Upcoming features: Difference between revisions
Jump to navigation
Jump to search
(info on gui status) |
(fff 278 (The new quickbar)) |
||
Line 1: | Line 1: | ||
{{Languages}} | {{Languages}} | ||
This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released in | This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released in February 2019. | ||
== Planned features == | == Planned features == | ||
Line 13: | Line 13: | ||
** 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] | ** Action bar [https://www.factorio.com/blog/post/fff-191] [https://factorio.com/blog/post/fff-278] | ||
*** Ghost cursor [https://www.factorio.com/blog/post/fff-191] [https://factorio.com/blog/post/fff-278] | |||
** Settings GUIs [https://www.factorio.com/blog/post/fff-277] | ** 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] | ** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255] | ||
Line 35: | Line 36: | ||
*** Show the mod picture and more smaller things | *** Show the mod picture and more smaller things | ||
* [[Map editor]] improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252][https://www.factorio.com/blog/post/fff-259] | * [[Map editor]] improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252][https://www.factorio.com/blog/post/fff-259] | ||
* [[World generator|Map generator]] improvements and fixes, autoplace specification improvements and documentation [https://www.factorio.com/blog/post/fff-258] | * [[World generator|Map generator]] improvements and fixes, autoplace specification improvements and documentation [https://www.factorio.com/blog/post/fff-258] [https://factorio.com/blog/post/fff-278] | ||
** All combinations of settings should no longer create strange maps such as circles of cliffs. | ** 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. | ** 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. | ||
Line 51: | Line 52: | ||
** HR worms [https://www.factorio.com/blog/post/fff-259] | ** HR worms [https://www.factorio.com/blog/post/fff-259] | ||
** HR biters [https://www.factorio.com/blog/post/fff-268] | ** HR biters [https://www.factorio.com/blog/post/fff-268] | ||
** HR spitters [https://factorio.com/blog/post/fff-278] | |||
** New [[transport belt]], [[splitter]] and [[underground belt]] graphics [https://www.factorio.com/blog/post/fff-269] | ** New [[transport belt]], [[splitter]] and [[underground belt]] graphics [https://www.factorio.com/blog/post/fff-269] | ||
** HR [[substation]] [https://www.factorio.com/blog/post/fff-270] | ** HR [[substation]] [https://www.factorio.com/blog/post/fff-270] | ||
Line 106: | Line 108: | ||
* 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] [https://www.factorio.com/blog/post/fff-274] | * 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] [https://factorio.com/blog/post/fff-278] | ||
<!-- 0.17/0.18 status unknown == Possible features == | <!-- 0.17/0.18 status unknown == Possible features == | ||
Revision as of 15:57, 18 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 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 [24] [25]
- Recipe explorer (mentioned as 0.17 goal here: [30])
- 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 [34][35]
- Map generator improvements and fixes, autoplace specification improvements and documentation [36] [37]
- 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 [38] [39]
- HR flamethrower turret [40]
- Spawners redesign in HR [41]
- HR defensive structures [42]
- HR worms [43]
- HR biters [44]
- HR spitters [45]
- New transport belt, splitter and underground belt graphics [46]
- HR substation [47]
- HR power poles [48] [49] [50] [51]
- HR icons (during stabilization) [52]
- Final game balancing
- New science pack technologies [53]
- New science pack names [54]
- New science pack recipes [55]
- Separation of nuclear energy and nuclear processing [56]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [57]
- Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [58] [59]
- Better separation of technologies between high tech and production science [60] [61]
- Military upgrade technology unification [62]
- The rocket silo and all its prerequisites can be researched without using military science packs [63]
- Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [64]
- Belt item spacing has been reduced to 8 from 9 pixels [65]
- Upgrade planner [66] [67] [68]
- Rich text editing [69]
- Different fonts, color, and icons
- Item and recipe references, map positions, and blueprint strings [70]
- Better plural form localisations [71]
- More modding support [72] [73] [74]
- Script rendering [75]
- Better sounds [76]
- Copy, paste and cut functionality [77]
- Ability to undo building, mining, blueprinting and deconstruction [78] [79]
- Small quality-of-life improvements [80]
- 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 [81]
- Fast pipe replacing [82]
- Train out of fuel alert [83]
- Better error messages when building/inserting fails (out of reach etc) [84]
- Selecting an inserter/miner shows what entities it interacts with [85]
- Trains in blueprints [86]
- Cliffs can be deconstructed [87] [88]
- Robots do not leave the player's personal roboport when the player is moving faster than they can fly [89]
- GUI style inspector [90]
- Filter inserter blacklist mode [91]
- Alt-tab no longer toggles "alt-mode" [92]
- Keyboard bindings now use scan-codes instead of key-codes [93]
- Steam networking for multiplayer [94]
- Mining tools (iron and steel axe) are removed [95]
- Armor has infinite durability [96]
- The mining hardness and mining power mechanics are removed [97]
- Stone has the same mining time as the other ores [98]
- Burner efficiency streamlining [99]
- 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 [100]
- Resistances are streamlined [101]
- Option to show the entity info tooltip at the mouse position [102]
- Better fluid physics [103] [104] [105] [106] [107]