Version history/0.16.0: Difference between revisions

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(Added existing 0.16 changelog. (so satisfying!))
 
(Lel, forgot they don't remove old changelogs)
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* Added LuaLogisticNetwork::force read.
* Added LuaLogisticNetwork::force read.
* Added LuaItemStack::item_number read - the unique ID of the item if it has one.
* Added LuaItemStack::item_number 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])
=== Modding ===
* Mods need to have factorio_version value in their info which specifies major Factorio version they are suited for, default value is 0.12.
** Mods with non fitting version are not loaded.
* Added item_pickup_distance and loot_pickup_distance to player definition.
* Added invalid parameter error for data.extend function.
* Added the ability to define additional_pastable_entities for an entity which allows copy-paste between that entity type and the defined destination types.
** Useful in conjunction with the new copy-paste events.
* Added a new item type "selection-tool" that fires the events on_player_selected_area and on_player_alt_selected_area.
* Unified prototype names to be consistant with ingame names. (basic-transport-belt->transport-belt, *transport-belt-to-ground->*underground-belt, basic-splitter->splitter, basic-inserter->inserter, basic-mining-drill->electric-mining-drill, basic_beacon->beacon, basic-bullet-magazine->firearm-magazine, piercing-bullet-magazine->piercing-rounds-magazine, basic-grenade->grenade, basic-armor->light-armor, basic-modular-armor->modular-armor, basic-laser-defense-equipment->personal-laser-defense-equipment, basic-exoskeleton-equipment->exoskeleton-equipment)
* Construction robots will now use any available repair tool items instead of a fixed single item defined in the prototype for the robot.
* Various indicator and game icons are defined in the utility-sprites objects, so it is now moddable.
* Added new research options: character-crafting-speed, character-mining-speed, character-running-speed, character-build-distance, character-item-drop-distance, character-reach-distance, character-resource-reach-distance, character-item-pickup-distance, character-loot-pickup-distance, character-inventory-slots-bonus, deconstruction-time-to-live, character-health-bonus
* Sticker entity can deal damage.
* Added a new entity type "electric-energy-interface" that can consume, produce, and accept energy while also allowing all of its electric network parameters to be configured runtime.
* Added flags to energy_source prototypes "render_no_network_icon" and "render_no_power_icon" to prevent rendering those icons when set.
* Removed "inventory_order" prototype property as it wasn't actually used and isn't needed.
* Removed "radius_visualisation_picture" and "construction_radius_visualisation_picture" from roboport and roboport-equipment prototypes. The pictures were moved to core.
** If needed you can use "draw_logistic_radius_visualization" and "draw_construction_radius_visualization" boolean properties to disable drawing radius in your prototype.
=== Scripting ===
* Moved LuaGame::daytime/wind/wind_orientation/wind_orientation_change/peaceful_mode to LuaSurface.
* Added LuaEntity::held_stack_position. It tells you the world position of the inserter arm.
* Added LuaGame::delete_surface. Deletes the surface passed in if the surface is deletable.
* Added LuaItemStack::create_blueprint() - sets up a blueprint as if a player did it.
* Added LuaItemStack::build_blueprint() - builds a blueprint as if the player built it in the world.
* Added LuaSurface::deconstruct_area() - deconstructs an area as if the player did it.
* Added LuaSurface::cancel_deconstruct_area() - cancels deconstruction over an area as if the player did it.
* Added on_pre_entity_settings_pasted and on_entity_settings_pasted events that pass the source and destination entities involved.
* Added "robot" to the robot related events.
* Added "chunk_position" to the on_sector_scanned event.
* Added optional "player_index" to on_marked_for_deconstruction/on_canceled_deconstruction when fired due to player actions.
** This field is nil when fired from from script/non player action.
* Added LuaEntity::crafting_progress/bonus_progress write.
* Added LuaForce:: item/fluid/resource/build counterparts to kill_counts.
* Added LuaFlowStatistics - used to read/write statistics data related to a given force (production, kills, etc).
* Removed LuaForce:: set_kill_count/get_kill_count/kill_counts - these are now readable through LuaFlowStatistics.
* Added LuaGame::disable_replay() - disables the replay for the current save game.
* Added several player related events: on_player_cursor_stack_changed, on_player_main_inventory_changed, on_player_quickbar_inventory_changed, on_player_tool_inventory_changed, on_player_armor_inventory_changed, on_player_ammo_inventory_changed, on_player_gun_inventory_changed, on_player_placed_equipment, on_player_removed_equipment, on_pre_player_died, on_player_died, on_player_respawned, on_player_joined_game, on_player_left_game
* Added events for tile building: on_player_built_tile, on_player_mined_tile, on_robot_built_tile, on_robot_mined_tile
* Added LuaEntity::damage_dealt/kills read/write - usable with turrets.
* Added LuaGameScript::active_mods - a table of active mod names to mod versions.
* Added LuaEquipmentGrid::get - gets the equipment at the given equipment grid position or nil if none.
* Added LuaEntity::player, returns the player connected to the character entity.
* Added LuaInventory::get_filter, set_filter, has_filters, can_set_filter methods to set/get/clear filters on inventories that support them.
* Changed LuaEntity::get_filter/set_filter parameters around to match the inventory versions. They also now only work on inserter filters.
* Added LuaPlayer::get_craftable_count/begin_crafting/cancel_crafting/crafting_queue to read/write crafting information for a player.
* Added modifiers to the character entity that stack with the force research bonuses but are unique to the character: character_crafting_speed_modifier, character_mining_speed_modifier, character_running_speed_modifier, character_build_distance_bonus, character_item_drop_distance_bonus, character_reach_distance_bonus, character_resource_reach_distance_bonus, character_item_pickup_distance_bonus, character_loot_pickup_distance_bonus, quickbar_count_bonus, character_inventory_slots_bonus, character_logistic_slot_count_bonus, character_trash_slot_count_bonus, character_maximum_following_robot_count_bonus, character_health_bonus
* Added LuaTilePrototype accessible from LuaTile::prototype and LuaGameScript::tile_prototypes.
* Added LuaEquipmentPrototype accessible from LuaEquipment::prototype and LuaGameScript::equipment_prototypes.
* Added LuaGuiElement::tooltip read/write - a localised tooltip for any GUI element.
* Added LuaCircuitNetwork readable off entities with circuit network connections and through control behaviours.
* Changed StickerPrototype::magnitude to StickerPrototype::target_movement_modifier. Speed of a Unit is not multiplied by value of target_movement_modifier.
* Added optional "limit" field to find_entities_filtered and count_entities_filtered to limit the results.
* Added "force" to the entity_died event when the killing force is known - nil otherwise.
* Added LuaEntity::unit_number - read - a unique ID field used by all entities having owners.
* Added LuaInventory::index - the inventory index the inventory reference uses.
* Added LuaEntity::supports_backer_name() - true when an entity supports a backer name.
* Added LuaEntityPrototype::belt_speed and underground_belt_distance read.
* Added LuaEntityPrototype::result_units the result units a biter spawner can spawn.
* Added LuaItemPrototype::ammo_type read.
* Multiple stickers (i.e. slowdown capsule + fire) can be applied to a unit entity.
* Added LuaEntity::get_quickbar() - gets the quickbar of the character or player.
* Changed LuaEntity::color to work for locomotives, cargo wagons, and characters - it will return nil if used on other entities.
* Added LuaEntity::mining_progress/bonus_mining_progress read write - for mining drill entities.
* Added LuaEntityPrototype::attack_result - the attack result for entities using attacks (beams, fire, landmines, projectiles).
* Added LuaEntityPrototype::final_attack_result - the final attack result of a projectile.
* Added LuaFluidPrototype::base_color + flow_color read.
* The Train changed state event now fires when a train goes from stationary to moving or from moving to stationary while under manual control.
* Prototypes can have the optional properites "localised_name" and "localised_description" to manually define the localised keys instead of using the auto generated keys.
* Added sprite-button gui element, works the same way as button, but it can have sprite name assigned.
* Added sprite gui element, can have the sprite name assigned/changed and has no interaction logic.
* Custom sprites can be defined in lua data definition (type = sprite, the rest is sprite definition).
* Sprite identifier can either point to custom definition from the data, or have form <type>/<id>, type can be (item, entity, recipe and technology), for example button.sprite = "item/iron-plate"
* Renamed some defines (groupstate->group_state, circuitconnector->circuit_connector, circuitconditionindex->circuit_condition_index, trainstate->train_state)
* Removed game.regenerate_tiles().
* Removed game.get_player() and game.get_surface(): game.players[] and game.surfaces[] can be used instead.
* Changed game.players, game.surfaces, game.entity_prototypes, game.item_prototypes, game.fluid_prototypes, force.recipes, force,technologies to use custom access + iterator objects for improved performance.
* Changed game.players[] to work with both the player index and the player name.
* Added on_gui_text_changed and on_gui_checked_state_changed events.
* Changed "defines" so they're available by default and removed the defines.lua file.
* Renamed LuaForce::logistic_robot_storage_modifier -> logistic_robot_storage_bonus to better match what it does
* LuaEntity has built_by read/write.
* game.player has been removed (use game.players[#] and associated event.player_index during events).
* game.local_player has been renamed to game.player and now works through remote calls.
* Offline players can be teleported anywhere (between surfaces or just around).
* entity.get_inventory(index) returns nil if it doesn't have an inventory for the given index instead of giving an error.
* entity.riding_state can be set on cars without players and the car will act as if it's being driven by a player (consume fuel).
* Changed LuaForce::current_research to accept "nil" to stop the current research.
* Added LuaTrain::front_stock and back_stock the front and back rolling stock entities of the train.
== 0.12.35 ==
Date: 01. 06. 2016
=== Bugfixes ===
* Fixed the missing title in character logistics window.
== 0.12.34 ==
Date: 26. 05. 2016
=== Changes ===
* Polished/Updated the New hope campaign maps
* LuaGameScript::server_save silently does nothing if used on a single player game instead of giving an error.
=== Bugfixes ===
* Fixed the fuel inventory of the car in the New Hope campaign missions. ([https://forums.factorio.com/24923 more])
* Fixed crash when exiting from an error during the on_robot_built_entity event. ([https://forums.factorio.com/24837 more])
* Fixed crash when removing and re-creating forces. ([https://forums.factorio.com/25111 more])
* Fixed crash after changing the type of a style currently applied to a custom GUI element when loading a save. ([https://forums.factorio.com/23969 more])
* Fixed crash when calling LuaPlayer::teleport on a disconnected player. ([https://forums.factorio.com/25203 more])
* Fixed crash after running LuaGameScript::server_save from a mod. ([https://forums.factorio.com/25443 more])
* Fixed crash when changing the force of an offline player with personal roboport equipment. ([https://forums.factorio.com/25417 more])
* Fixed crash when trying to merge a force into its self. ([https://forums.factorio.com/25518 more])
* Fixed underground belt position in blueprint preview. ([https://forums.factorio.com/24970 more])
* Fixed map transfer speed dropping to zero ([https://forums.factorio.com/25178 more])
* Fixed logistic description counts with the same counts getting displayed in random order ([https://forums.factorio.com/25670 more])
== 0.12.33 ==
Date: 03. 05. 2016
=== Bugfixes ===
* Fixed tiles in blueprints. ([https://forums.factorio.com/24676 more])
* Fixed the duplicated message on load error in multiplayer. ([https://forums.factorio.com/24561 more])
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network. ([https://forums.factorio.com/24558 more])
* Fixed that switching brush shape in the map editor didn't update the selected icon highlight. ([https://forums.factorio.com/24688 more])
* Fixed that label/checkbox padding was applied twice, moving the rendered text to be out of place. ([https://forums.factorio.com/24102 more])
* Fixed that map (chart) wasn't properly updated when existing map was edited in the map editor. ([https://forums.factorio.com/23861 more])
* Fixed crash when the character would die from mining something. ([https://forums.factorio.com/24566 more])
* Fixed crash when robot can't find charging spot when stationing. ([https://forums.factorio.com/24768 more])
* Fixed crash in multiplayer that could happen when 2 people are editing the same train schedule. ([https://forums.factorio.com/24781 more])
* Unified the electric network statistics production/consumption values to be avarage of the shown timeframe. ([https://forums.factorio.com/24807 more])
* Solved small numerical text box editing issue. ([https://forums.factorio.com/24809 more])
=== Scripting ===
* Added LuaStyle::cell_padding/horizontal_spacing/vertical_spacing.
== 0.12.32 ==
Date: 29. 04. 2016
=== Bugfixes ===
* Fixed loading of electric network of pre 0.12 saves.
* Fixed blueprint building. Blueprints are migrated as long as you load the version 0.12.30 or earlier, existing bluepritns might be off if you resaved in 0.12.31 already.
=== Scripting ===
* Lua interface to create blueprint now expects the entity positions to be relative to center exactly, so in rail-less blueprints, the position 0.0 translates to center of the tile when the blueprint is built.
== 0.12.31 ==
Date: 26. 04. 2016
=== Bugfixes ===
* Fixed crash when script errors occurs while loading game while in game. ([https://forums.factorio.com/23222 more])
* Fixed that attempting to connect to Factorio 0.12.30 with an old client wouldn't produce the correct error message. ([https://forums.factorio.com/23177 more])
* Fixed that modded roboports with no charging slots were still considering as charging candidates. ([https://forums.factorio.com/23289 more])
* Fixed that item icon variant for dark background was not used when showing cargo of logistic robots. ([https://forums.factorio.com/23286 more])
* Fixed crash with "Unblock sendto failed: The operation completed successfully." ([https://forums.factorio.com/23206 more])
* Human readable error notice when multiplayer connection wasn't successful. ([https://forums.factorio.com/23132 more])
* Fixed that headless server wouldn't save the map after Control-C. ([https://forums.factorio.com/23342 more])
* Fixed that attacking biters with a mining tool wouldn't aggro them.
* Improved map download speed when connecting to multiplayer game. ([https://forums.factorio.com/20532 more])
* Fixed that assigning units to a unit group of a different force would corrupt the save. ([https://forums.factorio.com/23699 more])
* Fixed crash when using can_insert on the quickbar from the Lua APi.
* Fixed tight spot scenario crash. ([https://forums.factorio.com/23731 more])
* Fixed sort order for recipes in the recipe display.
* Fixed incorrect error message, when setting the number of filters on an inserter ([https://forums.factorio.com/23496 more]).
* Fixed flame from refineries that are marked for deconstruction was frozen in mid air. ([https://forums.factorio.com/23733 more])
* Fixed incorrect error message, when setting the number of filters on an inserter. ([https://forums.factorio.com/23496 more])
* Fixed flame from rafineries that are marked for deconstruction was frozen in mid air. ([https://forums.factorio.com/23733 more])
* Fixed that odd sized blueprints were shifted when rotated. ([https://forums.factorio.com/24036 more])
* Fixed crash when clearing modded blueprint that doesn't need item to be cleared. ([https://forums.factorio.com/24035 more])
* Fixed crash in arithmetic combinator when calculating -2147483648/-1. ([https://forums.factorio.com/23551 more])
* Fixed crash when assigning a character as a passenger of a vehicle when that character already is a passenger of another vehicle. ([https://forums.factorio.com/24142 more])
* Fixed dealing damage could sometimes corrupt game state and saves. ([https://forums.factorio.com/23965 more])
* Fixed modded save could not be loaded when a modded inserter gained abilities of smart inserter. ([https://forums.factorio.com/23698 more])
* Fixed unknown-key message on the third level of first-steps. ([https://forums.factorio.com/23362 more])
* Fixed cursor-split transfer (right click) not working when putting items into assembling machine stacks over normal stack size. ([https://forums.factorio.com/23771 more])
* Fixed remote.call() from within the same mod. ([https://forums.factorio.com/23587 more])
* Fixed inconsistent inserter behaviour when inserting into a splitter from the side. ([https://forums.factorio.com/23669 more])
* Fixed train trying to turn around on a single rail. ([https://forums.factorio.com/23371 more])
* Fixed internal electric network problems when mod specified irregular number as supply reach of power pole. ([https://forums.factorio.com/23524 more])
* Fixed crash when lua script appears in specific state in multiplayer. ([https://forums.factorio.com/23568 more])
* Fixed another crash than can happen when train destroys itself. ([https://forums.factorio.com/23416 more])
* Fixed rare multiplayer crash "server is missing in the crcs". ([https://forums.factorio.com/23376 more])
* Fixed several GUI problems on high DPI displays ([https://forums.factorio.com/23593 more])
=== Optimisations ===
* Improved performance when using landmines. ([https://forums.factorio.com/23267 more])
=== Scripting ===
* LuaUnitGroup::add_member now requires that the new member's force be the same as the UnitGroup's.
* Added LuaUnitGroup::force read-only attribute.
== 0.12.30 ==
Date: 05. 04. 2016
=== Changes ===
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.
=== Bugfixes ===
* Fixed strange outer corner rendering for terrains with the same layer. ([https://forums.factorio.com/22159 more])
* Fixed Factorio timing out of a multiplayer game when closed by pressing the X button. ([https://forums.factorio.com/22106 more])
* Building things after quitting a multiplayer game is no longer possible and no longer crashes the game. ([https://forums.factorio.com/21743 more])
* Fixed memory leak with special signals in the circuit network.
* Fixed crash when killing the player in on_built_entity. ([https://forums.factorio.com/22228 more])
* Fixed crash when making blueprints of ghosts with some now-invalid circuit connections to other ghosts. ([https://forums.factorio.com/22272 more])
* Fixed player's shooting target not updating properly when the target's force became friendly ([https://forums.factorio.com/22319 more])
* Fixed the documentation of CircuitCondition ([https://forums.factorio.com/22230 more])
* Fixed that the ignore_planner field of Command would expect an integer instead of a boolean. ([https://forums.factorio.com/22332 more])
* Starting value of progress bar is now properly set based on the input. ([https://forums.factorio.com/22434 more])
* Fixed crash when destroying entity with empty corpse string. ([https://forums.factorio.com/22254 more])
* Fixed mining drills getting stuck when built pointing at rails and then rotated. ([https://forums.factorio.com/22764 more])
* Fixed remote.call() within the same mod passing invalid data. ([https://forums.factorio.com/22459 more])
* Fixed the typo in the error "mulitplayer.cannot-load-downloaded-map", the cause of the error wasn't displayed because of it. ([https://forums.factorio.com/22169 more])
* Fixed that the server could get desynced and in a state where he has no one to download from. ([https://forums.factorio.com/22206 more])
* Fixed that the train tooltip was showing the current station as the next one when in the station. ([https://forums.factorio.com/22280 more])
* Fixed crash when a Lua function was used as a value in a table in data.raw. ([https://forums.factorio.com/22992 more])
* Fixed the tooltip of the inventory limit feature to "Limit the inventory part to be filled by machines.", so it is clear, it limits only input, but not output.
* Fixed that cancelling a recipe in the crafting queue would reset the crafting timer unnecessarily. ([https://forums.factorio.com/22823 more])
* Fixed crash when a force other than player, enemy or neutral was used in autoplace specification. ([https://forums.factorio.com/22935 more])
* Fixed crash when a network interface is deactivated during multiplayer game. ([https://forums.factorio.com/20078 more])
* Fixed white bar on top of the screen was sometimes present in fullscreen on OS X. ([https://forums.factorio.com/16720 more])
* Unified the processing of savegame name in --load-game --start-server and --mp-load-game. It can all be supplied with or without the .zip
* Fixed that collision with point wasn't working properly for curved rail. ([https://forums.factorio.com/22997 more])
=== Modding ===
* Added LuaEntity::unit_group read-only attribute
* Proper error message when subgroup specified by empty string. ([https://forums.factorio.com/22216 more])
* Fixed projectiles with negative acceleration would turn around, fly back and break the game. ([https://forums.factorio.com/23127 more])
== 0.12.29 ==
Date: 23. 03. 2016
=== Changes ===
* When the game starts with the base mod disabled, it asks you, if you want to enable it.
=== Bugfixes ===
* Fixed construction robot crash. ([https://forums.factorio.com/22026 more])
* Fixed that multiplayer progress bar windows were blocked by currently opened window. ([https://forums.factorio.com/21529 more])
* Fixed another inconsistency with zero signals in combinators ([https://forums.factorio.com/21892 more])
* Fixed crash when Steam API intialization failed. ([https://forums.factorio.com/21805 more])
* Fixed random crashes when mining/closing and autosave happens at the same tick.
== 0.12.28 ==
Date: 22. 03. 2016
=== Changes ===
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.
** This overrides the port specified in the config file.
=== Bugfixes ===
* Explosion sounds are now not deafeningly loud, when multiple things explode at once.
* Fixed LuaForce::clear_chart() would crash game if called while chart was refreshing. ([https://forums.factorio.com/21834 more])
* Fixed crash when refreshing chart while Direct3D device is lost. ([https://forums.factorio.com/21942 more])
* Fixed --config option not complaining about nonexistent file. ([https://forums.factorio.com/21777 more])
* Fixed crash when clicking on electric pole that was still in latency state ([https://forums.factorio.com/21786 more])
* Fixed freeze of server with more than 255 different players in the savegame.
* Fixed crash when exiting the map editor while holding power armor on the cursor. ([https://forums.factorio.com/21762 more])
* Fixed map exchange string not using segmentation or water size correctly. ([https://forums.factorio.com/21918 more])
* Fixed Lua game_view_settings::showentityinfo read/write issues. ([https://forums.factorio.com/21969 more])
* Fixed fog-of-war does not work correctly in New Hope level 1. ([https://forums.factorio.com/21971 more])
* Fixed inconsistent Offshore Pump collision when building. ([https://forums.factorio.com/21801 more])
* Fixed desync reports were not generated. ([https://forums.factorio.com/21951 more])
* Fixed that non destructible entities get attacked, so biters could get stuck while trying to attack rails under train. ([https://forums.factorio.com/21985 more])
* Control settings window is now scrollable when it can't fit the window. ([https://forums.factorio.com/21553 more])
* Fixed Factorio hanging on exit on Linux after copying or pasting ([https://forums.factorio.com/21832 more]).
== 0.12.27 ==
Date: 18. 03. 2016
=== Changes ===
* The area of 400X400 tiles is explored when the game starts.
=== Bugfixes ===
* Fixed that merging two electric network didn't merge the statistics. ([https://forums.factorio.com/21662 more])
* Fixed the cyclic/overlaping win/lost sound sample when the game is finished in multiplayer. ([https://forums.factorio.com/21686 more])
* Fixed that extra pipe covers could be drawn on top of connected pipes. ([https://forums.factorio.com/20843 more])
* Fixed misaligned turrets in the 4. New hope mission. ([https://forums.factorio.com/20998 more])
* Fixed some inconsistencies related to zero-signals in circuit networks. ([https://forums.factorio.com/20991 more])
* Fixed inconstency between the way inserters and logistic robots picked items from inventories.
** Logistic robots now prefer items at the end of the inventory and ignore inventory limit. ([https://forums.factorio.com/21002 more])
* Fixed LuaForce::clear_chart() would crash game. ([https://forums.factorio.com/20975 more])
* The report of different mods when trying to connect to multiplayer game is now scrollable when needed. ([https://forums.factorio.com/20915 more])
* Fixed Cargo Wagon Inserter input output inconsistency. ([https://forums.factorio.com/19604 more])
* Fixed the mod difference reporting when connecting to multiplayer game. ([https://forums.factorio.com/21035 more])
* Found workaround for issue in Visual C++ math library that was causing crashes on unpatched Windows 7. Service Pack 1 for Windows 7 is no longer required.
* Fixed that placing a rotated blueprint containing a splitter was not possible in some cases ([https://forums.factorio.com/21243 more]).
* Fixed crash after revive by player port when personal roboport is equipped ([https://forums.factorio.com/21130 more]).
* Optimised the map bitmap refresh logic 16 times. (the freeze after loading a game or resizing window while playing big saves).
* Fixed that the "you joined a paused game" message would display on all peers, rather than just the peer who just joined ([https://forums.factorio.com/21259 more]).
* Fixed slow sprite loading on Direct3D ([https://forums.factorio.com/21343 more]).
* Fixed the documentation of LuaGameScript::show_message_dialog ([https://forums.factorio.com/21394 more]).
* Fixed the order of parameters of some functions in the documentation ([https://forums.factorio.com/21404 more]).
* Fixed that the research screen would pre-select Automation even though it was disabled ([https://forums.factorio.com/21421 more]).
* Fixed rare crash that could happen when assembling machine recipe was reset the same tick as autosave started. ([https://forums.factorio.com/21441 more])
* Fixed the laser/discharge defense names in the set filter dialog. ([https://forums.factorio.com/21445 more])
* Better error when wrong bounding box definition is given. ([https://forums.factorio.com/21444 more])
* Creating message dialog with non existent image doesn't crash the game anymore. ([https://forums.factorio.com/21395 more])
* Localisation errors will no longer stop the game, the result string will just contain the error. ([https://forums.factorio.com/21426 more])
* Fixed that the stone wall research was disabled in the New hope campaign level 4, so gates weren't researchable. ([https://forums.factorio.com/21318 more])
* The starting value of text property of textfield is properly set based on the input. ([https://forums.factorio.com/21372 more])
* Fixed map exchange string problems with mods ([https://forums.factorio.com/21397 more]).
* Fixed freezes on exit with recent NVidia drivers on Gentoo and Arch Linux ([https://forums.factorio.com/20583 more])
* Proper notification when quick bar slot can't be selected as there is no place to put the item in the cursor.
* Fixed crash on Linux after running xrandr --off ([https://forums.factorio.com/21532 more]).
* Fixed Rocket Silo GUI skipping 53%. ([https://forums.factorio.com/21548 more])
* Another attempt at fixing X11 copy/paste ([https://forums.factorio.com/18956 more]).
* Better message when the server leaves a multiplayer game ([https://forums.factorio.com/21521 more]).
* Fixed the bad values of defines.furnace_source, defines.furnace_result and added missing defines.furnace_modules. ([https://forums.factorio.com/21627 more])
* Fixed that modded saves could get unloadable without mods when they have entities removed in the loading transitions that were in more than one network.
* Fixed that it was possible to have unlimited range with melee weapon after running out of ammo. ([https://forums.factorio.com/21750 more])
* Fixed that LuaPlayer::remove_item didn't remove from cursor stack when the player was using god controller.
** This also fixes the bug in the tight spot scenario. ([https://forums.factorio.com/21737 more])
* Fixed black screen after UAC poped up in main menu ([https://forums.factorio.com/16792 more])
=== Scripting ===
* Documented extra unit group status return values. ([https://forums.factorio.com/21723 more])
=== Modding ===
* Added action_range to mining tool prototype (with the default of 1.5).
== 0.12.26 ==
Date: 06. 03. 2016
=== Bugfixes ===
* Fixed the corrupted level 2 of the New hope campaign, that was producing corrupted saves.
** If you are already playing this level, you have to start it over, I'm sorry for the trouble.
* Fixed the performance issue in the same level after train transport is researched.
* Fixed that the game reported the error to be related to overlay always when it crashed.
* Fixed rare crash related to splitting item in entity that is just about to be destroyed. ([https://forums.factorio.com/20818 more])
* Sending random packets to factorio port can still crash the server eventually, the probability will just be lower. ([https://forums.factorio.com/20154 more])
* Running biters over with a car or tank will make them aggressive in peaceful mode ([https://forums.factorio.com/20866 more]).
== 0.12.25 ==
Date: 03. 03. 2016
=== Bugfixes ===
* Fixed quickbar selection handling when accepting blueprint with item in cursor. ([https://forums.factorio.com/20564 more])
* Train stations in the new hope level 2 had neutral force, so they weren't selectable as part of the schedule. ([https://forums.factorio.com/20521 more])
* Fixed that wall graphics variations were not randomized when built by robots. ([https://forums.factorio.com/20364 more])
* Fixed that rail signals were not visible under remnants. They are drawn above now. ([https://forums.factorio.com/20370 more])
* Fixed that the multiplayer menu would allow one to resume the game as the game was already being disconnected, which would inevitably lead to a crash ([https://forums.factorio.com/20382 more]).
* Possible fix of rare lua garbage collector error.
** Report: https://forums.factorio.com/20313
** Fix: http://www.lua.org/bugs.html#5.2.3-2
* Fixed Combinator special signals not summing the inputs correctly(again). ([https://forums.factorio.com/20461 more])
* Fixed green circuit network signals icons in power pole tooltip.
* Fixed that multiplayer-specific options were available in the demo build of Factorio (such as --start-server) ([https://forums.factorio.com/20580 more]).
* Fixed crash when using screens connected to both AMD and Intel graphics cards ([https://forums.factorio.com/20544 more]).
* Fixed very rare chance of a bug when window is closed at the same moment when autosave starts.
* Fixed two sources of rounding errors related to research. ([https://forums.factorio.com/20691 more])
* Fixed that replaying multiplayer game ended once any player died. ([https://forums.factorio.com/20664 more])
* Fixed the ungraceful error message when version/mods don't match in multiplayer. ([https://forums.factorio.com/20427 more])
* Fixed game not restarting when mods were changed ([https://forums.factorio.com/20565 more]).
* Fixed headless server not working with the Steam version ([https://forums.factorio.com/20510 more]).
* Fixed that destroying a chain signal in the same tick as it was created crashed the game ([https://forums.factorio.com/20421 more]).
* Fixed fullscreen issues on multimonitor configurations ([https://forums.factorio.com/20635 more]).
* Fixed crash when canceling crafting of a recipe who's ingredients have changed in the meantime ([https://forums.factorio.com/20706 more]).
* Fixed update of stand-alone ZIP package should not require elevated rights on Windows ([https://forums.factorio.com/20760 more]).
* Fixed specific crash in replay viewing. ([https://forums.factorio.com/20703 more])
* Fixed game ignoring local changes in config when using Steam Cloud.
* Fixed double key in smart inserter definition, causing it to be slower than fast inserter. ([https://forums.factorio.com/20804 more])
== 0.12.24 ==
Date: 24. 02. 2016
=== Changes ===
* Updated sountrack.
=== Bugfixes ===
* Fixed corrupted player-data.json message on startup.
* Fixed unnecessary game restart when no mods were changed.
* Fixed crash due to electric network migration during load of some more complex games. ([https://forums.factorio.com/20347 more])
* Fixed very long belt lines would crash game ([https://forums.factorio.com/20392 more])
== 0.12.23 ==
Date: 22. 02. 2016
=== Changes ===
* Scenario pack was moved to the base game package.
=== Bugfixes ===
* Any changes in the mods settings will automatically trigger the game to be restarted. ([https://forums.factorio.com/20026 more])
* The alerts are disabled when player or combat robots get hurt/destroyed. (It was especially annoying in multiplayer).
* Underground belt connection visualisation in the "to build preview" wasn't proper. ([https://forums.factorio.com/19491 more])
* Fixed that picked up item event wasn't fired when picking items from the belt. ([https://forums.factorio.com/19506 more])
* Fixed that technology list and preview weren't updated when technology was researched in multiplayer. ([https://forums.factorio.com/19449 more])
* Fixed a crash after merging forces when the destroyed force's labs were researching ([https://forums.factorio.com/19650 more]).
* Fixed that it looked like it was possible to repair a tree in multiplayer. ([https://forums.factorio.com/19512 more])
* Fixed that the max health instead of current health was used for crash calculations. ([https://forums.factorio.com/19875 more])
* Fixed that the game could desync when someone joined while someone else was shooting.
* Fixed that trains were signalling No Path after update ([https://forums.factorio.com/19443 more]).
* Fixed that accumulators kept their energy when destroyed and retuilt by robots. ([https://forums.factorio.com/20107 more])
* Fixed the occasional 1pixel gap between vertical steam engine and a pipe.
* Fixed beacon would not re-activate when its deconstruction order was canceled.
* Fixed various desynchronisations in multiplayer caused by beacon. ([https://forums.factorio.com/19756 more])
* Fixed Combinator "each" special signal not summing the inputs correctly ([https://forums.factorio.com/20120 more])
* Fixed players in multiplayer game would not see progress of new player downloading a map in server/client configuration.
* Fixed crash when checksum error was detected while connecting to multiplayer game. ([https://forums.factorio.com/19856 more])
* Fixed that the full mod change info for recipes wouldn't display if only the counts were modified on the recipe. ([https://forums.factorio.com/20308 more])
* Fixed crash when car collided with decorative entity in object layer. ([https://forums.factorio.com/20293 more])
=== Scripting ===
* Fixed that game.load (inner load) crashed the game in multiplayer. It still causes disconnect though.
* Removed the screen2realposition and real2screenposition methods from lua api.
** Sounds:
* Extended the soundtrack.
== 0.12.22 ==
Date: 22. 01. 2016
=== Bugfixes ===
* Fixed that save is not loadable when mod changes type of entity. ([https://forums.factorio.com/19053 more])
* Fixed that enemy train stops were visible in the rename station gui. ([https://forums.factorio.com/19023 more])
* Fixed freeze when there is no place to put character when he exits the vehicle and there is no exit point. ([https://forums.factorio.com/19056 more])
* Fixed internally inconsistent data state after cancelling deconstrution from script in a certain way. ([https://forums.factorio.com/19209 more])
* Fixed that map/minimap wasn't updated when settiles was used. ([https://forums.factorio.com/19355 more])
* Fixed the graphics inconsistencies related to belt versus inserter drawing. ([https://forums.factorio.com/19231 more])
* Files starting with dot are ignored when opening locale files to ignore garbage files that mac is leaving around. ([https://forums.factorio.com/19237 more])
* Fixed the line trigger target specification. ([https://forums.factorio.com/19065 more])
* Fixed that neutral entities were shown red on the map. (Applies mainly in the campaign)
* Fixed sorting of item groups in the crafting window.
== 0.12.21 ==
Date: 06. 01. 2016
=== Changes ===
* Dropped support for OS X 10.6 Snow Leopard.
=== Bugfixes ===
* Fixed random crash with "Trying to make chunk at unreasonable position" ([https://forums.factorio.com/18161 more])
* Fixed crash when calling the set_tiles with non existent terrain parameter. ([https://forums.factorio.com/18219 more])
* Fixed that label could go out of the window in other settings. ([https://forums.factorio.com/18186 more])
* Fixed that the energy progress bar was missing on personal roboport equipment. ([https://forums.factorio.com/18263 more])
* Cannon shells will not have plural in the item name to be consistent with other items. https://forums.factorio.com/18237)
* Fixed slight direction bias with the flamethrower ([https://forums.factorio.com/18361 more]).
* Fixed items in logistic GUI sometimes disappearing or reappearing.([https://forums.factorio.com/18486 more])
* Fixed copy&paste on linux, again ([https://forums.factorio.com/18577 more]).
* Fixed controls settings gui bad alignment in some situations([https://forums.factorio.com/18484 more]).
* Fixed the scripting error in the 3rd level of the transport belt madness.
* Fixed various scripting errors in the tight-spot scenario.
* Fixed that enemy train stations were selectable when setting train destination. ([https://forums.factorio.com/18485 more])
* Fixed crash that could happen when logistic networks are disconnected. ([https://forums.factorio.com/18607 more])
* Fixed invalid gui pointing messages (visible namely in the first demo level).
* Fixed that entities could overlap wrongly in blueprint preview. ([https://forums.factorio.com/18483 more])
* Fixed that roboport sound continued even when it was out of power.
* Fixed that train could crash a gate by accelerating too fast. ([https://forums.factorio.com/18639 more])
* Fixed construction robots would lose their charging destination when roboport is activated/deactivated ([https://forums.factorio.com/18614 more])
* Fixed that entities marked for deconstruction would be instead rebuilt if they were destroyed before the actual deconstruction ([https://forums.factorio.com/18875 more]).
* Fixed undefined behaviour (crashes) when manually (from script) deactivated entity was killed and rebuilt by construction robot. ([https://forums.factorio.com/18792 more])
* Fixed the scripting bug in the first tutorial level. ([https://forums.factorio.com/18902 more])
=== Scripting ===
* Fixed the defines.circuitconditionindex.inserter_logistic value (should be 2 not 1).
* Fixed crash when accessing item on the ground inserted into belt. ([https://forums.factorio.com/18331 more])
* When attacking a player in a tank, the tank will be attacked instead of the player directly ([https://forums.factorio.com/18930 more])
=== Modding ===
* Better error message when specifying list of filenames instead of one in rotated sprite. ([https://forums.factorio.com/18204 more])
== 0.12.20 ==
Date: 04. 12. 2015
=== Bugfixes ===
* Fixed crash when attempting to set font color on styles that don't support it. ([https://forums.factorio.com/18051 more])
* Fixed Lua stack overflow when data.raw got too big ([https://forums.factorio.com/18106 more]).
* Fixed units sometimes getting stuck at the end of their paths ([https://forums.factorio.com/18038 more]).
* Fixed clicking on mod GUI in replay would crash the game ([https://forums.factorio.com/18057 more]).
* Fixed inventory slots with filters did not have hover and click style ([https://forums.factorio.com/18087 more]).
* Fixed the inconsitance between personal/normal roboport power consumption description. ([https://forums.factorio.com/18061 more])
* The right part of the research window is also scrollable when it doesn't fit the screen. ([https://forums.factorio.com/18062 more])
* Fixed that the west/east rotation graphics of chemical was reversed. ([https://forums.factorio.com/18127 more])
* Fixed crash when merging a force with disconnected player ([https://forums.factorio.com/18154 more])
* Fixed Production/Electric network statistics windows resetting position every few seconds. ([https://forums.factorio.com/18144 more])
* Fixed the preview drawing boxes of some entities.
* Fixed chain signal not preventing crash when a train passed twice through one block ([https://forums.factorio.com/18036 more]).
* Fixed crash when loading a game saved by the server with only one player that is currently disconnected.
=== Modding ===
* Technology prototypes now have optional integer property "icon_size". Default value for non-base mods is 64 (and 128 for base mod).
== 0.12.19 ==
Date: 24. 11. 2015
=== Bugfixes ===
* Fixed Optics technology icon was corrupted sometimes on OSX. ([https://forums.factorio.com/17776 more])
* Fixed crash in GroupBehavior ([https://forums.factorio.com/17971 more]).
* Ingame changelog only shows changes since the last stable release.
* Fixed beam weapon and turret issues ([https://forums.factorio.com/17781 more]).
* Fixed rocket silo inserters sometimes getting stuck ([https://forums.factorio.com/17956 more]).
* Fixed ghost trains appearing on minimap.
* Fixed manual crafting bug that could be exploited to get resources ([https://forums.factorio.com/17947 more]).
== 0.12.18 ==
Date: 23. 11. 2015
=== Bugfixes ===
* Fixed replay of a game created from another replay would crash the game. ([https://forums.factorio.com/17703 more])
* Fixed that rotating an unpaired underground transport belt wouldn't make its items go back ([https://forums.factorio.com/17663 more]).
* Fixed construction robots sometimes not picking up an underground transport belt whilst deconstructing it if it contains items ([https://forums.factorio.com/17663 more]).
