Как сделать горку из снега для детей

Как сделать горку из снега для детей

Как сделать горку из снега для детей

Как сделать горку из снега для детей

Как сделать горку из снега для детей

Version: 0.16.0
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.
– 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
– 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.
– 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
– Added /server-save command that does the same thing as lua server_save, but doesn't disable achievements.
– Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full.
– 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.
– When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red.
– 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.
– 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.
– 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.
– Fixed that fluid wagon pumps would sometimes not connect properly
– Fixed that module icons in blueprint previews wouldn't render correctly in some cases.
– 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.
– Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics.
– Fixed that ghost rail signal emmited light.
– Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode.
– Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.
– Fixed that errors in fonts would give useless errors.
– Fixed problems related to trains crashing rarely.
– 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.
– Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning.
– Conflicts of multi-modifier hotkeys are now resolved correctly.
– Fixed sprite rendering at large distances from 0,0.
– 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).
– Fixed that "asdf" and "as df" were considered the same when listed in the stop selection.
– Buildable item counts in inventory in Sandobx mode now update properly with resource changes.
– Fixed that map width/height accepted value of 0.
– Fixed crash when loading Vorbis Ogg files with metadata.
– Fixed that the manual rail building ended up one tile before the cursor.
– Assembling machine can now output product with amount over stack size.
– Fixed entity description for resources that require fluids.
– Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading.
– Fixed that the game could crash when catching up when processing queued gui actions.
– Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop.
– Fixed colored lights would lose their color when nightvision was on.
– Fixed very bad performance when previewing blueprint with one big connected circuit network.
– Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern.
– Fixed that in certain scenarios, the blueprint library wouldn't synchronise.
– Trains now recalculate next station correctly when more stations are en/disabled at the same tick.
– Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully.
– Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too.
– Fixed steam "leaking" outside of storage tank window on high sprite quality setting.
– 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.
– Fixed that large entities wouldn't render correctly on the map.
– Fixed that the mining drill wouldn't show the speed bonus in the same format as assembling machines.
– Fixed the entity icons for combat robots didn't match the item icons.
– Train can't block its own path anymore.
– Fixed circuit wire connections wouldn't render correctly in rotated blueprints in some cases.
– Fixed that changing the system time forwards would cause Factorio to freeze.
– Fixed a crash when changing large circuit networks.
– Fixed closing window right after it was created would hang the process.
– Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor.
– Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars.
– Fixed that when biters were attacked but couldn't find a path to the attacker, they would stoically accept their fate.
– Fixed that the multiplayer-waiting icon wouldn't render in the map view.
– Fixed global achievement progress was multiplied by number of player in multiplayer game.
– Fixed that passing a LuaObject instead of a plain Lua table to LuaBootstrap::raise_event would crash the game.
– Fixed setting active=false then true on a beacon wouldn't update the beacon correctly.
– Possible fix of a crash when a player leaves when a blueprint is being transferred.
– 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.
– Fixed that it was still possible to get some achievements in a replay.
– Fixed that circular references passed through the Lua remote interface would crash the game.
– Fixed missing personal robot recharging animation when character was in a vehicle.
– 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.
- 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.
- Removed default values for icon_size, so icon_size is now required property.
- 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.
- Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number.
- 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.

Version: 0.15.39
Bugfixes:
– Fixed corrupted Windows release.

Version: 0.15.38
Features:
– Added Razer Chroma and Razer Chroma Link support

Version: 0.15.37
Bugfixes:
– Fixed false positives in detection of crashes caused by incompatible version of RivaTuner Statistics Server.

Version: 0.15.36
Bugfixes:
– Fixed a bug in the fix of electric network from 0.15.35.
– Fixed a crash when deleting chunks in specific cases.
– Fixed a crash when coupling/decoupling trains through the Lua API.
– Fixed crash when unknown program arguments were passed.

Version: 0.15.35
Bugfixes:
– Fixed that after a player reconnected after a desync, while blueprints were uploaded, the game would crash.
– Fixed that in certain scenarios, the blueprint library wouldn't synchronise.
– Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully.
– 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.
– Fixed a rare possiblity of internal electric network crash when loading game.
– Handle network errors (caused by LavasoftTcpService64.dll corrupting Winsock) gracefully.

Scripting:
– Fixed changing force of underground belt entity would cause desync.

Version: 0.15.34
Bugfixes:
– Fixed that after a player reconnected after a desync, their blueprints would no longer upload.
– Fixed that it was possible to modify other players' blueprint libraries.
– Fixed a crash when loading a save that was transferring blueprints to a now offline player.
– Fixed that the blueprint library would remove duplicate blueprints even though they were in different books.
– Fixed bug in GUI that led in freez when lowering replay speed.
– Disabled possibility to open invalid save/replay by enter key or double click.
– Fixed rare crash when being disconnected from multiplayer.
– Fixed creating map from scenario would copy also system and hidden files from scenario folder.
– Fixed threading issue causing random server crashes.
– Fixed that if the server was launched with --start-server-load-scenario, the /save command with no name would cause the server to hang.
– Fixed --start-server-load-scenario would ignore --map-gen-settings, --map-settings and --preset options.
– Fixed disabling shaders would cause crashes.

Version: 0.15.33
Changes:
– Mod name in mod info pane will no longer be localised.
– Optional mod dependencies now show as orange when invalid.

Bugfixes:
– Fixed crash when trying to load replay that is not compatible with current version.
– Fixed ghosts might emit light.
– Fixed removing land mines didn't make any sound.
– Fixed creating window larger than screen.
– Improved performance of rendering uranium ore.

Modding:
– Bonus UI now shows additional force modifiers.
– 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.

Version: 0.15.32
Bugfixes:
– Fixed compatibility problem with several antivirus programs.
– Fixed seed in map-gen-settings.json would be ignored when creating map on headless server.
– Fixed that connecting to a multiplayer game with a large blueprint library might be difficult.
– Fixed that using capsules would open an Entity's GUI when clicked.
– Fixed that --window-size=maximized wouldn't work on Linux.
– Fixed that changing reactor consumption(production) values through a mod didn't update its production until rebuilt.
– 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.
– Fixed 3 possible crashes related to getting malformed network packet over the network.
– Maybe fixed a biter path cache-related crash.
– 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.
– Possible rare crash fix related to building rails and viewing preview of entities right after that.
– Limited technology cost multiplier to maximum of 1000.

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.

Version: 0.15.31
Small 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.
– Fixed rendering of turret ranges on map.
– Fixed “Disable listed mods” in minimal mode would disable all mods including Base if mod-list.json didn’t exist.
– Fixed that pressing escape in the “mods error” GUI would close it and leave the game in a broken state.
– Fixed possible crash when loading game.
– Car and Tank now make a sound when deconstructed.
– 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.
– Fixed crash when closing the game in the Generate Map GUI.
– Fixed that the generate map GUI would show incorrect values for some of the enemy expansion settings in some cases.
– Fixed that some blueprints would always have to be reuploaded after connecting to a server, even if they weren’t changed.
– Fixed that the map seed field wouldn’t be used when given in a map-gen-settings.json file through the command line.
– 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.
– 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.

Scripting:
– Fixed a crash when using LuaPlayer::disable_all_prototypes() and opening the technology GUI.
– Fixed that research bonus could be set to negative.
– Fixed that items in the character trash slots would get lost on reducing inventory size instead of spilling the items on the ground.
– Fixed validation for pickup_position and drop_position.
– Exposed internal buffer of fluid turret to Lua as its last fluidbox.
– Added LuaEntityPrototype::fluid_capacity read.

Version: 0.15.30
Bugfixes:
– Fixed crash related to empty player blueprint shelf.
– Fixed crash related to handling focused state of widgets.
– Fixed possible crash when using font with size 0.
– 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.

Modding:
– Added optional "hide_resistances" to entity prototype to control whether resistances should be hidden in description for friendly forces. Default is true.

Version: 0.15.29
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.
– Fixed that setting visibility to false on modded GUI elements while a text field had focus would keep blocking normal input.
– Fixed a performance problem when having the blueprint library GUI open while robots add/remove large amounts of items from the character..
– Fixed that walls and pipes built from blueprints could mark trees/rocks for deconstruction by mistake in some instances.
– Fixed entities with force color (turrets, gates, ...) would be drawn black in blueprint preview.
– Fixed false positive in game state corruption detection logic.
– Fixed pipette tool would pick diagonal rail with wrong direction.
– Fixed migrating save from level 4 of New Hope campaign would disable Plane recipe.
– Fixed that the blueprint library wouldn't close when Q is pressed and bound to the Close Window action.
– Fixed that blueprints would stop transferring if the game was saved whilst some transfers were in progress and then reloaded from this save.
– 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.
– 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.
– The Pipette tool will now copy the rotations of vehicles and trains.
– Fixed that making blueprints of ghost tiles on top of real tiles would have seemingly "random" results in the blueprint.
– Possible fix of the double "Communication with server failed" error.
– Fixed entities to be built wouldn't get rendered in some places when hovering over transparent GUI elements in the map editor.

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.

Scripting:
– Added LuaItemStack::swap_stack().
– Added on_player_removed event.

Version: 0.15.28
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=1680×1050
– 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.
– 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.
– Fixed that blueprints could be duplicated when moving to a new version.
– Fixed progress bar not showing in the entity info panel if the text was too long.
– Fixed (at least one of the cases) of crashes related to not being able to connect to auth server while joining game.
– 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.
– Fixed that mining sounds and the leaves effect weren’t present when mining tree from a car.
– Fixed possible crash when removing modded rails during save migration.

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.

Version: 0.15.27
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.
– Fixed a crash when clicking an alert the same tick the game is loaded.
– Fixed a crash when saving screenshot failed.
– Fixed that trains could stop in the middle of chain signal blocks in some specific setups causing deadlocks.
– Fixed that large drop-down widgets would render off the bottom of the screen in some cases.

Modding:
– Added “render_layer” property to car prototype definition.

Scripting:
– Fixed that calling LuaForce::chart(…) would try to chart chunks outside the map limits.
– Fixed that LuaPlayer::unlock_achievement() would keep showing the notification after the achievement was unlocked.
– Fixed that LuaItemStack::create_blueprint didn’t behave the same way as normal blueprint creation in regards to ghost tiles.
– Fixed that LuaEntity::selected_gun_index write was 0-based.
– Fixed that mods could do remote calls outside of events when the game isn’t in a valid state.Fixed that a time_before_removed of 0 on a corpse entity could crash the game in some instances

Version: 0.15.26
Bugfixes:
– Fixed a crash when rendering modded pumps in some instances.
– Fixed that biters building new bases could cause a player standing in the way to be destroyed instead of killed.
– Fixed that the auto-cursor-refill wouldn’t refill if the cursor started with 1 item.
– 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.

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.
– Fixed that create_entity{variation=…} was 0-based.

Version: 0.15.25
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.
– Fixed crash when making blueprint from power switch ghost.
– Fixed a desync when loading save files from different game versions.
– Fixed that the map gen presets listbox wouldn't respond to mouse clicks.

Version: 0.15.24
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.
– 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.

