com/28760 more])
 
* Fixed First Steps campaign character death error. ([https://forums.factorio.com/27926 more])
 
=== Scripting ===
 
* Reverted changes related to 0.13.7 fix for ([https://forums.factorio.com/28564 more]). If entity specified in sprite path doesn't have an icon, button will be created anyway, but no sprite will be drawn inside of it.
 
* Added LuaGui::is_valid_sprite_path() function
 
* Fixed that if a land mine got blown up and replaced by a robot, it wouldn't arm itself. ([https://forums.factorio.com/28761 more])
 
* Added LuaPlayer::admin read - if the player is an admin.
 
 
 
== 0.13.7 ==
 
Date: 11. 07. 2016
 
=== Minor Features ===
 
* Holding the "drop item" key will keep dropping items.
 
* Rocks can be mined while holding blueprints.
 
=== Graphics ===
 
* Updated the stack inserter technology icon.
 
=== Balancing ===
 
* Medium and large worms spawn further from the starting area.
 
=== Bugfixes ===
 
* Connect game dialog remembers DNS the address as written rather than only IP ([https://forums.factorio.com/27701 more]).
 
* Science packs and ammo are now recorded in the items consumed portion of production stats.
 
* Fixed the mysterious crash when building rails. ([https://forums.factorio.com/28231 more])
 
* Unified the mass production 3 achievement to 20 M (it was 10M in game and 100M on steam). ([https://forums.factorio.com/28415 more])
 
* Fixed rendering layer of gate wall. ([https://forums.factorio.com/28296 more])
 
* Fixed fullscreen toggle in graphics options. ([https://forums.factorio.com/27688 more])
 
* Fixed mining drills using slightly too much energy per item mined.
 
* Fixed that rail signals connectable to two rails at the same time were marked as buildable even when the buildability was valid only for one of the rails. ([https://forums.factorio.com/28235 more])
 
* Fixed burner inserters sometimes getting stuck. ([https://forums.factorio.com/27465 more])
 
* Fixed inserters with stack bonus waiting for stacks indefinitely when there's nothing to take from. ([https://forums.factorio.com/28046 more])
 
* Fixed blueprint previews with tiles and rails vs tiles with no rails. ([https://forums.factorio.com/28250 more])
 
* Fixed crash that could sometimes happen when a biter couldn't reach a target for a long time. ([https://forums.factorio.com/28228 more])
 
* Fixed on_player_placed_equipment was not called when quick transferring equipment into armor. ([https://forums.factorio.com/28419 more])
 
* Fixed map generator problems very far from the start.
 
* Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance
 
* Fixed clean-cursor with armor not putting it into filtered slots in your quickbar. ([https://forums.factorio.com/28299 more])
 
* Fixed that expansion chunk candidates values weren't updated properly. ([https://forums.factorio.com/27849 more])
 
* Fixed landfills could be included in blueprints. ([https://forums.factorio.com/28471 more])
 
* Fixed multiple instances of walls blocking movement when they shouldn't. ([https://forums.factorio.com/28477 more])
 
* Fixed that the solaris achievement unobtainable.
 
* Fixed flamethrower turret would cause blueprint preview move up and down.
 
* Fixed crash when the currently-playing folder can't be deleted when exiting game. ([https://forums.factorio.com/28316 more])
 
* Fixed crash when connection to the mod portal fails ([https://forums.factorio.com/27126 more])
 
* Fixed Update Mods button being sometimes disabled ([https://forums.factorio.com/28160 more])
 
* Fixed that LuaGameScript::write_file treated data as null-terminated byte string. ([https://forums.factorio.com/28555 more])
 
* Fixed entities marked with "not-repairable" still being repairable manually. ([https://forums.factorio.com/28554 more])
 
* Attempt to fix "Access is denied" error message during autosaves. ([https://forums.factorio.com/28464 more])
 
* Fixed desync caused by transport belt connected to circuit network reading in pulse mode.
 
* Fixed save corruption when driving vehicles on transport belts in some instances. ([https://forums.factorio.com/28457 more])
 
* Fixed copy-paste not waking up inserters when copying filters between different inserter types. ([https://forums.factorio.com/28620 more])
 
* Fixed error when biters tried to expand while evolution factor was 0. ([https://forums.factorio.com/28598 more])
 
* Fixed building paths not refilling the cursor in some instances. ([https://forums.factorio.com/28686 more])
 
* Fixed unlocked achievements blinking too quickly. ([https://forums.factorio.com/27979 more])
 
* Fixed crash when setting the force of a logistic container in ghost form. ([https://forums.factorio.com/28699 more])
 
=== Scripting ===
 
* Fixed label size issues when using different font sizes or resizing the game window. ([https://forums.factorio.com/27722 more])
 
* Fixed crash when trying to create sprite-button with valid SpritePath to sprite that doesn't exist. ([https://forums.factorio.com/28564 more])
 
** LuaGuiElement::add won't create sprite-button and returns nil if invalid SpritePath is passed.
 
* Added an option to LuaSurface::set_tiles() to disable the correction logic for total control of what the tiles end up as.
 
