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This is a list of planned additions and changes that will be part of Factorio's next major release 1.1. [https://www.factorio.com/blog/post/fff-360]
This is a list of known information about Factorio's "one big expansion pack".


== Planned features ==
== Plans ==
* Address all of the remaining issues [https://www.factorio.com/blog/post/fff-360]
* Q: What?
* Focus on filling the most obvious gaps in our existing feature set, not on adding some new major content. [https://www.factorio.com/blog/post/fff-360]
** A: It is way too early to show any of the plans, and since we want to keep the iterative process of expanding things that prove to be the most fun, the plan is quite loose anyway. [https://www.factorio.com/blog/post/fff-365]
* Something related to the "show-recipe-icons-on-map" debug option [https://www.reddit.com/r/factorio/comments/igs01s/til_that_factorio_has_a_map_alt_mode_in_the_f4/g2wd5lq/]
* Q: When?
* Include the layout of copper wires in blueprints [https://www.reddit.com/r/factorio/comments/ijf3qw/why_arent_copper_wires_treated_the_same_a_signal/g3gbobb/][https://www.reddit.com/r/factorio/comments/ijf3qw/why_arent_copper_wires_treated_the_same_a_signal/g3h58nz/]
** A: All I can say is, that we are starting work on it now, and we don't think that it will take less than a year to develop. I'm personally very curious how the theory of getting more efficient once the engine is solid will hold. [https://www.factorio.com/blog/post/fff-365]
* Logistics tab for spidertron [https://www.reddit.com/r/factorio/comments/iiemsg/two_suggestions_for_the_spidertron/g39hyqe/?context=3]
* Multiple people, including the modder [https://mods.factorio.com/user/Earendel Earendel] were hired to work on the expansion pack, more positions are open. [https://www.factorio.com/blog/post/fff-365]
* Train stop improvements [https://factorio.com/blog/post/fff-361]
** Train stops use the same color picker as trains. [https://forums.factorio.com/viewtopic.php?p=512546#p512546]
** Add train reservation limit feature to train stops, which can be set manually or by the circuit network.
** Trains say "Destination full" instead of "No path" when all destination stations are disabled/reserved.
* New features for the continue button in the main menu. [https://www.reddit.com/r/factorio/comments/j5f2js/literally_unplayable_dear_wizards_of_wube_can_you/g7rlfnc/?context=3]
* Tips GUI improvements [https://factorio.com/blog/post/fff-361]
** Includes a list of topics.
** Graphics are now rendered live in the window instead of being prerendered images.
** Mini-tutorials are now built into the tips GUI.
** Tips are moddable.
** Addition of several tips.


== See also ==
== See also ==
* [https://factorio.com/blog/post/fff-349 Friday Facts #349 - The 1.0 plan]
* [https://www.factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]
* [https://www.factorio.com/blog/post/fff-363 Friday Facts #363 - 1.1 is getting close]
* [[Roadmap|Planned releases]]
* [[Roadmap|Planned releases]]

Revision as of 11:54, 1 March 2021

This is a list of known information about Factorio's "one big expansion pack".

Plans

  • Q: What?
    • A: It is way too early to show any of the plans, and since we want to keep the iterative process of expanding things that prove to be the most fun, the plan is quite loose anyway. [1]
  • Q: When?
    • A: All I can say is, that we are starting work on it now, and we don't think that it will take less than a year to develop. I'm personally very curious how the theory of getting more efficient once the engine is solid will hold. [2]
  • Multiple people, including the modder Earendel were hired to work on the expansion pack, more positions are open. [3]

See also