Bugfixes:
– Fixed Infoboxes sometimes going to the center of the screen on scale change or display size change.
– Fixed the direction of underground belts/pipes wouldn't get detected correctly when using the pipette tool in some cases.
– Fixed that accumulators had two energy bars and one of these was showing incorrect value.
– 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.
– Fixed burner inserter reading signal pulses twice.
– Fixed electric buffer error that could happen when updating save to newer factorio version or changing mods.
– Fixed that failing to mine an entity wouldn't try to transfer all items in the entity.
– Fixed locomotive could snap to train stop after it was attached to an existing train.
– Fixed that the item counts when making blueprints or deconstructing things would render off-screen.
– Fixed impossible research tasks in team production challenge.
– Fixed that the blueprint library GUI wouldn't restore scrollbar position when moving in or out of a book.
– Fixed that setting inserter filters wouldn't update the last-user..
– Fixed that fluid would not flow through circuit network disabled mining drills.
– Fixed a crash when exiting multiplayer due to a script error while hosting a public game locally.
– Fixed pump would not connect to last tile of a train in some cases.

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.
– Limited map gen presets pollution diffusion and dissipation rate values to prevent never-ending pollution bloating map sizes by mistake.
– 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.
– Fixed that level based research wouldn't fire the research-finished event in some cases.
– 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().

Version: 0.15.23
Changes:
– Reverted change that made Inserters no longer drop what they are holding when disabled by the circuit network.

Bugfixes:
– Fixed that the UI scale option wouldn’t apply until restarting the game in some cases.
– Fixed that number-input fields would also block letters/other keys.
– Fixed that tile filters in the deconstruction planner wouldn’t get used in some cases when entity filters were also defined.
– Fixed curved rail ghosts wouldn’t mark trees/rocks when force-built.
– Fixed construction robots could stop doing their jobs when roboport was destroyed or unpowered.
– Fixed long strings in the right description pane.

Modding:
– Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load.

Scripting:
– Fixed that teleporting entity ghosts didn’t work correctly.

Version: 0.15.22
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.
— The deconstruction planner filter now treats any entity filter as also matching entity ghosts of that type.
— Multiplayer creation GUI now remembers game name.

Balance:
— Explosive Mine now only does damage to enemy units and structures.

Sound:
— 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.
— Fixed that in long recharging queues some robots would never get a chance to recharge.
— Fixed that it wasn't possible to click and drag blueprints into an empty blueprint book.
— Fixed that deconstruction/blueprinting selection would be canceled if the selection ended on one of the always-visible GUIs.
— Fixed the productivity bar in the furnace GUI wouldn't show in some instances.
— Fixed exiting a multiplayer game hosted through the in-game multiplayer option.
— Fixed that tile ghosts would always get selected over real entities.
— 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.
— Fix that clearing items in Transport belt maddness didn't give the items back.
— Fixed that rails marked for deconstruction wouldn't allow canceling deconstruction while a train was on them.
— Fixed that biters would change orientation rapidly when they were near a player whom they couldn't attack.
— Fixed that Rocket Silo would continue crafting for 1 tick after completing a rocket.
— 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.
— Fixed that the description pane would change width depending on the content. It should now never change width.
— Fixed that the shooting-target would render as valid to shoot with rockets when it actually wasn't.
— Fixed that programmable speakers would get wrong instruments after importing pre-0.15.19 blueprint string.
— Fixed that maximized Factorio window had thin border around it.
— Fixed that vanilla and modded version of achievements could be mixed up.
— Fixed that inserters would try to insert items into other non-burner inserters.
— Fixed that fast-transferring modules into the rocket silo would put them into the module slots and the rocket at the same time.
— Fixed that the "rocket launched without satellite" message couldn't be dismissed in some cases.
— Fixed the mining drill GUI wouldn't show mining progress when it had a large number of modded module slots.
— Fixed fast-replacing an assembling machine with overloaded ingredients would spill the items.
— Fixed many ingredients or products in recipes would break the assembling machine GUI.
— Fixed wrong values when using /config set allowed-commands with invalid values would crash the game.

Modding:
— Fixed that giving rolling stock entities invalid collision masks would crash the game.
— Mod title and description can now be localised.
— Fixed a crash when mods use reset technologies during the technology researched event.
— Fixed that modded GUI elements wouldn't get removed in some cases when the mod was removed.
— Fixed source_effects applying effects to the source by the target instead of to the source by the source.

Scripting:
— Fixed setting robot.energy for logistic/construction robots wouldn't account for the robot battery upgrade.
— Fixed that setting LuaBurner::currently_burning didn't accept LuaItemPrototype as the docs said.
— Added LuaEntityPrototype::count_as_rock_for_filtered_deconstruction read.
— Added LuaEntityPrototype::filter_count read.
— Added LuaEntity::spawner/units read.

Version: 0.15.21
Bugfixes:
— Fixed that the server would crash if someone tried to connect when there were no blueprints being transferred.

Version: 0.15.20
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).
— Fixed a crash that would happen if the game exited due to a script error that happened immediately after deleting a force.
— Fixed int mod settings would show incorrect values in the GUI.
— Fixed gun sounds would continue when switching weapons while firing.
— Fixed a performance issue caused by spawners being active all the time in peaceful mode.
— Fixed a crash when removing train stops next to other train stops and then building locomotives.
— Fixed a rare desync related to opening your player inventory.
— Fixed a crash when teleporting/setting the force of a offline roboport.
— Fixed inserters with custom pickup/drop locations from mods would retain the custom data when the mods were removed.
— Fixed a crash when deleting blueprint records from the blueprint library while another player is viewing the record tooltip.
— Fixed that some clients wouldn't be able to connect to a server when blueprints were being uploaded.
— Fixed that Factorio wouldn't start when run from an NFS partition.
— Fixed crash on macOS older than 10.9.

Modding:
— Removed unused "energy consumption" from the roboport equipment.

Scripting:
— Fixed that setting researched = true on level-based research in progress wouldn't update the research level displayed.
— Fixed that game.write_file would cause desyncs if it failed due to file permission issues.
— Fixed a crash related to the train changed state event.
— 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.

Version: 0.15.19
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.
--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.
— Fixed inserter zombification at rail junctions.
— Fixed visual seams on map/minimap.
— Fixed that gate over rail could be rotated
— Fixed GUI size problems with the logistic networks GUI.
— Fixed that the headless server didn't close when it failed. (Most typically because of script error).
— Fixed misaligned force color mask on capsule projectiles.
— Fixed crash when changing player's controller, when player was controlling a vehicle with god controller. (47239)
— Fixed a crash caused by manually deactivated units.
— Fixed that exporting blueprints wouldn't respect the current filter options in the setup GUI.
— Fixed that selection-by-typing in listboxes would also trigger normal game actions.
— Fixed that adding stops to a train could change the current station.
— Fixed that the search text didn't reset after leaving the browse-mods GUI.
— Fixed that the mods-load-error GUI could end up too large to fit on screen.
— Fixed a crash when interacting with the "save/quit/reconnect" window after losing connection with a server.
— Fixed crashes when locking bitmap fails.
— Fixed rail preview was rendered under entities.
— Fixed message box in main menu being not clickable.
— Fixed trains stuttering on extremely short paths.
— Fixed flamethrower stream would destroy trees directly.
— Fixed that some information was missing from generator entities.
— Fixed that Factorio would hang on Linux after trying to paste a string when the clipboard was empty.
— Fixed generating unwinnible research tasks in team production scenario.
— 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.
— Fixed the productivity bar in the mining drill wouldn't show in some cases.
— Fixed that the blueprint book gui didn't stretch vertically when possible.
— Fixed inconsistent hovered font color on buttons and dropdowns.
— Fixed train stuttering with only disabled stations in their schedule.
— Fixed that you could disconnect wires at any distance.
— Fixed the icon used when rendering coal being held by construction robots.
— Fixed headless server on macOS getting stuck when in background.
— Fixed that attempting to edit a blueprint label for the second time would show the original label before any edits were made.
— Fixed that --start-server-load-scenario wouldn't give an error when the specified scenario couldn't be found.
— Fixed that robots would leave items on the ground when building ghosts in some cases.
— Fixed train GUI size problems when the fuel tab is removed due to it going out of reach.
— Fixed that blacklisting tile ghosts in the deconstruction planner didn't work.

Modding:
— Fixed that the fluid wagon wouldn't show the equipment grid when one was added through mods.
— Fixed loading the item-with-tags item type.

Scripting:
— Fixed set_command with an empty list of commands would crash the game.
— Fixed LuaRandomGenerator docs.
— Added LuaTechnology::level write support for level-based technology.

Version: 0.15.18
Bugfixes:

— Fixed that wire connections were not preserved in tightspot campaign.
— Fixed various crashes on macOS related to logistic counts.

Modding:
— Changed default value of "allow_custom_vectors" in inserter prototype to true, vanilla inserters set it to false explicitly.

Version: 0.15.17
Graphics:
— Inserters in high resolution; normal resolution inserters are unchanged.

Bugfixes:
— Fixed some inconsistencies in programmable speaker gui.
— Fixed that headless mode wiped out controls section of config file.
— Fixed that detached roboports (e.g. after blackout) would not reset circuit network readings on number of robots.
— Fixed that active blueprint/deconstruction-planner selection did not reset when switching between game and map.
— Fixed AltGr behavior with special characters.
— Fixed that mining bar would steal mouse focus.
— Fixed the /evolution command would underflow when showing negative pollution values.
— Fixed crash when mod-list failed to save when exiting the game.
— Fixed game would not save at all if generating preview picture failed.
— Fixed desync related to driving vehicles.
— Fixed unnecessary quotes in programmable speaker note translations.
— Fixed that the bonus GUI wouldn't fit on screen with a large amount of modded content.
— Fixed crash when closing public server..
— Fixed that filter inserters lost their filter in tightspot campaign.
— Fixed empty space would be rendered if glyph was missing in current font.
— Fixed that resizing the game window while catching up after joining a multiplayer game would leave the map blank..
— Fixed issue and desync when disconnecting one wire color of an entity connected to 2 wire colors.
— Fixed a multiplayer crash that would happen when a player left whilst uploading their blueprint library and then rejoined the same server.
— Fixed another issue that prevented spawners from spawning.
— Fixed game would fail to load if max-texture-size was too low.

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.
— Fixed that character.character_maximum_following_robot_count_bonus didn't work.
— Fixed that /help for lua commands wouldn't do parameter substitution correctly.
— 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.

Version: 0.15.16
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.
— Fixed the "cancel" button wouldn't work in the user-login GUI.
— Fixed that the map editor item/inventory buttons didn't work.
— Fixed beacons would "wobble" in blueprints.
— 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. 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.
— Fixed crash when pollution reaches unreasonably far chunk.
— Fixed power bars glitch in electric network statistics dialog.

Scripting:
— Fixed setting LuaGuiElement::elem_value would always expect the elem_type to be "item".

Version: 0.15.15
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.
— Fixed crash when changing assembling machine recipe.
— Fixed crash that would happen after clicking a button in the tech tree.

Scripting:
— Fixed crash when creating smoke entity through create-entity trigger effect.
— 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.

