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Upcoming features: Difference between revisions

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(new fff)
(latest fff stuff)
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** Improved quality
** Improved quality
** Cover the rest of the game mechanics
** Cover the rest of the game mechanics
* 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]
* 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]
** 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]
** 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]
** No more message dialogs [https://factorio.com/blog/post/fff-261]
* 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]
* 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]
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]
Line 27: Line 28:
* Mod integration improvements
* Mod integration improvements
** 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]
** Mod browsing improvements
** Mod browsing improvements
*** Show the mod picture and more smaller things
*** Show the mod picture and more smaller things
Line 67: Line 69:
** Bots can be shown on the map as a debug option [https://forums.factorio.com/viewtopic.php?p=377042#p377042]
** 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]
** 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]
* Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259
* Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259


Line 73: Line 77:
* Spidertron [https://www.factorio.com/blog/post/fff-120] [https://clips.twitch.tv/StormyTiredPlumOhMyDog]
* Spidertron [https://www.factorio.com/blog/post/fff-120] [https://clips.twitch.tv/StormyTiredPlumOhMyDog]
* Better car handling and car in latency state
* Better car handling and car in latency state
* Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback]
* Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback] [https://factorio.com/blog/post/fff-260]


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

Revision as of 19:49, 24 September 2018

This is a list of planned additions and changes for Factorio's next major release 0.17.

Planned features

  • Mini tutorials
    • Improved quality
    • Cover the rest of the game mechanics
  • Improved First Steps campaign and new main campaign [1] [2] [3] [4]
    • Addition of shallow water as a natural barries that the player can walk on, but not build on [5]
    • No more message dialogs [6]
  • GUI rewrite [7] [8] [9]
    • Improve the looks of the GUI [10]
    • Change the way it works
    • Research queue [16] [17] [18]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [19]
    • New font rendering [20]
    • Better rendering performance (CPU side) [21] [22]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [23]
  • 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 [24]
    • Syncing mod settings to saves [25]
    • Mod browsing improvements
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [26][27]
  • Map generator improvements and fixes, autoplace specification improvements and documentation [28]
    • 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 [29]
    • Spawners redesign in HR [30]
    • HR defensive structures [31]
    • HR worms [32]
  • Final game balancing
    • Science pack technologies [33]
    • Separation of nuclear energy and nuclear processing [34]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [35]
    • Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [36]
    • Better separation of technologies between high tech and production science [37]
  • Upgrade planner [38] [39]
  • Rich text editing [40]
    • Different fonts, color, and icons
    • Possibly: Item/recipe/technology references, map positions, and blueprint strings
  • Fast pipe replacing [41]
  • Better plural form localisations [42]
  • More modding support [43] [44]
  • Better sounds [45]
  • Copy, paste and cut functionality [46]
  • Ability to undo building, mining, blueprinting and deconstruction [47]
  • Small quality-of-life improvements [48]
    • 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 [49]
    • Train out of fuel alert [50]
    • 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 [51]
  • Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259

Possible features

  • Spidertron [52] [53]
  • Better car handling and car in latency state
  • Better fluid physics [54] [55]

See also