---------------------------------------------------------------------------------------------------
Version: 2.0.32
  Minor Features:
    - Added mouse sensitivity setting
  Bugfixes:
    - Fixed building actions missing vibrations.
---------------------------------------------------------------------------------------------------
Version: 2.0.30
  Minor Features:
    - Added smart pipette for items on the ground.
  Bugfixes:
    - Possibly fixed crash related to disconnecting controllers.
    - Fixed incorrect text being entered when typing with a USB keyboard in mouse and keyboard mode.
    - Fixed that chat links could be selected when using the on-screen keyboard.
    - Fixed crash when connecting to multiplayer game hosting a custom scenario.
    - Fixed crash when trying to edit a textbox with more than 500 characters.
    - Fixed that item request proxies would show bad "missing materials for construction" counts.
    - Fixed a crash when creating a ghost assembling machine with a pre-set recipe through script.
    - Fixed a multiplayer latency related crash when deleting surfaces.
    - Fixed crash due to division by zero when line_length of sheet definition of SpriteVariations was 0.
    - Fixed ammo turrets with target leading would undershoot ammo with range modifier.
    - Fixed opening a train stop on another surface from a tag would show the wrong trains.
    - Fixed only pings from last message in a given tick were being recognized.
    - Fixed circuit condition signal selection title was "Set the filter" instead of "Select a signal".
    - Fixed a crash when interacting with ghost assembling machines after migrating recipes.
    - Fixed crash when using the same sprite as both decal and decorative.
    - Fixed that logistic groups could get broken when mining and un-doing ghost logistic containers.
    - Fixed long custom ending text would not fit in the victory screen.
    - Fixed that hidden surfaces would show in the evolution command.
    - Fixed a crash when hovering some widgets at very small resolutions.
    - Fixed a crash when quitting abnormally in multiplayer while the menu was visible.
    - Fixed that labs would consume power for one tick when not working.
    - Fixed crash when frame count of animation layer definition using stripes didn't match frame count of previous layer.
    - Fixed hovering cursor over undo button could change rail planner start location.
    - Fixed missing Ў character in the game font.
    - Fixed yet another issue with flow statistics.
    - Fixed script rendering objects targeting an entity didn't draw at render position of the entity.
    - Fixed issue of incorrect undo of deconstruction of multiple tile ghost with common dependent entity ghost
    - Fixed that items would end up in crafing machine trash slots when it wasn't desired.
    - Fixed that deleting a surface with global electric network would leak an electric network.
    - Fixed blueprint could be configured with invalid set of grid size and absolute grid position.
    - Fixed that instant blueprint over-building would not auto fulfill item requests.
    - Fixed statistics would not include values from a newest sample that is still being created.
    - Fixed an issue with memory management in some cases when rotating entities.
    - Fixed that hidden mining drills would still show in "mined by" in resource tooltips.
    - Fixed that the artillery wagon auto-targeting checkbox was not shown when the artillery had an equipment grid.
    - Fixed LuaTransportLine::get_line_item_position would return incorrect positions.
    - Fixed that writing to LuaPlayer::opened did not update the GUI in multiplayer.
    - Fixed pumps were setting filter when given negative fluid signals.
    - Fixed a crash related to merging forces and gui.
    - Fixed trains could switch to manual when due to interrupts the schedule became empty.
    - Fixed math expressions were not accepting numbers with positive exponent and + sign.
    - Fixed a desync related to worker robots charging when force has worker robot battery bonus set.
    - Fixed that changing surface::localised_name did not update the surfaces list in remote view.
    - Fixed that quality could add a supply area to an electric pole without one.
    - Fixed that the LAN games browser would not show anything if the public-games filter was set to only show favorites.
    - Fixed arithmetic combinator gui not refreshing circuit network selection when combinator parameters are changed externally.
    - Fixed copy source was cleared when source entity was built from ghost or destroyed leaving ghost.
    - Fixed that some actions would still be processed while the game was paused.
    - Fixed a latency armor related crash.
    - Fixed that some remote view GUI elements did not align correctly.
    - Fixed that the blueprint GUI didn't render vehicles correctly.
    - Fixed that changing loader direction through script could cause transport lines to become inconsistent.
    - Fixed that map pipeline rendering would show other forces pipes.
    - Fixed that pipette over tiles would always override other actions bound to the same hotkey.
    - Fixed that vehicles would get stuck as 'reserved by remote driver' if they died while being remote driven.
    - Fixed inserters would keep using filters after migration when new prototypes disallowed usage of filters.
---------------------------------------------------------------------------------------------------
Version: 2.0.28
  Minor Features:
    - Added radar minimap visualization for roboports and cargo landing pads.
    - Re-added the sandbox scenario questionnaire.
  Changes:
    - Inserters (especially ghost long handed ones) spawn in stretched to an appropriate distance.
    - Reverted fix for god controller being able to zoom out to map view.
    - Changed selector combinator circuit wire reach to be the same as wire reach of other combinators.
    - Tweaked how entities are selected in remote view when using a gamepad. The entity directly under the crosshair is much more likely to be selected.
    - Added detailed description to Factoriopedia for Blueprint, Blueprint book, Deconstruction item and Upgrade item.