Version: 0.15.14
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.
— Leading and trainling whitespaces will be trimmed from host name or IP address entered to Direct Connect multiplayer dialog.
— 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.

Bugfixes:
— Keypad enter is treated as regular enter
— 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.
— Fixed that right click and drag in the blueprint setup GUI didn’t work to remove things from the blueprint.
— Fixed that blueprint icons couldn’t be removed with right click.
— Fixed that right-clicking items in the crafting queue didn’t work to cancel 5.
— Fixed window being created slightly offscreen on certain resolutions.
— Fixed that the edit field for a blueprint book would get reset when bots delivered items to the player.
— Fixed that inserter facing north was slower compared to other directions.
— Fixed that the solaris achievement ignored usage of steam-turbines.
— Fixed that setting logistic requests didn’t work in the map editor.
— Fixed crash after dropping a blueprint into a book inside the blueprint library.
— Fixed loading blueprint library from before 0.15.4 might crash.
— Fixed a crash related to changing the rail system when signals get disconnected from blocks.
— Fixed that furnaces and assembling machines weren’t rotatable with heat pipe connection.
— Fixed crash when using —load-game with an error in a mod.

Modding:
— Fixed reading LuaCommandProcessor::commands when one of the help keys was empty.
— 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».

Version: 0.15.13
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.
— Fixed that clearing the blueprint label would make the GUI show the previous label.
— Fixed personal laser defense equipment shooting at player in vehicle would hit the player instead of the vehicle.
— Fixed that the edit label button on blueprint books in the library could get hidden behind the delete button.
— Fixed missing space after timestamp in server console output messages that didn’t contain tag.
— Fixed that the blueprint library wouldn’t update blueprints stored in books. (22 22)
— Fixed that reach-distance checks for curved rails only checked against one end of the rail.
— Fixed bonus GUI display values when the bonuses were negative.
— Fixed that the auto launch settings of rocket silo was not saved in blueprint.
— Fixed beta campaign level 02 would error for migrated save games.
— Fixed locked belts in demo campaign level 03.
— Localised programmable speaker notes and instruments.
— Fixed that mining drill window got repositioned to the center every time it switched to another resource.
— Fixed fluids/virtual signals in the blueprint library wouldn’t migrate correctly between different modded saves.
— 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.
— Fixed crash when loading modded saves that used the flamethrow-explosion entity type.
— Fixed performance problems when building rails related to large rail sections and chain signals.
— Fixed desync related to trains.
— Fixed blueprint library wouldn’t use the Open Item GUI keybind.
— Fixed that errors in mod locale would only show in the log file instead of giving the standard mod-error GUI.
— Fixed that turret help view on map did show turrets from other surfaces.
— Fixed that silo script didn’t validate items on configuration changes.
— Fixed that tightspot level 05 had incorrect recipes unlocked.
— Fixed that you could pippete items and break transport belt madness.
— Fixed that the game would crash when trying to load corrupt blueprint-storage.dat.
— Fixed that map was not updated correctly when tile editing ended up changing other tiles in different chunk.
— Fixed crash when loading modded saves that contained specific items without the mods.
— You can now open circuit network connectible entities while holding copper wire.
— Fixed crash when closing the game window in Browse Games/Play on LAN gui.
— 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.
— Fixed that selection box of rotated (and modded) storage tank wasn’t respecting the rotation properly.

Modding:
— Electric energy sources now support effectivity.
— Fixed crash when mods add values to data.raw incorrectly.
— Fixed some entities using heat energy source types wouldn’t connect to heat pipes correctly when rotated.
— 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.
— Fixed the old train ID wouldn’t be included in some cases during the on_train_created event.
— Fixed crash when trying to register negative event ids.
— Fixed that force.reset_technology_effects() didn’t preserve currently researched technology and saved technology progress.
— Fixed LuaEntity::neighbours return format to match the docs.
— Fixed LuaPlayer::mine_entity() would return false when successfully mining the given entity.
— Changed create_entity ‘item-request-proxy’ «modules» to take the same format as LuaEntity::item_requests.
— 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.

Version: 0.15.12
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.
— 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.
— Fixed marking underground belt output for deconstruction wouldn't block input from pushing more items into the underground part.
— Fixed "Read Stopped Train" checkbox not showing the correct value.
— Fixed entities with a burner energy source would show the incorrect power consumption.
— Fixed that production achievements could not be obtained.
— Fixed that some achievements (raining bullets, logistic network embargo, maybe more) were not properly marked as gained.
— Show the productivity bonus on mining drills even when they have no other effects on them.
— Fixed some GUI shortcuts not working when colliding with other shortcuts.
— Fixed that electric network visualisation on chart showed electric poles from other surfaces.
— Fixed that non-ASCII input wasn't possible on Linux.
— Fixed error when loading a save containing a folder which contained only subfolders but no files.
— Fixed swinging axe as attack might spawn mining particles of a nearby tree or resournce patch.
— 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.
— Fixed handling of X11 focus events.
— Fixed trains wouldn't leave disabled stations when the next station in the schedule was the same station.
— Fixed train stops wouldn't import as string correctly.
— Fixed requester chests would render numbers larger than 2,147,483,647 as negative values.
— Fixed logging in with email in updater set your username to your email.

Modding:
— Fixed that electric boiler didn't work.
— Fixed int mod setting error display message didn't show the upper limit correctly.

Scripting:
— Fixed cloning blueprint books wouldn't copy the label/active index.
— Fixed that inoperable entities couldn't be rotated even when rotatable was true.
— 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.
— Fixed passing invalid arguments to LuaGame::take_screenshot would cause desync.

Version: 0.15.11
Minor Features:
— When a train is stopped at the train stop, a circuit network signal is sent with a unique number for that train. (46234)

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.
— 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.
— 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.
— Tweaked the way heat pipes work, mainly to make it work the same regardless order of build.
— Fixed that click-and-drag interaction logic didn't work for trains.
— 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.
— Fixed that browse games table was inconsistent after resizing.
— Achievements should no longer be unlocked when replaying a game.
— Updated supply challenge level requirements.
— Fixed fluids consumed/produced by boilers didn't show in the production stats.
— Fixed that pasting very large strings wouldn't work on Linux.
— Fixed naming convention of transport belt madness campaign levels.
— Fixed copy-paste with containers so they correctly copy the inventory size limit.
— Fixed the progress bars in the lab wouldn't show correctly in some cases.
— Achievements are no longer be unlocked when replaying a game.
— 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.
— 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.
— Gas color is now tinted with the fluids 'flow_color'.
— Fix wave defense crash when a silo died while nobody was connected.
— Fixed that the "confirm and download" button in the sync-mods-with-save wouldn't restart the game once all mods were downloaded.
— Fixed construction robots could get stuck trying to repair curved rail forever.
— Fixed that the technology cost tooltip description wouldn't scale correctly.
— Fixed that the /help command when run from the server console would always output the server commands list.
— Fixed strange behavior when a train has the same station in the list multiple times with no other valid station.
— Fixed crash related to dying with some GUI open.
— Fixed rail signals getting stuck reserved when mining/building rails in some setups.
— Fixed desync when pumps are setup to pump into the output of an assembling machine.
— 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.
— Fixed switching weapons while firing in the tank would keep playing the previous weapon sound.
— The productivity value in the miner description now contains also the researched bonus.
— Fixed insert seding a signal twice during fast replace.
— Fixed crash that would sometimes happen when a player left whilst some other player was in the process of joining.
— Fixed hazard concrete item description.
— 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.
— Fixed keyboard input would be blocked in tutorial, if console was opened when entering the tutorial.
— Fixed robots could deliver the wrong number of modules during roboport blackouts.
— Fixed that the game would freeze if there was no valid place to drop items on limited size maps.
— Fixed fire wouldn't pollute in some cases.
— Fixed that the delete-blueprint button would show when it wouldn't actually work.
— Fixed an error when resource scaling results in amounts too large to store in a resource entity.

Modding:
— Fixed generator power output was always based on heat capacity and default temperature of water.
— Fixed logistic and construction radius visualization sprites would ignore tint.

Scripting:
— Fixed setting technology::researched wouldn't research all levels of a formula based technology.
— Fixed it was possible to add gui element with same to the same parent name more than once.
— Fixed the custom camera widget wouldn't render the correct entities when switching the surface it was rendering for.
— Fixed LuaTrain::schedule would allow an invalid current schedule record.
— 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".

Version: 0.15.10
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.
— Fixed downgrading underground belts by fast replace would not work for even if output piece was close enough.
— Fixed that robots trying to repair each other wouldn't work correctly.
— 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.
— Fixed that it wasn't possible to fast-transfer blueprints to other players.
— Fixed that hitting rocks with vehicles made no sound.
— Fixed blueprint preview icons scaling and size to be consistent across all places they're shown.
— Fixed that you couldn't delete blueprints from your trash slots.
— Fixed that storage tanks used 4 directions although visually only showed 2 so they would conflict in blueprints.
— Fixed crash when loading blueprint storage while also migrating save files.
— Fixed a useless error when locale isn't correct for a scenario.
— 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.
— Fixed that manually inserting the satellite into the silo when auto-launch is enabled wouldn't launch the rocket.
— Fixed crash when killing yourself with your own weapon.
— Fixed F12 might freeze or crash the game.
— Fixed circuit network controlled rail signal sometimes not going red when building rails.
— Fixed crash when starting tutorial at the same tick as autosave starts.
— Fixed that it wasn't possible to scroll the active blueprint in a blueprint book if the scroll bar was visible.
— Fixed crash when exiting some modded games.
— Fixed that Factorio wouldn't keep file permissions when saving a map.
— Fixed that the blueprint library wouldn't remember the player filter after opening a book.
— Fixed that player names in the blueprint library weren't sorted.
— Fixed the blueprint book tooltips would flicker when your inventory changed.
— Fixed desync when catching up.
— Fixed desync when adding/removing blueprints to blueprint books in some cases.
— Fixed some crashes related to loading invalid combinator parameters.

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.
— Fixed crash when loading mods control.lua produces an error.
— Added favourite server icon to utility sprites.
— 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.
— Fixed crash when trying to create stickers on entities that don't support them.
— Fixed that LuaGuiElement::surface_index was using 0-based indexing.
— Fixed that LuaEntity::graphics_variation was using 0-based indexing.
— Fixed that LuaItemStack::active_index was using 0-based indexing.
— Fixed rendering of layered icons in custom GUI.
— 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.

Version: 0.15.9
Bugfixes:
— Fixed crash when opening the train GUI while in the train.

Version: 0.15.8
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.
— Fixed inserters couldn't insert fuel into locomotives.
— Fixed random inaccessible map area in Beta campaign level 04.
— Fixed various inserter GUI bugs.
— Fixed train station tutorial relied on specific train schedule state.

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.

