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Upcoming features: Difference between revisions

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** Selecting an inserter/miner shows what entities it interacts with [https://factorio.com/blog/post/fff-261]
** Selecting an inserter/miner shows what entities it interacts with [https://factorio.com/blog/post/fff-261]
** Trains in blueprints [https://www.factorio.com/blog/post/fff-263]
** Trains in blueprints [https://www.factorio.com/blog/post/fff-263]
** Cliffs can be deconstructed [https://www.reddit.com/r/factorio/9rw2e3/]
** Cliffs can be deconstructed [https://www.reddit.com/r/factorio/comments/9rw2e3/just_finished_writing_a_test_and_the_visual_was/]
* Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259]
* Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259]
* Steam networking for multiplayer [https://factorio.com/blog/post/fff-265]
* Steam networking for multiplayer [https://factorio.com/blog/post/fff-265]

Revision as of 18:53, 27 October 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] [4]
    • Addition of shallow water as a natural barries that the player can walk on, but not build on [5]
    • Compilatron [6]
  • GUI rewrite [7] [8] [9]
    • Improve the looks of the GUI [10]
    • Change the way it works
    • Research queue [16] [17] [18]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [19] [20]
    • New font rendering [21]
    • Better rendering performance (CPU side) [22] [23]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [24]
  • 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 [25]
    • Syncing mod settings to saves [26]
    • Mod browsing improvements
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [27][28]
  • Map generator improvements and fixes, autoplace specification improvements and documentation [29]
    • All combinations of settings should no longer create strange maps such as circles of cliffs.
    • Much more predictable starting area resources that don't overlap each-other and are not covered by water, but the starting area will always contain water.
      • The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are explicitly excluded from the starting area.
      • Starting area resources are usually in one ore patch each (depending on settings).
      • The starting area patches are usually close together.
      • The starting area size setting no longer affects resource placement, it just has a fixed size.
    • The resource generation settings now have a much more dramatic effect (previously they had little to no effect).
    • Increased the number of steps (small, medium, big, etc) for each setting from 5 to 9 for even more customization.
  • High-resolution sprites for the rest of the game, including a few changes to some entities
  • Final game balancing
    • Science pack technologies [34]
    • Separation of nuclear energy and nuclear processing [35]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [36]
    • Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [37]
    • Better separation of technologies between high tech and production science [38]
  • Upgrade planner [39] [40] [41]
  • Rich text editing [42]
    • Different fonts, color, and icons
    • Possibly: Item/recipe/technology references, map positions, and blueprint strings
  • Fast pipe replacing [43]
  • Better plural form localisations [44]
  • More modding support [45] [46] [47]
  • Better sounds [48]
  • Copy, paste and cut functionality [49]
  • Ability to undo building, mining, blueprinting and deconstruction [50] [51]
  • Small quality-of-life improvements [52]
    • Better recipe catalyst mechanics
    • Items no longer spill onto belts
    • Separate construction queue for tile ghosts
    • Belt immunity equipment
    • Bots can be shown on the map as a debug option [53]
    • Train out of fuel alert [54]
    • Better error messages when building/inserting fails (out of reach etc) [55]
    • Selecting an inserter/miner shows what entities it interacts with [56]
    • Trains in blueprints [57]
    • Cliffs can be deconstructed [58]
  • Keyboard bindings now use scan-codes instead of key-codes [59]
  • Steam networking for multiplayer [60]
  • Mining tools (iron and steel axe) are removed [61]
  • Armor has infinite durability [62]
  • The mining hardness and mining power mechanics are removed [63]
  • Stone has the same mining time as the other ores [64]
  • Burner efficiency streamlining [65]
  • The ingredient count limit on assembling machines is removed [66]
  • Resistances are streamlined [67]

Possible features

  • Spidertron [68] [69]
  • Better car handling and car in latency state
  • Better fluid physics [70] [71]

See also