[h1][b]Bugfixes[/b][/h1] [list] [*]Fixed multiple issues related to placing blueprints with electric poles near other electric poles or ghost thereof. [url=https://forums.factorio.com/97398]more[/url] [*]Fixed a lighting issue with QCK Prism mousepads. [url=https://forums.factorio.com/98393]more[/url] [*]Fixed recipe notifications when a recipe is hidden from hand crafting. [url=https://forums.factorio.com/98328]more[/url] [*]Fixed that units dying wouldn't contain the unit group they were part of. [url=https://forums.factorio.com/98142]more[/url] [*]Fixed a crash when migrating entities across types in some cases. [url=https://forums.factorio.com/97882]more[/url] [*]Fixed several crashes when writing to disk fails. [url=https://forums.factorio.com/98386]more[/url] [*]Fixed that searching descriptions of some items didn't work correctly. [url=https://forums.factorio.com/98378]more[/url] [*]Fixed that fast-replacing gates would remove wall control behaviors. [url=https://forums.factorio.com/98369]more[/url] [*]Fixed desync related to manually fast replacing both ends of underground belt in a way, that they don't connect in the end. [*]Fixed a crash when trying to edit the whitelist on a server while autosave happens. [url=https://forums.factorio.com/98447]more[/url] [*]Fixed counting tiles when part of search area hits non existing chunks. [url=https://forums.factorio.com/98684]more[/url] [*]Fixed that gate technology had no description. [url=https://forums.factorio.com/98683]more[/url] [*]Fixed loaders would leave a gap on belt when items started moving. [url=https://forums.factorio.com/98703]more[/url] [*]Fixed nuke did not vaporize things in the epicenter of the blast and would leave corpses and remnants behind. [*]Fixed a crash when using items with inventories that contain construction robots. [url=https://forums.factorio.com/98706]more[/url] [*]Fixed a crash when making a new game from a scenario with the map editor in a vehicle. [url=https://forums.factorio.com/98682]more[/url] [*]Fixed not being able to leave large cars with certain shape. [url=https://forums.factorio.com/98729]more[/url] [*]Fixed that using large values in the map editor "tick custom" field didn't work correctly. [url=https://forums.factorio.com/98798]more[/url] [*]Fixed that radar coverage preview wasn't visible when the mouse was above invisible parts of the GUI. [url=https://forums.factorio.com/97500]more[/url] [*]Fixed Terrain water checkbox in map generation settings didn't have the tooltip info icon. [url=https://forums.factorio.com/97953]more[/url] [*]Fixed that the mining drill GUI couldn't be moved off screen. [url=https://forums.factorio.com/98113]more[/url] [*]Fixed science pack requirement objective in supply challenge. [url=https://forums.factorio.com/98267]more[/url] [*]Fixed that tooltips of slots in the statistics GUIs didn't account for force bonuses. [url=https://forums.factorio.com/97931]more[/url] [*]Fixed that upgrading underground belts marked for upgrade didn't properly upgrade the (potentially) connected belts on the other side. [url=https://forums.factorio.com/98849]more[/url] [*]Fixed LuaEntityPrototype::module_inventory_size would return nil when entity has 65535 slots for modules. [url=https://forums.factorio.com/98867]more[/url] [/list] [h1][b]Scripting[/b][/h1] [list] [*]Added a machine-readable JSON format of the runtime documentation, which can be used by developer tools to provide code completion and related functionality. [*]Added vertical_alignment parameter for LuaRendering::draw_text. [/list]