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(FFF #282 - 0.17 in sight)
(Friday Facts #283 - Prepare to Launch)
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{{Languages}}
{{Languages}}
This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released the week starting 25th February.
This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released the week starting 25th February. [https://factorio.com/blog/post/fff-283]


== Planned features ==
== Planned features ==


<!-- 0.18
* Improved introduction campaign [https://www.factorio.com/blog/post/fff-241] [https://us2.factorio.com/assets/img/blog/fff-243-office-picture-albert.jpg] [https://factorio.com/blog/post/fff-261] [https://factorio.com/blog/post/fff-283]
* 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]
** Compilatron [https://www.factorio.com/blog/post/fff-262] -->
** Compilatron [https://www.factorio.com/blog/post/fff-262]
** Removal of old 'First Steps' and 'New Hope' campaigns [https://factorio.com/blog/post/fff-283]
* 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]
* 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]
** 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]
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** Mod browsing improvements [https://www.factorio.com/blog/post/fff-272]
** Mod browsing improvements [https://www.factorio.com/blog/post/fff-272]
*** Show the mod picture and more smaller things
*** Show the mod picture and more smaller things
*** Mod thumbnails [https://factorio.com/blog/post/fff-283]
* [[Map editor]] improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252][https://www.factorio.com/blog/post/fff-259]
* [[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] [https://factorio.com/blog/post/fff-282]
* [[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] [https://factorio.com/blog/post/fff-282]
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** 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 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 accumulators [https://factorio.com/blog/post/fff-282]
** HR accumulators [https://factorio.com/blog/post/fff-282]
** HR rocket silo [https://factorio.com/blog/post/fff-283]
** HR chests [https://factorio.com/blog/post/fff-283]
* Final game balancing
* Final game balancing
** New science pack technologies [https://www.factorio.com/blog/post/fff-245]
** New science pack technologies [https://www.factorio.com/blog/post/fff-245]
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* Resistances are streamlined [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]
* 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]
* Fluid optimization [https://www.factorio.com/blog/post/fff-271]
* No more fluid mixing [https://factorio.com/blog/post/fff-283]
* Tile pollution absorption tweaks [https://factorio.com/blog/post/fff-283]
* Different pollution absorption map generation setting [https://factorio.com/blog/post/fff-283]
* Biters no longer get stuck in their own bases [https://factorio.com/blog/post/fff-283]
* Biters don't get stuck on belts as much as they used to [https://factorio.com/blog/post/fff-283]
<!-- 0.17/0.18 status unknown == Possible features ==
<!-- 0.17/0.18 status unknown == Possible features ==



Revision as of 17:55, 22 February 2019

This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released the week starting 25th February. [1]

Planned features

  • Improved introduction campaign [2] [3] [4] [5]
    • Addition of shallow water as a natural barries that the player can walk on, but not build on [6]
    • Compilatron [7]
    • Removal of old 'First Steps' and 'New Hope' campaigns [8]
  • GUI rewrite [9] [10] [11] [12] [13]
    • Improve the looks of the GUI [14]
    • Technology tree [15]
    • Changed location of cancel and OK buttons [16]
    • Map generator GUI [17]
    • Action bar [18] [19]
    • Tool bar [22]
      • Access to blueprinting tools directly on the main screen (no longer located in the blueprint library)
      • Ability to toggle personal roboports and exoskeletons
    • Settings GUIs [23]
    • Research queue [24] [25] [26]
    • Different GUI scaling [27]
    • Browse mod GUI [28]
    • Train GUI [29] [30] [31]
      • Temporary train stations
      • Map now shows train path
      • Different looks for wagons and locomotives on the map: [32]
      • Trains now drive through stops without stopping if no wait condition is set
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [33] [34]
    • New font rendering [35]
    • Better rendering performance (CPU side) [36] [37]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [38]
    • Optimizations [39]
  • Mod integration improvements
    • Syncing mods with multiplayer game [40]
    • Syncing mod settings to saves [41]
    • Mod browsing improvements [42]
      • Show the mod picture and more smaller things
      • Mod thumbnails [43]
  • Map editor improvements, both technical and usability wise [44][45]
  • Map generator improvements and fixes, autoplace specification improvements and documentation [46] [47] [48]
    • 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.
    • New Island map type
  • High-resolution sprites for the rest of the game, including a few changes to some entities
  • Final game balancing
    • New science pack technologies [67]
    • New science pack names [68]
    • New science pack recipes [69]
    • Separation of nuclear energy and nuclear processing [70]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [71]
    • Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [72] [73]
    • Better separation of technologies between high tech and production science [74] [75]
    • Military upgrade technology unification [76]
    • The rocket silo and all its prerequisites can be researched without using military science packs [77]
    • Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [78]
    • Belt item spacing has been reduced to 8 from 9 pixels [79]
    • Worms and spitters now attack with movement-predicting streams of acid instead of homing projectiles [80]
  • Upgrade planner [81] [82] [83]
  • Rich text editing [84]
    • Different fonts, color, and icons
    • Item and recipe references, map positions, and blueprint strings [85]
  • Better plural form localisations [86]
  • More modding support [87] [88] [89]
    • Script rendering [90]
  • Copy, paste and cut functionality [91]
  • Ability to undo building, mining, blueprinting and deconstruction [92] [93]
  • Small quality-of-life improvements [94]
    • 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 [95]
    • Fast pipe replacing [96]
    • Train out of fuel alert [97]
    • Better error messages when building/inserting fails (out of reach etc) [98]
    • Selecting an inserter/miner shows what entities it interacts with [99]
    • Trains in blueprints [100]
    • Cliffs can be deconstructed [101] [102]
    • Robots do not leave the player's personal roboport when the player is moving faster than they can fly [103]
    • GUI style inspector [104]
    • Filter inserter blacklist mode [105]
    • Alt-tab no longer toggles "alt-mode" [106]
    • The hand [107]
  • Keyboard bindings now use scan-codes instead of key-codes [108]
  • Steam networking for multiplayer [109]
  • Mining tools (iron and steel axe) are removed [110]
  • Armor has infinite durability [111]
  • The mining hardness and mining power mechanics are removed [112]
  • Stone has the same mining time as the other ores [113]
  • Burner efficiency streamlining [114]
  • The ingredient count limit on assembling machines is removed [115]
  • Resistances are streamlined [116]
  • Option to show the entity info tooltip at the mouse position [117]
  • Fluid optimization [118]
  • No more fluid mixing [119]
  • Tile pollution absorption tweaks [120]
  • Different pollution absorption map generation setting [121]
  • Biters no longer get stuck in their own bases [122]
  • Biters don't get stuck on belts as much as they used to [123]

Planned features after initial release

  • Final looks and behaviour of new GUI screens as they will be finished [124]
    • Improved blueprint library [125] [126] [127] [128]
    • Recipe explorer
      • 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?" and "How do I produce this item?"
  • Better sounds [129] [130]
  • HR icons [131]

See also