Upcoming features: Difference between revisions
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(I hope I did this right.) |
(update with latest fff (science rework)) |
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** Addition of shallow water as a natural barries that the player can walk on, but not build on [https://www.factorio.com/blog/post/fff-257] | ** Addition of shallow water as a natural barries that the player can walk on, but not build on [https://www.factorio.com/blog/post/fff-257] | ||
** Compilatron [https://www.factorio.com/blog/post/fff-262] --> | ** Compilatron [https://www.factorio.com/blog/post/fff-262] --> | ||
* GUI rewrite [https://www.factorio.com/blog/post/fff-191] [https://www.factorio.com/blog/post/fff-212] [https://factorio.com/blog/post/fff-238] | * GUI rewrite [https://www.factorio.com/blog/post/fff-191] [https://www.factorio.com/blog/post/fff-212] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-246] | ||
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243] | ** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243] | ||
** | ** Technology tree [https://factorio.com/blog/post/fff-238] | ||
** | ** Changed 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] | |||
** Browse mod GUI [https://www.factorio.com/blog/post/fff-272] | |||
<!-- 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] --> | <!-- 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] | ||
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** Increased the number of steps (small, medium, big, etc) for each setting from 5 to 9 for even more customization. | ** 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 | * High-resolution sprites for the rest of the game, including a few changes to some entities | ||
** New [[laser turret]] textures, new laser beams [https://www.factorio.com/blog/post/fff-228] | ** New [[laser turret]] textures, new laser beams also for the [[personal laser defense]] and [[distractor capsule]]s [https://www.factorio.com/blog/post/fff-228] [https://www.factorio.com/blog/post/fff-275] | ||
** HR [[flamethrower turret]] [https://www.factorio.com/blog/post/fff-228] | ** HR [[flamethrower turret]] [https://www.factorio.com/blog/post/fff-228] | ||
** Spawners redesign in HR [https://www.factorio.com/blog/post/fff-252] | ** Spawners redesign in HR [https://www.factorio.com/blog/post/fff-252] | ||
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** HR power poles [https://www.factorio.com/blog/post/fff-195] [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-269] [https://www.factorio.com/blog/post/fff-271] | ** HR power poles [https://www.factorio.com/blog/post/fff-195] [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-269] [https://www.factorio.com/blog/post/fff-271] | ||
* Final game balancing | * Final game balancing | ||
** | ** New science pack technologies [https://www.factorio.com/blog/post/fff-245] | ||
** New science pack names [https://www.factorio.com/blog/post/fff-275] | |||
** New science pack recipes [https://www.factorio.com/blog/post/fff-275] | |||
** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257] | ** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257] | ||
** The rocket parts have their own technologies and are used in more recipes besides the rocket [https://www.factorio.com/blog/post/fff-257] | ** The rocket parts have their own technologies and are used in more recipes besides the rocket [https://www.factorio.com/blog/post/fff-257] | ||
** Launching a [[satellite]] no longer ends the game, instead the | ** Launching a [[satellite]] no longer ends the game, instead any rocket launch (with or without a payload) wins the game [https://www.factorio.com/blog/post/fff-257] [https://factorio.com/blog/post/fff-275] | ||
** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245] | ** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245] [https://factorio.com/blog/post/fff-275] | ||
** Military upgrade technology unification [https://factorio.com/blog/post/fff-275] | |||
** The rocket silo and all its prerequisites can be researched without using [[military science pack]]s [https://factorio.com/blog/post/fff-275] | |||
* Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255] [https://www.factorio.com/blog/post/fff-263] | * Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255] [https://www.factorio.com/blog/post/fff-263] | ||
* Rich text editing [https://www.factorio.com/blog/post/fff-237] | * Rich text editing [https://www.factorio.com/blog/post/fff-237] | ||
** Different fonts, color, and icons | ** Different fonts, color, and icons | ||
** Item and recipe references, map positions, and blueprint strings [https://factorio.com/blog/post/fff-267] | ** Item and recipe references, map positions, and blueprint strings [https://factorio.com/blog/post/fff-267] | ||
* Better plural form localisations [https://www.factorio.com/blog/post/fff-244] | * Better plural form localisations [https://www.factorio.com/blog/post/fff-244] | ||
* More modding support [https://www.factorio.com/blog/post/fff-248] [https://forums.factorio.com/61239] [https://www.factorio.com/blog/post/fff-262] | * More modding support [https://www.factorio.com/blog/post/fff-248] [https://forums.factorio.com/61239] [https://www.factorio.com/blog/post/fff-262] | ||
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** Belt immunity equipment | ** Belt immunity equipment | ||