  Graphics:
    - Changed the Rocket part icon to look more like a part of the rocket.
  Bugfixes:
    - Fixed a crash when copying logistic filters into blueprints.
    - Fixed that Factoriopedia would close if a GUI behind it was changed.
    - Fixed a crash when drawing EntityButtons with entities with inverted selection boxes.
    - Fixed that pumps would run endlessly if the input fluid was incompatible.
    - Fixed station list could be sometimes sorted incorrectly.
    - Fixed trashing logic would not run after cancelling deconstruction of entity.
    - Fixed reverting technologies with recipe unlocks would lock recipe that is still unlocked by other technology.
    - Fixed that logistic network content tooltips didn't show nice numbers.
    - Fixed blueprint export to string would create malformed blueprint if it contained decider combinator with empty conditions or empty output.
    - Fixed consistency issue when power switch was destroyed leaving a ghost.
    - Fixed inserters could in some cases interact with elevated cargo wagons.
    - Fixed research was not correctly counted in total item production statistics.
    - Fixed rocket silo control behavior would not update outputs when connecting wire.
    - Fixed that fast-replacing crafting machines would not preserve the mirrored orientation of the original machine.
    - Fixed that burner inserters would load too much fuel when fed by inserters.
    - Fixed nuclear power achievement could be obtained without burning uranium fuel cell if it was consumed for crafting.
    - Fixed that clicking the sort buttons in the save-map GUI would reset the save name field.
    - Fixed flamethrower turret sound still playing after being deactivated or destroyed with its ghost created.
    - Fixed cars and tanks would keep their speed through a ghost when dying.
    - Fixed fluid parameters were not showing when selecting fluids for wait condition.
    - Fixed deconstruction planner would not mark rails for deconstruction if they were dependency of a rail support that was instantly removed.
    - Fixed cargo pods with passenger would select landing spots using incorrect bounding box.
    - Fixed blueprint parametrization would allow selecting hidden recipe that can be crafted.
    - Fixed a crash when trying to set infinity chest filter with non zero count but empty name.
    - Fixed a crash when super force building blueprint with belts and external wires in latency.
    - Fixed that assemblers without fluid boxes were incorrectly considered rotatable.
    - Fixed burner energy source would not report out of fuel when incompatible items were in the fuel inventory.
    - Fixed that some damage tooltips were incorrect.
    - Fixed that any tag being changed would refresh any active tag-edit GUI.
    - Fixed many smaller GUIs still not supporting non-English search
    - Fixed copying display panel would copy icon and text regardless of control behavior being active.
    - Fixed nuclear reactor was heating tiles farther than it would heat entities.
    - Fixed that changing "send to orbit automatically" on rocket silos did not work when in ghost form.
    - Fixed electric network statistics could show total value that was larger than expected caused by counting incomplete next sample.
    - Fixed that importing save files in the map editor would crash the game.
    - Fixed current research tooltip would show incorrect progress values.
    - Fixed a desync related to building rails with rail planner in latency.
    - Fixed a crash when the last roboport is disconnected while searching in Logistic networks GUI.
    - Fixed that items could be inserted into rocket inventory while the silo was in "automatic requests" mode.
    - Fixed that downgrading an entity ghost didn't remove invalid item insertion requests.
    - Fixed that robots could enter roboports marked for deconstruction.
    - Fixed pipes and pipe shadow graphics on flipped biochamber.
    - Fixed that ghost building electric poles did not always space them correctly.
    - Fixed a crash when a robot tried to move in the same tick as it was deactivated by script.
    - Fixed a crash when reordering time-based wait conditions in multiplayer.
    - Fixed that players with open blueprint creation GUI were unable to open menu when the game was paused.
    - Fixed parametrization of selector combinator would propose variables not relevant due to current mode.
    - Fixed parametrization was not covering inserter, assembler and reactor signals.
    - Fixed a dying turret could be disabled by control behavior causing it not able to finish dead animation.
    - Fixed a desync when changing force friends/ceasefire.
    - Fixed trying to parametrize inserter stack size would clamp them to max stack size of neutral force.
    - Fixed construction robots from the personal roboport being stuck in a loop when fulfilling delivery requests for construction robots.
    - Fixed that stack inserters could deadlock in some cases.
    - Fixed shortcut bar GUI clipping off screen in remote view.
    - Fixed long logistic group name pushing delete button out of view.
    - Fixed rocket silo in "automatic requests" mode not trashing spoiled items.
    - Fixed assemblers with parameter recipe would not flip correctly.
    - Fixed building rails in some cases could attempt to build them in wrong order causing a build attempt to be performed before a required support was built.
    - Fixed bonus from research of character health is now showing in factoriopedia.
    - Fixed that the pump would lose its filter when fast-replaced.
    - Fixed setting generate_map in SimulationDefinition would not allow to have map generated in simulations.
    - Fixed pipette of hazard concrete tiles would not set correct build direction.
    - Fixed control settings menu sometimes growing in size when interacting with it.
    - Fixed a crash when building terrain in remote view.
    - Fixed that layered quality icons did not work correctly in recipe overlays.