* Added item-group, fluid, tile, virtual-signal and achievement icons to be accessible by the SpritePath used in the sprite-button element.
 
** Added SpriteButton to the scripting documentation.
 
* Added "grid" to the on_player_placed_equipment event.
 
* Added LuaRecipe::localised_name read.
 
* Added LuaGuiElement type "scroll-pane".
 
 
 
== 0.13.6 ==
 
Date: 06. 07. 2016
 
=== Changes ===
 
* Stack inserters are unlocked by their own research that is dependent on advanced electronics and logistics 2.
 
** This also solves that stack inserters were available but not buildable in the campaign.
 
* Deconstructing and cancel deconstruction can be toggled between by using the modifer key. ([https://forums.factorio.com/28092 more])
 
=== Bugfixes ===
 
* Fixed desync when inserters would insert things directly onto splitters. ([https://forums.factorio.com/28298 more])
 
* Fixed that manipulating the fuel inventory of locomotives didn't count towards the inactivity condition. ([https://forums.factorio.com/28308 more])
 
* A train with a circuit condition will now always stay at the station if no wire is connected. ([https://forums.factorio.com/28067 more])
 
* Fixed that steamrolled achievement was obtainable by just killing the spawner, not only by killing it by impact. ([https://forums.factorio.com/28346 more])
 
* Fixed the player getting stuck in some instances when using landfills. ([https://forums.factorio.com/27943 more])
 
* Fixed crash when train stop that is in train schedule of some train was opened in the map editor. ([https://forums.factorio.com/28326 more])
 
* Fixed crash when the player would equip power armor they currently had open while in the same tick a robot delivered items to the player which would end up in the new slots added by the power armor. ([https://forums.factorio.com/28318 more])
 
* Fixed crash when mining tiles you're standing on that results in you being killed.
 
* Fixed load game GUI size issues when trying to load invalid save files. ([https://forums.factorio.com/27396 more])
 
* Fixed fuel and water from pumps not being counted in the production stats consumed/produced items. ([https://forums.factorio.com/28220 more])
 
 
 
== 0.13.5 ==
 
Date: 05. 07. 2016
 
=== Minor Features ===
 
* Blueprints with labels will now show the label when holding them to-be-built.
 
* Once mining is started over non-resources, resources are ignored until the mine button is released. ([https://forums.factorio.com/3995 more])
 
=== Changes ===
 
* Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error.
 
** The 'on_load' event handler is *only* meant for re-registering conditional event handlers and setting up meta-tables.
 
** Use 'on_configuration_changed', 'on_init', and migration scripts in all other instances.
 
* When connecting circuit wires, the wire will re-anchor to the last entity clicked. ([https://forums.factorio.com/28096 more])
 
* Increased collision box of stone walls slightly, to prevent the player getting stuck. ([https://forums.factorio.com/28226 more])
 
* Power switch will not show electric sparks in some situations. ([https://forums.factorio.com/28026 more])
 
=== Bugfixes ===
 
* Fixed the add-trains list treating stations with the same spelling but different case as the same station. ([https://forums.factorio.com/28063 more])
 
* Fixed circuit network signals not properly migrating when removing mods. ([https://forums.factorio.com/28117 more])
 
* Fixed incorrect pollution rendering. ([https://forums.factorio.com/27970 more])
 
* When showing the count of entities in the network, it is now showing all entities connected in the network including sub-networks connected to power switches.
 
* crash when getting killed by a locomotive you currently had the GUI open for (for real this time). ([https://forums.factorio.com/27895 more])
 
* When splitting electric networks because switch was turned off, the network with more entities is considered the "master one" which keeps the statistics.
 
* Fixed entity power bars in the electric network statistics gui being sometimes scaled and colored improperly.
 
* Fixed the electric network statistics merging when networks are connected by turning power switch on.
 
* Fixed that the last train inserter didn't grab from the cargo wagon sometimes. ([https://forums.factorio.com/28028 more])
 
* Fixed crashes related to bad circuit network state caused by old mods. ([https://forums.factorio.com/27523 more])
 
* Fixed that biters couldn't find a path through a thick wall of trains. ([https://forums.factorio.com/28068 more])
 
* Fixed that some of the achievements didn't get reported to steam.
 
** All the achievements data are reset when migrated to this version, those reported on steam will get reloaded.
 
* Fixed crafting machines using slightly too much energy per recipe crafted. ([https://forums.factorio.com/28128 more])
 
* Fixed that the drop item doesn't consume the key event when there is nothing in cursor, so it works properly when the same control is used for something else.
 
