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
(Added shallow water, shortened section on balancing)
Line 23: Line 23:
** Foundation of some kind of in-game "factoriopedia"
** Foundation of some kind of in-game "factoriopedia"
** Should provide the player fast ways to get the answer to questions like:
** Should provide the player fast ways to get the answer to questions like:
***"What is this item used in?"
*** "What is this item used in?"
***"What is the graph of recipe dependencies for this?"
*** "What is the graph of recipe dependencies for this?"
* Mod integration improvements
* Mod integration improvements
** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248]
** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248]
** Mod browsing improvements
** Mod browsing improvements
*** Show the mod picture and more smaller things
*** Show the mod picture and more smaller things
* Map editor improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252]
* Map editor improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252] [https://www.factorio.com/blog/post/fff-258]
** 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
* 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
* High-resolution sprites for the rest of the game, including a few changes to some entities

Revision as of 10:31, 31 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]
    • Improve the looks of the GUI [8]
    • Change the way it works
    • Research queue [14] [15] [16]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [17]
    • New font rendering [18]
    • Better rendering performance (CPU side) [19] [20]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [21]
  • 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
    • New laser turret textures, new laser beams [25]
    • Spawners redesign in HR [26]
    • HR defensive structures [27]
  • 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

Possible features

  • Spidertron [46] [47]
  • Better car handling and car in latency state
  • Better fluid physics [48]

See also