    - Fixed that "hidden in factoriopedia" technologies still showed in Factoriopedia.
    - Fixed a performance issue when rendering radar minimap visualization.
    - Fixed a crash when clicking give-item technology modifiers in the technology GUI.
    - Fixed that a robot wouldn't play a tile mined_sound when deconstructing it.
    - Fixed that a robot would play a deconstruct sound regardless of whether the deconstruction succeeded or not.
    - Fixed a consistency issue related to loading script rendered animations when animation is no longer available.
    - Fixed that the personal logistics area would render incorrectly when the game was paused.
    - Fixed that the open-factoriopedia hotkey did not work in some cases.
    - Fixed that fog of war was not rendered while dead.
    - Fixed that opening the technology GUI while dragging the map would continue to drag the map.
---------------------------------------------------------------------------------------------------
Version: 2.0.23
  Major Features:
    - New rail shapes, rail curves, 22.5 degree tracks.
    - Added Train interrupts (https://factorio.com/blog/post/fff-389, https://factorio.com/blog/post/fff-395)
      Trains can have number of interrupts, each interrupt has conditions and set of stops.
      Whenever is the train leaving a station, the first interrupt with fulfilled condition is activated, which adds its stations
      as temporary items into the schedule.
    - Added Train groups. (https://factorio.com/blog/post/fff-389)
      Train name is editable and trains with the same name are considered to be in the same group.
      Editing schedule of a train automatically updates schedules of all the trains in the same group.
    - Added Logistic groups. (https://factorio.com/blog/post/fff-382)
      Logistic group is editable for logistic points (Requester chest, Roboport, Character, Spidertron, etc.).
      Editing the requests of a logistic point automatically updates requests of all the points in the same group.
    - Added Factoriopedia. (https://factorio.com/blog/post/fff-397)
      It provides detailed information about different kind of objects.
      ZL+ZR+Selecting any relevant gui element or game entity opens the related page.
    - Forced building will now automatically adds missing landfill or other other tiles based on context.
    - Added super forced building mode. ZL + ZR + Build marks for deconstruction player's colliding entities and replaces ghosts and tiles. (https://factorio.com/blog/post/fff-383)
    - Added search to the remote view. It allows to do surface wide search for recipe production, resources and train stations and map tags. (https://factorio.com/blog/post/fff-400)
    - Blueprint parametrisation. Allows to make more generic bluprints, which are configured upon building. (https://factorio.com/blog/post/fff-392)
  Features:
    - Rail planner is usable in the map (remote view). (https://factorio.com/blog/post/fff-403)
    - Added smart dragging of underground belts and pipes.
    - Added a toggle to show pipelines on the map.
    - Added the option to pin positions, entities, alerts or search results, and keep track of their location. (https://factorio.com/blog/post/fff-400)
    - Entity ghosts are now buildable on water if the landfill ghosts are already there.
    - Added a third graph to the electric network overview to track the charges of accumulators over time. (https://factorio.com/blog/post/fff-408)
    - Added a new alert for construction and logistic robots that can't find free space in a roboport.
    - Added a new alert for trains failing to pathfind to their target. (https://factorio.com/blog/post/fff-395)
    - Added a new alert for turrets running out of ammunition. It only sounds once right when the ammo is used up.
    - Added fuel condition to the train schedule.
    - Added condition to the train schedule to check whether a specific station is full or not.
    - Added an option for a locomotive to update its color automatically based on the color of the target train stop. (https://factorio.com/blog/post/fff-389)
    - Smarter worker robot scheduling.
      Worker robots have task queue now which allows the planner to choose the robot that will be able
      to get to the destination fastest, even if it is doing something else at the moment.
    - Robot requests in roboports.
    - Added Flipping as a primary action to flip entities horizontally or vertically. Works on items in hand
      placed on the surface or ghosts. AssemblingMachines can now be mirrored by flipping them, allowing
      additional fluid box configurations.
    - Upgrade planner can install new modules into machines, this is done by leaving the source slot empty
      and setting up only the destination slot.
    - Upgrade planner module upgrade/install can have machine filter and maximum count per machine specified.
    - Upgrade planner now has dynamic size, similar to the blueprint library. The size is capped at 250 rows now.
    - Added a way to create module/fuel requests in entities remotely by selecting with ghost item in hand. (https://factorio.com/blog/post/fff-380)
    - All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets. (https://factorio.com/blog/post/fff-410)
      The priority settings can be copy-pasted between the different turret types and can be configured through the circuit network.
    - Added latency hiding for cars (and tanks).
    - Rocket silos continue producing parts for the next rocket while the current rocket is being launched. Completing another rocket soon enough skips closing and reopening the doors. (https://factorio.com/blog/post/fff-405)
    - Improved the way spidertrons are remotely controlled.
      Instead of spidertron remote being linked to single spidertron, it can be used to group select and command spidertrons like in your typical RTS game.
    - Spidertrons can be entered remotely, so you can control them as if you were inside physically, so switching the map on/off doesn't distrubt the mode.
    - Allowed opening and configuring entities through remote view. (https://factorio.com/blog/post/fff-380)
    - When imported blueprint is placed, assembling machines will be configured with the recipe even when recipe is not yet researched.
