Upcoming features: Difference between revisions
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** Browse mod GUI [https://www.factorio.com/blog/post/fff-272] | ** Browse mod GUI [https://www.factorio.com/blog/post/fff-272] | ||
** 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] | ** 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] | ||
** Train GUI [https://factorio.com/blog/post/fff-212] | ** Train GUI [https://factorio.com/blog/post/fff-212] [https://www.factorio.com/blog/post/fff-279] | ||
* 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 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] | ** New font rendering [https://factorio.com/blog/post/fff-232] | ||
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** HR worms [https://www.factorio.com/blog/post/fff-259] | ** HR worms [https://www.factorio.com/blog/post/fff-259] | ||
** HR biters [https://www.factorio.com/blog/post/fff-268] | ** HR biters [https://www.factorio.com/blog/post/fff-268] | ||
** HR spitters [https://factorio.com/blog/post/fff-278] | ** HR spitters [https://factorio.com/blog/post/fff-278] [https://www.factorio.com/blog/post/fff-279] | ||
** New [[transport belt]], [[splitter]] and [[underground belt]] graphics [https://www.factorio.com/blog/post/fff-269] | ** New [[transport belt]], [[splitter]] and [[underground belt]] graphics [https://www.factorio.com/blog/post/fff-269] | ||
** HR [[substation]] [https://www.factorio.com/blog/post/fff-270] | ** HR [[substation]] [https://www.factorio.com/blog/post/fff-270] | ||
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** Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [https://www.factorio.com/blog/post/fff-275] | ** Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [https://www.factorio.com/blog/post/fff-275] | ||
** Belt item spacing has been reduced to 8 from 9 pixels [https://www.factorio.com/blog/post/fff-276] | ** Belt item spacing has been reduced to 8 from 9 pixels [https://www.factorio.com/blog/post/fff-276] | ||
** Worms and spitters now attack with movement-predicting streams of acid instead of homing projectiles [https://www.factorio.com/blog/post/fff-279] | |||
* 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] | * 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] | * Rich text editing [https://www.factorio.com/blog/post/fff-237] |
Revision as of 10:09, 31 January 2019
This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released in February 2019.
Planned features
- GUI rewrite [1] [2] [3] [4] [5]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [25] [26]
- Recipe explorer (mentioned as 0.17 goal here: [31])
- 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?"
- "How do I produce this item?"
- Mod integration improvements
- Map editor improvements, both technical and usability wise [35][36]
- Map generator improvements and fixes, autoplace specification improvements and documentation [37] [38]
- 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 also for the personal laser defense and distractor capsules [39] [40]
- HR flamethrower turret [41]
- Spawners redesign in HR [42]
- HR defensive structures [43]
- HR worms [44]
- HR biters [45]
- HR spitters [46] [47]
- New transport belt, splitter and underground belt graphics [48]
- HR substation [49]
- HR power poles [50] [51] [52] [53]
- HR icons (during stabilization) [54]
- Final game balancing
- New science pack technologies [55]
- New science pack names [56]
- New science pack recipes [57]
- Separation of nuclear energy and nuclear processing [58]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [59]
- Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [60] [61]
- Better separation of technologies between high tech and production science [62] [63]
- Military upgrade technology unification [64]
- The rocket silo and all its prerequisites can be researched without using military science packs [65]
- Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [66]
- Belt item spacing has been reduced to 8 from 9 pixels [67]
- Worms and spitters now attack with movement-predicting streams of acid instead of homing projectiles [68]
- Upgrade planner [69] [70] [71]
- Rich text editing [72]
- Different fonts, color, and icons
- Item and recipe references, map positions, and blueprint strings [73]
- Better plural form localisations [74]
- More modding support [75] [76] [77]
- Script rendering [78]
- Better sounds [79]
- Copy, paste and cut functionality [80]
- Ability to undo building, mining, blueprinting and deconstruction [81] [82]
- Small quality-of-life improvements [83]
- 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 [84]
- Fast pipe replacing [85]
- Train out of fuel alert [86]
- Better error messages when building/inserting fails (out of reach etc) [87]
- Selecting an inserter/miner shows what entities it interacts with [88]
- Trains in blueprints [89]
- Cliffs can be deconstructed [90] [91]
- Robots do not leave the player's personal roboport when the player is moving faster than they can fly [92]
- GUI style inspector [93]
- Filter inserter blacklist mode [94]
- Alt-tab no longer toggles "alt-mode" [95]
- Keyboard bindings now use scan-codes instead of key-codes [96]
- Steam networking for multiplayer [97]
- Mining tools (iron and steel axe) are removed [98]
- Armor has infinite durability [99]
- The mining hardness and mining power mechanics are removed [100]
- Stone has the same mining time as the other ores [101]
- Burner efficiency streamlining [102]
- Boilers 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 locomotives and nuclear reactors is halved.
- The ingredient count limit on assembling machines is removed [103]
- Resistances are streamlined [104]
- Option to show the entity info tooltip at the mouse position [105]
- Better fluid physics [106] [107] [108] [109] [110]