Factorio 0.10.9 has just been released, we consider this a stable candidate.
- Bugfixes:
- Fixed crash when the map exchange string is not valid. If is not valid, text color is changed to red.
- Fixed the loading of saves containing inner saves (used in tightspot scenario) (https://forums.factorio.com/forum/vie ... f=7&t=5482).
- Fixed that unresearching quickbar slots crashed the game (https://forums.factorio.com/forum/vie ... php?t=5466).
- Fixed crash in map editor when building transport belts after building diagonal rail tracks (https://forums.factorio.com/forum/vie ... php&t=5462).
- Fixed crash when entity with no icon shown in the electric network statistics, error icon is shown instead in that case (https://forums.factorio.com/forum/vie ... php?t=5490).
- Fixed crash when some modded entity attack_reaction effect killed the attacking biter.
- Fixed various problems of not loadable save when energy source type of entities changed or mod specifying entities with energy source missing. (https://forums.factorio.com/forum/vie ... f=7&t=5511).
- Removed so called "item bomb" effect. It happened When the player tried to a mine chest that contained items that couldn't fit his inventory. Instead of dropping all the items on the ground around (which could be A LOT of items in some cases), the mining just fails, while player gets as many items from the chest as possible.
- Fixed performance when cancelling large crafting queues and the player has no room to hold the items. This also fixes performance when a loot-enabled entity dies and drops a large amount of loot.
- Fixed bug when sometimes rail segments were messed up by placing rail signals from blueprint (https://forums.factorio.com/forum/vie ... f=7&t=5350). Also blueprint which would place two signals next two each other cannot be placed.
- Fixed bug when train was self-damaging when driving backwards at the end of the rail (https://forums.factorio.com/forum/vie ... f=7&t=5179). This also fixes the resulting crash when the wagon was destroyed.
- Fixed bug when train with 2 locomotives with opposite directions was not moving backwards when first locomotive had no coal.
- Fixed that laser turrets were not working when built near chunk boundaries (https://forums.factorio.com/forum/vie ... f=7&t=5362).
- Saving the crc in the replay only once per second, so the replay (and save) size shouldn't grow so fast.
- Fixed that the beacon rotating animation was sometimes drawn under the beacon (https://forums.factorio.com/forum/vie ... f=7&t=5431).
- Fixed bug where placing assembling machine over assembling machine of the same type could result into repetitve placing (https://forums.factorio.com/forum/pos ... f=7&t=5479).
- Fixed the problem with deconstruction of transport belt with inserter (or something other) putting items on it (https://forums.factorio.com/forum/vie ... php?t=3090)
- Fixed that logistic robots were confused when inserting into storage with damaged items (https://forums.factorio.com/forum/vie ... php?t=5326).
- Fixed that construction/logistic robots inside a network that was removed weren't re-assigned to the closest logistic network (https://forums.factorio.com/forum/vie ... php?t=3088).
- The created effect of entities is not applied in map editor, to avoid too much freezed smoke particles at the same time that slows the render (https://forums.factorio.com/forum/vie ... f=7&t=5492).
- Worms don't collide with the world during the dying animation (https://forums.factorio.com/forum/vie ... php?t=5409).
- Worms don't show healthbar and don't regenerate health during the dying animation.
- Fixed scrolling with sliders in game (https://forums.factorio.com/forum/vie ... f=7&t=5392).
- Fixed bug when some controls didn't work with mouse over the gui (https://forums.factorio.com/forum/vie ... f=7&t=5130) Now they work just fine unless there is a gui action (i.e. crafting, transfer) with the same binding.
- Fixed extremely low placement probabilities of worms.
- Fixed resetting key bindings when changing keyboard layouts (https://forums.factorio.com/forum/vie ... =30&t=5192)
- Fixed bug when using deconstruction tool broke the replay (https://forums.factorio.com/forum/vie ... 998#p42998).
- Fixed that pausing the game closed the opened gui (https://forums.factorio.com/forum/vie ... php?t=5563)
- Fixed that setting more than 65535 value in the logistics request gui didn't work properly.
- Fixed that the number in the logistic gui wasn't set to 0 when the slot was cleared (https://forums.factorio.com/forum/vie ... php?t=5565).
- Map map2scenario reports errors correctly instead of crashing.
- Using map2scenario no longer resets researched technologies and unlocked recipes.
- Migrations are applied even when using map2scenario.
- Fixed bug when blueprints were "looting" the items from transport belt to grounds (https://forums.factorio.com/forum/vie ... f=7&t=5587).
- Debugging:
- Added show_active_chunks debug option, shows which chunks are active on the big map.
- Scripting:
- Fixed that caninsert method ignored set filters (https://forums.factorio.com/forum/vie ... f=7&t=5477).
- Fixed that LuaForce:reset didn't reset all the force modifiers. Namely: inserter stack size bonus, logistic slots, quickBarCount, followingRobotsCount, ghost time to live.