    - Added flying text for more cases of unsuccessful resource mining.
  Ease of use:
    - Added green indicator (instead of yellow), when previewing underground belt/pipe on its maximal distance. (https://factorio.com/blog/post/fff-388)
  Circuit Network:
    - Added selector combinator. It allows to select one of the signals, or the signal count from an input.
    - Added editable description to combinator entities.
    - Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.
    - Arithmetic combinator now allows to select red and green networks for input signals and perform Each-Each operations.
    - Signal pipetting.
    - Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network. (https://factorio.com/blog/post/fff-419)
    - Transport belt connected to a circuit network can now read contents of the whole segment instead of just the one tile. (https://factorio.com/blog/post/fff-405)
    - Roboports can read logistic network contents and requests. (https://factorio.com/blog/post/fff-428)
    - Roboports can output the number of roboports in the logistic network to the circuit network. (https://factorio.com/blog/post/fff-428)
    - Logistic Chests have an optional circuit condition to enable / disable their connection to the network. (https://factorio.com/blog/post/fff-428)
    - Rocket silo is connectable to circuit network, and allows to read its contents.
    - All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them. (https://factorio.com/blog/post/fff-410)
    - Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.
    - Drag building electric poles will also drag circuit wires when starting from electric pole with already connected circuit wires.
    - When electric pole is removed, it will rewire circuit wires similar to copper wires.
    - Cut/copy pasting blueprint with external circuit wire connections will preserve these connections when the blueprint is built (if possible). (https://factorio.com/blog/post/fff-402)
    - Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface. (https://factorio.com/blog/post/fff-402)
    - Added a way to read nuclear reactor temperature through the circuit network. (https://factorio.com/blog/post/fff-428)
  Minor Features:
    - Added "No enemies" setting that disables enemy unit spawning from enemy spawners, map gen, and items. Does not disable enemy spawners.
    - Upgrade planner can upgrade fuel in blueprints (yet to be implemented for existing entities).
    - Added cargo pods that move items from platforms to landing pads.
    - Undo improvements. Undo actions older than 1 minute require confirmation +flying text notification of what was undone.
    - Added redo.
    - Allow undoing of module changes done via upgrade planner.
    - Allow undoing of copy-pasting entity settings like assembler recipes or inserter filters. (https://factorio.com/blog/post/fff-412)
    - Allowed lamps color to be configured manually.
    - Manual building in latency state now tracks used items.
    - Manual building previews will now highlight ghosts that would be removed.
    - Blueprints with entities and landfill are now quickly buildable over water.
    - Added icons for tileable blueprints, like "Curve, Corner, T junction, X junction" and similar, in Virtual signals category.
    - Evolution factors are now tracked individually for each surface.
    - Pumps now can have a fluid filter. If present, only the specified fluid is taken from the pump's source.
    - Electric poles are no longer limited to 5 copper connections to other electric poles.
    - Removed some of the abstract items (red wire, green wire, discharge defense, artillery remote, spidertron remote) and replaced them with shortcut bar tools which can be used anytime for free. (https://factorio.com/blog/post/fff-379)
      These tools can still be placed into the quickbar if desired.
    - The smart pipette can also pick terrain and using it on fluid select the offshore pump.
    - The smart pipette can also pick items from crafting, logistic, select list, inventory and quickbar.
    - Disabling train stop no longer sends ongoing trains away. Disabled train stop is now considered full and trains will not skip schedule records.
    - Map tags can be moved.
    - Map tags can be quickly copied using pipette.
    - Map tags and pings can be placed while zoomed in to game view.
    - Spidertrons can be damaged by cars and tanks, can be damaged by walking on fire, and can be slowed with slowdown capsules.
    - Switching to the map editor using /editor now places the player at the position they were looking at in remote view. Switching out of the map editor returns the character to the position it was when entering.
      Added editor options to individually revert these changes to their previous behavior.
    - Numerical textfields accepts values with postfix formats (10k instead of 10000 etc), simple math expressions, like 3*7+7k are also possible.
    - Added logic to hide previews for buildable items if fast-transfer modifiers (default: Ctrl) are pressed. Doesn't apply to blueprints or when rail planner is active.
    - Improved the AI of the worker flying robots when it comes to choosing roboport to recharge.
      It prefers roboports closer to its destination, so (for example) it won't get stuck over lakes forever.
    - When you retrieve your corpse, the logistic requests will re-enable if they were enabled before death.
      (Related to the already existing behaviour, where the requests are disabled upon death, to avoid unwanted supply)
    - Added an option to auto-pause servers while any player is connecting (defaults to false).
    - Added several new achievements.
    - When renaming a train stop, it will try to copy its color from an existing stop with that name.
    - Added control inputs to adjust blueprint grid alignment.
    - Train stop can be given a priority, trains will prefer going to the train stop with higher priority and it will be easier for them to depart from such train stop. (https://factorio.com/blog/post/fff-395)
    - Allow copy-pasting of setting for trains and train stops while in chart view. (https://factorio.com/blog/post/fff-403)
    - Crafting machines can craft more than 1 recipe per tick if their speeds are fast enough.