* Fixed crashes related to bad circuit network state caused by old mods. ([https://forums.factorio.com/27523 more])
 
* Fixed that enemies would start attacking rails and other nearby structures after the player passed by in a train. ([https://forums.factorio.com/27371 more])
 
* Fixed chests in circuit network showing double their contents after fast replace. ([https://forums.factorio.com/27847 more])
 
* Fixed that changing rails while trains where waiting on circuit conditions would cause the train to leave the station. ([https://forums.factorio.com/28042 more])
 
* Fixed crash when 2 or more people would manipulate train schedules at the same time. ([https://forums.factorio.com/27750 more])
 
* Fixed on_marked_for_deconstruction with tiles not including the player that marked the tile for deconstruction. ([https://forums.factorio.com/28251 more])
 
* Fixed tile rendering off by half a tile in blueprint previews. ([https://forums.factorio.com/28250 more])
 
* Fixed non ASCII characters didn't work in train stop names. ([https://forums.factorio.com/27619 more])
 
* Fixed of the rail signal/train stop visualization planner in specific cases. ([https://forums.factorio.com/27980 more])
 
* Fixed crash when opening train stops in the map editor. ([https://forums.factorio.com/27903 more])
 
* Fixed missaligned blueprint entities when editing blueprints and removing rails/roboports. ([https://forums.factorio.com/28288 more])
 
=== Optimisations ===
 
* Improved performance when there are a large (4000+) amount of alerts going off at the same time. ([https://forums.factorio.com/28169 more])
 
 
 
== 0.13.4 ==
 
Date: 03. 07. 2016
 
=== Changes ===
 
* For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
 
* Player names are now shown in the description pane instead of just "player". ([https://forums.factorio.com/28004 more])
 
=== Bugfixes ===
 
* Fixed the "No such node (application_version)" error when starting a headless server
 
* Fixed modules could get into assembling machines that didn't allow them for the current recipe. ([https://forums.factorio.com/27875 more])
 
* Fixed desync when holding most rotatable items for building in the latency state. ([https://forums.factorio.com/27880 more])
 
* Fixed build-by-moving logic for underground belts and underground pipes. ([https://forums.factorio.com/27446 more])
 
* Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. ([https://forums.factorio.com/27848 more])
 
* Fixed killed entities not keeping modules to-be-delivered in some cases. ([https://forums.factorio.com/27937 more])
 
* Fixed headless server being counted as a player for the player limit. ([https://forums.factorio.com/27894 more])
 
* Fixed crash when belts would die due in some instances. ([https://forums.factorio.com/27868 more])
 
* Fixed Lua GUI events getting fired before the actual GUI element was modified. ([https://forums.factorio.com/27536 more])
 
* Fixed crash when getting killed by a locomotive you currently had the GUI open for. ([https://forums.factorio.com/27895 more])
 
* Fixed fluid temperature restricted recipes didn't work when fluid flowed in from the left side of the machine.
 
* Fixed server crashing when starting a LAN game with no internet connection. ([https://forums.factorio.com/27953 more])
 
* Fixed crash when modded walls didn't have a definition for connected gate visualization.
 
* Fixed energy bar on battery equipment. ([https://forums.factorio.com/27983 more])
 
* Fixed bonus GUI size issues with lots of entities using the bonuses. ([https://forums.factorio.com/27712 more])
 
* Fixed mod hotkeys not working when you'd have more than 1. ([https://forums.factorio.com/28024 more])
 
=== Scripting ===
 
* LuaEntity::built_by can be used with ghosts if the inner ghost supports built_by. ([https://forums.factorio.com/27769 more])
 
* LuaEntity::recipe can be read off furnaces as well as assembling machines.
 
 
 
== 0.13.3 ==
 
Date: 01. 07. 2016
 
=== Changes ===
 
* Slightly reduced big electric pole collision box to allow squeezing between big pole and accumulator.
 
* Increased the distance between items on the belt from 0.28 to 0.28125.
 
** This way the the circuit network pulse for items will be every 9/4.5/3 ticks for normal/fast/express compressed belts. ([https://forums.factorio.com/27686 more])
 
** Gui:
 
* Only games with the same application version are displayed in Browse Games screen.
 
* Removed tabs from Browse Games and Browse Mods screens and tweaked column widths.
 
=== Bugfixes ===
 
* Fixed mods directory not being created when installing mods ([https://forums.factorio.com/27565 more])
 
* Fixed lab bonus speed not showing correctly in the bonus GUI sometimes. ([https://forums.factorio.com/27781 more])
 
* Fixed crash related to killed flamethrower turrets in ghost mode. ([https://forums.factorio.com/27757 more])
 
* Fixed that the game crashed in the user login dialog when the steam connection was not available.
 
* Yet another research window resizing fix.
 
* Fixed desync related to building-while-moving underground belts and pipe-to-ground.
 
* Fixed Steel chest recipe in New hope mission 02. ([https://forums.factorio.com/27400 more])
 
* Fixed projectiles with negative accelerations 'hitting' at the incorrect position.
 
