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Upcoming features: Difference between revisions

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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.
This is a list of planned additions and changes that will be part of Factorio's next major release 1.1. [https://www.factorio.com/blog/post/fff-360]


== Planned features ==
== Planned features ==
 
* Address all of the remaining issues [https://www.factorio.com/blog/post/fff-360]
<!-- 0.18
* Focus on filling the most obvious gaps in our existing feature set, not on adding some new major content. [https://www.factorio.com/blog/post/fff-360]
* 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] [https://factorio.com/blog/post/fff-261]
* Something related to the "show-recipe-icons-on-map" debug option [https://www.reddit.com/r/factorio/comments/igs01s/til_that_factorio_has_a_map_alt_mode_in_the_f4/g2wd5lq/]
** 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]
* Include the layout of copper wires in blueprints [https://www.reddit.com/r/factorio/comments/ijf3qw/why_arent_copper_wires_treated_the_same_a_signal/g3gbobb/][https://www.reddit.com/r/factorio/comments/ijf3qw/why_arent_copper_wires_treated_the_same_a_signal/g3h58nz/]
** Compilatron [https://www.factorio.com/blog/post/fff-262] -->
* Logistics tab for spidertron [https://www.reddit.com/r/factorio/comments/iiemsg/two_suggestions_for_the_spidertron/g39hyqe/?context=3]
* 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] [https://factorio.com/blog/post/fff-246] [https://www.factorio.com/blog/post/fff-277]
* Reworking of some GUIs, like the train stop GUI.[https://forums.factorio.com/viewtopic.php?p=512546#p512546]
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]
** Technology tree [https://factorio.com/blog/post/fff-238]
** 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]
** 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]
** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255]
** Different GUI scaling [https://www.factorio.com/blog/post/fff-277]
** Browse mod GUI [https://www.factorio.com/blog/post/fff-272]
** 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]
** Train GUI [https://factorio.com/blog/post/fff-212] [https://www.factorio.com/blog/post/fff-279]
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230] [https://factorio.com/blog/post/fff-264]
** 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 explorer (mentioned as 0.17 goal here: [https://www.factorio.com/blog/post/fff-277])
** 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 [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]
** Mod browsing improvements [https://www.factorio.com/blog/post/fff-272]
*** 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]
* [[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.
** 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 also for the [[personal laser defense]] and [[distractor capsule]]s [https://www.factorio.com/blog/post/fff-228] [https://www.factorio.com/blog/post/fff-275]
** HR [[flamethrower turret]] [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]
** HR worms [https://www.factorio.com/blog/post/fff-259]
** HR biters [https://www.factorio.com/blog/post/fff-268]
** HR spitters [https://factorio.com/blog/post/fff-278] [https://www.factorio.com/blog/post/fff-279]
** 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 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 icons (during stabilization) [https://www.factorio.com/blog/post/fff-277]
* Final game balancing
** New science pack technologies [https://www.factorio.com/blog/post/fff-245]
** New science pack names [https://www.factorio.com/blog/post/fff-275]
** New science pack recipes [https://www.factorio.com/blog/post/fff-275]
** 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 any rocket launch (with or without a payload) wins the game [https://www.factorio.com/blog/post/fff-257] [https://factorio.com/blog/post/fff-275]
** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245] [https://factorio.com/blog/post/fff-275]
** Military upgrade technology unification [https://factorio.com/blog/post/fff-275]
** The rocket silo and all its prerequisites can be researched without using [[military science pack]]s [https://factorio.com/blog/post/fff-275]
** Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [https://www.factorio.com/blog/post/fff-275]
** Belt item spacing has been reduced to 8 from 9 pixels [https://www.factorio.com/blog/post/fff-276]
** Worms and spitters now attack with movement-predicting streams of acid instead of homing projectiles [https://www.factorio.com/blog/post/fff-279]
* Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255] [https://www.factorio.com/blog/post/fff-263]
* Rich text editing [https://www.factorio.com/blog/post/fff-237]
** Different fonts, color, and icons
** Item and recipe references, map positions, and blueprint strings [https://factorio.com/blog/post/fff-267]
* 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] [https://www.factorio.com/blog/post/fff-262]
** Script rendering [https://www.factorio.com/blog/post/fff-276]
* 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] [https://www.factorio.com/blog/post/fff-263]
* 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]
** Fast [[pipe]] replacing [https://www.factorio.com/blog/post/fff-240]
** Train out of fuel alert [https://www.factorio.com/blog/post/fff-253]
** Better error messages when building/inserting fails (out of reach etc) [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]
** Cliffs can be deconstructed [https://www.reddit.com/r/factorio/comments/9rw2e3/just_finished_writing_a_test_and_the_visual_was/] [https://factorio.com/blog/post/fff-267]
** Robots do not leave the player's personal roboport when the player is moving faster than they can fly [https://www.reddit.com/r/factorio/comments/9y61ct/change_robot_behavior_by_hand/ea0eyi5]
** GUI style inspector [https://www.factorio.com/blog/post/fff-271]
** [[Filter inserter]] blacklist mode [https://www.reddit.com/r/factorio/comments/a296vu/filter_inserters_should_have_a_setting_where_they/eaxzmlz/]
** Alt-tab no longer toggles "alt-mode" [https://reddit.com/r/factorio/comments/a5a785/make_altmode_enabled_by_default/ebmnss5/?context=1]
* 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]
* Mining tools (iron and steel axe) are removed [https://www.factorio.com/blog/post/fff-266]
* [[Armor]] has infinite durability [https://forums.factorio.com/viewtopic.php?p=384185#p384185]
* The mining hardness and mining power mechanics are removed [https://www.factorio.com/blog/post/fff-266]
* [[Stone]] has the same mining time as the other ores [https://www.factorio.com/blog/post/fff-266]
* Burner efficiency streamlining [https://www.factorio.com/blog/post/fff-266]
** [[Boiler]]s 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 [[locomotive]]s and [[nuclear reactor]]s is halved.
* The ingredient count limit on [[assembling machine]]s is removed [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]
* 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 ==
 
* Spidertron [https://www.factorio.com/blog/post/fff-120] [https://clips.twitch.tv/StormyTiredPlumOhMyDog]
* Better car handling and car in latency state
-->


== See also ==
== See also ==
* [https://www.factorio.com/blog/post/fff-269 Friday Facts #269 - Roadmap update]
* [https://factorio.com/blog/post/fff-349 Friday Facts #349 - The 1.0 plan]
* [https://www.factorio.com/blog/post/fff-235 Friday Facts #235 - 0.16 stable]
* [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of December 10 2018]
* [[Roadmap|Planned releases]]
* [[Roadmap|Planned releases]]

Revision as of 15:42, 18 September 2020

This is a list of planned additions and changes that will be part of Factorio's next major release 1.1. [1]

Planned features

  • Address all of the remaining issues [2]
  • Focus on filling the most obvious gaps in our existing feature set, not on adding some new major content. [3]
  • Something related to the "show-recipe-icons-on-map" debug option [4]
  • Include the layout of copper wires in blueprints [5][6]
  • Logistics tab for spidertron [7]
  • Reworking of some GUIs, like the train stop GUI.[8]

See also