Factorio Roadmap for 0.16+

Information about releases and roadmap.

Re: Factorio Roadmap for 0.16+

Postby TheRaph » Sat Oct 14, 2017 9:19 pm

luc wrote:
MeduSalem wrote:the stock vanilla Items aren't made to deal with that sort of throughput growth (not even the Logistic Bots). Even making your megabase entirely modular won't help about it because of how it impacts the UPS/FPS negatively after a certain point if you always keep on expanding by a factor of 4.

[...] I don't feel like going that far in the first place because it doesn't add anything gameplay wise because it's just clicking a button and waiting for the result... I can just leave Factorio running in the background of my computer for several days in an average factory to compensate for the lack of throughput, but what's the point of that if it clearly becomes so tedious that I consider doing such things rather than actually playing?

[...] getting to the end of the regular research tree you are already so overpowered and you have such a strong defense set up that you literally nuke everything to oblivion even without single-hitting Behemoths.


Wow, you summed that up extremely well. I've been trying to figure out what I don't like about end-game factorio, but this is exactly it.


fully agree :)
TheRaph
Inserter
Inserter
 
Posts: 31
Joined: Sun Sep 24, 2017 6:31 pm
Location: Pinneberg, Northwestern Germany

Re: Factorio Roadmap for 0.16+

Postby tomvalk25 » Wed Nov 01, 2017 7:07 pm

Can you please bring back the alien artefacts; if I play a peacefull game is is totaly useless to place alien bases (in mapcreator)
With the artefacts create the 8th science pack ( dark blue or something)


When I place Powerpoles on resource patches (especialy Iron Ore) I can't see its radius :oops:
tomvalk25
Manual Inserter
Manual Inserter
 
Posts: 2
Joined: Tue Apr 25, 2017 10:54 am

Re: Factorio Roadmap for 0.16+

Postby Gergely » Mon Nov 13, 2017 10:47 pm

Does the gui rewrite for 0.17 means that you actually stop using agui and create your own?
Gergely
Fast Inserter
Fast Inserter
 
Posts: 140
Joined: Sun Apr 10, 2016 8:31 pm

Re: Factorio Roadmap for 0.16+

Postby TiTaN_3000 » Sun Nov 19, 2017 9:55 am

It would be great if the 0.16 release could happen before december, we need those belt optimizations. :D

Are there any plans when 0.16 will be released?
TiTaN_3000
Inserter
Inserter
 
Posts: 45
Joined: Wed Dec 24, 2014 10:18 am

Re: Factorio Roadmap for 0.16+

Postby c0bRa » Tue Nov 21, 2017 2:48 pm

TiTaN_3000 wrote:Are there any plans when 0.16 will be released?
When it's done... 8-)
c0bRa
Inserter
Inserter
 
Posts: 37
Joined: Sun Nov 13, 2016 8:33 pm

Re: Factorio Roadmap for 0.16+

Postby DeathMers » Wed Nov 22, 2017 1:52 pm

c0bRa wrote:
TiTaN_3000 wrote:Are there any plans when 0.16 will be released?
When it's done... 8-)

0.16 done confirmed?
DeathMers
Inserter
Inserter
 
Posts: 30
Joined: Sun Sep 18, 2016 1:30 pm

Re: Factorio Roadmap for 0.16+

Postby Gergely » Wed Nov 22, 2017 2:00 pm

DeathMers wrote:
c0bRa wrote:
TiTaN_3000 wrote:Are there any plans when 0.16 will be released?
When it's done... 8-)

0.16 done confirmed?

0.16 will be released...

before it's done.
Gergely
Fast Inserter
Fast Inserter
 
Posts: 140
Joined: Sun Apr 10, 2016 8:31 pm

Re: Factorio Roadmap for 0.16+

Postby Ingvar » Fri Nov 24, 2017 9:04 pm

Of course, we can't ask how long until 0.16 is going to be released, or if you have any ideas of when we could be expecting it.

As a software developer I fully understand anyone who doesn't want to work under such expectations and the pressure which goes with it.
In fact, you are developing something which doesn't exist. It's like building a unique house with a unique blueprint and design and features which no other buildings have ever had.
And then the owner stands beside you, as you figure out details on the blueprint and house, and says "When are you done?" That can actually be extremely frustrating, and certainly doesn't help the progress.

On the other hand; how is development of 0.16 going? It has been unusually quiet for a while. Did you all take a well deserved vacation to Honolulu or something? Or to Helgoland? Hawaii?

I'm excited about the artillery train. End game is very hard without it, as green biters slowly creep on to the tracks and eventually, by standing in the way, will take down locomotives.
I hope the artillery train is fully end-game capable. Perhaps scale-able, allowing all tiers of ammunition, and able to cope with evolution factor of 1.0.
Ingvar
Manual Inserter
Manual Inserter
 
Posts: 2
Joined: Fri Nov 24, 2017 8:54 pm

Re: Factorio Roadmap for 0.16+

Postby Neemys » Sat Nov 25, 2017 2:47 pm

Ingvar wrote:(...)
On the other hand; how is development of 0.16 going? It has been unusually quiet for a while. Did you all take a well deserved vacation to Honolulu or something? Or to Helgoland? Hawaii?
(...)


Last 0.16 news just yesterday : https://www.factorio.com/blog/post/fff-218

Hi-rez stuff is for 0.16.

They will give an ETA when they know they can give us one.
Want more space restriction ? Or maybe you want to be forced to use train for other thing than ore and oil ? Try Building Platform Mod !
Neemys
Filter Inserter
Filter Inserter
 
Posts: 420
Joined: Sat Apr 09, 2016 6:16 pm

Re: Factorio Roadmap for 0.16+

Postby CLion » Wed Dec 13, 2017 8:22 am

tomvalk25 wrote:Can you please bring back the alien artefacts; if I play a peacefull game is is totaly useless to place alien bases (in mapcreator)
With the artefacts create the 8th science pack ( dark blue or something)


ehhm no?
alien artefacts where totally useless, at first u couldn't aquire enough of them and then suddenly there's way to much of it
you still need to destroy alien bases in peaceful mode to make space for ur expansion, lack of artefacts doesn't change that
plus the lack of artefacts makes maps without any aliens possible

btw there are mods for ur special wishes
CLion
Burner Inserter
Burner Inserter
 
Posts: 18
Joined: Sun Jul 03, 2016 12:12 pm

Previous

Return to Releases

Who is online

Users browsing this forum: impetus maximus and 11 guests