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This is a list of planned additions and changes for Factorio's next major release 0.16.
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.


== Changes/additions ==
== Factorio 2.1 ==
* [[Artillery wagon]] [https://www.factorio.com/blog/post/fff-220]
<!-- * Mod portal improvement (rewrite) -->
* High resolution textures for almost everything:
** Lab [https://www.factorio.com/blog/post/fff-204]
** Radar [https://www.factorio.com/blog/post/fff-205]
** Worker robots (construction and logistic), combat robots (defender, distractor and destroyer) [https://www.factorio.com/blog/post/fff-203]
** Combinators [https://www.factorio.com/blog/post/fff-194]
** Electric & circuit wires, lamp [https://www.factorio.com/blog/post/fff-210]
** Pumpjack, storage tank [https://www.factorio.com/blog/post/fff-206]
** Player, tank [https://www.factorio.com/blog/post/fff-218]
** Terrain [https://www.factorio.com/blog/post/fff-220]
** Concrete [https://www.factorio.com/blog/post/fff-214]
** Stone bricks [https://www.factorio.com/blog/post/fff-209]
* New alert icons [https://www.factorio.com/blog/post/fff-195]
* Map generation improvement (related to the updated high res terrains and decoratives) [https://www.factorio.com/blog/post/fff-207] [https://www.factorio.com/blog/post/fff-217]
** Generation of iron on top of other resources
** Tweaking the resource density (average number of resources per tile)
** Making resources much more spread apart
<!-- ** Reworking how the starting area works so that it always contains a predictable amount of resources. This means that every new map is feasible -->
** Making sure the starting area is not covered by trees
* [[Buffer chest]] [https://www.factorio.com/blog/post/fff-203]
* Passenger seat for vehicles [https://www.factorio.com/blog/post/fff-217]
** 1 extra seat per vehicle
** Passenger can have control of the weapons
* [[Cliff]]s [https://www.factorio.com/blog/post/fff-219]
* Belts, underground belts and splitters can fast replace each other [https://www.factorio.com/blog/post/fff-206]
* Train block visualisation [https://www.factorio.com/blog/post/fff-198]
* All terrains, including stone path and concrete, have transitions with water [https://www.factorio.com/blog/post/fff-220]
** Offshore pump placement changes


== Optimisations ==
* New achievements:
* Train pathfinding and collision checking optimisations
** 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]
* Additional smoke related optimisations [https://www.factorio.com/blog/post/fff-209]
** This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough.
* Lamp related optimisations [https://www.reddit.com/r/factorio/comments/776fel/affects_of_radar_on_ups/dolmkwu/?context=1]
* Item stack optimisation
* Optimisation of electric network update logic [https://www.factorio.com/blog/post/fff-209]
<!-- * Optimisation of logistic robot movement -->
* Group multiple item icons to one sprite in order to optimize rendering of saturated belts
* Optimisation of blueprint preview rendering [https://forums.factorio.com/viewtopic.php?p=316888#p316888]
* Belt optimisations [https://www.factorio.com/blog/post/fff-204]
* Saving and loading optimisations [https://factorio.com/blog/post/fff-201]


== Overall tweaks ==
== See also ==
* Find a way to show connected walls + pipes in a blueprint [https://www.factorio.com/blog/post/fff-211]
* [[:Category:Upcoming]] - Pages for specific upcoming features
<!-- * Confirm blueprint deletion
* [[Space Age]]{{SA}} - The previous major release
* Fluid squashing in pipes -->
* [[Roadmap|Planned releases]]
* Map interaction improvements


== Semi-bugs or small things ==
{{C|News}}
* A train will no longer block its own path with chain signals [https://forums.factorio.com/viewtopic.php?f=213&t=19619&p=313195#p313195]
* Make programmable speaker 'Global playback' only apply for people on that force
* Make electric network UI less weird with lots of accumulators
* In the future, construction robots will stop following their repair target when the target leaves the construction zone [https://forums.factorio.com/viewtopic.php?p=304263#p304263]
* Construction robots now immediately know when their target has been repaired (by hand etc), instead of realizing it when they arrive at the target [https://forums.factorio.com/viewtopic.php?p=304263#p304263]
* Robots building things from personal roboports now count as being in the player's inventory while flying around [https://forums.factorio.com/viewtopic.php?f=6&t=53581]
* Added a /server-save command [https://forums.factorio.com/viewtopic.php?p=306946#p306946]
<!-- * Added automatic downloading of mods from multiplayer servers [https://forums.factorio.com/viewtopic.php?f=66&t=49355] -->
* Added ability to reset achievements, including steam achievements [https://forums.factorio.com/viewtopic.php?p=307496#p307496]
* The blueprint library will no longer erase modded entites from blueprints if their mod is removed from the game [https://www.factorio.com/blog/post/fff-211]
 
== See also ==
* [https://www.factorio.com/blog/post/fff-200 Friday Facts #200 - Plans for 0.16]
* [https://gist.github.com/Rseding91/4d12cc528b6cefbf5391c447db2fae06 Modding related changelog]
* [[Roadmap/Coming_Releases|Planned releases]]
* [[Version history]]

Latest revision as of 18:48, 24 February 2026

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[1], 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.

Factorio 2.1

  • New achievements:
    • Lead developer Kovarex plans to add a "bunch of new achievements", which could make a 100% run "even more convoluted". [2]
    • This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough.

See also