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Upcoming features: Difference between revisions

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(some more)
(commented out stuff that's not quite confirmed/that's confirmed not 0.16/that isn't implemnted yet)
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== Changes/additions ==
== Changes/additions ==
* [[Artillery wagon]] [https://www.factorio.com/blog/post/fff-220]
* [[Artillery wagon]] [https://www.factorio.com/blog/post/fff-220]
* Mod portal improvement (rewrite)
<!-- * Mod portal improvement (rewrite) -->
* High resolution textures for almost everything:
* High resolution textures for almost everything:
** Lab [https://www.factorio.com/blog/post/fff-204]
** Lab [https://www.factorio.com/blog/post/fff-204]
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** Tweaking the resource density (average number of resources per tile)
** Tweaking the resource density (average number of resources per tile)
** Making resources much more spread apart
** 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
<!-- ** 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
** Making sure the starting area is not covered by trees
* [[Buffer chest]] [https://www.factorio.com/blog/post/fff-203]
* [[Buffer chest]] [https://www.factorio.com/blog/post/fff-203]
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* Item stack optimisation
* Item stack optimisation
* Optimisation of electric network update logic [https://www.factorio.com/blog/post/fff-209]
* Optimisation of electric network update logic [https://www.factorio.com/blog/post/fff-209]
* 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]
* Optimisation of blueprint preview rendering [https://forums.factorio.com/viewtopic.php?p=316888#p316888]
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== Overall tweaks ==
== Overall tweaks ==
* Find a way to show connected walls + pipes in a blueprint [https://www.factorio.com/blog/post/fff-211]
* Find a way to show connected walls + pipes in a blueprint [https://www.factorio.com/blog/post/fff-211]
* Confirm blueprint deletion
<!-- * Confirm blueprint deletion
* Fluid squashing in pipes
* Fluid squashing in pipes
* Map interaction improvements
* Map interaction improvements -->


== Semi-bugs or small things ==
== Semi-bugs or small things ==
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* 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]
* 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 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 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]
* 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]
* 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]

Revision as of 16:42, 9 December 2017

This is a list of planned additions and changes for Factorio's next major release 0.16.

Changes/additions

  • Artillery wagon [1]
  • High resolution textures for almost everything:
    • Lab [2]
    • Radar [3]
    • Worker robots (construction and logistic), combat robots (defender, distractor and destroyer) [4]
    • Combinators [5]
    • Electric & circuit wires, lamp [6]
    • Pumpjack, storage tank [7]
    • Player, tank [8]
  • New alert icons [9]
  • Map generation improvement (related to the updated high res terrains and decoratives) [10] [11]
    • Generation of iron on top of other resources
    • Tweaking the resource density (average number of resources per tile)
    • Making resources much more spread apart
    • Making sure the starting area is not covered by trees
  • Buffer chest [12]
  • Passenger seat for vehicles [13]
    • 1 extra seat per vehicle
    • Passenger can have control of the weapons
  • Cliffs [14]
  • Belts, underground belts and splitters can fast replace each other [15]
  • Train block visualisation [16]
  • All terrains, including stone path and concrete, have transitions with water [17]

Optimisations

  • Train pathfinding and collision checking optimisations
  • Additional smoke related optimisations [18]
  • Lamp related optimisations [19]
  • Item stack optimisation
  • Optimisation of electric network update logic [20]
  • Group multiple item icons to one sprite in order to optimize rendering of saturated belts
  • Optimisation of blueprint preview rendering [21]
  • Belt optimisations [22]
  • Saving and loading optimisations [23]

Overall tweaks

  • Find a way to show connected walls + pipes in a blueprint [24]

Semi-bugs or small things

  • A train will no longer block its own path with chain signals [25]
  • 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 [26]
  • Construction robots now immediately know when their target has been repaired (by hand etc), instead of realizing it when they arrive at the target [27]
  • Robots building things from personal roboports now count as being in the player's inventory while flying around [28]
  • Added a /server-save command [29]
  • Added ability to reset achievements, including steam achievements [30]
  • The blueprint library will no longer erase modded entites from blueprints if their mod is removed from the game [31]

See also