** Bots can be shown on the map as a debug option [https://forums.factorio.com/viewtopic.php?p=377042#p377042] | ** Bots can be shown on the map as a debug option [https://forums.factorio.com/viewtopic.php?p=377042#p377042] | ||
** Fast [[pipe]] replacing [https://www.factorio.com/blog/post/fff-240] | |||
** Train out of fuel alert [https://www.factorio.com/blog/post/fff-253] | ** Train out of fuel alert [https://www.factorio.com/blog/post/fff-253] | ||
** Better error messages when building/inserting fails (out of reach etc) [https://factorio.com/blog/post/fff-261] | ** Better error messages when building/inserting fails (out of reach etc) [https://factorio.com/blog/post/fff-261] | ||
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** GUI style inspector [https://www.factorio.com/blog/post/fff-271] | ** GUI style inspector [https://www.factorio.com/blog/post/fff-271] | ||
** [[Filter inserter]] blacklist mode [https://www.reddit.com/r/factorio/comments/a296vu/filter_inserters_should_have_a_setting_where_they/eaxzmlz/] | ** [[Filter inserter]] blacklist mode [https://www.reddit.com/r/factorio/comments/a296vu/filter_inserters_should_have_a_setting_where_they/eaxzmlz/] | ||
** Alt-tab no longer toggles "alt-mode" [https://reddit.com/r/factorio/comments/a5a785/make_altmode_enabled_by_default/ebmnss5/?context=1] | |||
* 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] | ||
* Steam networking for multiplayer [https://factorio.com/blog/post/fff-265] | * Steam networking for multiplayer [https://factorio.com/blog/post/fff-265] | ||
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* Resistances are streamlined [https://www.factorio.com/blog/post/fff-266] | * Resistances are streamlined [https://www.factorio.com/blog/post/fff-266] | ||
* Option to show the entity info tooltip at the mouse position [https://factorio.com/blog/post/fff-267] | * Option to show the entity info tooltip at the mouse position [https://factorio.com/blog/post/fff-267] | ||
* Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback] [https://factorio.com/blog/post/fff-260] [https://www.factorio.com/blog/post/fff-271] | * Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback] [https://factorio.com/blog/post/fff-260] [https://www.factorio.com/blog/post/fff-271] [https://www.factorio.com/blog/post/fff-274] | ||
<!-- 0.17/0.18 status unknown == Possible features == | <!-- 0.17/0.18 status unknown == Possible features == | ||
Revision as of 10:51, 30 December 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] [4]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [13] [14]
- Mod integration improvements
- Map editor improvements, both technical and usability wise [22][23]
- Map generator improvements and fixes, autoplace specification improvements and documentation [24]
- 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
- New laser turret textures, new laser beams also for the personal laser defense and distractor capsules [25] [26]
- HR flamethrower turret [27]
- Spawners redesign in HR [28]
- HR defensive structures [29]
- HR worms [30]
- HR biters [31]
- New transport belt, splitter and underground belt graphics [32]
- HR substation [33]
- HR power poles [34] [35] [36] [37]
- Final game balancing
- New science pack technologies [38]
- New science pack names [39]
- New science pack recipes [40]
- Separation of nuclear energy and nuclear processing [41]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [42]
- Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [43] [44]
- Better separation of technologies between high tech and production science [45] [46]
- Military upgrade technology unification [47]
- The rocket silo and all its prerequisites can be researched without using military science packs [48]
- Upgrade planner [49] [50] [51]
- Rich text editing [52]
- Different fonts, color, and icons
- Item and recipe references, map positions, and blueprint strings [53]
- Better plural form localisations [54]
- More modding support [55] [56] [57]
- Better sounds [58]
- Copy, paste and cut functionality [59]
- Ability to undo building, mining, blueprinting and deconstruction [60] [61]
- Small quality-of-life improvements [62]
- 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 [63]
- Fast pipe replacing [64]
- Train out of fuel alert [65]
- Better error messages when building/inserting fails (out of reach etc) [66]
- Selecting an inserter/miner shows what entities it interacts with [67]
- Trains in blueprints [68]
- Cliffs can be deconstructed [69] [70]
- Robots do not leave the player's personal roboport when the player is moving faster than they can fly [71]
- GUI style inspector [72]
- Filter inserter blacklist mode [73]
- Alt-tab no longer toggles "alt-mode" [74]
- Keyboard bindings now use scan-codes instead of key-codes [75]
- Steam networking for multiplayer [76]
- Mining tools (iron and steel axe) are removed [77]
- Armor has infinite durability [78]
- The mining hardness and mining power mechanics are removed [79]
- Stone has the same mining time as the other ores [80]
- Burner efficiency streamlining [81]
- Boilers are now 100% efficient instead of 50%
- The fuel value of all fuel except nuclear fuel and uranium fuel cell is halved
- The energy consumption of burner devices except locomotives and nuclear reactors is halved.
- The ingredient count limit on assembling machines is removed [82]
- Resistances are streamlined [83]
- Option to show the entity info tooltip at the mouse position [84]
- Better fluid physics [85] [86] [87] [88]