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Update 11/10/2020 PC: 1.68.154.1020 / Mac: 1.68.154.1220 Console: Version: 1.33
Welcome, Simmers! A relaxing getaway sure sounds nice right about now. We’re inviting you to take a trip with your Sims to your favorite destination with the newly added ability to vacation anywhere within The Sims 4! Here at Maxis, we’ll be hitting the slopes of Mt. Komorebi with the release of The Sims 4 Snowy Escape in just a few short days. Curious how it works? Read on! We’ve got a big haul of new features and requested fixes in this major update to The Sims 4.
-SimGuruGraham and SimGuruRusskii
NEW & IMPROVED FEATURES
Platforms
Platforms enable you to build rooms at varying heights within a story level. As much as we’d love to sit here and go on and on about how incredible platforms are and how they completely revolutionize Build Mode, you’ll see that for yourself as soon as you try them out in-game! Here are some basics for how they function and how you start building with them.
You either can use the new Platform Tool directly in or you can place preset platforms that come in various shapes and sizes. You’ll find both of these within the “Walls and Empty Rooms” section of Build Mode.
You easily can add or adjust the height of a platform in any room. Simply click on a room to select it, and the new up & down arrows in the widget that appears will allow you to add or adjust the height of a platform within that space.
Because platforms can have their height adjusted up or down, you can even create platforms that sink down beneath ground… like, really, really deep down. I don’t know why anyone would want to do that \cough\ devious players *cough*, but the option’s there! This ability to go deep is reserved for the ground level and basements.**
You can stack platforms on top of platforms, on top of platforms, on top of platforms, on top of platforms, on top of platforms… Seriously, go nuts. Get creative. Make something nobody has ever seen in The Sims before!... On top of platforms…
When a platform’s height is a single step higher or lower than the adjacent floor, Sims are able to step onto it. For anything higher than a single step, connecting a set of stairs or a ladder between the different surfaces will allow Sims to reach them. Here’s your first advanced lesson in platforming: Remember that callout about stacking platforms on top of each other? If each stacked platform is a single step in height, you could certainly make some interesting custom staircases…
  • One notable exception - platforms can’t connect across multiple levels. If you build a stack of platforms all the way to the ceiling, the very last step will need to be a staircase or ladder to connect two separate floors of a building together.
Platforms can be utilized as fully functional space or be purely decorative areas - the choice is yours! As you adjust the height of a platform, your Sims will intelligently adapt to that space. For example, you could create a platform with only enough head clearance for a child to enter. The possibilities are endless!
The visual look of platforms can be customized in a variety of ways. The “Walls and Empty Rooms” section of Build Mode now has a “Platform Trims” subcategory. Here you’ll find trims that match all of our foundations as well as some new trims with basic materials that look perfect in the interior of a building. Want to go even further? Try wrapping the edge of a platform with half walls and then customize the edge with any wall material. Mix and match these methods for creative results!
Even More Half-Walls
Speaking of Half-Walls, we’re pleased to share that we’ve created 12 additional Half-Wall heights to choose from, adding to the 7 heights previously available. One could factually say this is our most sizable Half-Wall update ever! Pity the poor person who was tasked with writing uniquely descriptive names for each of these 19 height variations.
Sentiments
Sentiments are those special fuzzy feelings that form between Sims when they share a memorable moment together. Shared experiences between Sims now offer the opportunity for Sims to develop long-lasting sentiments between each other, which in turn affects how they feel and act in the presence of (or the absence of) another particular Sim. Unlike relationships between Sims, Sentiments can be a one-sided affair. When two or more Sims share an experience together, you may find that all, some, or none of them walk away from that moment having formed a lasting impression of the other Sims that were involved. The base game includes a wide variety of these Sentiments and Snowy Escape has additional ones tied to experiences within that pack.
Sentiments that have formed between Sims can be viewed in two locations. When socializing with another Sim, click on the heart-covered notebook that appears in the social UI at the top of your screen. Alternatively, you can view the Sentiments that exist between two Sims at any time within the new Sim Profile within the Relationship Panel. Read on for more information on this new Sim Profile ...
Sim Profiles
Have you ever gone to check out the other Sims in your Sims’ life, only to be greeted with an overwhelmingly large tooltip that extended from the tippy top all the way to the bottom of your screen? We certainly have, and we weren’t happy with it. There has to be a better way! ...And there is! Introducing: Sim Profiles! Within the Relationship Panel, you can now click on the portrait of any Sim and select “Open Sim Profile” for a full breakdown of all the info the active Sim knows about that Sim. It even includes those nifty new Sentiments everyone’s been talking about!
Skin Tone Update Console & Community Identified Issues
We saw your feedback about the October skin tones update and, to improve clarity and transparency, we shared a first look on Twitter of the fix in progress.
With this patch, the Console game gets the October fixes for texture compression, resolving the banding on the cheeks and foreheads as well as discoloration on the tip of the nose.
In addition, this patch addresses the two community-identified issues of red dots around the lips and a dark blotch between the eyes. The red dots around the lips should be completely resolved at this time. The dark blotch between the eyes was softened to remove the hard edge, but the darkening is expected as part of the shadowing around the nose.
Vacation Anywhere
Couldn’t we all use a good vacation right about now? Your Sims certainly could, and now they can go anywhere! The ability to go on a vacation to any of your worlds has been added to the game for all players along with the “Rental” lot type.
