Factorio Roadmap for 0.17+

Information about releases and roadmap.
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slpwnd
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Factorio Roadmap for 0.17+

Post by slpwnd » Thu Apr 04, 2013 2:39 pm

Last Updated 26th March 2018.

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 0.17
Planned:
  • Mini tutorials. We would like to iteratively improve the quality of the tutorials based on our first attempts and cover the rest of the game mechanics by it.
  • Improved First Steps campaign and new main campaign.
  • Gui improvement. It is both improving the looks of the GUI and changing the way it works.
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders.
  • Recipe tree GUI. This should be the foundation of some kind of ingame factoriopedia. It should provide the player fast ways to get the answer to questions like: "what is this item used to?" and "What is the graph of recipe dependencies for this".
  • Mod integration improvements. Mainly extend the feature of syncing mods with save from save loading to multiplayer game joining, mod browsing improvements, which should at least show the mod picture and more smaller things.
  • Map Editor improvements, both technical and usability wise.
  • Map generator improvements and fixes, autoplace specification improvements and documentation.
  • High-Resolution sprites for the rest of the game, including few changes to some entities.
  • Final game balancing.
Low priority:
  • Spidertron
  • Better car handling and car in latency state
  • Better fluid physics

The past:

Factorio 0.16 (December 2017)
  • More high res stuff
  • New terrain generation
  • Belt-optimizations
  • Artillery train
  • General update optimizations
  • Allow loading games with different mod settings (and automatically download the mods if necessary)
  • More mini-tutorials
  • Dirty mining. (Way to get more resources from mining posts at a cost of additional industry, logistics requirements and investment)
    We decided to not do this, the mining productivity research seems to be solving the problem.


Factorio 0.15 (April 2017)
  • 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 0.14 (August 2016)
  • Multiplayer production polish (move from "usable if you try hard and overlook imperfections" to "just works")
  • Modding support for equipment grids in vehicles.



Factorio 0.13 (June 2016)
  • Proper tech tree.
  • Second part of the circuit network extension (power switch, gate, train station, accumulator and logistic network integration to circuit network)
  • Additional train conditions (wait until full, wait until empty, wait until circuit condition)
  • Flamethrower turret
  • Fire (forests can catch on fire)
  • Basic Multiplayer matching server (allow listing running MP games via a central location)
  • Better rail building
  • Better train managing possibilities.
  • Modules in blueprints.
  • Centralized mod portal and its integration in the game
  • Train graphics and vertical/horizontal discrepancy fix.
  • Achievements
  • Stack inserter



Factorio 0.12 (July 2015)
  • Multiplayer enhancements (lag hiding, better pvp/forces support, IPv6 support, DNS names)
  • First part of the endgame content. (Build rocket and send it to space).
  • Chain signals (trains).
  • Combinator and more circuit logic.
  • Personal roboport
  • Logistic trash fields.
  • First part of nature destruction by pollution (only tree related now).
  • First part of new ambient music update.
  • Optimisation of the game simulation speed.
  • New graphics of combat robots
  • Buildable floors. (concrete + stone)
  • Attempt of steam integration


Factorio 0.11 (31. October 2014)
  • Multiplayer for the brave ones
  • New player graphics (3 versions depending on armor and colored depending on the player color)
  • The first (simple) instance of a tank
  • Gates
  • VRAM saving optimizations


Factorio 0.10 (June 2014)
  • Finish the trailer. This is a #1 priority now :) Together with this we will work on presentation (finish new logo, new forum skin, new screenshots on web, credits page in the game)
  • Functional replays. This will be a side-effect of multiplayer efforts.
  • Improve Map creation process (shareable map generation string, simpler map generation settings.
  • "Factory sound background". Entities in the game will have specific sounds that play when player is near.


Factorio 0.9 (February 2014)
  • Blueprints.
  • Oil/Chemicals industry.
  • Biomes and doodads.


Factorio 0.8 (released at the beginning of December 2013)
  • Standard Campaign rework.
  • New terrain.
  • Repairing robots (can reconstruct buildings as well)
  • Roboport
  • Map Editor rework


Factorio 0.7 (released in september 2013):
  • Improved Combat mechanics and modular armors.
  • Pollution.
  • More enemy variety and intelligent enemy behavior.
  • Moddable weapons and attacks.


Factorio 0.6 (released in august 2013):
  • Better looking terrain.
  • Improvements to the map generator.
  • Map of discovered part of the world.
  • Speed improvements (multithreading).


Factorio 0.5 (released in June 2013):
  • Automatic Factorio updater
    - no need for manual download anymore
  • Usability improvements
    - better visualisation for building railroads
    - electricity statistics
    - fixes of ongoing bugs
    - loads of small improvements (things like alt info for wagons, easier semaphore building, etc.)
  • Graphics Gui rework
    - the design for the new gui is ready and now it will be implemented
  • Railroads improvements
    - Train path finding uses signals for path recalculation
    - Train can go backwards (when having locomotives on both ends)
    - different Train stops can be merged into one station
  • God mode
    - play without the character


Factorio 0.4 (released in May 2013):
  • Game determinism and replay
    - This is a first step towards the multiplayer
    - Involves the replay functionality improvements (pause, fast forward, etc.)
  • First version of the scenario pack
    - There will be three scenarios to start with
  • Trains
    - Originally a stretch goal however we got a lot of requests for this
    - There is already some functionality for the trains in the game and we want to finish it
  • Electricity improvements
    - Accumulator entity
    - Large electric pole
    - Electric substation



Balinor
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Re: Factorio Roadmap

Post by Balinor » Thu Apr 04, 2013 3:35 pm

Good stuff. I personally can not wait for the electricity improvements. My hope is to be able to eventually create a fully sustainable factory setup with just incoming lines for copper and iron.

