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Upcoming features: Difference between revisions

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(Info from the new FFF)
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*** Location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
*** Location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
*** Map generator GUI [https://www.factorio.com/blog/post/fff-246]
*** Map generator GUI [https://www.factorio.com/blog/post/fff-246]
*** Blueprint library [https://www.factorio.com/blog/post/fff-249] [https://www.factorio.com/blog/post/fff-250]
*** 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]
** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238]
** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255]
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230]
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230]
** New font rendering [https://factorio.com/blog/post/fff-232]
** New font rendering [https://factorio.com/blog/post/fff-232]
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** Science pack technologies [https://www.factorio.com/blog/post/fff-245]
** Science pack technologies [https://www.factorio.com/blog/post/fff-245]
** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245]
** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245]
* Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3]
* Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255]
* Rich text editing [https://www.factorio.com/blog/post/fff-237]
* Rich text editing [https://www.factorio.com/blog/post/fff-237]
** Different fonts, color, and icons
** Different fonts, color, and icons
Line 49: Line 49:
* 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]
* Copy, paste and cut functionality [https://factorio.com/blog/post/fff-255]
* Ability to undo building, mining, blueprinting and deconstruction [https://factorio.com/blog/post/fff-255]


== Possible features ==
== Possible features ==

Revision as of 15:05, 10 August 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] [12]
    • Research queue [13] [14] [15]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [16]
    • New font rendering [17]
    • Better rendering performance (CPU side) [18] [19]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [20]
  • 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 [21]
    • Mod browsing improvements
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [22]
  • 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 [23]
    • Spawners redesign in HR [24]
    • HR defensive structures [25]
  • Final game balancing
    • Science pack technologies [26]
    • Better separation of technologies between high tech and production science [27]
  • Upgrade planner [28] [29]
  • Rich text editing [30]
    • Different fonts, color, and icons
    • Possibly: Item/recipe/technology references, map positions, and blueprint strings
  • Fast pipe replacing [31]
  • Better plural form localisations [32]
  • More modding support [33] [34]
    • Infinity pipe (above link)
    • Cloning entities/areas (above link)
    • Lua function to generate a full tech tree (above link) [35]
  • Better sounds [36]
  • Train out of fuel alert [37]
  • Copy, paste and cut functionality [38]
  • Ability to undo building, mining, blueprinting and deconstruction [39]

Possible features

  • Spidertron [40] [41]
  • Better car handling and car in latency state
  • Better fluid physics [42]

See also