Jul 5, 2016
Factorio - HanziQ
  • Minor Features
    • Blueprints with labels will now show the label when holding them to-be-built.
    • Once mining is started over non-resources, resources are ignored until the mine button is released. more

  • Changes
    • Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error. The 'on_load' event handler is *only* meant for re-registering conditional event handlers and setting up meta-tables. Use 'on_configuration_changed', 'on_init', and migration scripts in all other instances.
    • When connecting circuit wires, the wire will re-anchor to the last entity clicked. more
    • Increased collision box of stone walls slightly, to prevent the player getting stuck. more

  • Bugfixes
    • Fixed the add-trains list treating stations with the same spelling but different case as the same station. more
    • Fixed circuit network signals not properly migrating when removing mods. more
    • Fixed incorrect pollution rendering. more
    • When showing the count of entities in the network, it is now showing all entities connected in the network including sub-networks connected to power switches.
    • crash when getting killed by a locomotive you currently had the GUI open for (for real this time). more
    • When splitting electric networks because switch was turned off, the network with more entities is considered the "master one" which keeps the statistics.
    • Fixed entity power bars in the electric network statistics gui being sometimes scaled and colored improperly.
    • Fixed the electric network statistics merging when networks are connected by turning power switch on.
    • Fixed that the last train inserter didn't grab from the cargo wagon sometimes. more
    • Fixed crashes related to bad circuit network state caused by old mods. more
    • Fixed that biters couldn't find a path through a thick wall of trains. more
    • Fixed that some of the achievements didn't get reported to steam. All the achievements data are reset when migrated to this version, those reported on steam will get reloaded.
    • Fixed crafting machines using slightly too much energy per recipe crafted. more
    • Fixed that the drop item doesn't consume the key event when there is nothing in cursor, so it works properly when the same control is used for something else.
    • Fixed crashes related to bad circuit network state caused by old mods. more
    • Fixed that enemies would start attacking rails and other nearby structures after the player passed by in a train. more
    • Fixed chests in circuit network showing double their contents after fast replace. more
    • Fixed that changing rails while trains where waiting on circuit conditions would cause the train to leave the station. more
    • Fixed crash when 2 or more people would manipulate train schedules at the same time. more
    • Fixed on_marked_for_deconstruction with tiles not including the player that marked the tile for deconstruction. more
    • Fixed tile rendering off by half a tile in blueprint previews. more
    • Fixed non ASCII characters didn't work in train stop names. more
    • Fixed of the rail signal/train stop visualization planner in specific cases. more
    • Fixed crash when opening train stops in the map editor. more
    • Fixed missaligned blueprint entities when editing blueprints and removing rails/roboports. more

  • Optimizations
    • Improved performance when there are a large (4000+) amount of alerts going off at the same time. more
    • Power switch will not show electric sparks in some situations. more

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Jul 5, 2016
Factorio - HanziQ
  • Minor Features
    • Blueprints with labels will now show the label when holding them to-be-built.
    • Once mining is started over non-resources, resources are ignored until the mine button is released. more

  • Changes
    • Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error. The 'on_load' event handler is *only* meant for re-registering conditional event handlers and setting up meta-tables. Use 'on_configuration_changed', 'on_init', and migration scripts in all other instances.
    • When connecting circuit wires, the wire will re-anchor to the last entity clicked. more
    • Increased collision box of stone walls slightly, to prevent the player getting stuck. more

