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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 2019. | | This is a list of publicized information about the upcoming 2.1 update. As of September 19, 2025, a "Fixed for 2.1" section was created on the official forums[https://forums.factorio.com/viewtopic.php?t=130918], implying that there is an active 2.1 dev branch. Otherwise, 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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| <!-- 0.18
| | * New achievements: |
| * 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]
| | ** 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] |
| ** 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]
| | ** This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough. |
| ** 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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| *** Mod GUI [https://www.factorio.com/blog/post/fff-272]
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| <!-- 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] -->
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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] [https://factorio.com/blog/post/fff-264]
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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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| <!-- 0.17/0.18 status unknown * Recipe tree GUI
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| ** Foundation of some kind of in-game "factoriopedia" | |
| ** Should provide the player fast ways to get the answer to questions like:
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| *** "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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| * [[World generator|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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| ** HR [[flamethrower turret]] [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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| ** HR biters [https://www.factorio.com/blog/post/fff-268]
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| ** New [[transport belt]], [[splitter]] and [[underground belt]] graphics [https://www.factorio.com/blog/post/fff-269]
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| ** HR [[substation]] [https://www.factorio.com/blog/post/fff-270]
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| ** 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]
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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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| ** Item and recipe references, map positions, and blueprint strings [https://factorio.com/blog/post/fff-267]
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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] [https://www.factorio.com/blog/post/fff-262]
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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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| ** 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]
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| ** 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]
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| ** GUI style inspector [https://www.factorio.com/blog/post/fff-271]
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| ** [[Filter inserter]] blacklist mode [https://www.reddit.com/r/factorio/comments/a296vu/filter_inserters_should_have_a_setting_where_they/eaxzmlz/]
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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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| * Steam networking for multiplayer [https://factorio.com/blog/post/fff-265]
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| * Mining tools (iron and steel axe) are removed [https://www.factorio.com/blog/post/fff-266]
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| * [[Armor]] has infinite durability [https://forums.factorio.com/viewtopic.php?p=384185#p384185]
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| * The mining hardness and mining power mechanics are removed [https://www.factorio.com/blog/post/fff-266]
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| * [[Stone]] has the same mining time as the other ores [https://www.factorio.com/blog/post/fff-266]
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| * Burner efficiency streamlining [https://www.factorio.com/blog/post/fff-266]
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| ** [[Boiler]]s are now 100% efficient instead of 50%
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| ** The fuel value of all [[fuel]] except [[nuclear fuel]] and [[uranium fuel cell]] is halved
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| ** The energy consumption of [[burner devices]] except [[locomotive]]s and [[nuclear reactor]]s is halved.
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| * The ingredient count limit on [[assembling machine]]s is removed [https://www.factorio.com/blog/post/fff-266]
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| * Resistances are streamlined [https://www.factorio.com/blog/post/fff-266]
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| * Option to show the entity info tooltip at the mouse position [https://factorio.com/blog/post/fff-267]
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| * 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]
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| <!-- 0.17/0.18 status unknown == Possible features ==
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| * 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. |
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| == 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 November 16 2018]
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| * [[Roadmap|Planned releases]] | | * [[Roadmap|Planned releases]] |
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| | {{C|News}} |