Upcoming features: Difference between revisions
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* Final game balancing | * Final game balancing | ||
** Science pack technologies [https://www.factorio.com/blog/post/fff-245] | ** Science pack technologies [https://www.factorio.com/blog/post/fff-245] | ||
** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257] | |||
** Changing low density structures to its own tech and requiring it for various recipes [https://www.factorio.com/blog/post/fff-257] | |||
** Changing rocket control units to its own tech and replacing it for nuclear bombs [https://www.factorio.com/blog/post/fff-257] | |||
** Changing rocket fuel to its own tech and locking it behind rocketry and engines [https://www.factorio.com/blog/post/fff-257] | |||
** Changing satalites to its own tech and removing the previous win condition [https://www.factorio.com/blog/post/fff-257] | |||
** Adding a new item: “rocket excape pod” “https://www.factorio.com/blog/post/fff-257] | |||
** 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] [https://factorio.com/blog/post/fff-255] | * Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255] |
Revision as of 17:36, 25 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]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [16]
- 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
- Final game balancing
- Science pack technologies [26]
- Separation of nuclear energy and nuclear processing [27]
- Changing low density structures to its own tech and requiring it for various recipes [28]
- Changing rocket control units to its own tech and replacing it for nuclear bombs [29]
- Changing rocket fuel to its own tech and locking it behind rocketry and engines [30]
- Changing satalites to its own tech and removing the previous win condition [31]
- Adding a new item: “rocket excape pod” “https://www.factorio.com/blog/post/fff-257]
- Better separation of technologies between high tech and production science [32]
- Upgrade planner [33] [34]
- Rich text editing [35]
- Different fonts, color, and icons
- Possibly: Item/recipe/technology references, map positions, and blueprint strings
- Fast pipe replacing [36]
- Better plural form localisations [37]
- More modding support [38] [39]
- Infinity pipe (above link)
- Cloning entities/areas (above link)
- Lua function to generate a full tech tree (above link) [40]
- Better sounds [41]
- Train out of fuel alert [42]
- Copy, paste and cut functionality [43]
- Ability to undo building, mining, blueprinting and deconstruction [44]
- Small quality-of-life improvements [45]
- Better recipe catalyst mechanics
- Items no longer spill onto belts
- Separate construction queue for tile ghosts
- Belt immunity equipment