    - Trains with non-empty schedule are automatically switched into automated mode upon completition.
    - The spidertron inventory is automatically sorted.
    - Added a browse history feature. Can go back and forth through what was opened. (https://factorio.com/blog/post/fff-397)
    - Added 8 directional arrows to virtual signals. Also added red cross signal next to the checkmark.
    - Added a super forced mode for deconstruction planner: when selecting area while holding ZL + ZR (by default) deconstructs everything (deconstructible and not filtered out), i.e. entities, tiles and hidden tiles
    - Added a reverse mode for deconstruction planner: when selecting an area, the white-/blacklist setting for entity and tile filters will be reversed for this selection.
    - Added a nondefault tile cover cache - last used cover tile is being saved per surface per force per tile id being covered. For most intents and purposes, those values act the same as default covers defined by covered tile prototype (for tiles without default cover defined).
    - The storage filter of logistic storage chests can now be copy-pasted.
    - Assemblers circuit allows to choose if items in crafting should be included by read contents.
    - Added drag-to-reorder to the research queue.
    - Added gamepad stick sensitivity setting for map movement.
    - Search is now case and accent insensitive for all official languages.
    - Cars and tanks will auto-refuel.
    - Statistic GUI precision is preserved across instances.
  Optimizations:
    - Added automatic splitting of repeated noise expressions into separate procedures which increased map generation speed.
    - Improved C++ structure of noise expressions which reduced game start-up time and MapGenSettings compilation time.
    - Improved worker robot performance, they are not updated every tick when moving or stationary anymore. (https://factorio.com/blog/post/fff-421)
    - Improved performance of idle roboports. (https://factorio.com/blog/post/fff-421)
    - Improved radar charting speed. (https://factorio.com/blog/post/fff-421)
    - Improved circuit network logic by making it fully multithreaded.
    - Changed Spidertron walking strategy to deliberately alternate legs and be overall more efficient and performant.
    - Changed train wait condition evaluation order to check 'cheap' conditions (e.g. wait time) before 'expensive' conditions (e.g. inventory) within a set of "and"-connected conditions.
    - Improved performance of technology GUI when viewing only essential technologies.
  Graphics:
    - Changed night vision effect from grayscale to a more contrasty one.
    - Reworked fire animations, improved quality and increased resolution.
    - Reworked rocket projectile animations
    - Fixed copper and circuit wires appearing to sag below the perceived ground level.
    - Fixed copper and circuit wire shadows projecting onto the ground incorrectly.
  Sounds:
    - Improved sounds of dying enemies.
    - Added different sounds for manipulating different items in the inventory and opening different entities. (https://factorio.com/blog/post/fff-396)
    - Added different sounds for shooting different kind of targets.
    - Added ambient sounds. (https://factorio.com/blog/post/fff-396)
    - Added semi-persistent ambient sounds.
    - Added support for sound accents for entities' working_sound. These are short sounds which play at a specific moment in the entity's animation.
    - Added support for multiple main sounds for entities' working_sound.
    - Extended support for aggregation to most sounds.
    - Added controls to skip current music track, go back to previous one and to pause/resume music.
    - Added variable music. (https://factorio.com/blog/post/fff-407)
  Balancing:
    - Diminishing return of beacons effect (https://factorio.com/blog/post/fff-409)
    - Lowered Fluid pumping speed from 12 000 to 1 200.
    - Altered the mining drill bounding box, so you can walk between mining drill and substation and such.
    - Lowered stack size of ammo from 200 to 100.
    - Increased fluid wagon capacity from 25000 to 50000 to make fluid wagons more compelling compared to the new pipe mechanics.
    - Increased low density structure stack size from 10 to 50.
    - Increased beacon stack size from 10 to 20.
    - Biter spawner health grows with evolution, up to 10 times with maximum evolution.
    - Increased health of bigger worms, and added a laser resistance to them.
    - Removed the 15% explosion damage resistance from biter spawners.
    - Doubled the damage of artillery.
    - Nerfed personal laser defense damage output to 1/3 its previous output.
    - Changed all module-3 recipe to require only 4 (instead of 5) module-2 ingredients.
    - Greatly increased default tile pollution absorption.
    - Increased rocket fuel stack size from 10 to 20.
    - Decreased the crafting time of rocket ingredients.
    - Decreased the crafting time of solid fuel.
    - Increased damage and range of non-explosive cannon shells.
    - Doubled the distractor robot health from 90 to 180 and life time from 45s to 90s.
    - Increased destroyer robot base damage from 10 to 20 and range from 15 to 20.
    - Increased damage of shotgun pellets from 5 to 8, and made shotgun projectiles spawn closer to the player.
    - Increased battery capacity of construction robot from 1.5MJ to 3MJ.
    - Rocket (ammo) no longer requires an electronic circuit to be crafted.
    - Rocket and Explosive rocket projectiles accelerate twice as fast.
    - Changed the rocket recipe to require only processing unit instead of rocket control unit. Rocket control unit was removed from the game.
  Changes:
    - Reworked the fluid system flow logic. (https://factorio.com/blog/post/fff-416)
      Contiguous sections of pipes and storage tanks are merged into segments.
