[h1][b]Balancing[/b][/h1] [list] [*]Changed expensive variant of electronic circuit to require 8 copper cables instead of 10. [/list] [h1][b]Changes[/b][/h1] [list] [*]User verification must be enabled for public multiplayer games. LAN games, direct-connect, and Steam still don't require user verification. [*]Network message segment size can be configured in server-settings.json, for server providers with large enough upload bandwidth. [*]Added "Build with obstacle avoidance" into controls settings with CONTROL + Left mouse click as default. It re-introduces the possibility to build rails in ghost mode that avoid trees rocks and cliffs. [*]Decreased base damage of Personal laser defense from 40 to 30. [*]Decreased base shooting speed of Laser turret and Personal laser defense equipment from 3 shots per second to 1.5 shots per second. [*]Reverted combat latency behavior to do latency hiding while in combat. [url=https://forums.factorio.com/73126]more[/url] [/list] [h1][b]Bugfixes[/b][/h1] [list] [*]Fixed that extra fast (modded) splitters didn't work properly. [url=https://forums.factorio.com/73059]more[/url] [*]Fixed an inconsistency between area selection and logistic network highlight. [url=https://forums.factorio.com/72969]more[/url] [*]Fixed that probabilistic recipe result that is also a catalyst didn't put itself into consumed statistics when the probability check failed and the item wasn't produced. [url=https://forums.factorio.com/71211]more[/url] [*]Fixed visual errors when dragging train schedule conditions. [url=https://forums.factorio.com/73275]more[/url] [*]Fixed that locale settings didn't save when changed. [url=https://forums.factorio.com/73332]more[/url] [*]Solved that pressing ALT while walking right (D being pressed) stopped the character as it interfered with ALT + D. [url=https://forums.factorio.com/67585]more[/url] [*]Fixed connection preview of underground belt in blueprint in a specific case. [url=https://forums.factorio.com/73342]more[/url] [*]Changed accumulator/wall/underground belt map color to be more contrast against certain tiles. [url=https://forums.factorio.com/44597]more[/url] [*]Fixed laser turrets were shooting beams that would last until target was destroyed even if it got out of range and turret stopped shooting. [url=https://forums.factorio.com/73474]more[/url] [*]Fixed Laser turret shooting speed research didn't increase damage of laser turret. [url=https://forums.factorio.com/72360]more[/url] [*]Fixed Laser turret shooting speed research didn't increase damage of Personal laser defense equipment. [url=https://forums.factorio.com/71003]more[/url] [*]Fixed that biters sometimes couldn't get past other biters. [url=https://forums.factorio.com/73208]more[/url] [*]Fixed that migration scripts couldn't use "require". [url=https://forums.factorio.com/73373]more[/url] [*]Fixed a crash related to fast-replacing modded generator entities without fluidboxes. [*]Fixed loaders would not wake up sometimes after picking up items from them manually. [url=https://forums.factorio.com/73398]more[/url] [*]Fixed that space science pack technology did not have accumulators and solar panels in prerequisites. [url=https://forums.factorio.com/72675]more[/url] [*]Fixed that switching to another window while dragging a widget (slider) with a tooltip didn't clear the tooltip. [url=https://forums.factorio.com/65433]more[/url] [*]Fixed that rails would report bounding box sizes of zero when read through the LuaEntityPrototype API. [url=https://forums.factorio.com/73438]more[/url] [*]Fixed that unit groups could get stuck at the end of their assigned path. [url=https://forums.factorio.com/72961]more[/url] [*]Fixed a desync related to changing forces in the map editor. [url=https://forums.factorio.com/73492]more[/url] [*]Fixed a crash related to fluid connection changes in mods. [url=https://forums.factorio.com/73509]more[/url] [*]Fixed that creating character corpses using player_index was off by 1. [url=https://forums.factorio.com/73519]more[/url] [*]Added extra check to prevent infinite cycle in fast belt building. [url=https://forums.factorio.com/73368]more[/url] [*]Fixed a crash when building train stations when the backers.json file is empty. [url=https://forums.factorio.com/73532]more[/url] [*]Fixed that entities could have their light rendered twice. [url=https://forums.factorio.com/73451]more[/url] [*]Fixed that biters had difficulty pathfinding around crescent-shaped lakes. [url=https://forums.factorio.com/72985]more[/url] [*]Fixed that the "not enough rails" error didn't work correctly in the map editor. [url=https://forums.factorio.com/73427]more[/url] [*]Fixed train would not stop exactly in the station preventing pumps to connect to fluid wagons when a mod was changing speed of breaking train. [url=https://forums.factorio.com/73466]more[/url] [*]Fixed that trains would try to path to train stops on different surfaces. [url=https://forums.factorio.com/73551]more[/url] [*]Fixed pump would not disconnect from fluid wagon when rail besides pump was mined or destroyed. [url=https://forums.factorio.com/73449]more[/url] [*]Fixed a crash related to the rail planner. [url=https://forums.factorio.com/73584]more[/url] [*]Fixed that the mod info label in the technology tooltip didn't line wrap. [url=https://forums.factorio.com/73598]more[/url] [*]Fixed a crash near the start of the NPE. [url=https://forums.factorio.com/73481]more[/url] [/list] [h1][b]Modding[/b][/h1] [list] [*]Changed how beams are drawn to improve seamless tiling of beam segments. Head and tail segments are now stretched to fill space from source/target position to next segment. [*]Changed how beams apply damage. By default, they no longer trigger their action every damage_interval, instead the action is triggered when its owner triggers shooting. The old behavior can be turned on by setting BeamPrototype::action_triggered_automatically to true. [*]It is possible to specify fluid product or ingredient with a fluidbox_index so they use exactly one slot corresponding to the specified fluidbox of the machine. [*]Changed the "market" entity from entity-with-health to entity-with-owner so it now has a force and unit_number. [*]Changed fluid energy source prototypes to error when no consumption limits are set instead of logging a warning. [*]Added util.parse_energy(). [/list] [h1][b]Scripting[/b][/h1] [list] [*]Added LuaGui::screen. [*]Added on_gui_location_changed, on_gui_selected_tab_changed, and on_gui_switch_state_changed events. [*]Added LuaGuiElement type "empty-widget", "tabbed-pane", "tab", and "switch". [*]Added LuaGuiElement::add_tab(), remove_tab(), and force_auto_center(). [*]Added LuaGuiElement::location, auto_center, drag_target, selected_tab_index, tabs read/write. [*]Added LuaGuiElement::switch_state, allow_none_state, left_label_caption, left_label_tooltip, right_label_caption, right_label_tooltip read/write. [*]Added LuaStyle::badge_font, badge_horizontal_spacing, default_badge_font_color, selected_badge_font_color, disabled_badge_font_color, selected_font_color, selected_hovered_font_color, selected_clicked_font_color, strikethrough_color read/write. [*]Added clear_and_focus_on_right_click to LuaGuiElement text-box. [*]Added LuaGuiElement::get_slider_value_step(), get_slider_discrete_slider(), get_slider_discrete_values(), set_slider_value_step(), set_slider_discrete_slider(), set_slider_discrete_values(). [*]Added LuaGuiElement::get_mod(). [*]Added LuaEntity::loader_container read. [*]Added LuaEntity::belt_neighbours read. [/list] You can get experimental releases by selecting the '0.17.x' beta branch under Factorio's properties in Steam.