Upcoming features
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]
- Addition of shallow water as a natural barries that the player can walk on, but not build on [4]
- GUI rewrite [5] [6] [7]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [17]
- 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
- Syncing mods with multiplayer game [22]
- Mod browsing improvements
- Show the mod picture and more smaller things
- Map editor improvements, both technical and usability wise [23] [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.
- Map generator improvements and fixes, autoplace specification improvements and documentation
- High-resolution sprites for the rest of the game, including a few changes to some entities
- Final game balancing
- Science pack technologies [28]
- Separation of nuclear energy and nuclear processing [29]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [30]
- Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [31]
- Better separation of technologies between high tech and production science [32]
- Upgrade planner [33] [34]
- Rich text editing [35]
- Different fonts, color, and icons
- Possibly: Item/recipe/technology references, map positions, and blueprint strings
- Fast pipe replacing [36]
- Better plural form localisations [37]
- More modding support [38] [39]
- Infinity pipe (above link)
- Cloning entities/areas (above link)
- Lua function to generate a full tech tree (above link) [40]
- Better sounds [41]
- Train out of fuel alert [42]
- Copy, paste and cut functionality [43]
- Ability to undo building, mining, blueprinting and deconstruction [44]
- Small quality-of-life improvements [45]
- Better recipe catalyst mechanics
- Items no longer spill onto belts
- Separate construction queue for tile ghosts
- Belt immunity equipment