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Upcoming features: Difference between revisions

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This is a list of planned additions and changes for Factorio's next major release 0.17, which is planned to be released in January of February 2019.
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.


== Planned features ==
== Factorio 2.1 ==


<!-- 0.18
* 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 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]
* New achievements:
** 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]
** 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]
** Compilatron [https://www.factorio.com/blog/post/fff-262] -->
** This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough.
* 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] [https://factorio.com/blog/post/fff-246]
** Improve the looks of the GUI [https://www.factorio.com/blog/post/fff-243]
** Technology tree [https://factorio.com/blog/post/fff-238]
** Changed location of cancel and OK buttons [https://www.factorio.com/blog/post/fff-246]
** Map generator GUI [https://www.factorio.com/blog/post/fff-246]
** Browse mod GUI [https://www.factorio.com/blog/post/fff-272]
<!-- not 0.17 [https://www.reddit.com/r/factorio/comments/a064ek/blueprints_should_have_fuel_value/eah8k7j/?context=3] *** 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] -->
** Research queue [https://factorio.com/blog/post/fff-232] [https://factorio.com/blog/post/fff-238] [https://factorio.com/blog/post/fff-255]
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders [https://www.factorio.com/blog/post/fff-230] [https://factorio.com/blog/post/fff-264]
** New font rendering [https://factorio.com/blog/post/fff-232]
** Better rendering performance (CPU side) [https://www.factorio.com/blog/post/fff-244] [https://www.factorio.com/blog/post/fff-251]
** Uses OpenGL 3.3 Core and DirectX 11 feature level 10.0 [https://www.factorio.com/blog/post/fff-244]
<!-- 0.17/0.18 status unknown * Recipe tree GUI
** Foundation of some kind of in-game "factoriopedia"
** Should provide the player fast ways to get the answer to questions like:
*** "What is this item used in?"
*** "What is the graph of recipe dependencies for this?" -->
* Mod integration improvements
** Syncing mods with multiplayer game [https://www.factorio.com/blog/post/fff-248]
** Syncing mod settings to saves [https://reddit.com/r/factorio/comments/9dto3i/friday_facts_259_scancodes_prototype_ids_hr_worm/e5l82ni/?context=3]
** Mod browsing improvements [https://www.factorio.com/blog/post/fff-272]
*** Show the mod picture and more smaller things
* [[Map editor]] improvements, both technical and usability wise [https://www.factorio.com/blog/post/fff-252][https://www.factorio.com/blog/post/fff-259]
* [[World generator|Map generator]] improvements and fixes, autoplace specification improvements and documentation  [https://www.factorio.com/blog/post/fff-258]
** All combinations of settings should no longer create strange maps such as circles of cliffs.
** 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.
*** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are explicitly excluded from the starting area.
*** Starting area resources are usually in one ore patch each (depending on settings).
*** The starting area patches are usually close together.
*** The starting area size setting no longer affects resource placement, it just has a fixed size.
** The resource generation settings now have a much more dramatic effect (previously they had little to no effect).
** Increased the number of steps (small, medium, big, etc) for each setting from 5 to 9 for even more customization.
* High-resolution sprites for the rest of the game, including a few changes to some entities
** New [[laser turret]] textures, new laser beams also for the [[personal laser defense]] and [[distractor capsule]]s [https://www.factorio.com/blog/post/fff-228] [https://www.factorio.com/blog/post/fff-275]
** HR [[flamethrower turret]] [https://www.factorio.com/blog/post/fff-228]
** Spawners redesign in HR [https://www.factorio.com/blog/post/fff-252]
** HR defensive structures [https://www.factorio.com/blog/post/fff-253]
** HR worms [https://www.factorio.com/blog/post/fff-259]
** HR biters [https://www.factorio.com/blog/post/fff-268]
** New [[transport belt]], [[splitter]] and [[underground belt]] graphics [https://www.factorio.com/blog/post/fff-269]
** HR [[substation]] [https://www.factorio.com/blog/post/fff-270]
** HR power poles [https://www.factorio.com/blog/post/fff-195] [https://www.factorio.com/blog/post/fff-252] [https://factorio.com/blog/post/fff-269] [https://www.factorio.com/blog/post/fff-271]
* Final game balancing