  • Bugfixes
    • Fixed the add-trains list treating stations with the same spelling but different case as the same station. more
    • Fixed circuit network signals not properly migrating when removing mods. more
    • Fixed incorrect pollution rendering. more
    • When showing the count of entities in the network, it is now showing all entities connected in the network including sub-networks connected to power switches.
    • crash when getting killed by a locomotive you currently had the GUI open for (for real this time). more
    • When splitting electric networks because switch was turned off, the network with more entities is considered the "master one" which keeps the statistics.
    • Fixed entity power bars in the electric network statistics gui being sometimes scaled and colored improperly.
    • Fixed the electric network statistics merging when networks are connected by turning power switch on.
    • Fixed that the last train inserter didn't grab from the cargo wagon sometimes. more
    • Fixed crashes related to bad circuit network state caused by old mods. more
    • Fixed that biters couldn't find a path through a thick wall of trains. more
    • Fixed that some of the achievements didn't get reported to steam. All the achievements data are reset when migrated to this version, those reported on steam will get reloaded.
    • Fixed crafting machines using slightly too much energy per recipe crafted. more
    • Fixed that the drop item doesn't consume the key event when there is nothing in cursor, so it works properly when the same control is used for something else.
    • Fixed crashes related to bad circuit network state caused by old mods. more
    • Fixed that enemies would start attacking rails and other nearby structures after the player passed by in a train. more
    • Fixed chests in circuit network showing double their contents after fast replace. more
    • Fixed that changing rails while trains where waiting on circuit conditions would cause the train to leave the station. more
    • Fixed crash when 2 or more people would manipulate train schedules at the same time. more
    • Fixed on_marked_for_deconstruction with tiles not including the player that marked the tile for deconstruction. more
    • Fixed tile rendering off by half a tile in blueprint previews. more
    • Fixed non ASCII characters didn't work in train stop names. more
    • Fixed of the rail signal/train stop visualization planner in specific cases. more
    • Fixed crash when opening train stops in the map editor. more
    • Fixed missaligned blueprint entities when editing blueprints and removing rails/roboports. more

  • Optimizations
    • Improved performance when there are a large (4000+) amount of alerts going off at the same time. more
    • Power switch will not show electric sparks in some situations. more

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Jul 3, 2016
Factorio - HanziQ
  • Changes
    • For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
    • Player names are now shown in the description pane instead of just "player". more

  • Bugfixes
    • Fixed the "No such node (application_version)" error when starting a headless server
    • Fixed modules could get into assembling machines that didn't allow them for the current recipe. more
    • Fixed desync when holding most rotatable items for building in the latency state. more
    • Fixed build-by-moving logic for underground belts and underground pipes. more
    • Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. more
    • Fixed killed entities not keeping modules to-be-delivered in some cases. more
    • Fixed headless server being counted as a player for the player limit. more
    • Fixed crash when belts would die due in some instances. more
    • Fixed Lua GUI events getting fired before the actual GUI element was modified. more
    • Fixed crash when getting killed by a locomotive you currently had the GUI open for. more
    • Fixed fluid temperature restricted recipes didn't work when fluid flowed in from the left side of the machine.
    • Fixed server crashing when starting a LAN game with no internet connection. more
    • Fixed crash when modded walls didn't have a definition for connected gate visualization.
    • Fixed energy bar on battery equipment. more
    • Fixed bonus GUI size issues with lots of entities using the bonuses. more
    • Fixed mod hotkeys not working when you'd have more than 1. more

  • Scripting
    • LuaEntity::built_by can be used with ghosts if the inner ghost supports built_by. more
    • LuaEntity::recipe can be read off furnaces as well as assembling machines.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Jul 3, 2016
Factorio - HanziQ
  • Changes
    • For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
    • Player names are now shown in the description pane instead of just "player". more

  • Bugfixes
    • Fixed the "No such node (application_version)" error when starting a headless server
    • Fixed modules could get into assembling machines that didn't allow them for the current recipe. more
    • Fixed desync when holding most rotatable items for building in the latency state. more
    • Fixed build-by-moving logic for underground belts and underground pipes. more
    • Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. more
    • Fixed killed entities not keeping modules to-be-delivered in some cases. more
    • Fixed headless server being counted as a player for the player limit. more
    • Fixed crash when belts would die due in some instances. more
    • Fixed Lua GUI events getting fired before the actual GUI element was modified. more
    • Fixed crash when getting killed by a locomotive you currently had the GUI open for. more
    • Fixed fluid temperature restricted recipes didn't work when fluid flowed in from the left side of the machine.
    • Fixed server crashing when starting a LAN game with no internet connection. more
    • Fixed crash when modded walls didn't have a definition for connected gate visualization.
    • Fixed energy bar on battery equipment. more
    • Fixed bonus GUI size issues with lots of entities using the bonuses. more
    • Fixed mod hotkeys not working when you'd have more than 1. more

  • Scripting
    • LuaEntity::built_by can be used with ghosts if the inner ghost supports built_by. more
    • LuaEntity::recipe can be read off furnaces as well as assembling machines.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Jul 1, 2016
Factorio - HanziQ
  • Changes
    • Slightly reduced big electric pole collision box to allow squeezing between big pole and accumulator.
    • Increased the distance between items on the belt from 0.28 to 0.28125. This way the the circuit network pulse for items will be every 9/4.5/3 ticks for normal/fast/express compressed belts. more

  • Gui
    • Only games with the same application version are displayed in Browse Games screen.
    • Removed tabs from Browse Games and Browse Mods screens and tweaked column widths.

