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This is a list of planned additions and changes for Factorio's next major release 0.17.
This is a list of known information about Factorio's "one big expansion pack".


== Planned features ==
== Plans ==
 
* Q: What?
* Mini tutorials
** 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]
** Improved quality
* 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]
** Cover the rest of the game mechanics
* 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]
* Improved First Steps campaign and new main campaign [https://www.factorio.com/blog/post/fff-241] [https://us2.factorio.com/assets/img/blog/fff-243-office-picture-albert.jpg] [https://www.factorio.com/blog/post/fff-245]
* [https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion.
* 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]
* It is planned to be "as big an addition as the whole vanilla game." [https://factorio.com/blog/post/fff-367]
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]
* The planned price is $30.00. [https://factorio.com/blog/post/fff-367]
** Change the way it works
*** 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]
*** 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]
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230]
** 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]
** Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [https://www.factorio.com/blog/post/fff-244]
* Recipe tree GUI
** 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?"
***"What is the graph of recipe dependencies for this?"
* Mod integration improvements
** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248]
** Mod browsing improvements
*** Show the mod picture and more smaller things
* Map editor improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252]
* Map generator improvements and fixes, autoplace specification improvements and documentation
* 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]
** Spawners redesign in HR [https://www.factorio.com/blog/post/fff-252]
** HR defensive structures [https://www.factorio.com/blog/post/fff-253]
* Final game balancing
** Science pack technologies [https://www.factorio.com/blog/post/fff-245]
** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257]
** Changing low density structures to its own tech and requiring it for various recipes [https://www.factorio.com/blog/post/fff-257]
** Changing rocket control units to its own tech and replacing it for nuclear bombs [https://www.factorio.com/blog/post/fff-257]
** Changing rocket fuel to its own tech and locking it behind rocketry and engines [https://www.factorio.com/blog/post/fff-257]
** Changing satalites to its own tech and removing the previous win condition [https://www.factorio.com/blog/post/fff-257]
** Adding a new item: “rocket excape pod” “https://www.factorio.com/blog/post/fff-257]
** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245]
* Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255]
* Rich text editing [https://www.factorio.com/blog/post/fff-237]
** Different fonts, color, and icons
** Possibly: Item/recipe/technology references, map positions, and blueprint strings
* Fast pipe replacing [https://www.factorio.com/blog/post/fff-240]
* 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]
** Infinity pipe (above link)
** Cloning entities/areas (above link)
** Lua function to generate a full tech tree (above link) [https://www.reddit.com/r/factorio/comments/8s279o/the_full_technology_tree_is_a_satisfying_sight/e0vyqib/]
* Better sounds [https://www.factorio.com/blog/post/fff-252]
* Train out of fuel alert [https://www.factorio.com/blog/post/fff-253]
* 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]
* Small quality-of-life improvements [https://www.factorio.com/blog/post/fff-256]
** Better recipe catalyst mechanics
** Items no longer spill onto belts
** Separate construction queue for tile ghosts
** Belt immunity equipment
 
== Possible features ==
 
* Spidertron [https://www.factorio.com/blog/post/fff-120] [https://clips.twitch.tv/StormyTiredPlumOhMyDog]
* Better car handling and car in latency state
* Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback]


== See also ==
== See also ==
* [https://www.factorio.com/blog/post/fff-235 Friday Facts #235]
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]
* [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of July 22 2018]
* [https://factorio.com/blog/post/fff-367 Friday Facts #367]
* [[Roadmap|Planned releases]]
* [[Roadmap|Planned releases]]
* [[Version history]]

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