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| This is a list of planned additions and changes for Factorio's next major release 0.17. | | This is a list of publicized information about the upcoming 2.1 update. As of July 8, 2025, very little information has been shared, including the release date. This page will be updated as more information becomes available. |
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| == Planned features == | | == Factorio 2.1 == |
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| * Mini tutorials | | * As of November 21, 2024, 2.1 is not actively being worked on in favor of fixing all bugs from 2.0/Space Age |
| ** Improved quality
| | * New achievements: |
| ** Cover the rest of the game mechanics
| | ** Lead developer Kovarex plans to add a "bunch of new achievements", which could make a 100% run "even more convoluted". [https://forums.factorio.com/viewtopic.php?p=669490#p669490] |
| * Improved First Steps campaign and new main campaign [https://www.factorio.com/blog/post/fff-241] [https://us2.factorio.com/assets/img/blog/fff-243-office-picture-albert.jpg] [https://www.factorio.com/blog/post/fff-245] [https://factorio.com/blog/post/fff-261]
| | ** This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough. |
| ** Addition of shallow water as a natural barries that the player can walk on, but not build on [https://www.factorio.com/blog/post/fff-257]
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| ** Compilatron [https://www.factorio.com/blog/post/fff-262]
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| * GUI rewrite [https://www.factorio.com/blog/post/fff-191] [https://www.factorio.com/blog/post/fff-212] [https://factorio.com/blog/post/fff-238]
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| ** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]
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| ** Change the way it works
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| *** Location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
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| *** Map generator GUI [https://www.factorio.com/blog/post/fff-246]
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| *** Blueprint library [https://www.factorio.com/blog/post/fff-249] [https://www.factorio.com/blog/post/fff-250] [https://factorio.com/blog/post/fff-255]
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| ** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255]
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| * New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230]
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| ** New font rendering [https://factorio.com/blog/post/fff-232]
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| ** Better rendering performance (CPU side) [https://www.factorio.com/blog/post/fff-244] [https://www.factorio.com/blog/post/fff-251]
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| ** Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [https://www.factorio.com/blog/post/fff-244]
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| * Recipe tree GUI
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| ** Foundation of some kind of in-game "factoriopedia"
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| ** Should provide the player fast ways to get the answer to questions like: | |
| *** "What is this item used in?"
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| *** "What is the graph of recipe dependencies for this?"
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| * Mod integration improvements
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| ** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248]
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| ** Syncing mod settings to saves [https://reddit.com/r/factorio/comments/9dto3i/friday_facts_259_scancodes_prototype_ids_hr_worm/e5l82ni/?context=3]
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| ** Mod browsing improvements
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| *** Show the mod picture and more smaller things
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| * Map editor improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252][https://www.factorio.com/blog/post/fff-259]
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| * Map generator improvements and fixes, autoplace specification improvements and documentation [https://www.factorio.com/blog/post/fff-258]
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| ** All combinations of settings should no longer create strange maps such as circles of cliffs.
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| ** Much more predictable starting area resources that don't overlap each-other and are not covered by water, but the starting area will always contain water.
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| *** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are explicitly excluded from the starting area.
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| *** Starting area resources are usually in one ore patch each (depending on settings).
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| *** The starting area patches are usually close together.
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| *** The starting area size setting no longer affects resource placement, it just has a fixed size.
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| ** The resource generation settings now have a much more dramatic effect (previously they had little to no effect).
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| ** Increased the number of steps (small, medium, big, etc) for each setting from 5 to 9 for even more customization.
