Factorio Roadmap for 1.0.

Information about releases and roadmap.
porcupine
Long Handed Inserter
Long Handed Inserter
Posts: 72
Joined: Sat Oct 15, 2016 4:58 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by porcupine »

Anybody have any info towards when 0.17 experimental will drop?

I want to start a new game (haven't played through since .15, but I don't want to start until .17 so things don't get stale!). I tried to search the forums for hints, but for some reason it can't properly match "0.17", "*.17", etc., so I'm sure this has been asked before! :)
Koub
Global Moderator
Global Moderator
Posts: 7774
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by Koub »

porcupine wrote:Anybody have any info towards when 0.17 experimental will drop?
I'd say not even the devs :)
Koub - Please consider English is not my native language.
porcupine
Long Handed Inserter
Long Handed Inserter
Posts: 72
Joined: Sat Oct 15, 2016 4:58 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by porcupine »

Koub wrote:
porcupine wrote:Anybody have any info towards when 0.17 experimental will drop?
I'd say not even the devs :)
Not even a ballpark?! Secrecy only does favors for so long!
Dergonic
Inserter
Inserter
Posts: 44
Joined: Mon Jun 06, 2016 8:56 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by Dergonic »

The only replyies the dev gives is "When it will be ready".
No specific release date have been given ... yet
Zavian
Smart Inserter
Smart Inserter
Posts: 1648
Joined: Thu Mar 02, 2017 2:57 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by Zavian »

My guess is not before December. But it could easily be March of next year or later. So if you want to play, I'd start a 0.16 game rather than waiting. (If you want to keep things fresh consider playing Bobs + Angels or Seablock (which includes Bobs and Angels) or some other mod set.
Koub
Global Moderator
Global Moderator
Posts: 7774
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by Koub »

If you can manage to get perfect knowledge of the quantic state of the whole universe at a given time, with enough computation power, you'll be able to compute, and get back to past conditions that led to the current present backwards on the arrow of time, and the future on the forward direction of time. As soon as you're there, please let us know what the 0.17 release date will be : both the community and the devs will be very interested I'm sure :mrgreen:
Koub - Please consider English is not my native language.
User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 616
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Factorio Roadmap for 0.17+

Post by Gergely »

Koub wrote:the devs will be very interested :mrgreen:
Oh I'm sure.
Let's just hope that no black holes are part of the equation.
Zavian wrote:My guess is not before December. But it could easily be March of next year or later. So if you want to play, I'd start a 0.16 game rather than waiting. (If you want to keep things fresh consider playing Bobs + Angels or Seablock (which includes Bobs and Angels) or some other mod set.
My guess is definitely before February, unless something really unexpected happens.
porcupine
Long Handed Inserter
Long Handed Inserter
Posts: 72
Joined: Sat Oct 15, 2016 4:58 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by porcupine »

Zavian wrote:My guess is not before December. But it could easily be March of next year or later. So if you want to play, I'd start a 0.16 game rather than waiting. (If you want to keep things fresh consider playing Bobs + Angels or Seablock (which includes Bobs and Angels) or some other mod set.
Yeah my last playthrough was with Bob's. Haven't seen Seablock yet, will have to check that out.

I *thought* we were really far down the checklist for 0.17 goals (at the rate stuff getting checked off), and we'd see 0.17 drop much sooner (IE: in a month or three). Darn :p
lollibast
Burner Inserter
Burner Inserter
Posts: 8
Joined: Mon May 23, 2016 4:28 pm
Contact:

Re: Factorio Roadmap for 0.17+

Post by lollibast »

Koub wrote:If you can manage to get perfect knowledge of the quantic state of the whole universe at a given time, with enough computation power, you'll be able to compute, and get back to past conditions that led to the current present backwards on the arrow of time, and the future on the forward direction of time. As soon as you're there, please let us know what the 0.17 release date will be : both the community and the devs will be very interested I'm sure :mrgreen:
sorry to inform you that this is wrong, has been known to be wrong for a 100 years too :p
User avatar
DaveMcW
Smart Inserter
Smart Inserter
Posts: 3715
Joined: Tue May 13, 2014 11:06 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by DaveMcW »

Specifically, "perfect knowledge" and "quantic state" are not compatible. https://en.wikipedia.org/wiki/Uncertainty_principle
Koub
Global Moderator
Global Moderator
Posts: 7774
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by Koub »

I'm no quantic physics specialist, but I was under the impression that this was true in the boring old Copehnagen interpretation of the quantum theory (the one everyone who deosn't know much about quantum theory has heard about), whereas the de Broglie and Bohm's pilot wave theory was compatible with a deterministic understanding of the quantum theory (thus allowing the forward and backward time unraveling, at least in theory).

