Upcoming features: Difference between revisions
Jump to navigation
Jump to search
(fff 279 - Train GUI & Modern Spitter) |
(fff280 - Visual Feedback is the king) |
||
Line 15: | Line 15: | ||
** Action bar [https://www.factorio.com/blog/post/fff-191] [https://factorio.com/blog/post/fff-278] | ** Action bar [https://www.factorio.com/blog/post/fff-191] [https://factorio.com/blog/post/fff-278] | ||
*** Ghost cursor [https://www.factorio.com/blog/post/fff-191] [https://factorio.com/blog/post/fff-278] | *** Ghost cursor [https://www.factorio.com/blog/post/fff-191] [https://factorio.com/blog/post/fff-278] | ||
** Tool bar [https://factorio.com/blog/post/fff-280] | |||
*** Access to blueprinting tools directly on the main screen (no longer located in the blueprint library) | |||
*** Ability to toggle personal roboports and exoskeletons | |||
** Settings GUIs [https://www.factorio.com/blog/post/fff-277] | ** Settings GUIs [https://www.factorio.com/blog/post/fff-277] | ||
** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255] | ** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255] | ||
Line 20: | Line 23: | ||
** 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] [https://www.factorio.com/blog/post/fff-279] | ** Train GUI [https://factorio.com/blog/post/fff-212] [https://www.factorio.com/blog/post/fff-279] [https://factorio.com/blog/post/fff-280] | ||
* 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] |
Revision as of 17:41, 1 February 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]
- Improve the looks of the GUI [6]
- Technology tree [7]
- Changed location of cancel and OK buttons [8]
- Map generator GUI [9]
- Action bar [10] [11]
- Tool bar [14]
- Access to blueprinting tools directly on the main screen (no longer located in the blueprint library)
- Ability to toggle personal roboports and exoskeletons
- Settings GUIs [15]
- Research queue [16] [17] [18]
- Different GUI scaling [19]
- Browse mod GUI [20]
- Blueprint library [21] [22] [23]
- Train GUI [24] [25] [26]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [27] [28]
- Recipe explorer (mentioned as 0.17 goal here: [33])
- 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 [37][38]
- Map generator improvements and fixes, autoplace specification improvements and documentation [39] [40]
- 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 [41] [42]
- HR flamethrower turret [43]
- Spawners redesign in HR [44]
- HR defensive structures [45]
- HR worms [46]
- HR biters [47]
- HR spitters [48] [49]
- New transport belt, splitter and underground belt graphics [50]
- HR substation [51]
- HR power poles [52] [53] [54] [55]
- HR icons (during stabilization) [56]
- Final game balancing
- New science pack technologies [57]
- New science pack names [58]
- New science pack recipes [59]
- Separation of nuclear energy and nuclear processing [60]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [61]
- Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [62] [63]
- Better separation of technologies between high tech and production science [64] [65]
- Military upgrade technology unification [66]
- The rocket silo and all its prerequisites can be researched without using military science packs [67]
- Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [68]
- Belt item spacing has been reduced to 8 from 9 pixels [69]
- Worms and spitters now attack with movement-predicting streams of acid instead of homing projectiles [70]
- Upgrade planner [71] [72] [73]
- Rich text editing [74]
- Different fonts, color, and icons
- Item and recipe references, map positions, and blueprint strings [75]
- Better plural form localisations [76]
- More modding support [77] [78] [79]
- Script rendering [80]
- Better sounds [81]
- Copy, paste and cut functionality [82]
- Ability to undo building, mining, blueprinting and deconstruction [83] [84]
- Small quality-of-life improvements [85]
- 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 [86]
- Fast pipe replacing [87]
- Train out of fuel alert [88]
- Better error messages when building/inserting fails (out of reach etc) [89]
- Selecting an inserter/miner shows what entities it interacts with [90]
- Trains in blueprints [91]
- Cliffs can be deconstructed [92] [93]
- Robots do not leave the player's personal roboport when the player is moving faster than they can fly [94]
- GUI style inspector [95]
- Filter inserter blacklist mode [96]
- Alt-tab no longer toggles "alt-mode" [97]
- Keyboard bindings now use scan-codes instead of key-codes [98]
- Steam networking for multiplayer [99]
- Mining tools (iron and steel axe) are removed [100]
- Armor has infinite durability [101]
- The mining hardness and mining power mechanics are removed [102]
- Stone has the same mining time as the other ores [103]
- Burner efficiency streamlining [104]
- 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 [105]
- Resistances are streamlined [106]
- Option to show the entity info tooltip at the mouse position [107]
- Better fluid physics [108] [109] [110] [111] [112]