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This is a list of planned additions and changes for Factorio's next major release 0.17.
This is a list of planned additions and changes that will be part of Factorio's next major release 0.18. [https://factorio.com/blog/post/fff-322]


== Planned features ==
== Planned features ==
 
* Final looks and behaviour of new GUI screens as they will be finished [https://factorio.com/blog/post/fff-282] [https://factorio.com/blog/post/fff-292]
* Mini tutorials
** Improved 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] [https://factorio.com/blog/post/fff-282]
** Improved quality
** Improved character screen [https://factorio.com/blog/post/fff-289] [https://factorio.com/blog/post/fff-322]
** Cover the rest of the game mechanics
* Better sounds [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-282] [https://www.factorio.com/blog/post/fff-324]
* 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]
* HR icons [https://www.factorio.com/blog/post/fff-277] [https://factorio.com/blog/post/fff-290] [https://factorio.com/blog/post/fff-291]
** 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]
* Improved color-scheme for the game using post-processing [https://www.factorio.com/blog/post/fff-320]
* 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]
** Brighter day
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]
** More contrast for map colors
** Change the way it works
** Night is "blue and cold" instead of being overlayed with a black layer
*** Location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
** Mods will have to adjust their sprites, script for that provided in the FFF
*** Map generator GUI [https://www.factorio.com/blog/post/fff-246]
* New particle system for improved performance [https://factorio.com/blog/post/fff-322]
*** 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]
* Animated water [https://factorio.com/blog/post/fff-323]
** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255]
* Animated trees [https://factorio.com/blog/post/fff-324]
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230]
* Optimizations [https://www.factorio.com/blog/post/fff-324]
** New font rendering [https://factorio.com/blog/post/fff-232]
** Better rendering performance (CPU side) [https://www.factorio.com/blog/post/fff-244] [https://www.factorio.com/blog/post/fff-251]
** Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [https://www.factorio.com/blog/post/fff-244]
* 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 [https://www.factorio.com/blog/post/fff-248]
** Mod browsing improvements
*** 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-258]
** 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.
* 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 [https://www.factorio.com/blog/post/fff-228]
** Spawners redesign in HR [https://www.factorio.com/blog/post/fff-252]
** HR defensive structures [https://www.factorio.com/blog/post/fff-253]
* Final game balancing
** 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]
** The rocket parts have their own technologies and are used in more recipes besides the rocket [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]
** 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]
* Rich text editing [https://www.factorio.com/blog/post/fff-237]
** Different fonts, color, and icons
** Possibly: Item/recipe/technology references, map positions, and blueprint strings
* Fast pipe replacing [https://www.factorio.com/blog/post/fff-240]
* Better plural form localisations [https://www.factorio.com/blog/post/fff-244]
* More modding support [https://www.factorio.com/blog/post/fff-248] [https://forums.factorio.com/61239]
** Infinity pipe (above link)
** Cloning entities/areas (above link)
** Lua function to generate a full tech tree (above link) [https://www.reddit.com/r/factorio/comments/8s279o/the_full_technology_tree_is_a_satisfying_sight/e0vyqib/]
* Better sounds [https://www.factorio.com/blog/post/fff-252]
* Copy, paste and cut functionality [https://factorio.com/blog/post/fff-255]
* Ability to undo building, mining, blueprinting and deconstruction [https://factorio.com/blog/post/fff-255]
* Small quality-of-life improvements [https://www.factorio.com/blog/post/fff-256]
** 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 [https://forums.factorio.com/viewtopic.php?p=377042#p377042]
** Train out of fuel alert [https://www.factorio.com/blog/post/fff-253]
 
== Possible features ==
 
* Spidertron [https://www.factorio.com/blog/post/fff-120] [https://clips.twitch.tv/StormyTiredPlumOhMyDog]
* Better car handling and car in latency state
* Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback]


== See also ==
== See also ==
* [https://www.factorio.com/blog/post/fff-235 Friday Facts #235]
* [https://factorio.com/blog/post/fff-322 Friday Facts #322 - New Particle system]
* [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of July 22 2018]
* [[Roadmap|Planned releases]]
* [[Roadmap|Planned releases]]
* [[Version history]]

Revision as of 08:07, 9 December 2019

This is a list of planned additions and changes that will be part of Factorio's next major release 0.18. [1]

Planned features

  • Final looks and behaviour of new GUI screens as they will be finished [2] [3]
  • Better sounds [10] [11] [12]
  • HR icons [13] [14] [15]
  • Improved color-scheme for the game using post-processing [16]
    • Brighter day
    • More contrast for map colors
    • Night is "blue and cold" instead of being overlayed with a black layer
    • Mods will have to adjust their sprites, script for that provided in the FFF
  • New particle system for improved performance [17]
  • Animated water [18]
  • Animated trees [19]
  • Optimizations [20]

See also