Version 1.1.59 released as stable
Author: posila87,
published 2 years ago,
[h1][b]Changes[/b][/h1]
[list]
[*]Significantly reduced the intensity of the red screen flash when the player character takes damage.
[*]Changed fish so they won't swim into inactive chunks. [url=https://forums.factorio.com/102295]more[/url]
[*]Changed slowdown capsule and posion capsule icons to be matching in size. [url=https://forums.factorio.com/85558]more[/url]
[*]Added email authentication to login GUIs.
[/list]
[h1][b]Bugfixes[/b][/h1]
[list]
[*]Fixed that overwriting ItemRequestProxy item requests wasn't working properly in some cases when the same item was already requested. [url=https://forums.factorio.com/102022]more[/url]
[*]Fixed that loading a mod with a corrupted image file would crash the whole game on Linux. [url=https://forums.factorio.com/102067]more[/url]
[*]Fixed a crash with ghost overbuilding and script interactions. [url=https://forums.factorio.com/102136]more[/url]
[*]Fixed that infinite technologies didn't respect ignore_tech_cost_multiplier. [url=https://forums.factorio.com/102179]more[/url]
[*]Fixed that LuaEntity::belt_neighbours didn't work on ghosts. [url=https://forums.factorio.com/102178]more[/url]
[*]Fixed an issue with item-with-inventory extending inventories and quickbars. [url=https://forums.factorio.com/102095]more[/url]
[*]Fixed that a train stop helper would not draw when hovering inserters next to rails that were not straight connected to a train stop. [url=https://forums.factorio.com/101954]more[/url]
[*]Fixed a crash when fast replacing electric pole marked to be deconstructed when there is another ghost pole on top of it. [url=https://forums.factorio.com/101536]more[/url]
[*]Fixed a crash when creating a blueprint with connected electric pole while it has an upgrade target set to not electric pole. [url=https://forums.factorio.com/101375]more[/url]
[*]Removed a NaN check when loading map. [url=https://forums.factorio.com/102198]more[/url]
[*]Fixed a screenshot for save file preview would not account for a force of a player. [url=https://forums.factorio.com/102090]more[/url]
[*]Removed duplicated frame in grenade and cluster grenade animation. [url=https://forums.factorio.com/102060]more[/url]
[*]Fixed a map loading issue when changing mod dependencies and nothing else. [url=https://forums.factorio.com/102253]more[/url]
[*]Fixed a crash when trying to perform some actions while in multiplayer. [url=https://forums.factorio.com/101609]more[/url]
[*]Fixed rotating entities with non-symetric bounding boxes didn't work correctly. [url=https://forums.factorio.com/101611]more[/url]
[*]Fixed that already built pipes to ground could show removal indicators for pipes they are bridging when selected.
[*]Fixed the runtime multiplayer settings GUI wouldn't fit on screen. [url=https://forums.factorio.com/102272]more[/url]
[*]Fixed that inserters could be flipped in some cases when they weren't supposed to allow it. [url=https://forums.factorio.com/102294]more[/url]
[*]Fixed that cliff deconstruction wasn't issued when the corrected cliff collision box overlapped with ghost entities. [url=https://forums.factorio.com/66400]more[/url]
[*]Quickbar shortcuts to items in blueprint books can be used again. [url=https://forums.factorio.com/102322]more[/url]
[*]Fixed grenade shadows.
[*]Fixed it was possible to put blueprint book indirectly into itself [url=https://forums.factorio.com/102337]more[/url]
[/list]
[h1][b]Scripting[/b][/h1]
[list]
[*]Added on_research_cancelled.
[*]Added on_player_reverse_selected_area.
[/list]