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Upcoming features: Difference between revisions

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(→‎Planned features: more detail on modding stuff)
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* Better plural form localisations [https://www.factorio.com/blog/post/fff-244]
* 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]
* 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]
* Better sounds [https://www.factorio.com/blog/post/fff-252]
* Train out of fuel alert [https://www.factorio.com/blog/post/fff-253]
* Train out of fuel alert [https://www.factorio.com/blog/post/fff-253]

Revision as of 16:01, 28 July 2018

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

Planned features

  • Mini tutorials
    • Improved quality
    • Cover the rest of the game mechanics
  • Improved First Steps campaign and new main campaign [1] [2] [3]
  • GUI rewrite [4] [5] [6]
    • Improve the looks of the GUI [7]
    • Change the way it works
      • Location of cancel and OK buttons [8]
      • Map generator GUI [9]
      • Blueprint library [10] [11]
    • Research queue [12] [13]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [14]
    • New font rendering [15]
    • Better rendering performance (CPU side) [16] [17]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [18]
  • 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 [19]
    • Mod browsing improvements
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [20]
  • 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 [21]
    • Spawners redesign in HR [22]
    • HR defensive structures [23]
  • Final game balancing
    • Science pack technologies [24]
    • Better separation of technologies between high tech and production science [25]
  • Upgrade planner [26]
  • Rich text editing [27]
    • Different fonts, color, and icons
    • Possibly: Item/recipe/technology references, map positions, and blueprint strings
  • Fast pipe replacing [28]
  • Better plural form localisations [29]
  • More modding support [30] [31]
    • Infinity pipe (above link)
    • Cloning entities/areas (above link)
    • Lua function to generate a full tech tree (above link) [32]/the_full_technology_tree_is_a_satisfying_sight/e0vyqib/
  • Better sounds [33]
  • Train out of fuel alert [34]

Possible features

  • Spidertron [35] [36]
  • Better car handling and car in latency state
  • Better fluid physics [37]

See also