* Fixed all personal construction robots could get stuck waiting for trees to be gathered ([https://forums.factorio.com/17755 more]).
* Fixed crash caused by allowing mods to order units to attack a disconnected player's character ([https://forums.factorio.com/17801 more]).
* Fixed rare crash with construction robot. ([https://forums.factorio.com/17851 more])
* Fixed the info about the energy consumption of personal roboport, to show the maximum consumption as other machines.
* Inventories with limit (chests) can get scroll bars when they are too big as well. ([https://forums.factorio.com/17849 more])
* Fixed, that the train could get stuck when it has to accelerate to get to station that is very close. ([https://forums.factorio.com/17748 more])
* Fixed map exchange strings not being accepted when the quote sequence contains spaces ([https://forums.factorio.com/17699 more])
* Fixed locomotive not centered on rails. ([https://forums.factorio.com/16455 more])
* Fixed train lights were further away than they should be. ([https://forums.factorio.com/16455 more])
* Fixed spitters freezing in some cases ([https://forums.factorio.com/17830 more]).
* Fixed crash when trying to load replay from save that doesn't contain level-init.dat ([https://forums.factorio.com/17884 more]).
* Fixed incorrect default request amounts for shield and battery euquipment due to typo ([https://forums.factorio.com/17879 more]).
* Fixed save with modded roboport could become unloadable without the mod ([https://forums.factorio.com/17882 more]).
* Fixed beam animations for modded weapons ([https://forums.factorio.com/17781 more]).
* Fixed that reconnecting train in special case lead to corruption of the rail state. ([https://forums.factorio.com/17627 more])
=== Changes ===
* Improved formating of map exchange string.
=== Scripting ===
* Reading or writing LuaPlayer::character will now fail if the LuaPlayer isn't connected (see LuaPlayer::connected).
* Lua API documentation is included in release packages (directory doc-html)
== 0.12.17 ==
Date: 12. 11. 2015
=== Graphics ===
* New technology Icons!
* New item group icons.
* Updated the icons of rocket silo, beacon, sulfur, armors, stone brick and radar.
=== Bugfixes ===
* Fixed that assembling machines/furnaces could get stuck after changing mod configuration that affects their recipe.
      ([https://forums.factorio.com/16787 more])
* Fixed that the window title was "Allegro" on mac os. ([https://forums.factorio.com/16390 more])
* Fixed crash on exit with Steam overlay. ([https://forums.factorio.com/17486 more])
* Fixed displaying of update unavailable message with disabled experimental updates.
* Added workaround for problem with AMD drivers that could cause missing or corrupted textures on some systems.
      ([https://forums.factorio.com/16911 more])
* Fixed that making a blueprint of a ghost was not saving circuit connections.
* Fixed occasional crash during update after UAC dialog pops-up. ([https://forums.factorio.com/16045 more])
* Fixed that the value of the checkbox in tips and tricks wasn't set up properly.([https://forums.factorio.com/17629 more])
* Fixed that rocket silo electric energy drain was applied twice. ([https://forums.factorio.com/17609 more])
* Fixed chain signals getting stuck on red ([https://forums.factorio.com/17403 more])
* Fixed crash while rotating locomotives that crashed into something ([https://forums.factorio.com/17664 more])
* Fixed an issue causing desync. ([https://forums.factorio.com/17625 more])
* Fixed crash when loading save with lua tables that are nested more than expected. ([https://forums.factorio.com/17707 more])
=== Scripting ===
* Added global log method that can be used to debug script problems.
* Added LuaFluidPrototype::localised_name property.
* Fixed that LuaInventory::insert didn't follow the slot restrictions. ([https://forums.factorio.com/17347 more])
== 0.12.16 ==
Date: 30. 10. 2015
=== Bugfixes ===
* Fixed chain signal state propagation ([https://forums.factorio.com/14103 more]).
* Added "markers" that will be recognized by nVidia and AMD drivers as hints to run Factorio on high performance GPU if switchable graphics technology is present.
      ([https://forums.factorio.com/17288 more])
* Improved burner inserter's fuel searching logic; it will now search both transport belt lines for fuel ([https://forums.factorio.com/17342 more]).
* Fixed crash when building locomotive on the junction. ([https://forums.factorio.com/17372 more])
* Fixed crash when the first lab is built by construction robots. ([https://forums.factorio.com/17411 more])
* Fixed crash related to train stopping for auto control. ([https://forums.factorio.com/17406 more])
* Removed the limit of 800 pixels height of the recipe gui. ([https://forums.factorio.com/17059 more])
* Fixed problems with too big character windows with too big inventory (modded) on screens that can't hold it, by making it scrollable.
* Fixed problem with night vision effect on some PC configurations. ([https://forums.factorio.com/17317 more])
== 0.12.15 ==
Date: 28. 10. 2015
=== Bugfixes ===
* Fixed that it wasn't possible to execute ui actions while the game was stopped (research, tips and trikcs etc.)
* Fix of fix of loading of game containing lua objects.
== 0.12.14 ==
Date: 26. 10. 2015
=== Graphics ===
* Added new smoke graphics
=== Bugfixes ===
* Fixed loading of game containing duplicate lua tables. ([https://forums.factorio.com/17275 more])
* Fixed flickering light intensity at the edge of the screen when moving.
* Fixed crash when pasting from empty clipboard into console on OS X.
* Fixed crash when reviving train stop that was connected to rail while destroyed while the rail no longer exists.
* Some ui actions made while the game was being saved were actually not executed altough it looked like it.
      ([https://forums.factorio.com/16866 more])
== 0.12.13 ==
Date: 23. 10. 2015
=== Bugfixes ===
* Fixed that blueprint gates were colliding with ghost gates with same type and direction. ([https://forums.factorio.com/17151 more])
* Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn't update the logistics GUI if it happened to be opened at the same time. This time it's fixed for logistic chests as well. ([https://forums.factorio.com/17196 more])
* Fixed crash when trying to open car GUIs in the map editor. ([https://forums.factorio.com/17148 more])
* Fixed the desync issues related to converting floating point numbers to string in lua. ([https://forums.factorio.com/16638 more])
** Note: until 0.13 other special values like nan, inf etc. are not solved properly, so they shouldn't be used.
* Fixed crash when loading a savegame with self recursive table elements. ([https://forums.factorio.com/17204 more])
* Fixed that furnaces deactivated improperly when switching products. ([https://forums.factorio.com/17146 more])
* Fixed crashes on linux (when download failed, after Lua error, ...)
== 0.12.12 ==
Date: 20. 10. 2015
=== Bugfixes ===
* Fixed another solar panel counting error. ([https://forums.factorio.com/17138 more])
* Fixed that locale values in zip packages weren't loaded. (http://www.factorioforums.com/forum/posting.php?t=17098)
* Fixed pushing of compound localised strings into lua. ([https://forums.factorio.com/17134 more])
* Tweaked train path finding values for trains waiting on signals ([https://forums.factorio.com/17069 more]).
=== Scripting ===
* game.get_localised_entity_name is replaced by LuaEntityPrototype::localised_name read property. The same for technology and item.
== 0.12.11 ==
Date: 16. 10. 2015
** Features:
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.
=== Optimisations ===
* Optimised the particle performance. Helps during heavy fights.
=== Changes ===
* Showing the log file location when the game crashes, so it is eaiser to find when reporting the bug.
* The "graphics.force-opengl" option default value is true when AMD graphics card is present.
=== Bugfixes ===
* Fixed that multiple electric networks connected to a solar panel could be exploited to generate more energy. ([https://forums.factorio.com/16778 more])
** The energy of the solar panel is now fractioned between all the networks it is connected to.
* Fixed character entities disconnected from players not working correctly when in vehicles. ([https://forums.factorio.com/16812 more])
* Fixed small-pump and offshore-pump not saving/restoring circuit conditions in LuaItemStack::get_blueprint_entities/set_blueprint_entities. ([https://forums.factorio.com/16715 more])
* Fixed threading issue when loading games. ([https://forums.factorio.com/16808 more])
* Fixed OS X Finder argument crashing the game on startup ([https://forums.factorio.com/16719 more]).
* Burner inserter now grabs fuel for itself even if the target doesn't need it.
* Fixed active sound playing on machines without power ([https://forums.factorio.com/16754 more]).
* Fixed empty unit groups crashing the game ([https://forums.factorio.com/16371 more]).
* Fixed crash when building locomotives in latency hiding.
* Fixed cannot load save with modded rails when a rail mod is disabled (will work only on 0.12.11+ saves) ([https://forums.factorio.com/16834 more]).
* Fixed crash when setting filters in the tank/car while riding in them. ([https://forums.factorio.com/16910 more])
* Fixed crash when migrating/removing entities marked for deconstruction. ([https://forums.factorio.com/16726 more])
* Removed one possible logical deadlock in the tutorial. ([https://forums.factorio.com/16980 more])
* Fixed that remove_item didn't remove from player ammo, gun, tool and armor slots. ([https://forums.factorio.com/16960 more])
=== Scripting ===
* Changed LuaSurface::set_multi_command signature. Now the function takes a table with following keys: command(required), unit_count(required), force(optional), unit_search_distance(optional)
** This solves issue with not finding any enemies to attack: https://forums.factorio.com/16541
* Removed game.on_save function. There should be no need for it and it was causing too many problems.
* Lua on_load function is not called when saving the game anymore. It is called only on actual load now.
* Lua API calls on_load, on_init, on_configuration_changed, on_event and generate_event_name have been moved to a new namespace called script (so from now use script.on_load(...)). This will break many mods!
** The callback registered in on_load function doesn't have access to the game API. This is to avoid common desyncs.
** The on_init and on_configuration_changed still retain the access to the game API.
* on_configuration_changed is fired when the map version changes, a mod version changes, a mod is added, or a mod is removed and passes "data":
** Pushes old_version="x.x.x", new_version="x.x.x" when loading map versions other than the current version
** When a mod version is changed it appears as a table of mod changes: {["Mod name"] = {old_version="x.x.x", new_version="x.x.x"}, ...}
** When a mod is added it appears as: ["Mod name"] = {old_version=nil, new_version="x.x.x"}
** When a mod is removed it appears as: ["Mod name"] = {old_version="x.x.x", new_version=nil}
* Changed LuaGameScript::makefile to LuaGameScript::write_file and added an optional third parameter bool to append.
=== Modding ===
* Replaced entity type "rail" with types "straight-rail" and "curved-rail". Property "bending_type" is optional for rail entities, but is still mandatory for rail remnants.
== 0.12.10 ==
Date: 02. 10. 2015
=== Changes ===
* Script created beam entities will now destroy themselves when the source or target entity becomes invalid.
=== Bugfixes ===
* Fixed crash when research completed in the same tick as inserting equipment into power armor. ([https://forums.factorio.com/16545 more])
* Fixed hand not refilling with repair packs after a repair pack was consumed ([https://forums.factorio.com/16714 more]).
* Fixed small pump not saving its condition in a blueprint ([https://forums.factorio.com/16715 more]).
* Fixed rocket silo GUI bug. ([https://forums.factorio.com/16707 more])
* Fixed "failed to create display" error on systems with multiple graphics devices ([https://forums.factorio.com/16730 more]).
* Fixed the blinking problem in the multiplayer. ([https://forums.factorio.com/16724 more])
* Fixed units disappearing when they shouldn't ([https://forums.factorio.com/16779 more]).
== 0.12.9 ==
Date: 30. 09. 2015
** Features:
* Added reset button to the control settings dialog. It will set the controls back to the default.
=== Graphics ===
* Destroyer electric beams now use soft additive blend mode.
=== Changes ===
* Added --load-game: Will automatically load a save after initialising Factorio and go straight to the game, skipping main menu.
* Moved MP / autosave information dialogs to the top half (better visibility of what is happening in the game) and added screen fading.
* Implemented time-to-live for deconstruction order, if an order is not assigned for 1 hour, it is removed.
* game.print_entity_statistics() has been moved to player.print_entity_statistics(). ([https://forums.factorio.com/16520 more])
* Updated the tips and tricks pictures. (+added copy paste)
* Smoothed map scrolling speed on different zoom levels.
* Added Resume button to multiplayer game menu.
=== Optimisations ===
* Dramatic speedup of loading packages (mods) from the zip files.
** It is recommended to used only zipped mods from now on, as on non ssd discs, it might even speed up the startup time.
* Added FPS limiter to main menu screen.
=== Bugfixes ===
* Fixed the shotgun shooting. ([https://forums.factorio.com/16321 more])
* Fixed the game could get stuck during start on systems with multiple display adapters.
* Fixed train GUI closing immediately after opening in multiplayer when the player is riding on the train.
* Fixed train GUI not containing the wait time slider until a station was explicitly selected ([https://forums.factorio.com/16360 more]).
* Fixed production GUI jumping to undesirable places when resized ([https://forums.factorio.com/16356 more]).
* Construction robots will be transferred to appropriate network when a logistic network splits ([https://forums.factorio.com/16147 more]).
* Fixed crash when auto-re-filling ammo in tanks/cars ([https://forums.factorio.com/16375 more]).
* Fixed wait slider in train GUI editing after deleting a station ([https://forums.factorio.com/16471 more]).
* Fixed that negative emissions of power source (air filtering mod) could result into negative evolution factor.
* Fixed the game could hang when writing a message to log ([https://forums.factorio.com/16342 more]).
* Fixed next save not being selected properly after clicking the Delete Save button ([https://forums.factorio.com/16498 more]).
* Fixed module icons not showing in alt-view on rocket silos ([https://forums.factorio.com/16381 more]).
* Fixed mining progress bar staying on screen when not mining in certain situations ([https://forums.factorio.com/16448 more]).
* Fixed crash when loading 0.10 or older saves ([https://forums.factorio.com/16442 more]).
* Fixed crash when loading pre-12.7 scenarios with redefined spawn location ([https://forums.factorio.com/16569 more]).
* Fixed trains sometimes stopping on signals they reserved.
* Fixed personal roboport taking forever to deconstruct when there are a lot of deconstruction orders.
* Fixed a crash where the Lua stack would overflow and corrupt Factorio memory ([https://forums.factorio.com/16578 more]).
* Fixed crash when using player.inventory.clear(). ([https://forums.factorio.com/16579 more])
* Fixed that --create wouldn't create a control.lua, causing the victory dialog not being shown after launching the rocket, or creating new players without giving them the initial inventory ([https://forums.factorio.com/16619 more]).
* Player <> entity transfer now ignores modules only when the entity has module inventory.
* Fixed beacons affected steel furnaces ([https://forums.factorio.com/16634 more]).
* Fixed car starting sound playing when opening it's gui.
* Fixed crash when fast replacing a beacon (modded game only) ([https://forums.factorio.com/16677 more]).
* Fixed train station names appearing on minimap with certain GUI scale settings.
* Fixed crash when zooming in the map all the way with the keyboard ([https://forums.factorio.com/16643 more]).
* Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn't update the logistics GUI if it happened to be opened at the same time ([https://forums.factorio.com/16660 more]).
* Fixed width of some progress bars did not respect UI scale configuration ([https://forums.factorio.com/16518 more]).
=== Modding ===
* Fixed projectiles with direction_only = false didn't respect direction_deviation configuration.
* Fixed entity dying explosion with "rotated = true" caused crash ([https://forums.factorio.com/16652 more]).
=== Scripting ===
* Added LuaEntity::get_connected_rail. It takes a table with rail_direction (0 front, 1 back) and rail_connection_direction (0 left, 1 straight, 2 right) and returns a new rail (or nil) following that specification from the given rail entity.
* LuaTrain::front_rail, LuaTrain::back_rail, LuaTrain::rail_direction_from_front_rail and LuaTrain::rail_direction_from_back_rail
** None of the methods takes any parameters.
* LuaEntity::get_output_inventory now returns nil when the inventory doesn't exist (doesn't raise an exception as before).
== 0.12.8 ==
Date: 16. 09. 2015
=== Graphics ===
* New graphics of the steel furnaces.
=== Bugfixes ===
* Fixed that it was possible to spawn inside an entity in multiplayer.
* Fixed that the amount of slots shown in the right panel didn't depend on its with. (Which is indirectly dependent on resolution and ui scale.)
      ([https://forums.factorio.com/15513 more])
* Fixed desync issue related to mod event registration and saving/loading.
* Fixed enemy units getting stuck on transport belts ([https://forums.factorio.com/16148 more]).
* Fixed a crash caused by icon = "" in a prototype definition ([https://forums.factorio.com/16154 more]).
* Fixed a crash related to assembling machine not being re-setup when recipe changes due to mod changes. ([https://forums.factorio.com/16108 more])
* Fixed LuaItemStack::set_blueprint_entities(nil) erasing tiles in blueprints.
* Fixed crash when fast-transferring ammo while in vehicles. ([https://forums.factorio.com/16137 more])
* Fixed trains stopping on green signals ([https://forums.factorio.com/16033 more]).
* Fixed crash when changing the force of a player who is currently not connected.
* Fixed another problem with the missing maximise button after fullscreen. ([https://forums.factorio.com/16123 more])
* Fixed desync problem related to duplicite order string in inventory groups leading to non-deterministic inventory sorting.
      ([https://forums.factorio.com/16041 more])
* Fixed putting a blueprint on transport belt could corrupt game save ([https://forums.factorio.com/16186 more]).
* Fixed CTD that could happen when removing focused widget (rarely). ([https://forums.factorio.com/16129 more])
* Fixed that the tank tower rotation center wasn't aligned with the visible rotation center. ([https://forums.factorio.com/16312 more])
* Fixed wrong coordination of the tank cannon direction and shooting direction when aiming on near the tank. ([https://forums.factorio.com/16312 more])
=== Scripting ===
* Beams can now be created via create_entity.
** You need to specify source/source_position and target/target_position, you can also specify duration (ticks), max_length and source_offset (vector).
** Position of the created entity does not matter.
* Added LuaItemStack::set_blueprint_tiles/get_blueprint_tiles - the counterpart to get/set_blueprint_entities.
* LuaEntity::insert/remove_item and LuaInventory::insert/remove now return counts of inserted/removed items.
* Added LuaTrain::insert, remove_item, get_contents, clear_items_inside, get_item_count methods which interact on the cargo wagons of the train.
* Added LuaItemStack::cost_to_build - the cost in items to build a given blueprint.
=== Modding ===
* The minimal energy_required for a recipe is 0.001 to avoid wrong behavior with values close to 0.
== 0.12.7 ==
Date: 10. 09. 2015
=== Changes ===
* Added 5th level of character logistic slots research.
* New command line options for the headless server: --disallow-commands and --peer-to-peer
* Entries in the mod list GUI are highlighted in red only when enabled and invalid at the same time.
* Added natural case-insensitive string ordering for the mod list GUI.
* There is now only one spawn position per each force and per each surface. This means that only one spawn position can be defined in the map editor as it currently supports only the default surface and the "player" force.
* Added force-opengl value in config (under graphics). When set to true, it forces to use opengl on windows instead of D3D.
* Map scrolling speed now changes with zoom level.
=== Bugfixes ===
* Inserters take items from correct line when the input transport belt is rotated ([https://forums.factorio.com/15127 more]).
* Solved the "A blocking operation was interrupted by a call to WSACancelBlockingCall" error (hopefully as we can't reproduce it).
      ([https://forums.factorio.com/14251 more])
* Scrolling using the scroll wheel now works much more predictably (not only when the cursor is over scroll bar or the root scrollable element).
      ([https://forums.factorio.com/9924 more])
* Fixed crash when a script attempted to access a previously-destroyed GUI element ([https://forums.factorio.com/14802 more]).
* Fixed that the graphics.max-texture-size property in the config was removed after Factorio restart.
* Fixed the tree bounding boxes.
* Another attempt to fix map transfer problems.
* Fixed disappearing fonts. ([https://forums.factorio.com/13660 more])
* Fixed destroying a rail under a train would corrupt future save files. Rail can't be destroyed or die if a train is on it.
      ([https://forums.factorio.com/15353 more])
* Robots can charge from closer roboport when heading to distant roboport for stationing (2.0) ([https://forums.factorio.com/15234 more])
* Fixed problems with IPv6 on linux when only IPv4 is enabled in kernel. ([https://forums.factorio.com/15162 more])
* Fixed crash when loading save with modded personal roboport in vanilla game.
* Fixed opening power armour inside a chest with latency hiding enabled crashing the game ([https://forums.factorio.com/15529 more]).
* Fixed that distractor robots slowly drivted east.
* Fixed that that the high overload factor in assembling machines (the effect, that they allow to store more items when they are working very fast) wasn't taken in to consideration when calculating the slot limit. ([https://forums.factorio.com/15219 more])
* Fixed desync issue related to inventory sorting and blueprints. ([https://forums.factorio.com/15569 more])
* Fixed that amount_max in recipe specification actually worked as amount_max -1. ([https://forums.factorio.com/15589 more])
* Fixed that mining tiles did actually create mining particles+sound on the lastly mined entity.
* Fixed that the maximize button was disabled when Full screen was turned of in the settings. ([https://forums.factorio.com/15986 more])
* Fixed accessing the game menu was not possible when some other player paused the game in MP ([https://forums.factorio.com/15591 more]).
* Fixed a graphical bug where the boiler would still glow after running out of water ([https://forums.factorio.com/16011 more]).
* Fixed mergable items (repair packs, bullet magazines, ...) could sometimes confuse personal robots.
* Fixed the inserter sound related crashes. ([https://forums.factorio.com/13832 more])
* Blind fix of some of the transport belt gap issues. ([https://forums.factorio.com/15979 more])
=== Scripting ===
* The LuaEntity::logistic_network now returns also primary logistic network of other entities than roboport. (Inserter, Character, logistic chests)
* Placing stone or concrete floors will now remove most of the bushes ([https://forums.factorio.com/13638 more]).
* Fixed crash on exit when config file can't be written ([https://forums.factorio.com/15436 more]).
* Fixed player changing direction when the game is paused ([https://forums.factorio.com/15233 more]).
* LuaEntity::belt_to_ground_type also works on a ghost.
* Increased precision of floating point in save files to prevent some desyncs in multiplayer ([https://forums.factorio.com/15037 more]).
* Added LuaEntity::revive() - usable on ghost entities to revive them back to normal.
* Fixed that that the resource amount while creating the entity accepted non-positive values. ([https://forums.factorio.com/15567 more])
* Added LuaForce::set_spawn_position(surface, position) and LuaForce::get_spawn_position(surface)
* Fixed that the event queue was never cleared when scripting error occurs while processing it.
** This lead to processing the same event every update once the game was stopped when error happened. ([https://forums.factorio.com/15564 more])
* Fixed inserting or removing items from player's inventory through LuaInventory object didn't update logistic supply properly.
      ([https://forums.factorio.com/16007 more])
== 0.12.6 ==
Date: 01. 09. 2015
=== Changes ===
* Smaller breaks between ambient music tracks, some volume tweaks and moved a few tracks to the interlude category.
* Ambient settings can be controlled from the config file.
** By using: sound.ambient_music_pause_mean_seconds (default 60), sound.ambient_music_pause_variance_seconds (default 30) and ambient_music_mode: possible values are main-tracks-only, interleave-main-tracks-with-interludes, randomize-all (default is interleave)
=== Bugfixes ===
* Fixed setting circuit conditions desyncing/crashing multiplayer games. ([https://forums.factorio.com/15317 more])
* Fixed reading logistic_network from entities that didn't have logistic networks returning unknown results. ([https://forums.factorio.com/15360 more])
* Fixed that opening the Save Game menu after the last used saved was deleted would terminate Factorio ([https://forums.factorio.com/15363 more]).
* Fixed the behaviour of item on ground, that was created using script to contain many items.
** The inserter takes only the amount it can hold, and the stack stays there if it contains more ([https://forums.factorio.com/15318 more])
* Fixed destroying rail with gate would corrupt save file. ([https://forums.factorio.com/15348 more])
* Fixed two different problems related to loading map with different mod set. ([https://forums.factorio.com/15367 more])
* Fixed game freeze after desync happens for multiple players in server client mode.
* Fixed bug with ambient ocasionally taking toooo looooong.
* The rotation of cargo wagon player is riding doesn't affect the riding direction. (While it still affects it while being in locomotive). ([https://forums.factorio.com/15292 more])
=== Changes ===
* Smaller breaks between ambient music tracks, some volume tweaks and moved a few tracks to the interlude category.
* Ambient settings can be controlled from the config file.
** By using: sound.ambient_music_pause_mean_seconds (default 30), sound.ambient_music_pause_variance_seconds (default 30) and ambient_music_mode: possible values are main-tracks-only, interleave-main-tracks-with-interludes, randomize-all (default is interleave)
* Fixed a performance problem in the pathfinder that would cause complete lack of enemy attacks in certain situations ([https://forums.factorio.com/15238 more]).
=== Scripting ===
* Added LuaItemPrototype::module_effects read.
* LuaSurface::spill_item_stack will now additionally accept LuaItemStack objects as the stack to drop.
=== Modding ===
* Lab's researching speed is now independent of it's power consumption and can be changed using "researching_speed".
      ([https://forums.factorio.com/15350 more])
== 0.12.5 ==
Date: 28. 08. 2015
** Features:
* The armor window opening is included in the latency hiding.
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.
* Added some new ambient sounds (wind, slow tunes).
* Combinators blinking emit light.
=== Changes ===
* Pasting newlines and tabs into Factorio console now no longer strips them. Instead they are replaced by spaces.
* Continuous zoom is much slower in the chart mode.
** Only applicable when the zoom is setup to keys rather then scroll wheel. (http://www.factorioforums.com/forum/posting.php?t=14985)
* Changed open/save dialog and the rail station list to use case insensitive natural ordering.
* Inserter stack size bonus is added to the assembling machine stack limit, to avoid inserters being stuck in certain situations.
      ([https://forums.factorio.com/15219 more])
* Robots can charge from closer roboport when heading to distant roboport for stationing. ([https://forums.factorio.com/15234 more])
=== Optimisations ===
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).
=== Bugfixes ===
* Fixed that editing tiles in the map editor on the edge of currently generated map could result in a corrupted scenario.
* Fixed potential stability problems when fast-replacing roboports (mod related).
* Fixed non-deterministic armor sorting which could cause desyncs. ([https://forums.factorio.com/14892 more])
* Fixed crash related to changing recipe prototypes used by entities in inactive chunks. ([https://forums.factorio.com/14713 more])
* Fixed circuit network contents sometimes being reset when removing connections or merging networks.
      ([https://forums.factorio.com/14908 more])
* Fixed crash when Ctrl-clicking items to the player's main inventory when no character is attached ([https://forums.factorio.com/14952 more]).
* LatencyState is suspended when player is killed (and waiting for respawn) in the Multiplayer.
* Fixed crash after finishing the game in MP with headless server ([https://forums.factorio.com/14963 more]).
* Fixed crash related to displaying alerts from other surfaces ([https://forums.factorio.com/15000 more]).
* Continuous zoom speed is independent of the game speed ([https://forums.factorio.com/14985 more]).
* Fixed that it was possible to stack blueprints by inserting them into an assembling machine ([https://forums.factorio.com/14999 more]).
* Fixed enemy expansion chunks not being updated properly ([https://forums.factorio.com/14980 more]).
* Fixed trains changing state unnecessarily when reserving a signal when arriving to a station ([https://forums.factorio.com/14758 more]).
* Fixed smart inserter not waking up when its filter was set from a script ([https://forums.factorio.com/15172 more]).
* Fixed signal placement problems with diagonal rails (https://forums.factorio.com/14991 https://forums.factorio.com/14347).
* Fixed last wagon of long train did not wake up inserter at its end ([https://forums.factorio.com/14042 more]).
* Additional fix of the puff smoke appering on different surface. ([https://forums.factorio.com/15117 more])
* Fixed portions of previous surface visible after respawn when the player died on a different surface than is their spawn surface ([https://forums.factorio.com/15118 more]).
* Fixed internal roboport connection inconsistency that could happen when migrating from 0.11 version. ([https://forums.factorio.com/14723 more])
* Fixed train still having path while being in NO_SCHEDULE state ([https://forums.factorio.com/15226 more]).
* Fixed disconnecting roboport from roboport network caused all construction robots in the network to cancel orders ([https://forums.factorio.com/15187 more]).
* Fixed that the game could crash when some mod tried to modify the gui in the on_save event.
** The game now disallows these kind of modifications while processing the on_save event. ([https://forums.factorio.com/15066 more])
* Fixed crash when changing recipes (mod related). ([https://forums.factorio.com/15166 more])
* Fixed solar energy source was not included in electric demand satisfaction. ([https://forums.factorio.com/14927 more])
* Finishing research should no longer interrupt GUI when "Singleplayer game stops when research is completed" is turned off ([https://forums.factorio.com/14967 more]).
* Fixed Underground Belts graphics not tiling correctly.
* Fixed recipes not displaying in the correct sort order when adding and removing mods from an existing game.
* Fixed pathfinding penalty for trains with 1 stop in their schedule ([https://forums.factorio.com/15241 more]).
* Fixed electric furnace still glowing with no power. ([https://forums.factorio.com/15126 more])
* Fix of loading a map that contains mod with tiles, while the mod is no longer present.
* Fixed that it was not possible to use fast-replace when player was very close to the building.
      ([https://forums.factorio.com/8144 more])
* Right side selection info GUI has fixed size. Description and text properties properly wrap.
      ([https://forums.factorio.com/15139 more])
=== Scripting ===
* LuaForce::chart now creates a new chart if one doesn't exist yet, instead of erroring out ([https://forums.factorio.com/15021 more]).
* Items now have a new optional attribute "stackable": When set to false, assembling machines won't be allowed to create stacks of the item.
** Currently only used with blueprints, to fix the "crafting machine stacks blueprints" bug.
* Added LuaEntity::rocket_parts read/write, usable on Rocket Silo.
* Added LuaEntity::launch_rocket(), usable on Rocket Silo.
* Added LuaLogisticNetwork - an interface to logistic networks.
* Added LuaLogisticCell - an interface to logistic cells (roboport/player logistic information).
* Added LuaTransportLine::get_contents().
* Added LuaPlayer::connected read - true/false if the player is currently connected to the game.
* Added LuaForce::kill_counts read, set_kill_count/get_kill_count methods to access and manipulate kill counts per force.
* Constant combinators now export their wire connections in LuaItemStack::get_blueprint_entities. ([https://forums.factorio.com/15189 more])
* Added Prototype::order/group/subgroup read + LuaTechnology::order read.
* Added LuaRecipe::force read - the force that owns recipe reference.
* Added LuaEntity::chain_signal_state read - the chain state of chain signals.
* Added LuaEntity::speed read/write - the speed of a car/tank.
== 0.12.4 ==
Date: 14. 08. 2015
** Features:
* Simple mechanism for multiplayer relaying via the server.
=== Changes ===
* Renamed "multisampling" to "multisampling-level" in the config file.
** This will reset everyone's multisampling setting to 0.
* Construction robots take things primary from the main inventory, then quickbar.
* Reverted the order of inserter slot selection. ([https://forums.factorio.com/14656 more])
* Added Alt-mode (showing entity info) to the latency hiding.
* Trains now try to recalculate their path, when waiting over 5 seconds on a signal (only if needed).
** The recalculation is forced when waiting over 30 seconds.
* Construction robots will check if their target is still in the network area when they return to personal roboport for charging.
      ([https://forums.factorio.com/14249 more])
* Tweaked the stuck resolve mechanism. This should solve the https://forums.factorio.com/14403
=== Bugfixes ===
* Less annoying glitches when running and shooting in multiplayer with latency hiding.
* Fixed that the loot wasn't always properly put on transport belts. ([https://forums.factorio.com/14114 more])
* Fixed force building specific blueprints. ([https://forums.factorio.com/14622 more])
* Fixed setting player character to other player's character crashing the game. ([https://forums.factorio.com/14665 more])
* Fixed failed --apply-update returning success even when it failed ([https://forums.factorio.com/14681 more]).
* Fixed the latency hiding inconsistency in the entity transfer action, entity rotation, blueprint selection deconstruction selection and others.
      ([https://forums.factorio.com/14585 more])
* Fixed ghost inserter arrows being displayed incorrectly ([https://forums.factorio.com/14659 more]).
* Zooming works comfortably also when mapped on buttons, as holding the button continuously zooms in/out instead of doing just one small zoom step.
      ([https://forums.factorio.com/14662 more])
* Proper direction filtering (8 way versus 4 way) when building ghosts from script. The direction is now dependent on the ghost inner entity limitation.
      ([https://forums.factorio.com/14625 more])
* Fixed that the new lamp entity was off-center. ([https://forums.factorio.com/14586 more])
* Fixed behemoth biter resistance specification. ([https://forums.factorio.com/14614 more])
* Fixed that the game could crash when connecting train in a junction. ([https://forums.factorio.com/10295 more])
* Fixed construction robots could cause desync when they used up all repair packs.
* Rocket silo behaves correctly when out of electricity. ([https://forums.factorio.com/14616 more])
* Fixed tank cannon shell tooltips. ([https://forums.factorio.com/13545 more])
* Fixed error message on campaign mission 4 ([https://forums.factorio.com/14510 more])
* Fixed crash when exiting the game in the map editor with the menu open.
* Fixed trains not alarming inserters when switched to manual mode when already stopped. ([https://forums.factorio.com/14367 more])
* Fixed connection failures on windows without IPv6 enabled ([https://forums.factorio.com/14053 more])
* Solved stuttering while building when max_expansion_distance was set to high values by a mod. ([https://forums.factorio.com/14761 more])
* Fixed robots getting stuck when trying to store damaged items. ([https://forums.factorio.com/14621 more])
* Fixed that lot of output in the output console could slow down the game a lot. ([https://forums.factorio.com/14775 more])
* Fixed that damage to be taken wasn't cleared when entity was rebuild by robots, so the entity was partially unkillable.
* Fixed that train stop rebuilt by robots wasn't working properly. ([https://forums.factorio.com/14364 more])
* Fixed crashes with invalid locale on linux
* Fixed that Save scenario + Save as wasn't translatable. ([https://forums.factorio.com/14752 more])
* Changed the default style of custom text field to have not only minimal_width but also maximal_width 150.
** So all of the textfields will not get larger on load, until the maximal_width is specified to be larger.
      ([https://forums.factorio.com/13650 more])
* Fixed that replay didn't work on the campaign levels. ([https://forums.factorio.com/14604 more])
* Fixed determinism issue in logistic network causing desync. ([https://forums.factorio.com/14140 more])
* Two trains never collide as long as they don't share a train block, this solves some problematic situations, where the end of the train collided with different track a little, while it was technically on different block already.
      ([https://forums.factorio.com/14558 more])
* Fixed copy&pasting filters between cars ([https://forums.factorio.com/14814 more]).
* Fixed crash in replay of game which was save and then loaded ([https://forums.factorio.com/14523 more])
* Fixed problems with RTL scripts ... again ([https://forums.factorio.com/12235 more])
* Fixed the crash when radar was created on a surface that didn't have chart initialised on the surface for the specific force.
      ([https://forums.factorio.com/14831 more])
=== Scripting ===
* Fixed that inserter didn't return drop_position.
* Fixed crash when calling set_command on empty unit groups ([https://forums.factorio.com/14734 more]).
== 0.12.3 ==
Date: 07. 08. 2015
** Features:
* Circuit wire building and repairing is incorporated in the latency hiding logic.
=== Changes ===
* Cars of your own force always render their tags on the map.
* Multisampling not officially supported from now on.
** It can still be manually specified in the config, but not in the graphic settings gui.
** The main reason is the trouble with tiling which doesn't really have a simple fix.
* Changed the console spam-prevention mechanic to check all messages for the last second instead of just the last entered one.
=== Bugfixes ===
* Fixed the Invalid Transport Line Index error. ([https://forums.factorio.com/14358 more])
* Fixed signal selection window not displaying correctly when "Use item groups" is disabled. ([https://forums.factorio.com/14343 more])
* Fixed broken accumulator input flow limitation. ([https://forums.factorio.com/14411 more])
* Fixed trains viewing other trains with schedules with only 1 valid stop as not stopped ([https://forums.factorio.com/12853 more]).
* Fixed trains sometimes not recalculating their path when a new path opens up.
* Fixed shotgun damaging objects behind player. ([https://forums.factorio.com/14189 more])
* Fixed trains not being counted properly, when entering a block multiple times without leaving ([https://forums.factorio.com/13353 more]).
* Fixed copy&paste on Linux ([https://forums.factorio.com/13884 more])
* Fixed desync when trying to open an enemy structure ([https://forums.factorio.com/14471 more])
* Fixed changing forces of damaged entities could corrupt subsequent game saves. ([https://forums.factorio.com/14375 more])
* Fixed crash when clicking inventory item while dragging wire in latency hiding mode. ([https://forums.factorio.com/14383 more])
* Fixed that the smoke effect when building something always showed on the viewer surface. ([https://forums.factorio.com/14440 more])
* Fixed crash related to alerts on multiple surfaces. ([https://forums.factorio.com/14502 more])
* Fixed copy-paste for cars/tanks. ([https://forums.factorio.com/14513 more])
* Fixed single locomotivies not rendering on the chart view.
* Fixed the non standard number format of big numbers in the research tooltip gui. ([https://forums.factorio.com/14517 more])
* Fixed crash after finishing the game in multiplayer ([https://forums.factorio.com/14508 more]).
* Fixed construction robots got stuck when trying to take items from logistic trash slots ([https://forums.factorio.com/14554 more]).
* Fixed productivity bonus being lost with very high productivity values ([https://forums.factorio.com/14005 more])
* Fixed that script errors didn't stop the game, and it was possible to possible the game by pressing ESC.
* Fixed that non-default mods were not loaded during the first start of Factorio after mod-list.json was deleted.
* Fixed that inserter was always preffering the Left side when picking up from the underground belt. (http://www.factorioforums.com/forum/posting.php?t=14544)
* Fixed robots from personal roboport would keep transferring items from chest which was ordered for deconstruction even after the chest gets out of the personal robot range. ([https://forums.factorio.com/14412 more])
=== Scripting ===
* Implemented remove_item() for all entities that have items.
* Added LuaEntityPrototype::autoplace_specification read.
== 0.12.2 ==
Date: 31. 07. 2015
** Features:
* Enabled swapping held blueprints with other blueprints directly.
* Force-building blueprints will mark any colliding trees for deconstruction.
* Added filters to car and tank main inventories.
=== Changes ===
* Inserters will never take more than the maximum stack size of the item.
* Way more relaxed timeouts for dropping peers during map uploads ([https://forums.factorio.com/14082 more]).