      Each segment contains a single fluid, and throughput is proportional to how full a segment is.
    - Removed Filter and Stack filter inserter, instead all inserters can use filters now.
    - Character corpses no longer despawn.
    - Merged zoom controls and removed functionality to zoom in without leaving chart view.
    - Kovarex enrichment process is now unlocked by automation, logistic and chemical science pack only.
    - Power armor equipment grid resized from 7x7 to 6x8 to be a bit more practical.
    - Power switch and Programmable speaker stack size reduced from 50 to 10.
    - Big and huge rock doesn't drop stone items when destroyed anymore.
    - 1 Water will now produce 10 Steam in boilers/heat exchangers.
    - Boilers will respect conservation of energy by considering heat capacity of input and output fluids.
    - Removed the "fuzzy search" setting.
    - Smart belt building was slightly improved, so it makes the underground also when overbuilding belt gap with belts already present on both sides.
    - Trains will not skip stations that do not have any valid stops, they will 'no path' instead.
    - Trains with artillery wagons now need to wait for all cannons to be in fully their parked position before departing.
      When driving manually, keep holding accelerate to command the artillery to stop firing and assume their parked position.
    - Added event-based technologies for unlocks related to the early game.
    - Added event-based technologies to only allow to research the oil related and uranium related technologies after the related resource had been mined.
    - Switching to map view switches to remote controller now, which allows to open and setup entities even when they are far away.
    - Chunks under fog of war are covered even in normal view.
    - Default train connect key is now J, train disconnect key is now K and vertical flip is now V.
    - Allowed electric poles to be fast-replaced by moving.
    - Allowed entity ghost-building over tile ghosts.
    - Allowed landfill mining.
    - Underground belts and pipes-to-ground connections can be blocked by certain tiles.
    - Disabled loading of saves before 1.0.0 version (You can use 1.1 to load older saves and re-save them).
    - Changed the /evolution command to respect the now Surface-based evolution tracking. Provide a Surface's name as parameter to get its evolution factor, or leave blank to get a full list.
    - Locomotive fuel inventory is now accesible by inserters, so it can be unloaded automatically.
    - Changed module limitations for recipes from item-based to effect-based. A module can't be placed into a machine if the current recipe doesn't support one of the effects.
    - Changed "use item" (grenades, artillery remote, capsules) to its own control and changed the default to right mouse button.
    - Improved heuristic of robots selecting roboports to charge/station.
    - Changed selection logic of entity ghosts. They now behave as if they were real entities already.
    - Car collisions impact on speed reworked (destroying obstacles now slows the car less than before).
    - Added one more color to robot overview on the map (red = logistic robots targeted to me, to deliver or to trash).
    - Ghost pipes are now connecting to other pipes.
    - When train has no fuel, player can manually move the train slowly when it is manually controlled. (https://factorio.com/blog/post/fff-403)
    - Increased Big electric pole maximum wire reach from 30 to 32.
    - Electric poles are always crafted from copper wire instead of copper plates.
    - Removed sandbox scenario.
    - Tweaked most of the tips trigger and skip trigger logic, added new tips. Added the ability to show animated UI related tips.
    - MapTick is now 64 bit.
    - Disabled the turret shooting alert by default.
    - Remnants of destroyed player buildings do not disappear after a while any more.
    - Increased the number of chunks generated around players based on the maximum view distance.
    - Changed pipe to ground collision mask so player can walk on top of it.
    - Using the pipette on an entity marked for upgrading now picks the result of the upgrade instead of the existing entity.
    - Rotating (and flipping) already built entities is now allowed at any distance.
    - Added linear interpolation method (used by default now) for audio resampling when playback speed is changed.
    - Added an option to disable animated ghosts to aid performance on integrated GPUs.
    - Jelly is no longer mined from Slipstack trees so it is less confusing where to get jelly from.
    - Removed "Select previous technology" control which didn't work (replaced with the generic back/forward navigation in 2.0).
    - Updated shortcut icons and increased their size to 56px.
    - Reviving container ghosts no longer puts colliding items on the ground into the resulting container.
    - Fluid mixing will prefer the fluid with more volume and discard the other.
    - Increased spidertron walking sound volume.
    - Using the "craft all" hotkey on free recipes queues 1 stack of the results.
  Gui:
    - Added Players screen (accessible from the side menu), where each of the player can be inspected. (https://factorio.com/blog/post/fff-423)
    - Added drag to rearrange logistic requests within a section.
    - Changed spidertron gui to have 3 panels instead of two when the flat character gui settings is selected.
    - The spidertron grid is opened by a button instead of a tab.
    - Improved the tooltips of graphs, to actually explain what is the relationship of the two numbers displayed.
    - Production and electric network graphs now highlight the corresponding line if an item's slot is hovered in the list below.
    - Fixed technology graph UI not properly scaling with UI scale.
    - Restructured all the circuit condition windows.
    - Circuit and logistics condition windows can be opened at the same time.
    - New logistic networks GUI. (https://factorio.com/blog/post/fff-405)
    - The trains stop gui contains a list of trains on the way to this stop (https://factorio.com/blog/post/fff-403).