  • Bugfixes
    • Fixed mods directory not being created when installing mods more
    • Fixed lab bonus speed not showing correctly in the bonus GUI sometimes. more
    • Fixed crash related to killed flamethrower turrets in ghost mode. more
    • Fixed that the game crashed in the user login dialog when the steam connection was not available.
    • Yet another research window resizing fix.
    • Fixed desync related to building-while-moving underground belts and pipe-to-ground.
    • Fixed Steel chest recipe in New hope mission 02. more
    • Fixed projectiles with negative accelerations 'hitting' at the incorrect position.
    • Fixed bug related to building/removing poles connected to network with power switch. more
    • Fixed that some items seemed to be repairable in multiplayer. more
    • Fixed that modules could get lost when upgrading them. more
    • Fixed timezone issues with the browse mods gui.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Jul 1, 2016
Factorio - HanziQ
  • Changes
    • Slightly reduced big electric pole collision box to allow squeezing between big pole and accumulator.
    • Increased the distance between items on the belt from 0.28 to 0.28125. This way the the circuit network pulse for items will be every 9/4.5/3 ticks for normal/fast/express compressed belts. more

  • Gui
    • Only games with the same application version are displayed in Browse Games screen.
    • Removed tabs from Browse Games and Browse Mods screens and tweaked column widths.

  • Bugfixes
    • Fixed mods directory not being created when installing mods more
    • Fixed lab bonus speed not showing correctly in the bonus GUI sometimes. more
    • Fixed crash related to killed flamethrower turrets in ghost mode. more
    • Fixed that the game crashed in the user login dialog when the steam connection was not available.
    • Yet another research window resizing fix.
    • Fixed desync related to building-while-moving underground belts and pipe-to-ground.
    • Fixed Steel chest recipe in New hope mission 02. more
    • Fixed projectiles with negative accelerations 'hitting' at the incorrect position.
    • Fixed bug related to building/removing poles connected to network with power switch. more
    • Fixed that some items seemed to be repairable in multiplayer. more
    • Fixed that modules could get lost when upgrading them. more
    • Fixed timezone issues with the browse mods gui.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - Klonan
Hello!

0.13 is here!
If you don't want to read the changelog, you can either take look at our update summary page or check out the video that summarizes it as well:

https://www.youtube.com/embed/JCYfO6UPhes

We released version 0.12.0 on 17. 07. 2015 so it took us almost a year. We made a lot of changes in that time.The commit count increased from 15967 to 22980, which is more than 40% increase. This means, that we also created a lot of new bugs. We are working as hard as we can to fix the bugs and we'll have 0.13.3 today, which means we've made 4 releases in 5 days just to make sure we'll fix as many bugs for the weekend as we can.

Please be benevolent
This is an early experimental release, so there are a lot of issues we are aware of, and we will do what we can in the future weeks to solve them, if you want to avoid bugs, wait for few weeks until the 0.13 is semi-stable, the stable stable version might take a long time, so we can't really give any estimate.

There have been many complains regarding the terrain generation, we didn't encounter these problems in our games, but we should probably go back to it and tweak it a little.

We are also aware, that the mod portal (both the site and the in-game access) is very simplistic, we just wanted to have it, so the new 0.13 mods are there, so we could move them away from the forum eventually. We will improve the portal continuously (more in the fff 141).

