Factorio Roadmap for 1.0.

Information about releases and roadmap.
Post Reply
ray4ever
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Sun Jan 12, 2014 9:22 am
Contact:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Post by ray4ever »

Good luck for the release next week and try to get some sleep in between :)

When you have time, could you give us some more information on
(If time allows!) more circuit logic (circuits for electricity, trains, liquids, etc.)
?

Especially what do you mean with "circuit logic" in detail? I could think of some things you might want to do with trains, but I'm not sure if I get how you want to improve the electricity circuit logic for example.

kovarex
Factorio Staff
Factorio Staff
Posts: 8170
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Post by kovarex »

Time didn't allow, we just want to clear bug reports section as much as possible to continue without big technologic debt.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12889
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Post by ssilk »

ray4ever wrote: Especially what do you mean with "circuit logic" in detail? I could think of some things you might want to do with trains, but I'm not sure if I get how you want to improve the electricity circuit logic for example.
No electricity, this:
https://forums.factorio.com/wiki/inde ... it_network
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

MF-
Smart Inserter
Smart Inserter
Posts: 1235
Joined: Sun Feb 24, 2013 12:07 am
Contact:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Post by MF- »

Yes, that "Circuit Network" from ssilk's link
+ integration with the mentioned areas.
(for the questioned "electricity" that would be something like exporting power information to circuit network,
cn-controlled power relays/switches)

Kenshaiso
Burner Inserter
Burner Inserter
Posts: 5
Joined: Wed Jun 25, 2014 4:39 pm
Contact:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Post by Kenshaiso »

Tanks (not storage tanks).

That is all i neeeeeeed

RawCode
Long Handed Inserter
Long Handed Inserter
Posts: 72
Joined: Wed Jun 12, 2013 12:48 pm
Contact:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Post by RawCode »

more circuit logic is ok.

but what about transport belt logic, like line blockers\shifters\switches?

actually easy to implement as mod, but still, such simple and usefull feature ignored for soo long time

Lee_newsum
Filter Inserter
Filter Inserter
Posts: 436
Joined: Wed Jan 15, 2014 9:41 am
Contact:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Post by Lee_newsum »

can you update the roadmap 0.10 is out and 0.11 I think it may be out in August

FishSandwich
Smart Inserter
Smart Inserter
Posts: 1847
Joined: Sun Feb 23, 2014 3:37 pm
Contact:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Post by FishSandwich »

Lee_newsum wrote:and 0.11 I think it may be out in August
Don't have a stable release of 0.10 yet. I think october is more likely.

slpwnd
Factorio Staff
Factorio Staff
Posts: 1835
Joined: Sun Feb 03, 2013 2:51 pm
Contact:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Post by slpwnd »

FishSandwich wrote:
Lee_newsum wrote:and 0.11 I think it may be out in August
Don't have a stable release of 0.10 yet. I think october is more likely.
Actually we have been working on 0.11 (the first MP release) for a while. We are really motivated to get some basic MP done as soon as possible. We have kept like 60-40 focus on MP vs. 0.10. Our original target for first playable MP (very simple though) was end of August. Still kind of possible, but the amount of work is scary and considering this is a vacation season we are probably looking at september more realistically. But for instance yesterday I had a first successful test with more than 2 people in the game together (requires a fair bit of synchronization already):) The big challenge will be the corner cases once we get feedback for the basic MP version from the players eager to play it.

We are also kind of relaxed about stabilizing 0.10 - this has allowed many people to contribute many bug reports (that were present in the past as well). But yeah, it is slowly turning to ongoing bugfix release and we will push to make the stable release soon.

AttarCaldero
Manual Inserter
Manual Inserter
Posts: 3
Joined: Thu Jul 24, 2014 6:51 pm
Contact:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Post by AttarCaldero »

Hi,

I am new in that game but it took maybe 10min. befor I bought that game. Please try to realise a MP with one of the next updates. For the first two players would be enough. So the users could find bugs and glitches. I cant wait for the MP.

Very good work, It is awesome.

Best Regards, AC

generalmek
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Sun Sep 29, 2013 1:13 pm
Contact:

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Post by generalmek »

guys nice game. a want gates and more research for every thing. can you make setting for long play. i finish game 4 times 5 times not intersting. )

kovarex
Factorio Staff
Factorio Staff
Posts: 8170
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by kovarex »

I just updated the roadmap.

The main changes are:
Tank + gates moved 0.12->0.11
Optimisations added to 0.11
New player graphics added to 0.11

Endgame content moved 0.11->0.12
Graphical details moved (partially) 0.11->0.12

And the 0.11 relase estimate was moved to october.

OBAMA MCLAMA
Filter Inserter
Filter Inserter
Posts: 337
Joined: Fri May 30, 2014 4:23 am
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by OBAMA MCLAMA »

O man, looking good! Cant wait for them gates! And most of all... multiplayer!
(Whos gon play mp with me? YEAH!)
When i stream twitch i always answer questions and try to help, come visit me.

kovarex
Factorio Staff
Factorio Staff
Posts: 8170
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by kovarex »

OBAMA MCLAMA wrote:O man, looking good! Cant wait for them gates! And most of all... multiplayer!
(Whos gon play mp with me? YEAH!)
Don't forget, for the brave ones :)

OBAMA MCLAMA
Filter Inserter
Filter Inserter
Posts: 337
Joined: Fri May 30, 2014 4:23 am
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by OBAMA MCLAMA »

kovarex wrote:
OBAMA MCLAMA wrote:O man, looking good! Cant wait for them gates! And most of all... multiplayer!
(Whos gon play mp with me? YEAH!)
Don't forget, for the brave ones :)
Thats for 11. :)

Guess I should send you bug reports to help it go faster? Yea.
When i stream twitch i always answer questions and try to help, come visit me.

kovarex
Factorio Staff
Factorio Staff
Posts: 8170
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by kovarex »

Oh, and I also added the new player graphics.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12889
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by ssilk »

Kovarex, I think this will make more sense to put it into the wiki:

https://forums.factorio.com/wiki/inde ... g_Releases

(just a hint, nothing, which is really needed like so :) )
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

slpwnd
Factorio Staff
Factorio Staff
Posts: 1835
Joined: Sun Feb 03, 2013 2:51 pm
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by slpwnd »

ssilk wrote:Kovarex, I think this will make more sense to put it into the wiki:

https://forums.factorio.com/wiki/inde ... g_Releases

(just a hint, nothing, which is really needed like so :) )
Updated the wiki as well. I will put up a link to the wiki on the webpage.

bonob
Inserter
Inserter
Posts: 44
Joined: Sat May 10, 2014 5:32 am
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by bonob »

Do you plan the following updates at some point in the future?

- UI look (essentially make the gray windows nicer, but there are also a number of small features which could improve the experience)
- Graphs look (without vertical axis / scale, they are nice to look at, but miss a lot of usefulness; filtering also comes to mind)

That can seem very secondary objectives, but that would improve the game a lot in my opinion, give it the polish of a finished product :)

The Colonist
Inserter
Inserter
Posts: 46
Joined: Mon Aug 11, 2014 1:44 am
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by The Colonist »

Better graphics, tanks, and multiplayer!


It's beautiful.. :cry:

Post Reply

Return to “Releases”