Upcoming features: Difference between revisions
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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] [https://factorio.com/blog/post/fff-246] | * 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] [https://www.factorio.com/blog/post/fff-277] | ||
** 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] | ** Technology tree [https://factorio.com/blog/post/fff-238] | ||
** Changed location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246] | ** 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] | ** Map generator GUI [https://www.factorio.com/blog/post/fff-246] | ||
** Action bar [https://www.factorio.com/blog/post/fff-191] | |||
** Settings GUIs [https://www.factorio.com/blog/post/fff-277] | |||
** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255] | |||
** Different GUI scaling [https://www.factorio.com/blog/post/fff-277] | |||
** Browse mod GUI [https://www.factorio.com/blog/post/fff-272] | ** Browse mod GUI [https://www.factorio.com/blog/post/fff-272] | ||
** 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] | |||
** | ** Train GUI [https://factorio.com/blog/post/fff-212] | ||
* 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] | ||
** New font rendering [https://factorio.com/blog/post/fff-232] | ** New font rendering [https://factorio.com/blog/post/fff-232] | ||
** Better rendering performance (CPU side) [https://www.factorio.com/blog/post/fff-244] [https://www.factorio.com/blog/post/fff-251] | ** Better rendering performance (CPU side) [https://www.factorio.com/blog/post/fff-244] [https://www.factorio.com/blog/post/fff-251] | ||
** Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [https://www.factorio.com/blog/post/fff-244] | ** Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [https://www.factorio.com/blog/post/fff-244] | ||
* Recipe explorer (mentioned as 0.17 goal here: [https://www.factorio.com/blog/post/fff-277]) | |||
** Foundation of some kind of in-game "factoriopedia" | ** Foundation of some kind of in-game "factoriopedia" | ||
** Should provide the player fast ways to get the answer to questions like: | ** Should provide the player fast ways to get the answer to questions like: | ||
*** "What is this item used in?" | *** "What is this item used in?" | ||
*** " | *** "How do I produce this item?" | ||
* Mod integration improvements | * Mod integration improvements | ||
** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248] | ** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248] | ||
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** HR [[substation]] [https://www.factorio.com/blog/post/fff-270] | ** HR [[substation]] [https://www.factorio.com/blog/post/fff-270] | ||
** 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] | ||
** HR icons (during stabilization) [https://www.factorio.com/blog/post/fff-277] | |||
* Final game balancing | * Final game balancing | ||
** New science pack technologies [https://www.factorio.com/blog/post/fff-245] | ** New science pack technologies [https://www.factorio.com/blog/post/fff-245] |
Revision as of 16:42, 11 January 2019
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 or February 2019.
Planned features
- GUI rewrite [1] [2] [3] [4] [5]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [21] [22]
- Recipe explorer (mentioned as 0.17 goal here: [27])
- 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?"
- "How do I produce this item?"
- Mod integration improvements
- Map editor improvements, both technical and usability wise [31][32]
- Map generator improvements and fixes, autoplace specification improvements and documentation [33]
- 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 [34] [35]
- HR flamethrower turret [36]
- Spawners redesign in HR [37]
- HR defensive structures [38]
- HR worms [39]
- HR biters [40]
- New transport belt, splitter and underground belt graphics [41]
- HR substation [42]
- HR power poles [43] [44] [45] [46]
- HR icons (during stabilization) [47]
- Final game balancing
- New science pack technologies [48]
- New science pack names [49]
- New science pack recipes [50]
- Separation of nuclear energy and nuclear processing [51]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [52]
- Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [53] [54]
- Better separation of technologies between high tech and production science [55] [56]
- Military upgrade technology unification [57]
- The rocket silo and all its prerequisites can be researched without using military science packs [58]
- Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [59]
- Belt item spacing has been reduced to 8 from 9 pixels [60]
- Upgrade planner [61] [62] [63]
- Rich text editing [64]
- Different fonts, color, and icons
- Item and recipe references, map positions, and blueprint strings [65]
- Better plural form localisations [66]
- More modding support [67] [68] [69]
- Script rendering [70]
- Better sounds [71]
- Copy, paste and cut functionality [72]
- Ability to undo building, mining, blueprinting and deconstruction [73] [74]
- Small quality-of-life improvements [75]
- 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 [76]
- Fast pipe replacing [77]
- Train out of fuel alert [78]
- Better error messages when building/inserting fails (out of reach etc) [79]
- Selecting an inserter/miner shows what entities it interacts with [80]
- Trains in blueprints [81]
- Cliffs can be deconstructed [82] [83]
- Robots do not leave the player's personal roboport when the player is moving faster than they can fly [84]
- GUI style inspector [85]
- Filter inserter blacklist mode [86]
- Alt-tab no longer toggles "alt-mode" [87]
- Keyboard bindings now use scan-codes instead of key-codes [88]
- Steam networking for multiplayer [89]
- Mining tools (iron and steel axe) are removed [90]
- Armor has infinite durability [91]
- The mining hardness and mining power mechanics are removed [92]
- Stone has the same mining time as the other ores [93]
- Burner efficiency streamlining [94]
- 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 [95]
- Resistances are streamlined [96]
- Option to show the entity info tooltip at the mouse position [97]
- Better fluid physics [98] [99] [100] [101]