However all this is highly off topic. One has no idea of when 0.17 will be anounced, let alone released, so be patient, and wait.
Koub - Please consider English is not my native language.
User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 616
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Factorio Roadmap for 0.17+

Post by Gergely »

Koub wrote:be patient, and wait.
For an update that maybe fixes all issues with the game's current state.

Sure. I'm patient.
zOldBulldog
Smart Inserter
Smart Inserter
Posts: 1161
Joined: Sat Mar 17, 2018 1:20 pm
Contact:

Re: Factorio Roadmap for 0.17+

Post by zOldBulldog »

Gergely wrote:
Koub wrote:be patient, and wait.
For an update that maybe fixes all issues with the game's current state.

Sure. I'm patient.
Keep in mind that several band-aid approaches have come out on how to deal with those issues (avoid cliffs, avoid too much water, keep frequency way down, use circuits and creative designs to address some needs, mods, etc).

It might be nice to see the issues fixed, but by making wise choices we can endure until 0.17 comes out without too much pain.
User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5207
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by eradicator »

zOldBulldog wrote:
Gergely wrote:
Koub wrote:be patient, and wait.
For an update that maybe fixes all issues with the game's current state.
Sure. I'm patient.
Keep in mind that several band-aid approaches have come out on how to deal with those issues (avoid cliffs, avoid too much water, keep frequency way down, use circuits and creative designs to address some needs, mods, etc).
It might be nice to see the issues fixed, but by making wise choices we can endure until 0.17 comes out without too much pain.
I love how you manage to talk about a great game like it was some failed studen project that crashes every 5 minutes.
Also i need moar time to make mods before 0.17 hits :p.
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
SgtFourLeaf
Manual Inserter
Manual Inserter
Posts: 3
Joined: Tue Jan 10, 2017 10:20 pm
Contact:

Re: Factorio Roadmap for 0.17+

Post by SgtFourLeaf »

Hi,

First of all, thank you for your hard work :).

Do you think that is possible to see an update of this thread? Could be nice to see where exactly you are comparing with your goals. I know that the Friday facts are more or less what I'm asking for, but to keep the Roadmap Todo list updated(done, in process, next release, etc) could be a nice gift for those who are enjoying the game and that are waiting for the 0.17 version.

Maybe, I'm asking too much, but it worth the try.

Have a good day and continue with your awesome job.
Jap2.0
Smart Inserter
Smart Inserter
Posts: 2370
Joined: Tue Jun 20, 2017 12:02 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by Jap2.0 »

SgtFourLeaf wrote:Hi,

First of all, thank you for your hard work :).

Do you think that is possible to see an update of this thread? Could be nice to see where exactly you are comparing with your goals. I know that the Friday facts are more or less what I'm asking for, but to keep the Roadmap Todo list updated(done, in process, next release, etc) could be a nice gift for those who are enjoying the game and that are waiting for the 0.17 version.

Maybe, I'm asking too much, but it worth the try.

Have a good day and continue with your awesome job.
This is my best guess from what I could find in publically available sources. Some information may not have been announced publicly (and hence isn't on here) and some information is my best guess based on vague wording.

