Upcoming features: Difference between revisions
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(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] | ||
** Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [https://www.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] | ** 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] |
Revision as of 11:56, 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]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [13] [14]
- Mod integration improvements
- 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
- New laser turret textures, new laser beams also for the personal laser defense and distractor capsules [25] [26]
- HR flamethrower turret [27]
- Spawners redesign in HR [28]
- HR defensive structures [29]
- HR worms [30]
- HR biters [31]
- New transport belt, splitter and underground belt graphics [32]
- HR substation [33]
- HR power poles [34] [35] [36] [37]
- 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]
- Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [49]
- Belt item spacing has been reduced to 8 from 9 pixels [50]
- Upgrade planner [51] [52] [53]
- Rich text editing [54]
- Different fonts, color, and icons
- Item and recipe references, map positions, and blueprint strings [55]
- Better plural form localisations [56]
- More modding support [57] [58] [59]
- Script rendering [60]
- Better sounds [61]
- Copy, paste and cut functionality [62]
- Ability to undo building, mining, blueprinting and deconstruction [63] [64]
- Small quality-of-life improvements [65]
- 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 [66]
- Fast pipe replacing [67]
- Train out of fuel alert [68]
- Better error messages when building/inserting fails (out of reach etc) [69]
- Selecting an inserter/miner shows what entities it interacts with [70]
- Trains in blueprints [71]
- Cliffs can be deconstructed [72] [73]
- Robots do not leave the player's personal roboport when the player is moving faster than they can fly [74]
- GUI style inspector [75]
- Filter inserter blacklist mode [76]
- Alt-tab no longer toggles "alt-mode" [77]
- Keyboard bindings now use scan-codes instead of key-codes [78]
- Steam networking for multiplayer [79]
- Mining tools (iron and steel axe) are removed [80]
- Armor has infinite durability [81]
- The mining hardness and mining power mechanics are removed [82]
- Stone has the same mining time as the other ores [83]
- Burner efficiency streamlining [84]
- 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 [85]
- Resistances are streamlined [86]
- Option to show the entity info tooltip at the mouse position [87]
- Better fluid physics [88] [89] [90] [91]