In other languages: Deutsch Français 日本語 Português, Brasil Русский Türkçe Українська 简体中文

Upcoming features: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
(New terrain was readded to the roadmap)
(updated to 0.16)
Line 1: Line 1:
{{Languages}}
{{Languages}}
This is a list of planned additions and changes for Factorio's next major release 0.15.
This is a list of planned additions and changes for Factorio's next major release 0.16.


== Additions ==
== Changes/additions ==
=== [[Liquid wagon]] ===
* Artillery train
The '''liquid wagon''', also known as the '''rail tanker''', will be able to transport [[liquids]] by [[rail]]. It is currently only possible to transport [[Crude oil|oil]] by rail, by putting it into [[barrel]]s first. To insert liquids into and extract liquids from the liquid wagon, a [[#Liquid wagon pump|new pump]] is also being added.
* GUI/UX improvements
* Mod portal improvement (rewrite)
* Map generation improvement (related to the updated high res terrains and decoratives)


=== Liquid wagon pump ===
== Optimisations ==
A new pump will be added that can extract liquids from and insert liquids into the new liquid wagon. The pump will be folded when no [[train]] is present, and unfold and extend its arm above the liquid wagon to insert or extract liquids. It is not currently known whether liquids will be both inserted and extracted through the top side of the liquid wagon using this pump.
* Train pathfinding and collision checking optimisations
* Additional smoke related optimisations
* Lamp related optimisations
* Item stack optimisation
* Optimisation of electric network update logic
* Optimisation of logistic robot movement
* Group multiple item icons to one sprite in order to optimize rendering of saturated belts


=== Programmable speaker ===
== Overall tweaks ==
* Find a way to show connected walls + pipes in a blueprint
* Confirm blueprint deletion
* Fluid squashing in pipes
* Map interaction improvements


The programmable speaker will be able to
== Semi-bugs or small things ==
* Show configurable GUI alerts and play audio alerts based on circuit conditions.
* Train block its own path with chain signals
* Play audio samples as controlled by the circuit network in a way that simple songs can be created.
* Make programmable speaker 'Global playback' only apply for people on that force
 
* Electric network UI weird with lots of accumulators.
=== Research ===
Three new science packs will be added to make research less linear and to decrease the large jump in complexity between the different science packs (as there is currently a large jump between [[science pack 2]] and [[science pack 3]].
:; Military science pack.
:: Will be used for technologies about military and combat.
:: Will be available right after science pack 2.
:: Crafting it requires 1 [[piercing rounds magazine]], 1 [[grenade]] and 1 [[gun turret]], and will yield 2 military science packs.
:: Crafting time is 10 game-seconds.
:; Production science pack.
:: Will be used for technologies about higher tier production.
:: Will be available right after science pack 3.
:: Crafting it requires 1 [[pumpjack]], 1 [[electric engine unit]] and 1 [[electric furnace]], and will yield 2 production science packs.
:: Crafting time is 14 game-seconds.
:; High tech science pack.
:: Will be used for technologies about high tech items and concepts.
:: Will be available right after science pack 3.
:: Crafting it requires 1 [[battery]], 3 [[processing unit]]s, 1 [[speed module]] and 30 [[copper cable]], and will yield 2 high tech science packs.
:: Crafting time is 14 game-seconds.
 
Science pack 3's crafting recipe will be made simpler.
: Crafting time will remain at 12 seconds, but the recipe will change to 1 [[advanced circuit]], 1 [[engine unit]] and 1 [[assembling machine 2]], creating 1 science pack 3.
 
[[Alien science pack]]s will be removed.
 
In the research menu, every research icon will now display what science packs are needed for that research on the bottom of the icon.
 
Infinite research.
: Research that will give smaller and small gains, to spend your resources on after finishing all the regular research.
 
=== PvP scenario ===
Player versus player experience in Factorio
* The first player to create the scenario will be the gamemaster. He he can configure the game, i.e. determining the number of teams, starting tech level etc.
* Every team will have the same starting area, it will be copied from the original spawn.
* Each starting area will contain a [[rocket silo]].
* If your rocket silo is destroyed, your team has lost.
* If you launch a rocket, your team wins.
* If all other teams' silos have been destroyed, you win.
* Destroying another team's silo will make their base yours.
 
