factorio version 18

Roboports allow exporting both logistics and robot stats at the same time. Added main_menu_background_image_location to utility constants. Other selections like signal selection/upgrade selection are not affected. (, Fixed that curved rail ghosts selection didn't work quite right. Changed construction robots and logistic robots sprites to be optional. by Optera » Tue Jan 21, 2020 4:33 pm, Post Removed other campaign-only prototypes, such as styles, sprites, sounds. Added a map editor GUI to edit force data modifiers. Added a map editor GUI to edit force data modifiers. The 'on_ai_command_completed' event will now fire for distraction commands. Fixed crash related to saving blueprint which has all the entities/tiles as question marks. (, Fixed crash when reassigning blueprint with non-even snap grid size to contain rails. The default sound settings have also been updated to improve this mix. (, Changed default value of LoaderPrototype::structure_render_layer from "transport-belt-circuit-connector" to "object", in order to be consistent with other on-belt structure sprites. Applied LUT color correction to new explosions. (, Fixed a crash when using Lua event filters when the thing to be filtered becomes invalid. (, Fixed that script.active_mods wouldn't be accurate when loading save files in some cases. Removed the sound effect from the console-only electric-energy-interface. Also, yes, this will be great for scenarios thanks! Set to true to indicate sprites in the spritesheet are in counterclockwise order. Set lower limit of zoom parameter of LuaGameScript::take_screenshot to be 0.0315 (1 pixel per tile) instead of allowing any value greater than 0. (, Fixed pump tooltip showing double pumped amount when pumping to fluid wagon. Added on_unit_group_finished_gathering and on_build_base_arrived events. (, Fixed PvP scenario not restoring character bonuses after respawn. (, Fixed that furnaces required module slots to be effected by beacons. Improved save/load performance of mod script data. Serpent now uses 0 instead of nil as a placeholder in case of cyclic references. Fixed lights of entities just outside of right or bottom border of screen were drawn twice sometimes. (, Fixed inserters sometimes not being highlighted when selecting a large modded vehicle. (, Fixed a crash when a train recalculating path during movement is unable to reserve rail signal within movement distance. Fixed "slice" property of animation definition was interpreted as dicing parameter, possibly causing large memory allocations. This will help with combat and give a greater sense of the overall factory. 1. Removed EntityPrototype::emissions_per_tick, it is replaced by emissions_per_second. (, Fixed a crash when entity grid would destroy itself during update. Fix tutorial description only mentioning 3 levels instead of the full 5. (, Fixed if migrating old achievement data to Steam Cloud failed, the old file would not be deleted resulting in the same error on every startup. Removed the utility slots (to create blueprint, book etc) from blueprint library as it is now available directly through quick tools menu. (, Fixed production statistics corruption when recipe returns some but not all catalyst. This will allow you to hear what you see even when in map mode. Changed fluid mixing to a simpler version that only checks when manually building most things. Fixed the small shortcut buttons didn't follow the same color settings as the big ones. 4 days ago - /u/V453000. Added by_player to LuaEquipmentGrid::take, take_all, clear, and put. (, Fixed an issue with modded entities having an electric output flow limit of 0. (, Fixed that crafting machines would report as supporting backer names through the Lua API. This means, that a blueprint with vanilla constant combinator (for example) with a modded signal will no longer silently lose the modded signals on resaving the blueprint storage when the mod is not currently active. (, Fixed issue where Compilatron would sometimes tell you to build more boilers when that was not the problem. A 'Random, no repeat' feature to reduce repetition, especially on sounds that happen frequently, such as player steps. Hovering over the circuit network id in the entity circuit control window will now show a tooltip with the circuit network contents. Fixed script error when trying to load old PvP save games. Factorio MacOSX 0.18.6 Free Download. Graphics are now defined using working visualizations contained in graphics_set and wet_mining_graphics_set prototype properties. Transport belts - high frequencies reduced. Visual improvements to the equipment grid. In the file "order" determines the sorting in the New Game gui; "multiplayer-compatible" determines weather the scenario is shown for multiplayer games. (, Fixed PvP error on configuration changed. (, Fixed that the "use different settings per save" setting didn't work for single player games. Fixed loading Blueprint books before version 0.18.42. zoom-volume-coefficient