Factorio Roadmap for 0.15 + 0.16

Information about releases and roadmap.

Re: Factorio Roadmap for 0.15 + 0.16

Postby hoho » Fri Apr 21, 2017 7:38 am

NorwegianBlue wrote:If you haven't launched 1000 rockets and built a >1RPM base... there's a lot more fun to be had.

I have around 1600 hours on the game on Steam + >1000 hours before it.

In total I've launched three rockets, all after achievements were added (one for thanks for fish, one for complete without solar/lasers/handcrafting, one for speedrun). There are a LOT of ways to play the game even without going into huge scale bases. Mods change the experience drastically.

UniPer wrote:That's exactly what I wanted to say! That's my issue with this game...once you figured out 'how', it's not challenging anymore.

Trying to have a base at that scale function propely with the massive amount of stuff flowing through it is a whole different ballgame compared to getting one rocket up and running.


One "cure" for rapidly depleting resource patches is to cover them sparsely with miners - not right next to each other but with next closest one at 2 tile distance. For added benefit throw in some production modules. Sure, power usage will go kind of insane but those patches will last a LOT longer leaving you much more time for dealing with production over finding more resource patches.
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Re: Factorio Roadmap for 0.15 + 0.16

Postby Ohz » Fri Apr 21, 2017 11:39 am

Attal wrote:
lollibast wrote:
xng wrote:If 0.15 is not released soon this community will collaps in on itself, creating a vortex sucking each and everyone in, placing them in a hostile world where they need to mine iron and copper all day long and hide from biters.


fine for me but I'll be damned if there is no uranium to mine on that world


you can check your world for uranium deposits in this list :)



Dude you made my day <3
I'm not english, sorry for my mistakes
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Re: Factorio Roadmap for 0.15 + 0.16

Postby liij » Fri Apr 21, 2017 4:38 pm

In lategame even on i7 3,8Ghz cpus pollution calculations are slowing down the game. I have an idea how to fight this (developers most propably know how to fight it better). If pollution us bigger than 10000=10k, in calculations gmae could calculate 10k instead of 10463. Maybe my idea would slow down calculations even more XD. But calculating large numbers is taking so much cpu while playing in big factories... Maybe there is a way to simplify those big numbers of pollution value. :geek:
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Re: Factorio Roadmap for 0.15 + 0.16

Postby hoho » Fri Apr 21, 2017 9:38 pm

liij wrote:In lategame even on i7 3,8Ghz cpus pollution calculations are slowing down the game.

I *highly* doubt it's calculations on pollution that cause the slowdown. Dealing with pollution should take fraction of what it takes to deal with, say, inserters.

liij wrote:If pollution us bigger than 10000=10k, in calculations gmae could calculate 10k instead of 10463. Maybe my idea would slow down calculations even more XD. But calculating large numbers is taking so much cpu while playing in big factories... Maybe there is a way to simplify those big numbers of pollution value. :geek:

No, that's not how math works on computers.

Assuming pollution is stored in 32bit integer, it makes no difference if it calculates with values <100 or up to around 2 or 4 billion. It all takes exactly the same amount of computing time. Adding in special checks for how big the numbers are, now THAT would be expensive.
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Re: Factorio Roadmap for 0.15 + 0.16

Postby Schorty » Sat Apr 22, 2017 9:53 am

hoho wrote:
liij wrote:In lategame even on i7 3,8Ghz cpus pollution calculations are slowing down the game.

I *highly* doubt it's calculations on pollution that cause the slowdown. Dealing with pollution should take fraction of what it takes to deal with, say, inserters.

liij wrote:If pollution us bigger than 10000=10k, in calculations gmae could calculate 10k instead of 10463. Maybe my idea would slow down calculations even more XD. But calculating large numbers is taking so much cpu while playing in big factories... Maybe there is a way to simplify those big numbers of pollution value. :geek:

No, that's not how math works on computers.

Assuming pollution is stored in 32bit integer, it makes no difference if it calculates with values <100 or up to around 2 or 4 billion. It all takes exactly the same amount of computing time. Adding in special checks for how big the numbers are, now THAT would be expensive.


Also saying number >10k are "large" is hillarious :D
Tired of not being able to reduce the pollution? Try the Air-Filter-Mod
With this, you are able to use the pollution levels in your circuit network: Pollution detector
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Re: Factorio Roadmap for 0.15 + 0.16

Postby rater193 » Sun Apr 23, 2017 4:46 am

slpwnd wrote:Update 12th April 2017: Nearing the release of 0.15 we have edited the roadmap to reflect the current plan for 0.15 and 0.16, as some things had to be pushed back, and other features were added.

Not everything we want to do is there, basically the main points. Also we can't guarantee we will be able to implement everything we mentioned (golden rule: everything takes longer than expected).

Factorio 0.15
Planned:
  • Nuclear power
  • Blueprint preservation (Export/import blueprints)
  • Update optimizations (belts + pipes)
  • Research Revolution
  • Combat balance
  • Liquid wagon + universal barreling
  • New 3x2 boiler
  • Map interaction improvements, map tags and 'zoom to map'
  • High res graphics introduction (This means just some parts of the game will be in high res in this version)
  • Circuit network additions, improvements and optimizations
  • New terrain
  • Scenario pack extension - Wave defense and PvP scenario
  • First set of interactive mini tutorials

Factorio 0.16 (This is planned to become 1.0 when stabilized)
Planned:
  • Dirty mining. (Way to get more resources from mining posts at a cost of additional industry, logistics requirements and investment)
  • More high res stuff
  • GUI re-skin and possible improvements
  • Allow loading games with different mod settings (and automatically download the mods if necessary)


siiiick! i cant wait :D
Last edited by Kajanor on Sun Apr 23, 2017 1:14 pm, edited 1 time in total.
Reason: Removed part "The Past" from the quoted text
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Re: Factorio Roadmap for 0.15 + 0.16

Postby Nova » Sun Apr 23, 2017 6:36 pm

Schorty wrote:Also saying number >10k are "large" is hillarious :D

Well, >10k rockets launched is quite large. :D
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Factorio is one of the greatest games I ever played, with one of the best developers I ever heard of. Image
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