[h1][b]Features[/b][/h1] [list] [*]Steam users can now log in automatically through Steam without needing their Factorio account password. [*]Steam users without a Factorio account can create one by providing only a username. [*]Reworked main menu structure. [*]Added a "Continue" button which quickly loads the latest save game. [*]Added a "New Game" GUI that shows all the ways to play the game [*]Added a setting to the map editor to show/hide the extra entity settings. [*]Added a map editor GUI to edit force data modifiers. [*]Added a PvP team option to create a moat around the starting area. [/list] [h1][b]Graphics[/b][/h1] [list] [*]Added animation to water. [*]Added animation to trees. [*]Added LUTs and color corrected the game sprites. [*]Added sliders to the graphics settings to adjust brightness, contrast, and saturation. [*]Added on damaged effects for most entities. [*]Added specific dying explosions for most entities. [/list] [h1][b]Sounds[/b][/h1] [list] [*]New or updated sound effects include: [*]Nuclear reactor, chemical plant, furnace, fire, burner mining drill. [*]Tank. [*]Mining by hand, chopping wood [*]Roboport door, Combat robots [*]Player footsteps. [*]Biter and Spitter footsteps. [*]Worm breathing, Spitters and Biters, idling and attacking. [*]New sound features include: [*]The ability to fade out sounds instead of a sudden stop, e.g. for the furnace. [*]Varying the pitch of sounds to a min/max level, to add more variety. [*]A 'Random, no repeat' feature to reduce repetition, especially on sounds that happen frequently, such as player steps. [*]The sound for the game has also been rebalanced to highlight certain sounds and make others fade into the distance. [*]The default sound settings have also been updated to improve this mix. [/list] [h1][b]Optimizations[/b][/h1] [list] [*]Optimized particle logic. [*]Improved performance when side-loading transport belts. [*]Improved performance of inserters interacting with assembling machines and furnaces. [*]Improved performance of inserters when the circuit network turns them off. [*]Improved performance of mining drills and inserters in general. [*]Improved performance of burner entities. [*]Improved performance polluting entities. [*]Improved performance of smoke producing entities. [*]Improved performance logistic and construction robot performance when they're flying towards their target. [*]Improved performance of furnaces and assembling machines that use fluids. [*]Improved heat pipe performance by 3x. [*]Improved item request proxy performance by turning them off in 99%+ of the cases. [*]Improved locomotive, cargo wagon, and fluid wagon performance by turning them off in 99%+ of the cases. [*]Electric networks, fluids, and heat pipes are updated in parallel if you have enough cores. [*]Improved script rendering performance for text and lines. [*]Improved performance of rotated bounding boxes. [/list] [h1][b]Bugfixes[/b][/h1] [list] [*]Fixed the recipe tooltip showing negative values for some complex recipes. [url=https://forums.factorio.com/77512]more[/url] [*]Fixed graphical glitch when GUI element with blurred background got out of bounds of the screen. [url=https://forums.factorio.com/78278]more[/url] [*]Fixed hard coded English string in NPE. [url=https://forums.factorio.com/78203]more[/url] [*]Fixed potential crash in NPE when Compilatron is pointing at something that gets deleted. [url=https://forums.factorio.com/77669]more[/url] [*]Fixed issue where sometimes you couldn't move to the second area in NPE. [url=https://forums.factorio.com/77763]more[/url] [*]Fixed issue where Compilatron would sometimes tell you to build more boilers when that was not the problem. [url=https://forums.factorio.com/77931]more[/url] [*]Fixed issue where Compilatron's speech bubbles could block you from interacting with the world behind him. [url=https://forums.factorio.com/77616]more[/url] [*]Fixed items with excessively long names squashing the count label in the recipe tooltips. [url=https://forums.factorio.com/78274]more[/url] [*]Fixed accumulator charge text in statistics bouncing around because of inconsistent number of digits. [url=https://forums.factorio.com/78274]more[/url] [*]Fixed train path finding penalty when there are 2 or more trains in block. [url=https://forums.factorio.com/78336]more[/url] [*]Fixed a