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Upcoming features: Difference between revisions

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*** Location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
*** Location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
*** Map generator GUI [https://www.factorio.com/blog/post/fff-246]
*** Map generator GUI [https://www.factorio.com/blog/post/fff-246]
*** Mod GUI [https://www.factorio.com/blog/post/fff-272]
*** Browse mod GUI [https://www.factorio.com/blog/post/fff-272]
<!-- not 0.17 [https://www.reddit.com/r/factorio/comments/a064ek/blueprints_should_have_fuel_value/eah8k7j/?context=3] *** Blueprint library [https://www.factorio.com/blog/post/fff-249] [https://www.factorio.com/blog/post/fff-250] [https://factorio.com/blog/post/fff-255] -->
<!-- not 0.17 [https://www.reddit.com/r/factorio/comments/a064ek/blueprints_should_have_fuel_value/eah8k7j/?context=3] *** Blueprint library [https://www.factorio.com/blog/post/fff-249] [https://www.factorio.com/blog/post/fff-250] [https://factorio.com/blog/post/fff-255] -->
** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255]
** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255]
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** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248]
** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248]
** Syncing mod settings to saves [https://reddit.com/r/factorio/comments/9dto3i/friday_facts_259_scancodes_prototype_ids_hr_worm/e5l82ni/?context=3]
** Syncing mod settings to saves [https://reddit.com/r/factorio/comments/9dto3i/friday_facts_259_scancodes_prototype_ids_hr_worm/e5l82ni/?context=3]
** Mod browsing improvements
** Mod browsing improvements [https://www.factorio.com/blog/post/fff-272]
*** Show the mod picture and more smaller things
*** Show the mod picture and more smaller things
* [[Map editor]] improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252][https://www.factorio.com/blog/post/fff-259]
* [[Map editor]] improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252][https://www.factorio.com/blog/post/fff-259]
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** New [[transport belt]], [[splitter]] and [[underground belt]] graphics [https://www.factorio.com/blog/post/fff-269]
** New [[transport belt]], [[splitter]] and [[underground belt]] graphics [https://www.factorio.com/blog/post/fff-269]
** HR [[substation]] [https://www.factorio.com/blog/post/fff-270]
** HR [[substation]] [https://www.factorio.com/blog/post/fff-270]
** HR power poles [https://www.factorio.com/blog/post/fff-195] [https://www.factorio.com/blog/post/fff-252] [[https://factorio.com/blog/post/fff-269] [https://www.factorio.com/blog/post/fff-271]
** HR power poles [https://www.factorio.com/blog/post/fff-195] [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-269] [https://www.factorio.com/blog/post/fff-271]
* Final game balancing
* Final game balancing
** Science pack technologies [https://www.factorio.com/blog/post/fff-245]
** Science pack technologies [https://www.factorio.com/blog/post/fff-245]

Revision as of 18:58, 12 December 2018

This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released in January 2019.

Planned features

  • GUI rewrite [1] [2] [3]
    • Improve the looks of the GUI [4]
    • Change the way it works
      • Location of cancel and OK buttons [5]
      • Map generator GUI [6]
      • Browse mod GUI [7]
    • Research queue [8] [9] [10]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [11] [12]
    • New font rendering [13]
    • Better rendering performance (CPU side) [14] [15]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [16]
  • Mod integration improvements
    • Syncing mods with multiplayer game [17]
    • Syncing mod settings to saves [18]
    • Mod browsing improvements [19]
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [20][21]
  • Map generator improvements and fixes, autoplace specification improvements and documentation [22]
    • 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 [35]
    • Separation of nuclear energy and nuclear processing [36]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [37]
    • Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [38]
    • Better separation of technologies between high tech and production science [39]
  • Upgrade planner [40] [41] [42]
  • Rich text editing [43]
    • Different fonts, color, and icons
    • Item and recipe references, map positions, and blueprint strings [44]
  • Fast pipe replacing [45]
  • Better plural form localisations [46]
  • More modding support [47] [48] [49]
  • Better sounds [50]
  • Copy, paste and cut functionality [51]
  • Ability to undo building, mining, blueprinting and deconstruction [52] [53]
  • Small quality-of-life improvements [54]
    • 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 [55]
    • Train out of fuel alert [56]
    • Better error messages when building/inserting fails (out of reach etc) [57]
    • Selecting an inserter/miner shows what entities it interacts with [58]
    • Trains in blueprints [59]
    • Cliffs can be deconstructed [60] [61]
    • Robots do not leave the player's personal roboport when the player is moving faster than they can fly [62]
    • GUI style inspector [63]
    • Filter inserter blacklist mode [64]
  • Keyboard bindings now use scan-codes instead of key-codes [65]
  • Steam networking for multiplayer [66]
  • Mining tools (iron and steel axe) are removed [67]
  • Armor has infinite durability [68]
  • The mining hardness and mining power mechanics are removed [69]
  • Stone has the same mining time as the other ores [70]
  • Burner efficiency streamlining [71]
  • The ingredient count limit on assembling machines is removed [72]
  • Resistances are streamlined [73]
  • Option to show the entity info tooltip at the mouse position [74]
  • Better fluid physics [75] [76] [77]

See also