Upcoming features
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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]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [10] [11]
- Mod integration improvements
- Map editor improvements, both technical and usability wise [18][19]
- Map generator improvements and fixes, autoplace specification improvements and documentation [20]
- 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 [21]
- HR flamethrower turret [22]
- Spawners redesign in HR [23]
- HR defensive structures [24]
- HR worms [25]
- HR biters [26]
- New transport belt, splitter and underground belt graphics [27]
- HR substation [28]
- Final game balancing
- Science pack technologies [29]
- Separation of nuclear energy and nuclear processing [30]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [31]
- Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [32]
- Better separation of technologies between high tech and production science [33]
- Upgrade planner [34] [35] [36]
- Rich text editing [37]
- Different fonts, color, and icons
- Item and recipe references, map positions, and blueprint strings [38]
- Fast pipe replacing [39]
- Better plural form localisations [40]
- More modding support [41] [42] [43]
- Better sounds [44]
- Copy, paste and cut functionality [45]
- Ability to undo building, mining, blueprinting and deconstruction [46] [47]
- Small quality-of-life improvements [48]
- 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 [49]
- Train out of fuel alert [50]
- Better error messages when building/inserting fails (out of reach etc) [51]
- Selecting an inserter/miner shows what entities it interacts with [52]
- Trains in blueprints [53]
- Cliffs can be deconstructed [54] [55]
- Robots do not leave the player's personal roboport when the player is moving faster than they can fly [56]
- Keyboard bindings now use scan-codes instead of key-codes [57]
- Steam networking for multiplayer [58]
- Mining tools (iron and steel axe) are removed [59]
- Armor has infinite durability [60]
- The mining hardness and mining power mechanics are removed [61]
- Stone has the same mining time as the other ores [62]
- Burner efficiency streamlining [63]
- 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 [64]
- Resistances are streamlined [65]
- Option to show the entity info tooltip at the mouse position [66]
- Better fluid physics [67] [68]