In other languages: Deutsch Français Magyar 日本語 Bahasa Melayu Polski Português, Brasil Русский Türkçe Українська 简体中文

Roadmap: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
(Added a bunch of info about expansion pack mods)
m (→‎Factorio Expansion Pack: bold for the upcoming features page)
 
(4 intermediate revisions by 3 users not shown)
Line 9: Line 9:
** It will be maintained, so bugfixes, simple modding interface additions, or minor tweaks can happen, but that's about it. [https://factorio.com/blog/post/fff-365]
** It will be maintained, so bugfixes, simple modding interface additions, or minor tweaks can happen, but that's about it. [https://factorio.com/blog/post/fff-365]


= Factorio Expansion Pack =
== Factorio Expansion Pack ==
: '''This is a short overview of the expansion pack, for more details see [[Upcoming features]].'''


The expansion pack is a set of 3 extra mods that will be released with version 2.0 as a paid expansion. The mods are:
The expansion pack is a set of 3 extra mods that will be released with version 2.0 as a paid expansion. The mods are:
Line 17: Line 18:
* Elevated Rails, for improved rail routing and better intersections
* Elevated Rails, for improved rail routing and better intersections


Note: Both the expansion and the first mod are called Space Age, "Space Age" will always refer to the mod.
Note: Both the expansion and the first mod are called Space Age.


== Space Age ==
=== Other info ===
 
Relevant FFFs: [https://www.factorio.com/blog/post/fff-373 FFF 373 - Factorio: Space Age], [https://www.factorio.com/blog/post/fff-381 FFF 381 - Space Platforms]
 
Space Age features 4 new planets (possibly named Vulcanus, Bacchus, Fulgora, and Aquilo) with their own "unique theme, resource, challenges, and gameplay mechanics", as well as new enemies to deal with.
 
Some technologies have been moved to one of these planets; artillery, cliff explosives, spidertron, tier 3 modules, and some personal equipment are in this list.
 
Playthroughs of Space Age are expected to take approximately 60-100 hours, compared to 150-500+ hours for Space Exploration.
 
=== New Buildings ===
 
New buildings:
 
* Crusher, assembler-like building
* Asteroid Collector, sends out tentacle-like grabbers to collect asteroids
* Space Platform Hub, central unit for space platforms
 
=== Space Platforms ===
 
Space platforms are player-created surfaces that function both as factories and as transport to other planets.
 
Platforms are created by launching a "starter pack" on a rocket, which creates the surface with a hub on it with a small amount of flooring. More flooring can be placed, but can't contain any holes. The entire platform is lost if the hub is destroyed.
 
The hub counts as a construction and logistics handler (as the player is confined to the hub) as well as a train-like entity (for moving between planets).
 
Rocket silos now act as a requester chest and can request all items needed by a connected hub in orbit, including ghost entities. Silos can also be manually filled.
 
A number of buildings can't be built on platforms, including construction and logistics robots, chests, vehicles, and burner entities.
 
Storage within the hub can be expanded with cargo bays, which is important as you can't place chests on platforms. Cargo bays can also attach to other cargo bays.
 
Platforms act as a power transmitter, removing the need for power poles entirely.
 
Asteroids appear around space platforms and act as a renewable way to obtain iron, ice, and carbon. All three are required to produce fuel and oxidiser to move between planets. Moving causes larger, hazardous asteroids to appear that can be shot down into the smaller, collectible form. All asteroid types are collected and then crushed.
 
* Metallic asteroids are crushed into iron ore
* Carbonic asteroids are crushed into carbon
* Oxide asteroids are crushed into ice, which can be melted into water
 
Excess items can be dumped by "inserting" them into a space with no flooring.
 
All three asteroid types are also required to produce space science efficiently, as the satellite method now only produces 10 science packs, as well as needing some enriched uranium. Enrichment was moved to space science to compensate for enriched uranium being a required resource. Tier 2 modules were also moved to space science.
 
== Quality ==
 
Relevant FFFs: [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]
 
Quality offers "vertical" growth for factories and influences a variety of building and item stats.
 
Quality tiers are Normal (0), Uncommon (1), Rare (2), Epic (3), and Legendary (5). Note that legendary quality has a doubled level increase to 5 instead of 4.
 