To vacation to a world, a rental lot must exist within it. Should you purchase Snowy Escape, you’ll find the residential world of Mt. Komorebi includes some pre-built rental lots - a ready getaway awaiting your Sims. If you prefer to vacation in another world (Sulani, anyone?), you’ll first need to enter Manage Worlds mode and update at least one of the lots within the desired world to become a rental lot.
During a vacation, if your Sims are lacking any necessities, they now can “Order Supplies Now” from the rental’s mailbox or from their phone. Happy travels!
Toddler Slippers
We figured it’d be nice to give toddlers a pair of slippers to wear. So we did. Cozy feet!
S-Pop Radio Station
You may remember S-Pop (short for “Sim-Pop”) as a radio station in the City Living expansion pack. While the music tracks that originally came with that station will remain exclusive to City Living, the station itself is now available for all players with five new songs for all players to enjoy:
“keep on rocking” Performed by CHAI Written by Yuki Mizutani (p/k/a/ Yuki), Kanae Obata (p/k/a Kana) and Manami Obata (p/k/a Mana) Published by Sony Music Publishing (Japan) (JASRAC) Recording courtesy of Sony Music Japan by arrangement with Sony Music Entertainment
“Kanzen Houki Sengen (Simlish Version)” Performed by Nanawoakari Written by Nanawoakari & Tamaya2060 Published by Sony/ATV Music Publishing Recording courtesy of Sony Music Japan by arrangement with Sony Music Entertainment
“Part. 2” Performed by SASUKE Written by SASUKE Published by Warner Chappell Publishing Recording courtesy of Warner Music Japan Inc. by arrangement with Warner Music Group Video Game Licensing
“Ninhursag’s Tone” Performed by Unite Satisfy Written by Shintaro Aoki Published by Syn Songs Recording courtesy of NNN Records & Cross Groove/Syn Songs
“Harujion” Performed by YOASOBI Written by Takuya Shimizu (p/k/a Takuya) and Akira Tsubono (p/k/a Akira) Published by Sony Music Publishing (Japan) (JASRAC) Recording courtesy of Sony Music Japan by arrangement with Sony Music Entertainment
And now, onto the fixes:
The Sims 4
  • Freelancer Sims now can complete Gigs they have signed up for and harvest the fruits of their labor. Simoleons, Simoleons, Simoooleons… SIMOOOLEOOONS.
  • Does your Sim look bored all the time? Even when you think they are having fun, they look bored to you? Not a problem anymore. It’s been… taken care of.
  • Calls Dropping? Is your Cell Phone behaving like a certain network is just not up to snuff? We have upgraded all Sims to Simgular - Llama’s Choice Network that does not allow Off-the-Grid shenanigans when your Sims are not Off-the-Grid.
  • The NanoCan Touchless Trash Can has been recalled and fixed so now all your trash can be cash in a flash.
  • Did you ever experience the Honey I Shrunk the Basil and Sage Plants issue in-game? No longer! \No Sage or Basil Plants were harmed in the fixing of this issue*.*
  • Ever had Sims show up looking like a product of a bad makeover? Did your Debate Judge just show up to the debate wearing a mascot hat when they're not the mascot? Did your fellow Spellcasters show up in the Magic Realm wearing not so magical clothes? Say no more… We have applied a fix so that non-playable Sims can be a bit more appropriately coordinated in their outfits and per occasion.
    • To explain a bit further, we created a much more robust set of internal tools that allows us to have greater control over the outfits that the Sims choose to wear in unique situations. We’ve improved a lot of the wacky townie fashion you’ve seen previously (it’s called fashion sweaty - look it up), but if you still see oddities - let us know. It’ll be an easier issue for us to “iron out” moving forward! Together, we can defeat the dreaded eyeball ring.
  • Door lock settings now persist when Sims travel. That’s right! If I disallow everybody, it should stay that way when I travel… or when I exit the game… and the occasional restart, too... hmpf!
  • Sims who have passed away no longer sometimes disappear from their Genealogy. This is not retroactive, so any Sims that already disappeared will not return.
  • Sims no longer ignore the kitchen sink and dishwasher to wash their dishes in the bathroom sink. Okay.
  • Oasis Springs’ World Map now shows lots in the correct locations. I see you, Yuma Heights - don’t be sneaky now.
  • Sims now can propose to their beloved without rejection (congratulations!). On the same note, Sims with multiple romantic partners now can propose and marry one of them and not get sabotaged by their partners’ predicament of not being able to get married because they are employed together, even when they are not.
  • Sims who have finished their workday now get back to things sooner instead of sometimes staring off into space.
  • Ever wished your delicious food just never… ended? We thought we did until our Sims were unable to finish their meals. Now they are able to finish Eating Leftovers. They are leftovers, not leftFOREVERS.
  • Sims sharing double beds now can Nap or Sleep in any combination. Sim A can nap and Sim B can Sleep… or Sim A can Sleep and Sim B can nap… or they can both Sleep… or nap… well, you get the picture.
  • Shower Tubs now can be cleaned enough to be visibly squeaky-clean.
  • Another one bites the dust. The issue that generated Error Code: 110:c875d8ff on game load has been fixed.
  • Style Influencer Sims now perform Quick Sketch Impression without breaking the Digital Sketchpad. Be kind with your tools and toys.
  • Removed incorrect Moodlets such as “Awkward Hug” when Unflirty Sims hugged kids. In the same fashion, we made sure Unflirty Sims no longer receive the “Witnessed Crass Act” Moodlet when parents and children hug or kiss cheeks.
  • Adult Sims now Teach Blocks to their Toddlers. Learning in early life is important!
  • Sims on vacation now can hire a Nanny and/or a Butler to take care of things while they are away.
  • Toddlers no longer will show as “At Daycare” when they are taken back home via the “Care for Self” option. No Toddler clones here... you can’t be two places at once!
  • Toddlers left at home while the rest of the household goes on Vacation now receive proper care and otherwise can join the Vacation. THINK OF THE CHILDREN. Toddlers deserve fun and relaxation in new places, too!
  • Toddlers no longer get the “Silly Ocean” Moodlet from playing in rivers.
  • Children once again can earn Adult skills. *sniff* They grow up so fast!
  • Simmers in social events now get a warning when switching to a Sim in another neighborhood rather than the event cancelling automatically.
  • Sims with enough Simoleons now can move into empty lots.
  • Splitting households and then moving no longer causes an infinite load.
