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]