changed so you can hear more of the world when you zoom out. (, Fixed that malformed data in data.raw wouldn't show the minimal-mode failure GUI. Added a search bar to the mod settings GUI. Added a "Continue" button which quickly loads the latest save game. (. (. Possibly fixed seam on terrain at certain position and zoom level. Post Date: 16.06.2020 Graphics. Added generic support for rendering radius visualisations on entities through radius_visualisation_specification. The information on this page is only about version 0.17.18.0 of Factorio Mod Pack version 0.17.18.0. Added LuaInventory::find_empty_stack(), count_empty_stacks(), and get_insertable_count(). Different numbers that are not multiplies of stacks can be still written into the textboxes. Input fluid box with connection set to output or input-output will not have volume forced down by recipe fluid ingredient amount. Added on_force_reset event called when LuaForce::reset() is run. Fixed navigating in a blueprint book item when opened directly from a quickbar. All blueprints tools have an editable description. Train stop at train's starting segment exit is no longer counted into penalty. (, Fixed janky construction robot flying animation during repair work. (. (, Fixed that sometimes wave defense would trigger victory before killing all spawners. Simply click the Start Server button to get running in seconds. (, Fixed a crash when closing the game while some GUIs are shown. Use your imagination to design your factory, combine simple elements into ingenious structures, and finally protect it from the creatures who don't really like you. Control settings search now also searches by the currently assigned key-binding. Electric mining drill graphics now fill bounding box more accurately. Fixed logistic robots would keep trying to feed chest which has item stacks over the stack size. Clicking an upgrade planner button in the blueprint or a book now provides a list of all available upgrade planners to be applied. Steam users without a Factorio account can create one by providing only a username. Improved locomotive, cargo wagon, and fluid wagon performance by turning them off in 99%+ of the cases. Changed the loader prototype type so it has a fixed belt_distance of 0.5. (, Fixed graphical glitch when GUI element with blurred background got out of bounds of the screen. (, Fixed smart entity collision mode in tile editor did not work with offshore pump. Blueprint books, upgrade planners and deconstruction planners can now have custom icons specified. (, Fixed train path finding penalty when there are 2 or more trains in block. (, Fixed setting the held stack of an inserter didn't update the inserter state correctly. Added LuaGameScript::encode_string() and decode_string(). Added LuaGuiElement::scroll_to_item() function. They can also be found in-game (Main menu -> About -> Changelog), in the factorio-data github repository and on the forums.. For a general overview of what is planned for the future, see the Roadmap.. Major versions Thanks for your answers. Changed turret base_picture animation to actually play the animation. (, Fixed that some turret sounds could be heard on other surfaces. (. (, Empty layers in sprite or animation definition will yield an error now. (, Fixed reading LuaPlayer::entity_copy_source when the player is dead. (, Fixed that robots blowing up cliffs was different than manually blowing up cliffs. Added surface to the selected-area events. If not given, the cutscene won't loop back to the start position. Clicking a GUI now brings it to the front. by JaJe » Tue Jan 21, 2020 2:45 pm, Post All credits go to ceryss & Riley19280 - I just updated their mod for version 0.17, if they update their mod i will remove this. Fixed that ordering deconstruction didn't cancel upgrade order. Transport belts - new concept for these sounds. Added car and tank dust and particle trail visual effects. Units are now affected by the 'movement_slow_down_factor' defined in their attack parameters. im new and wann know if the game automatically updates to this version. Fixed that Blueprint books in the library didn't propagate its modded icon backups properly into the game. (, Fixed that trains pathfinder could create non contiguous path in case of single segment cycle with a single train stop. Adjusted steam engine and turbine collision boxes so player can walk between two steam engines. Shotgun has more variety so it sounds less repetitive. Fixed that biters could attack entities beyond their attack range. (, Fixed a crash when mods would define construction robots without some sprites. 