  • We told Sims that they should probably not take 45 minutes to drink a single cup of Coffee. As you guys know, I am a coffee fiend, but nursing the same cup for that long is not in the coffee lover’s manual for enjoying fresh coffee.
  • We met with our wonderful Sim Firefighters and came to the agreement that they now also will extinguish fires on wall objects such as paintings.
  • Action progress bars no longer are interrupted when a new action is added to a Sim's queue.
  • Sometimes items could disappear from your Sim's inventory after travelling. This should no longer happen. Where is my cup of coffee? Oh, okay, it is here….
  • Sims no longer have Clay Blobs, Future Cubes, and/or Sketch Pads spawn infinitely in their Inventory. This felt like grabbing something out of Felix the Cat’s bag… just a never-ending bag of Clay Blobs, Future Cubes, and Sketch Pads… what did it all mean!? We may never know.
  • Opening a stack of Inventory items and then going back now highlights the correct item.
  • In reviewing items in Inventory, we realized that some item stacks were showing the number 99+ incorrectly on Multiselect. What’s the number? - Stomp, Stomp! - What’s the number? - Stomp, Stomp! - The number of the day… you’re about to see the number is the actual number of items you have! Ah ha ha. That’s the number of the day!
  • Sims no longer endlessly play games such as Chess, Sabacc (if you own Journey to Batuu), Voidcritter Cards (if you own Kids Stuff), and your regular Card games. I could play with Meduso forever though… #Meduso4ever.
  • Page Up/Page Down and Home/End Keys now work in Free Cam Mode.
  • The Aspiration Panel now shows the gender of Sims regardless of whether they are active.
  • Now only Gardeners autonomously remove wild plants. Sims with Green Fiend Trait (if you own Eco Lifestyle) were being a bit overly eager in removing plants everywhere, so the professionals will handle it from now on.
  • “Listen To Together” on a Stereo no longer resets Sims.
  • Sims no longer get “Poorly Decorated” and “Dismally Decorated” Moodlets when decorations are in the room. This applies to new Saves as it is not retroactive, but, my, how judgemental Lots were….
  • Columns now can rotate 45 degrees and in Free Rotation. Spin them right round, Simmers, right round.
  • The liveeditobjects cheat no longer surfaces items with broken thumbnails that were not meant to be part of that cheat. Pardon our dust.
  • Shower descriptions in the catalog said they were “Uncomfortable.” Showers are meant to relax and be a place of meditation, so the catalog now says they provide “Discomfort Relief” unless the specific shower really is uncomfortable.
  • The Subtle Saucer and the Super Subtle Saucer now have images that are more distinct from each other in the catalog. Super Subtle, Super Saucer.
  • Removed the “Player Feats” door because it wasn’t really a door…
  • Dishwashers The Professional Dish Laborer, Washer Pro Free-Standing Dishwasher (from Dine Out), and Industrial Dishwasher Unit (from Parenthood) no longer have a gap between counters.
  • Digital World wall tiles have been polished. Shiny and new!
  • Career-unlockable outfits no longer show up when filtering for Custom Content.
  • Toddlers no longer have bald spots when zoomed out on Low Graphics Settings.
  • Frayed jean ymBottom_EF13JeansFrayedCrop_Black no longer clips with several tops.
  • Anniversary t-shirts yfTop_EF05ShirtTeeAnniversary and ymTop_EF05ShirtTeeAnniversary fit better on more body types.
  • Sims with certain feminine frames now look better when wearing Pants or Full Body outfits.
  • Fixed some Create a Sim item backgrounds.
  • Selecting what you want to do next at the end of the tutorial on console no longer has the mysterious word "Label" in the background.
  • Gallery filters no longer cut off some venue type names in some languages. This was particularly egregious for French and Brazilian Portuguese text.
  • Game fonts got some spiffing up to keep all characters looking their best.
  • As with every update, the localization team has tweaked, improved, and fixed text across all Packs and previous updates.
Get to Work
  • Scientist Sims placing collected crystals and metals in their Laboratory no longer crash the game. Do you ever science so hard, the simulation crashes?
  • The “Test Serum” action on a Scientist co-worker no longer causes an error.
Get Together
  • Stone Frame Window (window1x1_EP02TUDstoneFrame2Tile_set1), Holey Geometry (window1x1_EP02TUDLow_03_2Tile_set1), and King of Diamonds Classical Door (doorSingle2x1_EP02TUDHigh3Tile_set1) now place properly.
  • Sims in Clubs with a Read rule now finish the books they choose to read. No cheating, my friends.
  • Wearing their Earbuds (if you own Fitness Stuff) and participating in Club Gatherings no longer causes an error.
  • Club affiliation on University Housing (if you own Discover University) now persists after entering Build/Buy Mode.
City Living
  • Ultra Speed now works while Festivals are in progress. Some conspiracy can be said about Festivals wanting Simmers to enjoy them in all their glory… at a normal speed at every speed, but these are just conjectures… yes.
  • Sims no longer read their mail aloud while conversing with their apartment neighbors. Talk about rude, right?
  • “Read about Festival” now consistently displays festival information.
  • Sims from specific San Myshuno neighborhoods now have more variety on their appearance.
Cats and Dogs
  • Stencils in Create a Sim (Pet) now consistently paint your furry friends without crashing.
Seasons
  • The holiday tradition New Skill Day now focuses on starting new skills and improving low level skills so skills that are maxed out don’t count.
  • Toddlers who are inside during a blizzard and in a high chair no longer want to Run Inside, so their caretakers won’t take them out of the chair prematurely. You are safe little one; you are safe.
  • Now all onions, carrots, mushrooms, potatoes, apples, tomatoes, and growfruits can be planted indoors during freezing weather.
  • Plants no longer change their quality or evolve on their own after Sims traveling.
  • Some Outdoor Plants that were stuck in summefall now turn brown and lose their flowers when winter starts.
  • Sims now can book Vacations on the computer during holidays.
  • Simmers who have disabled Rain and Snow no longer should see them during Mysterious Weather. Mysterious indeed.
  • Male Sims now wear appropriate shoes when working as a Floral Designer or Botanist.
  • The beanie hat cuHat_EP05BeaniePom now looks a bit better.
  • Sims scheduling an event in the Calendar for a Rental Lot no longer end up in a Lot where they have not been greeted.
