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Upcoming features: Difference between revisions

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m (→‎Semi-bugs or small things: already in 0.15)
(more stuffs)
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* Artillery train
* Artillery train
* Mod portal improvement (rewrite)
* Mod portal improvement (rewrite)
* Map generation improvement (related to the updated high res terrains and decoratives) [https://www.factorio.com/blog/post/fff-207]
* Map generation improvement (related to the updated high res terrains and decoratives) [https://www.factorio.com/blog/post/fff-207] [https://www.factorio.com/blog/post/fff-217]
* [[Buffer chest]]
** Generation of iron on top of other resources
** Tweaking the resource density (average number of resources per tile)
** Making resources much more spread apart
** Reworking how the starting area works so that it always contains a predictable amount of resources. This means that every new map is feasible
** Making sure the starting area is not covered by trees
* [[Buffer chest]] [https://www.factorio.com/blog/post/fff-203]
* Passenger seat for vehicles [https://www.factorio.com/blog/post/fff-217]
**1 extra seat per vehicle
**Passenger can have control of the weapons


== Optimisations ==
== Optimisations ==
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* Optimisation of logistic robot movement
* Optimisation of logistic robot movement
* Group multiple item icons to one sprite in order to optimize rendering of saturated belts
* Group multiple item icons to one sprite in order to optimize rendering of saturated belts
* Optimisation of blueprint preview rendering [https://forums.factorio.com/viewtopic.php?p=316888#p316888]


== Overall tweaks ==
== Overall tweaks ==

Revision as of 13:10, 24 November 2017

This is a list of planned additions and changes for Factorio's next major release 0.16.

Changes/additions

  • Artillery train
  • Mod portal improvement (rewrite)
  • Map generation improvement (related to the updated high res terrains and decoratives) [1] [2]
    • Generation of iron on top of other resources
    • Tweaking the resource density (average number of resources per tile)
    • Making resources much more spread apart
    • Reworking how the starting area works so that it always contains a predictable amount of resources. This means that every new map is feasible
    • Making sure the starting area is not covered by trees
  • Buffer chest [3]
  • Passenger seat for vehicles [4]
    • 1 extra seat per vehicle
    • Passenger can have control of the weapons

Optimisations

  • Train pathfinding and collision checking optimisations
  • Additional smoke related optimisations [5]
  • Lamp related optimisations [6]
  • Item stack optimisation
  • Optimisation of electric network update logic [7]
  • Optimisation of logistic robot movement
  • Group multiple item icons to one sprite in order to optimize rendering of saturated belts
  • Optimisation of blueprint preview rendering [8]

Overall tweaks

  • Find a way to show connected walls + pipes in a blueprint [9]
  • Confirm blueprint deletion
  • Fluid squashing in pipes
  • Map interaction improvements

Semi-bugs or small things

  • A train will no longer block its own path with chain signals [10]
  • Make programmable speaker 'Global playback' only apply for people on that force
  • Make electric network UI less weird with lots of accumulators
  • In the future, construction robots will stop following their repair target when the target leaves the construction zone [11]
  • Construction robots now immediately know when their target has been repaired (by hand etc), instead of realizing it when they arrive at the target [12]
  • Robots building things from personal roboports now count as being in the player's inventory while flying around [13]
  • Added a /server-save command [14]
  • Added automatic downloading of mods from multiplayer servers [15]
  • Added ability to reset achievements, including steam achievements [16]

See also