Upcoming features: Difference between revisions
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== Planned features == | == Planned features == | ||
<!-- 0.18 | |||
* Improved First Steps campaign and new main campaign [https://www.factorio.com/blog/post/fff-241] [https://us2.factorio.com/assets/img/blog/fff-243-office-picture-albert.jpg] [https://www.factorio.com/blog/post/fff-245] [https://factorio.com/blog/post/fff-261] | * Improved First Steps campaign and new main campaign [https://www.factorio.com/blog/post/fff-241] [https://us2.factorio.com/assets/img/blog/fff-243-office-picture-albert.jpg] [https://www.factorio.com/blog/post/fff-245] [https://factorio.com/blog/post/fff-261] | ||
** Addition of shallow water as a natural barries that the player can walk on, but not build on [https://www.factorio.com/blog/post/fff-257] | ** Addition of shallow water as a natural barries that the player can walk on, but not build on [https://www.factorio.com/blog/post/fff-257] | ||
** Compilatron [https://www.factorio.com/blog/post/fff-262] | ** Compilatron [https://www.factorio.com/blog/post/fff-262] --> | ||
* GUI rewrite [https://www.factorio.com/blog/post/fff-191] [https://www.factorio.com/blog/post/fff-212] [https://factorio.com/blog/post/fff-238] | * GUI rewrite [https://www.factorio.com/blog/post/fff-191] [https://www.factorio.com/blog/post/fff-212] [https://factorio.com/blog/post/fff-238] | ||
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243] | ** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243] | ||
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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] [https://factorio.com/blog/post/fff-255] | <!-- 0.17/0.18 status unknown *** 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] [https://factorio.com/blog/post/fff-255] | ** 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] [https://factorio.com/blog/post/fff-264] | * New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230] [https://factorio.com/blog/post/fff-264] | ||
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** Better rendering performance (CPU side) [https://www.factorio.com/blog/post/fff-244] [https://www.factorio.com/blog/post/fff-251] | ** Better rendering performance (CPU side) [https://www.factorio.com/blog/post/fff-244] [https://www.factorio.com/blog/post/fff-251] | ||
** Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [https://www.factorio.com/blog/post/fff-244] | ** Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [https://www.factorio.com/blog/post/fff-244] | ||
* Recipe tree GUI | <!-- 0.17/0.18 status unknown * Recipe tree GUI | ||
** 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] | ||
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** HR defensive structures [https://www.factorio.com/blog/post/fff-253] | ** HR defensive structures [https://www.factorio.com/blog/post/fff-253] | ||
** HR worms [https://www.factorio.com/blog/post/fff-259] | ** HR worms [https://www.factorio.com/blog/post/fff-259] | ||
** HR biters [https://www.factorio.com/blog/post/fff-268] | |||
** New [[transport belt]], [[splitter]] and [[underground belt]] graphics [https://www.factorio.com/blog/post/fff-269] | |||
* 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] | ||
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* Resistances are streamlined [https://www.factorio.com/blog/post/fff-266] | * Resistances are streamlined [https://www.factorio.com/blog/post/fff-266] | ||
* Option to show the entity info tooltip at the mouse position [https://factorio.com/blog/post/fff-267] | * Option to show the entity info tooltip at the mouse position [https://factorio.com/blog/post/fff-267] | ||
* Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback] [https://factorio.com/blog/post/fff-260] | |||
== Possible features == | <!-- 0.17/0.18 status unknown == Possible features == | ||
* Spidertron [https://www.factorio.com/blog/post/fff-120] [https://clips.twitch.tv/StormyTiredPlumOhMyDog] | * Spidertron [https://www.factorio.com/blog/post/fff-120] [https://clips.twitch.tv/StormyTiredPlumOhMyDog] | ||
* Better car handling and car in latency state | * Better car handling and car in latency state | ||
--> | |||
== See also == | == See also == | ||
* [https://www.factorio.com/blog/post/fff-235 Friday Facts #235] | * [https://www.factorio.com/blog/post/fff-269 Friday Facts #269 - Roadmap update] | ||
* [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of | * [https://www.factorio.com/blog/post/fff-235 Friday Facts #235 - 0.16 stable] | ||
* [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of November 16 2018] | |||
* [[Roadmap|Planned releases]] | * [[Roadmap|Planned releases]] | ||
Revision as of 12:39, 17 November 2018
This is a list of planned additions and changes for Factorio's next major release 0.17.
Planned features
- GUI rewrite [1] [2] [3]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [10] [11]
- Mod integration improvements
- Map editor improvements, both technical and usability wise [18][19]
- Map generator improvements and fixes, autoplace specification improvements and documentation [20]
- 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 [21]
- HR flamethrower turret [22]
- Spawners redesign in HR [23]
- HR defensive structures [24]
- HR worms [25]
- HR biters [26]
- New transport belt, splitter and underground belt graphics [27]
- 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] [35]
- Rich text editing [36]
- Different fonts, color, and icons
- Item and recipe references, map positions, and blueprint strings [37]
- Fast pipe replacing [38]
- Better plural form localisations [39]
- More modding support [40] [41] [42]
- Better sounds [43]
- Copy, paste and cut functionality [44]
- Ability to undo building, mining, blueprinting and deconstruction [45] [46]
- Small quality-of-life improvements [47]
- 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 [48]
- Train out of fuel alert [49]
- Better error messages when building/inserting fails (out of reach etc) [50]
- Selecting an inserter/miner shows what entities it interacts with [51]
- Trains in blueprints [52]
- Cliffs can be deconstructed [53] [54]
- Keyboard bindings now use scan-codes instead of key-codes [55]
- Steam networking for multiplayer [56]
- Mining tools (iron and steel axe) are removed [57]
- Armor has infinite durability [58]
- The mining hardness and mining power mechanics are removed [59]
- Stone has the same mining time as the other ores [60]
- Burner efficiency streamlining [61]
- 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 [62]
- Resistances are streamlined [63]
- Option to show the entity info tooltip at the mouse position [64]
- Better fluid physics [65] [66]