Factorio Roadmap for 1.0.

Information about releases and roadmap.
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: 8207
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: 8207
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: 8207
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: 48
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:
User avatar
Calico
Fast Inserter
Fast Inserter
Posts: 130
Joined: Sat Feb 08, 2014 6:23 am
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by Calico »

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 :)

Trust me, we have the armies assembled to invade that planet! no bugs will stand in our way (and if they do, we'll report them).

Got atleast 3 ppl ready for the day when MP drops. That and loads of rockstar energy drinks.
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 »

What do you guys mean by "proper tech tree" what was wrong with it before?
silman
Long Handed Inserter
Long Handed Inserter
Posts: 86
Joined: Fri Aug 15, 2014 12:02 am
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by silman »

The Colonist wrote:What do you guys mean by "proper tech tree" what was wrong with it before?
I think they mean having a research page that actually has a tree-like structure instead of just a ton of boxes next to each other. That way you can visually see dependencies of items/research just by looking at the entire tree and not having to click on each one to see the "allows" section.
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 »

silman wrote:
The Colonist wrote:What do you guys mean by "proper tech tree" what was wrong with it before?
I think they mean having a research page that actually has a tree-like structure instead of just a ton of boxes next to each other. That way you can visually see dependencies of items/research just by looking at the entire tree and not having to click on each one to see the "allows" section.
Exactly.
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 »

silman wrote:
The Colonist wrote:What do you guys mean by "proper tech tree" what was wrong with it before?
I think they mean having a research page that actually has a tree-like structure instead of just a ton of boxes next to each other. That way you can visually see dependencies of items/research just by looking at the entire tree and not having to click on each one to see the "allows" section.

Ah i see,

Now that you said it, i suppose the tech tree does need improvement.

Thanks :D
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by kovarex »

I Updated the release date for 0.11 to 31. October (two weeks from now)
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 »

You changed it for 0.12. :)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by kovarex »

Thanks, fixed.
LoSboccacc
Filter Inserter
Filter Inserter
Posts: 253
Joined: Wed Feb 20, 2013 9:35 pm
Contact:

Re: Factorio Roadmap for 0.11 + 0.12

Post by LoSboccacc »

Is a dedicated server coming this update, the next one, eventually or never?
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 »

Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Post Reply

Return to “Releases”