[h1][b]Bugfixes[/b][/h1] [list] [*]Fixed crashes related to creating tile-ghost entities through the Lua API. [url=https://forums.factorio.com/72162]more[/url] [*]Fixed that configuring blueprints and then directly exporting to a string didn't work correctly. (https://forums.factorio.com/71977) [url=https://forums.factorio.com/71267]more[/url] [*]Fixed that the Lua API would allow the same non-infinite technology to be queued multiple times. [url=https://forums.factorio.com/71795]more[/url] [*]Fixed a crash when queuing things to be crafting during the crafting finished event. [url=https://forums.factorio.com/72145]more[/url] [*]Fixed train pathfinding bug related to two different station connected to the same rail from different sides when one after another is in the schedule. [url=https://forums.factorio.com/72008]more[/url] [*]Fixed rail signal consistency when rail is removed from reserved signal. [url=https://forums.factorio.com/72148]more[/url] [*]Added "buffer-rename-workaround" config setting as a possible workaround for rendering glitches on some Sandy Bridge and Ivy Bridge GPUs. [url=https://forums.factorio.com/70991]more[/url] [*]Fixed an issue that made unit group pathfinding fail often, resulting in very few biter attacks. [url=https://forums.factorio.com/72056]more[/url] [*]Fixed that the hovering entity tooltip would still follow the cursor while in the menu. [url=https://forums.factorio.com/68531]more[/url] [*]Fixed a crash when exiting the campaign during the same tick as a script-triggered autosave. [*]Fixed that incompatible dependencies would effect mod sort order. [*]Fixed missing fluid icons on new ghosts. [url=https://forums.factorio.com/71825]more[/url] [*]Replay button in new game GUI is now remembered after confirm. [url=https://forums.factorio.com/72007]more[/url] [*]Changed rendering of belts to use linear interpolation for minification to reduce flickering effect on some zoom levels. [url=https://forums.factorio.com/72138]more[/url] [*]Fixed that units could sometimes get stuck forever. [url=https://forums.factorio.com/70922]more[/url] [*]Fixed that multiplayer replay would crash the game if it contained a blueprint transferred using the blueprint library. [url=https://forums.factorio.com/62193]more[/url] [*]Fixed that LuaEntity::destroy({raise_destroy=false}) would still raise the destroy event. [url=https://forums.factorio.com/72297]more[/url] [*]Fixed that the style debug tooltips could in some cases show multiple at once. [url=https://forums.factorio.com/71249]more[/url] [*]Fixed that robots could get stuck if the chest they're trying to put items into was blocked. [url=https://forums.factorio.com/60580]more[/url] [*]Fixed that the update mods GUI would incorrectly disable the "Update selected" button in some cases. [url=https://forums.factorio.com/72317]more[/url] [*]Fixed that building concrete/stone paths wouldn't use all tile variations in some cases. [url=https://forums.factorio.com/72279]more[/url] [*]Fixed a performance problem related to large amounts of incredibly fast robots and storage chests. [url=https://forums.factorio.com/72309]more[/url] [*]Fixed turret range overlay in map was not rendering correctly. [url=https://forums.factorio.com/67259]more[/url] [*]Fixed that turret tooltips could show damage modifiers from the wrong force. [url=https://forums.factorio.com/72357]more[/url] [*]Prevented possible number overflow in train condition gui. [url=https://forums.factorio.com/72171]more[/url] [/list] [h1][b]Modding[/b][/h1] [list] [*]Added uses_stack to the thrown capsule item action. [*]Removed the rail-category prototype type. [*]resource_autoplace_settings has been made public (require('resource-autoplace').resource_autoplace_settings) and the API improved. It will automatically allocate a unique resource index for each patch_set_name. 'patch_set_name' and 'autoplace_control_name' can be independently specified. 'seed1' can be specified as a parameter. The global function 'get_next_resource_index' is obsolete and has been deleted. [*]Equipment shapes can be defined as "manual" (a set of points). [*]Added optional lamp prototype property "always_on". [/list] [h1][b]Scripting[/b][/h1] [list] [*]Added "entity_to_ignore" to LuaSurface::request_path. [*]Added target, orientation, and orientation_target to LuaRendering::draw_polygon(). [*]Added LuaGameScript::item_subgroup_prototypes, item_group_prototypes, fuel_category_prototypes, resource_category_prototypes, achievement_prototypes, module_category_prototypes, equipment_category_prototypes, trivial_smoke_prototypes, shortcut_prototypes, and recipe_category_prototypes read. [*]Added LuaControl::character_mining_progress read. [*]Added LuaEntity::can_shoot(). [*]Added LuaEntityPrototype::always_on read. [*]Added LuaGuiElement type "line". [/list]You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.