Version: 0.15.7
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.
— Copying entity settings from a disconnected entity will no longer disconnect circuit wires.
— 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.
— 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.
— /color command defaults alpha (the 4th parameter) to 255 (instead of 0) if not specified.
— Reduced default requester chest paste multiplier for nuclear reactor recipe to 1 and for centrifuge recipe to 2.
— 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
— Fixed that construction bots could repair vehicles from very far.
— Fixed that rocket silo or other GUIs would obscure finished-game dialog.
— Fixed that boiler could output a different fluid than its input.
— Fixed that the inserter would sometimes report bad values to the circuit network.
— Fixed pump recipe description having wrong pumping speed.
— Fixed wrong error message when loaded headless save file doesn't exist
— Fixed the "Input action fragment is missing" crash that would sometimes happen due to packet loss.
— Fixed crash when resizing the game window while having an assembling machine level 1 GUI open.
— Fixed alternative zoom controls would do nothing in map editor.
— Fixed some cargo wagon spritesheets were offset by 1 frame. (viewtopic.php?f=173&t=44930)
— Fixed that it was hard/not possible to select the character corpse over some entities.
— Fixed that the blueprint book GUI would scroll to the top after every click.
— Fixed crash when trying to disconnect non circuit connectible entities using Lua::Entity::disconnect_neighbour.
— 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.
— Fixed inconsistent selection of resource patches on the map.
— Fixed GUI sizing when resetting mod settings.
— Fixed that the blueprint book GUI would scroll to the top after every click.
— Fixed that dropping a blueprint onto a book icon in the library GUI would drop it in the top level instead.
— Fixed that the blueprint library would sometimes stop opening books.
— Fixed GUI scaling problems with the assembling machine GUI.
— Fixed desync related to the on_selected_entity_changed event.
— Fixed that the atomic bomb shooting speed cooldown didn't work.
— Fixed the constant combinator GUI when the constant combinator name was larger than the rest of the GUI.
— Fixed that the reactor didn't show fuel in the description.
— Fixed making blueprints of requester chests with "set requests" would copy the current requests into the blueprint.
— Fixed that deleting saves with the delete key key wouldn't maintain focus on the saves list.
— Fixed crash when mining rails while having the "show rail paths" debug option enabled.
— Fixed infinite loop when migrating entities from an unrelated type to a roboport type.
— Fixed that the technology multiplier didn't apply on infinite research.
— Fixed filtering server list for games with mods.
— Fixed mod version checking for automatic mod download.
— Fixed flamethrower turret would not shoot last single shot worth of liquid.
— Fixed crash when exiting server list
— Fixed "Right mouse button to open" in opened armor.
— Fixed that the blueprint library wouldn't use scroll bars for shared blueprint books.
— 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.
— Fixed the sulfuric acid fluid icon.

Modding:
— Icons are now required to have correct size (which can be overridden by icon_size property).
— 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.

Scripting:
— Fixed LuaChunkIterator could become invalid and crash the game if used.
— 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.

Version: 0.15.6
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.
— New Oil refinery flame, including high resolution version.

Bugfixes:
— Fixed centrifuge glowing for one frame each time inserter drops something.
— Fixed biters expansion was biased towards northern part of the map.
— Fixed blueprint preview splitter not bending nearby belts correctly.
— Fixed items on ground were not cleared in tightspot campaign.
— Fixed that mining drills wouldn't pull in enough acid to continue mining.
— Fixed that you could complete some advanced signal tutorial stages by blocking trains.
— Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements.
— Fixed that you could input invalid value to PvP config.
— Fixed crash when changing force of turret ghost.
— Fixed inserters would grab items off belts and try to drop them onto rails after the train left.
— Fixed inserters would rest with their hand above the center of a splitter.
— Fixed desync caused by heat pipes.
— Fixed crash when trying to edit mod settings after joining a paused multiplayer game.
— Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map.
— Fixed input underground belt fast replace would also replace output piece even if input changed direction.
— Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire.
— Fixed programmable speaker continuing to make sounds without a wire connected.
— Fixed that it wasn't possible to scroll with the mouse wheel in the mod settings GUI.
— Fixed updater would fail if Factorio was in folder with name containing non-english characters.

Version: 0.15.5
Bugfixes:
— Fixed crash when setting character trash slots through script while having the character GUI opened.
— Fixed crash on joining a multiplayer game if the "use different mod settings per save" was disabled.
— Fixed blueprint with roboports wouldn't draw roboport connections.
— Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed.
— Fixed when changing graphical variation of a tree from script or in map editor.
— Fixed flamethrower turret was using 10x less fluid than it should.
— Fixed opening item GUI wasn't rebindable
— Fixed burner inserters would try to fuel themselves with fuel they couldn't use.
— Fixed crash when deleting chunks in some instances.
— Fixed one direction of hazard concrete had no walking sounds.
— Fixed rare crash when getting killed by the locomotive you had opened.
— Fixed that right clicking the map view buttons would change the option but not update the button.
— Fixed the generate-map settings wouldn't be saved when switching to the mod-settings through the generate map GUI.
— Fixed crash when interacting with the map view buttons in some cases.
— Fixed crash when mousing over entities in some rare cases.
— Fixed crash when trying to mine tiles from the zoomed-to-world view.
— Fixed crash when editing speaker parameters in the map editor.
— Fixed that train stops wouldn't show the correct name when changed remotely.
— Fixed crashes related to electric pole/accumulator removal when migrationg saves from 0.14 into 0.15.
— Fixed rail signals built by robots would frequently lead to the signals not connecting properly.
— Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules.
— Fixed items on belt flickering when occupying same position.

Scripting:
— Fixed module inventory insert() didn't work for assembling machines.

Version: 0.15.4
Changes:
— Added /permissions reset to reset all permissions to default.
— Steam and water content of fuild 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.
— Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network.
— Fixed combinators continuing to output signals after disconnecting the input.
— Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed.
— Fixed that names of books stored in the blueprint library wouldn't be preserved after save and load.
— Fixed supply scenario would sometimes show the next level button in error.
— Fixed the rocket silo wouldn't copy the "auto-launch" option in blueprints.
— Fixed Sulfuric Acid recipe using 10 times less water.
— Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint.
— Fixed crash when changing mod settings runtime while in a multiplayer game.
— Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game.
— Fixed that --start-server wouldn't find the save file when given just a name without the .zip suffix.
— Fixed that it was possible to export a blueprint book into another blueprint book.
— Fixed that it was possible to have the same blueprint multiple times in the library.
— Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand.
— Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view.
— Fixed crash when leaving the technology price multiplier blank.
— Fixed crash when removing modded rails during save migration.
— Fixed lab without power would be still rendered as active.
— Fixed several instances of the "laser user" field not getting updated.
— Fixed rocket silo would not increment its "products finished" count when finishing rocket.
— Fixed landmines would last forever when friendly fire was disabled.
— Fixed possible crash when closing Factorio during loading.

Modding:
— Blueprints/books/deconstruction item prototypes with the "hidden" flag will no longer show up in the blueprint library.
— Added missing lua docs index section for settings and fixed some wording.

Scripting:
— Fixed assigning invalid index to LuaEntity::graphics_variation would cause crash.
— Fixed setting LuaItemStack::blueprint_icons didn't work correctly.
— Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync.
— Added LuaEntity::products_finished for crafting machines.

Version: 0.15.3
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.
— Change submachine stack size to 5.
— 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.
— Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes.
— Fixed performance problems when opening the blueprint library GUI when the map has a large number of players.
— Fixed crash related to connection attempts from players with mods with mod settings.
— Fixed getting "No map setting instance" error when loading faulty mod instead of actual error.
— Fixed entering tutorial would remove scenario control script from current game.
— Fixed crashes related to saves with migrated circuit network signals.
— Fixed numeric inputs would block all keys instead of just numbers.
— Fixed ore field amount stuck to cursor when in technology view.
— Fixed crashes related to migrated saves with circuit network signals.
— Fixed that train station tutorial would not progress if you removed the train wait condition.
— Fixed crash when changing mod setting prototype types.
— Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn't have any coal.
— Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield.
— Fixed the trains GUI wouldn't scale correctly.
— Fixed you could select entities in the zoomed-to-world view outside radar coverage.
— Fixed prompt about disabled base mod would not show up.
— Fixed crash when train was destroyed while hovering over it in map view.
— Fixed that the team production starting lobby had some uranium ore.
— Fixed hovering over very large resource patch in map view would crash the game.
— Fixed the "don't mine resources if mining starts with non-resources" logic.
— Fixed crash when the preview picture can't be saved for a save file.
— Fixed crash when trying to filter opened other players quickbars.
— Fixed crash when setting resource minimal yield above the normal yield.
— Fixed the tab complete logic for the /mute-programmable-speaker command.
— Fixed that you could only build blueprints in the zoom-to-world by click and drag.
— Fixed script error in basic train tutorial.
— Removed redundant recipe unlock in trash slot technology.
— 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.
— Fixed fluid could flow into the heat exchangers output fluidbox.
— Fixed that inserters would try to put stuff into the rocket silo result inventory.
— Fixed some invalid map exchange strings would crash the game.
— Fixed train stop would not output content fluid wagons to circuit network.
— Fixed locomotive tooltip would not show contents of fluid wagons.

Modding:
— Prototype names are not allowed to contain the '.' character.

Scripting:
— Fixed typo in defines.shooting.shooting_selected (was "shooting_seleted").
— Fixed type in defines.control_behavior.type.train_stop (was "train-stop").
— Fixed the custom camera widget was using 0 based indexing for the surface_index parameter.
— Added missing control behavior types to defines (wall, mining_drill, programmable_speaker).
— Added LuaTrain::fluid_wagons read.

Version: 0.15.2
Changes:
— Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain.
— 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.
— Fixed basic train tutorial rail setting offset.
— Fixed story script copying of assembling machines without recipes.
— Fixed crash when cycling through empty blueprint book.
— Fixed crash when the wrong fuel type was put into a burner equipment.
— Fixed LuaFluidBox::get_capacity() didn't work when the fluidbox was empty.
— Fixed LuaFluidBox::get_capacity() used 0-based indexing.
— Fixed blueprints with circuit wires would crash in some instances.
— Fixed the map would render black if the game was resized immediatly 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.
— Fixed crash when inactive mining drills are disconnected from the circuit network.
— Fixed that the programmable speaker wouldn't save settings correctly when exported as a string in blueprints.
— Fixed crash when the base mod is disabled and no other mod defines map-settings.
— Fixed fluids consumed in the mining drill for mining resources didn't get counted in fluid production statistics.
— Fixed crash after display reset when browse multiplayer GUI was opened.
— Fixed browse games GUI sorting.
— Fixed wave defense GUI error.
— Fixed transport belt walking sound being controlled by the wrong volume slider.
— Fixed exiting tutorial would mute game sounds.
— Fixed crash when hovering over train with invalid path.
— The "Kovarex enrichment process" is no longer usable with productivity modules.
— Fixed alternative zoom would cause crash when bound to keyboard instead of mouse.
— 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.
— Fixed crash when executing commands ban/unban/bans in a single player game.
— Fixed that opening another player's blueprint book though the /open command would crash the game.
— Fixed possible desync related to constant combinator filters.
— Fixed tooltip delay option didn't work.
— Fixed that disconnecting of electric poles hid some of the electric network visualisations on the map.
— Fixed crash when closing window on splash screen.
— Fixed that steam wouldn't show up as steam in fluid wagons.
— Fixed inactivity wait condition didn't work properly with fluid wagon.
— Fixed name of train field in on_train_created event.
— Fixed the technology list scrollbar position reset after clicking any technology.
— Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid.
— Fixed crash when using recipes in furnaces that don't produce the exact amount of output items as the furnace output slots.
— Fixed crash when loading some older save files in 0.15 related to modded recipes.
— Fixed crash due to "Construction robot is in invalid state".
— Fixed game hang when connecting train in a loop.

