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 the week starting 25th February. [1]
Planned features
- Improved introduction campaign [2] [3] [4] [5]
- GUI rewrite [9] [10] [11] [12] [13]
- Improve the looks of the GUI [14]
- Technology tree [15]
- Changed location of cancel and OK buttons [16]
- Map generator GUI [17]
- Action bar [18] [19]
- Tool bar [22]
- Access to blueprinting tools directly on the main screen (no longer located in the blueprint library)
- Ability to toggle personal roboports and exoskeletons
- Settings GUIs [23]
- Research queue [24] [25] [26]
- Different GUI scaling [27]
- Browse mod GUI [28]
- Train GUI [29] [30] [31]
- Temporary train stations
- Map now shows train path
- Different looks for wagons and locomotives on the map: [32]
- Trains now drive through stops without stopping if no wait condition is set
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [33] [34]
- Mod integration improvements
- Map editor improvements, both technical and usability wise [44][45]
- Map generator improvements and fixes, autoplace specification improvements and documentation [46] [47] [48]
- 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.
- New Island map type
- 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 [49] [50]
- HR flamethrower turret [51]
- Spawners redesign in HR [52]
- HR defensive structures [53]
- HR worms [54]
- HR biters [55]
- HR spitters [56] [57]
- New transport belt, splitter and underground belt graphics [58]
- HR substation [59]
- HR power poles [60] [61] [62] [63]
- HR accumulators [64]
- HR rocket silo [65]
- HR chests [66]
- Final game balancing
- New science pack technologies [67]
- New science pack names [68]
- New science pack recipes [69]
- Separation of nuclear energy and nuclear processing [70]
- The rocket parts have their own technologies and are used in more recipes besides the rocket [71]
- Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [72] [73]
- Better separation of technologies between high tech and production science [74] [75]
- Military upgrade technology unification [76]
- The rocket silo and all its prerequisites can be researched without using military science packs [77]
- Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [78]
- Belt item spacing has been reduced to 8 from 9 pixels [79]
- Worms and spitters now attack with movement-predicting streams of acid instead of homing projectiles [80]
- Upgrade planner [81] [82] [83]
- Rich text editing [84]
- Different fonts, color, and icons
- Item and recipe references, map positions, and blueprint strings [85]
- Better plural form localisations [86]
- More modding support [87] [88] [89]
- Script rendering [90]
- Copy, paste and cut functionality [91]
- Ability to undo building, mining, blueprinting and deconstruction [92] [93]
- Small quality-of-life improvements [94]
- 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 [95]
- Fast pipe replacing [96]
- Train out of fuel alert [97]
- Better error messages when building/inserting fails (out of reach etc) [98]
- Selecting an inserter/miner shows what entities it interacts with [99]
- Trains in blueprints [100]
- Cliffs can be deconstructed [101] [102]
- Robots do not leave the player's personal roboport when the player is moving faster than they can fly [103]
- GUI style inspector [104]
- Filter inserter blacklist mode [105]
- Alt-tab no longer toggles "alt-mode" [106]
- The hand [107]
- Keyboard bindings now use scan-codes instead of key-codes [108]
- Steam networking for multiplayer [109]
- Mining tools (iron and steel axe) are removed [110]
- Armor has infinite durability [111]
- The mining hardness and mining power mechanics are removed [112]
- Stone has the same mining time as the other ores [113]
- Burner efficiency streamlining [114]
- 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 [115]
- Resistances are streamlined [116]
- Option to show the entity info tooltip at the mouse position [117]
- Fluid optimization [118]
- No more fluid mixing [119]
- Tile pollution absorption tweaks [120]
- Different pollution absorption map generation setting [121]
- Biters no longer get stuck in their own bases [122]
- Biters don't get stuck on belts as much as they used to [123]
Planned features after initial release
- Final looks and behaviour of new GUI screens as they will be finished [124]
- Better sounds [129] [130]
- HR icons [131]