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Upcoming features: Difference between revisions

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** 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][https://www.factorio.com/blog/post/fff-259]
* [[Map editor]] improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252][https://www.factorio.com/blog/post/fff-259]
* Map generator improvements and fixes, autoplace specification improvements and documentation  [https://www.factorio.com/blog/post/fff-258]  
* [[World generator|Map generator]] improvements and fixes, autoplace specification improvements and documentation  [https://www.factorio.com/blog/post/fff-258]  
** All combinations of settings should no longer create strange maps such as circles of cliffs.
** 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.
** 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.
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** Increased the number of steps (small, medium, big, etc) for each setting from 5 to 9 for even more customization.
** Increased the number of steps (small, medium, big, etc) for each setting from 5 to 9 for even more customization.
* 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
** New laser turret textures, new laser beams [https://www.factorio.com/blog/post/fff-228]
** New [[laser turret]] textures, new laser beams [https://www.factorio.com/blog/post/fff-228]
** Spawners redesign in HR [https://www.factorio.com/blog/post/fff-252]
** Spawners redesign in HR [https://www.factorio.com/blog/post/fff-252]
** HR defensive structures [https://www.factorio.com/blog/post/fff-253]
** HR defensive structures [https://www.factorio.com/blog/post/fff-253]
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** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257]
** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257]
** The rocket parts have their own technologies and are used in more recipes besides the rocket [https://www.factorio.com/blog/post/fff-257]
** The rocket parts have their own technologies and are used in more recipes besides the rocket [https://www.factorio.com/blog/post/fff-257]
** Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [https://www.factorio.com/blog/post/fff-257]
** Launching a [[satellite]] no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [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] [https://www.factorio.com/blog/post/fff-263]
* Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255] [https://www.factorio.com/blog/post/fff-263]
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** Different fonts, color, and icons
** Different fonts, color, and icons
** Possibly: Item/recipe/technology references, map positions, and blueprint strings
** Possibly: Item/recipe/technology references, map positions, and blueprint strings
* Fast pipe replacing [https://www.factorio.com/blog/post/fff-240]
* Fast [[pipe]] replacing [https://www.factorio.com/blog/post/fff-240]
* Better plural form localisations [https://www.factorio.com/blog/post/fff-244]
* Better plural form localisations [https://www.factorio.com/blog/post/fff-244]
* More modding support [https://www.factorio.com/blog/post/fff-248] [https://forums.factorio.com/61239] [https://www.factorio.com/blog/post/fff-262]
* More modding support [https://www.factorio.com/blog/post/fff-248] [https://forums.factorio.com/61239] [https://www.factorio.com/blog/post/fff-262]
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* Steam networking for multiplayer [https://factorio.com/blog/post/fff-265]
* Steam networking for multiplayer [https://factorio.com/blog/post/fff-265]
* Mining tools (iron and steel axe) are removed [https://www.factorio.com/blog/post/fff-266]
* Mining tools (iron and steel axe) are removed [https://www.factorio.com/blog/post/fff-266]
* [[Armor]] has infinite durability [https://forums.factorio.com/viewtopic.php?p=384185#p384185]
* The mining hardness and mining power mechanics are removed [https://www.factorio.com/blog/post/fff-266]
* The mining hardness and mining power mechanics are removed [https://www.factorio.com/blog/post/fff-266]
* [[Stone]] has the same mining time as the other ores [https://www.factorio.com/blog/post/fff-266]
* Burner efficiency streamlining [https://www.factorio.com/blog/post/fff-266]
* Burner efficiency streamlining [https://www.factorio.com/blog/post/fff-266]
** [[Boiler]]s are now 100% efficient instead of 50%
** [[Boiler]]s are now 100% efficient instead of 50%
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== See also ==
== See also ==
* [https://www.factorio.com/blog/post/fff-235 Friday Facts #235]
* [https://www.factorio.com/blog/post/fff-235 Friday Facts #235]
* [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of September 24 2018]
* [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of October 19 2018]
* [[Roadmap|Planned releases]]
* [[Roadmap|Planned releases]]
* [[Version history]]
* [[Version history]]

Revision as of 18:41, 27 October 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] [4]
    • Addition of shallow water as a natural barries that the player can walk on, but not build on [5]
    • Compilatron [6]
  • GUI rewrite [7] [8] [9]
    • Improve the looks of the GUI [10]
    • Change the way it works
    • Research queue [16] [17] [18]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [19] [20]
    • New font rendering [21]
    • Better rendering performance (CPU side) [22] [23]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [24]
  • 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 [25]
    • Syncing mod settings to saves [26]
    • Mod browsing improvements
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [27][28]
  • Map generator improvements and fixes, autoplace specification improvements and documentation [29]
    • 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.
  • High-resolution sprites for the rest of the game, including a few changes to some entities
  • Final game balancing
    • Science pack technologies [34]
    • Separation of nuclear energy and nuclear processing [35]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [36]
    • Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [37]
    • Better separation of technologies between high tech and production science [38]
  • Upgrade planner [39] [40] [41]
  • Rich text editing [42]
    • Different fonts, color, and icons
    • Possibly: Item/recipe/technology references, map positions, and blueprint strings
  • Fast pipe replacing [43]
  • Better plural form localisations [44]
  • More modding support [45] [46] [47]
  • Better sounds [48]
  • Copy, paste and cut functionality [49]
  • Ability to undo building, mining, blueprinting and deconstruction [50] [51]
  • Small quality-of-life improvements [52]
    • Better recipe catalyst mechanics
    • Items no longer spill onto belts
    • Separate construction queue for tile ghosts
    • Belt immunity equipment
    • Bots can be shown on the map as a debug option [53]
    • Train out of fuel alert [54]
    • Better error messages when building/inserting fails (out of reach etc) [55]
    • Selecting an inserter/miner shows what entities it interacts with [56]
    • Trains in blueprints [57]
    • Cliffs can be deconstructed [58]
  • Keyboard bindings now use scan-codes instead of key-codes [59]
  • Steam networking for multiplayer [60]
  • Mining tools (iron and steel axe) are removed [61]
  • Armor has infinite durability [62]
  • The mining hardness and mining power mechanics are removed [63]
  • Stone has the same mining time as the other ores [64]
  • Burner efficiency streamlining [65]
  • The ingredient count limit on assembling machines is removed [66]
  • Resistances are streamlined [67]

Possible features

  • Spidertron [68] [69]
  • Better car handling and car in latency state
  • Better fluid physics [70] [71]

See also