* Fixed bug related to building/removing poles connected to network with power switch. ([https://forums.factorio.com/27737 more])
 
* Fixed that some items seemed to be repairable in multiplayer. ([https://forums.factorio.com/27572 more])
 
* Fixed that modules could get lost when upgrading them. ([https://forums.factorio.com/27835 more])
 
* Fixed timezone issues with the browse mods gui.
 
 
 
== 0.13.2 ==
 
Date: 30. 06. 2016
 
=== Changes ===
 
* Damage bonus in turret tooltip will now show both basic turret damage multiplier and turret damage bonus from research. ([https://forums.factorio.com/27486 more])
 
* Limited multiplayer game name length to 60 characters.
 
* Moved the copper wire back to the intermediate category in the recipes.
 
* Inserters connected to the circuit network now have the option to only read hand contents.
 
* During biter migration, medium worms can now only spawn if the evolution factor is greater than 0.3, and big worms require evolution factor of 0.5.
 
=== Bugfixes ===
 
* Fixed occasional crash when downloading map. ([https://forums.factorio.com/27190 more])
 
* Fixed rail signals set to red by circuit network going green in some situations. ([https://forums.factorio.com/27195 more])
 
* Fixed rail signals not going back to green when when deselectiog "Close Signal" option.
 
* Fixed that running a command via stdin or RCON would crash the game if commands were allowed for admins-only. ([https://forums.factorio.com/27435 more])
 
* Localized hardcoded strings in power switch GUI. ([https://forums.factorio.com/27483 more])
 
* Fixed enemy turrets would show player's damage bonuses in tooltip.
 
* Fixed repair packs (and mergable items in general) under flowing and making millions of items. ([https://forums.factorio.com/27415 more])
 
* Added missing Lua defines for the rocket silo rocket inventory.
 
* Fixed train minimap preview schedule box not allowing scrolling. ([https://forums.factorio.com/27299 more])
 
* Fixed game restarting after installing only one mod.
 
* Fixed game crashing when viewing info about a mod with space in its name (hopefully) ([https://forums.factorio.com/27126 more])
 
* Fixed checking for mod updates taking very long.
 
* Fixed low framerate when pasting long text into console.
 
* Fixed filter inserter sometimes taking an extra item after the filter was unset. ([https://forums.factorio.com/27443 more])
 
* Fixed inserter arrows in blueprints. ([https://forums.factorio.com/27544 more])
 
* Fixed that it wasn't possible to require verification of user identity in server-settings.json.
 
* Fixed migration of internal circuit network signals. ([https://forums.factorio.com/27277 more])
 
* Fixed some oddities when using the rail planner and quickbar-selecting other items.
 
* Fixed desync when building rail signals in close rail setups. ([https://forums.factorio.com/27605 more])
 
* Fixed crash when reviving ghosts built by blueprints in the entity built Lua event handler. ([https://forums.factorio.com/27608 more])
 
* Fixed LuaEntityPrototype::result_units spawn points only ever giving the last spawn point. ([https://forums.factorio.com/27652 more])
 
* Fixed stack filter inserter sometimes showing more than one filter in alt mode.
 
* Research button position fix.
 
* Changed the technology prerequisite of solar panel from advanced-electronics to electronics. This also fixes the 2nd mission of the new hope campaign.
 
* Fixed that the headless server wouldn't be able to save the map if started like --start-server save.zip. ([https://forums.factorio.com/27625 more])
 
* Fixed unminable rails when migrating saves to 0.13. ([https://forums.factorio.com/27202 more])
 
* Fixed that the gate didn't open when it was on the same rail as the locomotive front joint. ([https://forums.factorio.com/27682 more])
 
* Fixed that game name and description in the game browser didn't wrap.
 
* Fixed game did not run on Windows XP. ([https://forums.factorio.com/27168 more])
 
* Fixed the ElectricEnergyInterface entity not drawing low power/no power icons.
 
* Fixed requester chest filters getting cleared when changing the force of the chest. ([https://forums.factorio.com/27691 more])
 
* Fixed rocks not being ignored when rail planner ghost building. ([https://forums.factorio.com/27522 more])
 
* Fixed that when a transport belt got destroyed and turned into a ghost, it wouldn't drop items on ground. ([https://forums.factorio.com/27650 more])
 
* Fixed occasional random browse game gui crash when moving close to the end of the list.
 
* Fixed script error in supply challenge. ([https://forums.factorio.com/27689 more])
 
* Fixed that rail signal visualization helper was not working properly in some specific cases. ([https://forums.factorio.com/27328 more])
 
* Fixed construction robots getting stuck when they return for repair pack to passive/active provider chest. ([https://forums.factorio.com/27526 more])
 
=== Optimisations ===
 
* Optimised rendering of huge pollution clouds on map.
 
=== Scripting ===
 
* Added LuaEntityPrototype::spawn_cooldown - the spawn cooldown for enemy spawners.
 
