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Upcoming features: Difference between revisions

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*** Location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
*** Location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
*** Map generator GUI [https://www.factorio.com/blog/post/fff-246]
*** Map generator GUI [https://www.factorio.com/blog/post/fff-246]
<!-- 0.17/0.18 status unknown *** Blueprint library [https://www.factorio.com/blog/post/fff-249] [https://www.factorio.com/blog/post/fff-250] [https://factorio.com/blog/post/fff-255] -->
<!-- not 0.17 [https://www.reddit.com/r/factorio/comments/a064ek/blueprints_should_have_fuel_value/eah8k7j/?context=3] *** Blueprint library [https://www.factorio.com/blog/post/fff-249] [https://www.factorio.com/blog/post/fff-250] [https://factorio.com/blog/post/fff-255] -->
** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255]
** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255]
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230] [https://factorio.com/blog/post/fff-264]
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230] [https://factorio.com/blog/post/fff-264]

Revision as of 14:26, 28 November 2018

This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released in January 2019.

Planned features

  • GUI rewrite [1] [2] [3]
    • Improve the looks of the GUI [4]
    • Change the way it works
      • Location of cancel and OK buttons [5]
      • Map generator GUI [6]
    • Research queue [7] [8] [9]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [10] [11]
    • New font rendering [12]
    • Better rendering performance (CPU side) [13] [14]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [15]
  • Mod integration improvements
    • Syncing mods with multiplayer game [16]
    • Syncing mod settings to saves [17]
    • Mod browsing improvements
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [18][19]
  • Map generator improvements and fixes, autoplace specification improvements and documentation [20]
    • 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 [29]
    • Separation of nuclear energy and nuclear processing [30]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [31]
    • Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [32]
    • Better separation of technologies between high tech and production science [33]
  • Upgrade planner [34] [35] [36]
  • Rich text editing [37]
    • Different fonts, color, and icons
    • Item and recipe references, map positions, and blueprint strings [38]
  • Fast pipe replacing [39]
  • Better plural form localisations [40]
  • More modding support [41] [42] [43]
  • Better sounds [44]
  • Copy, paste and cut functionality [45]
  • Ability to undo building, mining, blueprinting and deconstruction [46] [47]
  • Small quality-of-life improvements [48]
    • 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 [49]
    • Train out of fuel alert [50]
    • Better error messages when building/inserting fails (out of reach etc) [51]
    • Selecting an inserter/miner shows what entities it interacts with [52]
    • Trains in blueprints [53]
    • Cliffs can be deconstructed [54] [55]
    • Robots do not leave the player's personal roboport when the player is moving faster than they can fly [56]
  • Keyboard bindings now use scan-codes instead of key-codes [57]
  • Steam networking for multiplayer [58]
  • Mining tools (iron and steel axe) are removed [59]
  • Armor has infinite durability [60]
  • The mining hardness and mining power mechanics are removed [61]
  • Stone has the same mining time as the other ores [62]
  • Burner efficiency streamlining [63]
  • The ingredient count limit on assembling machines is removed [64]
  • Resistances are streamlined [65]
  • Option to show the entity info tooltip at the mouse position [66]
  • Better fluid physics [67] [68]

See also