Get Famous
  • Stans (“stalker fans”) and Kleptomaniac Sims no longer steal Pet food bowls or Cat litter. I have no words for this one. I have nothing.
  • Sims with maxed out Atrocious Reputation now maintain their reputation when traveling. Atrocious you shall be forever.
Island Living
  • Conservationist Sims now Write Conservation Articles at the appropriate career level (level 4). On the same note, the task for Research Conservation now can be completed.
  • Odd Jobs no longer get stuck in a state where Inventory and Build Mode cannot be accessed.
  • We had long conversations with Island Celebration Participants and agreed that no random Sims should enter a Sim’s home without permission, barging in as if they owned the place. Excuse you, privacy, and property are a thing, you know?
Discover University
  • We chatted with the registrar at Britechester University and got them to agree that students should receive class time reminders before class instead of after. You’re welcome. Now, make sure you go on time, alright?
  • School Spirit Day no longer schedules multiple instances at the same time. But… Did you know it is Spirit Day?
  • Club gatherings no longer have Sims with their bikes indoors in a disruptive manner.
  • Sims traveling long distances including stairs now properly walk the stairs and then hop their bikes and they don’t leave their bike behind. You can’t just abandon your bicycle - what about the poor bike’s feelings?
  • Sims now properly get off bikes while on a slope.
  • Lawyer Sims now File Court Documents as their tasks dictate at levels after 5. Just because you move up doesn’t mean you stop filing docs.
  • Students in a different neighborhood from their University now go to school instead of work when choosing “Go to Class” from the Career Panel.
  • Students now can receive only one merit scholarship per term.
  • Sims no longer are listed as being at University when they are at home.
  • The game no longer sometimes freezes when Sims enroll in University. We get that attending University is life-changing, but freezing a game is taking it a bit to extremes.
  • Students now return to Campuses in their leisure time to cloud gaze and play Soccer in the surrounding areas of Britechester University and Foxbury Institute respectively.
  • Sims jogging in an Exo-Mech suit no longer get fatigue-related Moodlets.
  • For Eco Lifestyle Simmers, “Throw Away” and “Compost” now are available on piles of discarded food. The consequences of not having these were especially egregious at University Dorms.
  • Sweatpants yfBottom_EP08LooseSweatpants now look better when paired with scarf yfTop_EP08SweaterScarf in Create a Sim.
Eco Lifestyle
  • Recycle Disciple Sims without the Kleptomaniac Trait now swipe household objects less often. We get it, we are all trying to do our best for the environment, but going after your Dumpster was a bit too far… we kinda need that.
  • Eco Footprints no longer change very quickly from “Green” to “Neutral.” Knox rejoices.
  • Eco Footprints in Worlds no longer become Neutral when entering Manage Worlds.
  • We had a chat with Eco Inspectors and they agreed that they should display the correct occupation from now on. And they shall be known as Eco Inspectors… forever.
  • Bulldozing Pinecrest Apartments now is possible without damaging the lot.
  • Harvestables obtained via a Dumpster no longer disappear from Inventory a few minutes later. Easy come, easy go… would you not disappear, though?
  • Recycling is a wonderful thing. Recycling for Inventory exposed missing text on some Grand Meals, so we filled in those names.
  • Toddlers living in Lots with the Reduce and Recycle Lot Trait mayyyybe were taking it a bit too far generating trash piles in their inventories. Put that down - No more trash in your pockets.
  • Did your floor patterns experience a glow that never went away after selecting all of them? That’s not a problem anymore.
  • The Wallpaper formerly known as sheetStandingSeam01GEN has been renamed to Corrugated Metal.
  • The Fabricator’s Fabricated Couch (no dye) recipe now creates the correct item.
  • Residential Wall Speaker is renamed to Venue Wall Speaker: Americana to accurately reflect its function and music.
  • Venue Wall Speaker: Americana now looks correct with the neutral wood option.
  • Women’s sandals yfShoes_EP09PlatformSandals now look better when paired with jumpsuit yfBody_EP09JumpsuitUtility.
  • Men’s hairstyles ymHair_EP09CurlyBun_Black and ymHair_EP09CrimpedLong_Black have cleaner hairlines now.
Dine Out
  • Sims no longer get up from their seats at restaurants randomly and create chaos by speaking to other patrons, grabbing food from their table, putting it somewhere else, and taking over the place by playing the piano or singing. But it was quite the show, wasn’t it?
  • Xbox One Simmers now can edit Restaurant Staff Uniforms in Build Mode along with other Simmers.
Vampires
  • Vampire Spar no longer negatively affects Conflict resolution for Simmers with Parenthood.
Realm of Magic
  • Spellcasters with all spells learned and maxed out no longer lose those when downloaded from the Library/Gallery Muscle memory perhaps?
  • Create a Sim no longer has the less-than-attractive skin type that was intended only for cursed Sims as an option.
  • Spellcasters have reviewed the terms of their “Always Transportalate” Spell and now can actually teleport anywhere, even places with stairs.
Journey To Batuu
  • Sims now are able to complete First Order or Resistance missions and then choose the Hope vs Order - First Steps Aspiration and complete all goals.
  • The Lightsaber Collection plaque now has a proper name and description so you can display it with pride.
  • The First Order sent a memo stating to change the First Order Blast Door to not accept any decals or wall decorations.
  • Create a Sim asset yfBottom_GP09VillagerPatchVertical now goes better with different styles of shoes across multiple Packs.
  • The Career Panel now displays the active Mission chosen from the Mission Panel.
  • The game no longer freezes when Sims “Freshen up at the Dwelling” at Black Spire Outpost.
Luxury Party
  • Create a Sim asset yfBody_SP01SleevesFlutter_SolidBrown fits better when wearing Get to Work’s ymHair_EP01LongWavySwept_Platinum hairstyle.
Movie Hangout
  • Movie night has been reclaimed! Sims now can watch complete films from start to finish without getting stuck in a never-ending loop… or I should say not in a Neverending Story? STTOOooooryyyyyYYYY.
Knifty Knitting
  • Create a Sim boots cuShoes_SP17BootsBuckled_SolidRedPin work better with jeans cfBottom_SP07JeansPrint_FloralBlueLt.
submitted by kaechan1989 to thesims

