Upcoming features
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This is a list of planned additions and changes for Factorio's next major release 0.17.
Planned features
- Mini tutorials
- Improved quality
- Cover the rest of the game mechanics
- Improved First Steps campaign and new main campaign [1] [2] [3] [4]
- GUI rewrite [7] [8] [9]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [19] [20]
- Recipe tree GUI
- Foundation of some kind of in-game "factoriopedia"
- Should provide the player fast ways to get the answer to questions like:
- "What is this item used in?"
- "What is the graph of recipe dependencies for this?"
- Mod integration improvements
- Map editor improvements, both technical and usability wise [27][28]
- Map generator improvements and fixes, autoplace specification improvements and documentation [29]
- 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 [30]
- HR flamethrower turret [31]
- Spawners redesign in HR [32]
- HR defensive structures [33]
- HR worms [34]
- Final game balancing
- Science pack technologies [35]
- Separation of nuclear energy and nuclear processing [36]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [37]
- Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [38]
- Better separation of technologies between high tech and production science [39]
- Upgrade planner [40] [41] [42]
- Rich text editing [43]
- Different fonts, color, and icons
- Possibly: Item/recipe/technology references, map positions, and blueprint strings
- Fast pipe replacing [44]
- Better plural form localisations [45]
- More modding support [46] [47] [48]
- Better sounds [49]
- Copy, paste and cut functionality [50]
- Ability to undo building, mining, blueprinting and deconstruction [51] [52]
- Small quality-of-life improvements [53]
- 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 [54]
- Train out of fuel alert [55]
- Better error messages when building/inserting fails (out of reach etc) [56]
- Selecting an inserter/miner shows what entities it interacts with [57]
- Trains in blueprints [58]
- Cliffs can be deconstructed [59]
- Keyboard bindings now use scan-codes instead of key-codes [60]
- Steam networking for multiplayer [61]
- Mining tools (iron and steel axe) are removed [62]
- Armor has infinite durability [63]
- The mining hardness and mining power mechanics are removed [64]
- Stone has the same mining time as the other ores [65]
- Burner efficiency streamlining [66]
- 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 [67]
- Resistances are streamlined [68]