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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 the week starting 25th February. [https://factorio.com/blog/post/fff-283] | | This is a list of planned additions and changes that will be part of Factorio's current major release 0.17. [https://factorio.com/blog/post/fff-282] |
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| == Planned features ==
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| * Improved introduction campaign [https://www.factorio.com/blog/post/fff-241] [https://us2.factorio.com/assets/img/blog/fff-243-office-picture-albert.jpg] [https://factorio.com/blog/post/fff-261] [https://factorio.com/blog/post/fff-283]
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| ** 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]
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| ** Compilatron [https://www.factorio.com/blog/post/fff-262]
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| ** Removal of old 'First Steps' and 'New Hope' campaigns [https://factorio.com/blog/post/fff-283]
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| * 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] [https://factorio.com/blog/post/fff-246] [https://www.factorio.com/blog/post/fff-277]
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| ** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]
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| ** Technology tree [https://factorio.com/blog/post/fff-238]
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| ** Changed location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
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| ** Map generator GUI [https://www.factorio.com/blog/post/fff-246]
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| ** Action bar [https://www.factorio.com/blog/post/fff-191] [https://factorio.com/blog/post/fff-278]
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| *** Ghost cursor [https://www.factorio.com/blog/post/fff-191] [https://factorio.com/blog/post/fff-278]
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| ** Tool bar [https://factorio.com/blog/post/fff-280]
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| *** Access to blueprinting tools directly on the main screen (no longer located in the blueprint library)
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| *** Ability to toggle personal roboports and exoskeletons
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| ** Settings GUIs [https://www.factorio.com/blog/post/fff-277]
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| ** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255]
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| ** Different GUI scaling [https://www.factorio.com/blog/post/fff-277]
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| ** Browse mod GUI [https://www.factorio.com/blog/post/fff-272]
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| ** Train GUI [https://factorio.com/blog/post/fff-212] [https://www.factorio.com/blog/post/fff-279] [https://factorio.com/blog/post/fff-280]
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| *** Temporary train stations
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| *** Map now shows train path
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| *** Different looks for wagons and locomotives on the map: [https://i.imgur.com/SGrPzxR.png]
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| *** Trains now drive through stops without stopping if no wait condition is set
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| * New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230] [https://factorio.com/blog/post/fff-264]
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| ** New font rendering [https://factorio.com/blog/post/fff-232]
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| ** Better rendering performance (CPU side) [https://www.factorio.com/blog/post/fff-244] [https://www.factorio.com/blog/post/fff-251]
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| ** Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [https://www.factorio.com/blog/post/fff-244]
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| ** Optimizations [https://www.factorio.com/blog/post/fff-281]
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| * Mod integration improvements
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| ** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248]
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| ** Syncing mod settings to saves [https://reddit.com/r/factorio/comments/9dto3i/friday_facts_259_scancodes_prototype_ids_hr_worm/e5l82ni/?context=3]
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| ** Mod browsing improvements [https://www.factorio.com/blog/post/fff-272]
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| *** Show the mod picture and more smaller things
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| *** Mod thumbnails [https://factorio.com/blog/post/fff-283]
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| * [[Map editor]] improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252][https://www.factorio.com/blog/post/fff-259]
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| * [[World generator|Map generator]] improvements and fixes, autoplace specification improvements and documentation [https://www.factorio.com/blog/post/fff-258] [https://factorio.com/blog/post/fff-278] [https://factorio.com/blog/post/fff-282]
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| ** All combinations of settings should no longer create strange maps such as circles of cliffs.
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| ** 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.
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| *** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are explicitly excluded from the starting area.
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| *** Starting area resources are usually in one ore patch each (depending on settings).
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| *** The starting area patches are usually close together.
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| *** The starting area size setting no longer affects resource placement, it just has a fixed size.
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| ** The resource generation settings now have a much more dramatic effect (previously they had little to no effect).
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| ** Increased the number of steps (small, medium, big, etc) for each setting from 5 to 9 for even more customization.