10

Version 1.1.0

Major Features

  • Added logistic requests to spidertron.
  • Train stop allows to set limit of incoming trains.

Features

  • The continue button now respects the last type of game played (single player, MP host, MP client).
  • Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
  • Hovering the alert notification will show arrows on the edge of the pointing to alert locations.
  • Rich text icon selector.
  • Newly unlocked recipes are highlighted until hovered.
  • Spidertron remotes now allow to add queue commands and a command to follow any entity.
  • Added vertical/horizontal blueprint flipping.
  • Transport belt drag building is locked into a line, can be turned off by an interface setting.
  • Ghosts can be fast replaced and rotated.
  • Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order.

Minor Features

  • When editing blueprint: Added a way to specify relative grid position for blueprint that is snapping to absolute grid. Blueprint preview rendering box is updated based on selected grid size and position.
  • Inventory transfer works on empty equipment grid slot the same as on empty inventory slot (moves all).
  • Equipment can be placed by moving.
  • Cursor replenishes when placing into the equipment grid the same way as when building in world.
  • Spidertron item shows its color.
  • Added a way to reset spidertron remote.
  • Spider tries to move legs away when they are blocking robots construction.
  • Power poles/underground belts built by dragging logic works also with ghost building.
  • Power pole ghosts show connections.
  • Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint.
  • Entities marked for deconstruction show the target upgrade.
  • Added tags, worker robots, rail signal states and recipes toggles into the settings to what show on the map.
  • Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view.
  • Added hotkey (F10) to switch between viewed player in replay.
  • Added support to reset mod settings in the "failed to load mods" startup GUI.
  • Expanded undo to work with fast replace and upgrade planner.
  • Added SteelSeries GameSense support. more

Graphics

  • Added unique technology icon for Advanced material processing 2 (Electric furnace).
  • Changed postprocessing effect in zoomed-to-world view.
  • Added detailed night lighting of entities.

Optimisations

  • Multithreaded belt update logic.
  • Overall small entity update time reduction + statistics of how much update time is taken by individual entities.

Balancing

  • Productivity module 1 decreases speed of the machine by 5% instead of 15%.
  • Productivity module 2 decreases speed of the machine by 10% instead of 15%.

Changes

  • the Close GUI key-binding (default value is "E") was renamed to Confirm Gui. It works the same as before for many cases (just closing the GUI), but in a lot of other cases, it works as confirm, which generally means the same as clicking the "green button".
  • Renamed clean-cursor to clear-cursor on all the relevant places (locale, key-binding name)
  • Equipment placing now uses the build key-binding instead of the cursor transfer. The default same key-binding is the same.
  • Changed maximum temperature of all fluids apart water and steam to be the same as the default.
  • Poles built by dragging are now actually build on the maximum connection distance from the last built pole instead of the previous logic that was working weird in a lot of corner cases.
  • Underground belt build by dragging now accept the existing piece you start building on as part of the dragging logic.
  • Removed 'mineable wreckage' entity. more
  • Removed the (+/-) buttons for logistic requests, instead they expand dynamically when something is put in the last line.
  • Wave defense can now only be won by launching a rocket.
  • Invalid names of icons in preview icons of blueprint tools now load as unknowns instead of canceling the import string process for that item. more
  • Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0.
  • Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
  • Invalid rail signals output no values into circuit network.
  • Added a confirmation message when loading saves with removed mods or changed mod settings.
  • The cut tool now properly includes trains. It showed trains in the selection preview, but ignored them.
  • Added alternate control locales for keyboard and mouse scroll control binds. more
  • Disabled loading of saves before 0.18.0 version (You can use 1.0 to load older saves and re-save them).
  • Adjusted the artillery turret collision box so it is possible to squeak through.
  • Removed the 'Rocket silos stats' GUI.
  • Arithmetic combinator 'Each' signal can now be used in either left or right parameter.

Gui

  • Added unique icons for technology effects.
  • Added list of affected entities to the technology effect tooltips.
  • Menu background now features various factory simulations instead of a static picture.
  • When entering vehicle, the vehicle window is shown next to the character gun window, instead of replacing it.
  • Moved the charactevehicle gun window to the left of the quickbar.
  • Removed the "Character" tab from the character window.
  • Changed the flat character screen option to be defaulted to true.
  • Added held stack item slot for inserter window.
  • Improved the tips and tricks window: it contains index, search and allows interactive text tags to be used.
  • Added search to loading/saving, settings, shortcuts selection, multiplayer host settings windows and rename stop.
  • Moved the ammo/used-up/health indicator of items down, so it is not obstructed by the number.
  • Added underline for hyperlinks.
  • Personal request button have custom text + red diode when it is out of network or when the personal requests are turned off.
  • Logistic/Trash request buttons show only one number when the trash and request count is the same.
  • Train elapsed time condition has confirmation button and only updates the time when confirmed.
  • Fixed styles for: browse games GUI, host game settings, opened character and select upgrade slot.
  • Tabbing into a textfield selects the text.
  • Removed tiles stay in the list of components in the blueprint setup GUI with 0, the same way as entities, so they can be easily enabled.
  • Added minimum/maximum temperature and heat capacity info to the fluid tooltip.
  • Added usage instruction to capsules/fish.
  • Fixed fish tooltip so it shows consumption/healing instead of shooting/damage.

Sounds

  • Added blueprint building sound.
  • Added undo sound.
  • Added sound for rail planner activation.
  • Added sound for copy/paste.
  • Added sound for opening items and armor.
  • Added sound for selection start and selection finish. Related to blueprint tools.
  • Added sound for pipe to ground as per the pipe.
  • Added sound effects and a specific music track to the main menu.
  • Assembling Machine 2 and 3 made less noisy
  • Robot repair reworked to sound more high tech
  • Removed dead space at the end of some sounds which may have stopped sounds playing
  • Ghost rail building now has the ghost building sound
  • Lowered volume on game won and lost sounds
  • Assembling Machine 2 and 3 made less noisy.
  • Robot repair reworked to sound more high tech.
  • Removed dead space at the end of some sounds which may have stopped sounds playing.
  • Ghost rail building now has the ghost building sound.
  • Lowered volume on game won and lost sounds.