7 months ago - /u/FactorioTeam - Direct link Bugfixes. The user millisa over on the factorio forums has created a wonderful guide to follow on creating this alternate glibc root (side by side). (, Fixed that modded recipes with no products or no ingredients still showed those sections in the recipe tooltip. Fixed crash when clicking a blueprint book upgrade slot with an upgrade planner in hand. (. Fixed choose-elem-button filters not being respected when clicking the button with an item in hand. (, Fix 'Train stop names' checkbox showing tooltip with no locale entry. Factorio has been out in early access since 2016, but developer Wube Software has finally announced the game’s official release date: Sept. 25, 2020. Fixed empty spacing in Rocket silo stats GUI. Removed Compilatron chest, Compilatron roboport, Compilatron logistic chest. Allowed values are 1, 2 or 3. (, Fixed a performance problem with the production stats GUI. Added support to play a sound when switching weapons defined through utility-sounds 'switch_gun'. (. Improved performance of rotated bounding boxes. (. Added LuaEquipmentPrototype::attack_parameters read. Minor visual improvements to most of the game GUIs. Fixed crashes/desyncs related to various different operations on a shelf of a player that just joined, and his blueprint shelf meta-data hasn't be synchronized yet. (, Fixed auto-launch would send rocket when there were still empty slots for payload. (, Fixed technology screen not showing modifier tooltips when tooltip descriptions are disabled. Sprite dicing is a technique of chopping large sprite into smaller ones to improve packing in sprite atlas. (. Added LuaPlayer::get_infinity_inventory_filter(), set_infinity_inventory_filter() functions. Fixed button for selecting signal or number would not switch from number to signal with left click. by seePyou » Tue Jan 21, 2020 2:09 pm, Post "light_intensity_factor_initial" (default 0), "light_intensity_factor_final" (default 0), "light_intensity_peak_start_progress" (default 0), "light_intensity_peak_end_progress" (default 0.9), "light_size_factor_initial" (default 0.05), "light_size_factor_final" (default 0.1), "light_size_peak_start_progress" (default 0.1), "light_size_peak_end_progress" (default 0.5). Factorio is a construction and management simulation game developed by the Czech studio Wube Software. Compilatron muted as it was too annoying. Added LuaGuiElement::badge_text read/write. Added 'trigger_effect' to tiles. (, Fixed that the research progress of the current tier showed for next queued tier in the technology GUI. Added LuaEntity::get_damage_to_be_taken(). (, Fixed transport belt madness script error when trying to handle highlight-box entities. Is this version a Beta? Improved performance of inventory highlights. Changed render layer of belt structures (underground belt, splitter, circuit connector) to object layer. Added a flush fluids button to the pipe, underground pipe, and storage tank entity GUIs. This page was last edited on 11 August 2020, at 10:42. Added on_pre_script_inventory_resized and on_script_inventory_resized events. Fluid boxes will not be disabled based on enabled recipes. (, Fixed fast entity split to burner inserters. (, Fixed some character bonuses in bonus GUI not being printed correctly. (, Fixed a crash related to building tiles in multiplayer with some mods. New dying effect and remnants for flying robots. (, Fixed that LuaForce::reset_technology_effects() could change the enabled/visible when disabled state. Don't place map tags when building blueprints. Defaults to "automatic". 2091 . (, Fixed rocket silo tooltip did not include contents of the rocket result inventory. Factorio v0.17.18 Size: 1.2 GB Free Download Factorio v0.17.18 PC Game – Factorio is a game in which you build and maintain factories. Wave defense hard difficulty will give 50% less bounty on each kill. Updating working sounds for many entities, such as substation, roboport, combinator. (, Fixed performance issue with initializing huge Lua arrays, that could cause loading of some modded saves take forever. Default value is 3. Steam will not automatically update to Experimental (beta) versions of the game, only for versions marked as Stable. (. Share your designs. (, Added new environmental trigger effects for grenade, artillery and nuke explosions. But it's not as deep and sophisticated as Factorio, and doesn't have drones or blueprints. (, Added a check to make sure placeable_by.count isn't larger than the placeable_by.item.stack_size. (. Construction robots throw cliff explosives from afar the same as players do, instead of dropping them at the cliff. (, Fixed that train pathfinder was not counting penalty of last segment length in path cost. Notes for users with an OS that has a older glibc version. (, Fixed tooltip alignment in some specific cases. (, Fixed the circuit network tooltip backgrounds didn't highlight correctly. Reworked Electric mining drill graphics, removing their vertical structure - to fix tile overlapping and other issues introduced with redesign. Fixed that fluid energy source effectivity was not shown in the tooltip. Added support to play sounds when left clicking radio buttons and checkboxes. Fixed that the mouse "cross" selection cursor was not present when selection tools from the blueprint library were held in the cursor. Fixed that swapping blueprint cursor into a non transferred