crash when creating trains during the player moved event that was caused by the player getting ejected from a vehicle because the vehicle died. [url=https://forums.factorio.com/78620]more[/url] [*]Fixed a crash when removing mods that had custom GUI elements. [url=https://forums.factorio.com/78550]more[/url] [*]Fixed a crash when using Lua event filters when the thing to be filtered becomes invalid. [url=https://forums.factorio.com/78559]more[/url] [*]Fixed that some turret sounds could be heard on other surfaces. [url=https://forums.factorio.com/78503]more[/url] [*]Fixed that the tooltip for the generator would not show its efficiency correctly. [url=https://forums.factorio.com/78226]more[/url] [*]Fixed a crash related to building tiles in multiplayer with some mods. [url=https://forums.factorio.com/78552]more[/url] [*]Fixed that turrets would sometimes fail to attack things that are in range. [url=https://forums.factorio.com/78789]more[/url] [*]Fixed follower robot lifetime tooltip property not taking into account following_robots_lifetime_modifier. [url=https://forums.factorio.com/78842]more[/url] [*]Fixed cliffs sometimes getting marked for deconstruction when they shouldn't have been. [url=https://forums.factorio.com/78504]more[/url] [*]Fixed inconsistent rounding in the statistics window. [url=https://forums.factorio.com/78370]more[/url] [*]Fixed a desync when setting .active=false on beacons through script. [url=https://forums.factorio.com/78469]more[/url] [*]The map will be re-charted when the mod configuration changes. [url=https://forums.factorio.com/78868]more[/url] [*]Fixed inserters sometimes not being highlighted when selecting a large modded vehicle. [url=https://forums.factorio.com/78633]more[/url] [*]Fixed a crash when entity grid would destroy itself during update. [url=https://forums.factorio.com/78887]more[/url] [*]Fixed a crash with rich text tags and dynamic images. [url=https://forums.factorio.com/78980]more[/url] [*]Fixed setting the held stack of an inserter didn't update the inserter state correctly. [url=https://forums.factorio.com/79031]more[/url] [*]Fixed tooltip alignment in some specific cases. [url=https://forums.factorio.com/77904]more[/url] [*]Fixed a crash when lua removes pipe-to-ground between entity revive and deferred pipe connection fix. [url=https://forums.factorio.com/79113]more[/url] [*]Fixed a crash when setting infinity chest filters to legacy items. [url=https://forums.factorio.com/79453]more[/url] [*]Fixed that splitters could be set to have invalid bounding boxes that would lead to corrupt saves. [url=https://forums.factorio.com/78225]more[/url] [*]Fixed word wrapping of rich text containing tag that doesn't fit given width would duplicate the tag on multiple lines. [url=https://forums.factorio.com/79174]more[/url] [*]Fixed if migrating old achievement data to Steam Cloud failed, the old file would not be deleted resulting in the same error on every startup. [url=https://forums.factorio.com/79644]more[/url] [*]Fixed train pathfinding penalty for circuit network closed rail signal was not applied in some cases. [url=https://forums.factorio.com/79640]more[/url] [*]Fixed a crash when mods would define construction robots without some sprites. [url=https://forums.factorio.com/79697]more[/url] [*]Fixed that trying to do 0 damage would still trigger the entity-damaged event. [url=https://forums.factorio.com/79579]more[/url] [*]Fixed a save corruption issue related to modded loaders with different belt_distance values. [url=https://forums.factorio.com/79200]more[/url] [*]Fixed that train would forget amount of ticks waiting at signal when doing repath. [url=https://forums.factorio.com/79640]more[/url] [*]Fixed that train pathfinder was not counting penalty of last segment length in path cost. [url=https://forums.factorio.com/78821]more[/url] [*]Fixed PvP error on configuration changed. [url=https://forums.factorio.com/79296]more[/url] [*]Fixed pump tooltip showing double pumped amount when pumping to fluid wagon. [url=https://forums.factorio.com/79942]more[/url] [*]Fixed manual ghost revive of a loader in unload mode would not work in visually matching direction. [url=https://forums.factorio.com/79124]more[/url] [*]Fixed calling LuaEntity::order_deconstruction() on item-request-proxy would corrupt the game state leading to