Bugfixes

  • Fixed that copying the spider in the map editor while it had equipment crashed the game. more
  • Fixed a crash when trying to use different weapons in the spider. more
  • Fixed a crash when reading/writing blueprint icons through the Lua API in some cases. more
  • Fixed a crash when importing blueprint books in some cases. more
  • Fixed that the spidertron would still be marked as moving when it wasn't resulting in the 'enable logistics while moving' option not working. more
  • Fixed splitter behaviour when putting to it directly and it has the priority output blocked. more
  • Fixed that spidertron descriptions didn't show the custom name. more
  • Fixed building curved rails with damaged rails could duplicate rails. more
  • Fixed logistic request slot highlighting when they're changed through circuit connections. more
  • Fixed a game freeze when empty unit groups are told to build bases. more
  • Fixed LuaTrain::path_end_stop would return nil when train had path extended due to waypoint.
  • Fixed the spidertron preview box.
  • Fixed that the blueprint book preview disappeared after editing it.
  • Fixed that spidertron and its remote weren't swappable.
  • Fixed that players could be stuck in walls when building them.
  • Removed the possibility to specify alpha when changing player color by command.
  • Fixed LuaInventory::find_empty_stack would return only filtered stacks when filter is provided. more
  • Fixed that blueprint library slots padding was too big.
  • Fixed that some items didn't render properly in the world. Specifically blueprint like items, spidertrons and spider remotes. more
  • Fixed a crash when a modded fast train goes through junction occupied by another train. more
  • Fixed replay desync when existing save is given to a server which promotes or demotes a player based on its own admin list. more
  • Fixed train GUI instructions for translations that are long. more
  • Fixed interaction with the delete button in the blueprint setup. more
  • Fixed that map preview in the train window wasn't squashing its size when needed. more
  • Fixed that force-building blueprint from the blueprint library on top of an existing electric pole triggered wire removal instead of blueprint building. more
  • Fixed that the map editor spawn-items GUI didn't work with chat rich text. more
  • Fixed that deconstruction planners and upgrade planners wouldn't show the logistic overlay when used from the blueprint library. more
  • Fixed that rebinding rotate to middle mouse button caused conflicts when trying to rotate while modifiers were pressed. more
  • Fixed on_gui_switch_state_changed was not fired for custom switch elements in some cases. more
  • Fixed that entities were selected under the GUI on the right side.
  • Fixed that the key to activate tooltips didn't work outside game, or when the game was stopped.
  • Fixed Team production script error when building before any round starts. more
  • Fixed Wave defense error message would error due to trying to concatenate a nil variable. more
  • Fixed that it was possible to stay invulnerable after the crash site cutscene. more
  • Fixed train mini-tutorial script errors due to missing entity prototypes. more
  • Fixed tightspot script error when trying to restore invalid entities. more
  • Fixed that bonus research production could add progress even if no research could be done. more
  • Fixed that game.server_save() was able to write to locations outside the saves folder. more
  • Fixed that technology tooltip in the lab GUI wouldn't update when research changed. more
  • Fixed a bad message when using the permissions command. more
  • Fixed a crash when remote calls fail. more
  • Fixed that biters would sometimes not be able to attack entities blocking their way. more
  • Fixed that writing .energy for entities with heat energy sources didn't work correctly. more
  • Fixed that non-blueprint items in blueprint books didn't draw their name. more
  • Fixed that the cut-paste tool allowed alt-cutting which didn't deconstruct what was selected. more
  • Fixed that setting rolling-stock inventory size to 0 while having an equipment great meant the GUI couldn't be opened. more
  • Fixed that trying to save temporary LuaItemStacks from some events resulted in the save failing to load. more
  • Fixed that blueprint component icons weren't kept in a stable order. more
  • Fixed that the finished game sound could play multiple times. more
  • Fixed that building blueprints by dragging in the map view didn't work correctly. more
  • Fixed that building train ghosts manually didn't work in most cases. more
  • Fixed that moving blueprint sin the blueprint library didn't make sounds.
  • Fixed that opening/closing sound were not working properly in latency in some cases.
  • Fixed that LuaEntity::can_insert() didn't work right for module inventories. more
  • Fixed that on_player_built_tile had the wrong 'tile' when using hazard concrete in some cases. more
  • Fixed that some of the checkboxes weren't highlighted as they should when hovering reset in the map generator GUI. more
  • Fixed performance issue related to rendering long train paths. more
  • Fixed missing tooltip on the editing button in upgrade planner, deconstruction planner and blueprint book. more
  • Fixed Shallow water 2 to be layered above sand tiles and therefore missing transitions with sand tiles. more
  • Fixed stone path and concrete were missing transitions to out-of-map tiles. more
  • Fixed the upgrade planner to upgrade the corresponding underground belt for all combinations of real/ghost connections.
  • Fixed that biters could get stuck trying to pathfind toward spidertron, causing performance issues. (https://forums.factorio.com/88744 https://forums.factorio.com/89327)
  • Fixed lights near right or bottom edge of the screen would render twice sometimes. more
  • Fixed that setting style properties on LuaGuiElements didn't work correctly for some widget types. more
  • Fixed that rails didn't have the building smoke.
  • Fixed that modded locomotives with void energy sources and equipment grids wouldn't show the grid in the GUI. more
  • Fixed that modded productivity bonuses in tooltips didn't always show everything. more
  • Fixed that unit groups could get stuck in the gathering phase. more
  • Fixed that negative damage stickers didn't work. more
  • Fixed that selection tool type items marked as mod-openable didn't work correctly in the quickbar. more
  • Fixed that train would not repath when possible due to being in chain signal section. more
  • Fixed GeneratorPrototype::scale_fluid_usage would cause non-linear scaling of fluid consumption based on energy demand. more
  • Fixed crash when storage tank was defined with too small fluid flow sprite with low priority and ended up streamed. more
  • Fixed rotating assembling machines with heat and fluid connections. more
  • Fixed that it was possible to hold ghost building + blueprint from the library at the same time. more
  • Fixed crash related to being possible to insert blueprint for re-assignment into the blueprint library. more
  • Fixed that previous technology key-binding focused search in the blueprint library. more
  • Fixed that ghosts created by destroying entities weren't upgradeable. more
  • Fixed that kick & ban commands broke replays. more
  • Fixed that spidertron would stretch its leg way too much in some special situations. more
  • Fixed offshore pump underwater layer being drawn over landfill tiles sometimes. more
  • Fixed decimal textfield would not take decimal point as input when selection would make it valid input. more
  • Fixed that train could get stuck within chain signal section when exit signal is requested to close by circuit network and train is forced to repath. more
