Upcoming features: Difference between revisions
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** Foundation of some kind of in-game "factoriopedia" | ** Foundation of some kind of in-game "factoriopedia" | ||
** Should provide the player fast ways to get the answer to questions like: | ** Should provide the player fast ways to get the answer to questions like: | ||
***"What is this item used in?" | *** "What is this item used in?" | ||
***"What is the graph of recipe dependencies for this?" | *** "What is the graph of recipe dependencies for this?" | ||
* Mod integration improvements | * Mod integration improvements | ||
** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248] | ** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248] | ||
** Mod browsing improvements | ** Mod browsing improvements | ||
*** Show the mod picture and more smaller things | *** Show the mod picture and more smaller things | ||
* Map editor improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252] | * Map editor improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252] [https://www.factorio.com/blog/post/fff-258] | ||
** 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. | |||
* Map generator improvements and fixes, autoplace specification improvements and documentation | * 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 | * High-resolution sprites for the rest of the game, including a few changes to some entities |
Revision as of 10:31, 31 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]
- Addition of shallow water as a natural barries that the player can walk on, but not build on [4]
- GUI rewrite [5] [6] [7]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [17]
- 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 [22]
- Mod browsing improvements
- Show the mod picture and more smaller things
- Map editor improvements, both technical and usability wise [23] [24]
- 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.
- 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 [28]
- Separation of nuclear energy and nuclear processing [29]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [30]
- Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [31]
- 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