We are starting to be quite content with the stability, the next release will be a stable candidate (it was about time).
- Features
- Blueprints can be built over things marked for deconstruction.
 - Blueprints can be force placed using alternative build mode (shift click).
 
 - Balancing
- Increased the cargo wagon inventory size (20->30).
 - Increased the crafting cost of the cargo wagon and locomotive.
 
 - Bugfixes
- Fixed save corruption (rare probability) related to rendering alerts and saving the map.
 - Fixed crash in map editor when changing / setting assembling machine recipe (https://forums.factorio.com/forum/vie ... php?t=8997).
 - Fixed desync loop when changing player force via script - in PvP mod for instance (https://forums.factorio.com/forum/vie ... php?t=9053)
 - Added explaining text for the second new hope campaign supplies objectives. (that the car supplies count only the user is in the car)
 - The flamethrower fluid input order is the same as before, so it matches the refinery outputs.
 - Fixed clearing the cursor while attempting to repair something (https://forums.factorio.com/forum/vie ... php?t=8986).
 - Fixed that changing force of roboport (in map editor or by a script) didn't update the connections properly.
 - Roboports now behave correctly when teleported using scripts.
 - Fixed that some of the technology icons were scaled down in the technology selection.
 - Fixed that the Not minable checkbox was set based on the Indestructible value in the map editor.
 - Fixed that the two way signals weren't possible to build on diagonal rails. (https://forums.factorio.com/forum/vie ... php?t=9003)
 - Fixed copy-paste for Cargo wagons not activating inserters.
 - Fixed copy-paste for entities with inventory limits not copying the limit.
 - Fixed that the "Electric demand satisfaction" label was not translatable.
 - Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore.
 - The line height in the debug info is dependent on the scale, so they don't overlap or take too much space on different scales.
 - Fixed "Trying to make chunk at unreasonable position" caused by some vehicle collisions. (https://forums.factorio.com/forum/vie ... php?t=8812)
 - Fixed weird behaviour and bad damage calculations when colliding with multiple objects while in a car or tank.
 
 - Changes
- Small change of collision box of curved rail, so the underground belts can be built on one additional particular position.
 - Car and tank movement should be better. Tank should no longer get stuck. Tank can now destroy objects by accelerating into them even when standing still (https://forums.factorio.com/forum/vie ... php?t=9046)
 
 - Scripting
- Fixed that non valid require did crash the game instead of giving proper error message.
 - Setting technology as finished using the script also fires the ontechnologyresearched event.
 - Order to chart a big area doesn't slow the game horribly anymore. (https://forums.factorio.com/forum/vie ... php?t=9050)
 - Added onresourcedepleted - called when a resource is depleted to its minimum yield or 0. Passes the resource entity as event.entity.
 - Car prototype now uses "energy_per_hit_point" instead of "crash_damage_multiplier", consistent with train prototypes.
 
 - Modding
- Moved the player hit tint color into the player prototype.
 
 