Known effects per level increase:
 
* +30% health
* +30% energy output
* +30% crafting speed
* +10% turret range
* +30% robot limit (rounded down)
* +30% robot recharge rate (both number and speed, rounded down)
* +1 tile reach for power poles
* +30% positive module effects
* +1 equipment grid size (both dimensions)
* Larger inventory (unknown boost size)
* Increased ammo damage (30%?)
* Faster inserters
* Reduced resource depletion on miners
* Larger capacity on accumulators
* Increased output rate on nuclear reactors, boilers, and steam engines/turbines
* Reduced power consumption on beacons
* Larger scan range on radars
* +100% durability on consumable items (repair packs, science packs)
 
Quality items above Normal are created via quality modules. Quality modules have a strength of 10%/15%/25% in line with the 2/3/5 system other modules use, as well as a speed penalty.
 
When crafting an item, each step up applies a 10% (moddable per quality) multiplier to the quality strength to the chance of receiving at least that quality. With four tier 3 quality modules providing a 100% quality strength, this results in 10% odds of at least +1 quality, 1% of at least +2, and so on. The base quality of a craft is the lowest input quality, ignoring fluids; it's impossible to get a Normal iron gear from two Uncommon iron plates.
 
Quality modules can be used on any recipe, unlike productivity modules which can only be used on intermediates. Quality is also random, whereas productivity is a cumulative effect.
 
New building: Recycler, gives a 25% chance of returning items created from some types of recipe (not furnaces or chemical plants), and doesn't return fluids; also has 4 module slots.
 
== Elevated Rails ==
 
Relevant FFF: [https://www.factorio.com/blog/post/fff-378 FFF 378 - Trains on another level]
 
New buildings:
 
* Rail ramp, to change layers
* Rail support, to support elevated rails
 
Elevated rails offer a second layer of rail planning, including curved rails and signals. Elevated rails require periodic supports which can be placed on water.
 
== Other info ==


* The future plan is to release "one big expansion pack", see [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]
* The future plan is to release "one big expansion pack", see [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]
Line 118: Line 27:


== Factorio 2.0 ==
== Factorio 2.0 ==
 
* Factorio 2.0 will be the base game version that is released alongside the expansion for free. Some expected features are:
* Factorio 2.0 will be the base game version that is released alongside the expansion. Some expected features are:
** Improved control of train systems,
** Improved control of train systems,
** Better blueprint building.
** Better blueprint building.
** Better flying robot behaviour.
** Better flying robot behaviour.
=== Expensive Mode ===
The expensive mode will be moved from the base game into a separate mod. [https://forums.factorio.com/viewtopic.php?p=592990#p592990] It will be part of the base game purchase, however. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]


== See also ==
== See also ==

Latest revision as of 19:02, 28 December 2023

This is a short summary of the future plans for Factorio.

Refer to Roadmap/History for past versions of the roadmap and to upcoming features for a more detailed and up-to-date list of upcoming features.

Factorio 1.1 (stable since January 26 2021)

  • The 1.1 release is the final release of the vanilla game.
    • It will be maintained, so bugfixes, simple modding interface additions, or minor tweaks can happen, but that's about it. [1]

Factorio Expansion Pack

This is a short overview of the expansion pack, for more details see Upcoming features.

The expansion pack is a set of 3 extra mods that will be released with version 2.0 as a paid expansion. The mods are:

  • Space Age, featuring 4 new planets, space platforms, and a reworked tech tree
  • Quality, allowing drastic improvements to buildings and items as a "vertical" growth
  • Elevated Rails, for improved rail routing and better intersections

Note: Both the expansion and the first mod are called Space Age.

Other info

  • The future plan is to release "one big expansion pack", see Friday Facts #365 - Future plans
  • As of August 2023, development is at the end of step 5 "First pass of tweaking" out of 7 total steps until release. (Factorio Friday Facts 373 - Factorio: Space Age)
  • According to Factorio Friday Facts 373 - Factorio: Space Age the expansion pack will be titled Factorio: Space Age and will have the player launch into space and explore other planets, using space platforms to get around between them. The expansion will significantly rebalance the tech tree, making it possible to research the rocket silo using chemical science and limiting certain technologies behind science packs and resources that can only be found on the other planets. The expected release date is around August 2024.

Factorio 2.0

  • Factorio 2.0 will be the base game version that is released alongside the expansion for free. Some expected features are:
    • Improved control of train systems,
    • Better blueprint building.
    • Better flying robot behaviour.

Expensive Mode

The expensive mode will be moved from the base game into a separate mod. [2] It will be part of the base game purchase, however. [3]

See also