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| * High-resolution sprites for the rest of the game, including a few changes to some entities
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| ** New laser turret textures, new laser beams [https://www.factorio.com/blog/post/fff-228]
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| ** Spawners redesign in HR [https://www.factorio.com/blog/post/fff-252]
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| ** HR defensive structures [https://www.factorio.com/blog/post/fff-253]
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| ** HR worms [https://www.factorio.com/blog/post/fff-259]
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| * Final game balancing
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| ** Science pack technologies [https://www.factorio.com/blog/post/fff-245]
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| ** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257]
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| ** The rocket parts have their own technologies and are used in more recipes besides the rocket [https://www.factorio.com/blog/post/fff-257]
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| ** Launching a satellite no longer ends the game, instead the newly added "rocket escape pod" must be launched into space [https://www.factorio.com/blog/post/fff-257]
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| ** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245]
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| * Upgrade planner [https://www.reddit.com/r/factorio/comments/7yq39w/version_01625/dujado2/?context=3] [https://factorio.com/blog/post/fff-255] [https://www.factorio.com/blog/post/fff-263]
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| * Rich text editing [https://www.factorio.com/blog/post/fff-237]
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| ** Different fonts, color, and icons
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| ** Possibly: Item/recipe/technology references, map positions, and blueprint strings
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| * Fast pipe replacing [https://www.factorio.com/blog/post/fff-240]
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| * Better plural form localisations [https://www.factorio.com/blog/post/fff-244]
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| * More modding support [https://www.factorio.com/blog/post/fff-248] [https://forums.factorio.com/61239]
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| * Better sounds [https://www.factorio.com/blog/post/fff-252]
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| * Copy, paste and cut functionality [https://factorio.com/blog/post/fff-255]
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| * Ability to undo building, mining, blueprinting and deconstruction [https://factorio.com/blog/post/fff-255] [https://www.factorio.com/blog/post/fff-263]
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| * Small quality-of-life improvements [https://www.factorio.com/blog/post/fff-256]
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| ** Better recipe catalyst mechanics
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| ** Items no longer spill onto belts
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| ** Separate construction queue for tile ghosts
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| ** Belt immunity equipment
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| ** Bots can be shown on the map as a debug option [https://forums.factorio.com/viewtopic.php?p=377042#p377042]
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| ** Train out of fuel alert [https://www.factorio.com/blog/post/fff-253] | |
| ** Better error messages when building/inserting fails (out of reach etc) [https://factorio.com/blog/post/fff-261]
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| ** Selecting an inserter/miner shows what entities it interacts with [https://factorio.com/blog/post/fff-261]
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| ** Trains in blueprints [https://www.factorio.com/blog/post/fff-263]
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| * Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259]
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| == Possible features == | | == Nintendo Switch 2 == |
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| * Spidertron [https://www.factorio.com/blog/post/fff-120] [https://clips.twitch.tv/StormyTiredPlumOhMyDog] | | * The [[Nintendo Switch version]] of the game is available on both the Nintendo Switch and its successor, the Nintendo Switch 2. As of July 8, 2025, both versions are practically identical. |
| * Better car handling and car in latency state | | * Developer twinsen is looking at the possibility bringing the [[Space Age]]{{SA}} expansion to the Switch 2, along with an update to take advantage of its greater hardware capabilities. [https://forums.factorio.com/viewtopic.php?p=659774#p659774] |
| * Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback] [https://factorio.com/blog/post/fff-260]
| | ** The release date of this theoretical update is currently unknown. |
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| == See also == | | == See also == |
| * [https://www.factorio.com/blog/post/fff-235 Friday Facts #235] | | * [[:Category:Upcoming]] - Pages for specific upcoming features |
| * [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of July 22 2018] | | * [[Space Age]]{{SA}} - The previous major release |
| * [[Roadmap|Planned releases]] | | * [[Roadmap|Planned releases]] |
| * [[Version history]]
| | |
| | {{C|News}} |
This is a list of publicized information about the upcoming 2.1 update. As of July 8, 2025, very little information has been shared, including the release date. This page will be updated as more information becomes available.
Factorio 2.1
- As of November 21, 2024, 2.1 is not actively being worked on in favor of fixing all bugs from 2.0/Space Age
- New achievements:
- Lead developer Kovarex plans to add a "bunch of new achievements", which could make a 100% run "even more convoluted". [1]
- This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough.
Nintendo Switch 2
- The Nintendo Switch version of the game is available on both the Nintendo Switch and its successor, the Nintendo Switch 2. As of July 8, 2025, both versions are practically identical.
- Developer twinsen is looking at the possibility bringing the Space Age
expansion to the Switch 2, along with an update to take advantage of its greater hardware capabilities. [2]
- The release date of this theoretical update is currently unknown.
See also