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Upcoming features: Difference between revisions

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(info on gui status)
(fff 278 (The new quickbar))
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{{Languages}}
{{Languages}}
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 or February 2019.
This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released in February 2019.


== Planned features ==
== Planned features ==
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** Changed location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
** Changed 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]
** Action bar [https://www.factorio.com/blog/post/fff-191]
** Action bar [https://www.factorio.com/blog/post/fff-191] [https://factorio.com/blog/post/fff-278]
*** Ghost cursor [https://www.factorio.com/blog/post/fff-191] [https://factorio.com/blog/post/fff-278]
** Settings GUIs [https://www.factorio.com/blog/post/fff-277]
** Settings GUIs [https://www.factorio.com/blog/post/fff-277]
** 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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*** 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]
* [[World generator|Map generator]] improvements and fixes, autoplace specification improvements and documentation  [https://www.factorio.com/blog/post/fff-258]  
* [[World generator|Map generator]] improvements and fixes, autoplace specification improvements and documentation  [https://www.factorio.com/blog/post/fff-258] [https://factorio.com/blog/post/fff-278]
** All combinations of settings should no longer create strange maps such as circles of cliffs.
** 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.
** 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.
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** HR worms [https://www.factorio.com/blog/post/fff-259]
** HR worms [https://www.factorio.com/blog/post/fff-259]
** HR biters [https://www.factorio.com/blog/post/fff-268]
** HR biters [https://www.factorio.com/blog/post/fff-268]
** HR spitters [https://factorio.com/blog/post/fff-278]
** 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]
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* Resistances are streamlined [https://www.factorio.com/blog/post/fff-266]
* Resistances are streamlined [https://www.factorio.com/blog/post/fff-266]
* Option to show the entity info tooltip at the mouse position [https://factorio.com/blog/post/fff-267]
* Option to show the entity info tooltip at the mouse position [https://factorio.com/blog/post/fff-267]
* Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback] [https://factorio.com/blog/post/fff-260] [https://www.factorio.com/blog/post/fff-271]  [https://www.factorio.com/blog/post/fff-274]
* Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback] [https://factorio.com/blog/post/fff-260] [https://www.factorio.com/blog/post/fff-271]  [https://www.factorio.com/blog/post/fff-274] [https://factorio.com/blog/post/fff-278]
<!-- 0.17/0.18 status unknown == Possible features ==
<!-- 0.17/0.18 status unknown == Possible features ==



Revision as of 15:57, 18 January 2019

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

Planned features

  • GUI rewrite [1] [2] [3] [4] [5]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [24] [25]
    • New font rendering [26]
    • Better rendering performance (CPU side) [27] [28]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [29]
  • Recipe explorer (mentioned as 0.17 goal here: [30])
    • 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?"
      • "How do I produce this item?"
  • Mod integration improvements
    • Syncing mods with multiplayer game [31]
    • Syncing mod settings to saves [32]
    • Mod browsing improvements [33]
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [34][35]
  • Map generator improvements and fixes, autoplace specification improvements and documentation [36] [37]
    • 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
    • New science pack technologies [53]
    • New science pack names [54]
    • New science pack recipes [55]
    • Separation of nuclear energy and nuclear processing [56]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [57]
    • Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [58] [59]
    • Better separation of technologies between high tech and production science [60] [61]
    • Military upgrade technology unification [62]
    • The rocket silo and all its prerequisites can be researched without using military science packs [63]
    • Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [64]
    • Belt item spacing has been reduced to 8 from 9 pixels [65]
  • Upgrade planner [66] [67] [68]
  • Rich text editing [69]
    • Different fonts, color, and icons
    • Item and recipe references, map positions, and blueprint strings [70]
  • Better plural form localisations [71]
  • More modding support [72] [73] [74]
    • Script rendering [75]
  • Better sounds [76]
  • Copy, paste and cut functionality [77]
  • Ability to undo building, mining, blueprinting and deconstruction [78] [79]
  • Small quality-of-life improvements [80]
    • 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 [81]
    • Fast pipe replacing [82]
    • Train out of fuel alert [83]
    • Better error messages when building/inserting fails (out of reach etc) [84]
    • Selecting an inserter/miner shows what entities it interacts with [85]
    • Trains in blueprints [86]
    • Cliffs can be deconstructed [87] [88]
    • Robots do not leave the player's personal roboport when the player is moving faster than they can fly [89]
    • GUI style inspector [90]
    • Filter inserter blacklist mode [91]
    • Alt-tab no longer toggles "alt-mode" [92]
  • Keyboard bindings now use scan-codes instead of key-codes [93]
  • Steam networking for multiplayer [94]
  • Mining tools (iron and steel axe) are removed [95]
  • Armor has infinite durability [96]
  • The mining hardness and mining power mechanics are removed [97]
  • Stone has the same mining time as the other ores [98]
  • Burner efficiency streamlining [99]
  • The ingredient count limit on assembling machines is removed [100]
  • Resistances are streamlined [101]
  • Option to show the entity info tooltip at the mouse position [102]
  • Better fluid physics [103] [104] [105] [106] [107]

See also