Changelog:
BugfixesFixed crash when attempting to set font color on styles that don't support it. (http://www.factorioforums.com/forum/vie ... hp?t=18051)Fixed Lua stack overflow when data.raw got too big (http://www.factorioforums.com/forum/vie ... hp?t=18106).Fixed units sometimes getting stuck at the end of their paths (http://www.factorioforums.com/forum/vie ... hp?t=18038).Fixed clicking on mod GUI in replay would crash the game (http://www.factorioforums.com/forum/vie ... hp?t=18057).Fixed inventory slots with filters did not have hover and click style (http://www.factorioforums.com/forum/vie ... hp?t=18087).Fixed the inconsitance between personal/normal roboport power consumption description. (http://www.factorioforums.com/forum/vie ... hp?t=18061)The right part of the research window is also scrollable when it doesn't fit the screen. (http://www.factorioforums.com/forum/vie ... hp?t=18062)Fixed that the west/east rotation graphics of chemical was reversed. (http://www.factorioforums.com/forum/vie ... hp?t=18127)Fixed crash when merging a force with disconnected player (http://www.factorioforums.com/forum/vie ... =7&t=18154)Fixed Production/Electric network statistics windows resetting position every few seconds. (http://www.factorioforums.com/forum/vie ... hp?t=18144)Fixed the preview drawing boxes of some entities.Fixed chain signal not preventing crash when a train passed twice through one block (http://www.factorioforums.com/forum/vie ... hp?t=18036).Fixed crash when loading a game saved by the server with only one player that is currently disconnected.ModdingTechnology prototypes now have optional integer property "icon_size". Default value for non-base mods is 64 (and 128 for base mod).