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Upcoming features: Difference between revisions

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m (Fixed mistake)
(Added shallow water, shortened section on balancing)
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** Cover the rest of the game mechanics
** Cover the rest of the game mechanics
* Improved First Steps campaign and new main campaign [https://www.factorio.com/blog/post/fff-241] [https://us2.factorio.com/assets/img/blog/fff-243-office-picture-albert.jpg] [https://www.factorio.com/blog/post/fff-245]
* Improved First Steps campaign and new main campaign [https://www.factorio.com/blog/post/fff-241] [https://us2.factorio.com/assets/img/blog/fff-243-office-picture-albert.jpg] [https://www.factorio.com/blog/post/fff-245]
** 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]
* 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]
* 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]
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]
Line 37: Line 38:
** Science pack technologies [https://www.factorio.com/blog/post/fff-245]
** Science pack technologies [https://www.factorio.com/blog/post/fff-245]
** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257]
** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257]
** Changing low density structures to its own tech and requiring it for various recipes [https://www.factorio.com/blog/post/fff-257]
** The rocket parts have their own technologies and are used in more recipes besides the rocket [https://www.factorio.com/blog/post/fff-257]
** Changing rocket control units to its own tech and replacing it for nuclear bombs [https://www.factorio.com/blog/post/fff-257]
** Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [https://www.factorio.com/blog/post/fff-257]
** Changing rocket fuel to its own tech and locking it behind rocketry and engines [https://www.factorio.com/blog/post/fff-257]
** Changing satalites to its own tech and removing the previous win condition [https://www.factorio.com/blog/post/fff-257]
** Adding a new item: “rocket excape pod” [https://www.factorio.com/blog/post/fff-257]
** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245]
** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245]
* Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255]
* Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255]

Revision as of 17:49, 25 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]
    • Addition of shallow water as a natural barries that the player can walk on, but not build on [4]
  • GUI rewrite [5] [6] [7]
    • Improve the looks of the GUI [8]
    • Change the way it works
    • Research queue [14] [15] [16]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [17]
    • New font rendering [18]
    • Better rendering performance (CPU side) [19] [20]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [21]
  • 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 [22]
    • Mod browsing improvements
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [23]
  • 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 [24]
    • Spawners redesign in HR [25]
    • HR defensive structures [26]
  • Final game balancing
    • Science pack technologies [27]
    • Separation of nuclear energy and nuclear processing [28]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [29]
    • Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [30]
    • Better separation of technologies between high tech and production science [31]
  • Upgrade planner [32] [33]
  • Rich text editing [34]
    • Different fonts, color, and icons
    • Possibly: Item/recipe/technology references, map positions, and blueprint strings
  • Fast pipe replacing [35]
  • Better plural form localisations [36]
  • More modding support [37] [38]
    • Infinity pipe (above link)
    • Cloning entities/areas (above link)
    • Lua function to generate a full tech tree (above link) [39]
  • Better sounds [40]
  • Train out of fuel alert [41]
  • Copy, paste and cut functionality [42]
  • Ability to undo building, mining, blueprinting and deconstruction [43]
  • Small quality-of-life improvements [44]
    • Better recipe catalyst mechanics
    • Items no longer spill onto belts
    • Separate construction queue for tile ghosts
    • Belt immunity equipment

Possible features

  • Spidertron [45] [46]
  • Better car handling and car in latency state
  • Better fluid physics [47]

See also