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Upcoming features: Difference between revisions

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(update with latest fff (science rework))
(Friday Facts #276 - Belt item spacing & Script rendering)
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** Military upgrade technology unification [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]
** The rocket silo and all its prerequisites can be researched without using [[military science pack]]s [https://factorio.com/blog/post/fff-275]
** Belt item spacing has been reduced to 8 from 9 pixels [https://www.factorio.com/blog/post/fff-276]
* 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]
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* 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]
** Script rendering [https://www.factorio.com/blog/post/fff-276]
* Better sounds [https://www.factorio.com/blog/post/fff-252]
* Better sounds [https://www.factorio.com/blog/post/fff-252]
* Copy, paste and cut functionality [https://factorio.com/blog/post/fff-255]
* Copy, paste and cut functionality [https://factorio.com/blog/post/fff-255]
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* [https://www.factorio.com/blog/post/fff-269 Friday Facts #269 - Roadmap update]
* [https://www.factorio.com/blog/post/fff-269 Friday Facts #269 - Roadmap update]
* [https://www.factorio.com/blog/post/fff-235 Friday Facts #235 - 0.16 stable]
* [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]
* [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of December 10 2018]
* [[Roadmap|Planned releases]]
* [[Roadmap|Planned releases]]

Revision as of 11:53, 9 January 2019

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]
    • Belt item spacing has been reduced to 8 from 9 pixels [49]
  • Upgrade planner [50] [51] [52]
  • Rich text editing [53]
    • Different fonts, color, and icons
    • Item and recipe references, map positions, and blueprint strings [54]
  • Better plural form localisations [55]
  • More modding support [56] [57] [58]
    • Script rendering [59]
  • Better sounds [60]
  • Copy, paste and cut functionality [61]
  • Ability to undo building, mining, blueprinting and deconstruction [62] [63]
  • Small quality-of-life improvements [64]
    • 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 [65]
    • Fast pipe replacing [66]
    • Train out of fuel alert [67]
    • Better error messages when building/inserting fails (out of reach etc) [68]
    • Selecting an inserter/miner shows what entities it interacts with [69]
    • Trains in blueprints [70]
    • Cliffs can be deconstructed [71] [72]
    • Robots do not leave the player's personal roboport when the player is moving faster than they can fly [73]
    • GUI style inspector [74]
    • Filter inserter blacklist mode [75]
    • Alt-tab no longer toggles "alt-mode" [76]
  • Keyboard bindings now use scan-codes instead of key-codes [77]
  • Steam networking for multiplayer [78]
  • Mining tools (iron and steel axe) are removed [79]
  • Armor has infinite durability [80]
  • The mining hardness and mining power mechanics are removed [81]
  • Stone has the same mining time as the other ores [82]
  • Burner efficiency streamlining [83]
  • The ingredient count limit on assembling machines is removed [84]
  • Resistances are streamlined [85]
  • Option to show the entity info tooltip at the mouse position [86]
  • Better fluid physics [87] [88] [89] [90]

See also