=== Bugfixes ===
* Factorio with RTL languages no longer crashes on startup because of reversed font path.
* Fixed crash when removing mods that added/changed recipes (https://forums.factorio.com/14029&p=94393#p94393).
* Disabled repairing of combat robots ([https://forums.factorio.com/13984 more]).
* --start-server and --create now accept filenames with dots in them ([https://forums.factorio.com/13881 more]).
* Combinators will no longer turn off when no wires are connected ([https://forums.factorio.com/13957 more]).
* Shift + click will move items into logistic trash slots only in character gui ([https://forums.factorio.com/14137 more]).
* Fixed circuit network crash when removing mods that changed the inserter ([https://forums.factorio.com/14141 more]).
* Fixed crashes related to migrating entities ([https://forums.factorio.com/14141 more]).
* Inserters and logistic robots no longer extract from enemy chests (https://forums.factorio.com/14192&p=95512).
* Fixed health bar display on large entities like the rocket silo ([https://forums.factorio.com/14188 more])
* Fixed crash when loading some maps that were migrated from early-0.11 versions ([https://forums.factorio.com/14128 more]).
* Inserters now correctly pick up items from splitters (https://forums.factorio.com/14120, https://forums.factorio.com/13518).
* Picking up items from curved belts picks up from the correct line ([https://forums.factorio.com/14016 more]).
* Fixed that electric pole/roboport radius visualisation were off-centered in low graphics mode.
* Fixed that turrets had too small remnants.
* Fixed bug when removing roboports during load migration (https://forums.factorio.com/14017&p=94291#p94291).
* Empty autoplace tag in mod entity specification doesn't place entity at all ([https://forums.factorio.com/13420 more]).
* Fixed blueprints or armors getting erased when inserters move them.
** Fixed "Attempt to clone non empty blueprint" and "Attempt to clone armor with equipment grid" when inserters move them.
      ([https://forums.factorio.com/14179 more])
* Character doesn't get moved by neighbour transport belt after game load.
* Crafting entity tooltips show contents in order and now also show fluids ([https://forums.factorio.com/14211 more])
* Fixed missing belt activation in specific situation ([https://forums.factorio.com/14023 more])
* Fixed modded spitters could spit very far from their location when trying to destroy a tree ([https://forums.factorio.com/14106 more]).
* Map editor wire editing works again.
* Fixed beacons stopping working when the modules where removed and re-inserted ([https://forums.factorio.com/14275 more]).
* Fixed power armor GUI tooltips not showing sometimes.
* Fixed v-sync causing framerate to go bellow 60 when Windows Aero theme is enabled ([https://forums.factorio.com/13622 more]).
* Flame-thrower sounds volume is dependent on the distance of the player now. ([https://forums.factorio.com/13538 more])
* Tank can turn around without moving forward again. ([https://forums.factorio.com/13936 more])
* Fixed tile building/removal sometimes removing buildings or killing the player.
* Fixed tile building/removal sometimes creating or removing water.
* Fixed tile removal ignoring changes made in map editor.
* Fixed crashes when mining path tiles while map is generated.
=== Scripting ===
* get_surface never returns invalid surface.
== 0.12.1 ==
Date: 24. 07. 2015
** Features:
* Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
=== Changes ===
* Train station names use natural string comparing (station "Iron 10" comes after "Iron 9", not after "Iron 1").
* New command-line parameter: --latency-ms. Allows to set server latency in milliseconds rather than ticks
* You can copy paste circuit network conditions between Inserter, Lamp, Pump and Offshore Pump.
* The delete button in Load Game or Save Game dialogs now asks for confirmation before deleting
* Locomotive on schedule can't be rotated while moving anymore.
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn't move items to the logistic trash slots.
* Changed Assembling machine's auto-insertion behaviour when using speed module effects. Faster speed with fast recipes will insert more items sooner.
=== Bugfixes ===
* Very rough support for RTL languages, the texts are no longer rendered backwards (but the gui still is and multiline text will cause problems).
* Fixed Rocket Silo rocket inventory tool tip sticking around when it shouldn't ([https://forums.factorio.com/13551 more]).
* Fixed furnaces rendering light when inactive ([https://forums.factorio.com/13532 more]).
* Fixed transport belt to ground in blueprints when rotating crashing the game ([https://forums.factorio.com/13572 more]).
* Fixed LuaSurface::can_place_entity checks for rails ([https://forums.factorio.com/13521 more]).
* Fixed inserters putting items only on left line of underground belts. ([https://forums.factorio.com/13519 more])
* Fixed ghost building concrete/stone not updating charting ([https://forums.factorio.com/13675 more]).
* Fixed ghost building concrete/stone distance being restricted ([https://forums.factorio.com/13662 more]).
* Fixed crash when leaving vehicle while on a transport belt entity ([https://forums.factorio.com/13616 more]).
* Fixed charging from primary and secondary energy sources (aka shield insta charge) (https://forums.factorio.com/13564, https://forums.factorio.com/13698).
* Fixed crash when trying to set filter on vehicle ammo inventories ([https://forums.factorio.com/13684 more]).
* Fixed mining concrete/tiles sometimes making water where it shouldn't be ([https://forums.factorio.com/13735 more]).
* Fixed character-logistic-trash-slots-2 technology prequisite ([https://forums.factorio.com/13596 more]).
* Fixed crash when calling game.player.surface.set_multi_command ([https://forums.factorio.com/13621 more])
* Fixed electric wire rendering on low graphics quality settings ([https://forums.factorio.com/13520 more]).
* Fixed unable to load 0.11 savegames with active combat robots ([https://forums.factorio.com/13566 more]).
* Fixed robots building paths over existing paths not mining the existing paths first ([https://forums.factorio.com/13712 more]).
* Fixed personal robots would sometimes follow player instead of stationing when they use up all material for terrain building.
* Fixed splitters/transport belts still running when marked for deconstruction ([https://forums.factorio.com/13772 more]).
* Fixed death after launching the rocket not ending the game in single player ([https://forums.factorio.com/13701 more]).
* Fixed crash when disconnecting character from player while crafting ([https://forums.factorio.com/13561 more]).
* Fixed inserters sometimes not loading Rocket Silo after launch ([https://forums.factorio.com/13703 more]).
* Fixed circuit network sometimes showing items with no number.
* Fixed crash when the game attempted to play a sound in headless mode ([https://forums.factorio.com/13720 more])
* Fixed incorrect gun turret health ([https://forums.factorio.com/13748 more])
* Copy pasting now works for Small pumps and Offshore Pumps.
* Fixed crash when loading single-player save in multiplayer without "Allow commands" checked ([https://forums.factorio.com/13584 more]).
* Fixed not being able to set the UI scale back to normal after accidentally setting it to 200% ([https://forums.factorio.com/13750 more]).
* Fixed locomotive lights and vehicle indicators being rendered across different surfaces ([https://forums.factorio.com/13846 more]).
* Fixed not being able to fast-transfer stone bricks and concrete into entities.
* Fixed splitters giving priority to one input belt ([https://forums.factorio.com/13683 more]).
* Fixed actions during saves strangeness ([https://forums.factorio.com/13830 more]).
* Fixed logistic inconsistency when removing mods that added logistic/construction robots ([https://forums.factorio.com/13575 more]).
* Fixed crash when removing mods that added biter spawners ([https://forums.factorio.com/13575 more]).
* Fixed crash related to changing forces on units ([https://forums.factorio.com/13742 more]).
* Fixed assembling machines going to sleep when their fluid output had fluid but the ingredient slot didn't have enough item ingredients.
* Fixed crash when trying to read LuaSurface from disconnected player through mods ([https://forums.factorio.com/13910 more]).
* Fixed train going into automatic mode when hitting something (again) ([https://forums.factorio.com/10220 more]).
* Fixed laser turrets cause other eletric machines to drain more power from accumulators than they should. ([https://forums.factorio.com/13878 more]).
* Fixed crashes when connecting to MP game on older ubuntu (and possibly other distributions; https://forums.factorio.com/13558)
* Fixed crash when projectile with default maximum range doesn't hit anything and flies forever ([https://forums.factorio.com/13956 more]).
=== Scripting ===
* LuaSurface::set_multi_command now takes an optional third argument specifying the force to send the command to. Default is the enemy force
* Default mods are always enabled if mod-list.json is lost (even when enable new mods option is disabled).
* LuaSurface can be invalid when read from LuaPlayer and Player entity if the player is disconnected from the game (MP disconnect) - use LuaSurface.valid to check.
** Note: LuaSurface currently never switches between valid and not valid so the check only has to be done when it's first read from the LuaPlayer.
* Changed default maximum range of projectiles from 10^308 to 1000.
== 0.12.0 ==
Date: 17. 07. 2015
=== Major Features ===
* The game is now finished by launching the rocket with satellite.
* Added chain signals, they can be used to make more complicated junctions and stations without deadlocks.
* Added personal roboport as modular armor equipment.
** Once it is active, it uses the materials and robots in the players inventory.
** It supports all the tasks construction robots can do like building blueprints, repairing structures, deconstruction etc.
* Added logistic trash fields to the character gui.
** They supply items into the logistic system in the same way active provider chests do.
* Added combinators (Arithmetic Combinator, Decider Combinator and Constant combinator).
** These allow more advanced manipulation with the circuit network logic (https://www.factorio.com/blog/post/fff-88)
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)
** Applies to character movement, mining buildings, building, fast replacing, opening guis, etc.
* Stone brick can be used to build stone path. (30% walking speed increase).
* Concrete can be created.
** The concrete can be used to build concrete floors (40% walking speed increase).
* Terrain modifies vehicle friction force (sand: 1.8, grass: 1.6, dirt: 1.4, stone path: 1.1, concrete: 0.8).
* The Lamp, Storage Tank, Small Pump and Offshore Pump can be connected to the circuit network.
** Features:
* Trees degenerate slowly when there high pollution levels.
* Lab research is now continuous. Science packs have progress bars of usage.
** This means that 20 labs doing research with 10 units will still be faster than 10 labs and the science packs aren't wasted.
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it (3 X recipe demand).
** Example: The rocket silo requires 1000 steel, while the stack size is 100, but the input stack can hold enough.
* Added / updated sounds for biters, spitters, worm, spawner, flamethrower, tank, lasers, etc.
* New ambient soundtrack added.
** Added mechanism that prevents playing track that was played recently.
** The ambient player alternates between neutral wind/environment sounds and soundtrack songs.
* Mousing over a train will show you its current path and blocks it can't enter.
* Locomotives now show the contents of attached cargo wagons in their tooltip.
* Trees regenerate health slowly.
* Added support for transferring contents/settings when fast-replacing all entity types.
* Added modules to the alt-view for entities that support modules.
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces
* IPv6 support for multiplayer.
* DNS names can be used when connecting to multiplayer game.
* Enabled mining trees/ghosts while holding blueprints to be built.
* Added explosive cannon shells.
* Building blueprints over existing ghosts restores the ghost time to live to full.
=== Changes ===
* Disabled loading of saves before 0.9.0 version (You can use 0.9.8 to load older saves and re-save them).
* Removed rocket defense entity.
* Items on transport belts don't go off the belt at the end, so the transport belt has to go directly in front of the required inserter.
* Reduced number of rendered Roboport connections.
* The trade in the marketplace only happens if the player can accept the trade items.
* Inserters can now extract from Roboports and Beacons.
* Inserters now take items from right behind them, not from the center of the pickup target entity.
* Copy entity settings mechanism now remembers only the last entity copied from.
** Also mechanism allows copy/paste across different entities of the same type (i.e. assembling machine 1 -> assembling machine 2) and from assembling machines to requester chests (sets filters to 2 x requirements of the assembling machine).
* Trees have generally smaller bounding boxes, so it is easier to walk through forest.
* Power armor modules generate and consume 100 times more power in order to be able to charge construction robots.
* The construction robots don't build gate in the gap between the rolling stock vehicles. They wait for the train to get away.
* Player's logistic filters are now remembered after respawn in multiplayer
* All turrets are now 4x4; laser turrets are 4x more expensive and powerful, gun turrets are 2x more expensive
* Roboport tooltip now shows correct numbers of contruction and logistic robots separately.
* When a train loses a path and cannot find a new one, it stops immediately. This prevents it from riding into parts of the rail network, from where it can't find a path.
* Improvements to circuit network wire connection. You can connect multiple wires of the same color to the same entity.
* The autosave dialog no longer cancels an active blueprint or deconstruction planner selection if the mouse button is still held after the autosave finishes
* Number of autosave slots is now configurable through config.ini (no GUI).
=== Optimisations ===
* Overall optimisation of train + belt heavy factories is roughly 66% compared to 0.11, this means that the game runs 3 times faster.
* Optimised the transport belt movement.
* Optimised the rotated bounding box collisions checks (trains).
* Optimised the smoke update.
* Optimised the solar panel, all the solar panel input is merged, so the count doesn't matter.
* Optimised the accumulators by merging then into groups, where typical factory has 1 group per network.
* Optimised the land mine activation mechanism.
* Smaller multiplayer heartbeat packet size.
* Optimised adding/removing of roboport, robots keep their tasks if they can.
* Path finder will terminate when search is too long. This avoids save explosions (see https://forums.factorio.com/12580).
* Optimised rendering for large logistic networks.
* Fixed that the graphics were saved twice in the RAM memory.
=== Graphics ===
* New graphics of the combat robots.
* New graphics of the laser/gun turrets, their color is now player/force dependent.
* New graphics of muzzle flash for player, car, tank and turrets.
* New tree graphics. Trees have 4 levels of leafes and the leafs are colorable.
* Trees emit leaves (based on the tree color) when being mined and destroyed.
* Trees emit branches when mined or destroyed.
* Storage tank has a small window showing the liquid inside.
* Combat robots attack beam (https://www.factorio.com/blog/post/fff-84)
* New GUI icons: Weapons, ammo, status icons such as out-of-ammo or out-of-electricity
=== Bugfixes ===
* Fixed wrong item count in the logistic system when handling partially-filled magazines, repair packs or other items with durability
* Fixed the choppy (not smooth) movement when using the exoskeleton equipment.
* item-description localization now displays correctly when previewing recipes.
* entity-description localization now displays on entities.
* Proper blueprint centering. It is based on the included entities rather then the selection rectangle when the blueprint is created.
* Very big entities no longer disappear at the edge of the screen
* When putting things on ground, the first item was never put exactly under the cursor even when the place was empty.
* Fixed that it wasn't possible to swap stacks of the same items with different health.
* Fixed strange behavior of tank/car entering sound.
* Fixed LuaFluidBox crashing the game when attempting to read fluid from an entity that previously had fluidboxes.
* Car / Tank ammo inventory is refilled from the trunk / player inventory when exhausted.
* Fixed writing invalid LuaEntity::selected_gun_index crashing the game.
* Fixed the power armor battery level indicator getting drawn on top of everything else ([https://forums.factorio.com/8206 more]).
* Fixed that following robots created through trigger crashed the game.
* Fixed the train pathfinding issue when the train crashes to something while stopping for signal or station in front of a junction.
* Fixed that crashing to something while in manual mode in train could switch it to automatic mode.
* Fixed crashing when setting modded GUI styles in Multiplayer.
* Fixed crash when trying to read LuaPlayer::opened on a dead player.
* Fixed crash when canceling deconstruction of a logistic container that was marked for deconstruction after the logistic network it was in lost power and then regained power ([https://forums.factorio.com/10143 more]).
* Fixed LuaSurface::can_place_entity returning true when checking item-on-ground against item-on-ground ([https://forums.factorio.com/9247 more]).
* Turrets can now be modded to use shotgun (and other not guided) ammo.
* Fixed research window appearing behind the selection/minimap pane when shown from research completion ([https://forums.factorio.com/13235 more]).
* Fix inability to bind some OEM keys on Windows. Added the ability to bind more keys including multimedia keys. ([https://forums.factorio.com/10027 more])
* Fixed marking a ton of entities for deconstruction outside the construction range of roboports slowing down normal deconstruction rates.
* Fixed crash when removing electric poles from electric networks or circuit networks with large amounts of poles ([https://forums.factorio.com/13368 more]).
* Fixed video-memory-usage option on Windows. It is possible to run Factorio on configurations with low VRAM (less then 512MB). Other platforms don't have this issue.
* Fixed that control-clicking entire inventory into a machine installed modules.
* Fixed another instance of the "Trying to make chunk at unreasonable position" bug ([https://forums.factorio.com/13399 more]).
* Requester chests no longer request more than they can store. E.g. if a requester chest only has one free slot and the requester slider is set to request 20000 iron ore, the chest will only request one stack from the network ([https://forums.factorio.com/4604 more])
* Console no longer loses focus after an autosave ([https://forums.factorio.com/10025 more])
* Fixed wrong highlight when crafting ammo in vehicles ([https://forums.factorio.com/9620 more])
=== Modding ===
* Ambient sounds are specified as prototypes so they can be extended and modified by mods.
=== Scripting ===
* Changed all the identifiers/methods/events/parameters. Underscores are used as word delimiter (findentities -> find_entities).
* Changed glob to global.
* New object LuaSurface, accessible from player/entity as read property surface.
* Some commands moved from LuaGame to LuaSurface: get_pollution, can_place_entity, find_entity, find_entities, find_entities_filtered, find_non_colliding_position, find_enemy_units, find_nearest_enemy, set_multi_command, create_entity, create_unit_group, build_enemy_base, get_tile, get_tileproperties, set_tiles, pollute, get_chunks, is_chunk_generated
* Added LuaGame::local_player console command: when entered through the console it will reference the local player doing the console command. Only works when run through the console.
* Added LuaFluidPrototype - similar to LuaItemPrototype but for fluids.
* math.random can now accept negative values for ranges eg x + math.random(-10, 10)
* Added LuaRecipe::hidden and energy read.
* New object LuaGroup, accessible from LuaEntityPrototype as read property group/subgroup.
** LuaGroup contains: name, type, inventory_order, group, subgroups
* Added several new options to LuaEntityPrototype: mineable_properties, items_to_place_this, collision_box, selection_box, order, group, subgroup, healing_per_tick, emissions_per_tick, corpses, selectable_in_game, weight, resistances, fast_replaceable_group, loot, repair_speed_modifier
* LuaItemPrototype::group now returns the new LuaGroup object.
* Added LuaEntity::is_crafting() - returns true/false if the assembling machine or furnace is currently crafting a recipe.
* Added LuaEntity::crafting_progress/bonus_progress - a percent of 1: the current crafting progress or bonus progress.
* Added the ability to compare LuaObjects using "==" as in: "if game.player == game.players[1]" for all LuaObjects.
* Removed all LuaObject::equals(): the == operator can be used in its place.
* Added new blend modes for sprites using "blend_mode" property. Possible values: "normal", "additive", "multiplicative".
* Added on_player_driving_changed_state event - passes the player_index who's driving state changed.
* Added LuaEntity::belt_to_ground_type - returns the type "input"/"output" of the transport-belt-to-ground.
* Added several methods for manipulating gates: is_opened, is_opening, is_closed, is_closing, request_to_open, request_to_close.
* Changed LuaEntity::neighbours:
** For electric poles: the wire connections: {copper={}, red={}, green={}}
** For transport-belt-to-ground: the input/output entity it's connected to (or none)
** For entities with fluid - the entities the fluid connections connect to indexed by the fluid connection
* #entity.fluidbox can now be read from any entity and will return the number of fluidboxes the entity has (0 for non-fluid handling entities).
* Added the ability to specify map colors for all entities: map_color, friendly_map_color, and enemy_map_color
* Added the ability to disable drawing the station name for train-stop type entities: chart_name = "false" in the prototype.
* LuaEntity::backer_name can now be read/written for all entities that support backer names (furnace, assembling machine, lab, locomotive, radar, roboport, trainstop).
* LuaEntity::recipe can now be set to nil to remove the recipe from an assembling machine.
* Added LuaItemPrototype default_request_amount, resistances, item_to_clear.
* Added LuaChart::chart_all (charts all the generated parts of the map).
* Expanded LuaEntity::get_item_count and LuaEntity::clear to work with all transport belt entities.
* New object LuaTransportLine, accessible from entity as read method get_transport_line(index) - an interface to the items on transport belts.
* Added LuaSurface::count_entities_filtered - the same as find_entities_filtered but simply returns a count. The benefits being: it's much faster than find_entities_filtered when the entity references aren't desired.
* Added LuaForce::enable_research() - enables research for the force if it was disabled.
* Added LuaSurface::spill_item_stack() - takes a item_stack and position and drops the items on the ground item bomb style.
* Changed LuaEntity::stack, LuaEntity::held_stack and LuaPlayer::cursor_stack to return LuaItemStack objects.
* Changed LuaItemStack to allow reading any inventory slot even when the item in the slot is invalid. LuaItemStack::valid_for_read should be used before accessing the normal properties/methods for a given LuaItemStack.
* Removed LuaEntity::clear_circuit_condition() - LuaEntity::set_circuit_condition(index, nil) can be used instead.
* Added "force" option to LuaSurface::find_entities_filtered/count_entities_filtered.
* ItemStack counts can be excluded and defaults to 1, ItemStacks can be strings and default to a full stack.
* Added LuaItemStack::count write support.
* Added LuaItemStack::can_set_stack(), set_stack(), clear() - write support to a specific item stack.
* Removed LuaEntity::stack, held_stack write support - LuaItemStack::set_stack() can be used.
* Removed LuaPlayer::cursor_stack write support - LuaItemStack::set_stack() can be used.
* Added LuaTrain::cargo_wagons read - returns only the cargo wagons for the given train.
* Added LuaEntity::remove_market_item - takes an index to remove from a Market entity offer list.
* Added LuaEntity::get_market_items - returns a table of offers the Market entity offers.
* Added LuaForce::research_progress read/write - a percent of 1 - the current research progress (0 if no research).
* Added LuaEntityPrototype::turret_range read - the range of a given turret entity prototype.
* Added player_index to the on_put_item event.
* Added ghosts from manual building and blueprints to the on_built_entity event.
* Added LuaPlayer::enable_flashlight() - counterpart to disable_flashlight().
* Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
* Changed on_researched events to return the relaed LuaTechnology object.
* Added LuaTechnology::force read - the LuaForce the technology belongs to.
* Added LuaGame::create_surface - takes a string name and optionally a table of map gen settings and creates a new surface.
* Changed LuaPlayer::teleport to allow optionally a surface name, index or object to teleport the player to. The surface must exist.
* Added LuaSurface::request_to_generate_chunks - takes a position and radius and requests to generate those chunks - will not generate chunks outside the map bounds.
* Added LuaSurface::map_gen_settings - the current map gen settings for the surface.
* Added LuaGame::server_save - in a multiplayer game with a server, this will make the server save the game. Only works with a headless server, i.e. one launched through the --start-server option.
* Added LuaGuiElement::parent read - the parent of the LuaGuiElement if any else nil.
* Added LuaPlayer::index read - the numeric index of the LuaPlayer object.
== 0.11.22 ==
Date: 24.4. 2015
=== Bugfixes ===
* Fixed the possibility to break the scripting of the 3rd New hope campaign by fast replacing the boilers with pipe.
* Fixed parsing of localised string in lua commands when the string is concatenation. ([https://forums.factorio.com/9896 more])
* Fixed (once again) the inserter connection to rail in junctions. ([https://forums.factorio.com/10078 more])
* Fixed that the combat robots ignored the vehicle of the player and damaged directly the player. ([https://forums.factorio.com/9607 more])
* Fixed crash when character disconnected from player is crafting. (http://www.factorioforums.com/forum/posting.php?t=10000)
== 0.11.21 ==
Date: 9.4. 2015
=== Bugfixes ===
* Fixed potential save corruption if the game was saved while mousing over a mining drill.
* Fixed that the red/green wires weren't properly revived when rebuilding entities after destruction. ([https://forums.factorio.com/9272 more])
* Proper error message when the game can't handle too big amount of prototypes due to big amount of mods loaded at the same time.
* Fixed broken map when the player resizes the window while the map is being loaded. ([https://forums.factorio.com/9267 more])
* Fixed that market gave items always to to the first player in the given force, rather than the buyer. ([https://forums.factorio.com/9443 more])
* Fixed the freezes and wrong behaviour when manually crafting recipes with probabilities. (http://www.factorioforums.com/forum/posting.php?t=9354)
* Fixed that it wasn't possible to use the for message confirmation for something else at the same time. ([https://forums.factorio.com/9403 more])
* Fixed the squishy map preview image when moving the loading dialog halfway offscreen. ([https://forums.factorio.com/9311 more])
* Fixed wrong probability calculation of bonus production of mining drill. ([https://forums.factorio.com/9378 more]).
* Fixed that writing text in the map editor save/load dialog interfered the map. ([https://forums.factorio.com/9309 more])
* Fixed that error messages of malformed parsing ini/json files didn't contain the file name. ([https://forums.factorio.com/9505 more])
=== Modding ===
* Increased the maximum amount of item subgroups. (255 -> 65535)
* Storage slots of mining drill is moddable now. This affects the internal inventory size, so when resource with more different results is mined, no items are lost (as long as the size is big enough). Default value is 1.
== 0.11.20 ==
Date: 2.4. 2015
=== Bugfixes ===
* Fixed crash related to rail segments in map loaded from 0.10.x ([https://forums.factorio.com/9217 more]).
* Fixed issue with connecting to Multiplayer host that has open menu. ([https://forums.factorio.com/9224 more])
* Fixed multiplayer desync in a game loaded from different mod configuration without save/load in between ([https://forums.factorio.com/9347 more]).
* Fixed crash when inserter with circuit conditions gets destroyed. ([https://forums.factorio.com/9206 more])
* Fixed bug where tank would no longer turn in place. Turning in place is not possible when out of fuel. ([https://forums.factorio.com/9250 more])
* Fixed lockup when iterating large numerical arrays in lua. This time for real. (https://forums.factorio.com/8919&p=71104)
* Fixed double speed issue for monitors with 120Hz refresh rate or higher ([https://forums.factorio.com/8043 more]).
* Fixed bug with game freezing in some situations when the game is blocked by a firewall ([https://forums.factorio.com/9179 more]).
* Fixed rail signals blocking the blueprint. ([https://forums.factorio.com/9252 more]).
* Re-Fixed crash when the number shown in the short number format exceeded supported prefix. ([https://forums.factorio.com/9274 more])
** The prefix support has been extended for lua files parsing also.
* Fixed production stats accuracy. ([https://forums.factorio.com/9246 more]).
* Fixed the graphical glitches in terrain transitions on certain zoom levels. ([https://forums.factorio.com/9225 more])
* Another fix of manual crafting requirements logic calculation. ([https://forums.factorio.com/9233 more])
* Fixed the loot table probability calculation bug. ([https://forums.factorio.com/9277 more])
* Fixed armor battery icon being always on top. ([https://forums.factorio.com/9284 more])
* Fixed errors when reading game.player.minimap_enabled.
* Fixed that it wasn't possible to insert ammo into tank ammo slots from cursor.
* Fixed the wrong inventory highlights of ammo in tank/car. ([https://forums.factorio.com/9310 more])
=== Scripting ===
* Fixed building position of ghosts built by script. ([https://forums.factorio.com/9305 more]).
== 0.11.19 ==
Date: 20.3. 2015
=== Bugfixes ===
* Fixed that it was possible to use the fast replace on enemy structures. ([https://forums.factorio.com/9150 more])
* Fixed crash when multiplayer quit is performed at the same time as the autosave. ([https://forums.factorio.com/9170 more])
* Fixed crash when autosave happens at the same time as mining the entity. ([https://forums.factorio.com/9171 more])
* Fixed that players/vehicles/units were blocking building of blueprint.
* Entity Spawner / Worm will call for help when attacked in peaceful mode ([https://forums.factorio.com/9140 more]).
* Fixed crash when the number shown in the short number format exceeded supported prefix (was T for tera).
** The prefix support has been also extended, so it supports k for kilo (10^3) up to Y for yotta (10^24).
* Fixed that the changelog window was too big on 1280X1024 resolution.
* Fixed the (mini) map behavior when a lot of map requests near the edge are made (linear maps with radars typically).
* Fixed the missing debug symbols on mac and linux, so the error reports on these systems gives us better information.
* Linux release uses older glibc so, it should be Ubuntu 12+ compatibile.
** Translation:
* Use the word intermediates instead of intermeidates. ([https://forums.factorio.com/9194 more])
=== Changes ===
* Multiplayer dropping threshold is doubled during map upload / download.  ([https://forums.factorio.com/9142 more])
== 0.11.18 ==
Date: 12.3. 2015
** Features:
* Blueprints can be built over things marked for deconstruction.
* Blueprints can be force placed using alternative build mode (shift click).
=== Balancing ===
* Increased the cargo wagon inventory size (20->30).
* Increased the crafting cost of the cargo wagon and locomotive.
=== Bugfixes ===
* Fixed save corruption (rare probability) related to rendering alerts and saving the map.
* Fixed crash in map editor when changing / setting assembling machine recipe ([https://forums.factorio.com/8997 more]).
* Fixed desync loop when changing player force via script - in PvP mod for instance ([https://forums.factorio.com/9053 more])
* Added explaining text for the second new hope campaign supplies objectives. (that the car supplies count only the user is in the car)
* The flamethrower fluid input order is the same as before, so it matches the refinery outputs.
* Fixed clearing the cursor while attempting to repair something ([https://forums.factorio.com/8986 more]).
* Fixed that changing force of roboport (in map editor or by a script) didn't update the connections properly.
* Roboports now behave correctly when teleported using scripts.
* Fixed that some of the technology icons were scaled down in the technology selection.
* Fixed that the Not minable checkbox was set based on the Indestructible value in the map editor.
* Fixed that the two way signals weren't possible to build on diagonal rails. ([https://forums.factorio.com/9003 more])
* Fixed copy-paste for Cargo wagons not activating inserters.
* Fixed copy-paste for entities with inventory limits not copying the limit.
* Fixed that the "Electric demand satisfaction" label was not translatable.
* Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore.
* The line height in the debug info is dependent on the scale, so they don't overlap or take too much space on different scales.
* Fixed that non valid require did crash the game instead of giving proper error message.
* Fixed "Trying to make chunk at unreasonable position" caused by some vehicle collisions. ([https://forums.factorio.com/8812 more])
* Fixed weird behaviour and bad damage calculations when colliding with multiple objects while in a car or tank.
=== Changes ===
* Small change of collision box of curved rail, so the underground belts can be built on one additional particular position.
* Tank should no longer get stuck. Tank destroys objects by accelerating into them even when standing still ([https://forums.factorio.com/9046 more])
=== Scripting ===
* Setting technology as finished using the script also fires the ontechnologyresearched event.
* Order to chart a big area doesn't slow the game horribly anymore. ([https://forums.factorio.com/9050 more])
* Added on_resource_depleted - called when a resource is depleted to its minimum yield or 0. Passes the resource entity as event.entity.
* Car prototype now uses "energy_per_hit_point" instead of "crash_damage_multiplier", consistent with train prototypes.
=== Modding ===
* Moved the player hit tint color into the player prototype.
== 0.11.17 ==
Date: 5.3. 2015
** Features:
* Tooltips are now generated automatically for some items. You will now see more detailed info for capsules, turrets, ammo([https://forums.factorio.com/6791 more])
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.
* Progress bar is shown when other peers in multiplayer are saving map.
* Items dropped by the enemies are collected automatically (without the pressed f) and from bigger distance.
* Better construction robot strategy.
** When the construction is processed, the closest available supply of the required item is found and the closest robot to this supply is selected for the construction.
* The game shows name of other players above their head.
=== Balancing ===
* Increased the stack size of straight rail (50->100).
=== Bugfixes ===
* Fixed desync issue related to removing of active entities.
* Fixed desync issue related to blueprint with more than one icon.
* Don't get stuck in Multiplayer when left alone downloading the map.
* Desync report in multiplayer is generated in parallel avoiding desynced player being dropped.
* Fixed that the train didn't continue when it crashed to something (typically player) while breaking for signal/station.
* Fixed that the technology ingredients weren't sorted.
* Unified the rail align of signal to the diagonal rails ([https://forums.factorio.com/8697 more]).
* Fixed crash when the recipe of assembling machine is changed while the gui is opened. ([https://forums.factorio.com/8701 more])
* Fixed another updater post-update logic error on windows.
* Fixed shift-removing equipment from the equipment grid freezing the game. ([https://forums.factorio.com/8738 more])
* Fixed the item to entity insertion logic. ([https://forums.factorio.com/8766 more])
* Fixed crash when autosave happens immediately after loading a multiplayer map as a new player.
* Fixed some UI icons not scaling correctly and not being displayed pixel-perfect([https://forums.factorio.com/8827 more])
* Fixed that the order of products in the recipe is now specifiable by the lua definition the same way as the ingredients.
* Fixed that saves with corrupted energy sources because of the double entities problem in 0.11.16 are not loadable now.
* Fixed the crashes that can happen when accessing the train controls in multiplayer. ([https://forums.factorio.com/8799 more])
* Fixed electric energy logic, so it is handled properly when the electric poles /electric machines are moved (mod related).
* Fixed that rail signal disconnected from rail didn't show health bar and deconstruction icon.
* Fixed crash when clicking into gui in replay mode.
* Fixed that the button based questions in the sandbox scenario logic could interfere with other mods. ([https://forums.factorio.com/8815 more])
* Fixed ocasional crash when building cargo wagons/locomotives. ([https://forums.factorio.com/8813 more])
* Fixed crash when removing rail under train in map editor or from a script. The train on the rail is destroyed in that case.
* Fixed wrong saving directory in the non-hosting MP client([https://forums.factorio.com/7808 more]).
* Progress bars in Multiplayer (loading map, autosaving, etc.) don't overlap but instead stack.
* Fixed missing exexcutable permissions in linux tarball.
* Fixed minor issue with generated map even size being rounded up ([https://forums.factorio.com/8807 more]).
* Electric turret shows energy consumption properly depending on the shooting speed upgrades.
* Fixed that the north pipe covers of machines were drawn over the entity. (http://www.factorioforums.com/forum/posting.php?t=8871)
* Fixed the crash when autosave is triggered while the computer is locked. The game will be saved without the preview picture in this situation.
* Fixed lockup when iterating large numerical arrays in lua (https://forums.factorio.com/8919&p=71104)
* Fixed that the small electric pole has wire reach 7.5, but the game was showing 8 in the tooltip.
* Fixed the tank controls, as it could start to break when it hit someting. The tank doesn't get stuck when plowing through stuff now.
* Fixed, that the gui of inactive mod wasn't deleted the same way as the mod was removed completely. ([https://forums.factorio.com/8942 more])
* When the player data file gets corrupted, the file is ignored and the game can be still launched.
* Fixed that furnace can be modded to have no output/input inventories without the game crashing.
=== Changes ===
* Increased the pathing penalty for non-moving train in manual mode from 200 to 1000.
** Debug:
* When building/selecting rail signal, the connected rail is shown by the green selection box.
* Added verbose logging option in other settings. This adds extra logging for the Multiplayer.
=== Scripting ===
* Fixed that player.can_insert returned always true. ([https://forums.factorio.com/7307 more])
* Fixed that the access luaPlayer/luaGuiElement and luaGuiStyle could result into crash when the corresponding player was removed.
* Trigger effects of type create-entity now have a property "show_in_tooltip" which determines if the creation of the entitie(s) should be shown in automatically generated tooltips.
* Added LuaTechnology:: upgrade, prerequisites, research_unit_ingredients, effects, research_unit_count, research_unit_energy read.
* Moved radar nearby scan range into the prototype.
* Moved the night vision tint color into the night vision equipment prototype.
* Fixed game::always_day read not returning anything.
* entity.teleport is no longer permitted for walls, transport belts or entities with fluid boxes. The method returns false in this case.
== 0.11.16 ==
Date: 19.2. 2015
** Features:
* Option to specify non-standard ui scale.
=== Bugfixes ===
* Various fixes of multiplayer logic.
* Fixed the error reporting while the game is being updated.
* Fixed the updater logic for the unicode character paths.
* Fixed that the game always crashed when ran on unicode path.
* Fixed a bug in the updater logic that could cause it to crash when the update is finished.
* Marked Factorio as DPI aware. It should fix different kind of problems with Win 8.1 and it's scaling "features".
* Pressing some key combinations while entering text in a text field will no longer activate game actions(e.g. pressing Ctrl+C no longer fires the shotgun)
* Fixed problems with low download speed when connecting to multiplayer game.
* Fixed that transport belts built by the construction robots were not deactivated properly.
* Fixed that entities deactivated internally (automatically) didn't show the no-electricity icon. The icon is disabled only for manually deactivated entities from now on.
* Fixed that removing construction robot on the way didn't re-assigned new robot to the task of deconstruction properly.
* Fixed shift-clicking equipment out of the equipment grid deleting equipment if there was no room in the players inventory ([https://forums.factorio.com/8513 more])
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.
* Better error message when the (mod) config file can't be saved.
* Fixed the black stripes in tiles visible on some specific location with specific zoom levels.
* Fixed that the curved rail didn't show the colliding entities when properly when building. ([https://forums.factorio.com/8521 more])
* Fixed that the autosave could randomly make switch the game into the main manu without the chance to continue. ([https://forums.factorio.com/8467 more])
* Fixed that the personal laser defense didn't agro biters the same way as shooting in peaceful mode.
* Fixed that the debug info config was reset when the the game was updated.
* Fixed that all the personal defense lasers were shooting at the same moment.
