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] | ||
*** | *** 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] | ** 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]
- New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [11] [12]
- Mod integration improvements
- 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
- New laser turret textures, new laser beams [23]
- HR flamethrower turret [24]
- Spawners redesign in HR [25]
- HR defensive structures [26]
- HR worms [27]
- HR biters [28]
- New transport belt, splitter and underground belt graphics [29]
- HR substation [30]
- HR power poles [31] [32] [33] [34]
- 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]
- Boilers are now 100% efficient instead of 50%
- The fuel value of all fuel except nuclear fuel and uranium fuel cell is halved
- The energy consumption of burner devices except locomotives and nuclear reactors is halved.
- 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]