Multiplayer problems
Now, when we can connect to public games on the internet, we found out, there are lot of issues with the multiplayer server that weren't apparent when we were lan-testing it. One of the issues is, that even when we use the one center player (the server) to resend the packages of individual players, the server still sends one packet per player to everyone. This means, that with 10 players, the server sends 10 packets to every player every tick, which results in 6000 packets per second to be processed by every player. The obvious solution will be, that the server will merge the messages from individual players into one package. We also plan to reduce the network transfer by sending only 30 updates per second (once per two ticks) over the multiplayer. This will reduce the network problems related to packet throughput a lot.
Apart from this, we found out, there are few bugs in the internal multiplayer state logic. We will look at these problems once the main bug report wave is tamed, so consider the current multiplayer very experimental.

0.14 plans are not set yet
As 0.13 is freshly out and we were already asked about 0.14 plans. We have a lot of things we would like to do in 0.14 but nothing is official yet. In about a month from now, we will sit down and make a specific plan for 0.14, so don't ask us about it until we declare it please :)

The good deals that are not so good.
One of the problems we had in the past months were the credit card frauds, so let me explain how exactly it works.
  • Someone obtains credit card numbers somehow.
  • He buys Factorio keys (among other things) with these cards on our site
  • Then these keys are transferred somehow to these "good deal" sites where they can be bought for cheaper price.
  • Eventually, the card owner finds out and cancels all the transactions, we get a notice about every faulty transaction
  • Not only we don't get the money paid, but we have to pay extra $20 fee per every transaction that was cancelled.
  • As reaction to this, we have to deactivate all keys bought this way, which results in steam key deactivations as well.
  • So in the end, we are 20$ short and we lost time dealing with it and the buyer doesn't have the game he paid for.
Although it is a giant inconvenience for all parties involved, it is not currently a large financial burden for us, I don't want to guild trip anyone, just to get the message out. The conclusion is, that we strongly advice to buy Factorio, or any other game just from reliable sources. In our case, it is factorio.com, steam, gog, and humble store currently. Pirating the game hurts us less than using these sites.

Community spotlight
I have to share the fantastic video with rube goldberg machine done in Factorio.

https://www.youtube.com/embed/4mGdL4XKXew

We would also like to thank the brunzenstein. He sent us the most luxurious cake I have ever seen, which gave us some extra energy to dig deep into the bugfixing:



As always, let us know what you think on our forums
Factorio - Klonan
Hello!

0.13 is here!
If you don't want to read the changelog, you can either take look at our update summary page or check out the video that summarizes it as well:

https://www.youtube.com/embed/JCYfO6UPhes

We released version 0.12.0 on 17. 07. 2015 so it took us almost a year. We made a lot of changes in that time.The commit count increased from 15967 to 22980, which is more than 40% increase. This means, that we also created a lot of new bugs. We are working as hard as we can to fix the bugs and we'll have 0.13.3 today, which means we've made 4 releases in 5 days just to make sure we'll fix as many bugs for the weekend as we can.

Please be benevolent
This is an early experimental release, so there are a lot of issues we are aware of, and we will do what we can in the future weeks to solve them, if you want to avoid bugs, wait for few weeks until the 0.13 is semi-stable, the stable stable version might take a long time, so we can't really give any estimate.

There have been many complains regarding the terrain generation, we didn't encounter these problems in our games, but we should probably go back to it and tweak it a little.

We are also aware, that the mod portal (both the site and the in-game access) is very simplistic, we just wanted to have it, so the new 0.13 mods are there, so we could move them away from the forum eventually. We will improve the portal continuously (more in the fff 141).

Multiplayer problems
Now, when we can connect to public games on the internet, we found out, there are lot of issues with the multiplayer server that weren't apparent when we were lan-testing it. One of the issues is, that even when we use the one center player (the server) to resend the packages of individual players, the server still sends one packet per player to everyone. This means, that with 10 players, the server sends 10 packets to every player every tick, which results in 6000 packets per second to be processed by every player. The obvious solution will be, that the server will merge the messages from individual players into one package. We also plan to reduce the network transfer by sending only 30 updates per second (once per two ticks) over the multiplayer. This will reduce the network problems related to packet throughput a lot.
Apart from this, we found out, there are few bugs in the internal multiplayer state logic. We will look at these problems once the main bug report wave is tamed, so consider the current multiplayer very experimental.

