Upcoming features: Difference between revisions
		
		
		
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 Added shallow water, shortened section on balancing  | 
				 →Planned features:  new fff  | 
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| 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]
 - 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