blueprint didn't trigger the transfer. (. Fixed that cycling blueprint book in the shared blueprint library could also cycle the index for other players holding the same book. Added 'was_distracted' to the 'on_ai_command_completed' event. Added a PvP team option to create a moat around the starting area. by poboxy » Tue Jan 21, 2020 1:54 pm, Post Train - pitch scaling reduced and sound levels remixed (Work in Progress). Re: Version 0.18.0 Post by Squelch » Tue Jan 21, 2020 4:48 pm Thanks for the release, there's certainly some interesting developments, improvements and fixes in there. Improved item request proxy performance by turning them off in 99%+ of the cases. (, Fixed follower robot count alert not showing correctly. Changed render layer of belt structures (underground belt, splitter, circuit connector) to object layer. (, Fixed terrain particles would be spawned when walking over belts. Some people decide to remove this program. Fixed icons with overlays were drawn incorrectly when used in sprite widget. Fixed that cycling book wouldn't mark blueprint storage to be resaved, so the indexes would be lost if no other changes were done. Implemented compileIntoCurrentProcedure for the "if-else-chain" noise expression type. Improved item request proxy performance by turning them off in 99%+ of the cases. (, Fixed that trying to do 0 damage would still trigger the entity-damaged event. Fixed that quickbar links did work only for the main inventory of player, so it didn't work for currently equipped armor for example. Added AttackParameters::rotate_penalty and AttackParameters::health_penalty. (, Fixed that LuaEntityPrototype::burner_prototype didn't work for the burner-generator entity type. Added ParticlePrototype::fade_away_duration and vertical_acceleration. Improved locomotive, cargo wagon, and fluid wagon performance by turning them off in 99%+ of the cases. A not cheaty infinite ore mod. Added on_entity_destroyed event fired after an entity registered with LuaBootstrap::register_on_entity_destroyed() is destroyed. The production statistics and electric network GUIs now have a new look. (, Fixed a save corruption issue related to modded loaders with different belt_distance values. (, Fixed that the removed-content GUI didn't include some translations. (. Added the "pass_through_mouse" option to speech bubble styles. (, Fixed a crash when lua removes pipe-to-ground between entity revive and deferred pipe connection fix. Fixed that writing to LuaForce::stack_inserter_capacity_bonus was limited to 200 instead of 254. Updated the style of progressbar dialogs. Added "probability" to trigger items and trigger effect items. Varying the pitch of sounds to a min/max level, to add more variety. (, Fixed potential crash in NPE when Compilatron is pointing at something that gets deleted. Fixed blueprint book not shrinking when the last item was destroyed. New tile build sounds for landfill, concrete, stone bricks and refined concrete. Changed LuaSurface::create_entity so it places resource entities to center of a tile as map generator would. (, Fixed possible crash when units were attacking rails with train on them. Fixed that quickbar links into items contained in blueprint books in the player inventory didn't work. Most of the blueprint tools manipulation in the blueprint library is part of a multiplayer latency hiding. Improved layering of rocket in rocket silo, so it occludes inserter hands. (. Added optional "radius_color" property to capsule prototype. (, Fixed that splitters could be set to have invalid bounding boxes that would lead to corrupt saves. Decreased the header size of blueprint-storage and of individual blueprints with backed up modded entities, as only the id mapping relevant to the blueprints (and whole storage) is now saved. (, Fixed belt tooltips sometimes showing their speed in exponent format. Added optional 'turn_speed' to projectile prototypes. Fixed that defines.gui_type was missing some values. (, Fixed a crash when entity grid would destroy itself during update. (, Fixed that unit groups could get stuck after getting close to their target. (, Fixed that train would forget amount of ticks waiting at signal when doing repath. (. Fixed that train pathfinder was not counting penalty of opposite train stop at last segment. Don't drag map when in zoomed in map mode and building blueprints. Thanks for the release, there's certainly some interesting developments, improvements and fixes in there. Removed the restriction of not allowing to have two identical blueprints in the blueprint library or blueprint book. Added fuel burnt results to the item tooltip. Added an interface option to show both crafting and logistic windows in the character screen. Upgrade planners now also update the relevant icons of blueprints and books. Fixed that blueprint was not detecting modded data to be lost when loading unless one of the top level entities or tiles were to be lost. (, Fixed opening the character GUI through hotkey when the