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** [[Artillery]], [[cliff explosives]], [[spidertron]], top [[module]] tiers and some [[Equipment modules | personal equipment upgrades]] are unlocked on another planet.  
** [[Artillery]], [[cliff explosives]], [[spidertron]], top [[module]] tiers and some [[Equipment modules | personal equipment upgrades]] are unlocked on another planet.  


== Known changes for 2.0 ==
== Additional paid features ==
* A recycler. [https://www.factorio.com/blog/post/fff-375]
** "Recyclers will "uncraft" items into 25% of their ingredients. For items with no recipe or a chemical process (like smelting), they will return the same item at the same 25% rate. The reason it is so low is to avoid net positive loops with [[Productivity module|productivity]]. Fluids cannot be recycled." - _CodeGreen [https://discord.com/channels/139677590393716737/603392474458882065/1150533700346458223]
* Extra tiers of entities, represented by Quality. This mechanic allows more efficient modules and buildings to be crafted by using higher quality materials randomly generated from machines using Quality modules, in a similar way to the [[Productivity module]]. Quality has 5 tiers, going from Normal, Uncommon, Rare, Epic and Legendary, with each quality providing a flat 30% boost from the tier below it, with the exception of Legendary items which garner a 60% boost above Epic items.
** Most entities gain a reasonable mechanical boost from quality as well as a health boost, with any entities that don't fit just receiving the health boost. These entities as listed in the FFF are [[Transport belt|belts]], [[Pipe|pipes]], [[Rail|rails]], [[Chests|chests]], [[Combinator|combinators]], [[Wall|walls]], and [[Lamp|lamps]].
** For every other machine and item, it's effects are made better in some way. For example, power poles and equipment grids have larger areas to work with.
** Using recycling, [https://factorio.com/blog/post/fff-375 FFF 375] dictates that it takes 56 times as many resources to craft legendary items as it does to craft their normal quality counterpart. However, independent testing by the community based on the numbers listed dictates a multiplier of 116, over twice what was specified in the FFF.
* Raised train tracks [https://www.factorio.com/blog/post/fff-378]
 
== Known free changes for 2.0 ==


* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]
* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]
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* Better [[blueprint]] building. [https://www.factorio.com/blog/post/fff-373]
* Better [[blueprint]] building. [https://www.factorio.com/blog/post/fff-373]
* Improved [[Robots | flying robot]] behaviour. [https://www.factorio.com/blog/post/fff-374]
* Improved [[Robots | flying robot]] behaviour. [https://www.factorio.com/blog/post/fff-374]
* A recycler. [https://www.factorio.com/blog/post/fff-375]
 
** "Recyclers will "uncraft" items into 25% of their ingredients. For items with no recipe or a chemical process (like smelting), they will return the same item at the same 25% rate. The reason it is so low is to avoid net positive loops with [[Productivity module|productivity]]. Fluids cannot be recycled." - _CodeGreen [https://discord.com/channels/139677590393716737/603392474458882065/1150533700346458223]
* Extra tiers of entities, represented by Quality. This mechanic allows more efficient modules and buildings to be crafted by using higher quality materials randomly generated from machines using Quality modules, in a similar way to the [[Productivity module]]. Quality has 5 tiers, going from Normal, Uncommon, Rare, Epic and Legendary, with each quality providing a flat 30% boost from the tier below it, with the exception of Legendary items which garner a 60% boost above Epic items.
** Most entities gain a reasonable mechanical boost from quality as well as a health boost, with any entities that don't fit just receiving the health boost. These entities as listed in the FFF are [[Transport belt|belts]], [[Pipe|pipes]], [[Rail|rails]], [[Chests|chests]], [[Combinator|combinators]], [[Wall|walls]], and [[Lamp|lamps]].
** For every other machine and item, it's effects are made better in some way. For example, power poles and equipment grids have larger areas to work with.
** Using recycling, [https://factorio.com/blog/post/fff-375 FFF 375] dictates that it takes 56 times as many resources to craft legendary items as it does to craft their normal quality counterpart. However, independent testing by the community based on the numbers listed dictates a multiplier of 116, over twice what was specified in the FFF.


== See also ==
== See also ==

Revision as of 00:40, 30 September 2023

This is a list of known information about the upcoming expansion pack Factorio: Space Age:

Plans

  • Q: What?
    • A: "Factorio: Space Age continues the player's journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms." [1]
  • Multiple people, including the modder Earendel were hired to work on the expansion pack. [2]
  • As of August 2023, development is at the end of step 5 "First pass of tweaking" out of 7 total steps until release. [3]
  • Friday Facts #367 shows some concept art for the expansion.
  • Friday Facts #372 shows some item icons from the expansion.
  • It is planned to be "as big an addition as the whole vanilla game." [4]
  • The planned price is $30.00. [5]
  • The expected release date is around August 2024. [6]
  • Rockets will be significantly cheaper [7]
  • Tech tree gets overhauled: [8]

Additional paid features

  • A recycler. [9]
    • "Recyclers will "uncraft" items into 25% of their ingredients. For items with no recipe or a chemical process (like smelting), they will return the same item at the same 25% rate. The reason it is so low is to avoid net positive loops with productivity. Fluids cannot be recycled." - _CodeGreen [10]
  • Extra tiers of entities, represented by Quality. This mechanic allows more efficient modules and buildings to be crafted by using higher quality materials randomly generated from machines using Quality modules, in a similar way to the Productivity module. Quality has 5 tiers, going from Normal, Uncommon, Rare, Epic and Legendary, with each quality providing a flat 30% boost from the tier below it, with the exception of Legendary items which garner a 60% boost above Epic items.
    • Most entities gain a reasonable mechanical boost from quality as well as a health boost, with any entities that don't fit just receiving the health boost. These entities as listed in the FFF are belts, pipes, rails, chests, combinators, walls, and lamps.
    • For every other machine and item, it's effects are made better in some way. For example, power poles and equipment grids have larger areas to work with.
    • Using recycling, FFF 375 dictates that it takes 56 times as many resources to craft legendary items as it does to craft their normal quality counterpart. However, independent testing by the community based on the numbers listed dictates a multiplier of 116, over twice what was specified in the FFF.
  • Raised train tracks [11]

Known free changes for 2.0


See also