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Upcoming features: Difference between revisions

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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 in January of February 2019.
This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released in January or February 2019.


== Planned features ==
== Planned features ==

Revision as of 16:22, 11 January 2019

This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released in January or February 2019.

Planned features

  • GUI rewrite [1] [2] [3] [4]
    • Improve the looks of the GUI [5]
    • Technology tree [6]
    • Changed location of cancel and OK buttons [7]
    • Map generator GUI [8]
    • Browse mod GUI [9]
    • Research queue [10] [11] [12]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [13] [14]
    • New font rendering [15]
    • Better rendering performance (CPU side) [16] [17]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [18]
  • Mod integration improvements
    • Syncing mods with multiplayer game [19]
    • Syncing mod settings to saves [20]
    • Mod browsing improvements [21]
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [22][23]
  • Map generator improvements and fixes, autoplace specification improvements and documentation [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.
  • High-resolution sprites for the rest of the game, including a few changes to some entities
  • Final game balancing
    • New science pack technologies [38]
    • New science pack names [39]
    • New science pack recipes [40]
    • Separation of nuclear energy and nuclear processing [41]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [42]
    • Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [43] [44]
    • Better separation of technologies between high tech and production science [45] [46]
    • Military upgrade technology unification [47]
    • The rocket silo and all its prerequisites can be researched without using military science packs [48]
    • Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [49]
    • Belt item spacing has been reduced to 8 from 9 pixels [50]
  • Upgrade planner [51] [52] [53]
  • Rich text editing [54]
    • Different fonts, color, and icons
    • Item and recipe references, map positions, and blueprint strings [55]
  • Better plural form localisations [56]
  • More modding support [57] [58] [59]
    • Script rendering [60]
  • Better sounds [61]
  • Copy, paste and cut functionality [62]
  • Ability to undo building, mining, blueprinting and deconstruction [63] [64]
  • Small quality-of-life improvements [65]
    • 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 [66]
    • Fast pipe replacing [67]
    • Train out of fuel alert [68]
    • Better error messages when building/inserting fails (out of reach etc) [69]
    • Selecting an inserter/miner shows what entities it interacts with [70]
    • Trains in blueprints [71]
    • Cliffs can be deconstructed [72] [73]
    • Robots do not leave the player's personal roboport when the player is moving faster than they can fly [74]
    • GUI style inspector [75]
    • Filter inserter blacklist mode [76]
    • Alt-tab no longer toggles "alt-mode" [77]
  • Keyboard bindings now use scan-codes instead of key-codes [78]
  • Steam networking for multiplayer [79]
  • Mining tools (iron and steel axe) are removed [80]
  • Armor has infinite durability [81]
  • The mining hardness and mining power mechanics are removed [82]
  • Stone has the same mining time as the other ores [83]
  • Burner efficiency streamlining [84]
  • The ingredient count limit on assembling machines is removed [85]
  • Resistances are streamlined [86]
  • Option to show the entity info tooltip at the mouse position [87]
  • Better fluid physics [88] [89] [90] [91]

See also