** New science pack technologies [https://www.factorio.com/blog/post/fff-245]
** New science pack names [https://www.factorio.com/blog/post/fff-275]
** New science pack recipes [https://www.factorio.com/blog/post/fff-275]
** Separation of nuclear energy and nuclear processing [https://www.factorio.com/blog/post/fff-257]
** The rocket parts have their own technologies and are used in more recipes besides the rocket [https://www.factorio.com/blog/post/fff-257]
** Launching a [[satellite]] no longer ends the game, instead any rocket launch (with or without a payload) wins the game [https://www.factorio.com/blog/post/fff-257] [https://factorio.com/blog/post/fff-275]
** Better separation of technologies between high tech and production science [https://www.factorio.com/blog/post/fff-245] [https://factorio.com/blog/post/fff-275]
** Military upgrade technology unification [https://factorio.com/blog/post/fff-275]
** The rocket silo and all its prerequisites can be researched without using [[military science pack]]s [https://factorio.com/blog/post/fff-275]
** Coal liquefaction now produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. [https://www.factorio.com/blog/post/fff-275]
** Belt item spacing has been reduced to 8 from 9 pixels [https://www.factorio.com/blog/post/fff-276]
* 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]
* Rich text editing [https://www.factorio.com/blog/post/fff-237]
** Different fonts, color, and icons
** Item and recipe references, map positions, and blueprint strings [https://factorio.com/blog/post/fff-267]
* Better plural form localisations [https://www.factorio.com/blog/post/fff-244]
* More modding support [https://www.factorio.com/blog/post/fff-248] [https://forums.factorio.com/61239] [https://www.factorio.com/blog/post/fff-262]
** Script rendering [https://www.factorio.com/blog/post/fff-276]
* Better sounds [https://www.factorio.com/blog/post/fff-252]
* Copy, paste and cut functionality [https://factorio.com/blog/post/fff-255]
* Ability to undo building, mining, blueprinting and deconstruction [https://factorio.com/blog/post/fff-255] [https://www.factorio.com/blog/post/fff-263]
* Small quality-of-life improvements [https://www.factorio.com/blog/post/fff-256]
** Better recipe catalyst mechanics
** Items no longer spill onto belts
** Separate construction queue for tile ghosts
** Belt immunity equipment
** Bots can be shown on the map as a debug option [https://forums.factorio.com/viewtopic.php?p=377042#p377042]
** Fast [[pipe]] replacing [https://www.factorio.com/blog/post/fff-240]
** 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]
** Selecting an inserter/miner shows what entities it interacts with [https://factorio.com/blog/post/fff-261]
** Trains in blueprints [https://www.factorio.com/blog/post/fff-263]
** Cliffs can be deconstructed [https://www.reddit.com/r/factorio/comments/9rw2e3/just_finished_writing_a_test_and_the_visual_was/] [https://factorio.com/blog/post/fff-267]
** Robots do not leave the player's personal roboport when the player is moving faster than they can fly [https://www.reddit.com/r/factorio/comments/9y61ct/change_robot_behavior_by_hand/ea0eyi5]
** GUI style inspector [https://www.factorio.com/blog/post/fff-271]
** [[Filter inserter]] blacklist mode [https://www.reddit.com/r/factorio/comments/a296vu/filter_inserters_should_have_a_setting_where_they/eaxzmlz/]
** Alt-tab no longer toggles "alt-mode" [https://reddit.com/r/factorio/comments/a5a785/make_altmode_enabled_by_default/ebmnss5/?context=1]
* Keyboard bindings now use scan-codes instead of key-codes [https://www.factorio.com/blog/post/fff-259]
* Steam networking for multiplayer [https://factorio.com/blog/post/fff-265]
* Mining tools (iron and steel axe) are removed [https://www.factorio.com/blog/post/fff-266]
* [[Armor]] has infinite durability [https://forums.factorio.com/viewtopic.php?p=384185#p384185]
* The mining hardness and mining power mechanics are removed [https://www.factorio.com/blog/post/fff-266]
* [[Stone]] has the same mining time as the other ores [https://www.factorio.com/blog/post/fff-266]
* Burner efficiency streamlining [https://www.factorio.com/blog/post/fff-266]
** [[Boiler]]s are now 100% efficient instead of 50%
** The fuel value of all [[fuel]] except [[nuclear fuel]] and [[uranium fuel cell]] is halved
** The energy consumption of [[burner devices]] except [[locomotive]]s and [[nuclear reactor]]s is halved.
* The ingredient count limit on [[assembling machine]]s is removed [https://www.factorio.com/blog/post/fff-266]
* Resistances are streamlined [https://www.factorio.com/blog/post/fff-266]
* Option to show the entity info tooltip at the mouse position [https://factorio.com/blog/post/fff-267]
* Better fluid physics [https://www.reddit.com/r/factorio/comments/8ddhg9/pipe_system_feedback] [https://factorio.com/blog/post/fff-260] [https://www.factorio.com/blog/post/fff-271]  [https://www.factorio.com/blog/post/fff-274]
<!-- 0.17/0.18 status unknown == Possible features ==


* Spidertron [https://www.factorio.com/blog/post/fff-120] [https://clips.twitch.tv/StormyTiredPlumOhMyDog]
== Nintendo Switch 2 ==
* Better car handling and car in latency state
 
-->
* 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]]{{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]
** The release date of this theoretical update is currently unknown.


== See also ==
== See also ==
* [https://www.factorio.com/blog/post/fff-269 Friday Facts #269 - Roadmap update]
* [[:Category:Upcoming]] - Pages for specific upcoming features
* [https://www.factorio.com/blog/post/fff-235 Friday Facts #235 - 0.16 stable]
* [[Space Age]]{{SA}} - The previous major release
* [https://forums.factorio.com/61239 0.17 Mod/Script changelog as of December 10 2018]
* [[Roadmap|Planned releases]]
* [[Roadmap|Planned releases]]
{{C|News}}

Latest revision as of 15:45, 8 July 2025

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