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This is a list of planned additions and changes for Factorio's next major release 0.15.
{{Languages}}
This is a list of known information about Factorio's "one big expansion pack".


== Additions ==
== Plans ==
=== Liquid wagon ===
* Q: What?
The '''liquid wagon''', also known as the '''rail tanker''', will be able to transport [[liquids]] by [[rail]]. It is currently only possible to transport [[Crude oil|oil]] by rail, by putting it into [[barrel]]s first. To insert liquids into and extract liquids from the liquid wagon, a [[#Liquid wagon pump|new pump]] is also being added.
** A: It is way too early to show any of the plans, and since we want to keep the iterative process of expanding things that prove to be the most fun, the plan is quite loose anyway. [https://www.factorio.com/blog/post/fff-365]
* Multiple people, including the modder [https://mods.factorio.com/user/Earendel Earendel] were hired to work on the expansion pack. [https://www.factorio.com/blog/post/fff-365]
* As of February 2022, development is on step 4 "Connecting systems into a prototype" out of 7 total steps until release. [https://factorio.com/blog/post/fff-367]
* [https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion.
* It is planned to be "as big an addition as the whole vanilla game." [https://factorio.com/blog/post/fff-367]
* The planned price is $30.00. [https://factorio.com/blog/post/fff-367]


=== Liquid wagon pump ===
== See also ==
A new pump will be added that can extract liquids from and insert liquids into the new liquid wagon. The pump will be folded when no [[train]] is present, and unfold and extend its arm above the liquid wagon to insert or extract liquids. It is not currently known whether liquids will be both inserted and extracted through the top side of the liquid wagon using this pump.
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]
 
* [https://factorio.com/blog/post/fff-367 Friday Facts #367]
=== Research ===
* [[Roadmap|Planned releases]]
Three new science packs will be added to make research less linear and to decrease the large jump in complexity between the different science packs (as there is currently a large jump between [[science pack 2]] and [[science pack 3]].
:; Military science pack.
:: Will be used for technologies about military and combat.
:: Will be available right after science pack 2.
:: Crafting it requires 1 [[piercing rounds magazine]], 1 [[grenade]] and 1 [[gun turret]], and will yield 2 military science packs.
:: Crafting time is 10 game-seconds.
:; Production science pack.
:: Will be used for technologies about higher tier production.
:: Will be available right after science pack 3.
:: Crafting it requires 1 [[pumpjack]], 1 [[electric engine unit]] and 1 [[electric furnace]], and will yield 1 production science pack.
:: Crafting time is 15 game-seconds.
:; High tech science pack.
:: Will be used for technologies about high tech items and concepts.
:: Will be available right after science pack 3.
:: Crafting it requires 1 [[battery]], 3 [[processing unit]]s, 1 [[speed module]] and 30 [[copper cable]], and will yield 1 high tech science pack.
:: Crafting time is 15 game-seconds.
 
Science pack 3's crafting recipe will be made simpler.
: Crafting time will remain at 12 seconds, but the recipe will change to 1 [[advanced circuit]], 1 [[engine unit]] and 1 [[assembling machine 2]], creating 1 science pack 3.
 
[[Alien science pack]]s will be removed.
 
In the research menu, every research icon will now display what science packs are needed for that research on the bottom of the icon.
 
Infinite research.
: Research that will give smaller and small gains, to spend your resources on after finishing all the regular research.
 
=== PvP scenario ===
Player versus player experience in Factorio
* The first player to create the scenario will be the gamemaster. He he can configure the game, i.e. determining the number of teams, starting tech level etc.
* Every team will have the same starting area, it will be copied from the original spawn.
* Each starting area will contain a [[rocket silo]].
* If your rocket silo is destroyed, your team has lost.
* If you launch a rocket, your team wins.
* If all other teams' silos have been destroyed, you win.
* Destroying another team's silo will make their base yours.
 
=== Other additions ===
* Low level construction robots for early on.
* Personal roboport MK2.
* Boiler MK2.
* Steam engine MK2.
 
=== Interactive tips ===
Because the game has many intricacies about it, and to not overwhelm the player with tutorial upon tutorial at the start of the game, interactive tips will be shown as the game progresses.
Small tutorial screens will pop up when a certain task is performed, to show the player what to do next.
Examples, though not finalised:
; You build the first [[Diesel locomotive|locomotive]]
: Tutorial to setup a train schedule unlocked.
; You build a second locomotive
: Tutorial of [[rail signal]]s unlocked.
; You build 50 rail signals
: Tutorial of [[Rail chain signal|chain signal]]s unlocked.
 
== Changes ==
* Bounding boxes of [[burner mining drill]]s, [[chemical plant]]s and [[pumpjack]]s will be decreased so walking in between them will be possible.
* Stack sizes of [[transport belts]], [[stone wall]]s and [[pipe]]s will be increased from 50 to 100.
* Crafting time of some items will be decreased.
** [[Engine unit]]s, from 20 to 10.
** Pumpjacks, from 20 to 10.
** [[Advanced circuit]]s, from 8 to 6.
* [[Crude oil]] yield will be dependent on the starting yield so better fields will be better later on.
* Fewer oil fields with better yield will be generated.
* [[Electric furnace]]'s recipe will be made easier to craft.
* Shift clicking (ghost placement) will go through [[tree]]s and rocks, similar to [[blueprint]]s.
* Drag building with belts will be enhanced to allow building continuous belt.
* [[Turret]] creep will be limited.
* Resource growth from the center will be higher.
* [[Item]]s with different health will be merged.
* The [[small pump]]'s size will be increased to 1x2 tiles. Its texture will also change because of this increase in size.
 
== Technical ==
* High resolution textures
** Rails will look less flat and will get high resolution textures.
** Pipes and transport belts will get high resolution textures.
* Decorative entities will not be saved in the map anymore but instead will be saved per chunk in a very compressed format to improve performance.
 
== Support ==
* The game will no longer support 32-bit systems, as this limited further progress of developing Factorio.
 
== Other ==
* Nuclear power
* Dirty mining
* Artillery train
* UI rewrite
* Blueprint library
* Terrain changes
** New "red desert".
* Circuit network optimizations for 0.15

Latest revision as of 15:44, 23 February 2022

This is a list of known information about Factorio's "one big expansion pack".

Plans

  • Q: What?
    • A: It is way too early to show any of the plans, and since we want to keep the iterative process of expanding things that prove to be the most fun, the plan is quite loose anyway. [1]
  • Multiple people, including the modder Earendel were hired to work on the expansion pack. [2]
  • As of February 2022, development is on step 4 "Connecting systems into a prototype" out of 7 total steps until release. [3]
  • Friday Facts #367 shows some concept art for the expansion.
  • It is planned to be "as big an addition as the whole vanilla game." [4]
  • The planned price is $30.00. [5]

See also