Version: 0.15.1
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
— Fixed the «reset» button in the generate map GUI wouldn’t reset settings to the actual default values.
— Fixed that right clicking icon in the tag edit gui crashed the game.

Version: 0.15.0
Configuration:
— Configuration has been reset.
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.
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.
— 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.
— When dying in multiplayer you leave behind a body with your items that slowly degrades.
— Added infinite mining productivity research, each tier increases mining productivity by 2%.
— 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.
— Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.
— New scenarios: PvP and Wave defense.
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%.
Minor features:
— 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.
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 3×3 to 2×2.
— 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.
Optimizations:
— 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.
Changes:
— 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 32×32 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.
— 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.
— 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.
Command line interface:
— Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.
— Added preset option when creating map.
Bugfixes:
— Fixed that setting LuaForce::ai_controllable to false wouldn’t prevent pollution-based unit group formation.
— Fixed graphics settings UI scale would change just by opening the GUI.
— Fixed UAC prompt would cause error and application termination during sprite loading on Windows.
— Fixed map generation could in some instances not correctly generate entities.
— Fixed crash when regenerating entities that are disabled by map generator settings
— Attempt to fix an ocasional crash when DNS lookup fails
— Fixed crash when ammo was consumed fully by script during shooting.
— The Equipment Grid GUI is now scaled with the rest of the UI.
— Fixed possible crash caused by improper primary display detection.
— Fixed occasional broadcast related crashes on OSX
— Fixed building train vehicle in a way, that it connects on both sides.
— Fixed entities with efficiency modules wouldn’t consume the correct amount of energy in some cases.
— Fixed problems when clicking connect button in server list too fast
— Fixed crash when removing large-tiles from a tile prototype definition.
— Fixed crash when mod created exoskeleton equipment with zero energy consumption.
— Fixed electric pole would draw wires to invisible ghost of enemy force.
— Fixed crash when refreshing in the browse mods GUI in some instances.
— Fixed crash when clicking the same tick the map is loaded.
— Fixed LuaGameScript::get_event_handler not working.
— Fixed desync when demoting every player on a server.
— Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player’s inventory.
— 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.
— Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances.
— Fixed extremely slow deleting of selection in text fields.
— 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.
— Fixed virtual signals wouldn’t be sorted correctly by subgroup.
— Fixed typing in the save-replay GUI could move your player around.
— Fixed that manually created unit groups wouldn’t be automatically removed when all their members died.
— Fixed crash when trying to make an entity ghost of an invalid entity through script.
— Fixed rail signals not reconnect after removing rails in some setups.
— Fixed trains switched to manual mode wouldn’t trigger inserters when they coasted to a stop.
— Fixed lot of entities on the same tile might cause stack overflow crash when saving the map.
— 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.
— Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype.
— Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.

Version: 0.14.22
Bugfixes:
— Limit maximum texture size the game will try to use to 16384×16384 pixels.
— Fixed desync related to building of rail signals.
— Fixed multiplayer map download getting stuck at 100% when using some broken routers.

Version: 0.14.21
Bugfixes:
— Fixed that the game could crash when a game disappeared from the matching server before its details were requested.
— Fixed that numpad numbers didn’t work for any game controls.
— Fixed crash when merging forces while a player in one the force to be removed was crafting something.
— 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.

Version: 0.14.20
Bugfixes:
— Fixed LuaSurface::can_place_entity didn’t work for tile ghosts.
— Fixed curved rails woudln’t render correctly as enemy forces.
— Fixed searching in the technology GUI wouldn’t work in some cases.
— Fixed that the config option other.use_version_filter_in_browse_games_gui defaulted to false on linux.
— Fixed «E» (close GUI) couldn’t be used when numeric-input fields were focused.
— Fixed that disabling recipe groups in the settings disabled subgroups as well.
— Fixed that the changelog GUI allowed editing the read-only text.
— 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.
— Fixed that the multiplayer game could crash randomly due to the packet fragmentation implementation issue.
Scripting:
— Added LuaPlayer::disable_recipe_subgroups.

Version: 0.14.19
Bugfixes:
— Fixed that the demo version couldn’t start.
— Fixed that items (like grenades) could be used also in the map view.
— 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.

Version: 0.14.18
Bugfixes:
— Fixed Supply scenario Gui when playing in multiplayer.
— Fixed unresearchable gates technology in New hope campaign level 1.
— Fixed LAN games getting deselected.
— Fixed crash when clearing items robots held through script.
— Possibly fixed xrandr related crash on Linux.
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).Bugfixes
— Fixed that the demo version couldn’t start.
— Fixed that items (like grenades) could be used also in the map view.
— 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.

Version: 0.14.18
Bugfixes:
— Fixed Supply scenario Gui when playing in multiplayer.
— Fixed unresearchable gates technology in New hope campaign level 1.
— Fixed LAN games getting deselected.
— Fixed crash when clearing items robots held through script.
— Possibly fixed xrandr related crash on Linux.
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).

Version: 0.14.17
Bugfixes:
— Fixed quickbar clearing wouldn’t work when taking part of the stack.
— Fixed that mod browser sorting column would be ignored after using the search.
— Actually fixed Has Mods filter in browse games GUI.
— Fixed that the «can’t open enemy structures» error would show when it was never possible to open any GUI for the entity.
— It’s now not possible to switch to the install-mods screen while there are mods pending deletion.
— Fix constant combinator ignoring item_slot_count prototype change after creation.
Changes:
— Tweaked map transfer algorithm.

Version: 0.14.16
Bugfixes:
— Fixed crash related to technology migration. (https://forums.factorio.com/35161)
— Fixed item sub groups wouldn’t be used in the recipe GUI when item groups were disabled.
— 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.

Version: 0.14.15
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.
— Added commandline option —bind to select an ip address to host a game at
— 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.
— Fixed that it wasn’t possible to connect with too many mods.
— Fixed crash when pasting huge strings into mod GUIs.
— 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.
— Fix PRINTSCREEN and SCROLLLOCK not working as keybinds.
— Fix map download limit not working for speeds under 101KB/s.
Scripting:
— Added LuaSurface.set_chunk_generated_status().
— Added defines.chunk_generated_status.

Version: 0.14.14
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.

Optimizations:
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.
— Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.
— Fixed Alt+Tab while holding right mouse button down made the game GUI unresponsive.
— Fixed missing localised name definition..
— Fixed tightspot level 5 recipes.
— Possible fix for crash when initializing mouse-like devices on some Mac OSX computers. This is followup to bugfix.
— Fixed problems with "The connection has been broken due to keep-alive activity".
— Fixed wrong calculation of resistances for small damage values.
— 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.
— Fixed crash when setting invalid sprite parameters.
— Fixed crash when loading save with removed entities.
— Fixed mining drills would keep putting items on belts marked for deconstruction.
— Fixed crash when removing rails with signals reserved by the circuit network.
— Fixed that ammo wouldn't be placed in the quickbar even when a quickbar filter was set for it.
— Fixed very small numbers saved in script state would produce unloadable save.
— Fixed stuck key in CMD combinations on Mac (hopefully).

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.

Version: 0.14.13
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.
Optimizations:
— Improved performance when using a lot of vehicles with equipment grids in multiplayer.
— Improved performance in the Trains GUI when trains have large schedules.
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.
— Possibly fixed hang in stopping sounds when exiting Factorio on Windows.
— 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.
— Fixed duplicate grenade damage 5 research.
— Fixed car/tank rotation speed was half what it should be.
— Fixed map downloader getting stuck and flooding the network after a big timeout.
— Fixed rotating of placed flamethrower turret.
— Fixed that /command would warn about disabling achievements even in situations where achievements weren’t possible.
— Fixed that custom gui input was processed even when the game was being saved in singleplayer.
— Fixed that boiler wouldn’t work after being replaced by bots.
— Fixed possible desync when boiler would get destroyed and created a ghost.
— Fixed crash when destroying fire during the entity_died event.
— Fixed that error messages of wrong zip files in the mod folder weren’t giving error message that would be informative enough.
— 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.

Version: 0.14.12
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.
— 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.

Version: 0.14.11
Changes:
— Server started with —start-server-load-scenario will now save to saves/ upon exit.
— Multiplayer usernames can only consist of letters, numbers and -_. characters.
Bugfixes:
— Possible fix for a server not responding error.

Version: 0.14.10
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.
— Removed 2 redundant research prerequisites.
— Fixed non even selection boxes of locomotive versus cargo wagon.
— Fixed that Factorio would crash when unable to delete a mod.
— Fixed that the chart would display user’s names from other surfaces.
— Fixed blueprint tiles alignment inside preview/editor.
— Fixed player limit disallowing connection attempt in public server list.
— Fixed mod browser filters and ordering being lost.
— Fixed freshly installed mods not being marked in the mod browser.
— Fixed signals sometimes not finding their child signals properly.
— Fixed up/down keys in schedule gui were not selecting properly.
— Additional keys ignored when the console is opened.
— Fixed that aliens would ignore very narrow paths they could barely fit through.
— 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.
— 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.
— Fixed rendering of turret range when construction network area overlay is also being drawn.
— 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.
— Fixed beam would apply one extra damage tick.
Changes:
— Multiplayer map downloading GUI shows average over the last 2 seconds instead of 20 seconds.

Version: 0.14.9
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.
— Fixed that parsing players by index in scripts didn't work correctly.
— Fixed that Factorio wouldn't release memory back to the OS after unloading a large save on Linux.
— Fixed crash when restarting Factorio due to mod change when executable is read-only on Linux.
— Game will no longer be capped at 300UPS when using high game.speed and vsync. New cap is FPS5game.speed.
— 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.

Version: 0.14.8
Optimizations:
— 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 . It allows server admins to change the server password.
— Added in game command /config max-players . 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.
— Fixed that zooming the view during pause (via Shift-Space) would teleport the player.
— Fixed vehicle machine guns not showing bonuses.
— Fixed performance issue on maps with lot of surfaces (for example maps with Factorissimo mod.)
— Fixed gates not opening for characters soon enough.
— Fixed some campaign levels didn't allow interacting with any entities at some places.
— Fixed crash when opening the character GUI in the map editor.
— Fixed redundant technology requirement.
— Fixed server browser playtime column formatting.
— Fixed crash related to rail-signal connection.
— Fixed crash when reconnection attempt is refused.
— Fixed that when server quit/dropped, the dialog could be hidden behind menu.
— Optimized inserting items to chests with large inventories; this will boost performance for some games with Warehousing mod.
— Fixed duplicate mods crashing the game on startup (31790) 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.
— Fixed that --benchmark would process its argument differently than all other command-line parameters.
— Fixed crash when loading game with character in flying vehicle from mod that is over water..

