[h1][b]Features[/b][/h1] [list] [*]Added interface option to adjust the number of shortcut bar rows that are visible on the screen. [*]Added ability to shift click a research in the technology screen to start that research. [*]Allowed setting filters with the ghost cursor. [/list] [h1][b]Changes[/b][/h1] [list] [*]Biters and Spitters will no longer collide with other biters/spitters. [url=https://factorio.com/blog/post/fff-316]more[/url] [/list] [h1][b]Graphics[/b][/h1] [list] [*]Added new remnants for several entities. They are still work-in-progress and subject to further change. [/list] [h1][b]Bugfixes[/b][/h1] [list] [*]Excluding runtime fluid mixing check from assembler migration that caused some crashes when loading a save with mixing in it. [*]Fixed landfill map color on old saves. [url=https://forums.factorio.com/75870]more[/url] [*]Added migration to recalculate tile transitions when tile layer definition changes in tile prototype. [url=https://forums.factorio.com/75871]more[/url] [*]Fixed that artillery remote failure sounds could be duplicated in some cases. [url=https://forums.factorio.com/75639]more[/url] [*]Fixed that the game would still process mod dependencies for disabled mods. [url=https://forums.factorio.com/75873]more[/url] [*]Fixed that underground pipes with different length could sometimes connect one tile further. [*]Fixed that the cursor would appear in the wrong position after textbox alignment was changed by scripting. [url=https://forums.factorio.com/74971]more[/url] [*]Fixed placement of scrollbars around textboxes. [url=https://forums.factorio.com/74969]more[/url] [*]Fixed a crash related to teleporting biters during the ai-completed events. [url=https://forums.factorio.com/75962]more[/url] [*]Fixed that non-square crafting machines without fluid boxes didn't rotate correctly. [url=https://forums.factorio.com/75944]more[/url] [*]Fixed that the game would freeze when trying to find automatic artillery targets with very high levels of artillery range. [url=https://forums.factorio.com/76056]more[/url] [*]Fixed tile ghosts sometimes overlapped on edges which created visible lines. [url=https://forums.factorio.com/76189]more[/url] [*]Fixed that the on_gui_switch_state_changed event would fire twice in some cases. [url=https://forums.factorio.com/76211]more[/url] [*]Fixed wrong damage bonus values in tooltips of combat robots and units in a different force. [url=https://forums.factorio.com/76182]more[/url] [*]Fixed that the research screen would show a technology as "available" when it was queued. [url=https://forums.factorio.com/75960]more[/url] [*]Fixed that LuaEntity::last_user didn't support writing `nil`. [url=https://forums.factorio.com/76360]more[/url] [*]Fixed that mod GUIs could show on top of the technology screen after loading a save. [url=https://forums.factorio.com/75979]more[/url] [*]Fixed a crash when using the /screenshot command. [url=https://forums.factorio.com/76418]more[/url] [*]Fixed that the --disable-migration-window command line option didn't always work. [url=https://forums.factorio.com/76542]more[/url] [*]Fixed that pumps had a drain when using a non-electric energy source. [url=https://forums.factorio.com/76355]more[/url] [*]Fixed a bug in fluid system splitting. [*]Changed order of pipe connections to avoid previous cases of fluid mixing. A.k.a Boskid's deferred pipes. [*]Offshore pumps now set fluid filter automatically based on produced fluid. [url=https://forums.factorio.com/76286]more[/url] [*]Fixed crash when closing shortcut selection list while dragging. [url=https://forums.factorio.com/76718]more[/url] [*]Fixed that biters could get overloaded by artillery and stop moving. [url=https://forums.factorio.com/64334]more[/url] [*]Fixed that biters could get stuck during attacks. [url=https://forums.factorio.com/74740]more[/url] [*]Fixed that biter pathfinding could cause unreasonably large save files. [url=https://forums.factorio.com/74058]more[/url] [*]Fixed that biters would attack in a single file due to their colliding with each other. [url=https://forums.factorio.com/66977]more[/url] [*]Fixed that personal roboports would function with literally no power. [*]Fixed migrating pre-0.17 maps with detached characters that had a grid armor in quick bar would corrupt game state. [url=https://forums.factorio.com/76466]more[/url] [/list] [h1][b]Modding[/b][/h1] [list] [*]Added optional flying robot prototype property "max_speed". [*]Added light_renderer_search_distance_limit to utility constants. [/list] [h1][b]Scripting[/b][/h1] [list] [*]Changed LuaEntity::color to also work for cars. [*]Changed LuaStyle::padding, margin to also accept arrays of padding values. [*]Added optional "unit_number" to on_post_entity_died event. [*]Added support to teleport car entity types between surfaces. [*]Added LuaEntityPrototype::call_for_help_radius, max_count_of_owned_units, max_friends_around_to_spawn, spawning_radius and spawning_spacing read. [*]Added LuaForce::research_enabled read. [/list]