[h1][b]Changes[/b][/h1] [list] [*]Full English text proofreading and corrections. [/list] [h1][b]Bugfixes[/b][/h1] [list] [*]Fixed Trains gui listbox labels not being readable when hovered. [url=https://forums.factorio.com/68302]more[/url] [*]Fixed a crash when using LuaChunkIterator. [url=https://forums.factorio.com/86089]more[/url] [*]Fixed a desync related to placing blueprint with assembling machine with not yet researched recipe. [url=https://forums.factorio.com/86134]more[/url] [/list] [h1][b]Gui[/b][/h1] [list] [*]Windows with item and count to be selected are now merged into single window and double click on the item auto-confirms the window with the default count. Windows affected are logistic request, signal selection and (debug tool)infinity count selections. [/list] [h1][b]Modding[/b][/h1] [list] [*]All mining results of resources are forced to be unlocked in the selection lists, even when recipe to create them exists as well. [url=https://forums.factorio.com/86021]more[/url] [*]Added ItemPrototypeFlags::always_show, which forces the prototype to be always visible in the selection lists regardless of related recipes. [*]Added RecipePrototype::unlock_results bool (true by default). When set to false, the recipe doesn't unlock the item to be shown in selection lists. [*]Added RotatedSprite::counterclockwise bool (false by default). Set to true to indicate sprites in the spritesheet are in counterclockwise order. [*]Added CharacterPrototype::has_belt_immunity bool (false by default). [*]Entities no longer require the order string be set when there's no item-to-place them. [*]Added EntityPrototype::remove_decoratives. "true", "false", or "automatic". Defaults to "automatic". [*]Added TurretPrototype::attack_target_mask and ignore_target_mask. [url=https://forums.factorio.com/86164]more[/url] [*]Changed roboport tooltip to not show robot recharge rate when the roboport has no charging slots. [url=https://forums.factorio.com/86202]more[/url] [/list] [h1][b]Scripting[/b][/h1] [list] [*]Added LuaRecipePrototype::unlock_results read. [/list] You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.