Upcoming features: Difference between revisions
		
		
		
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m Fixed mistake  | 
				 Added shallow water, shortened section on balancing  | 
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** Cover the rest of the game mechanics  | ** Cover the rest of the game mechanics  | ||
* Improved First Steps campaign and new main campaign [https://www.factorio.com/blog/post/fff-241] [https://us2.factorio.com/assets/img/blog/fff-243-office-picture-albert.jpg] [https://www.factorio.com/blog/post/fff-245]  | * Improved First Steps campaign and new main campaign [https://www.factorio.com/blog/post/fff-241] [https://us2.factorio.com/assets/img/blog/fff-243-office-picture-albert.jpg] [https://www.factorio.com/blog/post/fff-245]  | ||
** Addition of shallow water as a natural barries that the player can walk on, but not build on [https://www.factorio.com/blog/post/fff-257]  | |||
* GUI rewrite [https://www.factorio.com/blog/post/fff-191] [https://www.factorio.com/blog/post/fff-212] [https://factorio.com/blog/post/fff-238]  | * GUI rewrite [https://www.factorio.com/blog/post/fff-191] [https://www.factorio.com/blog/post/fff-212] [https://factorio.com/blog/post/fff-238]  | ||
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]  | ** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]  | ||
| Line 37: | Line 38: | ||
** Science pack technologies [https://www.factorio.com/blog/post/fff-245]  | ** Science pack technologies [https://www.factorio.com/blog/post/fff-245]  | ||
** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257]  | ** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257]  | ||
**   | ** The rocket parts have their own technologies and are used in more recipes besides the rocket [https://www.factorio.com/blog/post/fff-257]  | ||
** Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [https://www.factorio.com/blog/post/fff-257]  | |||
**   | |||
** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245]  | ** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245]  | ||
* Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255]  | * Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255]  | ||
Revision as of 17:49, 25 August 2018
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]
 - 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 [27]
 - Separation of nuclear energy and nuclear processing [28]
 - The rocket parts have their own technologies and are used in more recipes besides the rocket [29]
 - Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [30]
 - Better separation of technologies between high tech and production science [31]
 
 - Upgrade planner [32] [33]
 - Rich text editing [34]
- Different fonts, color, and icons
 - Possibly: Item/recipe/technology references, map positions, and blueprint strings
 
 - Fast pipe replacing [35]
 - Better plural form localisations [36]
 - More modding support [37] [38]
- Infinity pipe (above link)
 - Cloning entities/areas (above link)
 - Lua function to generate a full tech tree (above link) [39]
 
 - Better sounds [40]
 - Train out of fuel alert [41]
 - Copy, paste and cut functionality [42]
 - Ability to undo building, mining, blueprinting and deconstruction [43]
 - Small quality-of-life improvements [44]
- Better recipe catalyst mechanics
 - Items no longer spill onto belts
 - Separate construction queue for tile ghosts
 - Belt immunity equipment