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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-261]
* [https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion.
** 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]
* It is planned to be "as big an addition as the whole vanilla game." [https://factorio.com/blog/post/fff-367]
** Compilatron [https://www.factorio.com/blog/post/fff-262]
* The planned price is $30.00. [https://factorio.com/blog/post/fff-367]
* 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]
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]
** 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] [https://factorio.com/blog/post/fff-264]
** 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]
** Syncing mod settings to saves [https://reddit.com/r/factorio/comments/9dto3i/friday_facts_259_scancodes_prototype_ids_hr_worm/e5l82ni/?context=3]
** 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][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]  
** 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 [https://www.factorio.com/blog/post/fff-228]
** HR [[flamethrower turret]] [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]
** HR worms [https://www.factorio.com/blog/post/fff-259]
* 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]
** The rocket parts have their own technologies and are used in more recipes besides the rocket [https://www.factorio.com/blog/post/fff-257]
** Launching a [[satellite]] no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [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] [https://www.factorio.com/blog/post/fff-263]
* 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] [https://www.factorio.com/blog/post/fff-262]
* Better sounds [https://www.factorio.com/blog/post/fff-252]
* 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]
* 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
** Bots can be shown on the map as a debug option [https://forums.factorio.com/viewtopic.php?p=377042#p377042]
** Train out of fuel alert [https://www.factorio.com/blog/post/fff-253]
** Better error messages when building/inserting fails (out of reach etc) [https://factorio.com/blog/post/fff-261]
** Selecting an inserter/miner shows what entities it interacts with [https://factorio.com/blog/post/fff-261]
** Trains in blueprints [https://www.factorio.com/blog/post/fff-263]
** Cliffs can be deconstructed [https://www.reddit.com/r/factorio/comments/9rw2e3/just_finished_writing_a_test_and_the_visual_was/]
* 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]
* Mining tools (iron and steel axe) are removed [https://www.factorio.com/blog/post/fff-266]
* [[Armor]] has infinite durability [https://forums.factorio.com/viewtopic.php?p=384185#p384185]
* The mining hardness and mining power mechanics are removed [https://www.factorio.com/blog/post/fff-266]
* [[Stone]] has the same mining time as the other ores [https://www.factorio.com/blog/post/fff-266]
* Burner efficiency streamlining [https://www.factorio.com/blog/post/fff-266]
** [[Boiler]]s 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 [[locomotive]]s and [[nuclear reactor]]s is halved.
* The ingredient count limit on [[assembling machine]]s is removed [https://www.factorio.com/blog/post/fff-266]
* Resistances are streamlined [https://www.factorio.com/blog/post/fff-266]
 
== 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] [https://factorio.com/blog/post/fff-260]


== 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 October 19 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