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Upcoming features

From Official Factorio Wiki
Revision as of 16:07, 20 February 2019 by Bilka (talk | contribs) (FFF #282 - 0.17 in sight)
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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.

Planned features

  • GUI rewrite [1] [2] [3] [4] [5]
    • Improve the looks of the GUI [6]
    • Technology tree [7]
    • Changed location of cancel and OK buttons [8]
    • Map generator GUI [9]
    • Action bar [10] [11]
    • Tool bar [14]
      • 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 [15]
    • Research queue [16] [17] [18]
    • Different GUI scaling [19]
    • Browse mod GUI [20]
    • Train GUI [21] [22] [23]
      • Temporary train stations
      • Map now shows train path
      • Different looks for wagons and locomotives on the map: [24]
      • 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 [25] [26]
    • New font rendering [27]
    • Better rendering performance (CPU side) [28] [29]
    • Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [30]
    • Optimizations [31]
  • Mod integration improvements
    • Syncing mods with multiplayer game [32]
    • Syncing mod settings to saves [33]
    • Mod browsing improvements [34]
      • Show the mod picture and more smaller things
  • Map editor improvements, both technical and usability wise [35][36]
  • Map generator improvements and fixes, autoplace specification improvements and documentation [37] [38] [39]
    • 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 [56]
    • New science pack names [57]
    • New science pack recipes [58]
    • Separation of nuclear energy and nuclear processing [59]
    • The rocket parts have their own technologies and are used in more recipes besides the rocket [60]
    • Launching a satellite no longer ends the game, instead any rocket launch (with or without a payload) wins the game [61] [62]
    • Better separation of technologies between high tech and production science [63] [64]
    • Military upgrade technology unification [65]
    • The rocket silo and all its prerequisites can be researched without using military science packs [66]
    • Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [67]
    • Belt item spacing has been reduced to 8 from 9 pixels [68]
    • Worms and spitters now attack with movement-predicting streams of acid instead of homing projectiles [69]
  • Upgrade planner [70] [71] [72]
  • Rich text editing [73]
    • Different fonts, color, and icons
    • Item and recipe references, map positions, and blueprint strings [74]
  • Better plural form localisations [75]
  • More modding support [76] [77] [78]
    • Script rendering [79]
  • Copy, paste and cut functionality [80]
  • Ability to undo building, mining, blueprinting and deconstruction [81] [82]
  • Small quality-of-life improvements [83]
    • 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 [84]
    • Fast pipe replacing [85]
    • Train out of fuel alert [86]
    • Better error messages when building/inserting fails (out of reach etc) [87]
    • Selecting an inserter/miner shows what entities it interacts with [88]
    • Trains in blueprints [89]
    • Cliffs can be deconstructed [90] [91]
    • Robots do not leave the player's personal roboport when the player is moving faster than they can fly [92]
    • GUI style inspector [93]
    • Filter inserter blacklist mode [94]
    • Alt-tab no longer toggles "alt-mode" [95]
    • The hand [96]
  • Keyboard bindings now use scan-codes instead of key-codes [97]
  • Steam networking for multiplayer [98]
  • Mining tools (iron and steel axe) are removed [99]
  • Armor has infinite durability [100]
  • The mining hardness and mining power mechanics are removed [101]
  • Stone has the same mining time as the other ores [102]
  • Burner efficiency streamlining [103]
  • The ingredient count limit on assembling machines is removed [104]
  • Resistances are streamlined [105]
  • Option to show the entity info tooltip at the mouse position [106]
  • Better fluid physics [107] [108] [109] [110] [111]

Planned features after initial release

  • Final looks and behaviour of new GUI screens as they will be finished [112]
    • Improved blueprint library [113] [114] [115] [116]
    • 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 [117] [118]
  • HR icons [119]

See also