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Re: Factorio Roadmap

Post by Baldri » Thu Apr 04, 2013 4:10 pm

So new ressources means new recipes for old stuff as well? Sounds great so far, personally i do not have need for MP, unless some serious creeperattacks are coming along with it.

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Re: Factorio Roadmap

Post by Arakasi » Thu Apr 04, 2013 5:24 pm

Sounds great. But I prefer to move automatic uploader to some earlier version. I think it should be useful even now.
I presume, that this roadmap mentions only main version and some 0.4.1, 0.4.2, etc will be also released with some bug fixing, so automatic updater will be great thing.

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Re: Factorio Roadmap

Post by Mysteria9 » Thu Apr 04, 2013 6:29 pm

Sounds great, but I do agree about the updater mentioned above.
Looking forward to the electricity improvements!

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Re: Factorio Roadmap

Post by MF- » Thu Apr 04, 2013 7:51 pm

Yay, trains.

Will the automatic updater be optional?
I prefer fully considering the consequences before updating.

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Re: Factorio Roadmap

Post by Wardiaper » Thu Apr 04, 2013 8:59 pm

I must have missed the multiplayer talk. I had no idea - just assumed it was a single player game. That's great news. Now I will have to buy another copy or two :D

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Re: Factorio Roadmap

Post by slpwnd » Thu Apr 04, 2013 9:33 pm

Automatic updater will be optional of course. It will actually be part of the Factorio binary which will check for the new version and ask whether it can install it. The reason why it is so late is that our third programmer Kuba (bluecube) is working on this task and at the moment he is busy with finishing his master thesis and doing his final exams.

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Re: Factorio Roadmap

Post by mindreader » Fri Apr 05, 2013 7:17 am

The trains
- Originally a stretch goal however we got a lot of requests for this
- There is already some functionality for the trains in the game and we want to finish it
Regarding trains.
At the moment, in case you need to transfer goods/materials over long distance, You just build very-very long conveyer belt, they are not expansive, and you can build two or more side by side. They fast, cheap, do not use electricity, do not need maintain. In these circumstances there is no need in trains, as in long distance cheap transportation device, at all. I see it only one way belts must be heavily nerved.

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Re: Factorio Roadmap

Post by kovarex » Fri Apr 05, 2013 10:24 am

Once you make more mining expansions, transport belt capacity is not big enough and you would have to add more and more belts next to each other.
The main advantage of train is, that it allows to transport high amounts of materials. You can also transfer different kinds of materials in the train, and it will not block each other.

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Re: Factorio Roadmap

Post by Cerus » Fri Apr 05, 2013 1:45 pm

I love it!

I'd vote for delaying on MP until we have more complicated attacks/problems to deal with, something that makes having 2+ players involved simultaneously an advantage in resolving it.

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Re: Factorio Roadmap

Post by THENIRL » Fri Apr 05, 2013 3:08 pm

Sounds great to me! Without a lot of war machinery I think some sort of co-op is in order for the early stages of multiplayer.

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Re: Factorio Roadmap

Post by Poiasdope » Sat Apr 06, 2013 7:45 pm

Will Factorio 2 have a Z-axis? xD

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Re: Factorio Roadmap

Post by Mysteria9 » Sat Apr 06, 2013 9:24 pm

Poiasdope wrote:Will Factorio 2 have a Z-axis? xD
Are you for real?

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Re: Factorio Roadmap

Post by FrenchDeath » Sun Apr 07, 2013 1:48 am

slpwnd wrote:
(golden rule: everything takes longer than expected).
This is the Golden rule of Valve, also call : THE VALVE TIME !

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Re: Factorio Roadmap

Post by Dakkanor » Sun Apr 07, 2013 2:02 am

FrenchDeath wrote:
slpwnd wrote:
(golden rule: everything takes longer than expected).
This is the Golden rule of Valve, also call : THE VALVE TIME !
i would say that valve time would be closer to : Time Expected * Time Expected * number of Gabe newel fat jokes = actual time

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FlamingNx9
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Re: Factorio Roadmap

Post by FlamingNx9 » Thu Apr 11, 2013 12:15 pm

Dakkanor wrote:
FrenchDeath wrote:
slpwnd wrote:
(golden rule: everything takes longer than expected).
This is the Golden rule of Valve, also call : THE VALVE TIME !
i would say that valve time would be closer to : Time Expected * Time Expected * number of Gabe newel fat jokes = actual time
NOPE.avi

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FreeER
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Re: Factorio Roadmap

Post by FreeER » Thu Apr 25, 2013 12:45 am

slpwnd wrote:Factorio 0.4.0 (expected release at the end of April):.
Just wondering if there is a slighly more specific release date :)
<I'm really not active any more so these may not be up to date>
~FreeER=Factorio Modding
- Factorio Wiki
- My Factorio Modding Guide
- Wiki Modding Guide
Feel free to pm me :)
Or drop into #factorio on irc.esper.net

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Re: Factorio Roadmap

Post by Aza-Industries » Thu Apr 25, 2013 7:07 am

FreeER wrote:
slpwnd wrote:Factorio 0.4.0 (expected release at the end of April):.
Just wondering if there is a slighly more specific release date :)
I've been checking the forums every day for a few weeks waiting for the next update.

O.O

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Re: Factorio Roadmap

Post by Balinor » Thu Apr 25, 2013 11:32 am

I do the same. I'm also hoping for some more information about alternative power sources though such as wind power or thermal.

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