* Added LuaEntity::power_production and power_usage read/write for the ElectricEnergyInterface type entity.
 
 
 
== 0.13.1 ==
 
Date: 29. 06. 2016
 
=== Changes ===
 
* Added /demote to demote players from admins
 
=== Bugfixes ===
 
* Fixed crash when shift right clicking furnace fuel slots. ([https://forums.factorio.com/27125 more])
 
* Fixed not being able to rename train stops. ([https://forums.factorio.com/27129 more])
 
* Fixed stack filter inserters taking too many filters when building them by fast replace. ([https://forums.factorio.com/27147 more])
 
* Fixed automatic insertion of satellites into rocket silos.
 
* Fixed flamethrower not unlocking on loading old saves in 0.13.
 
* Fixed map corruption and possible crashes when damaged stone rocks migrated from 0.12 saves got destroyed in 0.13. ([https://forums.factorio.com/27214 more])
 
* Fixed that saving a map could crash under some circumstances. ([https://forums.factorio.com/27226 more])
 
* Fixed that locomotives were not moving enough in reverse.
 
* Fixed that --create didn't work with just a filename. ([https://forums.factorio.com/27139 more])
 
* Fixed that disabled and invalid mods were still marking the game as modded for the achievements.
 
* Fixed headless server crashed when launched with closed stdin. ([https://forums.factorio.com/27158 more])
 
* Fixed that stack transfering (shift clicking) armor off your player could end up deleting the armor if you lost inventory space. ([https://forums.factorio.com/27245 more])
 
* Fixed the watch your step achievement.
 
* Fixed downloading mods crashed the game ([https://forums.factorio.com/27109 more]).
 
* Fixed that starting with modded game still activated achievements from steam. ([https://forums.factorio.com/27313 more])
 
* Fixed the kick message. ([https://forums.factorio.com/27310 more])
 
* Fixed technology effects translation of worker robot storage and speed.
 
* Fixed crash when the game tries to remove old version of mod that is unpacked directory instead of a zip package. ([https://forums.factorio.com/27176 more])
 
* Fixed that max player count was ignored when joining multiplayer game.
 
* Fixed that attempting to connect with 0.12 client to a 0.13 server wouldn't display the proper error message for the client and would display "unknown message type received" for the server. ([https://forums.factorio.com/27322 more])
 
* Fixed too large capacity of internal pipe in flamethrower turret. ([https://forums.factorio.com/27315 more])
 
* Fixed inserters and belts connected to circuit network turning on for one tick when something is disconnected or fast replaced in from the network. ([https://forums.factorio.com/27251 more])
 
* Fixed that the technology description didn't wrap when it was too long, which also made the research button unreachable. ([https://forums.factorio.com/27106 more])
 
* Fixed that there were walls over water in the tight spot scenario. ([https://forums.factorio.com/27344 more])
 
* Fixed that can_build_entity command didn't check tile collisions.
 
* Fixed that the Research Finished text could flash too fast sometimes. ([https://forums.factorio.com/27170 more])
 
* Fixed that failed attempt to determine public IP address crashes the headless server ([https://forums.factorio.com/27166 more]).
 
* Fixed graphical issue with lights when light render quality was set to low. ([https://forums.factorio.com/27312 more])
 
* Fixed steel chests getting disabled when migrating 0.12 saves to 0.13 when the 0.12 save didn't have smart chests unlocked. ([https://forums.factorio.com/27208 more])
 
* Fixed crash when using LuaForce::entity_build_count_statistics. ([https://forums.factorio.com/27348 more])
 
* Possibly fixed hang when closing the Steam overlay on some Linux systems. ([https://forums.factorio.com/27275 more])
 
=== Modding ===
 
* Added mandatory reversing_power_modifier property into locomotive prototype definition.
 
* Changed the logistic-robot-storage and logistic-robot-speed modifiers to worker-robot-storage and worker-robot-speed
 
 
 
== 0.13.0 ==
 
Date: 27. 06. 2016
 
=== Major Features ===
 
* Improved Multiplayer game UX (see https://www.factorio.com/blog/post/fff-139 and https://www.factorio.com/blog/post/fff-116).
 
** Server games are published to the server and clients can browse existing games.
 
** Automatic discovery for the LAN games.
 
* Mod Portal integration. Factorio can list and install mods from the mod portal. (https://mods.factorio.com)
 
* Achievements and Steam Achievements integration. (https://www.factorio.com/blog/post/fff-125)
 
** Modded games won't have the achievements recorded on steam.
 
* Rail planner tool simplifies the rail building. (https://www.factorio.com/blog/post/fff-113)
 
* Added fire. Fire will spread between trees and cause forest fires, causing a large amount of pollution to be released.
 
* Power switch. It can be used to control the energy flow. Power switch can be connected to the circuit network. (https://www.factorio.com/blog/post/fff-115)
 
* Added the Stack inserter - an expensive upgrade over fast inserters that can move several more items at a time.
 