* Fixed the crash when resizing window with bitmap caching on.
* Fixed that the bitmap caching option was confusing, as the high values were saving video memory usage, for slower performance.
** There is just video memory usage selector, where high values means higher performance.
* Fixed that the accumulator capacity was shown only for the first network the accumulator was in (when it is in multiple networks).
* Fixed that removing station from schedule could change the current train destination.
* Enemy structures can't be mined or opened.
* Enemy power poles can't be disconnected.
* Enemy structures can't be fast transfered. (control click)
* Dead character in the ghost move can't move and explore while waiting for respawn.
* Map/minimap is separated properly for different forces, and also switched properly when the force is changed.
* The command history entries are unified.
* Fixes of the notice of the respawn time.
* Assembling machine recipe tooltip doesn't use autocrafting logic. ([https://forums.factorio.com/5836 more])
* Player recipe tooltip doesn't "eat" materials when the auto crafting calculation results in the ingredient not being craftable.
* Fixed the selection priority, ghosts have lower selection priority than other objects now.
* Fixed compatibility problems with older Mac OSX versions.
* Fixed rail inconsistencies when train crashes to itself.
* Fixed the crash when the map can't be saved because there is not enough free space, proper message is given instead, and the game continues to run.
* Fixed desynchronisation issues on 32bit vs 64bit system related to blueprints and movement bonuses.
* Fixed the transport belt ending drawing logic (https://forums.factorio.com/5018&start=10#p69109).
* Fixed crash when inserting items to entity that was closed in the same moment in multiplayer.
* Fixed that the player income of items inside assembling machine that was reset was not shown. ([https://forums.factorio.com/8646 more]).
* Fixed that items could get lost from assembling machine when doing copy-paste.
* Fixed that the crafting queue slots didn't have tooltips.
* Fixed crash when removing transport belts connected to splitter that was rotated.
* Fixed improper activation of rotated splitter.
* Fixed desync when changing to the god controller.
=== Scripting ===
* Moved builddistance, dropitemdistance, reachdistance, reachresourcedistance, tickstokeepgun, and tickstokeepaimingdirection to the player character prototype.
* Added LuaEntity::signal_state read for Rail Signal entities.
* Added LuaEntity::isitemonbelt read - returns true/false if an item entity is on a transport belt variant entity.
* Added LuaInventory::hasbar()/getbar()/setbar() - the inventory limit of a container.
* Fixed that module restriction wasn't working for fast entity transfer.
* Added read/write access to player force.
* Changing player force automatically changes character force and changing character force automatically changes player force.
* Additional research related fixes, to make different research of different forces to work correctly (independenly).
* create-entity trigger effect now has an array of offsets specified by the "offsets" property. The "offset" property was removed.
* Fixed several zero-inventory size related crashes with modded entities ([https://forums.factorio.com/8420 more])
* Added LuaRecipe::products/ingredients read - the products/ingredients for a given LuaRecipe.
* Fixed that the order of ingredients in the recipe was fixed. The order of ingredients depends on the order of definition in the prototype.
** Mods using recipes with more than one fluid input/output might have the inputs in different order than before, which might be problem of compatibility on existing maps, but it can be solved by updating the order of the ingredients in those mods (the same way we fixed that in the base)
== 0.11.15 ==
Date: 4.2. 2015
** Features:
* Map transfer displays transfer speed.
=== Bugfixes ===
* Fixed (one of the sources) of the random crashes when loading games, mainly with mods containing heavy code in on_load/on_init methods.
* Fixed (hopefully) the win xp compatibility.
* Tweaks of the error reporting (stack trace written into the log).
* Fixed GUI goal description overlapping GUI elements ([https://forums.factorio.com/8367 more])
* Fixed that inserters weren't woken up when (not) inserting material to furnace because the recipe using it is not researched upon successful research.
=== Scripting ===
* Disabled the LuaPlayer::cursor_position and zoom as they were not deterministic.
=== Changes ===
* When using the deconstruction planner, the logistic network is not drawn if the mouse if over a GUI element([https://forums.factorio.com/8341 more])
* Blueprint, deconstruction and cancel deconstruction selection boxes will not get un-selected when hovering over GUI elements.
** Instead they will not activate if the mouse is released under a GUI element.
== 0.11.14 ==
Date: 2.2. 2015
=== Bugfixes ===
* Proper handling of user paths containing non-asci characters.
* Stack trace is written to log when the game crashes in windows (was non windows only until now).
* Less restrictive (rail collisions related) train signal placement.
* Fixed that the logistic robot storage bonus wasn't used when the full transport belt was being deconstructed.
* Fixed that all the robots were sent for deconstruction of non empty objects with no logistic robot storage bonus research.
* Fixed the required construction robot calculations related to deconstruction of chest/transport belts with mixed contents.
* Fixed loading of save with different mod configuration that caused items to have different type. ([https://forums.factorio.com/5866 more])
* Fixed the layer of drawing of pipe covers.
* Fixed that the attempt to clear empty blueprint consumed electronic circuit ([https://forums.factorio.com/8143 more])
* Optimised the situation when huge map needed to be recharted (sometimes needed when moving to newer version).
* Optimised the lua garbage collection strategy.
* Fixed few small problems with the building collision check logic. ([https://forums.factorio.com/8144 more])
* Fixed the crash when viewing the stop distance debug info of train.
* Fixed the inserter insertion logic when inserting mixed ingredients into the furnace. ([https://forums.factorio.com/8275 more])
* Fixed water appearing in maps even when it is disabled.
* Fixed that the deconstruction icon could be under the contents info icon for some entities. ([https://forums.factorio.com/8216 more])
* Fixed that transport belts marked for deconstruction still moved the player/car/enemies.
* Fix (theoretical) of the fast speed on 120Hz screens.
* Further fixes of the manual train controls.([https://forums.factorio.com/8241 more])
* Fixed that the big numbers weren't visible in the electric/production statistics.
* Fixed that vertical straight cables wasn't always visible when the game was zoomed out.
=== Scripting ===
* Added write access to ammo amount left of item stack.
* [] operator of LuaInventory returns LuaItemStack object instead of the simplified table.
* LuaInventory::getitem_stack was removed as the [] operator can be used instead.
* Added read property LuaItemStack::prototype.
* Added LuaItemStack::drain_ammo/add_ammo.
* Fixed crash when assigning non-existent style.
* Fixed crash when assigning invalid point_to in game.show_message_dialog.
* Fixed that teleporting item stack on belt didn't register the item on the belt.
* Removed LuaInventory.isValid() and added LuaInventory.valid for consistency
* Added LuaStyle::name - returns the name of the style.
* Reworked all LuaObjects that can be invalid to support the "valid" readable property.
=== Modding ===
* Furnace never cleans the input/output fluid boxes on load.
* Stable order of the input/output fluid boxes of crafting machines.
== 0.11.13 ==
Date: 19.1. 2015
=== Bugfixes ===
* Fixed the freezes related to train building.
* Fixed the inserter activation logic related to situations where inserter takes the fuel from the entities powered by fuel.
* Fixed the collision checks related to gun turrets.
* Fixed the train colliding with itself when the destination was changed manually. ([https://forums.factorio.com/8088 more])
* Stopped, manually controlled train adds additional penalty (related to train path finding) of 200 tiles to the block it occupies.
* Fixed the possible crashes related to invalid map exchange string.
* Fixed crash related to loading save that is autosaved the very next tick.
* Gates open in front of the moving character the same way as in front of the moving car.
== 0.11.12 ==
Date: 16.1. 2015
=== Bugfixes ===
* Fixed building collision check of car/trains.
* Fixed that offline players in multiplayer were receiving alerts that were never cleared, so their alert counts were increasing forever. This not only increased save game size, but increased the CRC calculation time as well.
* Crc calculation time was heavily optimised and is calculated only for online players.
* Fixed that inserters could take items from flying robots. This also disables control-clicking robots to steal their items, but it was not intended feature anyway.
* Fixed the logistics request text box. ([https://forums.factorio.com/8002 more])
* Changed default logistic request amount for few items to be different (10) than the stack amount (modules + alien artifacts).
* Fixed the problem of the shaking frame of the assembling machine (and possibly other) entities in the gui preview.
* Fixed the shaking image of burner mining drill.
* Fixed the reversed manual controls of train when driving backwards in some cases.
* Fixed the splitter drawing in blueprint preview.
* Gates open in time (depends on the speed) for cars/tanks.
* Proper processing of save loading errors. The error message is shown instead of the crash.
* Fixed crashes when trying to set invalid style to gui elements from script/console.
* Changed stack sizes of battery/energy shield to 50 so it can be built in assembling machine without getting stuck.
* Changed recipe of power armor (less processing units/steel) so it can be automated more easily as well.
* Fixed the occasional crash when some of the internal Factorio directories/files were read-only.
* Fixed that the enemy turrets were attacking in the peaceful mode.
* The logfile contains more specific OS info (currently extended only for windows).
* The game is automatically closed with notification when the service pack on windows 7 is missing.
* Fixed gui error in the mod settings. ([https://forums.factorio.com/6947 more])
* Fixed the bug with construction robots following vehicles outside of roboport area (again).
* Fixed that inserter could stretch for wrong wagon when facing a rail curve. ([https://forums.factorio.com/6391 more])
* Fixed crash related to connecting tight train wagons or high-speed train crashes.
* Fixed crash related to loading save with entities that need to be removed (mod removal/change), while other mod target these entities.
== 0.11.11 ==
Date: 13.1. 2015
=== Bugfixes ===
* Fixed problems with inserters taking from diagonal wagons.
* Fixed several train related bugs and issues, mainly:
** Fixed the problem of train occasionally loosing path when moving fast.
** This also fixes the problems of mods with super fast trains.
** Fixed that trains could occasionaly leave block behind them blocked.
** Fixed that trains could do huge detours when some block was blocked.
** The pathfinding is based on penalties for blocked segments now.
** For trains waiting in station, the more remaining time in the station, the bigger penalty.
* Removing train station doesn't remove it from the train list.
** If there are no stations with the given name, the station is shown as red in the schedule.
** Such station are skipped by the train until the station with the name appears again.
* Fixed the way train was preferring non-blocked paths/stations.
* Fixed that diagonal parallel curve blocks both tracks. ([https://forums.factorio.com/7865 more])
* Partial fix of the constant micro-freezes/frame drops.
* Fixed problems with inserters not putting items on belts to ground.
* Fixed crash when MP game is refused by the host.
* Update doesn't require UAC approval, when the zip package version is used.
* Fixed some of the technology prerequisites.
* Fixed logistic gui issues (http://www.factorioforums.com/forum/posting.php?t=7942)
* The default value of item in the logistic gui is the count of one stack.
* Fixed crash when accessing logistic gui that is opened directly in the save game.
* Fixed that in the logistic gui selecting already set request didn't work. ([https://forums.factorio.com/7943 more])
* Radar ignores chunks outside the map borders. ([https://forums.factorio.com/7604 more])
* Fixed (hopefully) the "unique_path: An Internal error occurred" problem.
* Fixed that the inserter was buildable on the top of underground belt.
* Fixed that the electric pole was buildable so close to the curved rail that it would be destroyed by the train.
* Fixed that the electric network for power armor was ran twice per game tick
* Fixed the "trying to make chunk at unreasonable position" bug related to sending empty unit group somewhere from script.
=== Scripting ===
* Fixed problems in the lua equipment grid interface:
      .clear() nolonger crashes, .move() works now, and .generator_energy reports energy as a floating point value.
* Fixed that the rail directions were messed up when building rails from script.
** The mechanism, that changes the rail direction based on the position is still used for manual building, to allow the user to build diagonal rails without having to switch direction after every piece.
== 0.11.10 ==
Date: 6.1. 2015
=== Bugfixes ===
* Technology slots icons drawing positions.
* Fixed the crash when trying to drag non-draggable window.
* Fixed the problem of stuck inserters when putting stuff on transport belt with direction away from it.
* Fixed the crash when tips & tricks window was displayed.
== 0.11.9 ==
Date: 5.1. 2015
** Features:
* When removing power line, the neighbours of it are reconnected. ([https://forums.factorio.com/7632 more])
=== Bugfixes ===
* Fixed the save corruption related to saving the game while having electric-pole selected.
* Fixed possible crashes and save game corruption when saving while having blueprint in cursor.
* Fixed the crash/desync problems when someone died in the multiplayer game.
* Added engine as prerequisite for railway, as the diesel locomotive needs engine to be built.
** Added electric engine technology as prerequisite for power armor technology.
** Added Speed module 3 and Efficiency module 3 technologies as prerequisite for power armor 2 technology.
* Fixed desync issue related to mods adding inputs/outputs to assembling machines in a way, that input/output definition order is mixed.
* Fixed the crash when you kill your car/tank using the car/tank weapon.
* Fixed the crash (trying to make chunk at unreasonable position) related to creation two members of unit group on the exact same position (mod related).
* Fixed issues with the train schedule gui. ([https://forums.factorio.com/7790 more]).
* Fixed the text selection issues (Going back and forth while selecting the text reset the selection).
* Fixed the problems related to blueprint selection cancellation by pressing q (to get the blueprint out of the cursor).
* Fixed the crash related to item on the ground marked for deconstruction getting on transport belt -> underground belt and deconstructed underground. Items marked for deconstruction can't be moved by belts anymore.
* Fixed the crash in map editor when removing currently opened entity.
* Fixed that the First Steps script of level 03 could be broken by destroying one of the boilers or mining drill or steam engine in the tutorial part of the level.
* Fixed the cluttered map from car/tank when it crashes something.
* Green coral is affected by poison capsule (breaths-air flag is included).
* The smart inserter is waken up (alarmed), when the circuit wire is connected.
* Fixed that it wasn't possible to build on the top of the grenade crater.
* Moved the picture of spawner to the left to match the collision bounding box.
* Fixed crashes (mainly while saving) related to train with lost path trying to unlock gates on the path.
* Solved that inventory was not sorted after crafting in god mode.
* Solved that inventory was not sorted after another stack of items was moved to cursor when building, or when ammo stack was moved to gun slots from inventory when the previous slot was depleted.
* Fixed that transport belts were still animating and emitting sounds even when they were stopped and prepared for deconstruction.
* Fixed that construction robots, when deconstructing splitters/belts to ground didn't remove the items on these the same way as on regular transport belts first. The result was random items leftovers after deconstruction.
=== Optimisations ===
* Reduced the cpu load caused by big count of inserters loading/unloading transport belts.
** Can reduce the update time on big factories by about 30%.
=== Scripting ===
* Fixed various problems in the lua blueprint interface.
* All the entity specific settings that can be specified in blueprint creation are now specifiable also at entity creation like game.create_entity{name="wooden-chest", bar=5, position = {0, 0}}
* Fixed the problems related to setting the blueprint icons from script.
=== Modding ===
* Disabled adding empty string as prerequisite of technology.
* Fixed the buildability check for rails.
== 0.11.8 ==
Date: 22.12. 2014
=== Bugfixes ===
* Fixed crash when manually saving the game in multiplayer mode.
* Fixed several problems related to multiplayer synchronisation logic 3+ players game is less problematic now.
* Fixed the stuck items on belts related to the position representation change in 0.11.7.
* Fixed the wrong positioning of player color mask of the running with gun animation.
* Fixed the character wrong animation direction of some of the combinations of aiming/running with gun.
* Fixed the crash in map editor in the far away zoom levels.
* Fixed the missing refresh of tiles of new generated areas in map editor.
* Fixed the missing (and crashes related to) blueprint previews.
* Compatibility fix of loading saves containing mods changing electric poles.
** The saves must be first saved in 0.11.8+ to be loadable with different electric pole mod configuration.
* Fixes of the frozen input states of character related to switching to map mode.
* Fixed that the roboport antenna animation was randomly drawn under the roboport.
** Modes affected: Walking, mining, vehicle riding, picking items.
* Fixed the unknown description in research tooltip in laboratory.
* Fixed that input/output material of assembling machine was lost when doing recipe reset.
* The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the burner/ammo slots are already full, so it goes to the trunk.
=== Scripting ===
* Renamed the accelerationpereenergymodifier of lua car to effectivity_modifier.
== 0.11.7 ==
Date: 19.12. 2014
=== Bugfixes ===
* Fixed the problem of older OS-X compatibility.
* Fixed the problem of multiplayer disconnect when loading/saving larger game as the other peers didn't get any info about the progress.
* Fixed (another) desync problem related to beacons.
* Fixed cutting off last character of single word console commands.
* Fixed the 32bit versus 64bit desync issue related to damage (and health manipulation).
* Fixed the wrong buildability check for curved rail versus gate.
* Fixed that the car wasn't always pushed by transport belts.
* Fixed that the scorchmark was created water.
=== Optimisations ===
* Reduced the savegame size by 53%, this reduces also the saving time by roughly 40%.
* Reduced savegame memory usage up to 10%
== 0.11.6 ==
Date: 11.12. 2014
** Features:
* It is possible to copy paste the train schedule by applying copy paste on the locomotives.
* It is possible to copy paste station names.
* Train looks one more step ahead when avoiding blocked stations with the same name.
=== Bugfixes ===
* Fixed (another) desync problem related to path finding.
* Fixed desync problem related to the pollution calculations.
* Fixed desync problem related to entities connected to beacons.
* Fixed desync problems related to spitters attacks.
* Fixed desync problem related to previewing blueprint with mining drill.
* Fixed desync problem related to unit group movement.
* Fixed crash related to deactivating of chunks because of pollution diffusion.
* Fixed crash related to removing cables of electric poles that is connected to machine by red/green cable.
* Fixed crash and desync issues related to assembling machines with more than 1 result item. (only happens in mods)
* Correct activation of transport belt based entities when their deconstruction is cancelled.
* Fixed crash on exit when the mods folder was removed before the start of factorio.
* Fixed that underground belt to be deconstructed was accepting items, from the connected belt.
* Fixed that lights marked for deconstruction were still providing light even without power and during the day.
* Fixed problem with rocket defence in multiplayer.
* Oil refinery and chemical plant disconnected from pipes when the recipe was reset.
* Fixed running the replay of the single player mode. (Replays of multiplayer mode still need few fixes).
* No error message about missing red/green wire when copy pasting inserter settings containing connection to electric pole that it is already connected to.
* Copy pasting of inserter/smart chest can be used to reconnect the circuit connection as well.
* Fixed the sandbox in the multiplayer mode.
* Fixed the missing exe icon on windows (again, now even in the final deploy script ^^)
* Fixed the cross device link error when saving game to a symlinked directory.
* Fixed missing selection box when connecting two different electric poles with red/green wires.
* Fixed crashes on OSX Lion.
=== Graphics ===
* Added ground patch to remnants.
* Better integration of the explosion particles.
* New graphics of car. Overall enhancement, added player colour mask, turret and wheel animation.
* Added small scorchmark as a result of heavy weapons (grenads, rockets, tank cannon).
=== Balancing ===
* The range of all spitters have been set to 15, so they don't outrange the gun turrets.
=== Scripting ===
* game::can_place_entity is now stricter, it doesn't return true for some cases where it is possible to build manually, like building over items, fast replacing entities etc.
* Event on_gui_clicked now contains player_index instead of player object to be compatibile with the other events that have player_index as well.
== 0.11.5 ==
Date: 5.12. 2014
=== Bugfixes ===
* Fixed the faulty connection logic for splitter preview.
* Fixed the crashes when doing certain actions in the sandbox mode.
* Added sanity check for the coordinates of chunk creation, chunks are limited to position of 1000000.
* Fixed crash in map editor when building lab.
* Fixed "start level" button of transport belt madness.
== 0.11.4 ==
Date: 4.12. 2014
** Features:
* Added preferred screen option in the graphics option.
=== Graphics ===
* Upgraded the player running animation.
=== Bugfixes ===
* Fixed 4 different problems in path finding that created desync errors.
* Fixed desync problems related to the logistic network.
* Fixed desync problems that would arise when something happens near the edge of the map.
* Fixed desync problems that would arise when using the teleport method in the level/mod scripts.
* Fixed desync problems related to working sounds near the edge of the generated map.
* Fixed desync problems related to viewing edge of the map.
* Fixed desync problems related to usage of furnace with fluids (can happen only with mods).
* Fixed desync problems related to removing electric poles connected with circuit network.
* Fixed desync problems related to having damaged items in the inventory.
* Fixed that the circuit network wasn't cleared when using LuaInventory::clear on inventory of chest connected to circuit network.
* Fixed crash when roboport without energy was destroyed and rebuilt by construction robot.
* Fixed crash when showing the attacked alert details that contained alert of other player being damaged.
* Multiple players can connect to the MP game at the same time.
* Fixed problems with locale names containing dash (for example zh-CN).
* Fixed case sensitivity problem with Chinese font on linux.
* Fixed freeze when closing Assembler's gui with tool-tip ([https://forums.factorio.com/6793 more]).
* Loading MP game in SP tries to retain player's original identity ([https://forums.factorio.com/6744 more]).
* Fixed swapping gun turret ammo types ([https://forums.factorio.com/6707 more])
* Fixed that the information about which mod crated (or modified) the item/entity/recipe/technology was missing.
* Fixed that the cargo wagon didn't have resistances.
* Fixed that alert sounds weren't working properly (again).
* Fixed adding a new train station to a schedule of a train if isn't selected destination like first
      ([https://forums.factorio.com/6079 more]).
* Fixed replays for the singleplayer.
* Fixed that LuaEntity::get_circuit_condition crashed the game for entities with non-zero condition, but no connection to the circuit network.
* Fixed the infinite furnace rebuilding bug ([https://forums.factorio.com/6873 more])
* When there is invalid control sequence in the translation, instead of closing Factorio when it id displayed, the text just contains the error message.
* Fixed that the game removed all the gui created by mod automatically on game load.
** Now it removes just gui of mods that were removed as before.
* Fixed that rail over gate (or the other way around), wasn't buildable as part of the blueprint, as the first one built removed the ghost of the second one.
* Fixed that the exe file in the zip package was missing the factorio icon.
* Fixed that the menu in map editor was not responsible after clicking exit and cancel.
* Fixed that construction robots didn't have the working sounds.
* Fixed possible crashes and logistic/circuit network inconsistances related to removal of items in inventories that have smaller size due to different mod configuration.
* Fixed that changing terrain from script (used by some mods that work with terrain), wasn't updated on screen until forced by zooming or moving the screen away and back.
* The sandbox scenario now doesn't have the character visible.
=== Balancing ===
* Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category.
=== Scripting ===
* Fixed that LuaEntity::get_item_count returned 6 times more for ammo turrets.
* Removed write access to LuaGame::tick.
* Disabled deactivating of rolling stock.
* Lua debug library no longer return paths containing instalation directory.
=== Modding ===
* Fixed that the data-updates.lua of base mod would overwrite the created effect of mod entities by the smoke effect. It now just adds the smoke effect to the specified effect.
=== Changes ===
* Rail signal that is not dividing two rail blocks is changing colors the same way, as when it is connected to no rail because it does nothing, more at https://forums.factorio.com/6936&start=10.
* The standardised mod naming convention is now enforced.
* Changed the preffered-screen-index config option to preferred-screen-index (spelling error fix).
* Health description will no longer show full health when the entity has minor damage (and health bar is shown).
== 0.11.3 ==
Date: 14.11. 2014
=== Bugfixes ===
* Fixed crash when building trains.
* Fixed that the sandbox scenario was not working.
* (Hopefully) Fixed the missing inet_pton message thus fixing the WinXP compatibility.
* Fixed that the alert sounds were not working sometimes.
* Fixed crashes when roboport was destroyed or lost power.
* Fixed potential crash after using game.remove_offline_players.
== 0.11.2 ==
Date: 13.11. 2014
** Features:
* Mods that don't affect game state are not needed to be synchronised when playing multiplayer game or replaying game.
** This mainly solves the problem of multiplayer games where some of the people had scenario pack mod and some hadn't.
=== Graphics ===
* New graphics of construction and logistic robots.
=== Bugfixes ===
* Reenabled the windows xp support.
* Fixed various buildability collisions problems.
* Fixed crashes when using walls in blueprints.
* Fixed crash when previewing gates on rails in blueprint.
* Fixed problems when rotating blueprint with walls or rotating already built wall.
* Fixed that the new hope campaign wasn't working.
* Fixed that the "can't build sound" of all players was always played to the first player.
* Fixed that the capsule range visualisation was drawn for all players.
* Fixed the wrong localisation of No path message of train.
* Fixed the script error when finishing FirstSteps/New hope campaigns.
* Fixed crashes when someone uses nmap on a computer running MP game.
* Fixed multiplayer 3 player "recurring dropping" problem ([https://forums.factorio.com/6414 more]).
* Shift + space pause is switched off when typing in console.
* Shift + space pause is switched off in the multiplayer.
* Fix that children_names-method only returns a single name instead of all
* Starting equipment in freeplay is given to all the new players.
* Fixed that the Allows+Requires+Cost was not wrapped as the effects list in the technology preview window.
* Fixed that single item got stuck in underground belt until second item entered it.
* Save settings when game automatically sets bitmap-caching because of VRAM shortage.
      ([https://forums.factorio.com/6467 more])
* Fixed crash when crafting weapon / ammo in the vehicle ([https://forums.factorio.com/6296 more]).
* Fixed that modules couldn't be used in electric furnace ([https://forums.factorio.com/6337 more]).
* Fixed crashes in multiplayer freeplay after building rocket defense.
* Fixed train movement problems - both desync and the "Ok, so we didn't make the train movement right" errors.
* Fixed that ghosts of turrets were not removed when turret was built over.
* Attempted to fix the "receiveMovementImpulse ended up with unreasonable position" car and tank error.
* Unified the Floating point model on all windows distributions. That might solve the 32bit/64bit desync issues.
* Fixed bug with double-clicking in assembler gui during autosaving ([https://forums.factorio.com/6515 more]).
* Fixed bug with burner inserter grabbing coal even when setup with full stack ([https://forums.factorio.com/5856 more]).
* Fixed that the command /c game.regenerate_tiles could crash easily, because it didn't take the parallel map generation into account.
* Fixed train description speed units and locale.
=== Changes ===
* In multiplayer game anyone can unpause the game (not just the one who paused it).
* Walls and gates are fast replacable.
* In Multiplayer, research progress gui (in the top right) blinks once research has completed.
** There is no technology window popup anymore. This is optional behavior in single player as well.
* Fixed bug that SP game wouldn't have commands allowed after loaded from MP game.
* MapEditor doesn't allow to place and edit character anymore. Instead a spawn point (red flag) can be put on map.
=== Scripting ===
* Fixed that the on_robot_built_entity was not working at all.
* Fixed that events giving player index were crashing in the sandbox mode.
      (on_picked_up_item, on_built_entity, on_player_mined_item, on_preplayer_mined_item, on_player_createditem, onplayerrotatedetity)
* Fixed crashes when modifying style of gui of player that has no view (always in multiplayer).
* LuaPlayer::name (read) now contains the player name.
* Replaced removeofflineplayer with remove_offline_players. It takes a lua table of player indexed to remove.
** If no arguments are provided it removes all the players.
== 0.11.1 ==
Date: 31.10. 2014
=== Bugfixes ===
* Removed test code leftover that artifically created desync every 20 seconds.
* Fixed the localisation errors.
== 0.11.0 ==
Date: 31.10. 2014
=== Major Features ===
* First version of the multiplayer.
** Only co-op mode. Simplistic UI. Requires a public IP address for connecting to.
** Tested mostly on LAN. Replays of MP games don't work yet. Number of players is not limited.
* Added gates, they open when friendly player comes by. Gates built on straight rails become rail gates.
* Added a tank. It is way more durable than a car. It has its own set of weapons.
* Added spitters. They are a next evoluton step of biters with a ranged (spitting) attack.
** They are spawned in their own spawners (different mask color) but only after evolution reaches 0.3.
** Features:
* The console works as a chat tool by default now.
** Ingame commands can be used, /w for whisper or /c for lua command (previous functionality). For more type /help.
* Highlight of the items added into the inventory ([https://forums.factorio.com/3189 more])
* Randomized lights turning on and off during dawn and dusk ([https://forums.factorio.com/3493 more])
* Item entities are now de-constructable.
* Added a cancel deconstruction option to the deconstruction planner.
* Copy/paste entitysettings (filters) for cargowagons (like e.g. recipes for assembling machines).
=== Bugfixes ===
* Loads of determinism fixes, mainly for the multiplayer, but the replay stability should improve a lot as well.
* When game speed is < 1 the gui doesn't lag.
* Fixed crash when trying to connect trains in a situation that would result in collision of the new train with other trains
      ([https://forums.factorio.com/5853 more]).
* Fixed invalid directions in game.create_entity() crashing the game.
* Calling game.take_screenshot{} no longer crashes the game.
* Fixed that some entities weren't placable in the map editor (worm corpses).
* Fixed incorrectly disabled New game -> Custom scenario -> Confirm button.
* Fixed that turret could be walked over when rebuilt until the game was reloaded.
* Accidental building is now not possible when viewing the map.
* Compatibility fix of the new OS X Yosemite.
* Syntax error in script locale is now shown ingame, without closing the program.
* Fixed crash when placing blueprints with wires over existing ghosts with wires ([https://forums.factorio.com/5966 more])
* Fixed the rail segment bug, when mod adds two same rails at the same position.
=== Graphics ===
* New player animation. Three levels depending on the armor. All with masks.
* Rail endings.
* Biters/Spitters/Spawners/Worms are now drawn using the same picture with differently colored masks.
** This allows making different color combinations of biters without rising the video memory requirements.(Mods!)
* Blood splashes when units die are now procedural.
=== Balancing ===
* Stone walls need research (just red science packs needed).
* Slower crafting (0.5s->10s) of solar panels and accumulators.
* Fast/Express splitter are made from the lower variants (same as with transport belts/underground belts)
* Small electric pole can be used as fuel.
* Changed wood fuel value from (0.6MJ->2MJ), so 2Xwood made from raw wood has the same fuel value as the original raw wood.
=== Optimisations ===
* Faster map drawing.
* Optimized main loop. The game will automatically skip rendering when it can't keep up with expected updates per second.
** LowFPS mode has been removed because this functionality fully replaces it (it automatically lowers FPS when needed).
* Added Bitmap Memory Caching. This allows to store certain sprites classes (defined by priority) in RAM and load them only when needed.
** If your computer has little VRAM try setting "Bitmap Caching Level" (in GraphicsSettings) to "very low".
** This will keep the trains / player and enemies dying animations in RAM, saving a lot of VRAM.
=== Changes ===
* Disabled loading of saves before 0.7.0 version (You can use 0.7.5 to load older saves and re-save them).
* New physics for cars. Car now does very little damage when colliding.
* Disabled shooting from a vehicle (capsules can still be thrown).
=== Modding ===
* Added phases to the mod loading. data.lua of all mods is loaded first, then the data-updates.lua and the data-final-fixes.lua as last.
** This allows mods to change the data of other mods without the need to be last. This is used even in the base game, to add the dust effect when a building is created, so the effect is added to mod buildings as well.
* Every animation / sprite can now have a color tint.
* Every animation / sprite can have any number of "overlays" (see how player masks work).
* Changed the frame_width/frame_height properties of animation to width/height so it is the same as in sprite.
* Better specification for enemy spawner units (see biter-spawner for example).
* Furnace and assembling machine have been internally united. They the the same animation and quite a few properties
      (crafting_categories, energy_usage, crafting_speed, animation, working_visualisations).
** As a result Furnace can now have fluid boxes and use recipes with multiple outputs (but not multiple inputs).
* Extended car prototypes to make tanks possible.
* Electric turret uses ammo_type directly from its attack_parameters.
* Attack parameters accept warmup field which defines the delay before the effects take place (but animation and sound start playing instantly).
** This is now used for spitter shooting animation only.
=== Scripting ===
* Lua API for writing / reading player color (i.e. game.player.color = {r=0.7, g=0.4, b=0.3})
* Fixed saving and loading references to LuaEntity and LuaItem prototypes.
* Fixed crash when calling game.set_tiles() with invalid parameters.
* Added New LuaFluidBox object to interact with liquids.
* Lua API for reading backer names of entities (and writing station-names).
* Expansion of get_circuit_condition-method; the returned table contains a new key "fulfilled" which indicates if condition is met.
* Expansion of get/set/clear-filter methods to allow access to cargowagon filters
* Changed onplayercrafted; it is now called for every item in the crafting queue crafted
* Added new events: on_robot_built_entity: passes entity built on_robot_pre_mined: identical to on_preplayer_mined_item but called by robots on_robot_mined: identical to on_player_mined_item on_research_started: passes the research name on_research_finished: passes the research finished on_player_rotated_entity: passes the entity rotated on_marked_for_deconstruction: passes the entity on_canceled_deconstruction: passes the entity on_trigger_created_entity: passes the entity created; only called if the trigger creating the entity has been marked with "trigger_created_entity = true" on_train_changed_state: passes the train
* Added show_entity_info parameter to take_screenshot.
* Function gettext was removed completely, localised strings are now specified by the curly-brackets {"key", {"key-parameter"}, "literal parameter", 7}
* Added disconnect_neighbour: used with electric poles; takes the circuit connector to disconnect - none to disconnect standard copper wire.
* Added ghost-related methods: ghost_name read: the ghost entity name ghost_localised_name read: the localised ghost entity name ghost_type read: the ghost entity type ghost_prototype read: the ghost entity prototype time_to_live read/write: the number of ticks until the ghost dies
* Expanded direction and recipe to provide write access
* Expanded methods to support reading/writing from ghost entities: (connect_neighbour, disconnect_neighbour, direction, get_circuit_condition, set_circuit_condition, clear_circuit_condition, orientation, rotateable, recipe, backer_name)
* Changed set_circuit_condition parameters to: {circuit = index, operator = operator, name = name, count = count}
* Added Lua API for reading/writing information from special items (ammo, armor, blueprints, tools)
* Added Lua API for reading/writing armor equipment and equipment grids
* Expanded methods for trains: locomotives read: returns the locomotives for the train state read: returns the current train state (train states are defined in defines.trainstate)
* Lua objects can now be passed between scripts with remote.call().
** If an invalid object is passed the destination interface recives nil in place of the object.
* Added game.players[] - returns a table of the current players
* Expanded player-related methods to pass "player_index" of the player doing the action. If there is no player (map editor) the "player_index" value will be nil.
      (on_picked_up_item, on_built_entity, on_player_mined_item, on_preplayer_mined_item, on_player_createditem, onplayerrotatedetity)
* Added "player_index" read to LuaGuiElement
== 0.10.12 ==
Date: 16.9. 2014
=== Bugfixes ===
* Fixed that it wasn't possible to set a filter.
* Fixed that fast replacing moved items primary to character, it made upgrading chests and machines not practical.
** Instead, when fast replacing, the content is always transferred to the new entity, when it can't fit, it transfers to player, and if it can't be moved to the player as well it makes the good old item bomb.
* The right ui container is slightly larger, so it can contain the roboport info without enlarging.
* The worm turrets are not taken into consideration when deciding enemy expansions.
* Fixed that enemy expansion candidates were not updated correctly when base was destroyed.
* Fixed that combat robots were on the map/minimap.
* Fixed extra mousebuttons over gui behavior ([https://forums.factorio.com/5810 more]).
=== Balancing ===
* The maximum distance for enemy expansion was increased from 5 to 7.
=== Scripting ===
* makefile, take_screenshot and remove_path now use logger to report failures, minor fixes in the path verification
== 0.10.11 ==
Date: 15.9. 2014
=== Bugfixes ===
* Fixed that number keys and enter were sometimes randomly not working ([https://forums.factorio.com/5767 more]).
* Fixed that the pipe to ground was missing the health bar ([https://forums.factorio.com/5768 more]).
* Fixed crash on mouse over ghost of rail signal that was connected to rail destroyed afterwards ([https://forums.factorio.com/5766 more]).
* Fixed that the blueprint preview could go outside the window in some cases ([https://forums.factorio.com/5753 more]).
* Fixed the crash when the selection window of filter slots of cargo wagon is opened while the cargo wagon gets away (or id destroyed) and the filter is selected. Now the crash doesn't occur and the window is closed automatically ([https://forums.factorio.com/5787 more]).
* Show the logistic network areas when the deconstruction tool is in hand ([https://forums.factorio.com/5779 more]).
* Fixed that the long entity names permanently enlarged the sidebar ([https://forums.factorio.com/5786 more]).
* Fixed that downgrading container containing enough items to not fit into the inventory resulted in both the new and old container on the same spot
      ([https://forums.factorio.com/5800 more]).
* Fixed that wire connection isn't cleared when the wire is put away in godmode (https://forums.factorio.com/5801&).
* Fixed that cursor for wire placing was inconsistent sometimes (http://www.factorioforums.com/forum/posting.php?mode=reply&t=5802).
