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Factorio 0.9 (February 2013)
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Blueprints.
This article gives short descriptions of past releases.
Oil/Chemicals industry.
Biomes and doodads.


The past:
Refer to [[Roadmap]] for future releases and to [[Version history]] for detailed information about version changes.


Factorio 0.8 (released at the beginning of December 2013)
=== Factorio 1.0 (August 14th 2020) ===
Standard Campaign rework.
New terrain.
Repairing robots (can reconstruct buildings as well)
Roboport
Map Editor rework


Factorio 0.7 (released in september 2013):
* New atomic bomb graphics
Improved Combat mechanics and modular armors.
* Alien decoratives
Pollution.
* Crash site
More enemy variety and intelligent enemy behavior.
* Pollution changing water color
Moddable weapons and attacks.
* Spidertron
* New trailers


Factorio 0.6 (released in august 2013):
=== Factorio 0.18 (January 21st 2020) ===
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):
* Water animation.
* Tree animation.
* Color correction (LUTs).
* Main menu redesign.
* Optimizations.
* New Particle system.
* New explosions and damage effects.
* First work on new sound design.
* Steam login.


Automatic Factorio updater
=== Factorio 0.17 Stable 3 (November 04th 2019; 0.17.75) ===
- 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):
* New tooltips.
Game determinism and replay
* New GUI icons.
- This is a first step towards the multiplayer
* Construction robot tile batching.
- Involves the replay functionality improvements (pause, fast forward, etc.)
* More modding/scripting features.
First version of the scenario pack
 
- There will be three scenarios to start with  
=== Factorio 0.17 Stable 2 (October 15th 2019; 0.17.70) ===
Trains
 
- Originally a stretch goal however we got a lot of requests for this
* macOS Catalina support.
- There is already some functionality for the trains in the game and we want to finish it
* More modding/scripting features.
Electricity improvements
* Pathfinding improvements.
- Accumulator entity
 
- Large electric pole
=== Factorio 0.17 (February 26th 2019) ===
- Electric substation
 
* New Tutorial
* GUI rewrite
** Improve the looks of the GUI
** Change the way it works
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders.
* Mod integration improvements
** Syncing mods with multiplayer game
** Mod browsing improvements
*** Show the mod picture and more smaller things
* Map editor improvements, both technical and usability wise - completely new editor
* Map generator improvements and fixes, autoplace specification improvements and documentation
* Rich text.
* Robot construction tools; Upgrade planner, copy-paste, undo.
* More high-resolution sprites, notably walls, gates, turrets, belts, biters, spawners, electric poles, worms, spitters.
* Many modding and scripting additions.
 
=== Factorio 0.16 (December 13th 2017) ===
* More high res stuff
* New terrain generation
* Belt-optimizations
* Artillery train
* General update optimizations
* Allow loading games with different mod settings (and automatically download the mods if necessary)
* More mini-tutorials
 
=== Factorio 0.15 (April 24th 2017) ===
* Nuclear power
* Blueprint preservation (Export/import blueprints)
* Update optimizations (belts + pipes)
* Research Revolution
* Combat balance
* New 3x2 boiler
* New terrain (red desert biome)
* Liquid wagon + universal barrelling
* Map interaction improvements, map tags and 'zoom to map'
* High res graphics introduction (This means just some parts of the game will be in high res in this version)
* Circuit network additions, improvements and optimizations
* Scenario pack extension - Wave defense and PvP scenario
* First set of interactive mini tutorials
 
=== Factorio 0.14 (August 26th 2016) ===
 
* Multiplayer production polish (move from "usable if you try hard and overlook imperfections" to "just works")
* Modding support for equipment grids in vehicles.
 
=== Factorio 0.13 (June 27th 2016) ===
 
* Proper tech tree.
* Second part of the circuit network extension (power switch, gate, train station, accumulator and logistic network integration to circuit network)
* Additional train conditions (wait until full, wait until empty, wait until circuit condition)
* [[Flamethrower turret]]
* Fire (forests can catch on fire)
* Basic Multiplayer matching server (allow listing running MP games via a central location)
* Better [[Rail planner|rail building]]
* Better train managing possibilities.
* Modules in blueprints.
* Centralized mod portal and its integration in the game
* Train graphics and vertical/horizontal discrepancy fix.
* [[Achievements]]
* [[Stack inserter]]
 
=== Factorio 0.12 (July 17th 2015) ===
 
* Multiplayer enhancements (lag hiding, better pvp/forces support, IPv6 support, DNS names).
* First part of the endgame content. ([[rocket silo|Build rocket]] and send it to space).
* Chain signals (trains).
* [[combinators|Combinator]] and more circuit logic.
* [[Personal roboport]].
* Logistic trash fields.
* First part of nature destruction by pollution (only tree related now).
* First part of new ambient music update.
* Optimization of the game simulation speed.
* New graphics of [[Combat robot capsules|combat robots]].
* Buildable floors. ([[concrete]] + [[stone brick|stone]])
* Attempt of steam integration.
 
=== Factorio 0.11 (October 31st 2014) ===
 
* Multiplayer for the brave ones.
* New player graphics (3 versions depending on armor and colored depending on the player color).
* The first (simple) instance of a tank.
* Gates.
* VRAM saving optimization.
 
=== Factorio 0.10 (June 6th 2014) ===
 
* Finish the trailer. This is a #1 priority now :) Together with this we will work on presentation (finish new logo, new forum skin, new screenshots on web, credits page in the game).
* Functional replays. This will be a side-effect of multiplayer efforts.
* Factory sound background. Entities in the game will have specific sounds that play when player is near.
 
