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Upcoming features: Difference between revisions

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* Small quality-of-life improvements [https://www.factorio.com/blog/post/fff-256]
* Small quality-of-life improvements [https://www.factorio.com/blog/post/fff-256]
** Better recipe catalyst mechanics
** Better recipe catalyst mechanics
** Items no longer spill onto belts [https://www.factorio.com/blog/post/fff-256]
** Items no longer spill onto belts
** Separate construction queue for tile ghosts [https://www.factorio.com/blog/post/fff-256]
** Separate construction queue for tile ghosts
** Belt immunity equipment [https://www.factorio.com/blog/post/fff-256]
** Belt immunity equipment


== Possible features ==
== Possible features ==

Revision as of 14:48, 17 August 2018

This is a list of planned additions and changes for Factorio's next major release 0.17.

Planned features

  • Mini tutorials
    • Improved quality
    • Cover the rest of the game mechanics
  • Improved First Steps campaign and new main campaign [1] [2] [3]
  • GUI rewrite [4] [5] [6]
    • Improve the looks of the GUI [7]
    • Change the way it works
      • Location of cancel and OK buttons [8]
      • Map generator GUI [9]
      • Blueprint library [10] [11] [12]
    • Research queue [13] [14] [15]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [16]
    • New font rendering [17]
    • Better rendering performance (CPU side) [18] [19]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [20]
  • Recipe tree GUI
    • Foundation of some kind of in-game "factoriopedia"
    • Should provide the player fast ways to get the answer to questions like:
      • "What is this item used in?"
      • "What is the graph of recipe dependencies for this?"
  • Mod integration improvements
    • Syncing mods with multiplayer game [21]
    • Mod browsing improvements
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [22]
  • Map generator improvements and fixes, autoplace specification improvements and documentation
  • High-resolution sprites for the rest of the game, including a few changes to some entities
    • New laser turret textures, new laser beams [23]
    • Spawners redesign in HR [24]
    • HR defensive structures [25]
  • Final game balancing
    • Science pack technologies [26]
    • Better separation of technologies between high tech and production science [27]
  • Upgrade planner [28] [29]
  • Rich text editing [30]
    • Different fonts, color, and icons
    • Possibly: Item/recipe/technology references, map positions, and blueprint strings
  • Fast pipe replacing [31]
  • Better plural form localisations [32]
  • More modding support [33] [34]
    • Infinity pipe (above link)
    • Cloning entities/areas (above link)
    • Lua function to generate a full tech tree (above link) [35]
  • Better sounds [36]
  • Train out of fuel alert [37]
  • Copy, paste and cut functionality [38]
  • Ability to undo building, mining, blueprinting and deconstruction [39]
  • Small quality-of-life improvements [40]
    • Better recipe catalyst mechanics
    • Items no longer spill onto belts
    • Separate construction queue for tile ghosts
    • Belt immunity equipment

Possible features

  • Spidertron [41] [42]
  • Better car handling and car in latency state
  • Better fluid physics [43]

See also