0.14 plans are not set yet
As 0.13 is freshly out and we were already asked about 0.14 plans. We have a lot of things we would like to do in 0.14 but nothing is official yet. In about a month from now, we will sit down and make a specific plan for 0.14, so don't ask us about it until we declare it please :)

The good deals that are not so good.
One of the problems we had in the past months were the credit card frauds, so let me explain how exactly it works.
  • Someone obtains credit card numbers somehow.
  • He buys Factorio keys (among other things) with these cards on our site
  • Then these keys are transferred somehow to these "good deal" sites where they can be bought for cheaper price.
  • Eventually, the card owner finds out and cancels all the transactions, we get a notice about every faulty transaction
  • Not only we don't get the money paid, but we have to pay extra $20 fee per every transaction that was cancelled.
  • As reaction to this, we have to deactivate all keys bought this way, which results in steam key deactivations as well.
  • So in the end, we are 20$ short and we lost time dealing with it and the buyer doesn't have the game he paid for.
Although it is a giant inconvenience for all parties involved, it is not currently a large financial burden for us, I don't want to guild trip anyone, just to get the message out. The conclusion is, that we strongly advice to buy Factorio, or any other game just from reliable sources. In our case, it is factorio.com, steam, gog, and humble store currently. Pirating the game hurts us less than using these sites.

Community spotlight
I have to share the fantastic video with rube goldberg machine done in Factorio.

https://www.youtube.com/embed/4mGdL4XKXew

We would also like to thank the brunzenstein. He sent us the most luxurious cake I have ever seen, which gave us some extra energy to dig deep into the bugfixing:



As always, let us know what you think on our forums
Jun 30, 2016
Factorio - HanziQ
  • Changes
    • Damage bonus in turret tooltip will now show both basic turret damage multiplier and turret damage bonus from research. more
    • Limited multiplayer game name length to 60 characters.
    • Moved the copper wire back to the intermidiate category in the recipes.
    • Inserters connected to the circuit network now have the option to only read hand contents.
    • During biter migration, medium worms can now only spawn if the evolution factor is greater than 0.3, and big worms require evolution factor of 0.5.

  • Bugfixes
    • Fixed occasional crash when downloading map. more
    • Fixed rail signals set to red by circuit network going green in some situations. more
    • Fixed rail signals not going back to green when when deselectiog "Close Signal" option.
    • Fixed that running a command via stdin or RCON would crash the game if commands were allowed for admins-only. more
    • Localized hardcoded strings in power switch GUI. more
    • Fixed enemy turrets would show player's damage bonuses in tooltip.
    • Fixed repair packs (and mergable items in general) under flowing and making millions of items. more
    • Added missing Lua defines for the rocket silo rocket inventory.
    • Fixed train minimap preview schedule box not allowing scrolling. more
    • Fixed game restarting after installing only one mod.
    • Fixed game crashing when viewing info about a mod with space in its name (hopefully) more
    • Fixed checking for mod updates taking very long.
    • Fixed low framerate when pasting long text into console.
    • Fixed filter inserter sometimes taking an extra item after the filter was unset. more
    • Fixed inserter arrows in blueprints. more
    • Fixed that it wasn't possible to require verification of user identity in server-settings.json.
    • Fixed migration of internal circuit network signals. more
    • Fixed some oddities when using the rail planner and quickbar-selecting other items.
    • Fixed desync when building rail signals in close rail setups. more
    • Fixed crash when reviving ghosts built by blueprints in the entity built Lua event handler. more
    • Fixed LuaEntityPrototype::result_units spawn points only ever giving the last spawn point. more
    • Fixed stack filter inserter sometimes showing more than one filter in alt mode.
    • Research button position fix.
    • Changed the technology prerequisite of solar panel from advanced-electronics to electronics. This also fixes the 2nd mission of the new hope campaign.
    • Fixed that the headless server wouldn't be able to save the map if started like --start-server save.zip. more
    • Fixed unminable rails when migrating saves to 0.13. more
    • Fixed that the gate didn't open when it was on the same rail as the locomotive front joint. more
    • Fixed that game name and description in the game browser didn't wrap.
    • Fixed game did not run on Windows XP. more
    • Fixed the ElectricEnergyInterface entity not drawing low power/no power icons.
    • Fixed requester chest filters getting cleared when changing the force of the chest. more
    • Fixed rocks not being ignored when rail planner ghost building. more
    • Fixed that when a transport belt got destroyed and turned into a ghost, it wouldn't drop items on ground. more
    • Fixed occasional random browse game gui crash when moving close to the end of the list.
    • Fixed script error in supply challenge. more
    • Fixed that rail signal visualization helper was not working properly in some specific cases. more
    • Fixed construction robots getting stuck when they return for repair pack to passive/active provider chest. more

  • Optimisations
    • Optimised rendering of huge pollution clouds on map.