    - Added a notification of researched technology.
    - Research widget has a tooltip which shows the research production graph for the last 10 minutes. (https://factorio.com/blog/post/fff-423)
    - Alert gui now allows specific selection of the problem we want to move to. (https://factorio.com/blog/post/fff-400)
    - Circuit conditions for trains now show precise progress in the GUI if it makes sense for the condition.
    - Changed sorting of technologies in technology list to put infinite technologies at the back.
    - The buttons for circuit and logistic control settings of entities are now always visible if the entity supports them.
  Bugfixes:
    - Many fixes and improvements.
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Version: 1.1.110
  Bugfixes:
    - Fixed electric furnace shadow missing.
    - Fixed a crash when using weak tables in the lua global table.
    - Fixed a bonus productivity exploit when crafting machine ingredients were force returned.
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Version: 1.1.109
  Bugfixes:
    - Fixed a crash when trying to hand-craft recipes that have fluid ingredients.
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Version: 1.1.108
  Bugfixes:
    - Fixed a potential desync when calling LuaGui::is_valid_sprite_path() with a sprite path starting with "file.".
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Version: 1.1.107
  Bugfixes:
    - Fixed first tutorial level advancing to a wrong story step after drill is set in quickbar.
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Version: 1.1.106
  Gui:
    - Added Paste button to exchange string import GUIs
    - Scrolling is smoother when using scrollbars with a controller.
    - Controller button hints GUI will try to move out of the way of chat messages.
  Bugfixes:
    - Fixed crash when trying to exit the application while the controller support applet is active(after changing console play modes)
    - Fixed freeze when changing console play modes while the on-screen keyboard is active.
    - Fixed crash when finishing a mini-tutorial after changing the input method from keyboard and mouse to controller while in the mini-tutorial.
    - Fixed strange entity selection behavior after finishing a mini-tutorial after changing the input method from controller to keyboard and mouse while in the mini-tutorial.
    - Fixed that LuaForce::chart_all() wouldn't chart surfaces that had never had any charting.
    - Fixed LuaEntity::circuit_connection_definitions could return copper wires from ghost entities.
    - Fixed a desync related to changing in-progress infinite research levels.
    - Fixed copying train stop settings could cause some trains to arrive.
    - Fixed a save corruption issue related to large amounts of overlapping small electric poles.
    - Fixed entity status icons being visible in simulations.
    - Fixed a crash when giving NaN values to some lua APIs.
    - Fixed a desync when changing the force of a requester chest with filters set from the circuit network.
    - Fixed a rendering issue with pumpjack arrows when holding some items.
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Version: 1.1.104
  Gui:
    - Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers.
  Bugfixes:
    - Fixed intro sound being choppy sometimes.
    - Fixed controller relative driving mode steering left and right repeatedly in multiplayer.
    - Fixed controller relative driving mode causing jittery movement when driving backwards.
    - Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled.
    - Fixed that migration_applied was always false in the on_configuration_changed event.
    - Fixed that item health bars didn't render correctly at some scales.
    - Fixed a crash when the server has disconnected while setting quickbar slots.
    - Fixed that the delete save confirm could delete the wrong save if a different one was selected while it was showing.
    - Fixed that the custom camera widget wouldn't render entity status icons correctly.
    - Fixed that LuaGameScript::auto_save() wouldn't work if the root saves folder didn't already exist.
    - Fixed that selecting a group in the chat icon selector GUI would occasionally select a random result.
    - Fixed tank not consuming fuel when turning while braking.
    - Fixed train could not advance from destination full state when a train stop placed from blueprint was built before a rail next to it.
    - Fixed partial item transfer not preserving inventory hand location.
    - Fixed transport belt would keep saying "Disabled by control behavior" after circuit wires were removed.
    - Fixed a crash when searching in certain icon selector GUIs.
    - Fixed that empty locale would cause things to not show in GUIs.
    - Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly when the fluid box was not part of a fluid system.
  Debug:
    - Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map.
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Version: 1.1.101
  Bugfixes:
    - Fixed a crash when entering bad number values in some input fields.
    - Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients.
    - Fixed a crash when defining a recipe that takes zero fluid as the first ingredient.
    - Fixed cloning a furnace would not preserve previous recipe id.
    - Fixed that selecting a locale would sometimes reset the setting back to "Default"
    - Fixed that choose-elem-button equipment tooltips were missing the equipment name and description.
    - Fixed being unable to focus search in the train overview GUI with Control + F when a mod attaches a relative GUI element to it.
    - Fixed a crash when item stack of item-on-ground becomes empty because of scripted stack transfer.
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Version: 1.1.100
  Optimizations:
    - Optimized saving time slightly.
    - Reduced memory usage slightly.
  Changes:
    - Technology researched message does not play chat notification sound.
    - Pressing "Regenerate map" in the map editor will open the map generator.
    - "Regenerate map" is no longer available in map editor for scenarios that don't use the map generator.
  Bugfixes:
    - Fixed crash when playing "Rocket rush" scenario.
    - Fixed crashes when putting super large numbers in number input fields.
    - Fixed a desync when putting super large numbers in the map editor brush size fields.
    - Fixed a crash when changing the technology price multiplier while research is in progress.