Version: 0.14.7
Bugfixes:
— Fixed technology GUI in single player.

Version: 0.14.6
Changes:
— Drop detection got little bit strictier 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 command to start scenario with the given name.
— As a tribute to Arumbas 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, cominbator settings changed,
— Added speed change based on zoom when in god mode into the latency hiding.
— The player was killed messages now contains 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.
— Additional attempt to make the keyboard settings compatibile between linux and windows.
— Fixed that player crafting categories accepted empty string as value, which resulted in crash later.
— Fixed that progress bar during updating mods wasn't moving.
— Fixed beam damage_interval of 0 would crash the game.
— Fixed gates wouldn't open while in a vehicle without a character.
— Fixed GUI scaling in the mod browser.
— Fixed (hopefully) that wrong server details were displayed.
— Fixed that it wasn't possible to build rail blueprint over floor-tile ghost.
— Fluid status icons will display floored values, same as all other icons.
— Fixed crash that prevented the game to start on some OS X configurations.
— Fixed that changing character direction from script didn't work.
— Fixed game getting stuck when a new account was created from the Steam version.
— Additional signal/rail building fix.
— Fixed that some entities would not remember their circuit parameters in the map editor.
— Fixed blueprint tooltip wouldn't update when clearing a blueprint.
— Fixed crash when loading some old save files containing circuit connections to be removed.
— Fixed crash when removing migrated equipment grids due to mod removal while mods had references to the grids.
— Fixed wires wouldn't get applied to inserters through blueprints in some cases.
— Fixed that player could get unkickable under specific circumstances.
— Fixed train crash when it found a path in the opposide direction that it just started moving.
— Fixed Factorio updater didn't pass command line arguments when restarting the game after update.
— Fixed crashes when loading old or some invalid maps in the map editor.
— 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.
— Fixed that joining games through Steam wouldn't work.
— Fixed not being able to interact with the error dialog when an error happens while interacting with GUIs.
— Fixed UI not responding to input in some situations when progress guis were shown.
— Fixed personal roboport wouldn't update properly when modded equipment was used in some cases.
— Fixed train ignoring wait conditions in some cases.
— Fixed chain signal visual state right before a station.
— 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.
— Fixed inserter placement in the 2nd level of new hope campaign mission.
— 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.
— Fixed desync when placing floor blueprint and mining placed ghosts at the same time.
— Fixed that you could disconnect wires in from Transport Belt Madness scenario's Electric Poles.
— Potential fix of crash after desync.
— Attempted to handle socket unblock error in a way that won't crash the game.
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.
— Renamed LuaEntity::built_by to LuaEntity::last_user

Version: 0.14.5
Feature:
— Added Team Production Challenge scenario to the base game.
Minor features:
— 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 : removes all messages by the given player from chat. Admin only command.
— Added /clear — clears your chat window.
— Added /mute and unmute : prevents the given player from talking in chat. Admin only commands.
— Added /mutes: displays all muted players.
— Added /ignore and unignore : 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 that the headless server would create a character when run with —no-auto-pause. This prevented people from joining their own servers.
— 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.
— Fixed that input actions were triggered even though a text box was focused.
— Fixed that blueprint/deconstruction would run while on the map view.
— Fixed train getting stuck on a yellow signal ()
— Fixed that the notification about changed research was shown even when the other player selected the same research as already in progress.
— Fixed that underground belt «teleported» few items when the connection was built.
— Fixed that the mod info gui wasn’t scrollable, so it didn’t fit the screen sometimes.
— Fixed that saving scenario to the same directory it was loaded for resulted in deleting all the script and locale files.
— 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.
— Fixed that clicking a mod’s GUI during an autosave would crash the game.
— 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 ()
— Added LuaPlayer::afk_ticks and LuaPlayer::online_ticks.

Version: 0.14.4
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 to get details
— Fixed crash when entities are migrated across types while in blueprints.
— Fixed crash when setting filters in the map editor.
— 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.
— Fixed crash when setting filters in the map editor.
— Additional desync fix related to selection of trains.
— 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.
— Fixed crash when changing player’s controller in multiplayer while the player opens entity GUI with inventory.
— Fixed crash when opening entities that only exist in the latency hiding.
— 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.
— Fixed LuaForce::research_progress could return invalid values in specific cases.
— Fixed error when manually calling LuaGameScript::raise_event().
— Added additional inventory defines: car_fuel, car_trunk, car_ammo, and cargo_wagon.
— Fixed that the server commands didn’t work when there was noone online and the autostop was on (again) ()
— 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.
— Fxied that the Lua console would ignore first pressed key if the «toggle console» control was bound to a mouse button.
— Fixed wrong fonts used for languages using non-latin characters.
— Fixed crash on blueprint placement with rail signals with connected wires.

Version: 0.14.3
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.
— Fixed slowdown in recipe tooltips with large amounts of recipes.
— 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.
— 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.
— Fixed that the server would ignore specified username when given a login token.
— Fixed that it wasn’t possible for mods to use custom fonts.
— Fixed crash when removing mods that had items on transport belts that were connected to the circuit network.
— Fixed that right clicking in the craftign menu to craft 5 items wouldn’t de-focus the search widget.
— Fixed that joining paused game resulted in a black screen that was there until someone else unpaused it.
— Fixed that map2scenario errors when loading an edited save file that contained assembling machines connected to inserters.
— 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.
— 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.
— Fixed crash after confirming other settings as a server in multiplayer game.

Version: 0.14.2
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 sserver-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
Bugfixes:
— Fixed signal to rail connection in junctions when rails are build after signals.
— 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.
— Fixed crash related to removing progress bars when exiting the multiplayer.
— Fixed constant combinator description not showing negative signals.
— 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.
— Fixed that —allow-commands sometimes wouldn’t take effect.
— Fixed that attacking an enemy spawner with the flamethrower wouldn’t aggravate enemies.
— Fixed the drag-map control defaulting to shift + mouse button 1.
— Fixed achievement layout problems.
— 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.
— Fixed trains GUI wouldn’t scroll correctly when searching.
— Fixed crash when mining a vehicle the character was in while over water.
— Fixed that it was possible to put more energy into accumulator than its capacity through the script.

Version: 0.14.1
Bugfixes:
— Fixed that exiting hosting game could stuck Factorio forever.
— Possible fix game not showing in browse game list.
— Fixed that a very big number of biters on a map could cause very significant UPS drop.

Version: 0..14.0
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.
— 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.
— Fixed clearing blueprints didn’t clear the label.
— Fixed crash when removing entities that had active alerts.
— Fixed that sending random garbage to the RCON port could crash Factorio.
— Fixed GUI size issues with modded recipes that have a ton of effects.
— Fixed script errors with tight spot level 5.
— Fixed the market entity not migrating/handling removed items it was offering.
— Fixed sound settings not applying when pressing escape.
— Fixed a crash that would happen after changing UI scale with the inventory open.
— Fixed deconstruction would reset the build rotation value.
— Fixed copy-paste between inventory sizes applying the inventory restriction oddly.
— fixed game.regenerate_entitiy() not working at all.
— Fixed that it was possible to create an assembling machine with zero energy usage.
Modding:
— Fixed crash when trying to connect wires to entities with 0 wire connection distance.
Scripting:
— Fixed LuaSurface::map_gen_settings.shift not working.
— Fixed chunk positions would get improperly rounded instead of floored.
— 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.

Version: 0.13.19
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.
— Fixed that unclosable character window was opened when it was ordered to open exactly at the same tick when the character died.
— Fixed possible desync caused by inserters disabled by circuit network.
Scripting:
— Added LauSurface::regenerate_entity(…)

Version: 0.13.18
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.
— 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.
— Fixed clearing blueprints didn't clear the label.
— Fixed crash when removing entities that had active alerts.
— Fixed that sending random garbage to the RCON port could crash Factorio.
— Fixed GUI size issues with modded recipes that have a ton of effects.
— Fixed script errors with tight spot level 5.
— Fixed the market entity not migrating/handling removed items it was offering.
— Fixed sound settings not applying when pressing escape.
— Fixed a crash that would happen after changing UI scale with the inventory open.
— Fixed deconstruction would reset the build rotation value.
— Fixed copy-paste between inventory sizes applying the inventory restriction oddly..
— fixed game.regenerate_entitiy() not working at all.
— Fixed that it was possible to create an assembling machine with zero energy usage.
Modding:
— Fixed crash when trying to connect wires to entities with 0 wire connection distance.
Scripting:
— Fixed LuaSurface::map_gen_settings.shift not working.
— Fixed chunk positions would get improperly rounded instead of floored.
— 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.

Version: 0.13.17
Bugfixes:
— Fixed a crash caused by enemy AI.
— Fixed crash due to false-positive detection of a save corruption.
— Fixed circuit network controlled signal penalty once more
— Fixed crash when removing mod with modded rocket silo.

Version: 0.13.16
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.
— Fixed that the game would crash when trying to load a save that contained unit groups with members in different surfaces.
— Fixed combinators not drawing lights for the activity led.
— Reverted the change from Version: 0.13.12 that would disable and hide vsync in some cases.
— Fix that biters wouldn’t become aggravated when damaged by the flamethrower.
— Fixed game sometimes not being focused properly on OS X.
— Fixed that the car could shoot itself.
— Fixed desync related to fast-replacing filter inserters with other inserters.
— Don’t remove a wall’s circuit connection when gate is destroyed and ghost is created.
— Fixed opened machine sound sometimes being high-pitched.
— Fixed that some keybindings wouldn’t register properly after a game restart.
— Fixed that it would be possible to manually craft items the player does not have enough ingredients for.
— 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.
— Fixed requester chest was missing vehicle impact sound.
— Fixed that dragging the research button would drag and move the technology tree.
— Fixed that the selected slot wouldn’t update properly when the quickbar was rotated.
Modding:
— Fixed crash when mods use tables as key values in prototype data.
— Added example definition of an electric energy interface.
— Fixed copy&paste on modded constant combinator would copy also number of item slots.
— 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.
— Fixed changing force of construction or logistic robot would cause game state corruption.
— 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».

Version: 0.13.15
Bugfixes:
— Fixed that rotating the quickbar would make the headless server crash.

Version: 0.13.14
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.
— Fixed burner fuel sources would keep their energy when dying and being rebuilt by robots.
— Fixed inserters would try to grab items from rails instead of chests/entities when build in specific setups.
— Fixed disconnecting chests or constant combinators not correctly clearing circuit network.
— Fixed a crash that sometimes happened after canceling manual crafting.
— Fixed a bug where canceling a prerequisite product would cancel more than necessary.
— Fixed crash when trying to connect power switches in map editor.
— Don’t force Vsync off on OpenGL.
— Fixed error in tight spot level 5.
— Fixed a bug where a player’s GUI would be reset when any other player in MP pressed the «switch active quickbar» button.
— Don’t allow sideloading onto a disabled belt.
— 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.
— Fixed mod updates sometimes not being found with a large amount of mods.
— Fixed mods browser not being sorted after searching.
— Fixed regenerating entities on map.
— Fixed watch-your-step achievement for real this time.
— Fixed «failed to create display» error when switching to another window immediately after launching Factorio.
— Fixed isses with saving to NTFS junctions.
Optimizations:
— 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.
— Fixed crash when loader connected to splitter is destroyed.
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.
— Fixed evolution_factor could be set to a negative number resulting in base build errors.
— Fixed crash when using entity of type ‘flame-thrower-explosion’ with ‘create-entity’ trigger effect.
— Fixed LuaGameScript::take_screenshot() would fail if destination file contained non-english character in its path.
— 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.