== 0.10.10 ==
Date: 12.9. 2014
=== Bugfixes ===
* Fixed that passive provider chest acted as active provider chest after game load.
* Fixed that player turrets could be walked through after reconstructed. ([https://forums.factorio.com/5618 more]).
* Fixed that the starting chest in sandbox mode didn't contain some of the items in full stacks.
* Fixed that the pause game control reset itself to default after every restart.
* Fixed wrong directory name inside save (it was "currently-saving", now it is the same as the save name).
* Fixed that map2scenario didn't copy locale and script state to the scenario.
* Fixed crash related to enemy pathfinding.
* Fixed wrongly reported amount of items the player got from mining machines/containers ([https://forums.factorio.com/5688 more]).
* Fixed entity icons of defender/distractor/destroyer robots.
* Fixed that deconstructing transport-belt-to-ground would delete items they held ([https://forums.factorio.com/5667 more]).
* Fixed that deconstructing inserters holding items would delete items they held ([https://forums.factorio.com/5636 more]).
* The notifications of destroyed buildings are created only when someone other than player (or his machines) destroys the building.
** This affects player destroying his buildings manually and also land-mine destroying itself on impact.
* Fixed that slightly more robots than needed could be send to empty provider chest ([https://forums.factorio.com/5613 more]).
* When unresearching (using script) the toolbelt, the items that can't fit it are inserted back into the player's inventory.
      ([https://forums.factorio.com/5659 more]).
* Recipes changed by mod will be refreshed to original value automatically when the mod is removed
      ([https://forums.factorio.com/5676 more]).
* Fixed crash when opening save that contained mods that are not already present.
** Crash happened when the crafting menu was opened and the active crafting group was added by the mod (so it is not present anymore).
* Fixed that items were moved into quickbar even when there was already stack of that type in the quickbar (currently selected in hand)
      ([https://forums.factorio.com/5661 more])
* Fixed the missing check of gun->ammo compatibility when putting the gun there using shift-click or when the gun was crafted.
      (http://www.factorioforums.com/forum/posting.php?mode=reply&t=5682).
* Fixed that the visualisation radius of throwables (the green circle) wasn't visible when the player was in the vehicle.
      ([https://forums.factorio.com/5595 more]).
* Fixed that the container's inventory didn't get sorted in case the container couldn't be mined because all the items wouldn't fit the inventory.
      ([https://forums.factorio.com/5614 more]).
* Fixed crash during enemy attack when the enemy unit was modded to attack by destroying everything including itself. ([https://forums.factorio.com/5727 more])
* Fixed that the player mined item event was not called when he got just part of the inventory ([https://forums.factorio.com/5608 more]).
* Fixed that it wasn't possible to start fullscreen game in other than the primary window. There is now settings in config in category [graphics] section: preffered-screen-index. Changing the value changes the display adapter (monitor) that is used. If many people use this feature in the future, we can put it in the graphics settings ingame as well ([https://forums.factorio.com/5048 more]).
* The number input box "consumes" only numeric input. Other keys for walking or closing the window still work when the field is selected.
** This is true as long as these are not mapped to numbers, bad luck in that case ([https://forums.factorio.com/5741 more])
* Fixed that actions made in the last tick before closing the scenario due to error were applied again when different game was opened. ([https://forums.factorio.com/5741 more]).
** Debug:
* Added option to turn off vertical synchronisation of the display (v-sync).
* Fixed crash when starting game without config file.
** Gui:
* Progress bar showing electricity availability is now colored. Green for all required energy available, yellow, more than half, red less than half.
=== Modding ===
* Progress bar style enables to specify different colors for different ranges of values.
=== Scripting ===
* Added game.get_chunks() iterator and game.is_chunk_generated(...) and game.player.force.is_chunk_charted() methods.
* Pre player mined item event is called really before the player starts to get items from the inventory.
** Note that the change means, that the event is called even when the mine can eventually fail
      (not enough inventory to hold all the items). In the future, we might add an event for when the entity is really going to be removed.
== 0.10.9 ==
Date: 29.8. 2014
=== Bugfixes ===
* Fixed crash when the map exchange string is not valid. If is not valid, text color is changed to red.
* Fixed the loading of saves containing inner saves (used in tightspot scenario) ([https://forums.factorio.com/5482 more]).
* Fixed that unresearching quickbar slots crashed the game ([https://forums.factorio.com/5466 more]).
* Fixed crash in map editor when building transport belts after building diagonal rail tracks ([https://forums.factorio.com/5462 more]).
* Fixed crash when entity with no icon shown in the electric network statistics, error icon is shown instead in that case
      ([https://forums.factorio.com/5490 more]).
* Fixed crash when some modded entity attack_reaction effect killed the attacking biter.
* Fixed various problems of not loadable save when energy source type of entities changed or mod specifying entities with energy source missing.
      ([https://forums.factorio.com/5511 more]).
* Removed so called "item bomb" effect. It happened When the player tried to a mine chest that contained items that couldn't fit his inventory.
** Instead of dropping all the items on the ground around (which could be A LOT of items in some cases), the mining just fails, while player gets as many items from the chest as possible.
* Fixed performance when cancelling large crafting queues and the player has no room to hold the items.
** This also fixes performance when a loot-enabled entity dies and drops a large amount of loot.
* Fixed bug when sometimes rail segments were messed up by placing rail signals from blueprint ([https://forums.factorio.com/5350 more]).
** Also blueprint which would place two signals next two each other cannot be placed.
* Fixed bug when train was self-damaging when driving backwards at the end of the rail ([https://forums.factorio.com/5179 more]).
** This also fixes the resulting crash when the wagon was destroyed.
* Fixed bug when train with 2 locomotives with opposite directions was not moving backwards when first locomotive had no coal.
* Fixed that laser turrets were not working when built near chunk boundaries ([https://forums.factorio.com/5362 more]).
* Saving the crc in the replay only once per second, so the replay (and save) size shouldn't grow so fast.
* Fixed that the beacon rotating animation was sometimes drawn under the beacon ([https://forums.factorio.com/5431 more]).
* Fixed bug where placing assembling machine over assembling machine of the same type could result into repetitve placing
      (http://www.factorioforums.com/forum/posting.php?mode=reply&t=5479).
* Fixed the problem with deconstruction of transport belt with inserter (or something other) putting items on it ([https://forums.factorio.com/3090 more])
* Fixed that logistic robots were confused when inserting into storage with damaged items ([https://forums.factorio.com/5326 more]).
* Fixed that construction/logistic robots inside a network that was removed weren't re-assigned to the closest logistic network.
      ([https://forums.factorio.com/3088 more])
* The created effect of entities is not applied in map editor, to avoid too much freezed smoke particles at the same time that slows the render.
      ([https://forums.factorio.com/5492 more]).
* Worms don't collide with the world during the dying animation ([https://forums.factorio.com/5409 more]).
* Worms don't show healthbar and don't regenerate health during the dying animation.
* Fixed scrolling with sliders in game ([https://forums.factorio.com/5392 more]).
* Fixed bug when some controls didn't work with mouse over the gui ([https://forums.factorio.com/5130 more]).
** Now they work just fine unless there is a gui action (i.e. crafting, transfer) with the same binding.
* Fixed extremely low placement probabilities of worms.
* Fixed resetting key bindings when changing keyboard layouts ([https://forums.factorio.com/5192 more])
* Fixed bug when using deconstruction tool broke the replay (https://forums.factorio.com/5570&p=42998#p42998).
* Fixed that pausing the game closed the opened gui ([https://forums.factorio.com/5563 more])
* Fixed that setting more than 65535 value in the logistics request gui didn't work properly.
* Fixed that the number in the logistic gui wasn't set to 0 when the slot was cleared ([https://forums.factorio.com/5565 more]).
* Map map2scenario reports errors correctly instead of crashing.
* Using map2scenario no longer resets researched technologies and unlocked recipes.
* Migrations are applied even when using map2scenario.
* Fixed bug when blueprints were "looting" the items from transport belt to grounds ([https://forums.factorio.com/5587 more]).
** Debug:
* Added show_active_chunks debug option, shows which chunks are active on the big map.
=== Scripting ===
* Fixed that can_insert method ignored set filters ([https://forums.factorio.com/5477 more]).
* Fixed that LuaForce:reset didn't reset all the force modifiers
** Namely: inserter stack size bonus, logistic slots, quickBarCount, followingRobotsCount, ghost time to live.
== 0.10.8 ==
Date: 15.8. 2014
=== Bugfixes ===
* Fixed bug on windows when game couldn't be saved.
== 0.10.7 ==
Date: 15.8. 2014
=== Bugfixes ===
* Fixed bug with non-primary mouse not working on OSX ([https://forums.factorio.com/5063 more]).
* Fixed OSX crash due to non-existent write data directory ([https://forums.factorio.com/5284 more]).
* Fixed crash when electric pole with open electricity gui is deconstructed ([https://forums.factorio.com/5310 more]).
* Fixed crash when assembling machine item tooltip was active while it was removed ([https://forums.factorio.com/5196 more]).
* Fixed crash when starting the game with dutch translation active.
* Fixed various replay desynchronizations related to research.
* Fixed bug in allocation of construction robots when rebuilding objects ([https://forums.factorio.com/5117 more]).
* Fixed bug when removing toolbar filter didn't remove the picture ([https://forums.factorio.com/5224 more]).
* Fixed that the car was displayed multiple times on the map ([https://forums.factorio.com/5271 more]).
* Fixed other transport belt ending drawing logic issues (https://forums.factorio.com/t=5018).
* Fixed small bugs with rails (and) ghosts ([https://forums.factorio.com/5188 more]).
* Old save file is not overwritten when saving fails ([https://forums.factorio.com/5354 more]).
* Fast replacing assembling machine keeps the direction of the original assembling machine. This is beacuse the common scenario here is to upgrade the assembling machine, rather than use it to change direction of existing machines ([https://forums.factorio.com/5239 more]).
* Allowed to check placebility of item on ground from script as long as the item is specified ([https://forums.factorio.com/5238 more]).
* Fixed that the video memory was refresh needlessly when the window was just activated.
* Fixed the error reporting with fault definition. It now shows mods involved in the error correctly.
* Fixed wrong radar consumption (309kW instead of 300kW) (http://www.factorioforums.com/forum/posting.php?mode=reply&t=5226).
* Fixed crash when a cargo wagon is placed in the map editor ([https://forums.factorio.com/5308 more]).
=== Changes ===
* Mod zip package and folder should follow the pattern <Mod name>_<Mod version> ([https://forums.factorio.com/5364 more])
* Slightly smaller bounding box for the steam engine ([https://forums.factorio.com/5338 more]).
* Roboport gui says "repair packs" not "material" ([https://forums.factorio.com/5351 more]).
=== Balancing ===
* Roboport is no longer categorised as military structure.
** Therefore biters don't target it primary, only when it is in their "area of rage", same as with other factory buildings.
** Translation:
* Added Japanese translation and updated some of the other translations.
== 0.10.6 ==
Date: 1.8. 2014
=== Bugfixes ===
* Fixed the occasional crashes when switching item groups in filter selection.
* Fixed small inconsistencies of drawing logic of transport-belt based entities.
* Fixed drawing of pipe covers for boiler that has less than 2 connections.
* Fixed unnecessary drawing of pipe covers in some cases, not visible in normal game, but allows cad-like mods to be precise ([https://forums.factorio.com/5018 more]).
* Fixed that furnace started to process the input even with no energy, so it looks like the item vanished, as the processing progress bar stops at 0 ([https://forums.factorio.com/5071 more]).
* Fixed, that the selection box of curved rail ghost wasn't proper.
      ([https://forums.factorio.com/5059 more]).
* Fixed minor bugs with ignored low influences in entity placement.
* Fixed placement of rocks (getting rid of stone rings, https://forums.factorio.com/3208).
* Fixed the visualisation of shooting target.
* Fixed crash when Escape was pressed with the map exchange string field focused in the new game dialog
      ([https://forums.factorio.com/5005 more]).
=== Graphics ===
* Updated the hand picture.
* Updated the battery, rocket(explosive), plastic bar, repair pack item picture.
* Updated the editor tool icons.
* Updated the biter icons (editor).
* Updated shooting selection graphics.
== 0.10.5 ==
Date: 30.7. 2014
=== Bugfixes ===
* Fixed crash when player with robots delivering him items, left the logistic area ([https://forums.factorio.com/4999 more]).
* Fixed that "Made In" line in recipe tooltip was empty for some of the liquid based machines ([https://forums.factorio.com/5024 more]).
* Fixed that the exe file icon added in 0.10.4 addition didn't work for the release build.
* Better repair tasks and repair pack supply logic. Better logic for choosing construction robot for repair.
* Fixed that the tab/shift tab didn't work ([https://forums.factorio.com/5014 more]).
* Fixed that the enter didn't work as confirmation in MapEditor map saving/game saving/updater authentisation ([https://forums.factorio.com/5000 more]).
* Fixed the unloadable save caused by wrong rail segments ([https://forums.factorio.com/4875 more]).
* Fixed load game dialog inconsistencies when the window is resized ([https://forums.factorio.com/5023 more]).
* Fixed the blueprint buildability check inconsistency ([https://forums.factorio.com/4072 more]).
* The invisible rectangle containing the gui created by mods will no longer obstruct the interaction area of the player.
** This applies generally on any transparent part of the gui (https://forums.factorio.com/4957&p=38885#p38885).
* Minor transport belt graphics fix, when the belt is starting against curve to opposite direction, the belt ending graphics was missing
      ([https://forums.factorio.com/5018 more]).
* When the last piece of item is removed from the circuit network, the item is no longer displayed without number in the network contents, but disappears instead
      (https://forums.factorio.com/4993&p=38998#p38998).
=== Changes ===
* Health bar for wagons / locomotives rotates with the object ([https://forums.factorio.com/5025 more]).
=== Modding ===
* Fixed setting of minable. Empty result (result="") triggers error message. No result specification makes the entity to have no mining result, but let it be minable.
      ([https://forums.factorio.com/5056 more]).
** Translation:
* Updated some of the existing translations and added Swedish+Ukrainian translation.
== 0.10.4 ==
Date: 25.7. 2014
=== Bugfixes ===
* Lights Render Quality settings is saved now ([https://forums.factorio.com/4797 more]).
* Fixed Lights Render Quality slider overflow([https://forums.factorio.com/4797 more]).
* Fixed crash when mod lowers number of variations for a resource ([https://forums.factorio.com/4777 more]).
* Fixed scrolling reset in the mods list ([https://forums.factorio.com/4839 more]).
* Added missing drawlight routines for all entities producing light([https://forums.factorio.com/4852 more]).
* Fixed roboport recharging rate tooltip([https://forums.factorio.com/4846 more]).
* Fixed placement indicator for gun turrets([https://forums.factorio.com/4869 more]).
* Fixed weirdness when inserting into assembling machine running burner([https://forums.factorio.com/4843 more]).
* Fixed burner inserter not refuelling itself([https://forums.factorio.com/4843 more]).
* Fixed that player was oversupplied in some cases ([https://forums.factorio.com/4801 more]).
* Fixed that radar didn't rescan chunks ([https://forums.factorio.com/4793 more]).
* Inserter wakes up after copying entity settings([https://forums.factorio.com/4950 more]).
* Pickup items and zoomin/zoomout works even when assigned to mouse cursor that is over gui.
* Fixed the non-fitting graphics of the belt in the underground belt for north+west direction ([https://forums.factorio.com/4901 more]).
* Game guis don't interact when the game is paused([https://forums.factorio.com/4891 more]).
* Fixed that the provider chests started to be ignored under some circumstances ([https://forums.factorio.com/4600 more]).
* Fixed that the requester chests was ignored when the deliver failed (robot destroyed or similar) ([https://forums.factorio.com/4548 more]).
* Fixed the direction of input/output underground belt structure.
* Workaround for sound problems with pulseaudio ([https://forums.factorio.com/2489 more])
* The Factorio.exe (Windows systems) has the Factorio icon included.
* Fixed the wrongly drawn rails and other larger structures on the map on the edges of the chunks.
* Fixed the tooltip delay label not showing correct value when the Settings windows was opened.
* Added checks for validity of allocated bitmaps to work around a bug on some intel graphics cards on linux ([https://forums.factorio.com/1991 more])
* Fixed that changing text of textfield from script didn't update the text of the field until the game was reloaded
      ([https://forums.factorio.com/4372 more]).
* Fixed rocket defense requirements to be base 10 and fit withint 1 stack size ([https://forums.factorio.com/4981 more]).
=== Modding ===
* Disallowed duplicate technology ingredient and duplicate lab input. ([https://forums.factorio.com/4917 more]).
* Better error message when prototype is not loadable. Type of the prototype and mod(s) that created/changed the prototype is displayed.
=== Scripting ===
* Fixed dummy can_insert functions for car and character([https://forums.factorio.com/4848 more]).
* Call to teleport keeps entity orientation([https://forums.factorio.com/4837 more]).
* Orientation of car and fish can be changed via entity orientation property in lua api (i.e. car.orientation = 0.21).
* Added game.player.force rechart command, to force recharting of the whole map.
== 0.10.3 ==
Date: 11.7. 2014
** Features:
* Slider input (smart inserter gui, logistic gui) now has an alternative of specifying the value exactly.
=== Bugfixes ===
* Fixed crash when loading game with ScenarioMessage pointing to player([https://forums.factorio.com/4628 more]).
* Fixed that buildings created from damaged items were not repaired by the construction robots.
* Fixed crashes when the crop-cache.dat file is corrupted.
* Fixed crash when simultaneously removing spawner and its biters from script.
* Fixed crash when starting new game with the sound disabled.
* Scrolling for crafting gui and for objects selection([https://forums.factorio.com/4620 more]).
* Fixed enemy expansions ignoring player bases after load (https://forums.factorio.com/4578&p=34466#p34466)
* Objective fix in demo level 1 ([https://forums.factorio.com/4690 more]).
* Fixed behavior of game.can_place_entity() Lua command ([https://forums.factorio.com/4729 more])
* Fixed incorrect block detection for rail signals by smaller rail bounding box ([https://forums.factorio.com/4707 more]).
* Fixed MacOSX application short version([https://forums.factorio.com/4598 more]).
=== Changes ===
* Changed the logistic robot supply strategy.
** For player, robots take just enough items to fulfill exactly the requested amount, so the player doesn't get more than he asked for.
** For requester chests, robots take always as much as they can carry and leave it in the chest, so it can get a bit more than requested.
* Consistent stack sizes for guns.
* Lights rendering quality can be set in the graphics settings.
* Configuration option max-texture-size in config file section [graphics]
=== Scripting ===
* API call game.print_entity_statistics now takes optional list of entity names that acts as a filter.
=== Graphics ===
* Updated exoskeleton equipment.
* Updated iron and steel axe icons.
=== Optimisations ===
* Faster train movement collision check (related to https://forums.factorio.com/4611).
* Optimised smoke update (related to https://forums.factorio.com/4611).
== 0.10.2 ==
Date: 27.6. 2014
=== Bugfixes ===
* Fixed the crash when opening save with active replay saving.
* Fixed crash when smart inserter with logistic condition was rebuilt.
* Fixed leak in path finding that was causing huge saves(https://forums.factorio.com/4562&p=34339#p34339).
* Fixed that splitter was buildable over transport belt to ground (and vice versa).
* Fixed crash when renaming OSX application name.
* Rotation of turrets doesn't play role when deciding if the part of the overlapping blueprint doesn't collide.
** Rotation of other entities like belts, inserters etc. still matters.
* Fixed that the underground belt cover did have the same graphics regardless if it was input or output.
* Fixed that the underground belt direction when building to be connected with different underground didn't have the preview direction correct (both in blueprint and manual building).
* Fixed wrong blueprint positioning when it contained rail/stations and was created just from ghost entities.
* Fixed crash when showing tooltip of construction material warning for unbuildable entities.
* Locomotive recalculates path on rotation.
* Fixed pump collision box so they can be built next to each other.
* Fixed "bad allocation" bug when removing/adding roboport from bigger network in some cases.
* Fixed that construction robots placed damaged items and full health.
* The repair speed of repair packs didn't affect construction robots repair speed when using these.
* Fixed bug with placing other objects (i.e. pipes) on top of rail signals.
* Game doesn't crash when loading replays from older saves.
* Fixed buggy scrolling in train gui when item is crafted.
* Ghosts can be mined even out of the building / mining distance.
* Added the missing help methods to Lua objects.
* Fixed crashes with graphics cards that have larger texture size than available memory.
* Fixed bug with train routing when going "backwards" ([https://forums.factorio.com/3199 more]).
* Fixed crash when placing rail signal for rail loop ([https://forums.factorio.com/3482 more]).
* Fixed crashes when attempting to use construction robots to deconstruct rails under a train.
* Not showing energy for flying robots that don't use energy (combat robots).
* Fixed corrupted save problem that occurred when the player had follower robots active, was in a car that had blueprint with roboport in the trunk. Saves corrupted this way from earlier versions are not loadable.
=== Changes ===
* Changed the prioritization of resupplying source of logistic robots. provider has biggest priority, then storage and the last one is passive provider.
** This is to avoid uncontrolled filling of storage chests from the leftovers.
=== Graphics ===
* More realistic train light drawing (light cone in the front, red light in the back).
=== Balancing ===
* Wall repair speed is twice the fast.
** Translation:
* Added Catalan translation.
== 0.10.1 ==
Date: 20.6. 2014
** Features:
* Sounds for alerts.
* Proper visualization of trains and car on map / minimap.
* Added scrolling for windows that get too large (i.e. because of mod additions):
** Map generator, Technology list, Removed content window, Finished game window (kill counts), Debug settings gui (F4).
=== Bugfixes ===
* Fixed bug when turrets were not shooting.
* Fixed crash when auto placing electric poles.
* Fixed that the shotgun had just one projectile.
* Fixed changing locale.
* Fixed multiple bugs with loading / unloading the cargo wagons.
* Fixed unloadable save from 0.9 with mod created buttons gui.
* Fixed bug with wrong alt info for the cargo wagon.
* Fixed bug when boiler couldn't fast-replace the pipe.
* Fixed occasional crash when fighting with biters (calling for help biter without behavior).
* Fixed crash on loading save where generator equipment has been removed because same mods are not installed.
* Fixed bug with migrated inserters (when mod is removed) causing the save to be not loadable.
* Fixed that game couldn't be started when audio can't be initialised.
* Solved that gui of removed mods stayed in the save forever, it is removed now.
* Fixed bug when pausing scheduled trains didn't clear yellow signal.
* Fixed bug with wrong signal placement([https://forums.factorio.com/4274 more]).
* Fixed changed direction of transport belt to ground when used in blueprint sometimes.
* Fixed that finishing research desynchronised replay.
* Fixed bug when two ghost underground belts can be built on top of each other.
* Fixed internal tool error when repairing([https://forums.factorio.com/4013 more]).
* Turrets are rotatable when building and their direction is preserved in blueprints.
* Fixed bug with construction robots following vehicles outside of roboport area.
* Fixed wrong position of splitter in the blueprint building preview.
* Fixed bug when train stops (and other backer related entities) had no name when placed from the blueprint.
* Logistic robots will not insert items that would exceed the requested count.
* Fixed bug with biters stuck in the corners of their own bases (they "disappear" after some time).
* Fixed the shotgun ammo damage tooltip info, it is now in the form of 12 x (6 + 2.5)
* Fixed bug with filters not shown in the second quick bar.
* Fixed slot highlight bug when crafting the highlighted item.
* Fixed that requester c filters get copied to storage chest when built over. They had no meaning there.
* Fixed bug when construction robots used 0 movement energy on their way to repair / construction the target.
* Fixed bug when entity settings copy was placing red wire instead green for smart chests.
* Fixed bug when entity settings copy for wires was not working at all for logistic containers.
* Pasting entity settings copy will now work only for entities in the players reach.
* Wires now don't have an unlimited wiring range.
* Game doesn't crash on invalid number input in map generation gui.
* Added missing open / close sounds for logistic containers.
* Idle sound for entity is not played when it is out of energy.
* Fixed oil leak from pumpjack([https://forums.factorio.com/4353 more]).
* Updated item counts for starting sandbox chest([https://forums.factorio.com/4394 more]).
=== Optimisations ===
* Reduced slowdowns when drawing many lights (lamps, accumulators, etc.) at night (light can be a bit pixelated).
* Limit for number of concurrent paths searched in the path finder (reduces problems for the "big save bug").
=== Changes ===
* Removed the trailer mod from the standard distribution to avoid confusion.
** It has a regular mod thread now: https://forums.factorio.com/4273.
** It changes the game a lot when turned on and was not meant to be activated for normal play.
* Reduced creeper spawning in big and dense nests (reduces problem for the "big save bug": https://forums.factorio.com/4383).
* Construction robots take as much repair packs as they can carry (not just 1) when going repairing.
* Larger cargo wagon storage area: 15->20 stacks.
=== Graphics ===
* New beacon graphics.
* Added new icons (pipe, pipe to ground, plastic bar, engines, iron ore, stone, raw wood).
* Pushed colors of inserter icons.
* Fixed minor issue with fast transport belt to ground looking twice as fast.
=== Scripting ===
* game.can_place_entity now works correctly for rails, and checks all the additional conditions as when building manually.
** Conditions like water for pump, rail next to signal/station etc.
* Every Factorio Lua object now has a method help() that returns a string with names of all methods and member variables.
* Fixed car's consumption_modifier (how much energy it can take from the energy source).
=== Modding ===
* Fixes to make assembling machine/lab with burner energy source possible.
* The inventory index for fuel is shared for all entities now in defines.lua it is specified as inventory.fuel
* Fixed that different rail types were placeable over each other.
* Fixed bug in trailer mod saving / loading. This resulted in stop during autosave.
== 0.10.0 ==
Date: 6.6. 2014
=== Major Features ===
* Environment sounds. Active machines close to the player create a small factory orchestra.
* Logistic and Construction robots slowdown to 20% of regular speed when out of energy (instead of dying).
* Blueprints copy circuit network connections.
** Features:
* Proper volume settings for master volume / effects volume / etc.
* Map generation string - stores seed and settings for sharing map conditions.
* Clipboard copy & paste (useful for map generation string, updater username, updater password).
* Station names can be changed in the train stop gui.
* Burner inserter will use item with fuel value for itself when it has empty inventory.
* Flying text indication for items collected while placing a building (for instance a rotated transport belt).
* Cargo wagon can have filters in the inventory.
* Updater can now detect some problems caused by firewalls.
=== Graphics ===
* Dust effects when building is placed.
* Added new doodads for dead desert (dead trees, dead trunks, stones, grey grass, etc.)
* Different inserter hand drawing logic (now including hand shadows).
* New icons (circuits, steel, copper plate, inserters, etc.)
* Puff of smoke when locomotive stops.
* New steam engine graphics.
* New radar graphics.
** Gui:
* Proper research unit tooltip in the laboratory gui.
* Save game gui tweaks (Enter key in text field saves game, text field starts with focus)
* Scenario message dialog resizes when the image is too big.
* Whole language name in locale dropdown.
* Slots with filter have a blue background (both in quickbar and in cargo wagon).
* Highlighted item in inventory (when hovering over corresponding recipe) is blinking.
* More polished loading screen.
** Sounds:
* Working sounds for most of the machines (inserters, assemblers, furnaces, steam engines, labs, etc.).
* Sound effects for car and trains.
=== Changes ===
* Disabled loading of saves before 0.6.0 version (You can use 0.6.4 to load any old saves and re-save them).
* Miners in blueprint are ignored when no resource present, instead of blocking the whole blueprint.
* Changed stack sizes of items to be 10 based, so it fits the inserter/requester count values.
* Smoother car acceleration and braking.
* Changed walls/pipes/pipes to ground/boilers/pumps collision boxes logic.
** It is possible to walk between diagonal (not connected) walls now, but when connected, there is no space inbetween.
* Backer names are used for Locomotives, Roboports and Radadars.
=== Optimisations ===
* Parallelised map generation, the hiccups when new part of map is generated should be smaller or non-existent.
* Reduced the saving time (autosave included).
* One very long path search will not block path finder for others. This should fix a bug with stuck biters.
=== Bugfixes ===
* Fixed that inserters had switched the closed/open hand pictures.
* Load game dialog scrolls to the selected item (that can be off screen).
* When there are more items than 4 in the entity info (i.e. smart inserter filters), the first 4 are shown.
* Limited (and sorted) the amount of items in the finished game gui.
* Fixed crash when using fish capsule in the god mode.
* Prevent negative overflow when mining resources.
* Unused pipe connections (in chemical plant, assembler) are passive (they don't connect with other pipes).
* Fixed crash: "Can't insert to this EnergySource"
* Fixed unloadable save with train in station with no stations left in schedule.
* Fixed that radars could explore the same chunk when their progress ended in the same moment.
* Solved that items on ground in the way of electric poles were lost when building by dragging.
* Fixed bug with hovering in the map editor over assembler gui output.
* Game won't crash when the modlist.json is corrupted.
* Fixed bug when effect from beacon was applied twice after load.
* Fixed crash when previewing a technology with "give-item" modifier.
* Inserter's logistic condition is copied when building inserter from blueprints.
* Fix of the window hanging out of the screen at start.
* Fixed the crash when a blueprint is moved to the quickbar with filter for blueprint selected.
* Fixed the inserter not working properly when loading a train wagon on junction.
* Fixed crash in the beta level 4 when player dies.
* Fixed typo in beta level 4 when explaining oil industry.
* Fixed wrong connection of newly built train wagon to train in some cases.
* Fixed that some of the capsules couldn't be fired repeatedly by holding the button.
* Fixed that player wasn't notified about items collected from belts when rebuilding them with different direction.
* Fixed crash when loading save where entity with electric energy source has been removed because same mods are not installed.
* Fixed problems with unicode characters in the path when updating.
* Game doesn't crash when no scenario is selected in custom scenarios screen.
* Corrupted saves don't crash the game to desktop, just give an error message.
=== Scripting ===
* API to take game screenshots.
* Simple API to write to disk (makefile, remove_path).
* Added trailer mod (data/trailer), that contains map and logic for new Factorio trailer.
* Added set/get/clear filter methods to access inserter filters
* Added set/get/clear requestslot to access requester chest requests.
* Added set/get/clear methods for circuit conditions.
* Changed the game.disableminimap to read/write value of player.minimap_enabled.
* Added lua interfaces to force to get/set modifiers
* Expanded connetneighbour-method
* Removed the crash when die/destroy is called on the dying entity in the on_entity_died hook.
Version: 0.9.9
Date: 15.4. 2014
=== Bugfixes ===
* Fixed that turrets ordered to be deconstructed couldn't be destroyed.
* Fixed crash when locomotive/cargo wagons were attemted to be built as ghosts.
=== Scripting ===
* Fixed the wrong positioning of the top custom gui flow.
Version: 0.9.8
Date: 11.4. 2014
=== Bugfixes ===
* Fixed crash when starting the game on MacOSX with less than 512MB video memory.
** Instead low-graphics is set on and a dialog appears with information (same behavior as on win and linux).
* Fixed crash when using fast transfer (control click) in the demo levels 1 and 2.
* Removed 0 iron ore resource fields in demo level 1.
* Fixed bug in the map editor that created resources with 0 amount.
* Fixed that mouse button action set to close gui didn't work over the gui (same for similar actions).
** Mouse actions that interact with the map, like mining shooting etc still work only outside of the gui.
* Slightly better allocation of count of construction robots to deconstruct entity with items inside.
* Fixed the allocation of construction robots to targets in some cases, mainly for containers build using blueprints.
* Fixed twitching of animation of some entities in special cases.
=== Scripting ===
* Fixed get_tile/get_tileproperties method not fetching correct tile for floating point negative numbers.
=== Graphics ===
* New small electric pole graphics.
Version: 0.9.7
Date: 4.4. 2014
=== Bugfixes ===
* Fixed bug with big biters appearing in the beginning on maps created in map editor.
* Fixed crash when a beacon is built from the blueprint.
* Fixed too big maximum zoom level.
* Belt to be deconstructed doesn't accept new items, so it can be deconstructed.
* Fixed the wrong positioning of bottom to left basic transport belt.
* Fixed bug with roboport deconstruction by its own robots.
* Fixed the error of not accessible config.ini when factorio crashes during start while the config directory doesn't exist.
* Fixed that used ammo specified in personal logistics didn't trigger logistic robots to resupply.
* Fixed the inconsistency of blueprint preview and result when the last build entity was diagonal (rail, semaphore etc.).
* Fixed the pump animation direction. It was running backwards.
* Fixed that manual rebuilding rails on top of the rail ghost didn't remove the ghost in most cases.
* Fixed that pipe/storage tank/assembling machine that was destroyed and rebuilt by construction robot did keep the fluids inside.
* Fixed alerts on map, the important ones are on top (destroyed object > damaged object > turrets firing > materials) and they don't flicker.
* Fixed wrong damage info calculation for distractor robots (they had 2.5 damage not 5).
* Fixed bug when inserters waited too long before putting new barrels to unfill to assembling machine.
* Fixed saving by double click.
* Better error reporting in windows updater.
=== Balancing ===
* Productivity module slowdown changed from 20%->15%, consumption penalty changed from 50%, 70%, 90% -> 40%, 60%, 80%
* Distractor basic damaged increased: 2.5->3.5 and time to live increased 30s->45s.
=== Scripting ===
* Fixed that find_non_colliding_position returns nil  instead of huge values when the position isn't found.
* Limited the game.setspeed value to be at least 0.1.
=== Graphics ===
* Reskin of the big electric pole.
* Updated icons (still work in progress): assembling machines, transport belts, fluids, barrels, wires.
* Fixed little glitch in the roboport animation (animation and base are separate sprites now).
Version: 0.9.6
Date: 28.3. 2014
=== Bugfixes ===
* Fixed loadability of save with inserter in logistic network, that has cleared the logistic condition due to mod removal.
* Fixed of loading save with gui element with custom mod style, when the mod was removed.
** Note, that we plan to remove gui created by mod that was removed completely in the future versions.
* Fixed crash with inserter putting stuff to rail-tile when first the rail and then the inserter is removed.
=== Graphics ===
* New transport belt graphics.
Version: 0.9.5
Date: 25.3. 2014
=== Bugfixes ===
* Fixed crash when reconnecting nonempty connected ending part of underground belt.
* Fixed that migration changing logistic chest to other logistic chest with different mode works properly.
* Fixed that assembling machines with recipe were not working correctly with blueprints.
* Fixed bug when all entities (including player, biters, etc.) built in the map editor had neutral force.
* Fix of loading save that have removed/migrated items in circuit/logistic condition.
* Assembling machine isn't shown as producer in electricity statistics.
* Fixed crashes in the 32 bit Linux version.
=== Graphics ===
* The fire of refinery emits light.
=== Scripting ===
* Function table.deepcopy from lualib.util copies factorio lua objects as references.
** Translation:
* Added hungarian translation.
Version: 0.9.4
Date: 20.3. 2014
=== Major Features ===
* Added passive provider chest. Provides items only for requester, construction and player. Not for storage chests.
=== Bugfixes ===
* Moved lubricant recipe from engine technology to oil processing as lubricant is not needed for basic engine anymore.
* Enabled engine technology in the campaign level 2.
* Fixed various problems when mod changes electric usage priority of existing entities.
* Fixed a bag in displaying electricity production / consumption.
* Battery technology unlocks science pack 3 instead of rocketry.
* Fixed too wide filter selection gui when too many items are in one subgroup.
* Limit the size of the blueprint preview, so it is usable for huge blueprints.
* Fixed that control clicking to get items from the logistic robot could crash the game in some cases.
* Fixed that having error in the mod init rewrote the config file specifying which mods are enabled.
* Fixed crash that could happen when save containing mods altering damage types is used without the original mod and car/crain crash happens.
* Fixed dangling tooltip of the slot inserter logistic condition when closed.
* Fixed small-plane recipe in campaign level 4.
* Removed accumulator research and requirement from the 2nd beta level.
* Updater checks update packages to be applied before actually running them.
* Fixed that assembling machine recipe configuration was lost when using blueprints.
* Objects with even dimensions like 2X2 are centered over the cursor better when building.
=== Changes ===
* Using subgroups and item groups for entities as well.
** This partially fixes problem with overflowing window for entities in the map editor.
* Dynamic window size for smaller displays.
=== Modding ===
* Added a way to specify recipe hidden, so it doesn't appear in the crafting window.
* Added a way to specify whether to use apply_projection for rotated sprite or not.
=== Scripting ===
* Added way to add ghost structures.
* Added way to order/cancel deconstruction from script.
* Limit the entity.energy write property by <0, max buffer size>.
** Translation:
* Added simplified chinese translation.
Version: 0.9.3
Date: 14.3. 2014
=== Bugfixes ===
* Fixed crash when loading save containing gui created by script.
* LogiStic robot didn't need robot flying frame to craft.
* Fixed crash when construction robots destroyed tracks under train. Now they wait for the train to move away.
* For two different pipe to ground types, the distance limit is the now the minimum of the two connections.
* Fix of crash when changing ambient when the game is not opened.
* Fixed that some of the underground belts conents were given to player on game load.
* Fixed infinite map generation with too dense enemy bases.
* Fix of loading a save with equipment in armor that is from mod that is no longer active.
* Enabled engine research, so automobilism is researchable and 1. beta mission completable.
* Fixed smelting steel in prebuilt furnaces in campaign level 2.
* Fixed bug with boilers and pipe fast replace.
* Fixed bug with on_entity_died notification and item count.
* Fixed bug with assembling machine connecting to pipes even without fluid recipe.
* Fixed bug with infinite output coming from mining drill when having multiple mining results.
* Fixed crash when disconnecting from character in the car.
* Laser turrets can be researched in New hope campaign level4.