* Flamethrower turret. Fueled with fluid, shoots a stream of burning oil towards oncoming enemies.
 
* Bonus gui (accessible from sidebar gui) showing bonuses the force has researched.
 
* Train station window contains a list of all trains (each can be opened) that have that station on their schedule.
 
* Single train gui now has an additional panel which shows the minimap/camera view of the given train.
 
* Search field to the filter selection and recipes selection windows.
 
* Trains gui. It displays all the trains as small minimaps with schedules, which can be searched.
 
* Extension of the train wait conditions. (https://www.factorio.com/blog/post/fff-114)
 
* New locomotive, cargo wagon and train stop graphics. Locomotives can be colored. The trains are a consistent size in horizontal and vertical orientations.
 
* New technology tree gui. (https://www.factorio.com/blog/post/fff-128)
 
=== Minor Features ===
 
* Blueprints can be now edited.
 
* Added the Blueprint Book item - an item to manage blueprints. The book can be renamed and only holds blueprints.
 
* Map generator algorithm changed, further resource field now have greater richness.
 
* Added landfill, it can be used to replace water areas with grass.
 
* Added yellow/black striped concrete tile that is rotatable.
 
* Small sidebar gui containing buttons for main menu, production statistics, etc.
 
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).
 
* Underground pipes and belts are placed at max connecting distance apart when built by dragging.
 
* --scenario2map: Creates a save from a custom scenario, without initialising the graphics.
 
* The lamp can change it's color based on circuit network signals.
 
* Roboport is connectable to the circuit network. It sends the logistic network contents or the robot statistics of the network.
 
* Accumulator is connectable to the circuit network. It sends it's charge level as a percentage.
 
* Transport Belt is connectable to the circuit network. It can be turned on or off and it can send it's contents to the circuit network.
 
* Rail Signal is connectable to the circuit network.  It will send the signal's state and can block trains from passing.
 
* Gate can be controlled through the circuit network by connecting to the wall next to it. It can be opened manually or send a signal if the player is nearby.
 
* Requester chest's requested items can be set automatically from the circuit network.
 
* Inserters can now send the item held in hand to the circuit network. Filter inserters can have their filters set automatically from the circuit network.
 
* Most entities that can be turned on or off by the circuit network can also be turned on or off by directly using a logistic condition.
 
* Circuit network and logistic network conditions can now be accessed by icons in the top-right corner of the entity's GUI, for all connectable entities.
 
* Connected Red/Green wires are highlighted when hovering over a combinator or entity connected to the circuit network.
 
* Wire disconnecting is incorporated in the latency hiding.
 
* Crafting machine item/fluid total craft counts are recorded per force.
 
* Intro sound in the loading screen.
 
* Improvements to the statistics GUI (electric network/production info).
 
** Added the ability to filter out things.
 
** Added the ability to view "all" information recorded.
 
** Made the GUI scrollable.
 
* Added /ban /kick /bans /admins and /admin commands.
 
* Added /color command, so changing color doesn't require access to lua commands.
 
* When running as a server, Factorio now accepts console commands on standard input.
 
* When running as a server, Factorio can be told to listen for RCON connections.
 
** To use this, specify both the --rcon-port and --rcon-password parameters on the command line. The network protocol is specified here: https://developer.valvesoftware.com/wiki/Source_RCON_Protocol
 
* New parameter to start the headless server: --start-server-load-latest. Instead of accepting a save name, it will automatically load the latest save in the saves folder.
 
* The "disallow-commands" flag has been changed to "allow-commands" and accepts "true", "false", and "admins-only" for values.
 
* It is stored and shown which player built each of the machines.
 
* Added cluster grenades and grenade upgrades.
 
* Added flamethrower and flamethrower turret damage upgrades.
 
* When creating a new map using the --create command-line option, --map-gen-settings can be used to specify the map generation settings.
 
* Log file reopening on SIGUSR1 and a commandline option to disable log rotation.
 
* The default font looks better (improved hinting for the thinnest weight).
 
* Labels and values in descriptions have different colors.
 
* Item health bars are rendered green, yellow, red based off the % health remaining like entities.
 
* Modules support in blueprints.
 
* Equipment can be put in open equipment grids using standard inventory shortcuts (shift + click, ctrl + click).
 
** Ease of use:
 
* Turret displays its range when you hover over it.
 
* Rail signal/train stop placement indicator. (https://www.factorio.com/blog/post/fff-134)
 
* Indicator of train vehicle positions in a station when building next to track where would the train stop.
 
* It is possible to change the module in the slot to different one without having to clear it first.
 
* It is possible to upgrade modules to more powerful variant in machine by fast entity transfer.
 
* Clear cursor first cancels the current action (rail building, wire dragging, blueprint/deconstruction), and only removes the item from the cursor when pressed again.
 