logistic tab isn't visible. submachine gun, shotgun, gun turret, vehicle machine gun, Laser and electric beam. for the furnace. Personal logistics has been moved to a separate tab. (, Fixed that the sync-mods-with-save feature would try to download mods it didn't need to in some cases. (, Fixed Wave defense bonuses being lost when technology effects were reset. Added on_unit_group_finished_gathering and on_build_base_arrived events. Inserters lowered in level slightly (Work in Progress). Added 'trigger_effect' to decoratives. Changes. Added LuaSurface::get_entities_with_force(). Added Instrument Mode to support mod development tools. Added "script" trigger effect item. Added optional artillery projectile property "rotatable". You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies…. Worm breathing, Spitters and Biters, idling and attacking. Added "final-health" to the entity-damaged event. (, Fixed word wrapping of rich text containing tag that doesn't fit given width would duplicate the tag on multiple lines. Added TurretPrototype::attack_target_mask and ignore_target_mask. Removed EntityPrototype::emissions_per_tick, it is replaced by emissions_per_second. Added support to play different sounds for entity ghosts depending on the size of the entity in the ghost through build_sound (for small), medium_build_sound and large_build_sound on the entity ghost prototype. (. Electric networks, fluids, and heat pipes are updated in parallel if you have enough cores. Factorio mod. (, Fixed entities with wire rendering disabled in entity prototype would still have wires rendered in screenshots. (, Fixed progression block in Tutorial level 01 if you don't close the furnace GUI while smelting the iron plate. (, Fixed that items marked with the mod-openable flag couldn't be opened from the quickbar in some cases. (. Removed ItemPrototype::stackable, primary_place_result_item and can_be_mod_opened, they were replaced by ItemPrototypeFlags "not-stackable", "primary-place-result" and "mod-openable". Fixed crash when merging force that contained unit groups. Fixed that most of the windows were not squashing as they should when they couldn't fit the screen. (, Fixed can_insert logic related to ammo and guns on the character entity. 0.18.32. Added better error when attempting to load NPE save. (. Added the "optimized-particle" prototype type. (, Fixed tightspot output chest deleting items when starting the level. If you don't have Factorio installed already, use the install command: Welcome to our Nintendo Fans site. Improved performance logistic and construction robot performance when they're flying towards their target. Improved script rendering performance for text and lines. (, Fixed that un-researched recipes couldn't be used while in the map editor. (, Fixed container gui not showing logistics filters properly in large containers. Changed default value of return_ingredients_on_change property of furnaces, assembling machines and rocket silo to 'true'. (, Fixed that artillery turrets didn't fully use the shooting speed research. All mining results of resources are forced to be unlocked in the selection lists, even when recipe to create them exists as well. This lets mouse interactions fall through to interact with the world behind. Mods can now be loaded from directories with the name of the mod but no version number. (, Fixed offshore pump selection box to match the new graphics. I have plans for the afternoon... aaaand they're gone. (, Fixed that entity sounds with probabilities would loop forever once they started playing. Added "include_fuel" field to LuaItemStack::create_blueprint. Disallowed saving over autosave files or making saves that begin with '_autosave'. (. Added RotatedSprite::counterclockwise bool (false by default). (, The map will be re-charted when the mod configuration changes. Updated the look of filter, item and circuit signal selection GUIs. Removed Tutorial/Campaign Lualib (base/lualib). (, Added warning for empty layers in sprite or animation definition. Fixed squashing of save name label in the load/save map dialog and load/save map progress windows. (. Changed the loader prototype type so it has a fixed belt_distance of 0.5. (, Fixed belt tooltips sometimes showing their speed in exponent format. Version 0.18.18. Most noticeable when using the map editor or debug GUIs where they overlap. (, Fixed that server authentication would fail if both the token and username and password were provided. Added a PvP team option to create a moat around the starting area. Added 'crafting-category' filter to EntityPrototypeFilters. Improved performance of furnaces and assembling machines that use fluids. (, Fixed a crash when using script.get_event_order during control.lua init. (, Fixed player movement on belts in latency state was not exactly matched with the real game state logic. (, Fixed a crash when removing mods that had custom GUI elements. Added LuaEntityPrototype::adjacent_tile_collision_box, adjacent_tile_collision_mask, adjacent_tile_collision_test, center_collision_mask