* Removed one (minor) memory leak.
* Fixed gap between current and per-minute stats in production statistics gui.
* Separate input and output counters for production statistics.
* Solved roboport left/right jitter on low graphics settings.
* Fixed incorrect button positions (and lack of resolution update) when starting Factorio as maximised.
* Fixed bug when unavailable recipes were not displayed in assembler recipe selection without subgroups.
=== Scripting ===
* Added a way to change resize_row_to_width of style from the script.
* Vehicle passenger is accessible from the Lua API.
Version: 0.9.2
Date: 7.3. 2014
=== Bugfixes ===
* Fixed crash when train stop is built in blueprint before rails.
* Fixed bug when crude oil barrels couldn't be unloaded.
* Added missing recipes for productivity module.
* Fixed bug when belts to ground could be built on top of each other.
* Fixed bug with items not going into fast / express belt to ground.
* Barrel filling was affectable by the production module.
* Fixed segfault at research screen after researching tool belt
* Fixed missing translation after loading game in campaigns.
* Fixed bug with mining drill getting stuck on low yield resource.
* Fixed overflowing effects in the technology preview gui.
* Displaying car rotations when building it.
* Unified the smelting recipes time to mean seconds in the stone furnace.
* Train stop and Lab built from the blueprint have proper dedicated to names.
* Fixed stucked items on transport belt in special case.
* Enabled inserter to take fuel out of the boiler.
* Fixed drawing of equipment and some of the icons in low-graphics mod.
* Fix of some of the icons scale in low graphics mode
* Fixed bug with chemical plant draining the fluid from the pipes.
* Tweaked what "size" setting does for resources.
* Fixed that repair sound ignored sound volume settings.
* Fixed that inserter couldn't (inconsistently regards to logistic robots) take out of the red
      (limited) part of the inventory. The limitation is now just for input.
* Fixed clouds drawing in low-graphics mode.
* Fixed that trying to build trains as ghost did create corrupted rails.
* Crafting gui has the size that fits all groups, so it don't change size when switching groups.
* Right gui container doesn't change size when certain entities selected.
* Fixed bounding box + connectability of underground belt build by blueprint.
* Items in the selection guis (quickbar filter, logistic filter, etc.) are ordered into subgroups.
* Fixed offshore direction when building using blueprint.
=== Changes ===
* Assembling Machine Recipe Gui shows all the recipes, but those that are not craftable are show in red (consistent with character recipe gui).
* Assembling Machines 2 and 3 have an input and output pipe.
** Electric engine unit, processing unit, filling and emptying barrels is done here.
* Locomotive can be fed by fuel even off station when not moving (on signal, out of fuel etc.)
=== Balancing ===
* Poison capsules hurt worms as well.
* Engine unit doesn't need lubricant (so car and trains don't require the oil industry).
* Fixed: Replacing underground belt's end unearthes items
* Pipe to ground is up to 10 tiles long.
* Disabled enemy spawn shift (but this might not be the cause for big biters in the beginning).
* Express belts require lubricant (because they need to run extra smooth).
* Changed the amount of wood in dry tree from 1 -> 4
=== Graphics ===
* New assembling machines.
* New inserters.
* New copper wire.
* New light cone.
* New dark entity info background (the old one can be still switched in graphics settings).
=== Scripting ===
* Added clear_chart method to luaForce.
* Destroying/adding custom gui element will correctly update the size and position of parent elements holding it.
=== Modding ===
* Offshore pump can specify the fluid it will produce.
* Max on row/resize row to width in flow style can be specified.
* Pipe to ground can have multiple underground connections.
* Inserters can have arbitrary pickup and insert positions (this allows 90 degrees inserters).
* Transport belt to ground max distance is now moddable (max_distance).
Version: 0.9.1
Date: 21.2. 2014
** Features:
* Tooltip with info of the armor equipment.
* Capsules can be used in god mode now.
=== Bugfixes ===
* Fixed bug when blueprint in the second quickbar would corrupt the save (already corrupted saves can be loaded again).
* Fixed bug where unloadable save was made when blueprint containing roboport/armor was as item on ground/held by inserter.
* Fixed save loading bug when oil refinery/chemical plant with reset recipe was saved.
* Fixed bug with stuck inserter when putting sulfur into chemical plant producing sulfur acid in some cases.
* Structures now get repaired even when they are in the bigger (construction) distance from roboport.
* Fixed that the alert icons weren't visible after resize in some cases.
* Fixed that steam engine rotation was wrong in rotated blueprint.
* Fixed double info in item tooltip.
* Oil processing shows oil-refinery in "made in".
* Fixed the burner inserter/locomotive energy consumption.
* Fluid input to chemical plant/refinery is limited to twice the amount in the recipe.
* Chemical plant and oil refinery accept modules.
* Fixed bugs in the automatic connection of rolling stock when being built.
* Updated migration to enable explosives recipe when explosives are researched.
* Fixed bug in assembling machine fast replace.
* Fluid inputs for chemical plant/oil refinery are now saved properly.
* Requester chest now starts working as expected after settings (filters) are copied.
* Logistic condition is now copied as well for smart inserter.
* Assembling recipe machine tooltip takes fluid amounts into consideration.
* Fixed not visible recipes when item groups are turned off (Forced in the tutorial campaign).
* Fixed leftovers of enemies on the map when they were moving.
* Fixed crash when wrong set_tiles command arguments were given.
* Fixed stuck construction robots with cargo to be returned.
* Fixed that some of the productivity modules had x.9 values instead of x+1
* Fixed, that the storage tank connection to pipe wasn't refreshed when it was rotated.
* Fixed that canceling crafting didn't reset the crafting time spent.
* Show energy consumption for the exoskeleton and night vision equipment in the tooltip.
* Show dimensions of equipment in the tooltip.
* Fixed the help message to open armor to be connected with the correct control (split stack).
* Fixed crash when generating map under some circumstances.
* Updated the map generation gui to be more responsive to water settings.
* Fixed crash when throwing capsules in the God mode.
* Fixed crash when technology window is displayed over logistic condition window.
* Config file is saved as early as possible to avoid problems with switching to low graphics mode.
=== Changes ===
* Merged the second quickbar (researched by toolbelt) with the main quickbar (now it has 2 rows).
** The keyboard shortcuts apply to the top row. Rows can be rotated by a button or keyboard shortcut (default X).
* Fixed transport belt to ground collision boxes, so they are more inserter friendly. It is even possible to insert into it.
* Less controls in the new game dialog.
* One of the two connected pipes to ground next to each other shows icon of fluid inside.
* Very small quantities of fluid can be pushed away / destroyed by another fluid in the neighboring pipe.
** This helps for instance in situations with tiny fluid leftovers after pumping.
* More doodads in the maps.
* Finished crafing sound (tsss) is played only when a full non-intermediate recipe stack finishes crafting.
=== Balancing ===
* Merged oil gathering and oil processing into one technology.
* Barrel costs just 1 steel plate instead of 2 and can hold 25 litres of crude oil.
* Added cracking recipes (heavy oil to light oil and light oil to petroleum gas).
* Storage tank has 2.5 times bigger capacity (25000 litres) and takes longer to mine.
* Increased basic-grenade splash area by 30%.
* Smaller probabilities for spawning big worms close to the starting area.
* Slightly more coal is generated.
Version: 0.9.0
Date: 14.2. 2014
=== Major Features ===
* Blueprints. Blueprint item allows the player to select the area that will be copied into the item.
** The player can customise the icons that will represent the blueprint.
** While building blueprints, player can rotate these, and they can also overlap with existing entities as long as they match.
* Deconstruction tool. Allows player to order construction robots to deconstruct buildings in the selected area.
** When the buildings contain items (chests, transport belts etc.) construction robots first move these items out of it and place it into the logistics network.
* Oil industry.
** Pumpjacks mine the crude oil from the oil spills.
** Oil refinery processes the crude oil to oil fractions.
** Chemical plant processes the oil fractions to useful products.
* Added fluid storage tank.
* Added electric onshore pump (can speed up the fluid or push the fluid against the slope).
* Logistic network condition for smart inserters. Takes the sum of all items in storage/provider chests into consideration.
** Features:
* Biomes. Gives more variation to the nature, tends to generate similar types of vegetation close together.
* Recipe gui contains even recipes not craftable by player (their tooltip shows machines where they can be crafted).
* Copying entity settings (replaces the old shift build functionality).
** Shift + left click sets the selected entity as a copy source, shift + right click applies the settings to selected entity.
* Ghost buildings can be built (shift + right click) and mined individually.
* Saves directory can contain custom sub directories. Added delete save button.
* Game saves and mods are read / written natively to the zip files.
* CTRL in the textfields including dev console (CTRL + left/right = jump word, CTRL + backspace = delete word, CTRL + up/down = home/end).
* Roboports have separate logistic radius (now 25) and construction radius (now 50).
* Player gets separate warning icon when building is destroyed.
* Warning icons tooltip shows list of entities that are under attack/destroyed/attacking.
* Highlight inventory slots that contains results of the recipe the player already have when he is hovering the recipe slot.
* Added / updated sounds for player actions (building, mining buildings, crafting, inventory move, gui click, etc.)
* Optional ordering of items sub-categories into individual lines in the crafting window.
=== Graphics ===
* New pipes graphics.
* All not connected pipe connections have ending visualisation.
* New 10 types of trees that replace the outdated 2 types.
* Doodads, small decorative objects that appear in the environment (grass chunks, trees, small bushes, rocks etc).
* Area visualizations (for electric poles, roboports, beacons, mining drills) are displayed under the entities.
* Roboports visualization density adds up only to a limit.
* Pipes show the fluid inside in the alt mode.
* Only every second pipe in the row has the window.
* Nicer rail diagonals/turns on minimap.
=== Optimisations ===
* Optimisation of the logistic network update - slow performance with many robots with cargo and no place to put it.
* Optimisation of the electric network update by the factor of 5.
* Optimisation of inserters update, inserters that have nothing to do are set to sleep and woke up when their target/source changes.
* Turrets don't search for enemies when there are no enemies nearby.
* Logistic network doesn't go through empty provider chests/satisfied requester chests any more, so they don't slow down the update.
* Only chunks with changes are recharted, so the limit of 2 recharted chunks per ticks is applied only on chunk that actually changed, this allows to have much higher areas covered by radars.
* Optimisation of the building electric poles by dragging (It could get slow for big networks).
* Small optimisation of transport belt movement.
=== Balancing ===
* Changed many existing recipes (science pack 2, science pack 3, advanced circuit, laser turret, car, diesel locomotive, logistic and construction robots, rocket, flamethrower ammo, defender capsules, most of the armor equipment, etc.)
* Nerfed down productivity modules. Best module productivity bonus changed: 15->10, it has slow down factor, and its usage in assembling machines is limited to intermediate products.
* Slightly more stone in the world.
* Pipe to ground is made in pairs and is more expensive.
* Fast/Express transport belt to ground is made from Basic/Fast transport belt to ground + gears so it can be upgraded.
* Character logistic slots technology needs only red and green science packs.
* Rail signals don't collide with player/car so it can run/walk over it.
* Halfed the radar electricity consumption.
=== Changes ===
* Multiplied all energy values by the factor of 1000.
* Optimised pipe/asembling machine/chest bounding boxes, so they obstruct the movement less.
* The green color of night vision visualisation is less dense.
* Configurable key mapping for lua console, "/" key no longer opens the console by default.
* ESC (by default) closes the windows in the game as well.
* Capsules (including the fish) are used by build action when they are in the cursor
* By default the left mouse key builds and opens gui and the right mouse key does mining.
* Disabled loading of saves before 0.5.0 version (You can use version up to 0.6.4 to load any old saves and re-save them).
* MiningDrill can be built only if there are some resources within its radius.
* The world is slowly generated around the player up to big distance, so exploring should not matter regarding the existance of enemies.
=== Bugfixes ===
* Modules are now transfered when fast replacing furnaces.
* Electricity icon of laser turrets in ghost mode.
* Fixed missing black text font borders in some of the texts.
* Fixed crash when opening gui in the ghost mode that is active in some of the challenge missions.
* Fixed crash when player fed turret with ammo at the same moment it was destroyed.
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign (it is indestructible).
* Fixed that the sound of walking to the left/right was played from the left/right side.
* Fixed unloadable save when mod with logistic chest(s) was removed.
* Inserter without power will not take stuff from the chest even when it's arm is above it already.
* Fixed bug with biters disappearing in the peaceful mode.
* Fixed stucked inserters when rail is nearby in some cases.
* Fixed of wrong dropTarget of inserter that pointed to train wagon and was rotated.
=== Scripting ===
* It is possible to change tiles from script using the game.set_tiles
* It is possible to specify health of item.
* Read access to electric pole/pipe neighbours.
* Added connect_neighbour method for electric pole.
* Stricter rules for lua scripts (no require outside mod path, no dofile function)
=== Modding ===
* Recipes can have multiple and randomized products.
* Both ingredients and products for the recipe can be items or fluids.
* Fixed bug, that item on ground created by script ignored the count of the stack.
* Added fluid_usage_per_tick and effectivity fields to the generator.
* Zipped mods can be loaded.
Version: 0.8.8
Date: 9.1. 2014
=== Bugfixes ===
* Script fixes in the first demo level.
* Fixed wrong item counts in circuit network when rebuilding non-empty chest connected to the network.
Version: 0.8.7
Date: 8.1. 2014
=== Bugfixes ===
* Fixed another instance of crash when player closed the container while moving away from it.
* Fixed bug in electric network splitting in special case when circuit network cables are present.
=== Graphics ===
* Updated some of the item icons.
Version: 0.8.6
Date: 6.1. 2014
** Features:
* Land mines can be rebuilt by the construction robots.
=== Bugfixes ===
* Fixed crash when player closed the container while moving away from it.
* Fixed incorrect registration/unregistration of train stop/rail signal/lab in ghost mode.
* Fixed bug that allowed the player to put 4.3G items into the empty reserved (filtered) slot in the quickbar.
* Fixed train waiting time (changed time multiplier from 1 back to 5).
Version: 0.8.5
Date: 30.12. 2013
=== Bugfixes ===
* Fixed unstable game state (savegame/exit crashes) after player re-enters logistically covered area after removing roboport covering him.
* Fixed bug that logistic robots ignored the player covered by freshly built roboport, until the player moved.
* Fixed confused logistic/construction robots accessing logistic chest with limited part containing items.
** Robots can take items even from the limited part of the chest now. But still can't insert to the limited part.
* Don't allow anything other than repair packs in the roboport material slots.
* Fixed wrong calculation of items used by crafting when the needed item was in the cursor.
* When logistic chest / player looses logistic cover (roboport mined or destroyed) orders for logistic robots delivering into this object are properly removed.
* Better reassignment of logistic robots to logistic networks when the network was split.
=== Changes ===
* Red and green wires go to the quickbar by default.
* Disabled the Escape key in the finished game dialog.
Version: 0.8.4
Date: 27.12. 2013
=== Bugfixes ===
* Fixed fast rebuilding from non empty container to logistic container.
* Fixed several bugs in the logistic robots job assignment logic.
* Fixed few "Input handler inconsistency" errors.
* Fixed occasional black lines when moving in the map editor.
* Fixed error in selecting tile variation logic. This was causing ocasional game crashes.
=== Changes ===
* Maximum of 10 magazines can be put into the gun turrets by inserters.
* Limit updater timeout to 10 seconds (prevents hanging when for instance antivirus interrupts communication).
Version: 0.8.3
Date: 22.12. 2013
=== Bugfixes ===
* Fixed loading of logistic chests connected to circuit network.
* Circuit network contents info has colored (red/green) slots to specify the network it represents.
* Fixed occasional non passable tiles on new generated terrain.
* Enabled the Advanced chemistry technology in the 4th campaign level that is needed to finish the level.
* Fixed bug that automatically limited the larger chest contents when rebuilt from smaller one.
* Fixed that the windows install application was kept open until the Factorio or the changelog was closed.
Version: 0.8.2
Date: 20.12. 2013
=== Bugfixes ===
* Fixed bug when armor gui couldn't be opened.
* Fixed infinite loop when looking for enemy expansion (causing 100% cpu load and eating all RAM).
* Added migration to enable combat robot recipes when technologies are researched.
* Fixed positioning of tooltip when it can't fit both under and above the cursor.
* Disabled drawing of energy icons on the entity ghosts.
* Fixed the occasional crash when viewing some of the mining drills created before 0.8.1 version.
* Fixed some cases of crashes on shutdown on MacOSX 10.9 (still takes cca 15 seconds to shutdown)
* Fixed error in the regenerateTiles (that would result in crash on the edge of the world).
* Fixed the "Can't insert to entity" when item on ground was in the way of rebuilding entity that doesn't have inventory (wall etc).
=== Balancing ===
* Roboport supply area increased from 40x40 to 50x50.
Version: 0.8.1
Date: 18.12. 2013
** Features:
* Alert indication when the player has not enough repair robots, repair packs or material for reconstruction.
* Show mod(s) that added/changed item/entity/technology in the tooltip (For other than vanilla content).
* Keep the inventory limit of chests when fast rebuilding.
* Repairing in god mode.
=== Bugfixes ===
* Fixed long thin "stripes" of land in the water (doesn't fix the already generated ones though).
* Fixed of unloadable saves (and wrong behavior) with destroyed roboports turned into the blueprint state.
* Fixed the map colors of the new terrain.
* Changed the map color of coal to pure black, so it is easily recognizable.
* Fixed bug when beacon wasn't deactivated/activated when destroyed and turned into blueprint state.
* Fix of inserters trying to reach distant train in some cases.
* Fix of inserters putting items into the player inventory.
* Fixed the loading of save in the 4th mission of new hope.
* Fixed crash in the map editor when right clicking in the item layer.
* Fixed updating style when switching tabs in the map editor.
* Fixed the wrong calculation of damage caused by the car crash (resistances weren't considerated).
* Fixed the display of the percentual bonus in technology modifier.
* Fixed the shift building of electric poles.
* Fixed autosorting in the sandbox mode (godmode).
* Fixed the precision problems in the bonus production.
* Fixed minor state bug with the chest in the demo level 1.
* Enemies dont go blindly forward when there is no way (resulted in the infinite spawn).
* Fixed building in map editor with overlapping selection boxes.
* Fixed building multiple entities with the same click in map editor.
* Fixed bug with fast replacable entities placed on top of each other in the map editor.
* Fixed the crazy flickering of boiler when the power consumption is very low.
* Fixed stuck robots trying to ascend from roboport to get charged.
* Fixed some small bugs of stationing robots to roboport.
* Train recalculates its path after leaving signal where it had to wait.
* Fixed bug when shotgun pellets could get through the wall sometimes.
* Fixed loading of saves containing flamethrower flames.
* Fixed the wrong attack directions of enemy worms.
* Entities rebuilt by robots after destroy lose their inventory contents.
* Fixed unkillable turrets. These appeared when turrets were killed by the pick/land/smoke.
** Existing unkillable turrets are terminated on the transition from older versions.
* Player (and other biological entities) are not repairable.
* Ghosts for removed (i.e. from mods) / migrated entities are removed as well.
* Removed content gui can be closed by ESC.
* Biter expansions can no longer skip over water.
* Fixed of loading of game containing entity with different energy source type than it previously had.
* Mining drill ignores resources that can't be mined because of the higher hardness.
* Ghost buildings are removed when some building is built over these.
* Ghost buildings are not rebuilt as long as player, or something other (biter), is in the way.
* Construction robots actually use up the repair packs.
* Items on the ground in the way of the rebuilt ghost building are collected the same way as when player is building manually.
** These items are put into the reconstructed building if possible, otherwise they are lost.
* Fix of wrong map rendering boundaries when the game window was resized while in the map view.
* Fixed few small memory leaks.
=== Balancing ===
* Much easier level 3 of the New hope campaign in the easier difficulties.
* Lowered transmission energy consumption of roboport from 200W to 100W
=== Changes ===
* Used the new terrains in the campaign levels.
* No enemy expansions in the peaceful mode (this could have caused a biter factory attack in the peaceful mode).
=== Modding ===
* Mining drills don't implicitly run the animation forward and then backward. Existing mods need to add run-mode="forward-then-backward" to their mining drill animation definitions (see the mining drills in the base).
* Scale specification works for RotatedAnimation type.
Version: 0.8.0
Date: 6.12. 2013
=== Major Features ===
* Construction robots that can be used to automatically repair and reconstruct damaged structures.
* Roboport - the home, charging point and transmission provider for the logistic and construction robots.
* Redesigned the map editor (separate editing layers, brush / spray / cursor tool, better character edit gui)
* Structures keep their damage when mined and built again.
* Structures can be manually repaired by the player with repair-pack.
** Features:
* Recreated the new hope campaign (now 4 levels instead of 2).
* Chests inventory size can be limited.
* Inserters always work for loading/unloading in the train station, even when facing the gap between wagons.
* Guis for item selection (i.e. inserter filters) uses Item Group tabs.
* Zooming to cursor (like in online maps) in god / ghost controller, map and map editor.
* Logistic robots take items on the way to chests into consideration when trying to keep separate chests for separate items.
* Wiring cables in the map editor.
=== Graphics ===
* New terrain graphics. Terrain is composed of tiles of different sizes (1x1 up to 4x4)
* Laboratory has a light source.
* Option to turn off showing pollution in minimap even when the detailed info is on.
* Flickering light of furnace and boiler.
* Highlighted chunk edges in paused game grid.
* Cloud shadows over the terrain.
=== Changes ===
* Unified all machines to show energy consumption (maximal) in entity info description.
* Player starts with one burner mining drill and one furnace in the freeplay.
* Unified the crafting time, crafting time 1 is now equal to 1 second of manual crafting.
** Crafting speed of assembling machine is relative to the speed of manual crafting.
* Disabled loading of saves before 0.4.0 version (You can use 0.6.4 to load any old saves and re-save them).
* Disabled technologies are not visible as continuation in the technology preview window.
=== Bugfixes ===
* Fixed bug with the game being slow when the player was moving after the display was resized.
* Fixed lack of correction of tiles when the tile with invalid neighbour is created. (grass in deep water for example)
* Fixed of crash when trying to play a game with autosave interval set to never.
* Fixed bug of wrong connection of pipe to ground when rotated.
* Fixed incorrect calculation of mining speed of mining drills showed in tooltips/entity info
* Fixed crash when viewing electric network info and the pole was removed or disconnected from the network.
* Fixed bug with armor being insertable into the mining tool slot.
* Fixed bug of the assembling machine with modules inside rebuilding.
* Fixed bug with inserter not taking items from more stacks of the container when needed.
* Fixed crash when connecting smart/logistic chest that was fast-rebuilt to circuit network.
* Fixed directions of movement of disconnected/connected trains while the train is moving.
* When manually controlling the train movement, the back/forward direction is determined by the direction of the currently occupied locomotive.
* New inserted station to the train schedule are inserted under (instead of above) the currently selected station.
* Stricter rules for enemy expansions.
* Fixed shift building of smart inserters with green wires.
* Fixed unlimited length of wire when shift building smart inserters.
* Fail silently when player data cannot be loaded.
* Configs are saved before unloading graphics and sound.
=== Optimisations ===
* Enemy spawners are deactivated when there is no enemy force nearby.
=== Balancing ===
* Increased mining speed of burner mining drill.
* Increased the life time of defender robot from 30 to 45 seconds.
* Changed the recipe of defender robot, instead of 2 steel, it requires piercing bullet magazine
* Increased the range of the rocket from 20 to 22.
* Decreased the range of medium worm from 25 to 20.
=== Scripting ===
* Added on_player_crafted_item event.
* Added read/write property current_research to LuaLorce.
* Added the option to create and manipulate the checkbox gui element.
* GameViewSettings to control what is shown in the game view.
* LuaUnitGroup valid and members attributes.
* Lua API call to check if path finder is busy (game.is_pathfinder_busy).
* Lua API call game.find_nearest_enemy.
* Lua API call unitgroup.start_moving.
* Lua API can read and control the wind.
* Lua API to control the train (LuaTrain).
* Added heldentity to the LuaEntity (only for insterters).
* Zooming can be controlled in the lua script.
* Lua API to read / write the mouse cursor.
* Building the entity from the cursor.
* Lua API to control god's flashlight.
* Lua API to read / write player cursor stack.
* Lua API to read fuel value, group and place result of LuaItemPrototype.
* Lua API to read / write player states (riding state, walking state, mining state).
* Lua API to check and start driving
* Lua API to write entity orientation (works only on biters so far).
* LuaTile has a field valid.
* Added methods read and write pollution (game.pollute/get_pollution)
* Fixed crash when manipulating not generated LuaTile.
* Fixed the bad coordinates of area in on_chunk_generated event for negative coordinates.
=== Modding ===
* Enabled migration between different entity types.
* Moved PathFinder settings to map_settings.lua
* Added energy per hit point to rolling stock prototype (energy_per_hit_point).
* Changed the energy specification in energy source from number to the energy amount format (J/W).
* Changed mining drill specification to use mining_power instead of mining_speed and mining_speed instead of effectivity.
* Moved light cone specification into data (character, car, locomotive).
* Mods can specify allowed combinations of neighboring terrain tiles.
Version: 0.7.5
Date: 29.10. 2013
=== Bugfixes ===
* Fixed that the train didn't stop in front of red signal in special circumstances.
* Fixed the resistance->damage calculation for damage amount near the resistance.
* Fixed bug causing crash with one specific rail setup.
* Fix of loading save with non empty modular armor in secondary quickbar.
* Fixed loading game with the armor gui opened.
* Fixed that logistic robots brought wrong item to requester chest occasionally.
* Fixed bug when enemies would attack neutral objects after distraction (rails, poles, buildings, etc.)
* Enemies will now attack neutral objects only after pollution attack or close to their spawner.
* Resources no longer disappear when enemy bases are built on top of them.
* Fixed rail collision boxes, tight double rail turns don't act as single block.
* Fixed some missing prerequisites in the technology tree.
* Fixed crash when setting recipe of assembling machine in map editor.
* Fixed too high select item list in game with lot of items (added by mods).
* Added Inserters/Assembling machines/Furnaces to player placeable in map editor
** When placed as neutral, upgrades/technologies of player will not affect these machines when placed as neutral.
* Fixed rare crash in the first demo level.
=== Graphics ===
* Removed reference dots in rail pictures.
=== Balancing ===
* Slightly larger resource deposits.
* Halved the price of rails (Rails are crafted in pairs now).
* Increased stack sizes of walls (32->64) and logistic robots (16->32).
* Increased character inventory size (56->60).
* Moved big electric pole from electric energy distribution 2->1 (no blue science packs needed).
* Removed the iron working research
* Decreased the unit count for automation research (15->10).
=== Scripting ===
* Deactivated beacon will stop giving bonuses.
* Fixed crash in train destructor when there is an syntactic error in the lua script.
* Fixed crash when reading held stack of inserter with an empty hand.
* Fixed error when parsing the compound command for unit / group.
Version: 0.7.4
Date: 22.10. 2013
=== Bugfixes ===
* Fixed loading of filters of smart inserters.
* Fixed crash when loading a game from the new hope campaign.
* Disallowed deleting rails under the train in the map editor.
* Fixed bug with moving trains in the map editor.
* Fixed missing name of stations built in map editor.
=== Balancing ===
* Decreased explosive resistance of medium/big biter from 20/30% to 10%.
Version: 0.7.3
Date: 21.10. 2013
=== Major Features ===
* Radar explores one unexplored chunk when the sector scanning progress finishes up to distance of 14 chunks.
** Features:
* Show the mining area of electric mining drill when building/selected.
* Logistic robots delivery is evenly distributed between provider/requester chests.
* Mining drill evenly distributes the selection of resource to be mined in its radius.
=== Bugfixes ===
* Fixed the bug of map not showing entities on the right/bottom side of the map.
* Fixed the bug of the mining resource slot of mining drill being in the left top corner when no resource was available.
* Fix of crash when getting recipe info of item with cyclic recipes.
* Game ignores non-save directories in the save folder.
* Keep modules in assembling machine when fast rebuilding.
* Fix of crash when using save with removed/changed items in the filter slot of filter inserter.
* Fixed crash when building rolling stocks immediately connected to other rolling stocks.
* Disabled enemy expansion in campaign levels.
* Fixed bug of research window having two text over each other when the research window is open.
* Fixed that radar was working without electricity.
* Bonus production of assembling machine is reset when the player changes the recipe.
* Fixed bug of strange behavior when effeciency modules inserted into machine.
=== Balancing ===
* Faster mining speed of burner mining drills (66% speed and consumption boost).
* Restricted usage of productivity modules in beacons.
* Resource richness increased by approximately 20%.
* Discharge defense damages only enemies, has increased damage (300%), smaller cooldown and smaller power consumption.
* Increased the damage radius of explosive rocket from 4 to 6.
* Increased the effect range of the slowdown capsule from 7 to 9.
=== Scripting ===
* Fixed that item created by game.create_entity didn't start moving on transport belt.
=== Modding ===
* Allowed to limit type of modules insertable to beacon/assembling machine.
Version: 0.7.2
Date: 17.10. 2013
** Features:
* Added low graphics option for cards with lower amount of video memory.
* Better error reporting for some updater error states.
=== Bugfixes ===
* Fixed bug when engine was not able to load map with removed tiles (loading save with active tile mod that is not present now).
* Fixed bug with evolution factor being > 1.
* Fixed bug with car being damaged by shooting shotgun while driving it.
* Fixed crashes in editor (related to unzooming and exploring new areas).
* Inserter putting coal in the furnace that has already picked the coal up will put it there even when there is over 5 items in the furnace.
** This will avoid stuck inserter when there are more than one feeder at the same time.
* Fixed "all technologies" button in the sandbox mode.
* Fixed unpredictable behaviour of "None" and "Very Big" starting area settings.
* Fix bug of loading map that contains removed/migrated items in logistic request slots or in logistic robots on the way.
* Fixed bug with "teleporting" enemy expansion groups.
* Tweaked small enemy and group movement bugs.
* Fixed bug of burner mining drill accepting more than 5 coal (up to full stack) by inserters.
* Fixed bug with the double click in list dialogs Game was loaded even when clicked on two different items in the short period of time.
* Fixed bug when settings to not use item groups in character crafting gui were not working.
* Fixed bug of active window not being always on top (minimap was over it).
* Fixed bug of the mining drill consuming resource even when executing the bonus production (given by productivity modules).
* Fixed crash when spawning on the player port.
* Fix in the recipe requirements calculations.
* Total raw calculates requirements per one item with float numbers (circuit needs 1.5 copper for example)
* Fixed crash when opening the modular armor in the container.
* Fixed inconsistency in gui opening state when destroying entity (chest) that contains currently opened armor.
* Fixed crash when inventory with currently opened armor was destroyed.
* Fixed bug that caused production modules make lab work faster.
* Fixed bug that caused remaining pollution in inactive chunks.
* Fixed bug in gui opening after switching controllers.
* Fixed crash when trying to manipulate armor with paused game.
* Remnants are buildable/selectable in the map editor.
* Biters are gettings stuck less now.
* Fixed bug crash when loading save with two trains next to each other.
=== Changes ===
* Changed the recipe for lab to require 4 transport belts instead of 5.
=== Scripting ===
* Added write access to energy property of entity.
* Added read/write access to the peaceful_mode boolean (game.peaceful_mode)
Version: 0.7.1
Date: 8.10. 2013
** Features:
* Toolbelt technology adds second quickbar.
* Gun turret damage upgrades.
* Added late game destroyer robots that follow the player and shoot powerful blue laser.
* Added middle game defender robots that follow the player and shoot bullets.
* Research screen shows current or last completed research.
* Walls, machines and railroads leave remnants when destroyed.
* Peaceful mode in freeplay. Biters don't attack unless attacked. Worms still shoot on sight.
=== Changes ===
* Slowed down the enemy evolution to 1/3.
* Enemy spawning cooldown depend on evolution level.
* Less expensive and faster crafting of the piercing bullet magazine (5 copper instead of 10)
* Less expensive capsules
* Increased armor resistances.
* 1/2 crafting time of all modules, all 10/10 advanced circuit /normal circuit requirements changed to 5/5.
* Advanced circuit requirements 5/5 circuits/cable changed to 4/4
* Express transport belt iron gear wheels requrement 15->10
* Transport belt to ground craftable in pairs (price is doubled, time kept the same)
* Faster extension and rotation speed of the gun turret.
* First 2 levels of research effectivity don't require blue science packs.
* Automobilism doesn't requre blue science pack and prerequisite change from logistics-3 to logistics-2.
* Basic accumulator capacity increased from 2.5kJ to 5kJ, input/output flow increased to 300W.
* More effective logistic robot speed upgrades (25% of basic speed cumulative)
* Slow down capsule effect time increased from 20 to 30 seconds.
* Gun turret range extended from 15 to 17.
* Damage increases: Grenade 10->25, Rocket 40->60, Explosive rocket 20->40
* Lowered initial natives evolution further away from the start.
* Fast Inserter has now the same speed as Smart Inserter.
* One time migration that replaces all the smart inserters without the cable connection or filter by Fast Inserters.
* Iron gear wheel stack size increased from 64 to 128
* Decreased resting energy consumption of laser turret to 1/3.
* Removed the blue potion prerequisite for solar panels.
* Removed the limit of one logistic robot order per tick.
* Speed module doesn't produce additional pollution (except for pollution increase from speed)
=== Bugfixes ===
* Fixed memory leak created when any text on the screen was printed (including gui).
* Fixed crash on shift + space after using a capsule.
* Fixed map editor crash on zoom out.
* Fixed missing english locales.
* Fixed bug with smelting single resource in the furnace.
* Added missing pollution descriptions.
* Enemy bases should no longer appear on water.
* Fixed crash when opening production and character gui together.
* Fixed bug with off armor equipment placing.
* Entity info panel is shown over armor gui.
* Fixed that game.map_settings.pollution.enabled didn't have any effect on the game.
* Mining Mining drills/Labs with modules will give the modules back as well.
* Pollution on the minimap shown only in the alt mode.
* Fixed infinite item bug when holding item while crafting.
* Fixed crash in god mode when editing armor contents.
* Fixed crash when loading a game where the player is in the car.
* Fixed crash when loading a game with ghost view.
* Fixed showing damage alert when no actual damage is done.
* Fixed that the electric network info didn't fit in 1280X1024 (and more square like resolutions).
* Fixed bug with enemy spawners appearing in the player's starting area.
* Alert notifications are visible on the minimap as well.
=== Graphics ===
* New underground indication for belts / pipes.
* Added creeper spawner graphics.
* Added remnants for destroyed buildings and railroads.
* Particle based stickers on slowed down enemies.
=== Modding ===
* Added attack_reaction field for every entity with health.
=== Scripting ===
* The current interface of lua scripting is up to date on factorio wiki.
* Orientation read only field works for vehicle, fish and unit.
* Added read/write field accelerationperenergymodifier, consumption_modifier and friction_modifier to LuaEntity(LuaCar).
* Changed isvalid() method of LuaEntity to valid property.
* Changed set/get methods to read/write property for active, destructible, minable, rotatable and operable of lua entity.
* Changed getdrop_target/getdrop_position to read property drop_target/drop_position
* Changed set/get methods of always_day, gametime, darkness to read/write property of lua game.
* Removed the connectcharacter/disconnectcharacter, it is done by assigning the player.character directly (nil disconnects).
* All functions/properties accessible by player.controller are now accesible directly by player
* getenergy method of lua entity changed to energy read only field.
* disable/enable methods of lua recipe changed to read/write property enabled
* set/get researched/enabled methods of lua technology changed to read/write property researched/enabled
* added game.kill_all_enemies() api call
Version: 0.7.0
Date: 27.9. 2013
=== Major Features ===
* Added Modular armors with placeable equipment. The armor is opened by right clicking it.
** Equipments can be: night vision, speedup exoskeleton, energy sources, batteries, energy shields, laser defense, discharge defense
* The factory now produces pollution. Pollution is visible on the map after pressing ALT key.
** Pollution is mostly produced by mining drills, things that burn coal, assembling machines and modules.
* Enemy creepers were replaced by small, medium and big biters.
* Enemy turrets were replaced by small, medium and big shooting worms.
* Enemy attacks are triggered by pollution accumulated around their base (no time based attacks from the script anymore).
* Enemies move and attack in groups.
* Enemies can create new bases.
* Added new weapons / ammos: shotgun, combat shotgun, explosive rockets.
* Added concept of capsules (usable items). Capsules are used from quickbar.
** Quickbar shortcut (1-5 shift 1-5) applies the capsule at mouse position.
** Current capsules: basic grenade, poison cloud capsule (doesn't damage buildings), slowdon capsule (doesn't work on buildings), combat robot capsules (spawns robot(s) that fight the enemies)
** Features:
* Enemies wander around their base when they have nothing to do.
* Enemies call for help when attacked.
* Added upgrades (research) for all types of ammo and for laser turrets as well.
* The player movement is slower when he is shooting (differs per weapon).
* Weapons have different damage types, entities have different resistances.
* Added production statistics similar to the electricity statistics. (on the P key by default)
* "Shift-build" - when building with shift the settings of the last built entity of that type are applied.