* Saving a game changes selected name and directory for next saves. ([https://forums.factorio.com/19461 more])
 
* Clicking different filtered slot in quickbar will try to clear the currently selected quickbar item if possible.
 
* Cleaning item in cursor that is taken from quickbar slot will try to refill the slot from the inventory if possible.
 
* Clicking on the warning icon will open the location on the map.
 
* Pressing E/Escape will close the map mode.
 
* It is possible to move the map by clicking and dragging.
 
* Hovering mouse over inventory logistic request slots makes matching items in inventory be highlighted.
 
* Fixed the zoom to cursor feature introduced in 0.8 that was non functional since 0.10.
 
* Improved the rail selection logic in junctions.
 
* Stone Rock can now be mined and deconstructed by robots. It gives some stone as resource.
 
* Combinators input and output arrows in alt mode. Additional alt mode information can be turned on in the options menu.
 
* The constant combinator has an on/off switch.
 
* Several non-stackable items can be swapped directly with counterparts (power armor, deconstruction planner, selection tools).
 
* Inventory filter slots can be copy-pasted from empty slots onto empty slots using the stack transfer/split controls (shift + left click, shift + right click by default).
 
=== Balancing ===
 
* The productivity module pollution addition was lowered (30%->5%, 40%->7.5%, 50%->10%), as the pollution generated by the machine is already increased by the additional energy production and time, it doesn't need to be so high as the modules are quite expensive already.
 
* Repair packs have double durability (100->200) and stack size (50->100).
 
* Changed stack size of raw wood (50->100) so it doesn't fill the inventory so quickly.
 
* Roboport have decreased transmition power consumption (200kw->50kw) while the robots (and their recharging) has increased power consumption (200kW per recharge slot to 1Mw per slot)
 
** Basically, covering area by roboports is cheaper, but using robots for transport is more expensive. To keep the personal roboport usefulness, energies used in personal roboport have been all multiplied by 10.
 
* Inserters are able to squeeze things "slightly" better to belts. more resources.
 
* Increased size of several green science and few blue science technologies.
 
* Increased inventory size of cargo wagon. (30->40)
 
* Oil yield drains to 10% two times slower.
 
* Big and behemoth enemies spawn 50% slower.
 
* Armor resistances are applied before the energy shield is used.
 
* Increased the ghost time to live when something is destroyed from 5 + 5 minutes to 30 + 30 minutes.
 
* Halved the mining time of rails, rail signals and walls.
 
* Changed the way evolution factor approaches the maximum (1).
 
** The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2
 
** This means that the progress gets more slower towards the high values.
 
* Balanced train acceleration and top speed, additional wagons no longer slow trains so strongly.
 
* Changed the amount of items requested when copy-pasting assembling machines to requester chests for several recipes.
 
* Express underground belts require lubricant to match the express belts and express splitters.
 
* Increased battery equipment power storage, input, and output by a factor of 20.
 
=== Changes ===
 
* Reduced number of connections drawn between roboports in blueprint and roboports on map.
 
* More virtual signals for combinators.
 
* Vitual signals can be used in blueprint icons.
 
* Disabled loading of saves before 0.10.0 version (You can use 0.10.12 to load older saves and re-save them).
 
* Removed multiplayer peer-to-peer mode.
 
* Ghosts created by player no longer expire and can be placed before researching any technologies.
 
* Ghosts are brighter and easier to see.
 
* Alert of destroyed entity exists 2 times longer.
 
* Quickbar filters are set and unset using the same key.
 
* Loading a scenario without control.lua will automatically load the freeplay game mode scripts.
 
** This means new maps created in the map editor will get the freeplay game mode.
 
* Loading a scenario in the map editor will preserve it's scripts.
 
** This means custom freeplay/sandbox maps can be created in-game.
 
* Constant combinator can be rotated.
 
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.
 
* All types of chests can be connected to the circuit network. Smart Chest was removed from the game.
 
* Decider combinator "input count" option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition. This might break some setups. https://forums.factorio.com/13706
 
* Transport belt connectable entities will disconnect from incoming (and all other) belts when marked for deconstruction.
 
** The problem is solves is described in this bug report: https://forums.factorio.com/19038
 
* Spaces are now allowed in file names when saving.
 
* Changed the fluid color of heavy oil to match the icon color.
 
* Alert beep sound is activated only when something is destroyed, not by something damaged.
 
* Spitter attack distance is randomised slightly to make them look more organic.
 
* Rocket fuel can now be used as fuel.
 
* Saves given on command line (to options --start-server, --mp-load-game, --load-game, --create) are always absolute or relative paths.
 
** If the path is relative, it is relative to the current directory (where the binary is run from).
 
* Main menu background image is scaled proportionally now. ([https://forums.factorio.com/26090 more])
 
* Renamed "research-effectivity" to "research-speed".
 
* Removed light entity info background option.
 
* Cleaned up freeplay and sandbox scenario scripts.
 
* Exiting vehicles now puts you to the left of the vehicle with respect to the orientation of the vehicle.
 