=== Factorio 0.9 (February 14th 2014) ===
 
* Blueprints.
* Oil/Chemicals industry.
* Biomes and doodads.
 
=== Factorio 0.8 (December 6th 2013) ===
* Standard Campaign rework.
* New terrain.
* Repairing robots (can reconstruct buildings as well)
* Roboport
* Map Editor rework
 
=== Factorio 0.7 (September 27th 2013) ===
* Improved Combat mechanics and modular armors.
* Pollution.
* More enemy variety and intelligent enemy behavior.
* Moddable weapons and attacks.
 
=== Factorio 0.6 (July 26th 2013) ===
* Better looking terrain.
* Improvements to the map generator.
* Map of discovered part of the world.
* Speed improvements (multithreading).
 
=== Factorio 0.5 (June 7th 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 (May 3rd 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
 
== See also ==
 
* [[Roadmap|Planned releases]]
* [[Version history]]

Revision as of 09:26, 14 August 2020

< Roadmap | History

This article gives short descriptions of past releases.

Refer to Roadmap for future releases and to Version history for detailed information about version changes.

Factorio 1.0 (August 14th 2020)

  • New atomic bomb graphics
  • Alien decoratives
  • Crash site
  • Pollution changing water color
  • Spidertron
  • New trailers

Factorio 0.18 (January 21st 2020)

  • Water animation.
  • Tree animation.
  • Color correction (LUTs).
  • Main menu redesign.
  • Optimizations.
  • New Particle system.
  • New explosions and damage effects.
  • First work on new sound design.
  • Steam login.

Factorio 0.17 Stable 3 (November 04th 2019; 0.17.75)

  • New tooltips.
  • New GUI icons.
  • Construction robot tile batching.
  • More modding/scripting features.

Factorio 0.17 Stable 2 (October 15th 2019; 0.17.70)

  • macOS Catalina support.
  • More modding/scripting features.
  • Pathfinding improvements.

Factorio 0.17 (February 26th 2019)

  • New Tutorial
  • GUI rewrite
    • Improve the looks of the GUI
    • Change the way it works
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders.
  • Mod integration improvements
    • Syncing mods with multiplayer game
    • Mod browsing improvements
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise - completely new editor
  • Map generator improvements and fixes, autoplace specification improvements and documentation
  • Rich text.
  • Robot construction tools; Upgrade planner, copy-paste, undo.
  • More high-resolution sprites, notably walls, gates, turrets, belts, biters, spawners, electric poles, worms, spitters.
  • Many modding and scripting additions.

Factorio 0.16 (December 13th 2017)

  • More high res stuff
  • New terrain generation
  • Belt-optimizations
  • Artillery train
  • General update optimizations
  • Allow loading games with different mod settings (and automatically download the mods if necessary)
  • More mini-tutorials

Factorio 0.15 (April 24th 2017)

  • Nuclear power
  • Blueprint preservation (Export/import blueprints)
  • Update optimizations (belts + pipes)
  • Research Revolution
  • Combat balance
  • New 3x2 boiler
  • New terrain (red desert biome)
  • Liquid wagon + universal barrelling
  • Map interaction improvements, map tags and 'zoom to map'
  • High res graphics introduction (This means just some parts of the game will be in high res in this version)
  • Circuit network additions, improvements and optimizations
  • Scenario pack extension - Wave defense and PvP scenario
  • First set of interactive mini tutorials

Factorio 0.14 (August 26th 2016)

  • Multiplayer production polish (move from "usable if you try hard and overlook imperfections" to "just works")
  • Modding support for equipment grids in vehicles.

Factorio 0.13 (June 27th 2016)

  • Proper tech tree.
  • Second part of the circuit network extension (power switch, gate, train station, accumulator and logistic network integration to circuit network)
  • Additional train conditions (wait until full, wait until empty, wait until circuit condition)
  • Flamethrower turret
  • Fire (forests can catch on fire)
  • Basic Multiplayer matching server (allow listing running MP games via a central location)
  • Better rail building
  • Better train managing possibilities.
  • Modules in blueprints.
  • Centralized mod portal and its integration in the game
  • Train graphics and vertical/horizontal discrepancy fix.
  • Achievements
  • Stack inserter

Factorio 0.12 (July 17th 2015)

  • Multiplayer enhancements (lag hiding, better pvp/forces support, IPv6 support, DNS names).
  • First part of the endgame content. (Build rocket and send it to space).
  • Chain signals (trains).
  • Combinator and more circuit logic.
  • Personal roboport.
  • Logistic trash fields.
  • First part of nature destruction by pollution (only tree related now).
  • First part of new ambient music update.
  • Optimization of the game simulation speed.
  • New graphics of combat robots.
  • Buildable floors. (concrete + stone)
  • Attempt of steam integration.

Factorio 0.11 (October 31st 2014)

  • Multiplayer for the brave ones.
  • New player graphics (3 versions depending on armor and colored depending on the player color).
  • The first (simple) instance of a tank.
  • Gates.
  • VRAM saving optimization.

Factorio 0.10 (June 6th 2014)

  • Finish the trailer. This is a #1 priority now :) Together with this we will work on presentation (finish new logo, new forum skin, new screenshots on web, credits page in the game).
  • Functional replays. This will be a side-effect of multiplayer efforts.
  • Factory sound background. Entities in the game will have specific sounds that play when player is near.

Factorio 0.9 (February 14th 2014)

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

Factorio 0.8 (December 6th 2013)

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

Factorio 0.7 (September 27th 2013)

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

Factorio 0.6 (July 26th 2013)

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

Factorio 0.5 (June 7th 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 (May 3rd 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

See also