Version: 0.13.13
Bugfixes:
— Fixed OpenSSL launch issues on Linux
— 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.

Version: 0.13.12
Changes:
— Vsync will be automatically turned off and hidden from the options menu if desktop composition(windows aero) is on.
Small changes:
— Locale additions and improvements.
Bugfixes:
— Fixed auto trash slots were lost when player died in multiplayer.
— Fixed that the headless server would consume 100% CPU.
— Fixed that —mod-directory and other command-line arguments would be forgotten on Factorio restart through the mod manager.
— 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.
— Fixed unsightly message when changing player colour in singleplayer.
— Fixed inserter circuit «hold» read mode sending the signal 1 tick too late.
— Fixed transport belt circuit condition ignoring 1 tick duration signals.
— Fixed crash when saving the game fails due to the disk being full.
— Fixed the «watch your step» achievement would get triggered by random source-less damage.
— Fixed the render layer for turret range visualizations.
— Fixed that an inserter could hold more items than its stack-size bonus, if it was created by fast-replacing a stack inserter.
— Fixed automated fuel insertion into cars wouldn’t fill the fuel inventory.
Modding:
— Fixed crash when technology prerequisites ended up being recursive.
— Fixed crash caused by destroyer robot beams when compression was enabled for all sprites.
— Fixed inserters with stack bonus not dropping the item to it’s destination when deactivated.
— The fluid icon for the storage tank now scales with the size of the storage tank.
Scripting:
— Fixed error when attempting to interact with LuaInventory that has a size > 255.
— Fixed crash when robots charging would get disabled through mods.
— Fixed wrong error when setting durability of an item.
— 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().

Version: 0.13.11
Small 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.
— Fixed offshore pump could be built on top of other offshore pumps.
— Fixed pumjack output would show 0.0/s.
— Fixed that «show pollution on minimap» didn’t work when «show pollution on map» was not enabled.
— Fixed scrolling on OS X.
— Fixed exploit of connecting energy producer to more networks and connecting them by switches.
— Fixed long handed inserters couldn’t pick up from the ends of cargo wagons.
— Fixed that when a mod defined a technology with an invalid recipe, it could crash the game.
Scripting:
— Fixed accumulators with circuit connectors not working correctly when exported through get_blueprint_entities().
— Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area.
— Added LuaGroup::order read.

Version: 0.13.10
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.
— Fixed crash related to wire rendering after switching to copper wire while dragging wire.
— 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.
— Fixed password field not being focused when connecting to a game.
— Fixed rocket silo moving slow when using efficiency modules.
— Fixed pressing Escape in multiplayer connect password dialog closed all gui windows.
— Fixed gates sometimes not opening soon enough.
— Fixed side menu buttons being focusable.
— Fixed numbers display rounding up when it shouldn’t.
— Fixed constant combinator GUI slider sometimes showing different value than the number of items.
— Fixed assembling machine GUI progress bars not sizing correctly.
— Fixed tight-spot scenario missing walls around trees.
— Narrower descriptions with more line breaking opportunities (mod list, roboport).
— Fixed that cunning cancellation of crafting orders could result in free items.
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.
— Fixed mod enabling/disabling sometimes didn’t restart the game.
— Fixed several issues with buildability checks returning false but entities actually being buildable.
— Fix that aggroing a huge amount of biters would cause UPS drop for a long time.
— Fixed freeze when dragging sound sliders in some instances.
— Fixed bullet shooting speed not working properly.
Optimizations:
— Improved performance when building large electric poles in the latency state by click-and-drag.
— 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.
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.
— Fixed technology effects are now applied before the research_completed event is fired.
— 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.

Version: 0.13.9
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.
— 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.
— Fixed crash on Linux when stdout was closed after starting Factorio.
— Fixed trains of other forces could be seen in the Trains GUI.
— 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.
— Fixed performance issue caused by alt mode when some mods are installed and linear filtering is enabled.
— Items stop correctly before a belt deactivated using the circuit network.
— Fixed another case where a biter could get stuck.
— Fixed crash when using —mp-connect to join a game that requires user verification.
— Fixed train GUI would be too big to fit on screen with a large amount of character inventory slots.
— 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.
— Fixed crash when building tiles would result in you dying.
— Fixed disabled belts would still move the player.
— Fixed crashes related to changing train conditions in the latency state.
— Fixed line breaking in description titles.
— Fixed typo in description of flooring items.
— Fixed blueprint icons not working as desired when paths where part of the selected area.
— Fixed that a username change wouldn’t save if the game crashed.
— Fixed that clicking an alert button could show the wrong aler.
— Fixed flooring placement preview rendered on top of turret base.
— Fixed numpad home/end/other keys not working when numlock was off.
— Fixed that the game password dialog showed the password.
— Fixed that inserters at the very front of trains would sometimes not get enabled when a train would stop.
— Fixed the difficutly settings for scenarios not working.
— Fixed alignment of some pipe covers.
— Fixed the watch-your-step achievement not working.
— Rocket parts from building rockets in the rocket silo now show in production stats.
— Fixed tracked achievements scrolling off screen when un-tracking them.
— Fixed inserter sometimes only dropping one item on the ground before going back.
— Fixed LuaGameScript::active_mods not showing the correct list of mods.
— Fixed signals letting trains pass when the circuit network changes.
Scripting:
— Fixed SpritePath to recipe that inherits icon from its result would not be considered valid.
— Fixed crash when setting new research in the on_research_completed event.
— Fixed error during the research completed event being un-clickable.
— Added LuaTile::position read.

Version: 0.13.8
Bugfixes:
— Fixed craftable unit entities desyncing when held over belts.
— Fixed character inventory size was limited at 255 instead of the correct 65536.
— 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.
— Fixed inserters not putting fuel in modded burner assemblers in some situations.
— Fixed headless server would crash when loading save containing sprite-button.
— Fixed maps loaded from versions 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.
— 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:
— 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.
— 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. ( )
— 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.
— 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.
— 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.
— Fixed unrecognizable item icons when playing on very low graphics settings.
— Fixed that ghost building on power poles disconnects them, as it is the same shortcut.
— Fixed multiple construction bots could be sent out to mine single tree.
— Fixed that LuaGameScript::take_screenshot could take negative values of zoom or resolution.
— Fixed robots would carry items from active provider chests to storage chests even when requester chest needed those items.
— Fixed setting the cursor stack from script when having a selection from a filtered slot allowing the wrong item in the slot.
— Items inserted into assemblers now update tooltips.
— 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.
— Fixed that commands would still be disabled in single-player after loading a map created in MP with commands disabled.
— Fixed that a biter could get stuck trying to attack a building in some cases.
— Fixed unclear error message when attempting to run multiple instances of Factorio with same write-path.
— Fixed the space key animating buttons.
— Fixed fluid getting into the wrong inputs on assembling machines.
— 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.
— Fixed that player names wouldn’t show up on the chart when UI scale was set to 100% or less.
— Fixed that the same error message could appear twice in multiplayer.
— 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.
— Fixed that a peer could kick every other peer from an MP game.
— Fixed train air resistance calculation.
— Fixed wire drawing in the right-pane description for electric poles.
— Fixed freeplay and sandbox scenario initial rocket count.
— 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. ()
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 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.

Version: 0.12.34
Bugfixes:
— Fixed the missing title in character logistics window.

Version: 0.12.34
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.
— Fixed crash when exiting from an error during the on_robot_built_entity event.
— Fixed crash when removing and re-creating forces.
— Fixed crash after changing the type of a style currently applied to a custom GUI element when loading a save.
— Fixed crash when calling LuaPlayer::teleport on a disconnected player.
— Fixed crash after running LuaGameScript::server_save from a mod.
— Fixed crash when changing the force of an offline player with personal roboport equipment.
— Fixed crash when trying to merge a force into its self.
— Fixed underground belt position in blueprint preview.
— Fixed map transfer speed dropping to zero
— Fixed logistic description counts with the same counts getting displayed in random order

Version: 0.12.33
Bugfixes:
— Fixed tiles in blueprints.
— Fixed the duplicated message on load error in multiplayer.
— Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.
— Fixed that switching brush shape in the map editor didn’t update the selected icon highlight.
— Fixed that label/checkbox padding was applied twice, moving the rendered text to be out of place.
— Fixed that map (chart) wasn’t properly updated when existing map was edited in the map editor.
— Fixed crash when the character would die from mining something.
— Fixed crash when robot can’t find charging spot when stationing.
— Fixed crash in multiplayer that could happen when 2 people are editing the same train schedule.
— Unified the electric network statistics production/consumption values to be avarage of the shown timeframe.
— Solved small numerical text box editing issue.
Scripting:
— Added LuaStyle::cell_padding/horizontal_spacing/vertical_spacing.

Version: 0.12.32
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.

Version: 0.12.31
Bugfixes:
— Fixed crash when script errors occurs while loading game while in game.
— Fixed that attempting to connect to Factorio 0.12.30 with an old client wouldn’t produce the correct error message.
— Fixed that modded roboports with no charging slots were still considering as charging candidates.
— Fixed that item icon variant for dark background was not used when showing cargo of logistic robots.
— Fixed crash with «Unblock sendto failed: The operation completed successfully.»
— Human readable error notice when multiplayer connection wasn’t successful.
— Fixed that headless server wouldn’t save the map after Control-C.
— Fixed that attacking biters with a mining tool wouldn’t aggro them.
— Improved map download speed when connecting to multiplayer game.
— Fixed that assigning units to a unit group of a different force would corrupt the save.
— Fixed crash when using can_insert on the quickbar from the Lua APi.
— Fixed tight spot scenario crash.
— Fixed sort order for recipes in the recipe display.
— Fixed incorrect error message, when setting the number of filters on an inserter.
— Fixed flame from rafineries that are marked for deconstruction was frozen in mid air.
— Fixed that odd sized blueprints were shifted when rotated.
— Fixed crash when clearing modded blueprint that doesn’t need item to be cleared.
— Fixed crash in arithmetic combinator when calculating -2147483648/-1.
— Fixed crash when assigning a character as a passenger of a vehicle when that character already is a passenger of another vehicle.
— Fixed dealing damage could sometimes corrupt game state and saves.
— Fixed modded save could not be loaded when a modded inserter gained abilities of smart inserter.
— Fixed unknown-key message on the third level of first-steps.
— Fixed cursor-split transfer (right click) not working when putting items into assembling machine stacks over normal stack size.
— Fixed remote.call() from within the same mod.
— Fixed inconsistent inserter behaviour when inserting into a splitter from the side.
— Fixed train trying to turn around on a single rail.
— Fixed internal electric network problems when mod specified irregular number as supply reach of power pole.
— Fixed crash when lua script appears in specific state in multiplayer.
— Fixed another crash than can happen when train destroys itself.
— Fixed rare multiplayer crash «server is missing in the crcs.»
— Fixed several GUI problems on high DPI displays.
Optimisations:
— Improved performance when using landmines.
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.