=== Other additions ===
* Universal barreling
* Advanced map gen settings
* Nuclear power
* Blueprint library
* "Red desert" biome
* Filtered deconstruction planner
 
=== Interactive tips ===
Because the game has many intricacies about it, and to not overwhelm the player with tutorial upon tutorial at the start of the game, interactive tips will be shown as the game progresses.
Small tutorial screens will pop up when a certain task is performed, to show the player what to do next.
Examples, though not finalised:
; You build the first [[Diesel locomotive|locomotive]]
: Tutorial to setup a train schedule unlocked.
; You build a second locomotive
: Tutorial of [[rail signal]]s unlocked.
; You build 50 rail signals
: Tutorial of [[Rail chain signal|chain signal]]s unlocked.
 
== Changes ==
* Bounding boxes of [[burner mining drill]]s, [[chemical plant]]s and [[pumpjack]]s will be decreased so walking in between them will be possible.
* Stack sizes of [[transport belts]], [[stone wall]]s and [[pipe]]s will be increased from 50 to 100.
* Crafting time of some items will be decreased.
** [[Engine unit]]s, from 20 to 10.
** [[Pumpjack]]s, from 20 to 10.
** [[Advanced circuit]]s, from 8 to 6.
* [[Crude oil]] yield will be dependent on the starting yield so better fields will be better later on.
* Fewer oil fields with better yield will be generated.
* Shift clicking (ghost placement) will go through [[tree]]s and rocks, similar to [[blueprint]]s.
* Resource growth from the center will be higher.
* The [[small pump]]'s size will be increased to 1x2 tiles. Its texture will also change because of this increase in size.
* The performance of belts will be optimized.
* The [[circuit network]] will be more optimized.
* [[Train stop]]s will be able to have different colors, similiar to [[diesel locomotive]]s.
* [[Boiler]]s will produce steam instead of hot water.
* [[Steam engine]]s will need steam, instead of hot water, to produce power.
* [[Beacon]]s now highlight the machines in their area of effect.
* [[Electric mining drill]]s will be connectable to the [[circuit network]].
* It will be possible to read train contents using the circuit network.
* [[Combinator]]s will have more [[Virtual signals#Logic signals|operators]].
 
== Technical ==
* High resolution textures
** Rails will look less flat and will get high resolution textures.
** Pipes and transport belts will get high resolution textures.
* Decorative entities will not be saved in the map anymore but instead will be saved per chunk in a very compressed format to improve performance.
 
== Support ==
* The game will no longer support 32-bit systems, as this limited further progress of developing Factorio.


== See also ==
== See also ==
* [https://www.factorio.com/blog/post/fff-200 Friday Facts #200 - Plans for 0.16]
* [[Roadmap/Coming_Releases|Planned releases]]
* [[Roadmap/Coming_Releases|Planned releases]]
* [[Version history]]
* [[Version history]]

Revision as of 19:58, 27 July 2017

This is a list of planned additions and changes for Factorio's next major release 0.16.

Changes/additions

  • Artillery train
  • GUI/UX improvements
  • Mod portal improvement (rewrite)
  • Map generation improvement (related to the updated high res terrains and decoratives)

Optimisations

  • Train pathfinding and collision checking optimisations
  • Additional smoke related optimisations
  • Lamp related optimisations
  • Item stack optimisation
  • Optimisation of electric network update logic
  • Optimisation of logistic robot movement
  • Group multiple item icons to one sprite in order to optimize rendering of saturated belts

Overall tweaks

  • Find a way to show connected walls + pipes in a blueprint
  • Confirm blueprint deletion
  • Fluid squashing in pipes
  • Map interaction improvements

Semi-bugs or small things

  • Train block its own path with chain signals
  • Make programmable speaker 'Global playback' only apply for people on that force
  • Electric network UI weird with lots of accumulators.

See also