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(Friday Facts #283 - Prepare to Launch)
(Roadmap update for what comes after 0.17 stable (1))
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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 the week starting 25th February. [https://factorio.com/blog/post/fff-283]
+
This is a list of planned additions and changes that will be part of Factorio's current major release 0.17. [https://factorio.com/blog/post/fff-282]
 
 
== Planned features ==
 
 
 
* 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]
 
** 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]
 
** 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]
 
** 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]
 
** Tool bar [https://factorio.com/blog/post/fff-280]
 
*** 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 [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]
 
** Train GUI [https://factorio.com/blog/post/fff-212] [https://www.factorio.com/blog/post/fff-279] [https://factorio.com/blog/post/fff-280]
 
*** Temporary train stations
 
*** Map now shows train path
 
*** Different looks for wagons and locomotives on the map: [https://i.imgur.com/SGrPzxR.png]
 
*** 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 [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]
 
** Optimizations [https://www.factorio.com/blog/post/fff-281]
 
* 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
 
*** 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]
 
* [[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]
 
** 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
 
** 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 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
 
** 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]
 
* 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]
 
** The hand [https://factorio.com/blog/post/fff-282]
 
* 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]
 
* 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 ==
 
 
 
* Spidertron [https://www.factorio.com/blog/post/fff-120] [https://clips.twitch.tv/StormyTiredPlumOhMyDog]
 
* Better car handling and car in latency state
 
-->
 
  
 
== Planned features after initial release ==
 
== Planned features after initial release ==
* Final looks and behaviour of new GUI screens as they will be finished [https://factorio.com/blog/post/fff-282]
+
* Final looks and behaviour of new GUI screens as they will be finished [https://factorio.com/blog/post/fff-282] [https://factorio.com/blog/post/fff-292]
 
** Improved 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] [https://factorio.com/blog/post/fff-282]
 
** Improved 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] [https://factorio.com/blog/post/fff-282]
** Recipe explorer
+
** Improved character screen [https://factorio.com/blog/post/fff-289]
*** 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 [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-282]
 
* Better sounds [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-282]
* HR icons [https://www.factorio.com/blog/post/fff-277]
+
* HR icons [https://www.factorio.com/blog/post/fff-277] [https://factorio.com/blog/post/fff-290] [https://factorio.com/blog/post/fff-291]
 +
* Demo improvements [https://factorio.com/blog/post/fff-298]
 +
* New chemical plant design [https://factorio.com/blog/post/fff-295]
 +
* New remnants [https://factorio.com/blog/post/fff-288] [https://factorio.com/blog/post/fff-293]
  
 
== See also ==
 
== See also ==
 +
* [https://www.factorio.com/blog/post/fff-292 Friday Facts #282 - Inching closer to stable]
 
* [https://www.factorio.com/blog/post/fff-282 Friday Facts #282 - 0.17 in sight]
 
* [https://www.factorio.com/blog/post/fff-282 Friday Facts #282 - 0.17 in sight]
* [https://www.factorio.com/blog/post/fff-269 Friday Facts #269 - Roadmap update]
 
* [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 February 02 2019]
 
 
* [[Roadmap|Planned releases]]
 
* [[Roadmap|Planned releases]]

Revision as of 14:57, 11 July 2019

This is a list of planned additions and changes that will be part of Factorio's current major release 0.17. [1]

Planned features after initial release

See also