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| ** New Island map type
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| * High-resolution sprites for the rest of the game, including a few changes to some entities
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| ** New [[laser turret]] textures, new laser beams also for the [[personal laser defense]] and [[distractor capsule]]s [https://www.factorio.com/blog/post/fff-228] [https://www.factorio.com/blog/post/fff-275]
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| ** HR [[flamethrower turret]] [https://www.factorio.com/blog/post/fff-228]
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| ** Spawners redesign in HR [https://www.factorio.com/blog/post/fff-252]
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| ** HR defensive structures [https://www.factorio.com/blog/post/fff-253]
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| ** HR worms [https://www.factorio.com/blog/post/fff-259]
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| ** HR biters [https://www.factorio.com/blog/post/fff-268]
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| ** HR spitters [https://factorio.com/blog/post/fff-278] [https://www.factorio.com/blog/post/fff-279]
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| ** New [[transport belt]], [[splitter]] and [[underground belt]] graphics [https://www.factorio.com/blog/post/fff-269]
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| ** HR [[substation]] [https://www.factorio.com/blog/post/fff-270]
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| ** HR power poles [https://www.factorio.com/blog/post/fff-195] [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-269] [https://www.factorio.com/blog/post/fff-271]
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| ** HR accumulators [https://factorio.com/blog/post/fff-282]
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| ** HR rocket silo [https://factorio.com/blog/post/fff-283]
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| ** HR chests [https://factorio.com/blog/post/fff-283]
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| * Final game balancing
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| ** New science pack technologies [https://www.factorio.com/blog/post/fff-245]
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| ** New science pack names [https://www.factorio.com/blog/post/fff-275]
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| ** New science pack recipes [https://www.factorio.com/blog/post/fff-275]
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| ** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257]
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| ** The rocket parts have their own technologies and are used in more recipes besides the rocket [https://www.factorio.com/blog/post/fff-257]
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| ** Launching a [[satellite]] no longer ends the game, instead any rocket launch (with or without a payload) wins the game [https://www.factorio.com/blog/post/fff-257] [https://factorio.com/blog/post/fff-275]
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| ** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245] [https://factorio.com/blog/post/fff-275]
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| ** Military upgrade technology unification [https://factorio.com/blog/post/fff-275]
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| ** The rocket silo and all its prerequisites can be researched without using [[military science pack]]s [https://factorio.com/blog/post/fff-275]
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| ** Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [https://www.factorio.com/blog/post/fff-275]
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| ** Belt item spacing has been reduced to 8 from 9 pixels [https://www.factorio.com/blog/post/fff-276]
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| ** Worms and spitters now attack with movement-predicting streams of acid instead of homing projectiles [https://www.factorio.com/blog/post/fff-279]
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| * Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255] [https://www.factorio.com/blog/post/fff-263]
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| * Rich text editing [https://www.factorio.com/blog/post/fff-237]
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| ** Different fonts, color, and icons
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| ** Item and recipe references, map positions, and blueprint strings [https://factorio.com/blog/post/fff-267]
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| * Better plural form localisations [https://www.factorio.com/blog/post/fff-244]
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| * More modding support [https://www.factorio.com/blog/post/fff-248] [https://forums.factorio.com/61239] [https://www.factorio.com/blog/post/fff-262]
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| ** Script rendering [https://www.factorio.com/blog/post/fff-276]
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| * Copy, paste and cut functionality [https://factorio.com/blog/post/fff-255]
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| * Ability to undo building, mining, blueprinting and deconstruction [https://factorio.com/blog/post/fff-255] [https://www.factorio.com/blog/post/fff-263]
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| * Small quality-of-life improvements [https://www.factorio.com/blog/post/fff-256]
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| ** Better recipe catalyst mechanics
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| ** Items no longer spill onto belts
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| ** Separate construction queue for tile ghosts
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| ** Belt immunity equipment
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| ** Bots can be shown on the map as a debug option [https://forums.factorio.com/viewtopic.php?p=377042#p377042]
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| ** Fast [[pipe]] replacing [https://www.factorio.com/blog/post/fff-240]
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| ** Train out of fuel alert [https://www.factorio.com/blog/post/fff-253]
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| ** Better error messages when building/inserting fails (out of reach etc) [https://factorio.com/blog/post/fff-261]
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| ** Selecting an inserter/miner shows what entities it interacts with [https://factorio.com/blog/post/fff-261]
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| ** Trains in blueprints [https://www.factorio.com/blog/post/fff-263]
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| ** Cliffs can be deconstructed [https://www.reddit.com/r/factorio/comments/9rw2e3/just_finished_writing_a_test_and_the_visual_was/] [https://factorio.com/blog/post/fff-267]
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| ** Robots do not leave the player's personal roboport when the player is moving faster than they can fly [https://www.reddit.com/r/factorio/comments/9y61ct/change_robot_behavior_by_hand/ea0eyi5]
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| ** GUI style inspector [https://www.factorio.com/blog/post/fff-271]
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| ** [[Filter inserter]] blacklist mode [https://www.reddit.com/r/factorio/comments/a296vu/filter_inserters_should_have_a_setting_where_they/eaxzmlz/]
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| ** Alt-tab no longer toggles "alt-mode" [https://reddit.com/r/factorio/comments/a5a785/make_altmode_enabled_by_default/ebmnss5/?context=1]
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| ** The hand [https://factorio.com/blog/post/fff-282]
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| * Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259]
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| * Steam networking for multiplayer [https://factorio.com/blog/post/fff-265]
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| * Mining tools (iron and steel axe) are removed [https://www.factorio.com/blog/post/fff-266]
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| * [[Armor]] has infinite durability [https://forums.factorio.com/viewtopic.php?p=384185#p384185]
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| * The mining hardness and mining power mechanics are removed [https://www.factorio.com/blog/post/fff-266]
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| * [[Stone]] has the same mining time as the other ores [https://www.factorio.com/blog/post/fff-266]
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| * Burner efficiency streamlining [https://www.factorio.com/blog/post/fff-266]
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| ** [[Boiler]]s are now 100% efficient instead of 50%
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| ** The fuel value of all [[fuel]] except [[nuclear fuel]] and [[uranium fuel cell]] is halved
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| ** The energy consumption of [[burner devices]] except [[locomotive]]s and [[nuclear reactor]]s is halved.