    - Fixed a desync related to manual crafting large recipe counts.
    - Fixed rendering of cliff previews.
    - Fixed train fulfilled fraction was always showing full green background.
    - Fixed a desync when technology prices would grow beyond 18~ quintillion.
    - Fixed a crash when entering large values for train wait times.
    - Fixed that cloning rails in the map editor could lead to corrupt saves in some instances.
    - Fixed offset of circuit connector sprites for inserters
    - Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it's used.
    - Fixed that reset technology effects would advance infinite research in some cases. 
    - Fixed loader would not connect to belts in preview in some cases.
    - Fixed bad pumpjack drain logic related to yield.
    - Fixed recipes with ingredients craftable for free could not be crafted.
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Version: 1.1.94
  Minor Features:
    - Added a notification when a technology is researched.
    - Added /enable-research-queue console command to enable the research queue without disabling achievements.
  Changes:
    - The research queue is enabled by default for new games.
  Bugfixes:
    - The on-screen keyboard can now input new lines in multi-line text boxes.
    - Fixed another rare crash when using very long belts(over 900 tiles).
    - Fixed vibrations not working after changing controller configuration while the console is asleep.
    - Fixed that selection tool with "cancel-deconstruct", "cancel-upgrade" or "downgrade" mode would not render selection of entities.
    - Fixed it was possible to create maps with width or height larger than 2000000.
    - Fixed recipe tooltip in assembling machine was doing intermediate crafting logic when showing items missing for crafting.
    - Fixed inserter could take items from wrong side of a belt when the belt shape was changed.
    - Fixed that heat buffer temperatures would not migrate correctly when changing the prototype maximum temperature.
    - Fixed that the research queue would not be enabled by default for the Marathon and Death world marathon presets.
    - Fixed fast replacing train stops would not preserve trains limit.
    - Fixed that crafting machines did not handle item-with-tags type items correctly.
    - Fixed server not showing in LAN server browser if the game is also public and with a different external port because of NAT.
    - Fixed controller vibrations playing in keyboard and mouse mode.
    - Fixed that pumpjacks would not show the correct status when they were stopped due to full fluid output.
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Version: 1.1.91
  Minor Features:
    - Added vibrations to vehicle collisions.
  Bugfixes:
    - Fixed that notch slider tooltips would not show in some cases.
    - Fixed that any error with an audio stream would crash the game, improved audio stream error handling in general.
    - Fixed a hang in audio streams.
    - Fixed blueprint setup GUI cutting off at the bottom.
    - Fixed cursor sometimes teleporting to nearby entities when selecting entities to be built from the Quick panel, in multiplayer.
    - Fixed multiplayer desync with other platforms.
    - Fixed a player could not obtain achievements if it was in game for longer than 9942h.
    - Fixed that Build control was allowing binding to controller buttons that would not work.
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Version: 1.1.87
  Features:
    - Added keyboard and mouse support. Change input method in Settings->Controls to play using keyboard and mouse.
  Minor Features:
    - Added stick sensitivity setting.
    - Added ability to quickly swap A and B buttons.
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Version: 1.1.82
  Bugfixes:
    - Reduced the number of crashes for players with very large saves running low on memory.
    - Improved the latency of selecting entities in multiplayer.
    - General bugfixes and improvements
---------------------------------------------------------------------------------------------------
Version: 1.1.80
  Bugfixes:
    - General bugfixes and improvements
---------------------------------------------------------------------------------------------------
Version: 1.1.76
  Minor Features:
    - Added vibration intensity setting to the control settings screen.
    - Added absolute vehicle control mode as a setting in the control settings screen.
    - Added option to enable predictive text for the on-screen keyboard. Enabling this also allows entering Chinese and Korean text and Japanese kanji characters.
  Changes:
    - When in free cursor mode with a GUI open, Left Stick will also move the cursor.    
    - When in free cursor mode with Quick panel open, Left Stick will navigate the Quick panel normally.
  Bugfixes:
    - Fixed the cursor in the world map moving twice as fast in free cursor mode.
    - Fixed GUI navigation getting stuck on AND/OR buttons in the locomotive GUI.
    - Fixed GUI navigation navigating to empty technology slots in research queue.
    - Fixed GUI navigation sometimes getting stuck when navigating large technology trees.
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Version: 1.1.74
  Minor Features:
    - Added option in Settings->Other to set an email and password to the account, so it can be used on other platforms or consoles.
    - Added Danish localization
  Bugfixes:
    - Fixed crash when creating extremely long belts.
    - Fixed crash when a textbox disappears while the on screen keyboard is still open.
    - Fixed crash when exiting the game while a new map is being created.
    - Fixed crash sometimes when transferring all items from character corpse.
    - Fixed another crash when trying to save with a long save file name    
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Version: 1.1.72
  Bugfixes:
    - Fixed crash when exiting the level while Quick Panel is open.
    - Fixed crash when dying while Quick Panel is open.
    - Fixed crash when trying to save with a long save file name
    - Fixed that you could not map controller sticks in the control settings gui.
    - Fixed memory leak related to OpenGL textures, affecting mostly main menu background simulations.    