  • Fixed that train would not immediately reserve signals in chain signal section after repath when there are no signals within braking distance.
  • Fixed that wrong slider position when requesting items in some cases. more
  • Fixed that rocket silo without fixed_recipe didn't save its recipe in the blueprint. more
  • Fixed that the total-raw list in the recipe tooltip for some translations. more
  • Fixed glitching sound loops: steam turbine and electric furnace. more
  • Fixed changing dawn property of a surface would create visual glitch in day-night cycle. more
  • Fixed misleading tooltip for disabled shortcut bar items. more
  • Fixed startup music volume balance. more
  • Fixed that sounds outside of radar coverage would still play. more
  • Fixed personal laser defense with minimum range would stop working when enemies would get within minimum range. more
  • Fixed that automatic rail signal direction selection works also when ghost-force building over trees/rocks in the way. more
  • Fixed that the replay controls weren't accessible when the current player opened the technology screen. more
  • Fixed the hand behaviour for some cases of fast entity transfer. more
  • Fixed sizing of the right panel when show_side_menu is disabled. more
  • Fixed that blueprint book tooltip based on chat icon had overflowing contents. more
  • Fixed that the entity hover interval wasn't applied when switching from entity to entity. more
  • Fixed that belts didn't show the proper curved preview when fast replacing. more
  • Fixed that the entity tooltip was being shown in some cases where it was not supposed to. more
  • Fixed that the station name icons were clipped in some cases. more
  • Fixed that the minimap focus wasn't updating when switching player in the replay. more
  • Fixed that it wasn't possible to start scenario with replay enabled. more
  • Fixed losing chain signals in the advanced rail mini-tutorial. more
  • Fixed train buttons being cut off in advanced rail mini-tutorial in some locales. more
  • Fixed a crash related to building laser turrets through robots. more
  • Fixed Bulgarian language name. more
  • Fixed text box font not refreshing after being changed. more
  • Clarified tooltip text for locked levels in new game GUI. more
  • Fixed server crashing when quitting while it's saving for desync report. more
  • Fixed that rolling stock rotation was not set correctly when using the pipette tool. more
  • Fixed that if else chain noise expressions would sometimes produce corrupt results. more
  • Fixed a crash when using identical literal expression in spot noise expressions. more
  • Fixed that steam engine would show as producing 960kW in electric network GUI. more
  • Fixed that rail ghost building didn't play the ghost building sound.
  • Fixed a crash when a startup error tried to use rich-text. more
  • Fixed a crash when related to editing edited scenarios while in vehicles. more
  • Fixed that it was possible to specify a rail signal pair that does not collide with each other. more
  • Fixed that collision box could be removed from the rail signal resulting in a signal that could be placed not on a tile center. more
  • Fixed that it was possible to specify a transport belt connectable entity that would not collide with other belt connectable entities. more
  • Fixed barrel recipe generation not taking into account fluid icon_size if fluid icons were defined. more
  • Fixed that clients wouldn't be able to join a multiplayer game if the banlist was too large. more
  • Fixed that selecting folders in the save-game-gui would still allow saving as the save file name. more
  • Fixed a crash when opening the blueprint library through lua. more
  • Fixed the program exit status code when a dedicated server fails. more
  • Fixed that blueprints with rolling stocks could get invalidated when syncing shelves. more
  • Fixed that the technology screen would show a "Resume" button for technology levels that haven't yet been researched at all. more
  • Fixed that cars with minimap_representation set would still render the default triangle. more
  • Fixed building assembling machine ghosts with unresearched recipes left them with no fluid connection previews. more
  • Fixed that biters who couldn't reach their spawner would remain on the map, potentially preventing other biters from spawning. more
  • Fixed script data leak in wave defense scenario. more
  • Fixed that background sound didn't fade out when stopping replay. more
  • Fixed that the deconstruction planner ignored tile mode & filters when cancelling deconstruction.
  • Fixed signature error when updating non-steam version on OSX. more
  • Fixed fast-replacing entity connected to a ghost entity by circuit network. more
  • Fixed that on some maps, biter attacks could decrease almost to nothing. more
  • Fixed inserter with fluid energy source could consume too much fluid when no fluid usage was given and scaling was disabled. more
  • Fixed that building rolling stock could place multiple of them when there are close adjacent rails. more
  • Fixed that LuaPlayer::can_place_entity would not calculate player reach the same way as manual building. more
  • Fixed that steam engine in multiple connected electric networks would overproduce and waste energy. more
  • Fixed problems related to opening blueprint while other blueprint is in the process of being configured. more
  • Fixed cutscene starting at {0,0} instead of player position when no start_position was given. more
  • Fixed electric network GUI production bar related to tertiary energy sources. more
  • Fixed a crash in the pathfinder that could happen when the bounding box didn't contain the tile center. more
  • Fixed tooltips not showing electric energy source information for electric-energy-interface entities. more
  • Fixed that undoing a deconstruction order of entities with item requests didn't recover these requests unless the entity was actually removed. more
  • Fixed that spidertron remote usage on map was bound to open item control rather than the build item control it is bound to in normal view. more
  • Fixed that flamethrower turrets could fail to shoot at a target. more
  • Fixed problem with rich text in blueprint library. more
  • Fixed tiles would be rendered with 1px gap between them at some positions, zoom levels and screen resolutions. more
  • Fixed heat pipe related drawing only working for boiler type entities. more
  • Fixed that running /server-save wouldn't save anything if the server was started with --start-server-load-scenario. more
  • Fixed activation working sound playing even when the entity was already active when being encountered. more
  • Fixed a pathfinding-related crash. more
  • Fixed crash when organizing sprites into atlases when using "not-compressed" sprite flag. more
  • Fixed pipe-to-ground working sound would ignore flow rate. more
  • Fixed crash when calling take_screenshot with very small resolution values. more
  • Fixed that setting fluid wagon fluid through the Lua API didn't update the train inactivity value. more
  • Fixed various issues related to entities leaving gaps when building too fast.
  • Fixed a crash when setting specific fluids in the infinity pipe GUI. more
  • Fixed that the admin GUI didn't live-update the whitelisted field. more
  • Fixed crash related to migrating circuit network entities while loading the blueprint library. more
  • Fixed that artillery would keep shooting at something when it moved out of range. more
  • Fixed softlock in tutorial if the player took the iron plates too quickly. more
  • Fixed missing blueprint components scroll bar when there is a lot of components. more

