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Upcoming features: Difference between revisions

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(I hope I did this right.)
(update with latest fff (science rework))
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** 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] [https://factorio.com/blog/post/fff-246]
** 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]
** Change the way it works
** Technology tree [https://factorio.com/blog/post/fff-238]
*** Location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
** Changed 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]
*** Browse mod GUI [https://www.factorio.com/blog/post/fff-272]
** Browse mod GUI [https://www.factorio.com/blog/post/fff-272]
<!-- not 0.17 [https://www.reddit.com/r/factorio/comments/a064ek/blueprints_should_have_fuel_value/eah8k7j/?context=3] *** 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] -->
<!-- not 0.17 [https://www.reddit.com/r/factorio/comments/a064ek/blueprints_should_have_fuel_value/eah8k7j/?context=3] *** 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]
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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 also for the [[personal laser defense]] and [[distractor capsule]]s [https://www.factorio.com/blog/post/fff-228] [https://www.factorio.com/blog/post/fff-275]
** HR [[flamethrower turret]] [https://www.factorio.com/blog/post/fff-228]
** HR [[flamethrower turret]] [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]
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** HR power poles [https://www.factorio.com/blog/post/fff-195] [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-269] [https://www.factorio.com/blog/post/fff-271]
** HR power poles [https://www.factorio.com/blog/post/fff-195] [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-269] [https://www.factorio.com/blog/post/fff-271]
* Final game balancing
* Final game balancing
** Science pack technologies [https://www.factorio.com/blog/post/fff-245]
** New science pack technologies [https://www.factorio.com/blog/post/fff-245]
** New science pack names [https://www.factorio.com/blog/post/fff-275]
** New science pack recipes [https://www.factorio.com/blog/post/fff-275]
** 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 any rocket launch (with or without a payload) wins the game [https://www.factorio.com/blog/post/fff-257] [https://factorio.com/blog/post/fff-275]
** 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] [https://factorio.com/blog/post/fff-275]
** Military upgrade technology unification [https://factorio.com/blog/post/fff-275]
** The rocket silo and all its prerequisites can be researched without using [[military science pack]]s [https://factorio.com/blog/post/fff-275]
* 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]
* Rich text editing [https://www.factorio.com/blog/post/fff-237]
* Rich text editing [https://www.factorio.com/blog/post/fff-237]
** Different fonts, color, and icons
** Different fonts, color, and icons
** Item and recipe references, map positions, and blueprint strings [https://factorio.com/blog/post/fff-267]
** Item and recipe references, map positions, and blueprint strings [https://factorio.com/blog/post/fff-267]
* 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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** Belt immunity equipment
** Belt immunity equipment
** Bots can be shown on the map as a debug option [https://forums.factorio.com/viewtopic.php?p=377042#p377042]
** Bots can be shown on the map as a debug option [https://forums.factorio.com/viewtopic.php?p=377042#p377042]
** Fast [[pipe]] replacing [https://www.factorio.com/blog/post/fff-240]
** Train out of fuel alert [https://www.factorio.com/blog/post/fff-253]
** Train out of fuel alert [https://www.factorio.com/blog/post/fff-253]
** Better error messages when building/inserting fails (out of reach etc) [https://factorio.com/blog/post/fff-261]
** Better error messages when building/inserting fails (out of reach etc) [https://factorio.com/blog/post/fff-261]
Line 80: Line 84:
** GUI style inspector [https://www.factorio.com/blog/post/fff-271]
** GUI style inspector [https://www.factorio.com/blog/post/fff-271]
** [[Filter inserter]] blacklist mode [https://www.reddit.com/r/factorio/comments/a296vu/filter_inserters_should_have_a_setting_where_they/eaxzmlz/]
** [[Filter inserter]] blacklist mode [https://www.reddit.com/r/factorio/comments/a296vu/filter_inserters_should_have_a_setting_where_they/eaxzmlz/]
** Alt-tab no longer toggles "alt-mode" [https://reddit.com/r/factorio/comments/a5a785/make_altmode_enabled_by_default/ebmnss5/?context=1]
* Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259]
* Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259]
* Steam networking for multiplayer [https://factorio.com/blog/post/fff-265]
* Steam networking for multiplayer [https://factorio.com/blog/post/fff-265]
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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] [https://www.factorio.com/blog/post/fff-271]
* Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback] [https://factorio.com/blog/post/fff-260] [https://www.factorio.com/blog/post/fff-271] [https://www.factorio.com/blog/post/fff-274]
* Science pack rework [https://www.factorio.com/blog/post/fff-275]
<!-- 0.17/0.18 status unknown == Possible features ==
<!-- 0.17/0.18 status unknown == Possible features ==



Revision as of 10:51, 30 December 2018

This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released in January 2019.

Planned features

  • GUI rewrite [1] [2] [3] [4]
    • Improve the looks of the GUI [5]
    • Technology tree [6]
    • Changed location of cancel and OK buttons [7]
    • Map generator GUI [8]
    • Browse mod GUI [9]
    • Research queue [10] [11] [12]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [13] [14]
    • New font rendering [15]
    • Better rendering performance (CPU side) [16] [17]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [18]
  • Mod integration improvements
    • Syncing mods with multiplayer game [19]
    • Syncing mod settings to saves [20]
    • Mod browsing improvements [21]
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [22][23]
  • Map generator improvements and fixes, autoplace specification improvements and documentation [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.
  • High-resolution sprites for the rest of the game, including a few changes to some entities
  • Final game balancing
    • New science pack technologies [38]
    • New science pack names [39]
    • New science pack recipes [40]
    • Separation of nuclear energy and nuclear processing [41]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [42]
    • Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [43] [44]
    • Better separation of technologies between high tech and production science [45] [46]
    • Military upgrade technology unification [47]
    • The rocket silo and all its prerequisites can be researched without using military science packs [48]
  • Upgrade planner [49] [50] [51]
  • Rich text editing [52]
    • Different fonts, color, and icons
    • Item and recipe references, map positions, and blueprint strings [53]
  • Better plural form localisations [54]
  • More modding support [55] [56] [57]
  • Better sounds [58]
  • Copy, paste and cut functionality [59]
  • Ability to undo building, mining, blueprinting and deconstruction [60] [61]
  • Small quality-of-life improvements [62]
    • 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 [63]
    • Fast pipe replacing [64]
    • Train out of fuel alert [65]
    • Better error messages when building/inserting fails (out of reach etc) [66]
    • Selecting an inserter/miner shows what entities it interacts with [67]
    • Trains in blueprints [68]
    • Cliffs can be deconstructed [69] [70]
    • Robots do not leave the player's personal roboport when the player is moving faster than they can fly [71]
    • GUI style inspector [72]
    • Filter inserter blacklist mode [73]
    • Alt-tab no longer toggles "alt-mode" [74]
  • Keyboard bindings now use scan-codes instead of key-codes [75]
  • Steam networking for multiplayer [76]
  • Mining tools (iron and steel axe) are removed [77]
  • Armor has infinite durability [78]
  • The mining hardness and mining power mechanics are removed [79]
  • Stone has the same mining time as the other ores [80]
  • Burner efficiency streamlining [81]
  • The ingredient count limit on assembling machines is removed [82]
  • Resistances are streamlined [83]
  • Option to show the entity info tooltip at the mouse position [84]
  • Better fluid physics [85] [86] [87] [88]

See also