In other languages: Deutsch Français 日本語 Português, Brasil Русский Türkçe Українська 简体中文

Upcoming features: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
(more stuff from last week)
(latest fff)
Line 13: Line 13:
*** Location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
*** 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]
*** Mod GUI [https://www.factorio.com/blog/post/fff-272]
<!-- not 0.17 [https://www.reddit.com/r/factorio/comments/a064ek/blueprints_should_have_fuel_value/eah8k7j/?context=3] *** 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] -->
<!-- not 0.17 [https://www.reddit.com/r/factorio/comments/a064ek/blueprints_should_have_fuel_value/eah8k7j/?context=3] *** 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] -->
** 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]

Revision as of 17:12, 10 December 2018

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 2019.

Planned features

  • GUI rewrite [1] [2] [3]
    • Improve the looks of the GUI [4]
    • Change the way it works
      • Location of cancel and OK buttons [5]
      • Map generator GUI [6]
      • Mod GUI [7]
    • Research queue [8] [9] [10]
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [11] [12]
    • New font rendering [13]
    • Better rendering performance (CPU side) [14] [15]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [16]
  • Mod integration improvements
    • Syncing mods with multiplayer game [17]
    • Syncing mod settings to saves [18]
    • Mod browsing improvements
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [19][20]
  • Map generator improvements and fixes, autoplace specification improvements and documentation [21]
    • 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
    • Science pack technologies [34]
    • Separation of nuclear energy and nuclear processing [35]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [36]
    • Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [37]
    • Better separation of technologies between high tech and production science [38]
  • Upgrade planner [39] [40] [41]
  • Rich text editing [42]
    • Different fonts, color, and icons
    • Item and recipe references, map positions, and blueprint strings [43]
  • Fast pipe replacing [44]
  • Better plural form localisations [45]
  • More modding support [46] [47] [48]
  • Better sounds [49]
  • Copy, paste and cut functionality [50]
  • Ability to undo building, mining, blueprinting and deconstruction [51] [52]
  • Small quality-of-life improvements [53]
    • 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 [54]
    • Train out of fuel alert [55]
    • Better error messages when building/inserting fails (out of reach etc) [56]
    • Selecting an inserter/miner shows what entities it interacts with [57]
    • Trains in blueprints [58]
    • Cliffs can be deconstructed [59] [60]
    • Robots do not leave the player's personal roboport when the player is moving faster than they can fly [61]
    • GUI style inspector [62]
    • Filter inserter blacklist mode [63]
  • Keyboard bindings now use scan-codes instead of key-codes [64]
  • Steam networking for multiplayer [65]
  • Mining tools (iron and steel axe) are removed [66]
  • Armor has infinite durability [67]
  • The mining hardness and mining power mechanics are removed [68]
  • Stone has the same mining time as the other ores [69]
  • Burner efficiency streamlining [70]
  • The ingredient count limit on assembling machines is removed [71]
  • Resistances are streamlined [72]
  • Option to show the entity info tooltip at the mouse position [73]
  • Better fluid physics [74] [75] [76]

See also