Modding

  • New item flag "spawnable", every item has to have that flag to be creatable through the shortcuts directly. more
  • Renamed create-blueprint-item shortcut action to spawn-item and item_to_create to item_to_spawn.
  • Increased the total number of collision masks from 14 to 55. See the lua-api collision mask concepts page for which layers the game doesn't actively use.
  • Changed collision mask 'layer-11' to 'rail-layer'.
  • Changed collision mask 'layer-12' to 'transport-belt-layer'.
  • Changed loader to only connect to the front belt, not from side. This is to fix internal problems related to modded loaders with custom sizes and side loading of it.
  • Implemented NoiseExpressions::fromPropertyTree for the "offset-points" noise expression function.
  • Removed rocket silo rocket prototype property "result_items" because it did nothing.
  • Added draw_as_light and draw_as_glow property to sprite definitions. draw_as_shadow, draw_as_light and draw_as_glow are mutually exclusive and draw_as_shadow takes precedence.
  • Unified laser and beam related ammo categories to just "laser" and "beam".
  • Renamed technology "laser-turret-speed"->"laser-shooting-speed", it now affects both robots and laser turrets.
  • Renamed technology "turrets"->"gun-turret", "laser-turrets"->"laser-turret", "combat-robotics"->"defender", "combat-robotics-2"->"distractor", "combat-robotics-3"->"destroyer" "tanks"->"tank", "stone-walls"->"stone-wall", "gates"->"gate"
  • Internal spidertron specification in a way to make torso and leg scaling much easier.
  • Renamed "source_effects" property of line trigger item to "range_effects", due to ambiguity with source_effects on action delivery. more
  • Added the "linked-container" entity type.
  • Removed 'small-plane', 'computer', 'railgun-dart' and 'railgun' items.
  • Removed 'bait-chest', 'crash-site-assembling-machine-1-broken', 'crash-site-assembling-machine-1-repaired', 'crash-site-assembling-machine-2-broken', 'crash-site-assembling-machine-2-repaired', 'crash-site-electric-pole', 'crash-site-generator', 'crash-site-lab-broken' and 'crash-site-lab-repaired' entities.
  • Removed the "auto-character-logistic-trash-slots" modifier and forceDataValues. The auto trash are now always enabled when any trash slots present.
  • Added direction to SimpleEntityWithOwner and SimpleEntityWithForce.
  • Constrained collision_box and collision_mask of transport belt connectable prototypes so it is not possible to build the entities in overlapping positions. more
  • Added optional draw_fluid_icon_override boolean to pipe to ground prototypes. Causes fluid icon to be drawn, ignoring the usual pair requirement.
  • Removed fluid turret prototype property 'indicator_light'.
  • Added fluid turret prototype properties 'enough_fuel_indicator_light' and 'not_enough_fuel_indicator_light'.
  • Added locomotive and car prototype properties 'front_light_pictures' and 'darkness_to_render_light_animation'.
  • Renamed logistic-container prototype property 'logistic_slots_count' to 'max_logistic_slots'.
  • The data stage files are no longer divided into demo and non-demo. This means the files with the demo- prefix were either merged into files without the prefix and/or the prefix was removed from the file name.

Scripting

  • Renamed the clean_cursor method to clear_cursor.
  • Renamed on_put_item to on_pre_build, as it is much more precise name for that event. It fires when anything is used for building: item, blueprint, blueprint record or ghost cursor.
  • Changed 'control_behavior.parameters.parameters' to just 'control_behavior.parameters' for LuaDeciderCombinatorControlBehavior, LuaConstantCombinatorControlBehavior, and LuaArithmeticCombinatorControlBehavior.
  • Changed LuaItemStack::active_index to return nil if the blueprint book inventory has zero slots. more
  • Changed LuaItemStack::count to return 0 instead of failing when the stack is empty.
  • Changed LuaControl for players in cutscenes so the character is still usable.
  • Changed on_player_cancelled_crafting 'cancel_count' to report the exact number of crafts cancelled.
  • Decoupled deactivation by script and deactivation by circuit network.
  • mod-gui.lua no longer defines 'mod_gui' as a global variable, it is now only available when required: local mod_gui = require("mod-gui")
  • Made LuaEntity::speed read work with spider-vehicle.
  • Made LuaEntityPrototype::guns read work for spider-vehicle.
  • Removed LuaEntityPrototype::production read.
  • Removed LuaBootstrap::is_game_in_debug_mode read.
  • Added LuaEntityPrototype::max_energy_production read.
  • Added LuaEntity::trains_limit read/write.
  • Added LuaEntity::trains_count read.
  • Added LuaTrainStopControlBehavior::trains_count_signal, trains_limit_signal, set_trains_limit and read_trains_count read/write.
  • Added LuaEntity::tree_gray_stage_index, read/write.
  • Added LuaEntity::tree_gray_stage_index_max read.
  • Added LuaEntity::can_wires_reach().
  • Added LuaEntity::crafting_queue_progress read.
  • Added on_spider_command_completed event.
  • Added LuaEntity::get_connected_rolling_stock().
  • Added 'create_at_cursor' to LuaPlayer::create_local_flying_text().
  • Added LuaGameScript::map_gen_presets read.
  • Added LuaStyle::extra_margin_when_activated and extra_padding_when_activated write, which also accept arrays of values.
  • Added LuaStyle::size write.
  • Added LuaGuiElement::name write support.
  • Added LuaGuiElement::tags read/write.
  • Added LuaTile::to_be_deconstructed().
  • Added LuaGuiElement::bring_to_front().
  • Added 'has-rocket-launch-products' filter to ItemPrototypeFilters.
  • Added support to save/load LuaProfilers. They simply reset the time when saved/loaded.
  • Added LuaEntityPrototype::guns for artillery turrets and wagons.
  • Added LuaEntity::combat_robot_owner read/write.
  • Added LuaPlayer::clear_recipe_notifications and LuaPlayer::add_recipe_notification
  • Added LuaGuiElement::add "index" property, allowing insertion to anywhere in the parent element.
  • Added LuaGuiElement::get_index_in_parent().
  • Added support to connect/disconnect power switches through LuaEntity::connect_neighboudisconnect_neighbour.
  • Added LuaForce::get_linked_inventory().
  • Added LuaEntity::link_id read/write.
  • Added LuaGui 'relative' (player.gui.relative). For showing a CustomGuiElement relative to some base game C++ GUI.
  • Added LuaGuiElement::anchor read/write.
  • Added 'alt_mode' to on_player_toggled_alt_mode event.
  • Added 'cursor_position' to the custom input events.
  • Added 'queued_count' to on_pre_player_crafted_item.
  • Added LuaPlayer::cutscene_character read.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
submitted by FactorioTeam to factorio