Upcoming features: Difference between revisions
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** Selecting an inserter/miner shows what entities it interacts with [https://factorio.com/blog/post/fff-261] | ** Selecting an inserter/miner shows what entities it interacts with [https://factorio.com/blog/post/fff-261] | ||
** Trains in blueprints [https://www.factorio.com/blog/post/fff-263] | ** Trains in blueprints [https://www.factorio.com/blog/post/fff-263] | ||
* Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259 | * Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259] | ||
== Possible features == | == Possible features == |
Revision as of 19:42, 9 October 2018
This is a list of planned additions and changes for Factorio's next major release 0.17.
Planned features
- Mini tutorials
- Improved quality
- Cover the rest of the game mechanics
- Improved First Steps campaign and new main campaign [1] [2] [3] [4]
- GUI rewrite [7] [8] [9]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [19]
- 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
- Map editor improvements, both technical and usability wise [26][27]
- Map generator improvements and fixes, autoplace specification improvements and documentation [28]
- All combinations of settings should no longer create strange maps such as circles of cliffs.
- Much more predictable starting area resources that don't overlap each-other and are not covered by water, but the starting area will always contain water.
- The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are explicitly excluded from the starting area.
- Starting area resources are usually in one ore patch each (depending on settings).
- The starting area patches are usually close together.
- The starting area size setting no longer affects resource placement, it just has a fixed size.
- The resource generation settings now have a much more dramatic effect (previously they had little to no effect).
- Increased the number of steps (small, medium, big, etc) for each setting from 5 to 9 for even more customization.
- High-resolution sprites for the rest of the game, including a few changes to some entities
- Final game balancing
- Science pack technologies [33]
- Separation of nuclear energy and nuclear processing [34]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [35]
- Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [36]
- Better separation of technologies between high tech and production science [37]
- Upgrade planner [38] [39] [40]
- Rich text editing [41]
- Different fonts, color, and icons
- Possibly: Item/recipe/technology references, map positions, and blueprint strings
- Fast pipe replacing [42]
- Better plural form localisations [43]
- More modding support [44] [45]
- Better sounds [46]
- Copy, paste and cut functionality [47]
- Ability to undo building, mining, blueprinting and deconstruction [48] [49]
- Small quality-of-life improvements [50]
- Better recipe catalyst mechanics
- Items no longer spill onto belts
- Separate construction queue for tile ghosts
- Belt immunity equipment
- Bots can be shown on the map as a debug option [51]
- Train out of fuel alert [52]
- Better error messages when building/inserting fails (out of reach etc) [53]
- Selecting an inserter/miner shows what entities it interacts with [54]
- Trains in blueprints [55]
- Keyboard bindings now use scan-codes instead of key-codes [56]