  • Scripting
    • Added LuaEntityPrototype::spawn_cooldown - the spawn cooldown for enemy spawners.
    • Added LuaEntity::power_production and power_usage read/write for the ElectricEnergyInterface type entity.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Jun 30, 2016
Factorio - HanziQ
  • Changes
    • Damage bonus in turret tooltip will now show both basic turret damage multiplier and turret damage bonus from research. more
    • Limited multiplayer game name length to 60 characters.
    • Moved the copper wire back to the intermidiate category in the recipes.
    • Inserters connected to the circuit network now have the option to only read hand contents.
    • During biter migration, medium worms can now only spawn if the evolution factor is greater than 0.3, and big worms require evolution factor of 0.5.

  • Bugfixes
    • Fixed occasional crash when downloading map. more
    • Fixed rail signals set to red by circuit network going green in some situations. more
    • Fixed rail signals not going back to green when when deselectiog "Close Signal" option.
    • Fixed that running a command via stdin or RCON would crash the game if commands were allowed for admins-only. more
    • Localized hardcoded strings in power switch GUI. more
    • Fixed enemy turrets would show player's damage bonuses in tooltip.
    • Fixed repair packs (and mergable items in general) under flowing and making millions of items. more
    • Added missing Lua defines for the rocket silo rocket inventory.
    • Fixed train minimap preview schedule box not allowing scrolling. more
    • Fixed game restarting after installing only one mod.
    • Fixed game crashing when viewing info about a mod with space in its name (hopefully) more
    • Fixed checking for mod updates taking very long.
    • Fixed low framerate when pasting long text into console.
    • Fixed filter inserter sometimes taking an extra item after the filter was unset. more
    • Fixed inserter arrows in blueprints. more
    • Fixed that it wasn't possible to require verification of user identity in server-settings.json.
    • Fixed migration of internal circuit network signals. more
    • Fixed some oddities when using the rail planner and quickbar-selecting other items.
    • Fixed desync when building rail signals in close rail setups. more
    • Fixed crash when reviving ghosts built by blueprints in the entity built Lua event handler. more
    • Fixed LuaEntityPrototype::result_units spawn points only ever giving the last spawn point. more
    • Fixed stack filter inserter sometimes showing more than one filter in alt mode.
    • Research button position fix.
    • Changed the technology prerequisite of solar panel from advanced-electronics to electronics. This also fixes the 2nd mission of the new hope campaign.
    • Fixed that the headless server wouldn't be able to save the map if started like --start-server save.zip. more
    • Fixed unminable rails when migrating saves to 0.13. more
    • Fixed that the gate didn't open when it was on the same rail as the locomotive front joint. more
    • Fixed that game name and description in the game browser didn't wrap.
    • Fixed game did not run on Windows XP. more
    • Fixed the ElectricEnergyInterface entity not drawing low power/no power icons.
    • Fixed requester chest filters getting cleared when changing the force of the chest. more
    • Fixed rocks not being ignored when rail planner ghost building. more
    • Fixed that when a transport belt got destroyed and turned into a ghost, it wouldn't drop items on ground. more
    • Fixed occasional random browse game gui crash when moving close to the end of the list.
    • Fixed script error in supply challenge. more
    • Fixed that rail signal visualization helper was not working properly in some specific cases. more
    • Fixed construction robots getting stuck when they return for repair pack to passive/active provider chest. more

  • Optimisations
    • Optimised rendering of huge pollution clouds on map.

  • Scripting
    • Added LuaEntityPrototype::spawn_cooldown - the spawn cooldown for enemy spawners.
    • Added LuaEntity::power_production and power_usage read/write for the ElectricEnergyInterface type entity.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
...