** This works for assembling machine, smart/logistics chest and inserter, includes circuit network wiring and internal settings.
* Laboratories and mining drills are module compatible.
* Logistic robots try to not mix different items in storage chests if possible.
* Placing resources now uses the "autoplace" mechanism as well (see lua data files).
* Better labeling of map generation parameters (swapped frequency and size), frequency and size are less dependent on each other.
* Automatic updates can use proxy server.
** Gui:
* Extended tips and tricks.
* Mark missing elemental ingredients in the recipe tooltip as red.
* Show cooldown of weapons/usable items in the slot.
* Debug settings can be changed in game (F4 triggers the gui).
* Flying text notification when a train has no path.
* Automatically connect rolling stocks into trains when placed nearby with indication.
* Show direction of train stop when to be built/selected.
* Show connected/to be connected rails that are selected/to be build
* Double click in load/save dialog opens/saves the game.
* Technologies in the technology gui are sorted (using order string)
=== Graphics ===
* Replaced enemy placeholders (units, turrets).
* New selection boxes.
* New arrows for inserters / mining drills.
=== Changes ===
* Removed the filter inserter (merged with smart inserter), all filter inserters are transformed into smart inserters.
* Land mine has bigger damage radius and trigger.
* Disabled loading of saves before 0.3.0 version (You can use 0.6.4 to load any old saves and re-save them).
* Enemies can destroy all player creations they find (not only labs, turrets, logistic robots, train and player as it was now)
* Long hand inserter puts the item into the distance 2 (instead of 1).
* Decreased the car health from 2000 to 500, laser from 350 to 250.
* Increased the wall health bar from 200 to 350 and increased health of most of the player structures.
* Enemy spawners and turrets slowly regenerate health.
* Electric pole connects to all poles in the reach with no common neighbour. The limit of 5 connection per pole stays.
** Building electric poles with shift pressed builds it without any connections.
=== Bugfixes ===
* Straight belt pushes items from the center to one of the sides, so randomly inserted items on belt shouldn't cause stucks in the U turns.
* Indestructible objects are now handled properly in the path finding.
* Fix of game being very slow with lots of logistic robots with no place to put items (no free storage chests).
* Fixed several critical bugs in the map editor.
* Fixed of confused logistic system when rebuilding logistic chests
* Shortened number format works properly for large negative numbers.
* Fixed script crashes when using god mode in freeplay.
* Fixed armor relative protection (It was inversed and 10% protection made 90% instead)
* Player inventory didn't get autosorted when item was crafted or delivered by logistic robot.
* Player crafting gui didn't get updated (number of items craftable), when player recieved items from logistic robots or dropped item on ground.
* Fixed sharp edges in new maps.
* Fixed crash when player hovers ammo placed in quickbar.
* Fixed bug of losing bonus production in furnace/assembling machine when the output slot is full (the production will stop instead).
* Item tooltip is updated when the item on selected slot changes and closed when the slot is cleared.
=== Optimisations ===
* Mining drills deactivate when the resources run out.
* Speedups in the path finding (though path finding around very big lakes is still slow).
* Speedups in enemy movement.
=== Scripting ===
* Fixed lua gui element#isvalid function, it threw error when the element was invalid.
* Added lua object for entity/item prototype. All prototypes can be aquired by game.(entity/item)prototypes.
* Added (readonly now) way to access tiles by game.get_tile(x.y) (provides name property and collides_with method)
* getenergy method additionally works for Lamp, Lab, Electric turret, Accumulator, Car, Locomotive and Solar panel.
* The on_chunk_generated event is now called for all chunks, even for the starting area and for chunks created in map editor.
=== Modding ===
* Result of shooting, projectiles, capsules and items used in general, is now specified by our small but powerful effect framework.
* Added way to migrate/rename entity/item prototypes.
* Introduced moddable game wide map settings in data/base/prototypes/map-settings.lua.
Version: 0.6.4
Date: 14.8. 2013
=== Bugfixes ===
* Fixed WinXP compatibility.
* Fixed updater problem when updating over multiple versions of packages on Linux and mac.
* Fixed reversed positions of red/green cable on small electric pole.
Version: 0.6.3
Date: 12.8. 2013
=== Bugfixes ===
* Player lost one item when right clicked on full stack, now it does nothing.
* Fix of crash when mining pipe to ground in some special setups.
* When manually connecting electric poles, limit the distance by the pole with smaller reach.
* Correct error messages invalid settings is set when starting new map.
* Multithreading related crashes.
=== Scripting ===
* Fix of game stopped for ever when creating two message dialogs in one tick, creating more message dialogs in one tick now creates a queue, and player gets to see them all.
* The game doesn't crash when unlock recipe modifier is used in market, although, the gui interface should be upgraded. (Price is not shown in the tooltip, and is not understandable that you are not buying the item, but the recipe. There is no indication, when you already have the recipe, this will be added as feature later, this is bugfix release.)
Version: 0.6.2
Date: 9.8. 2013
=== Bugfixes ===
* Fixed a minor possibility to get stuck in demo level 1.
* Fixed wild train acceleration.
* Fixed crash when mining rail signal before the train.
* Fixed walking while filling script-generated text field.
* Belt to ground cannot be fast replaced with the belt to ground of the same type but different rotation.
* Fixed freeze when setting game speed to 0
* Fixed stack splitting on linux (right click on stack)
* Fixed graphics settings checkboxes for mining drill arrows.
* Correct rounding and SI prefixes for power and energy.
* Proper centering of custom guis on creation.
* Adjust the size and count of machines info displayed in the electric network gui to screen size.
* Too fast scrolling when game speed is set to faster than 1.
* Fixed moving on the map while in the vehicle.
* Fixed crash when disconnecting character while crafting.
=== Scripting ===
* Fixed crash when removing items from character's inventory.
=== Changes ===
* A little more predictible behavior of picking items up in god mode.
Version: 0.6.1
Date: 29.7. 2013
=== Bugfixes ===
* Exact braking mechanism for the train.
* Fixed train goto functionality.
* Boiler shows its fuel inventory in the entity info.
* Small fixes when displaying module bonuses.
* Beacon displays its effects multiplied by distribution effectivity.
* New furnace recipes are now available only after the corresponding research is done.
* Electric furnace has basic smelting speed same as the steel furnace.
* Fix of tools/ammo not showing the damaged/used progress bar.
* Fixed english fallbacks for item name and description localization
* Fixed flickering of the minimap and the entity info.
* Fixed serialization bug that created corrupted saves when the map was saved with flyingtext on the screen.
** These corrupted saves will be loadable with this version.
* Fix of possible exploit by changing recipe of assembling machine while it is making something.
* Some of the controls that are related to clicking to some slot are now restricted to contain mouse input.
* Stop walking/riding when switched to map.
* Fixed bug when player wasn't visible after leaving the car.
* Fixed crash when "shift clicking" modules into furnace.
* Fixed crash when attempting to set filter in entity inventory window.
* When furnace was mined, player didn't get modules inside.
* Fixed bug in thread allocation when changing number of threads
* Fixed game speed > 1.
* Fixed linux updater ignoring the binary in some cases.
=== Scripting ===
* Fixed exception throw when setting custom gui element caption.
* Added children_names() method to lua gui element.
=== Changes ===
* Changed express splitter recipe.
Version: 0.6.0
Date: 26.7. 2013
=== Major Features ===
* World map (opened by the M key). The map is refreshed around the player and radars.
* Player can request things directly from the logistic robots.
* Added steel and electric furnace.
* Added modules, these can be inserted into assembling machines and furnaces to upgrade their properties.
* Added beacons, can broadcast module bonuses to nearby structures (for now use old lab graphics).
** Features:
* Small version of the world map acting as persistent minimap.
* Improved terrain generator (trees now follow the fractal generation as well).
* More feedback in updater.
* Show list of content (entities/items) removed from the map when it is loaded.
** This can happen when some mods are missing, or some prototypes were removed.
* Light around cursor in god controller.
* Additional information shown when loading game (map version, list of mods, etc.)
* Slot icons hinting on some slot functionality (like tool / armor / etc.)
* Alert when objects are being damaged / turrets are firing.
* Game can be paused anytime (by default SHIFT + SPACE).
* Changelog is shown after update and accessible in About->changelog.
=== Graphics ===
* New lab graphics.
* New chests graphics.
* New terrain graphics.
* New stone furnace graphics.
* New logistic robots graphics.
* New car graphics.
* New fish graphics.
=== Bugfixes ===
* Fixed bug with incorrect sum in the flying text.
* Fixed bug of switching of order of internal gui elements (typically in the electric network gui after dragging)
* Transport belt doesn't pull player out of the edge of it (like items), so player won't be almost trapped on faster transport belts.
* Fixed crafting queue overlaying the quickbar.
* Updater protocol should now behave slightly better with firewalls.
* Fixed bug with rail path planning on cycle rail.
* Lowered darkness in the middle of the night.
=== Optimisations ===
* Game render and update can run in different threads.
* Optimisation of the game render.
* Parallelisation of the render preparation (number of threads is configurable).
* Transport belt simulation optimisations
=== Changes ===
* Assembling machine and furnace use the ingredients when they start creating the product.
* Rotated tool equip gui. Gives more space to right side block.
* Updates and tweaks in the demo scenario.
* Labs are dedicated to backers (displayed in entity info).
* Simplified burner logic (burner inserter, miner, car, locomotive), it shows the power consumption now.
* Use relevant energy values as fuel value (coal fuel value = 8KJ etc)
=== Scripting ===
* Added textfield gui type with text property.
* Adjust the maximum cover distance of electric pole dynamically depending on the pole with biggest reach.
* New field "stack" (contains name, count) for entities on the ground
Version: 0.5.3
Date: 3.7. 2013
=== Bugfixes ===
* Fix of loading of custom gui styles
* Mining cargo wagon gives back items inside.
* Fixed crash in map editor when opening furnace / boiler / etc.
* Wire dragging in god mode.
* During tight spot simulation the camera can move around.
* Fixed bugs in scenario pack.
* Minor fix with arrow in demo level 01.
* Fixed bug in saving script state (actual save happened only the very 1st time).
=== Scripting ===
* Fix of rail not providing direction.
* Fix of setactive method (set always to active), this fixes the scenario pack as well.
* Method getEnergy works on assembling machine.
=== Changes ===
* Dropped linux deb packages (tar packages remain)
** Translation:
* Merged changes in FR translation
* Added Dutch translation.
Version: 0.5.2
Date: 22.6. 2013
=== Bugfixes ===
* Fixed map editor segfaults caused by entities staged for update.
* Fixed double translation in czech translation.
* Added player entity to the locale file.
* Fixed restart button in finished game gui.
* Fixed crashes in map editor when building belts to ground on top of each other.
* Fixed the crafting speed description in the assembling machine.
* Fixed straight lines in the newly generated maps.
* Fixed crashes when loading maps with missing tile or resource definitions.
* Fixed setting of sizes of custom gui elements in scripts (took effect after save, but not immediately).
* Fixed some of the line wrapping problems in tool tips.
* Fixed bug when starting chest buttons appeared when loading sandbox game.
* Fixed attacking with tool when there is no ammo.
* Limit the frequency of the message sound.
=== Changes ===
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).
=== Optimisations ===
* The game doesn't play (and encode) the ambient when ambien volume is 0.
* The game doesn't simulate fish (and other stuff in the future) that are far away.
Version: 0.5.1
Date: 13.6. 2013
** Features:
* Arrows for mining drill output when building and in Alt mode.
* Vehicle riding in God mode (vehicle must be selected when pressing enter key).
* Safe and resource-rich starting area for freeplay.
=== Graphics ===
* New radar graphics.
* New boiler graphics.
* New steam engine graphics.
* New pump graphics.
* New pipes graphics.
=== Changes ===
* Smooth progress bar for splash screen.
* Faster god movement speed.
=== Bugfixes ===
* Enabled loading of saves with corrupted rail segments setup from 0.4.x versions
* Fix of crash when opening laboratory with no active research.
* Fixed map editor crash when displaying enemy turret entity info.
* Added options button to the map editor menu.
* Esc in map editor menu returns to map editing.
* Fix bug of logistic storage not updated when rebuilding chest to storage.
* Fixed bug of alt-info + logistic storage beeing off after shift/control click of items that don't fit into inventory.
* Added missing english translation records.
* Fixed crash when train destroyed another wagon / locomotive.
* Fixed crash when using set_command with defins.command.go_to_location.
* Style for button pie slice progress color (used for crafting slot).
* Small gui style fixes (car gui, inserter gui)
* Unified gui title bottom styles.
* Minimal width for dialog buttons.
* Fixed crashes in updater.
* Fixed the steam engine power output indicator (allowing it to have value up to 100%)
* Fixed position of the FPS info (now in the top left)
* Fixed changing god speed on autozoom (F9)
* Boiler is fast replaceable with pipes (and vice versa).
* Fixed the bug of the wrong calculation of craftable items.
* Fixed missing file in Linux tarball.
Version: 0.5.0
Date: 7.6. 2013
=== Major Features ===
* Gui styles (changeable by mods).
* Crafting recipes categorized into groups.
* Auto updater for new versions.
* Electric network statistics, accessible by opening the electric pole of the electric network, shows statistics and graphs for different intervals (5s - 50h).
** Features:
* Added fast and express splitters.
* Train path finding takes two way signals into account.
* Train Schedule merging when connecting trains.
* Show what is connected to the electric pole when selected.
* Train can find the path backward when it has locomotives in the back
* Choose direction for some entities automatically (semaphore, train statin, pump), when more than one direction is suitable. The R key rotates just between those.
* Alt info for the cargo wagon contents.
* Train stop building position is rounded to 2x2 grid to fix the rail grid.
* Visualisation of guarded rail area by rail signal when building/selecting it.
* Blinking unplugged icon for generator/solar panel when it is not connected to any machine that can use the electricity, same icon for consumer when not connected to source.
* Multiple Train Stops for the Train Station (Train stop has gui to change the station it belongs to)
* Updated recipe tooltip for assembling machine output and technology window.
* Inserter can pick up to 5 items when moving from inventory to inventory (when researched), this is useful for faster loading/unloading of cargo in train stations.
* God controller (mode without a player)
* Added sandbox custom scenario (no goal, just building factories).
* Enemy base generation settings can be set in the map generation gui.
* Load game gui automatically selects latest save when opened.
* Crop Cache for atlas (requires less video memory to run, first load when crop cache is initialized can be slower)
=== Optimisations ===
* Faster loading times (sounds are loaded when needed, faster images loading)
=== Graphics ===
* New gui look.
* New locomotive graphics.
* New graphics for mining drills (burner and electric)
* Use shooting particles when player is shooting.
* New splitter graphics.
* New small lamp graphics.
* Rendering light sources behind the border of the screen (To the maximum distance of 15 tiles).
=== Bugfixes ===
* Fixed bug in internal rail segment structure creation on circular rails.
** This could have made the save games unusable
* Fixed speed of logistic robots manager (slowdowns in games with lots of logistic chest + robots)
* Fixed slow update with big counts of smart chests connected to the circuit network (now instant).
* Fixed bug in logistic chest unregistration when the "entity-ghost" entity to be built was held above it.
* Reload fonts when the display is found, this should solve issues of black fonts after switching from different mode/game.
* Don't allow to do quick transfer (ctrl+click) on entities that are not operable.
* Rails are not minable when there is train on them.
* Player selection controller works when player dies (and is respowned by the player port).
* Correct saving of max updates per frame to the config - number instead of true/false.
* Fix of alt info for chests cleared by the script.
* Fix of loading saved games with mod items in crafting queue, that are not already present
      (mod with that item is not present, or the item was removed).
* Fixed bug of not loadable games due to different mod settings causing to have assembling machines set to recipes with more ingredients than the number of slots of the assembling machine.
* Fixed object creation in the lua scripts (faster and no memory leaks).
* Fixed clearing temporary script data (faster).
* Fixed bug with flickering entity info.
* Character not connected to player dying doesn't lose the game..
* Fixed ordering of commands on entity die to allow clone mod.
* Confirm exit from map editor when map is not saved.
* Fixed bug of not loadable saves with entities on the edge of the region in some cases.
* Fixed automatic resizing of script-based gui when text is element or child items are removed.
=== Changes ===
* Larger scale of terrain features.
* Better movement on transport belts in turns and crossings.
* Rails recipe changed (made from steel, needs also stone)
* Locomotive + wagon + rails are more expensive.
* More random looking enemy base generation.
* Machines using electricity can have limited maximum input/output flow per second, so accumulators don't recharge/give energy instantly and laser turrets take energy, more continuously.
* Ambient (music) isn't loaded all at start, but instead streaming realtime while playing, this reduces game starting time and memory requirements.
* Removed the limit to pickup 1 item per tick when player is picking items.
* Player picks all items in range when picking items on ground (not just 1 per tick as it was until now)
=== Scripting ===
* Changed the 'orientation' parameter to 'direction' to be consistent, the direction is used for the 4/8 base direction of the entity. Orientation is used for 360 degree orientation of something.
* LuaEntity::clear_items_inside and get_item_count works on all entities (hopefully)
* Added LuaGame::find_entities_filtered, to find entities of certain type/name faster.
* Added LuaGame::find_non_colliding_position(name, position, maxperimeter, precision) to quickly find building space.
* Saving and Loading game from the script (game.load(name) and game.save(name)).
** Used in tight-spot and transport-belt-maddness.
=== Modding ===
* Mods can modify the gui style of the game.
* Configurable car trunk size in the entity definition.
* Measure time spent in scripts divided in individual mods and show in time statistics info (F5).
* force.reset_technologies now loads new versions of technologies (like before), but it preserves the research and enabled state of technologies, so it is usable in migrations to reload existing technologies that changed.
* Enabled to have recipe with no prerequisities (just energy). In the crafting gui, it shows Inifnite count craftable of that item (and all items dependent on recipes that are for free).
Version: 0.4.1
Date: 6.5. 2013
** Features:
* Smooth (precise) rolling stock placement.
* Rotating while building affects the direction of the rolling stock.
* Rolling stocks can be disconnected from both sides.
=== Bugfixes ===
* Fixed the pump buildability.
* Rail signals connect to more than one rail when connected to junction.
* Fixed memory leaks related to train path searching.
* Fix of building station desynchronising the replay.
* Don't show the contents of the cursor when map is stopped.
* Fixed bug in connecting rolling stocks across crossroads.
* Fixed crash when removing rails in rail crossings.
* Fixed crash when not selecting research while the inserter had already his science pack on the way to the lab.
* Stop train when riding manually and switching to automatic mode.
* Fixed bug of crash (and other problems) when riding rolling stock after it was rotated.
* Fixed a bug of crash after removing train stop on circular rail.
* Cannot rotate train stop and rail signal after built.
* Fix of crash when splitter with connected transport belts was rotated.
* Fixed bug in setting up the train while reversing
=== Changes ===
* Shorter flying text duration (2.5s instead of 3s)
=== Graphics ===
* Added accumulator charging animation.
* Draw ending/starting pieces of underground belt and splitter.
* New transport belt to ground sprites.
=== Scripting ===
* Added entity.vehicle property.
Version: 0.4.0
Date: 3.5. 2013
=== Major Features ===
* Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).
* Added Rail signals.
* Added rail cargo wagon.
* Added medium electric pole.
* Added big electric pole.
* Added substation.
* Added basic accumulator.
** Features:
* Locomotive uses fuel.
* All the desynchronisation problems in the game replaying should be solved.
* Added small replay options control panel.
* Added small flying text notifications (used to notify mining, quick transfer and contents of mined entity).
* Player slides around corners.
=== Changes ===
* Filter inserter doesn't pick items without any filter set, smart inserter still takes everything without filter set.
* Wider crafting/item selection screen (10 slots instead of 8, temporary solution until crafting tabs are made)
* Smaller inserter bounding box, so it is easier to run through the factory.
* Car shows fuel icon when out of fuel
* Locomotive and Car are minable
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)
=== Bugfixes ===
* Fixed resources not colliding with water.
* Fixed the calculation of loot count.
* Fixed not working clear filter action.
* Fixed drawing position of one of the trees.
* Fixed mouse click originated in gui that closes affecting the game. (Clicking on resume started mining etc)
* Fixed crash after confirming notice box of error in script on level/campaign start.
* Show error in the player console when autosave can't be made and continue, instead of closing the game.
* Fixed over extension in the recipe window.
* Fixed one rail connection bug.
* Fixed some train connecting bugs.
=== Graphics ===
* Picture for single piece of wall.
** Gui:
* More visible (white) carret in the console.
=== Modding ===
* Mods can specify dependencies.
* Mods can contain lua migrations.
* Default values for loot (probability 1, min = 1, max = 1)
=== Scripting ===
* Better error handling on many places (so the game will write the cause of the error instead of crashing, or writing error -1)
* Changed the gui interface to minimalise mod conflicts. gui object contains now 3 accessible sub object (top, left, center).
** These are always flows and can't be removed, when more than one mod (and/or script) adds something there it all stacks.
* Added frame, label, table and progressbar to creatable gui.
* Added basic font settings for gui elements (bold/not bold + color)
* Added way to change caption of existing gui elements
* Gui name doesn't need to be unique globally, it just needs to be unique in the context of the parent element.
* Allowed loading bounding box with named parameters (left_top, right_bottom) as well as without it in format {{1, 2}, {3, 4}}
* Added direction property to LuaEntity.
* Added has_flag method.
* Removed game.getrandomnumber, use math.random instead, it will use the interal game random number generator.
* Added way to create more entities by the script (projectile, particle, resource), more on wiki soon.
* Added way to read/write amount in resource.
* Fixed bug of units killed by die command not creating corpse+sound.
* on_chunk_generated event added (contains area with bounding box of the chunk).
* Fixed bugs with remote interfaces
* Exposed enemy distraction in freeplay attack data
Version: 0.3.2
Date: 30.3. 2013
=== Bugfixes ===
* Compatibility with win xp
Version: 0.3.1
Date: 30.3. 2013
=== Bugfixes ===
* Compatibility with older windows systems fix (Vista and older).
* Fix of the character projectile creation position.
* Fixed of the not working flame thrower.
* German tralsnation fix.
* Fix of the script crash when player dies in beta scenario mission 1
* Fixed the stucked assembling machines. (It affected saves where assembling machines had items inside, the order of items was changed.)
* Fixed the building of walls in map editor.
* Fixed the bug of autoclosing character screen when the player is in vehicle.
* Fixed the splitter bug.
* Fixed bug in loading lua packages in modules data.lua
* Fixed the crash in the beta campaign level 02 (as well chaning the core to show script error (instead of freezing) message when different object is given)
* Map size settings didn't affect freeplay.
Version: 0.3.0
Date: 29.3. 2013
=== Major Features ===
* Added walls. (Walls are made from stone bricks, these are created from stone in the furnace.)
** Features:
* Game updates are using timer event. The program keeps 60 game updates even with FPS < 60 or FPS > 60.
** The "catchup rate" is configurable. When the FPS drops very low this stops having the effect.
* Storing console history in the player data.
=== Graphics ===
* New tree graphics (8 dry trees  12  big trees)
* New inserter graphics
* New laser turret and gun turret graphics
* Bullet particles for gun turret
* New solar panel graphics
* Lighter stone furnace graphics
* New logistic robot graphics
=== Bugfixes ===
* Fixed crash when restarting the game with technology gui opened.
* Fixed crafting queue properties when saved during crafting.
* Fixed laser turret not consuming energy in idle state.
* Splitter has maximum memory of 5 items when forced to send items on one side because the other one is blocked.
** This means that when left is block for a long time, and then both are free, the right will get mostly 5 items before it is splitted 1:1 again.
* Fixed that the electric pole has the same orientation all the time (regardless connections)
** Gui:
* Removed the text length limit from the input console.
* Wrapping of the console text in the game.
=== Modding ===
* Mods are self sustainable folders now. They contain the prototype definitions, graphics, sounds, locale, scenarios or campaigns.
* Mods Gui in the game to enable / disable mods and change their ordering.
* The default game contents is treated as a mod (called base).
* Prototype definitions are generated by Lua scripts (no json anymore). Mods can manipulate the definitions from previous mods.
* Mods can have control.lua script that supplements / changes the behavior of the default scenario script.
* Multiple running scripts (from the mods) can communicate with each other using interfaces.
* General furnace energy source specification in json (so it can be electric)
* Started to use the name of the recipe, this allows different recipes for the same product.
** Having different recipes for the same product for player crafting is not tested (regarding the auto crafting)
* Translation files are merged properly.
* Default english fallback for translations.
=== Scripting ===
* Simple way to add gui elements using script.
* Divided the player and its character, some functions that are not directly connected with the charater (goal description, printing etc) are accessible from the player object, the rest from the charater.
** The access to character is game.player.character
* The migration script runs before the control.lua is loaded and can be used to reload scripts from the original scenario this is used to solve the issue of incompatibile scripts in the save game.
* Merged onunitdied and onplayerdied to on_entity_died
* Check for positive addition in the LuaInventory::insert method
* Added LuaInventory::remove method
* Added LuaInventory::get_contents method
* Simplier access to player from game object (game.player instead of game.get_player())
* Added LuaRecipe::reload method
* Added force parameter in create_entity so player can specify the owner of the created entity (was always enemy now)
* Added way to change force of entity and damage entity (damaging is different then sethealth).
* Position doesn't need to be in format {x = 34, y = 7}, the format {34 ,7} works as well, the same with bounding box.
* Added simple interface for the Freeplay that allows manipulating the attacks from mod scripts.
* Scripts receive only events they have subscribed to.
* Scripts can emit their own events (for instance Freeplay emits an event whenever it starts the attack).
Version: 0.2.10
Date: 3.3. 2013
=== Bugfixes ===
* Repaired the not minable lab/turret bug.
* Fixed the bug of using all recipes (regardless of category in the automatic crafting of intermediate products).
* Fixed the bug of the incorrect steel processing technology (not reloaded by migration).
* Fixed the bug of the disabled iron/copper smelting recipes in scenario maps loaded from older versions.
* Fixed the bug of the freezed controls after loading a replay from a game.
* Fixed the bug of the incorrect usage of science pack in some cases.
* Fixed the bug of the tooltips not working when entity info window is active
* Start game script even with missing control.lua a) Lua-based migrations work for these gaves. b) It is possible to run console commands in these games.
* Tool tip in tecnology preview shows total raw in the same system as in player crafting gui
      (Using just recipes that player can use for the calculations, so not smelting)
** Translation:
* Added Finish and Spanish translation.
* Fixed the \n usage (It works in the campaign translation as end-line character again)
Version: 0.2.9
Date: 1.3. 2013
=== Major Features ===
* Added splitter, it can be used to split items coming on belt in 1:1 ratio.
=== Minor Features ===
* Autosave interval is now configurable in Options->Other (values are 1 to 100 minutes or never)
* Textual inputs now work with home + end keys.
=== Bugfixes ===
* Fixed the error of randomly connecting/disconnecting of the pole to be built.
* Added 0 to the allowed characters (only 1 - 9 was allowed).
* Fixed the missing distance check for connection of circuit network cables.
* Fixed periodic slowdowns when creeper attacks were spawned.
* When save/scenario saving (from the save as menu) fails, error message is shown and player can try to resolve it (the application will not close).
* Update the size of the entity info window when the contents change.
* Fixed the missing translation tag in the item filter window.
* Fixed bug with attacking with a pick on a large distance
=== Changes ===
* Moved enemy spawner parameters spawningRadius and spawningSpacing into the json files
* Alphabetical sorting of all file/directory lists (save/load game/scenario etc).
* Removed obsolete creeper-rocket.
=== Graphics ===
* Update of the tile graphics (mainly stone tiles are upgraded)
=== Scripting ===
* Fixed chest info not updating when inserted items using script.
* Added indestructible/not operable/not rotatable/active property accesible to the scripting.
* Added Lua force object
* Added function get_entity_count into the force object, used this to fix minor bug in level-02 where count of mining drills/furnaces was done manually
* In Lua set_multi_command now returns number of units sent
* Moved functions getrecipes and gettechnologies from the LuaEntity to LuaForce.
=== Modding ===
* Recipe categories (Both crafting and furnace recipes merged into one list, recipes are categorised now)
* Current recipe categories are "crafting" + "smelting", it is now possible to add new recipe categories in the prototype-definitions/recipe-category folder.
* Player/Assembling machine/Furnace prototype contains list of recipe categories they can use, this should make it easier to make specialised machines.
** Translation:
* Added polish translation (Missing demo campaign)
* Completed French translation (fixes and tips and tricks)
* Fixes in German translation
Version: 0.2.8
Date: 22.2. 2013
** Features:
* Underground belt can be rotated (using the standard rotate key) and it switches the input and output ends.
* Intermediate items in the crafting queue have different color.
* Player doesn't collide with the transport belt to ground.
* Player will shoot to enemies close to him no matter where his cursor is.
* Different colors for promised items in the crafting queue.
=== Changes ===
* Little bit more powerful and less frequent attacks of creepers in 3rd level of the demo.
=== Graphics ===
* New graphics for electrics pole with rotation depending on connection + wires shadows.
=== Bugfixes ===
* Fixed crash when rail with train on it was destroyed (It can't be damaged now).
* Fixed crash when invalid file name of save is entered (limited the input to a-z,A-Z,0-9 and _-.).
* Fixed items stuck on the U-shaped transport belt.
* Fixed items moving along the full transport belt.
* Filter inserter not showing it's info when the first item was not set.
* Fixed Issue with double clicking in the technology preview.
* Proper ordering of the Steel plate vs. the Iron plate.
* Cancelling the item from crafting queue doesn't return the intermediate resources
* Cancelling item in the crafting queue now cancels the intermediates as well
* Paths settings (configurable mode for data directories, system or local), paths are saved into config
* Zip package's default behaior set to local (so it is self-sustainable package)
* Installer has set default behavior to system (so it works when installed into program files etc)
* Loading images (load preview) with unicode characters in the path, this usualy happened to users that had unicode characters in their user name on windows and wanted to load save Users/<Name>/AppData/..
* Control click transfered from the chest from further than reach distance (allowed teleports).
* Fixed freezing with some certain combinations of directions of locomotives in train.
* Fixed crash when middle-clicking (set filter) in the main inventory.
* Cross connections of transport belt of the same type are disabled (they would break on save/load anyway)
* Transport belt to ground gives items inside when mined.
* Correction of bounding boxes of some curved rail built.
* Added selection box + helath bar to diesel locomotive. (The health bar is little bit weird now, maybe it should rotate.)
* Health bar of car.
** Translation:
* Changed avarage to average typo.
Version: 0.2.7
Date: 15.2. 2013
** Features:
* Warning icon for an Ammo Turret without an Ammo (only visible by the owner).
* Contents of the inventory of the Ammo Turret in the entity info (only visible by the owner).
* Contents of the Furnace, the Assembling Machine and the Lab is visible in the entity info.
* Let the player change the map generator parameters when starting a new game.
=== Changes ===
* Changed standard stone resource frequency from Rare to Medium.
* Distance for building/mining/opening machines increased from 5 to 6.
* Added descriptions for some items (science pack, logistic robot/chests)
* Changed default key to enter vehicle to the Enter key.
=== Bugfixes ===
* Lost bitmaps after resize on some systems (includes missing light).
* Crash when setting recipe of an Assembling Machine in the Map Editor.
* Crash when mining Logistic Robots in pending state.
* Crash when saving map editor after deleting active entities.
* Attacks in the Freeplay were stucked after the first attack.
* Show ceiled value for health (so you should never see a unit with 0 health).
* Window to choose filter in the filter inserter was closed when something was crafted.
* Strange (teleport-like) behavior on the Transport Belt turn in some cases.
* Eternal tooltip in the Burner Inserter.
* Eternal tooltip in the Technology gui.
* Crash when clicking on bonuses in the Technology Gui.
* Removed sources of several memory leaks.
** Translation:
* English - complete
* Czech - complete
* German - complete
* Russian - complete
* French - core game + level 01 of the demo(without tips and tricks)
* Italian - Core game and demo campaign
* Translation additions (in english everywhere now) (Map generator + map editor)
Version: 0.2.6
Date: 9.2. 2013
** Features:
* Pick can be used as melee weapon
* Smoke can be switched off
=== Bugfixes ===
* Stucked laboratory bugfix
* Fixed a bug with replaced container not having alt info.
Version: 0.2.5
Date: 8.2. 2013
=== Bugfixes ===
* Clearing filter in filter inserter didn't work.
** Translation:
* French translation (just the core game, not campaign)
Version: 0.2.4
Date: 5.2. 2013
** Features:
* Added train connection/disconnection keys into the control settings
=== Bugfixes ===
* Newly built assembling machine could crash the game sometimes.
* Divided diesel locomotive spreadsheet into 4 files, so it is possible to load on computer with maximum sprite size of 2048X2048
Version: 0.2.3
Date: 3.2. 2013
=== Bugfixes ===
* Source smoke animation in matrix, to be loadable on computer with smaller maximum bitmap size limit.
Version: 0.2.2
Date: 2.2. 2013
** Features:
* Added assembling machine to the last demo level.
=== Bugfixes ===
* Scripting of level 01 of campaign, it got stuck when player built mining drill on place with no resources
* When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected
** To avoid situation when full transport belt was rotated and items got stucked
      (https://github.com/kovarex/Factorio-issues/issues/16)
* Solved bug of stucked main inventory when filter was set there (disabled filters in main inventory for now, as the feature is not compatibile with automatic sorting)
Version: 0.2.1 - Indiegogo campaign start
Date: 31.1. 2013
** Features:
* Technologies for logistic robot cargo capacity upgrade and research speed
* 3 different autosaves
* Priorities of machines in electric network (energy is consumed from solar panel first, when it is not enough, generators are used)
* Enemy bases gets bigger as player gets further from the starting point
* 3 different autosaves (1 for every minute, 1 for every second minute, 1 for once per 4 minutes)
* Steel axe
=== Graphics ===
* Better graphics of assembling machine
** Control:
* Warning message when player tries to build too far or on colliding position
* Convinient building of electric poles, it is possible to build electric poles by holding mouse
* Automatic 180 degree rotation of building when building pipe to ground/belt to ground, so when building the two connections one after another, no rotation is needed to be done in between.
* Upgrade technologies only show one relevant technology.
* Larger stacks of several items (all resources, steel, electronic circuit, science packs)
=== Bugfixes ===
* Crash when mining tool is crafted and automatically equipped while mining with bare hands.
* Localisation bugfixes
* Transport belt movement optimisations.
* Connection of transport belt to underground belt from the opposite side (on game load)
* Rail building and selection boxes
* Get the item in the hand of inserter when it is mined.
* Active locomotive emits light.
Version: 0.2.0
Date: 20.1. 2013
=== Major Features ===
* Technology Research
* Transport robots
* Underground belt (simple way to cross transport belts)
* Day-night cycle
** Features:
* Ammo is refilled automatically into the ammo slot from inventory.
=== Graphics ===
* Mining particles
* Light sources: Furnace(burning), player, lamp, rocket, explosions, car.
* Character animations (standing, mining, shooting)
* Rocket smoke
* Red screen when player is hurt
** Gui:
* Show count of resources available for mining drill, and contained in chest
* Show values of red/green signal in the electric pole entity info
* Show info for entity planned to be built
* Show large numbers in item slots in 1.8k format for big numbers
* Show count of elemental ingredients needed for recipe
* Key (defaultly Q), to switch weapons
* Show (optional) (when selected or building) direction of inserter
* Visualisation of connection (when selected or bulding) of transport belt to ground and pipe to ground
* Demo ending screen
=== Changes ===
* Demo campaign changed, faster start, less mining
* Technology included in the beta campaign
* First basic version of freeplay with goal
=== Bugfixes ===
* Moving (stack transfer/inventory transfer) of  non-full items (mining tool, armor, magazines)
* Minor translation bugfixes
* Replay synchronisation bugfixes
* Map editor/game doesnt generate always the same series of maps anymore
* Localisation of inventory restriction messages
* Double turrets
* Crash when message diaog was opened and game closed
Version: 0.1.2
Date: 26.12. 2012
=== Bugfixes ===
* Lot of localisation bugfixes
* Localisation of tips and tricks
Version: 0.1.1
Date: 26.12. 2012
=== Bugfixes ===
* Czech localisation (complete demo campaign/gui localisation)
* Building sound when dragging
* Fix of pressing T crashing the game
Version: 0.1.0 - First public release
Date: 24.12. 2012
=== Major Features ===
* 3 tutorial campaign missions and 2 harder campaign missions
* Game content:
* iron/copper/coal/stone
* Basic mining tools
* Stone furnace
* Wooden chest
* Burner/electric mining drill
* Burner/basic electric inserter
* Basic transport belts
* Pipes
* Boilers
* Steam engine
* Gun/submachine gun
* Map editor
* Free play
* Game content:
* Assembling machine (1, 2, 3, 4)
* Long handed/Fast/smart inserter
* Fast/express transport belts
* Red/green wires that can be used to send signals
* Smart chest - signal transferer
* Rails + locomotive (can be used just for personal transportation now)
* Rocket launcher, flame thrower, land mines and piercing bullets for pistol/submachine gun
* Heavy armor
* Laser turret
* Car
* Solar panel
* Steel
* Underground pipe connection


