Roadmap/History: Difference between revisions

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Factorio 0.9 (February 2013)
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Blueprints.
''For discussions about this article, please use [http://www.factorioforums.com/forum/viewtopic.php?f=3&t=678 this forum thread]!
Oil/Chemicals industry.
Biomes and doodads.


The past:
Please refer also to the [[Version History]], which include also much more details about the changes.


Factorio 0.8 (released at the beginning of December 2013)
=== Factorio 0.9 (February 2013) ===
Standard Campaign rework.
New terrain.
Repairing robots (can reconstruct buildings as well)
Roboport
Map Editor rework


Factorio 0.7 (released in september 2013):
* Blueprints.
Improved Combat mechanics and modular armors.
* Oil/Chemicals industry.
Pollution.
* Biomes and doodads.
More enemy variety and intelligent enemy behavior.
Moddable weapons and attacks.


Factorio 0.6 (released in august 2013):
=== Factorio 0.8 (released at the beginning of December 2013) ===
Better looking terrain.
* Standard Campaign rework.
Improvements to the map generator.
* New terrain.
Map of discovered part of the world.
* Repairing robots (can reconstruct buildings as well)
Speed improvements (multithreading).
* Roboport
* Map Editor rework


Factorio 0.5 (released in June 2013):
=== Factorio 0.7 (released in september 2013) ===
* Improved Combat mechanics and modular armors.
* Pollution.
* More enemy variety and intelligent enemy behavior.
* Moddable weapons and attacks.


Automatic Factorio updater
=== Factorio 0.6 (released in august 2013) ===
- no need for manual download anymore
* Better looking terrain.
Usability improvements
* Improvements to the map generator.
- better visualisation for building railroads
* Map of discovered part of the world.
- electricity statistics
* Speed improvements (multithreading).
- fixes of ongoing bugs
- loads of small improvements (things like alt info for wagons, easier semaphore building, etc.)
Graphics Gui rework
- the design for the new gui is ready and now it will be implemented
Railroads improvements
- Train path finding uses signals for path recalculation
- Train can go backwards (when having locomotives on both ends)
- different Train stops can be merged into one station
God mode
- play without the character


Factorio 0.4 (released in May 2013):
=== Factorio 0.5 (released in June 2013) ===
Game determinism and replay
 
- This is a first step towards the multiplayer
* Automatic Factorio updater
- Involves the replay functionality improvements (pause, fast forward, etc.)
** no need for manual download anymore
First version of the scenario pack
* Usability improvements
- There will be three scenarios to start with  
** better visualisation for building railroads
Trains
** electricity statistics
- Originally a stretch goal however we got a lot of requests for this
** fixes of ongoing bugs
- There is already some functionality for the trains in the game and we want to finish it
** loads of small improvements (things like alt info for wagons, easier semaphore building, etc.)
Electricity improvements
* Graphics Gui rework
- Accumulator entity
** the design for the new gui is ready and now it will be implemented
- Large electric pole
* Railroads improvements
- Electric substation
** Train path finding uses signals for path recalculation
** Train can go backwards (when having locomotives on both ends)
** different Train stops can be merged into one station
* God mode
** play without the character
 
=== Factorio 0.4 (released in May 2013) ===
* Game determinism and replay
** This is a first step towards the multiplayer
** Involves the replay functionality improvements (pause, fast forward, etc.)
* First version of the scenario pack
** There will be three scenarios to start with  
* Trains
** Originally a stretch goal however we got a lot of requests for this
** There is already some functionality for the trains in the game and we want to finish it
* Electricity improvements
** Accumulator entity
** Large electric pole
** Electric substation

Revision as of 06:32, 1 June 2014

< Roadmap | History

For discussions about this article, please use this forum thread!

Please refer also to the Version History, which include also much more details about the changes.

Factorio 0.9 (February 2013)

  • Blueprints.
  • Oil/Chemicals industry.
  • Biomes and doodads.

Factorio 0.8 (released at the beginning of December 2013)

  • Standard Campaign rework.
  • New terrain.
  • Repairing robots (can reconstruct buildings as well)
  • Roboport
  • Map Editor rework

Factorio 0.7 (released in september 2013)

  • Improved Combat mechanics and modular armors.
  • Pollution.
  • More enemy variety and intelligent enemy behavior.
  • Moddable weapons and attacks.

Factorio 0.6 (released in august 2013)

  • Better looking terrain.
  • Improvements to the map generator.
  • Map of discovered part of the world.
  • Speed improvements (multithreading).

Factorio 0.5 (released in June 2013)

  • Automatic Factorio updater
    • no need for manual download anymore
  • Usability improvements
    • better visualisation for building railroads
    • electricity statistics
    • fixes of ongoing bugs
    • loads of small improvements (things like alt info for wagons, easier semaphore building, etc.)
  • Graphics Gui rework
    • the design for the new gui is ready and now it will be implemented
  • Railroads improvements
    • Train path finding uses signals for path recalculation
    • Train can go backwards (when having locomotives on both ends)
    • different Train stops can be merged into one station
  • God mode
    • play without the character

Factorio 0.4 (released in May 2013)

  • Game determinism and replay
    • This is a first step towards the multiplayer
    • Involves the replay functionality improvements (pause, fast forward, etc.)
  • First version of the scenario pack
    • There will be three scenarios to start with
  • Trains
    • Originally a stretch goal however we got a lot of requests for this
    • There is already some functionality for the trains in the game and we want to finish it
  • Electricity improvements
    • Accumulator entity
    • Large electric pole
    • Electric substation