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This is a list of planned additions and changes for Factorio's next major release 0.16.
This is a list of planned additions and changes for Factorio's next major release 0.17.


''Note: Version 0.16 was released on December 13, 2017. Pending updates to the wiki to reflect the new release, the list below should be considered inaccurate, as many of the features given here as "planned" are now implemented. Editors: please remove this tag once this page is properly updated.''
== Planned major features ==


== Changes/additions ==
* Mini tutorials
* [[Artillery wagon]] [https://www.factorio.com/blog/post/fff-220]
** Improved quality
<!-- * Mod portal improvement (rewrite) -->
** Cover the rest of the game mechanics
* High resolution textures for almost everything:
* Improved First Steps campaign and new main campaign
** Lab [https://www.factorio.com/blog/post/fff-204]
* GUI rewrite [https://www.factorio.com/blog/post/fff-191] [https://www.factorio.com/blog/post/fff-212]
** Radar [https://www.factorio.com/blog/post/fff-205]
** Improve the looks of the GUI
** Worker robots (construction and logistic), combat robots (defender, distractor and destroyer) [https://www.factorio.com/blog/post/fff-203]
** Change the way it works
** Combinators [https://www.factorio.com/blog/post/fff-194]
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230]
** Electric & circuit wires, lamp [https://www.factorio.com/blog/post/fff-210]
* Recipe tree GUI
** Pumpjack, storage tank [https://www.factorio.com/blog/post/fff-206]
** Foundation of some kind of in-game "factoriopedia"
** Player, tank [https://www.factorio.com/blog/post/fff-218]
** Should provide the player fast ways to get the answer to questions like:
** Terrain [https://www.factorio.com/blog/post/fff-220]
***"What is this item used in?"
** Concrete [https://www.factorio.com/blog/post/fff-214]
***"What is the graph of recipe dependencies for this?"
** Stone bricks [https://www.factorio.com/blog/post/fff-209]
* Mod integration improvements
* New alert icons [https://www.factorio.com/blog/post/fff-195]
** Syncing mods with multiplayer game
* Map generation improvement (related to the updated high res terrains and decoratives) [https://www.factorio.com/blog/post/fff-207] [https://www.factorio.com/blog/post/fff-217]
** Mod browsing improvements
** Generation of iron on top of other resources
*** Show the mod picture and more smaller things
** Tweaking the resource density (average number of resources per tile)
* Map editor improvements, both technical and usability wise
** Making resources much more spread apart
* Map generator improvements and fixes, autoplace specification improvements and documentation
<!-- ** Reworking how the starting area works so that it always contains a predictable amount of resources. This means that every new map is feasible -->
* High-resolution sprites for the rest of the game, including few changes to some entities
** Making sure the starting area is not covered by trees
** New laser turret textures, new laser beams [https://www.factorio.com/blog/post/fff-228]
* [[Buffer chest]] [https://www.factorio.com/blog/post/fff-203]
* Final game balancing
* Passenger seat for vehicles [https://www.factorio.com/blog/post/fff-217]
** 1 extra seat per vehicle
** Passenger can have control of the weapons
* [[Cliff]]s [https://www.factorio.com/blog/post/fff-219]
* Belts, underground belts and splitters can fast replace each other [https://www.factorio.com/blog/post/fff-206]
* Train block visualisation [https://www.factorio.com/blog/post/fff-198]
* All terrains, including stone path and concrete, have transitions with water [https://www.factorio.com/blog/post/fff-220]
** Offshore pump placement changes


== Optimisations ==
== Possible features ==
* Train pathfinding and collision checking optimisations
* Additional smoke related optimisations [https://www.factorio.com/blog/post/fff-209]
* Lamp related optimisations [https://www.reddit.com/r/factorio/comments/776fel/affects_of_radar_on_ups/dolmkwu/?context=1]
* Item stack optimisation
* Optimisation of electric network update logic [https://www.factorio.com/blog/post/fff-209]
<!-- * Optimisation of logistic robot movement -->
* Group multiple item icons to one sprite in order to optimize rendering of saturated belts
* Optimisation of blueprint preview rendering [https://forums.factorio.com/viewtopic.php?p=316888#p316888]
* Belt optimisations [https://www.factorio.com/blog/post/fff-204]
* Saving and loading optimisations [https://factorio.com/blog/post/fff-201]


== Overall tweaks ==
* Spidertron
* Find a way to show connected walls + pipes in a blueprint [https://www.factorio.com/blog/post/fff-211]
* Better car handling and car in latency state
<!-- * Confirm blueprint deletion
* Better fluid physics
* Fluid squashing in pipes -->
* Map interaction improvements
 
== Semi-bugs or small things ==
* A train will no longer block its own path with chain signals [https://forums.factorio.com/viewtopic.php?f=213&t=19619&p=313195#p313195]
* Make programmable speaker 'Global playback' only apply for people on that force
* Make electric network UI less weird with lots of accumulators
* In the future, construction robots will stop following their repair target when the target leaves the construction zone [https://forums.factorio.com/viewtopic.php?p=304263#p304263]
* Construction robots now immediately know when their target has been repaired (by hand etc), instead of realizing it when they arrive at the target [https://forums.factorio.com/viewtopic.php?p=304263#p304263]
* Robots building things from personal roboports now count as being in the player's inventory while flying around [https://forums.factorio.com/viewtopic.php?f=6&t=53581]
* Added a /server-save command [https://forums.factorio.com/viewtopic.php?p=306946#p306946]
<!-- * Added automatic downloading of mods from multiplayer servers [https://forums.factorio.com/viewtopic.php?f=66&t=49355] -->
* Added ability to reset achievements, including steam achievements [https://forums.factorio.com/viewtopic.php?p=307496#p307496]
* The blueprint library will no longer erase modded entites from blueprints if their mod is removed from the game [https://www.factorio.com/blog/post/fff-211]


== See also ==
== See also ==
* [https://www.factorio.com/blog/post/fff-200 Friday Facts #200 - Plans for 0.16]
* [https://www.factorio.com/blog/post/fff-235 Friday Facts #235]
* [https://gist.github.com/Rseding91/4d12cc528b6cefbf5391c447db2fae06 Modding related changelog]
* [[Roadmap/Coming_Releases|Planned releases]]
* [[Roadmap/Coming_Releases|Planned releases]]
* [[Version history]]
* [[Version history]]

Revision as of 13:09, 29 March 2018

This is a list of planned additions and changes for Factorio's next major release 0.17.

Planned major features

  • Mini tutorials
    • Improved quality
    • Cover the rest of the game mechanics
  • Improved First Steps campaign and new main campaign
  • GUI rewrite [1] [2]
    • Improve the looks of the GUI
    • Change the way it works
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [3]
  • Recipe tree GUI
    • Foundation of some kind of in-game "factoriopedia"
    • Should provide the player fast ways to get the answer to questions like:
      • "What is this item used in?"
      • "What is the graph of recipe dependencies for this?"
  • Mod integration improvements
    • Syncing mods with multiplayer game
    • Mod browsing improvements
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise
  • Map generator improvements and fixes, autoplace specification improvements and documentation
  • High-resolution sprites for the rest of the game, including few changes to some entities
    • New laser turret textures, new laser beams [4]
  • Final game balancing

Possible features

  • Spidertron
  • Better car handling and car in latency state
  • Better fluid physics

See also