Upcoming features: Difference between revisions
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This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released | This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released the week starting 25th February. | ||
== Planned features == | == Planned features == | ||
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** Different GUI scaling [https://www.factorio.com/blog/post/fff-277] | ** 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] | ||
** Train GUI [https://factorio.com/blog/post/fff-212] [https://www.factorio.com/blog/post/fff-279] [https://factorio.com/blog/post/fff-280] | ** Train GUI [https://factorio.com/blog/post/fff-212] [https://www.factorio.com/blog/post/fff-279] [https://factorio.com/blog/post/fff-280] | ||
*** Temporary train stations | *** Temporary train stations | ||
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** 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] | ||
** Optimizations [https://www.factorio.com/blog/post/fff-281] | ** Optimizations [https://www.factorio.com/blog/post/fff-281] | ||
* 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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*** 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] [https://factorio.com/blog/post/fff-278] | * [[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] [https://factorio.com/blog/post/fff-282] | ||
** 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. | ||
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** The resource generation settings now have a much more dramatic effect (previously they had little to no effect). | ** 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. | ** Increased the number of steps (small, medium, big, etc) for each setting from 5 to 9 for even more customization. | ||
** New Island map type | |||
* 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 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] | ** 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] | ||
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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 | ** HR accumulators [https://factorio.com/blog/post/fff-282] | ||
* 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] | ||
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* 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] | ||
** Script rendering [https://www.factorio.com/blog/post/fff-276] | ** Script rendering [https://www.factorio.com/blog/post/fff-276] | ||
* Copy, paste and cut functionality [https://factorio.com/blog/post/fff-255] | * Copy, paste and cut functionality [https://factorio.com/blog/post/fff-255] | ||
* Ability to undo building, mining, blueprinting and deconstruction [https://factorio.com/blog/post/fff-255] [https://www.factorio.com/blog/post/fff-263] | * Ability to undo building, mining, blueprinting and deconstruction [https://factorio.com/blog/post/fff-255] [https://www.factorio.com/blog/post/fff-263] | ||
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** [[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] | ** Alt-tab no longer toggles "alt-mode" [https://reddit.com/r/factorio/comments/a5a785/make_altmode_enabled_by_default/ebmnss5/?context=1] | ||
** The hand [https://factorio.com/blog/post/fff-282] | |||
* 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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* Better car handling and car in latency state | * Better car handling and car in latency state | ||
--> | --> | ||
== Planned features after initial release == | |||
* Final looks and behaviour of new GUI screens as they will be finished [https://factorio.com/blog/post/fff-282] | |||
** Improved 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] [https://factorio.com/blog/post/fff-282] | |||
** Recipe explorer | |||
*** 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?" and "How do I produce this item?" | |||
* Better sounds [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-282] | |||
* HR icons [https://www.factorio.com/blog/post/fff-277] | |||
== See also == | == See also == | ||
* [https://www.factorio.com/blog/post/fff-282 Friday Facts #282 - 0.17 in sight] | |||
* [https://www.factorio.com/blog/post/fff-269 Friday Facts #269 - Roadmap update] | * [https://www.factorio.com/blog/post/fff-269 Friday Facts #269 - Roadmap update] | ||
* [https://www.factorio.com/blog/post/fff-235 Friday Facts #235 - 0.16 stable] | * [https://www.factorio.com/blog/post/fff-235 Friday Facts #235 - 0.16 stable] | ||
* [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of | * [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of February 02 2019] | ||
* [[Roadmap|Planned releases]] | * [[Roadmap|Planned releases]] |
Revision as of 16:07, 20 February 2019
This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released the week starting 25th February.
Planned features
- GUI rewrite [1] [2] [3] [4] [5]
- Improve the looks of the GUI [6]
- Technology tree [7]
- Changed location of cancel and OK buttons [8]
- Map generator GUI [9]
- Action bar [10] [11]
- Tool bar [14]
- Access to blueprinting tools directly on the main screen (no longer located in the blueprint library)
- Ability to toggle personal roboports and exoskeletons
- Settings GUIs [15]
- Research queue [16] [17] [18]
- Different GUI scaling [19]
- Browse mod GUI [20]
- Train GUI [21] [22] [23]
- Temporary train stations
- Map now shows train path
- Different looks for wagons and locomotives on the map: [24]
- Trains now drive through stops without stopping if no wait condition is set
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [25] [26]
- Mod integration improvements
- Map editor improvements, both technical and usability wise [35][36]
- Map generator improvements and fixes, autoplace specification improvements and documentation [37] [38] [39]
- 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.
- New Island map type
- 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 [40] [41]
- HR flamethrower turret [42]
- Spawners redesign in HR [43]
- HR defensive structures [44]
- HR worms [45]
- HR biters [46]
- HR spitters [47] [48]
- New transport belt, splitter and underground belt graphics [49]
- HR substation [50]
- HR power poles [51] [52] [53] [54]
- HR accumulators [55]
- Final game balancing
- New science pack technologies [56]
- New science pack names [57]
- New science pack recipes [58]
- Separation of nuclear energy and nuclear processing [59]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [60]
- Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [61] [62]
- Better separation of technologies between high tech and production science [63] [64]
- Military upgrade technology unification [65]
- The rocket silo and all its prerequisites can be researched without using military science packs [66]
- Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [67]
- Belt item spacing has been reduced to 8 from 9 pixels [68]
- Worms and spitters now attack with movement-predicting streams of acid instead of homing projectiles [69]
- Upgrade planner [70] [71] [72]
- Rich text editing [73]
- Different fonts, color, and icons
- Item and recipe references, map positions, and blueprint strings [74]
- Better plural form localisations [75]
- More modding support [76] [77] [78]
- Script rendering [79]
- Copy, paste and cut functionality [80]
- Ability to undo building, mining, blueprinting and deconstruction [81] [82]
- Small quality-of-life improvements [83]
- 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 [84]
- Fast pipe replacing [85]
- Train out of fuel alert [86]
- Better error messages when building/inserting fails (out of reach etc) [87]
- Selecting an inserter/miner shows what entities it interacts with [88]
- Trains in blueprints [89]
- Cliffs can be deconstructed [90] [91]
- Robots do not leave the player's personal roboport when the player is moving faster than they can fly [92]
- GUI style inspector [93]
- Filter inserter blacklist mode [94]
- Alt-tab no longer toggles "alt-mode" [95]
- The hand [96]
- Keyboard bindings now use scan-codes instead of key-codes [97]
- Steam networking for multiplayer [98]
- Mining tools (iron and steel axe) are removed [99]
- Armor has infinite durability [100]
- The mining hardness and mining power mechanics are removed [101]
- Stone has the same mining time as the other ores [102]
- Burner efficiency streamlining [103]
- 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 [104]
- Resistances are streamlined [105]
- Option to show the entity info tooltip at the mouse position [106]
- Better fluid physics [107] [108] [109] [110] [111]
Planned features after initial release
- Final looks and behaviour of new GUI screens as they will be finished [112]
- Better sounds [117] [118]
- HR icons [119]