=== Graphics ===
 
* Health bars are partially visible when obstructed.
 
* High resolution ingame indicators.
 
* New fire graphics for Stone Furnace, Steel Furnace and Boiler.
 
* New icons for rocket fuel, low density structure, rocket control unit, satellite, car and tank.
 
* Entities show a circuit connector when connected to the circuit or logistics network.
 
* Added compression for some sprites to save video memory. This can be enabled in Graphics options.
 
* Added linear filtering for GUI icons. This can be disabled in Graphics options.
 
* New combinator graphics.
 
=== Optimisations ===
 
* Optimised gui render.
 
* Minimap is rendered in 16bit colors to reduce memory usage.
 
* Less memory usage for entities that are connectable to the circuit network.
 
* Faster map unload on Quit to Main Menu or closing the game.
 
* Optimised pollution rendering on map and minimap.
 
* Optimised roboport radius rendering.
 
* Optimised biter pathfinding. (https://www.factorio.com/blog/post/fff-117 https://www.factorio.com/blog/post/fff-121)
 
* Optimised save file times by doing compression in parallel.
 
=== Bugfixes ===
 
* Fixed recipe ordering when recipes had the same group and group order string.
 
* Limited number of explosion sounds for grenade, explosive cannon shells, explosive rockets.
 
* Underground belts won't connect if underground belt ghost is in the way. ([https://forums.factorio.com/22720 more])
 
* File saving is done in a safer, more atomic way. This should help prevent some cases where a safe file or the config file can go missing.
 
* Building sound is played also for other players in multiplayer.
 
* Red/green wires change electric pole orientation the same way normal connections do. ([https://forums.factorio.com/24593 more])
 
* Fixed the rotation of train vehicles to be built.
 
* Fixed clearing the player cursor stack and then inserting into the player quickbar in the same tick not preferring filtered slots. ([https://forums.factorio.com/24880 more])
 
* Fixed unrecognizable item icons when playing on very low graphics settings. ([https://forums.factorio.com/25629 more])
 
* Fixed that ghost building on power poles disconnects them, as it is the same shortcut. ([https://forums.factorio.com/25323 more])
 
* Fixed multiple construction bots could be sent out to mine single tree. ([https://forums.factorio.com/18807 more])
 
* Fixed that LuaGameScript::take_screenshot could take negative values of zoom or resolution. ([https://forums.factorio.com/26046 more])
 
* Fixed robots would carry items from active provider chests to storage chests even when requester chest needed those items. ([https://forums.factorio.com/22115 more])
 
* Fixed setting the cursor stack from script when having a selection from a filtered slot allowing the wrong item in the slot. ([https://forums.factorio.com/24893 more])
 
* Items inserted into assemblers now update tooltips. ([https://forums.factorio.com/25671 more])
 
* Map editor save GUI now always fits on the screen.
 
* Will explicitly show system mouse cursor when exiting Steam Overlay, just in case Steam forgets to do it. ([https://forums.factorio.com/21540 more])
 
* Fixed that commands would still be disabled in single-player after loading a map created in MP with commands disabled. ([https://forums.factorio.com/26126 more])
 
* Fixed that a biter could get stuck trying to attack a building in some cases. ([https://forums.factorio.com/25792 more])
 
* Fixed unclear error message when attempting to run multiple instances of Factorio with same write-path. ([https://forums.factorio.com/18129 more])
 
* Fixed the space key animating buttons. ([https://forums.factorio.com/25727 more])
 
* Fixed fluid getting into the wrong inputs on assembling machines. ([https://forums.factorio.com/25941 more])
 
* Long tooltip descriptions (below the minimap) won't stretch the whole right column.
 
* Fixed being able to copy settings onto and rotate entities marked as non-operable. ([https://forums.factorio.com/25012 more])
 
* Fixed that player names wouldn't show up on the chart when UI scale was set to 100% or less. ([https://forums.factorio.com/26031 more])
 
* Fixed that the same error message could appear twice in multiplayer. ([https://forums.factorio.com/24849 more])
 
* Fixed equipment tooltips in equipment grids not showing when putting new equipment into the grid.
 
* Command key can be now used as a modifier in controls on Mac OSX([https://forums.factorio.com/14603 more]).
 
* Fixed that a peer could kick every other peer from an MP game. ([https://forums.factorio.com/13646 more])
 
* Fixed train air resistance calculation.
 
* Fixed wire drawing in the right-pane description for electric poles. ([https://forums.factorio.com/170438 more])
 
* Fixed freeplay and sandbox scenario initial rocket count. ([https://forums.factorio.com/26584 more])
 
* Fixed sandbox scenario wouldn't recognize rocket launches.
 
* Fixed modifying item stacks directly in the player wouldn't trigger an inventory sort in some instances.
 
* Fixed crash when modded locomotive uses other than burner energy source. ([https://forums.factorio.com/26165 more])