{{VersionNav}}
{{VersionNav}}

Revision as of 16:31, 14 December 2017


0.16.2

Date: 14. 12. 2017

Bugfixes

  • Fixed a crash when using the "flow" custom GUI element type in a mod. (more)
  • Fixed a crash when migrating energy sources from mods. (more)
  • Fixed a crash when a request to mod portal timeouts. (more)
  • Fixed that burner inserters wouldn't fuel burner furnaces in some cases. (more)
  • Fixed blueprint labels wouldn't render in the world. (more)
  • Fixed building entities very quickly could duplicate them in some cases. (more)
  • Fixed a crash when clicking refresh in Browse mods dialog. (more)
  • Fixed a crash when fast-replacing electric poles. (more)
  • Fixed a crash when trying to load mods in zipped format. (more)
  • Fixed a crash when loading saves where the character was in a vehicle which is being removed due to mod removal. (more)
  • Fixed that right click didn't work in the production/electric stats GUIs. (more)
  • Fixed a crash when migrating specific simple-entities to 0.16. (more)
  • Fixed lamp energy info in sidebar and in the Lua interface.
  • Fixed that the logistic network embargo achievement didn't disallow the buffer chest.
  • Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.
  • Changed (hopefully improved) the heuristic that decides which rail path should be selected for manual rail building.
  • Attempt at fixing game not working on macOS 10.12 and older. (more)

Modding

  • Fixed the game did not check type of units defined in resul_units of unit-spawner. (more)

0.16.1

Date: 13. 12. 2017

Bugfixes

  • Changed requirement for parallel loading of high quality sprites to 12 GB of RAM to prevent chance of running out of memory on startup. (more)
  • Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. (more)
  • Fixed crash when loading crop cache from previous game version. (more)
  • Fixed that LuaRemote::call() wouldn't copy string values/keys correctly. (more)
  • Fixed updater would re-launch the game with deprecated --autoupdate-finished parameter.
  • Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) (more)
  • Fixed that the Linux binary was corrupt and wouldn't start. (more)
  • Fixed error checking when compiling GLSL shaders. (more)
  • Fixed artillery would still show as being able to shoot when on enemy forces. (more)
  • Fixed the programmable speaker GUI wouldn't show settings correctly when opened. (more)

0.16.0

Date: 13. 12. 2017

Major Features

  • 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 cliffs. (https://factorio.com/blog/post/fff-219)
    • Features:
  • Train block visualisation.
  • Building entities over identical ghosts will revive them.
    • When building a different entity on top of a ghost, settings from the ghost will be copied if possible.
  • Train schedules and wait conditions can be rearranged by clicking and dragging.
  • New mini-tutorials: Construction robots.
  • Belts, underground belts and splitters can now fast replace each other.
  • Roboports now provide the repair packs they have for other robots to use.
  • Logistic request tooltips now show the count of items in the requester, on the way, and in the network.
  • The players main inventory can now be filtered.
  • New terrains and new terrain generation.
  • All terrains, including stone path and concrete, have transitions with water.
  • Map generation dialog now contains a preview of the map.

Minor Features

  • Ctrl-delete now deletes whole word in a text field instead of a single character. (more)
  • Placing output underground belt as ghost properly retains its type as output underground belt. Also underground belts now respect nearby ghosts and become output if there is input ghost nearby. Underground belt and pipe ghosts when hovered show outline of where they will connect (more)
  • Headless server will automatically save the game when the last player leaves and auto-pause starts.
  • Added support to disable debug settings for non-admin players in multiplayer through the /config command.
  • Dropping items on belts manually (Z) won't spill items if they won't fit on the belt.
  • Trees can now be configured in the generate-map GUI.
  • Hotkeys can be un-bound by right clicking.
  • Rail chain signals can be read by the circuit network.
  • Small electric poles and medium electric poles can be fast-replaced with each other.
  • In multiplayer players can now ride as passengers in cars/tanks.
  • Electric poles and power switches can be opened from the zoomed-to-world view.
  • Terrain can be configured in the generate map GUI.
  • 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.
  • 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

  • More entities in high resolution: laboratory, radar, worker robots (construction and logistic), combat robots (defender, distractor and destroyer), combinators, electric & circuit wires, pumpjack, storage tank, player, solar panel, lamp, roboport, tank.
  • All terrain now supports high resolution.
  • Blueprint previews and ghost entities now have their walls, pipes and belts connected.
  • New alert icons.

Balancing

  • Removed Assembling machine 1 from the production science pack.
  • Changed nuclear reactor stack size to 10.
  • Moved cluster grenade recipe to military 4 research.
  • Changed uranium ammo prerequisite from military 3 to military 4.
  • Explosives now produce 2 per craft.
  • Slightly adjusted some recipe craft times to better reflect their ingredient count.
  • Changed the terrain building size limit to be based off the player reach.
  • Biters scale less with distance and there are generally less biters.
  • Resources are much more spread apart. To compensate, patches are larger. Since it's easier to mine, the amount of resources on the map is 3 times less.
  • Resources scale slightly less over distance.
  • No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.
  • There is 1.49 times more iron on the map to compensate for the extra iron required in a typical game.

Changes

  • Disabled loading of saves before 0.13.0 version (You can use 0.13 to load older saves and re-save them).
  • Train doesn't need to come to a full stop when manually changing train destination or switching from manual to automated mode.
  • Removed the "shift" value from map generation settings as it wasn't needed anymore.
  • Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. (more)
  • Changed the default autosave interval settings from 2 to 5 minutes.
  • It is possible to open/close and interact with the chat console when the map is being saved or server loosing connection dialog is active.
  • The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.
  • Increased the limit of recipe categories from 255 to 65535.
  • New blueprint no longer includes entities marked for deconstruction.
  • Enable Map Exchange String for sandbox games
  • Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.
  • Blueprints never show the number 1 when held in cursor.
  • Robots in the air from personal roboport now count towards logistics requests for that robot type (more)
  • Added /server-save command that does the same thing as lua server_save, but doesn't disable achievements. (more)
  • Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full. (more)
  • Removed the option to turn off the item groups and sub groups from the GUi. It can still be done through the config file or lua commands.
  • Added separate control option for placing tags on the map, so by default map scroll is left click, and place tag is right click.
  • Allow easier dragging of underground pipes and belts when not moving in a perfect straight line.
  • The Arithmetic Combinator can now use a constant as the first parameter, not only the second. So you can do operations like 2^SIGNAL. (more)
  • When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. (more)
  • The options menu has been organized better. Some options were moved to a new "Interface" settings menu.
  • Updater proxy settings were removed from the options menu. They can still be accessed through the ini file.
  • Exchange strings are now compressed before being converted into base64.
  • Improved GUI search.
  • Added /delete-blueprint-library *player* command to remove blueprints of players from the game.
  • The map view will attempt to treat very short clicks as clicks instead of drags to make it easier to click things.
  • The explosive cannon shells now target the ground where you shoot.
  • Transition from terrain to water is no longer buildable, meaning entities can no longer be built partially on the water.
  • Resources will have much less trees on them near the player starting area.
  • Tanks no longer take miniscule amounts of damage from hitting trees.
  • Previously, building while running at very high speed would create gaps. These are automatically filled now.
  • Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions. (more)
  • When two trains are being merged, the decision which schedule should be used for the merged train has been changed from bigger schedule to schedule that has latest change. (more)
  • 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.
  • Improved drawing of turret radiuses in blueprint. Many overlapping radiuses 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.

Bugfixes

  • Fixed that train arriving to station could give astronomically big penalty causing trains to go through weird places. (more)
  • Fixed that fluid wagon pumps would sometimes not connect properly (more)
  • Fixed that module icons in blueprint previews wouldn't render correctly in some cases. (more)
  • Fixed long mod manager preview labels would extend out of the frame.
  • Fixed that the ~ key couldn't be used to close the console.
  • Fixed that the mining progress was reset when mining selection is lost while mining button pressed. (more)
  • Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. (more)
  • Fixed that ghost rail signal emmited light.
  • Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. (more)
  • Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.
  • Fixed that errors in fonts would give useless errors. (more)
  • Fixed problems related to trains crashing rarely. (more)
  • Disabled possibility to attempt opening invalid save/replay by double click or enter.
  • UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing parsing error. (more)
  • Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning. (more)
  • Conflicts of multi-modifier hotkeys are now resolved correctly. (more)
  • Fixed sprite rendering at large distances from 0,0. (more)
  • Interacting with a filter slide bar requesting amount over capacity of a full requester won't dispatch robots anymore.
  • Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). (more)
  • Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. (more)
  • Buildable item counts in inventory in Sandobx mode now update properly with resource changes. (more)
  • Fixed that map width/height accepted value of 0. (more)
  • Fixed crash when loading Vorbis Ogg files with metadata. (more)
  • Fixed that the manual rail building ended up one tile before the cursor. (more)
  • Assembling machine can now output product with amount over stack size. (more)
  • Fixed entity description for resources that require fluids. (more)
  • Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading. (more)
  • Fixed that the game could crash when catching up when processing queued gui actions. (more)
  • Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop. (more)
  • Fixed colored lights would lose their color when nightvision was on. (more)
  • Fixed very bad performance when previewing blueprint with one big connected circuit network. (more)
  • Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern. (more)
  • Fixed that in certain scenarios, the blueprint library wouldn't synchronise. (more)
  • Trains now recalculate next station correctly when more stations are en/disabled at the same tick. (more)
  • Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. (more)
  • Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too. (more)
  • Fixed steam "leaking" outside of storage tank window on high sprite quality setting. (more)
  • Programmable speakers with "Global playback" active won't play for players in a different force.
  • Beam weapon now shows correct damage when modded into dealing damage more times during its duration. (more)
  • Fixed that large entities wouldn't render correctly on the map. (more)
  • Fixed that the mining drill wouldn't show the speed bonus in the same format as assembling machines. (more)
  • Fixed the entity icons for combat robots didn't match the item icons. (more)
  • Train can't block its own path anymore. (more)
  • Fixed circuit wire connections wouldn't render correctly in rotated blueprints in some cases. (more)
  • Fixed that changing the system time forwards would cause Factorio to freeze.
  • Fixed a crash when changing large circuit networks. (more)
  • Fixed closing window right after it was created would hang the process. (more)
  • Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor. (more)
  • Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars. (more)
  • Fixed that when biters were attacked but couldn't find a path to the attacker, they would stoically accept their fate. (more)
  • Fixed that the multiplayer-waiting icon wouldn't render in the map view. (more)
  • Fixed global achievement progress was multiplied by number of player in multiplayer game. (more)
  • Fixed that passing a LuaObject instead of a plain Lua table to LuaBootstrap::raise_event would crash the game. (more)
  • Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. (more)
  • Possible fix of a crash when a player leaves when a blueprint is being transferred. (more)
  • Fixed that the rocket silo would get stuck if it died and was re-built by robots while launching the rocket.
  • Fixed transport belt circuit connector would draw over splitter in front of it. (more)
  • Fixed that it was still possible to get some achievements in a replay. (more)
  • Fixed that circular references passed through the Lua remote interface would crash the game. (more)
  • Fixed missing personal robot recharging animation when character was in a vehicle. (more)
  • Fixed that vertical size of progress bar wasn't respecting the gui scale.
  • Fixed that the number drawn next to cursor when item is held was differently positioned compared to how it is in the inventory.
  • Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.

Optimisations

  • Improved performance of transport belts about x5 times. (https://www.factorio.com/blog/post/fff-176)
  • 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 crafting machine (furnace/assembling machine) (2% effect on the overall performance).
  • Improved performance of electric network transfer more than twice. (10% effect on the overall performance).
  • Improved performance of smoke greatly. (2.5% and more effect on big factories).
  • Improved performance when building rail blocks with many segments.
  • Improved performance of logistic provider and requester chests.
  • Improved performance of blueprint previews (the GUI and holding it in the world).
  • Improved game startup time when a sufficiently powerful computer is detected.

Modding

  • Train path finding penalty values are now in utility-constants, to make it viewable and moddable.
  • Fixed storage tank with non-square collision box would not align to tiles in all rotations properly. (more)
  • Fixed belt-immunity equipment so it now works on cars.
  • Fixed that the radius property for the area trigger effect was called perimeter.
  • Fixed that crafting machine with non-square bounding box was not rotatable. (more)
  • Removed default values for icon_size, so icon_size is now required property. (more)
  • 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 default value of InserterPrototype::allow_custom_vectors to false.
  • 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 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 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 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.
  • Scenarios can contain folders with arbitrary names.
  • Added 'single_line' and 'want_ellipsis' to Label style specification.
  • Added force bonus for following robot time to live.
  • Added force bonus for research productivity.
  • Added ability to import and export item-with-tags to/from strings.
  • Added support for fast-replacing character entities.
  • Added CombatRobotPrototype::light.
  • Added TurretPrototype::alert_when_attacking.
  • Added optional 'respawn_time' (in seconds) to the character entity.
  • Added "hide-from-bonus-gui" entity and item prototype flags.
  • Added support for mods to disable custom-input prototypes of other mods.
  • 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 AutoplaceSpecification::default_enabled - 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 optional "has_belt_immunity" property to the unit and car prototype.
  • Added optional "hidden" prototype property to the achievement prototype.
  • Added support to link custom-input prototypes directly to game controls instead of having them act as their own control.
  • Added a new entity type "infinity-container" that can automatically add/remove items from itself; useful for scenarios and modding.
  • Added support for incompatible dependencies.
  • 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 InserterPrototype::draw_held_item.
  • Added FluidPrototype::fuel_value and Generator::burns_fluid.
  • Added mod-developer support to runtime change autoplace specifications enabled through the command line option --enable-runtime-autoplace-modification using F2 in-game.
  • simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.

Scripting

  • Fixed that LuaSurface::get_trains() didn't work for trains without locomotives. (more)
  • Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. (more)
  • Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.
  • Fixed possible desync when teleporting underground belt ghosts and pipe to ground ghosts.
  • 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 LuaEntity::recipe to LuaEntity::get_recipe() and LuaEntity::set_recipe().
  • Changed LuaSurface::regenerate_decorative/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 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 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.
  • LuaEntity::set_recipe() 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.
  • Removed LuaEntity::passenger read/write.
  • Added style::width/height to set maximal/minimal value at the same time.
  • Added style::align to set the align of inner elements.
  • Added style::stretchable / squashable.
  • Added LuaEntity::get_driver(), set_driver(), get_passenger(), and set_passenger().
  • Added LuaGuiElement::hovered_sprite and clicked_sprite read/write methods for the SpriteButton.
  • 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 LuaItemStack::export_stack and LuaItemStack::import_stack to export/import supported items to/from strings.
  • Added LuaEntity::tree_color_index read/write access and LuaEntityPrototype::tree_color_count read access.
  • Added LuaEntity::selection_box and secondary_selection_box read.
  • Added LuaBootstrap::mod_name read.
  • Added LuaControl::in_combat read.
  • Added LuaTile::order_deconstruction() and cancel_deconstruction().
  • Added optional cause and force to LuaEntity::die().
  • Added on_player_used_capsule event.
  • Added on_player_promoted and on_player_demoted events.
  • Added on_player_changed_position event.
  • Added LuaEntityPrototype::alert_when_attacking read and LuaEntityPrototype::alert_when_damaged read.
  • Added LuaEntity::power_switch_state read/write.
  • Added on_combat_robot_expired event.
  • Added LuaEntity::relative_turret_orientation read/write for vechicles with turrets.
  • Added LuaEntityPrototype::color read.
  • Added LuaTrain::passengers.
  • Added LuaEntityPrototype::collision_mask_collides_with_self read.
  • 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 an optional parameter to LuaSurface::drop_item_stack to mark dropped items for deconstruction.
  • Added LuaForce::cancel_charting(...).
  • Added LuaSurface::force_generate_chunk_requests().
  • 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_player_muted/unmuted and on_player_cheat_mode_enabled/disabled events.
  • Added LuaItemStack read properties to tell if a given item is some specific item type.
  • Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.
  • Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.
  • Added LuaForce::reset_evolution().
  • Added LuaSurface::create_trivial_smoke().
  • Added LuaPlayer::enable_recipe_groups() and enable_recipe_subgroups().
  • Added LuaItemStack::rocket_launch_products read.
  • Added on_mod_item_opened event.
  • Added LuaItemPrototype::can_be_mod_opened read.
  • Added the item stack index as a second return value to LuaInventory::find_item_stack.
  • Added LuaItemStack::transfer_stack().
  • Added LuaGuiElement type "slider".
  • 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 support to change LuaSurface::map_gen_settings runtime.
  • Added LuaEntityPrototype::allowed_effects read.
  • Added LuaEntity::effects read.
  • Added LuaPlayer::can_place_entity(), can_build_from_cursor(), and build_from_cursor().
  • Added LuaSurface::play_sound().
  • Added LuaForce::play_sound().
  • Added LuaGameScript::play_sound() and is_valid_sound_path().
  • Added LuaPlayer::play_sound().
  • Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.
  • Added LuaEntity::rotate().
  • Added LuaEntity::get_infinity_filter() and set_infinity_filter().
  • Added LuaEntity::infinity_filters and remove_unfiltered_items read/write.
  • Added LuaEntityPrototype::rocket_parts_required read.
  • Added LuaEntityPrototype::fixed_recipe read.
  • Added LuaGameScript::kick_player(), ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().
  • Added LuaPlayer::admin write support.
  • Added LuaGuiElement::focus().
  • Added on_character_corpse_expired event.
  • Added on_pre_ghost_deconstructed 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 LuaSurface::get_tile_properties().
  • Added LuaSurface::can_fast_replace().
  • 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 LuaPlayer::get_associated_characters(), associate_character(), and disassociate_character().
  • Added LuaPlayer::ticks_to_respawn read/write.
  • Added old_state to the on_train_changed_state event.
  • Added LuaRecipe::catalysts read.
  • Added LuaRecipe::hide_from_flow_stats read/write.
  • Added LuaRecipePrototype::hidden_from_flow_stats read.
  • Added LuaEntity::tick_of_last_attack and tick_of_last_damage read for the character entity.
  • Added LuaLogisticNetwork::passive_provider_points and active_provider_points read.
  • Added LuaPlayer::display_resolution read.
  • Added on_player_display_resolution_changed event.
  • Added LuaPlayer::display_scale read.
  • Added on_player_display_scale_changed event.
  • Added LuaTrain::weight and riding_state read.
  • Added LuaEntity::products_finished write.
  • Added optional surface to game.take_screenshot(...).
  • Added LuaEntityPrototype::construction_range and logistics_range read.
  • Added LuaGuiElement::index 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 LuaGuiElement::mouse_button_filter read/write for buttons and sprite-buttons.
  • Added LuaSurface::find_tiles_filtered() and count_tiles_filtered().
  • Added LuaEntity::get_train_stop_trains().
  • Added LuaLogisticNetwork::force read.
  • Added LuaItemStack::item_number read - the unique ID of the item if it has one.