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This is a list of planned additions and changes that will be part of Factorio's next major release 1.1. [https://www.factorio.com/blog/post/fff-360]
This is a list of known information about Factorio's "one big expansion pack".


== Planned features ==
== Plans ==
* Address all of the remaining issues [https://www.factorio.com/blog/post/fff-360]
* Q: What?
* Focus on filling the most obvious gaps in our existing feature set, not on adding some new major content. [https://www.factorio.com/blog/post/fff-360]
** 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]
* Something related to the "show-recipe-icons-on-map" debug option [https://www.reddit.com/r/factorio/comments/igs01s/til_that_factorio_has_a_map_alt_mode_in_the_f4/g2wd5lq/]
* 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]
* Include the layout of copper wires in blueprints [https://www.reddit.com/r/factorio/comments/ijf3qw/why_arent_copper_wires_treated_the_same_a_signal/g3gbobb/][https://www.reddit.com/r/factorio/comments/ijf3qw/why_arent_copper_wires_treated_the_same_a_signal/g3h58nz/]
* 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]
* Logistics tab for spidertron [https://www.reddit.com/r/factorio/comments/iiemsg/two_suggestions_for_the_spidertron/g39hyqe/?context=3]
* [https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion.
* Train stop improvements [https://factorio.com/blog/post/fff-361]
* It is planned to be "as big an addition as the whole vanilla game." [https://factorio.com/blog/post/fff-367]
** Train stops use the same color picker as trains. [https://forums.factorio.com/viewtopic.php?p=512546#p512546]
* The planned price is $30.00. [https://factorio.com/blog/post/fff-367]
** Add train reservation limit feature to train stops, which can be set manually or by the circuit network.
** Trains say "Destination full" instead of "No path" when all destination stations are disabled/reserved.
* New features for the continue button in the main menu. [https://www.reddit.com/r/factorio/comments/j5f2js/literally_unplayable_dear_wizards_of_wube_can_you/g7rlfnc/?context=3]
* Tips GUI improvements [https://factorio.com/blog/post/fff-361]
** Includes a list of topics.
** Graphics are now rendered live in the window instead of being prerendered images.
** Mini-tutorials are now built into the tips GUI.
** Tips are moddable.
** Addition of several tips.


== See also ==
== See also ==
* [https://factorio.com/blog/post/fff-349 Friday Facts #349 - The 1.0 plan]
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]
* [https://factorio.com/blog/post/fff-367 Friday Facts #367]
* [[Roadmap|Planned releases]]
* [[Roadmap|Planned releases]]

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