Version: 0.12.30
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.
Bufixes:
— Fixed strange outer corner rendering for terrains with the same layer.
— Fixed Factorio timing out of a multiplayer game when closed by pressing the X button.
— Building things after quitting a multiplayer game is no longer possible and no longer crashes the game.
— Fixed memory leak with special signals in the circuit network.
— Fixed crash when killing the player in on_built_entity.
— Fixed crash when making blueprints of ghosts with some now-invalid circuit connections to other ghosts.
— Fixed player’s shooting target not updating properly when the target’s force became friendly
— Fixed the documentation of CircuitCondition
— Fixed that the ignore_planner field of Command would expect an integer instead of a boolean.
— Starting value of progress bar is now properly set based on the input.
— Fixed crash when destroying entity with empty corpse string.
— Fixed mining drills getting stuck when built pointing at rails and then rotated.
— Fixed remote.call() within the same mod passing invalid data.
— Fixed the typo in the error «mulitplayer.cannot-load-downloaded-map», the cause of the error wasn’t displayed because of it.
— Fixed that the server could get desynced and in a state where he has no one to download from.
— Fixed that the train tooltip was showing the current station as the next one when in the station.
— Fixed crash when a Lua function was used as a value in a table in data.raw.
— 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.
— Fixed crash when a force other than player, enemy or neutral was used in autoplace specification.
— Fixed crash when a network interface is deactivated during multiplayer game.
— Fixed white bar on top of the screen was sometimes present in fullscreen on OS X.
— 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.
Modding:
— Added LuaEntity::unit_group read-only attribute
— Proper error message when subgroup specified by empty string.
— Fixed projectiles with negative acceleration would turn around, fly back and break the game.

Version: 0.12.29
Changes:
— When the game starts with the base mod disabled, it asks you, if you want to enable it.
Bugfixes:
— Fixed construction robot crash.
— Fixed that multiplayer progress bar windows were blocked by currently opened window.
— Fixed another inconsistency with zero signals in combinators
— Fixed crash when Steam API intialization failed.
— Fixed random crashes when mining/closing and autosave happens at the same tick.

Version: 0.12.28
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 load, when multiple things explode at once.
— Fixed LuaForce::clear_chart() would crash game if called while chart was refreshing.
— Fixed crash when refreshing chart while Direct3D device is lost.
— Fixed —config option not complaining about nonexistent file.
— Fixed crash when clicking on electric pole that was still in latency state.
— 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.
— Fixed map exchange string not using segmentation or water size correctly.
— Fixed Lua game_view_settings::showentityinfo read/write issues.
— Fixed fog-of-war does not work correctly in New Hope level 1.
— Fixed inconsistent Offshore Pump collision when building.
— Fixed desync reports were not generated.
— Fixed that non destructible entities get attacked, so biters could get stuck while trying to attack rails under train.
— Control settings window is now scrollable when it can’t fit the window.
— Fixed Factorio hanging on exit on Linux after copying or pasting

Version: 0.12.27
Changes:
— The area of 400X400 tiles is explored when the game starts.
Bufixes:
— Fixed that merging two electric network didn’t merge the statistics.
— Fixed the cyclic/overlaping win/lost sound sample when the game is finished in multiplayer.
— Fixed that extra pipe covers could be drawn on top of connected pipes.
— Fixed misaligned turrets in the 4. New hope mission.
— Fixed some inconsistencies related to zero-signals in circuit networks.
— 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.
— Fixed LuaForce::clear_chart() would crash game.
— The report of different mods when trying to connect to multiplayer game is now scrollable when needed.
— Fixed Cargo Wagon Inserter input output inconsistency.
— Fixed the mod difference reporting when connecting to multiplayer game.
— 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.
— Fixed crash after revive by player port when personal roboport is equipped.
— 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.
— Fixed slow sprite loading on Direct3D.
— Fixed the documentation of LuaGameScript::show_message_dialog.
— Fixed the order of parameters of some functions in the documentation.
— Fixed that the research screen would pre-select Automation even though it was disabled.
— Fixed rare crash that could happen when assembling machine recipe was reset the same tick as autosave started.
— Fixed the laser/discharge defense names in the set filter dialog.
— Better error when wrong bounding box definition is given.
— Creating message dialog with non existent image doesn’t crash the game anymore.
— Localisation errors will no longer stop the game, the result string will just contain the error.
— Fixed that the stone wall research was disabled in the New hope campaign level 4, so gates weren’t researchable.
— The starting value of text property of textfield is properly set based on the input.
— Fixed that changing request slots of opened entity through script didn’t update the ui.
— Fixed map exchange string problems with mods.
— Fixed freezes on exit with recent NVidia drivers on Gentoo and Arch Linux
— 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.
— Fixed Rocket Silo GUI skipping 53%.
— Another attempt at fixing X11 copy/paste.
— Better message when the server leaves a multiplayer game.
— Fixed the bad values of defines.furnace_source, defines.furnace_result and added missing efines.furnace_modules.
— 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.
— 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.
— Fixed black screen after UAC poped up in main menu
Scripting:
— Documented extra unit group status return values.
Modding:
— Added action_range to mining tool prototype (with the default of 1.5).

Version: 0.12.26
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.
— Sending random packets to factorio port can still crash the server eventually, the probability will just be lower.
— Running biters over with a car or tank will make them aggressive in peaceful mode.

Version: 0.12.25
Bugfixes:
— Fixed quickbar selection handling when accepting blueprint with item in cursor.
— Train stations in the new hope level 2 had neutral force, so they weren’t selectable as part of the schedule.
— Fixed that wall graphics variations were not randomized when built by robots.
— Fixed that rail signals were not visible under remnants. They are drawn above now.
— 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.
— Possible fix of rare lua garbage collector error.
— Fixed Combinator special signals not summing the inputs correctly(again).
— 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) .
— Fixed crash when using screens connected to both AMD and Intel graphics cards .
— 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.
— Fixed that replaying multiplayer game ended once any player died.
— Fixed the ungraceful error message when version/mods don’t match in multiplayer.
— Fixed game not restarting when mods were changed.
— Fixed headless server not working with the Steam version.
— Fixed that destroying a chain signal in the same tick as it was created crashed the game.
— Fixed fullscreen issues on multimonitor configurations.
— Fixed crash when canceling crafting of a recipe who’s ingredients have changed in the meantime.
— Fixed update of stand-alone ZIP package should not require elevated rights on Windows.
— Fixed specific crash in replay viewing.
— 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.

Version: 0.12.24
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.
— Fixed very long belt lines would crash game

Version: 0.12.23
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.
— The alerts are disabled when player or combat robots get hurt/destroyed..
— Underground belt connection visualisation in the «to build preview» wasn’t proper.
— Fixed that picked up item event wasn’t fired when picking items from the belt.
— Fixed that technology list and preview weren’t updated when technology was researched in multiplayer.
— Fixed a crash after merging forces when the destroyed force’s labs were researching.
— Fixed that it looked like it was possible to repair a tree in multiplayer.
— Fixed that the max health instead of current health was used for crash calculations.
— Fixed that the game could desync when someone joined while someone else was shooting.
— Fixed that trains were signalling No Path after update.
— Fixed that accumulators kept their energy when destroyed and retuilt by robots.
— 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.
— Fixed Combinator «each» special signal not summing the inputs correctly
— 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.
— Fixed that the full mod change info for recipes wouldn’t display if only the counts were modified on the recipe.
— Fixed crash when car collided with decorative entity in object layer.
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.
Sound:
— Extended the soundtrack.

Version: 0.12.22
Bugfixes:
— Fixed that save is not loadable when mod changes type of entity.
— Fixed that enemy train stops were visible in the rename station gui.
— Fixed freeze when there is no place to put character when he exits the vehicle and there is no exit point.
— Fixed internally inconsistent data state after cancelling deconstrution from script in a certain way.
— Fixed that map/minimap wasn’t updated when settiles was used.
— Fixed the graphics inconsistencies related to belt versus inserter drawing.
— Files starting with dot are ignored when opening locale files to ignore garbage files that mac is leaving around.
— Fixed the line trigger target specification.
— Fixed that neutral entities were shown red on the map. (Applies mainly in the campaign)
— Fixed sorting of item groups in the crafting window.

Version: 0.12.21
Changes
— Dropped support for OS X 10.6 Snow Leopard.

Bugfixes
— Fixed random crash with "Trying to make chunk at unreasonable position".
— Fixed crash when calling the set_tiles with non existent terrain parameter.
— Fixed that label could go out of the window in other settings.
— Fixed that the energy progress bar was missing on personal roboport equipment.
— Cannon shells will not have plural in the item name to be consistent with other items.
— Fixed slight direction bias with the flamethrower.
— Fixed items in logistic GUI sometimes disappearing or reappearing.
— Fixed copy&paste on linux, again.
— Fixed controls settings gui bad alignment in some situations.
— 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.
— Fixed crash that could happen when logistic networks are disconnected..
— Fixed invalid gui pointing messages (visible namely in the first demo level).
— Fixed that entities could overlap wrongly in blueprint preview.
— Fixed that roboport sound continued even when it was out of power.
— Fixed that train could crash a gate by accelerating too fast.
— Fixed construction robots would lose their charging destination when roboport is activated/deactivated.
— Fixed that entities marked for deconstruction would be instead rebuilt if they were destroyed before the actual deconstruction.
— Fixed undefined behaviour (crashes) when manually (from script) deactivated entity was killed and rebuilt by construction robot.
— Fixed the scripting bug in the first tutorial level.

Scripting
— Fixed the defines.circuitconditionindex.inserter_logistic value (should be 2 not 1).
— Fixed crash when accessing item on the ground inserted into belt.
— When attacking a player in a tank, the tank will be attacked instead of the player direction.

Modding
— Better error message when specifying list of filenames instead of one in rotated sprite.

Version: 0.12.20
Bugfixes
— Fixed crash when attempting to set font color on styles that don't support it.
— Fixed Lua stack overflow when data.raw got too big.
— Fixed units sometimes getting stuck at the end of their paths.
— Fixed clicking on mod GUI in replay would crash the game.
— Fixed inventory slots with filters did not have hover and click style.
— Fixed the inconsitance between personal/normal roboport power consumption description.
— The right part of the research window is also scrollable when it doesn't fit the screen.
— Fixed that the west/east rotation graphics of chemical was reversed.
— Fixed crash when merging a force with disconnected player.
— Fixed Production/Electric network statistics windows resetting position every few seconds.
— Fixed the preview drawing boxes of some entities.
— Fixed chain signal not preventing crash when a train passed twice through one block.
— 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).

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Источник: http://coop-land.ru/rookovodstva/7568-rukovodstvo-zapuska-factorio-alpha-po-seti.html


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