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| * The ingredient count limit on [[assembling machine]]s is removed [https://www.factorio.com/blog/post/fff-266]
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| * Resistances are streamlined [https://www.factorio.com/blog/post/fff-266]
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| * Option to show the entity info tooltip at the mouse position [https://factorio.com/blog/post/fff-267]
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| * Fluid optimization [https://www.factorio.com/blog/post/fff-271]
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| * No more fluid mixing [https://factorio.com/blog/post/fff-283]
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| * Tile pollution absorption tweaks [https://factorio.com/blog/post/fff-283]
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| * Different pollution absorption map generation setting [https://factorio.com/blog/post/fff-283]
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| * Biters no longer get stuck in their own bases [https://factorio.com/blog/post/fff-283]
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| * Biters don't get stuck on belts as much as they used to [https://factorio.com/blog/post/fff-283]
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| <!-- 0.17/0.18 status unknown == Possible features ==
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| * Spidertron [https://www.factorio.com/blog/post/fff-120] [https://clips.twitch.tv/StormyTiredPlumOhMyDog]
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| * Better car handling and car in latency state
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| -->
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| == Planned features after initial release == | | == Planned features after initial release == |
| * Final looks and behaviour of new GUI screens as they will be finished [https://factorio.com/blog/post/fff-282] | | * Final looks and behaviour of new GUI screens as they will be finished [https://factorio.com/blog/post/fff-282] [https://factorio.com/blog/post/fff-292] |
| ** Improved blueprint library [https://www.factorio.com/blog/post/fff-249] [https://www.factorio.com/blog/post/fff-250] [https://factorio.com/blog/post/fff-255] [https://factorio.com/blog/post/fff-282] | | ** Improved blueprint library [https://www.factorio.com/blog/post/fff-249] [https://www.factorio.com/blog/post/fff-250] [https://factorio.com/blog/post/fff-255] [https://factorio.com/blog/post/fff-282] |
| ** Recipe explorer | | ** Improved character screen [https://factorio.com/blog/post/fff-289] |
| *** Foundation of some kind of in-game "factoriopedia"
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| *** Should provide the player fast ways to get the answer to questions like "What is this item used in?" and "How do I produce this item?"
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| * Better sounds [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-282] | | * Better sounds [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-282] |
| * HR icons [https://www.factorio.com/blog/post/fff-277] | | * HR icons [https://www.factorio.com/blog/post/fff-277] [https://factorio.com/blog/post/fff-290] [https://factorio.com/blog/post/fff-291] |
| | * Demo improvements [https://factorio.com/blog/post/fff-298] |
| | * New chemical plant design [https://factorio.com/blog/post/fff-295] |
| | * New remnants [https://factorio.com/blog/post/fff-288] [https://factorio.com/blog/post/fff-293] |
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| == See also == | | == See also == |
| | * [https://www.factorio.com/blog/post/fff-292 Friday Facts #282 - Inching closer to stable] |
| * [https://www.factorio.com/blog/post/fff-282 Friday Facts #282 - 0.17 in sight] | | * [https://www.factorio.com/blog/post/fff-282 Friday Facts #282 - 0.17 in sight] |
| * [https://www.factorio.com/blog/post/fff-269 Friday Facts #269 - Roadmap update]
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| * [https://www.factorio.com/blog/post/fff-235 Friday Facts #235 - 0.16 stable]
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| * [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of February 02 2019]
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| * [[Roadmap|Planned releases]] | | * [[Roadmap|Planned releases]] |