crash. [url=https://forums.factorio.com/80096]more[/url] [*]Landfill can be placed over shallow water. [*]Fixed that LuaEntity::color wouldn't accept "nil" to reset the color. [url=https://forums.factorio.com/80172]more[/url] [*]Fixed that train pathfinder was not counting penalty of opposite train stop at last segment. [*]Fixed that train pathfinder was counting penalty of whole starting segment instead of only part in front of locomotive. [url=https://forums.factorio.com/79951]more[/url] [*]Fixed that train pathfinder would return single segment path even if there are shorter, multi segment ones. [url=https://forums.factorio.com/79951]more[/url] [*]Fixed technology screen not showing modifier tooltips when tooltip descriptions are disabled. [url=https://forums.factorio.com/79499]more[/url] [*]Fixed belt tooltips sometimes showing their speed in exponent format. [url=https://forums.factorio.com/79100]more[/url] [/list] [h1][b]Modding[/b][/h1] [list] [*]Added UnitPrototype::light. [*]Removed the "particle" prototype type. [*]Added the "optimized-particle" prototype type. [*]Added the "burner-generator" prototype type. [*]Removed GeneratorPrototype::burner. [*]Added the "pass_through_mouse" option to speech bubble styles. This lets mouse interactions fall through to interact with the world behind. [*]Added optional "radius_color" property to capsule prototype. [*]Removed EntityPrototype::emissions_per_tick, it is replaced by emissions_per_second. [*]Removed EnergySourcePrototype::emissions_per_second_per_watt and emissions, they are replaced by emissions_per_minute. [*]Removed TilePrototype::ageing, it is replaced by pollution_absorption_per_second. [*]Removed ItemPrototype::stackable, primary_place_result_item and can_be_mod_opened, they were replaced by ItemPrototypeFlags "not-stackable", "primary-place-result" and "mod-openable". [*]Added "probability" to trigger items and trigger effect items. [*]Added "script" trigger effect item. It will call the "on_script_trigger_effect" when triggered. [*]Added AttackParameters::rotate_penalty and AttackParameters::health_penalty. [*]Added generic support for rendering radius visualisations on entities through radius_visualisation_specification. [*]Changed construction robots and logistic robots sprites to be optional. [*]Changed the loader prototype type so it has a fixed belt_distance of 0.5. [*]Added the prototype type "loader-1x1" that has a fixed belt_distance of 0. [*]Changed render layer of belt structures (underground belt, splitter, circuit connector) to object layer. They now have special sorting logic, so they are not rendered over player or cars. [*]Horizontal directions of splitter sprites were separated to two sprites (for purposes of the special sorting logic). [*]Added AttackParameters::ammo_categories. [*]Added optional artillery projectile property "rotatable". [*]Scenarios can now contain a description.json file. In the file "order" determines the sorting in the New Game gui; "multiplayer-compatible" determines weather the scenario is shown for multiplayer games. [*]Added "multiplayer-compatible" to description.json file of campaigns also. [/list] [h1][b]Scripting[/b][/h1] [list] [*]Added on_unit_group_finished_gathering and on_build_base_arrived events. [*]Added LuaRendering::bring_to_front(). [*]Changed LuaGameScript::particle_prototypes to reference the optimized-particle type. [*]Added LuaGuiElement::scroll_to_item() function. [*]Renamed LuaInventory::hasbar(), getbar() and setbar() to supports_bar(), get_bar() and set_bar(). [*]Added LuaEquipmentPrototype::attack_parameters read. [*]Added on_script_trigger_effect event. [*]Set lower limit of zoom parameter of LuaGameScript::take_screenshot to be 0.0315 (1 pixel per tile) instead of allowing any value greater than 0. [*]Added LuaPlayer::get_infinity_inventory_filter(), set_infinity_inventory_filter() functions. [*]Added LuaPlayer::remove_unfiltered_items, infinity_inventory_filters read/write. [*]Added LuaSurface::get_entities_with_force(). [*]Added optional "dealer" parameter to LuaEntity::damage(). [*]Added "force" filters to the on_built_entity and on_robot_built_entity event filters. [*]LuaSurface::min_brightness doesn't have any effect on rendering as brightness of night depends only on color LUT of night. [/list] You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.