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Upcoming features: Difference between revisions

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(added brief note that 0.16 is out and updates to wiki are pending)
(Changed From 0.16 Up Coming Features to 0.17)
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This is a list of planned additions and changes for Factorio's next major release 0.16.
This is a list of planned additions and changes for Factorio's next major release 0.17.
 
''Note: Version 0.16 was released on December 13, 2017. Pending updates to the wiki to reflect the new release, the list below should be considered inaccurate, as many of the features given here as "planned" are now implemented. Editors: please remove this tag once this page is properly updated.''


== Changes/additions ==
== Changes/additions ==
* [[Artillery wagon]] [https://www.factorio.com/blog/post/fff-220]
<!-- * Mod portal improvement (rewrite) -->
* High resolution textures for almost everything:
** Lab [https://www.factorio.com/blog/post/fff-204]
** Radar [https://www.factorio.com/blog/post/fff-205]
** Worker robots (construction and logistic), combat robots (defender, distractor and destroyer) [https://www.factorio.com/blog/post/fff-203]
** Combinators [https://www.factorio.com/blog/post/fff-194]
** Electric & circuit wires, lamp [https://www.factorio.com/blog/post/fff-210]
** Pumpjack, storage tank [https://www.factorio.com/blog/post/fff-206]
** Player, tank [https://www.factorio.com/blog/post/fff-218]
** Terrain [https://www.factorio.com/blog/post/fff-220]
** Concrete [https://www.factorio.com/blog/post/fff-214]
** Stone bricks [https://www.factorio.com/blog/post/fff-209]
* New alert icons [https://www.factorio.com/blog/post/fff-195]
* 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]
** 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
* [[Cliff]]s [https://www.factorio.com/blog/post/fff-219]
* Belts, underground belts and splitters can fast replace each other [https://www.factorio.com/blog/post/fff-206]
* Train block visualisation [https://www.factorio.com/blog/post/fff-198]
* All terrains, including stone path and concrete, have transitions with water [https://www.factorio.com/blog/post/fff-220]
** Offshore pump placement changes


== Optimisations ==
* Mini tutorials
* Train pathfinding and collision checking optimisations
* Improved First Steps campaign and new main campaign
* Additional smoke related optimisations [https://www.factorio.com/blog/post/fff-209]
* Gui rewrite.
* Lamp related optimisations [https://www.reddit.com/r/factorio/comments/776fel/affects_of_radar_on_ups/dolmkwu/?context=1]
* New graphics back-end.
* Item stack optimisation
* Recipe tree GUI
* Optimisation of electric network update logic [https://www.factorio.com/blog/post/fff-209]
* Mod integration improvements
<!-- * Optimisation of logistic robot movement -->
* Map Editor improvements
* Group multiple item icons to one sprite in order to optimize rendering of saturated belts
* Map generator improvements and fixes
* Optimisation of blueprint preview rendering [https://forums.factorio.com/viewtopic.php?p=316888#p316888]
* High-Resolution sprites for the rest of the game
* Belt optimisations [https://www.factorio.com/blog/post/fff-204]
* Final game balancing
* Saving and loading optimisations [https://factorio.com/blog/post/fff-201]


== Overall tweaks ==
== Possibly ==  
* Find a way to show connected walls + pipes in a blueprint [https://www.factorio.com/blog/post/fff-211]
* Spidertron
<!-- * Confirm blueprint deletion
* Better car handling and car in latency state
* Fluid squashing in pipes -->
* Better fluid physics
* Map interaction improvements
* Organised playtesting for the new GUI, campaigns and tutorials before release.


== Semi-bugs or small things ==
* A train will no longer block its own path with chain signals [https://forums.factorio.com/viewtopic.php?f=213&t=19619&p=313195#p313195]
* 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 [https://forums.factorio.com/viewtopic.php?p=304263#p304263]
* Construction robots now immediately know when their target has been repaired (by hand etc), instead of realizing it when they arrive at the target [https://forums.factorio.com/viewtopic.php?p=304263#p304263]
* Robots building things from personal roboports now count as being in the player's inventory while flying around [https://forums.factorio.com/viewtopic.php?f=6&t=53581]
* Added a /server-save command [https://forums.factorio.com/viewtopic.php?p=306946#p306946]
<!-- * Added automatic downloading of mods from multiplayer servers [https://forums.factorio.com/viewtopic.php?f=66&t=49355] -->
* Added ability to reset achievements, including steam achievements [https://forums.factorio.com/viewtopic.php?p=307496#p307496]
* The blueprint library will no longer erase modded entites from blueprints if their mod is removed from the game [https://www.factorio.com/blog/post/fff-211]


== See also ==
* [https://www.factorio.com/blog/post/fff-200 Friday Facts #200 - Plans for 0.16]
* [https://gist.github.com/Rseding91/4d12cc528b6cefbf5391c447db2fae06 Modding related changelog]
* [[Roadmap/Coming_Releases|Planned releases]]
* [[Roadmap/Coming_Releases|Planned releases]]
* [[Version history]]
* [[Version history]]

Revision as of 09:58, 24 March 2018

This is a list of planned additions and changes for Factorio's next major release 0.17.

Changes/additions

  • Mini tutorials
  • Improved First Steps campaign and new main campaign
  • Gui rewrite.
  • New graphics back-end.
  • Recipe tree GUI
  • Mod integration improvements
  • Map Editor improvements
  • Map generator improvements and fixes
  • High-Resolution sprites for the rest of the game
  • Final game balancing

Possibly

  • Spidertron
  • Better car handling and car in latency state
  • Better fluid physics
  • Organised playtesting for the new GUI, campaigns and tutorials before release.