read to access new offshore pump prototype properties. Adds ore patches that appear when ore fields are depleted that can be mined with a pair of advanced mining drill to upgrade mining outposts and provide source of expensive but steady infinite ore. Lua functions are now explicitly disallowed in the script 'global' table. Added tinted scorch marks for explosion effects. (, Fixed a desync related to invalid rail signal requested to be closed by circuit network. (, Fixed calling LuaEntity::order_deconstruction() on item-request-proxy would corrupt the game state leading to crash. (, Fixed that the mods GUI didn't have any mod selection by default. Fixed tooltips in statistics window not showing force modifiers. (, Fixed some Trigger Effects not showing correct repeat count in tooltips. Demo (Experimental) - 0.18.47 This is a free publicly accessible demo. There are many fixes that you can pay attention. Fixed a typo (per vs pre) in the on_pre_permission_group_deleted event name. Fixed the tank not being properly centered to its bounding box (graphical issue). (, Fixed an error when using modded night vision defined in zip files. Fixed a crash when saving fails due to mod issues. ↳   Mechanical Throughput Magic (circuit-free), ↳   Frequently Suggested / Link Collections, http://www.factorio.com/download/experimental. Fixed that thumbnails wouldn't show in the update-mods tab of the mods GUI. Added 'rotate-offsets' to the create-particle trigger effect. (, Possibly fixed setting up heavily edited blueprints could drop players in multiplayer. New sound for throwing capsules, grenades, combat robots. (, Fixed that clicking the drop-down widget in the map editor script section would stop the mouse from working. Added AttackParameters::rotate_penalty and AttackParameters::health_penalty. (, Fixed accumulator charge text in statistics bouncing around because of inconsistent number of digits. Added "final-health" to the entity-damaged event filter. environment-audible-distance setting increased to 30 so you can hear entities a bit further away. Scenarios can now contain a description.json file. by Jelmergu » Tue Jan 21, 2020 4:34 pm, Post It contains only a subset of what is available in the full game. (That would be a lot more difficult to accomplish in free-form 3D, than with Factorio's 2D tile grid.) Fixed character preview being empty when the character is in a vehicle. Fixed that LuaUnitGroup could be used while in an invalid destroyed state. If graphics_set is not defined, old animation and base_picture properties will be loaded instead for limited backwards compatibility. Fixed an issue with nested items in items. (. If graphics_set is not defined, old animations property will be loaded instead for limited backwards compatibility, but other old graphics properties will be ignored. Added ItemPrototypeFlags::always_show, which forces the prototype to be always visible in the selection lists regardless of related recipes. Added LuaEntityPrototype::inserter_pickup_position and inserter_drop_position read. Overwriting a save file will show a confirmation if the selected save has more playtime on it than what you are about to save. Updated sounds for assembling machines 1, 2, and 3. Nuclear reactor, chemical plant, furnace, fire, burner mining drill. (, Fixed that thrown capsules could end up broken forever if thrown at exactly the right tick. Descending order of Health/Ammo/Durability. It will call the "on_script_trigger_effect" when triggered. Fixed number pad Enter would be ignored by personal logistic request setup. All blueprint tools have a copy function. A few minor volume level changes including lowering the offshore pump and electric furnace. Fixed that pressing escape in some log-in screens lead to blank screen or incorrect states. The IP address and port will show in the box to the right when the server is ready. (, Fixed teleporting or changing the force of an entity with a control behavior that was connected to the logistic network. Fixed that blueprint book in an item form didn't have mod-persistent icons. As a final send off, we joined the biters, burned down our ribbon maze factory, and saved the planet. (, Fixed possible performance issue related to animated trees in OpenGL rendering backend. (, Fixed cliffs sometimes getting marked for deconstruction when they shouldn't have been. (. Fixed that inserters from 0.17 save files could end up teleporting items into/from trains. Added LuaSurface::show_clouds read/write. Added player footprints and footstep visual effects. (. Changed the default debug settings to only show grid and nothing else. Improved performance of inserters interacting with assembling machines and furnaces. (, Fixed that the graph in statistics GUI wouldn't show some data series if the search was being used. Uhh... what's the point of this menu stage? The debug setting "show-time-usage" now 'line wraps' if it doesn't fit on screen vertically.
factorio version 18 2021