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 | * [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]
- GUI rewrite [7] [8] [9]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [19] [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
- 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
- New laser turret textures, new laser beams [30]
- Spawners redesign in HR [31]
- HR defensive structures [32]
- HR worms [33]
- 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]
- Boilers are now 100% efficient instead of 50%
- The fuel value of all fuel except nuclear fuel and uranium fuel cell is halved
- The energy consumption of burner devices except locomotives and nuclear reactors is halved.
- The ingredient count limit on assembling machines is removed [66]
- Resistances are streamlined [67]