[b]Minor Features[/b]
- Added additional information to Landing pad, Platform Hub and Cargo bay in factoriopedia. [url=https://forums.factorio.com/126753]more[/url]
[b]Graphics[/b]
- Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).
[b]Bugfixes[/b]
- Fixed equipment grid ghost interaction for entities that move in some cases. [url=https://forums.factorio.com/122313]more[/url]
- Fixed a crash when named logistic sections are removed when entities are removed due to mod removal. [url=https://forums.factorio.com/127444]more[/url]
- Fixed that finite infinite levels would show wrong in the technology GUI in some cases. [url=https://forums.factorio.com/125586]more[/url]
- Fixed that display panel text wasn't parametrisable by blueprint parametrisation. [url=https://forums.factorio.com/119866]more[/url]
- Fixed that switching to remote view while shooting would keep shooting. [url=https://forums.factorio.com/125299]more[/url]
- Fixed consistency issue related to downgrading blueprints that contain assemblers that when downgraded can no longer craft the recipe. [url=https://forums.factorio.com/127413]more[/url]
- Fixed trains station tutorial would crash when adding a schedule record. [url=https://forums.factorio.com/127447]more[/url]
- Fixed that space platform hubs would not auto-trash items correctly. [url=https://forums.factorio.com/127244]more[/url]
- Fixed a crash when asteroid collector tried to mine an unminable asteroid chunk.
- Fixed migrating logistic containers into storage chest could leave them inconsistent. [url=https://forums.factorio.com/127490]more[/url]
- Fixed that fusion generators were highly sensitive to entity update order. [url=https://forums.factorio.com/122346]more[/url]
- Fixed that rockets might not launch if there were manual filled rockets and multiple platforms wanting the same items with at least 1 being full. [url=https://forums.factorio.com/127474]more[/url]
- Fixed a crash related to drag building ghost belts and script reviving entities. [url=https://forums.factorio.com/127015]more[/url]
- Fixed a crash when upgrade-reviving ghost entities that have gui open. [url=https://forums.factorio.com/127507]more[/url]
- Fixed a proxy container attached to mining drill module inventory would not wake up inserters when modules are inserted or removed. [url=https://forums.factorio.com/127550]more[/url]
- Fixed display panel text was not showing up on screenshots. [url=https://forums.factorio.com/127545]more[/url]
- Fixed selector combinator gui was showing input value in the output count signal slot. [url=https://forums.factorio.com/127556]more[/url]
- Fixed following robots lifetime modifier was not working with fractions. [url=https://forums.factorio.com/127558]more[/url]
- Fixed demolishers were unable to destroy open gates. [url=https://forums.factorio.com/127517]more[/url]
- Fixed spoil to trigger was not spawning correct amount of entities.
- Agricultural Tower soil fertility visualisations now renders "growable with different soil" even when acceptable tile is covered by deconstructible tile [url=https://forums.factorio.com/127291]more[/url]
- When placing growable tile, Agricultural tower growing spot is highlighted even in a case where tile is placeable as replacement of non-growable tile (e.g. overgrowth soil on landfilled apt wetland tile)
- Fixed a crash and some other zoom-related problems if the window size is exceptionally large. [url=https://forums.factorio.com/127535]more[/url]
- Fixed items on splitters were changing sides when rotating. [url=https://forums.factorio.com/119271]more[/url]
- Fixed decider combinator gui conditions highlighting. [url=https://forums.factorio.com/120624]more[/url]
- Fixed blueprints being able to rotate entites that are not rotatable based on their prototypes [url=https://forums.factorio.com/127223]more[/url]
- Fixed that blueprint building parametrisation gui didn't accept unit postfixes and formulas. [url=https://forums.factorio.com/126397]more[/url]
- Fixed that blueprint parametrisation number value edit didn't accept unit postfixes and formulas.
- Fixed wire distance checks when entity uses rotated selection boxes. [url=https://forums.factorio.com/121546]more[/url]
- Fixed deconstruction planner with quality entities selected would not show quality on the icon. [url=https://forums.factorio.com/126313]more[/url]
- Fixed modded technologies with finite amount of levels could fail to show levels info. [url=https://forums.factorio.com/125350]more[/url]
- Fixed that blueprint parametrisation was able to change number in a storage chest filter. [url=https://forums.factorio.com/126347]more[/url]
- Added more context to blueprint parameters in trains. [url=https://forums.factorio.com/120227]more[/url]
- Fixed changing space platform hub's inventory bar was not waking up input inserters. [url=https://forums.factorio.com/127594]more[/url]
- Fixed pipe connection sprites of some machines not working together with storage tanks and pumps. [url=https://forums.factorio.com/121463]more[/url]
- Fixed tooltip for recipe parameters to not show "made in". [url=https://forums.factorio.com/127580]more[/url]
- Fixed lamps with color set by control behavior would not use color for one tick after loading a save. [url=https://forums.factorio.com/127449]more[/url]
- Fixed cutscenes would reset player zoom level when finishing. [url=https://forums.factorio.com/117862]more[/url]
- Fixed some tooltip lines would clip outside the tooltip frame. [url=https://forums.factorio.com/125053]more[/url]
- Fixed that the character would keep mining when entering remote view. [url=https://forums.factorio.com/126904]more[/url]
[b]Modding[/b]
- Changed working_visualisations to enforce that the provided array is contiguous.
- Added FluidBoxPrototype::volume_reservation_fraction.
- Added ExplosionPrototype::delay and ExplosionPrototype::delay_deviation for adding an artificial delay to an explosion effect.
- Added ExplosionPrototype::explosion_effect which triggers after the delay has passed instead of when the explosion entity is created as with EntityPrototype::created_effect.
- Added TechnologyPrototype::show_levels_info.
[b]Scripting[/b]
- LuaEntity::infinity_inventory_filters and remove_unfiltered_items now support infinity-cargo-wagon.
- LuaControl::walking_state now reads and writes spider-vehicle walking state if the player is driving one.
- Added LuaEntity::cargo_pod_origin which stores which station entity the pod departed from. (Migrated existing pods from before this version do NOT retroactively gain this information)
- Added 'spoil-result' and 'plant-result' filter to ItemPrototypeFilters.