Known completed for 0.17
In progress
No information/not started

Major features:
  • Overhauled new player experience/tutorial/campaign/whatever it is/etc.
  • Improved map gen
  • Improved blueprint library
  • Improved sound design (environmental sound and sound effects)
  • Improved map editor (90%)
Graphics:
  • Complete engine rewrite
    • Now uses OpenGL 3.2/DX 11 (feature level 10)
    • CPU optimizations
    • GPU optimizations
    • Support for Metal, Vulkan, etc.
  • HR walls and gates
  • HR spawners
  • HR enemies
Gui:
  • GUI rewrite
    • Train GUI
    • Tech tree
    • Map generator GUI
    • Sound settings GUI
Minor features/changes:
  • Temporary train stops
  • Rich and interactive text
  • Fast pipe replacement
  • Better plural locaizations
  • Science packs have their own researches
  • Power armor mk. 2 requires level 2 modules
  • Beacons and level 3 modules require production science
  • Train out of fuel indicator
  • Image tags
  • Sync mods to save syncs settings
  • Infinity pipe
  • Tech queue
  • Sync mods to server
  • Multiple installed versions of a mod
  • Cloning entities/areas
  • Lua function to generate a full tech tree
  • Better fluid physics
  • Spidertron
  • Vehicles are built with some fuel inserted from your inventory
  • More mini-tutorials
  • Autoplace improvements
  • Recipe tree
  • Something regarding input handling
Optimizations:
  • See Graphics
  • Fluid physics (?)
  • Unknown (because you know they won't just not optimize)
Possible features (not explicitly confirmed):
  • Second progress bar for long loading tasks
  • Actually being able to drive cars, and in multiplayer
This omits most mod and bug-related stuff for various reasons. If anyone has any suggestions or corrections, please let me know.
Last edited by Jap2.0 on Sat Jul 28, 2018 7:19 pm, edited 1 time in total.
There are 10 types of people: those who get this joke and those who don't.
User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: Factorio Roadmap for 0.17+

Post by steinio »

Green and Red sucks With this Board background color.
Image

Transport Belt Repair Man

View unread Posts
User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 616
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Factorio Roadmap for 0.17+

Post by Gergely »

Jap2.0 wrote:
SgtFourLeaf wrote:Hi,

First of all, thank you for your hard work :).

Do you think that is possible to see an update of this thread? Could be nice to see where exactly you are comparing with your goals. I know that the Friday facts are more or less what I'm asking for, but to keep the Roadmap Todo list updated(done, in process, next release, etc) could be a nice gift for those who are enjoying the game and that are waiting for the 0.17 version.

Maybe, I'm asking too much, but it worth the try.

Have a good day and continue with your awesome job.
This is my best guess from what I could find in publically available sources. Some information may not have been announced publicly (and hence isn't on here) and some information is my best guess based on vague wording.

Known completed for 0.17
In progress
No information/not started

...

This omits most mod and bug-related stuff for various reasons. If anyone has any suggestions or corrections, please let me know.
You could try to create a new topic somewhere for this. It will sink under the replies here.
Bilka
Factorio Staff
Factorio Staff
Posts: 3309
Joined: Sat Aug 13, 2016 9:20 am
Contact:

Re: Factorio Roadmap for 0.17+

Post by Bilka »

Gergely wrote: You could try to create a new topic somewhere for this. It will sink under the replies here.
You might want to take a look at https://wiki.factorio.com/Upcoming_features :)
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
SgtFourLeaf
Manual Inserter
Manual Inserter
Posts: 3
Joined: Tue Jan 10, 2017 10:20 pm
Contact:

Re: Factorio Roadmap for 0.17+

Post by SgtFourLeaf »

Jap2.0 wrote:
SgtFourLeaf wrote:Hi,

First of all, thank you for your hard work :).

Do you think that is possible to see an update of this thread? Could be nice to see where exactly you are comparing with your goals. I know that the Friday facts are more or less what I'm asking for, but to keep the Roadmap Todo list updated(done, in process, next release, etc) could be a nice gift for those who are enjoying the game and that are waiting for the 0.17 version.

Maybe, I'm asking too much, but it worth the try.

Have a good day and continue with your awesome job.
This is my best guess from what I could find in publically available sources. Some information may not have been announced publicly (and hence isn't on here) and some information is my best guess based on vague wording.

Known completed for 0.17
In progress
No information/not started
Long road to 0.17. Thank you very much :).
Post Reply

Return to “Releases”