[h1][b]Features[/b][/h1] [list] [*][space-age] Asteroid collector filters can be modified by blueprint parametrisation. [*]Programmable speaker can be modified by blueprint parametrisation. [*]When imported blueprint is placed, assembling machines will be configured with the recipe even when recipe is not yet researched. [/list] [h1][b]Changes[/b][/h1] [list] [*][space-age] Fulgora ruins now also drop iron sticks when mined so electric poles could be crafted without recyclers at the start. [*][space-age] The "Custom minimum payload" slider for orbital logistics now offers more sensible values. [*][space-age] Orbital logistics "Custom minimum payload" is now checked against largest possible payload before setting the filter. [*][space-age] Cargo bays will show a warning icon when they are not connected to a Hub or Landing Pad. [/list] [h1][b]Optimizations[/b][/h1] [list] [*]Improved performance of technology GUI when viewing only essential technologies. [url=https://forums.factorio.com/117044]more[/url] [/list] [h1][b]Bugfixes[/b][/h1] [list] [*]Fixed a crash when construction robots attempt to deliver modules in the same tick the target entity is destroyed. [url=https://forums.factorio.com/116791]more[/url] [*]Fixed that biter base menu simulation had more decoratives over the Wube logo than desired. [url=https://forums.factorio.com/116882]more[/url] [*]Tips simulation fixed with minor changes to texts (https://forums.factorio.com/116394 https://forums.factorio.com/116854 https://forums.factorio.com/116442) [*]Fixed that the map editor couldn't change the spawn point of a force after it was set. [url=https://forums.factorio.com/116966]more[/url] [*]Fixed that the game would hang when closing the load game menu if the number of mods in the mods directory was too large on Linux. [url=https://forums.factorio.com/116561]more[/url] [*]Fixed incorrect pump speed reporting when pumping into a fluid wagon. [url=https://forums.factorio.com/116492]more[/url] [*]Fixed that pumps could not pump into a fluid wagon at full speed. [url=https://forums.factorio.com/116492]more[/url] [*]Fixed that inserters could get stuck if the crafting machine they're interacting with dies and is rebuilt. [url=https://forums.factorio.com/116972]more[/url] [*]Fixed a performance issue with ghost building. [url=https://forums.factorio.com/117023]more[/url] [*]Fixed achievement nucear-power to require building nuclear reactor. [url=https://forums.factorio.com/116730]more[/url] [*]Fixed a possible exploit of using parametrised blueprint to set unlocked recipes in assemblers. [url=https://forums.factorio.com/117063]more[/url] [*]Fixed that players in remote view were unable to open menu when the game was paused. [url=https://forums.factorio.com/116472]more[/url] [*]Fixed turrets sometimes being marked for deconstruction and rebuild if trying to upgrade through overbuilding. [*]Fixed position of car driven by local player would be delayed on minimap in multiplayer. [*]Fixed a crash related to rocket silos when adding and removing mods. [url=https://forums.factorio.com/117067]more[/url] [*]Fixed that zooming with buttons(keyboard or controller) would not zoom to pixel-perfect values. [*]Fixed a crash when reading cursor record of a character not assigned to a player. [url=https://forums.factorio.com/116926]more[/url] [*]Fixed that building with modded items did not work correctly in all cases. [url=https://forums.factorio.com/116862]more[/url] [*]Fixed a crash when merging forces related to chart tags. [url=https://forums.factorio.com/116931]more[/url] [*]Fixed that blueprinted containers would loose their settings when overbuilt over container without those settings [url=https://forums.factorio.com/116130]more[/url] [*]Fixed a crash when setting roboport requests to a negative value. [url=https://forums.factorio.com/116996]more[/url] [*]Fixed RecipePrototype::maximum_productivity was allowed to be negative. [url=https://forums.factorio.com/117026]more[/url] [*]Fixed rail description would suggest toggle rail layer binding when elevated-rails mod was disabled. [url=https://forums.factorio.com/116885]more[/url] [*]Fixed blueprints being able to produce two overlaying ghosts of tiles with the same placing item (like hazard-concrete-left/right) [*]Fixed technology GUI not updating technology cost label if the technology didn't have any science packs. [url=https://forums.factorio.com/117237]more[/url] [*]Fixed reading LuaTechnologyPrototype::research_trigger could throw an error. [url=https://forums.factorio.com/117279]more[/url] [*]Fixed modules technology icon when quality mod is disabled. [url=https://forums.factorio.com/117284]more[/url] [*]Fixed MapGeneratorGui would not enable reset to defaults button when changing technology price multiplier. [url=https://forums.factorio.com/116864]more[/url] [*]Fixed PVP scenario not having starting area protection enabled when the last player of that force logged out. [url=https://forums.factorio.com/117028]more[/url] [*]Fixed use-item-groups had no effects. [url=https://forums.factorio.com/117367]more[/url] [*]Fixed a crash when trying to render a surface which doesn't exist in a simulation. [url=https://forums.factorio.com/117359]more[/url] [*]Fixed crashes caused by calling missing library symbols on older macOS versions. [url=https://forums.factorio.com/116227]more[/url] [/list] [h1][b]Modding[/b][/h1] [list] [*]Added AssemblingMachinePrototype::disabled_when_recipe_not_researched. [/list] [h1][b]Scripting[/b][/h1] [list] [*]Added LuaEntity::insert_plan and LuaEntity::removal_plan read/write. [*]Added removal_plan parameter to LuaSurface::create_entity for item request proxies. [/list]