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This is a list of planned additions and changes for Factorio's next major release 0.15.
{{Languages}}
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.


== Additions ==
== Factorio 2.1 ==
=== Gameplay ===
==== Liquid wagon ====
The '''liquid wagon''', also known as the '''rail tanker''', will be able to transport [[liquids]] by [[rail]]. It is currently only possible to transport [[Crude oil|oil]] by rail, by putting it into [[barrel]]s first. To insert liquids into and extract liquids from the liquid wagon, a [[#Liquid wagon pump|new pump]] is also being added.


==== Liquid wagon pump ====
* Space Logistics Improvements [https://factorio.com/blog/post/fff-441]
A new pump will be added that can extract liquids from and insert liquids into the new liquid wagon. The pump will be folded when no [[train]] is present, and unfold and extend its arm above the liquid wagon to insert or extract liquids. It is not currently known whether liquids will be both inserted and extracted through the top side of the liquid wagon using this pump.
** When a [[space platform]] is requesting construction materials from the planet, a rocket silo will request the number of items actually needed for construction, instead of a rocketful of each item requested.
** When a space platform requests many different items for construction (such as when the player pastes a complex space platform blueprint), the space platform will prioritize requesting [[space platform foundation]] and [[cargo bay]]s before other materials.
** Mods are now able to modify a [[rocket silo]]'s weight capacity.


==== Other additions ====
* Space Platform Improvements
* Low level construction robots for early on.
** When requesting an item from a planet, space platforms will now attempt to request it from ''all'' planets by default. There is now an optional filter to request an item from one specific planet.
* Personal roboport MK2.
** Space platforms will now always wait until all of its orbital drop slots are empty before leaving a planet.
* Boiler MK2.
** Platforms can now request items from the planet they are orbiting and/or other platforms in orbit around the same planet. All platforms have a checkbox in their UI to specify if they can deliver to other platforms or not.
* Steam engine MK2.


=== Interactive tips ===
* New Building: [[Landing pad unloading bay]]{{SA}}
Because the game has many intricacies about it, and to not overwhelm the player with tutorial upon tutorial at the start of the game, interactive tips will be shown as the game progresses.
** A special type of [[Cargo bay]]{{SA}} that allows inserters to remove items from it.
Small tutorial screens will pop up when a certain task is performed, to show the player what to do next.
** Can only be placed on planets, and within a certain radius of the [[Cargo landing pad]]{{SA}}
Examples, though not finalised:
** It is 4x5 tiles in size, specifically to allow for direct insertion from itself to a waiting train.
; You build the first [[Diesel locomotive|locomotive]]
** Elevated rails can now be placed over it and ordinary cargo bays.
: Tutorial to setup a train schedule unlocked.
; You build a second locomotive
: Tutorial of [[rail signal]]s unlocked.
; You build 50 rail signals
: Tutorial of [[chain signal]]s unlocked.


== Changes ==
* Circuit network additions
* Bounding boxes of [[burner mining drill]]s, [[chemical plant]]s and [[pumpjack]]s will be decreased so walking in between them will be possible.
** Space platform requests can now be set by the circuit network
* Stack sizes of [[transport belts]], [[stone wall]]s and [[pipe]]s will be increased from 50 to 100.
** [[Radar]] can now specify a "universe" channel to transmit to. Signals passed to the radar can be picked up by all other radars set to the same channel, even if they are located on a different planet or space platform.
* Crafting time of some items will be decreased.
** All entities connected to the circuit network can toggle whether to input and output to connected green and/or red wire channels.
** [[Engine unit]]s, from 20 to 10.
** New connections:
** Pumpjacks, from 20 to 10.
*** Pipes, with options to read the contents of the pipe, pipeline, or the fluid's temperature.
** [[Advanced circuit]]s, from 8 to 6.
*** [[Boiler]]s and [[Heat exchanger]]s, with the ability to enable on a condition
* [[Crude oil]] yield will be dependent on the starting yield so better fields will be better later on.
*** [[Land mine]]s, with the ability to explode on a condition.
* Fewer oil fields with better yield will be generated.
*** [[Lab]]s and [[Biolab]]s{{SA}}, with the ability to read contents, read research costs & levels, and to research a particular technology on a condition. This is especially useful in order to prioritize [[Agricultural science pack]]s{{SA}}.
* [[Electric furnace]]'s recipe will be made easier to craft.
* Shift clicking (ghost placement) will go through [[tree]]s and rocks, similar to [[blueprint]]s.
* Drag building with belts will be enhanced to allow building continuous belt.
* [[Turret]] creep will be limited.
* Resource growth from the center will be higher.
* [[Item]]s with different health will be merged.


== Other ==
* Visual Changes [https://factorio.com/blog/post/fff-442]
* Nuclear power?
** Environmental graphics for the [[Space Age]]{{SA}} planets have been improved
* Dirty mining?
** The [[flamethrower turret]] can now be placed diagonally, similar to the [[railgun turret]]{{SA}}
** The Demolishers on [[Vulcanus]]{{SA}} have had their model slightly tweaked to be more intimidating.
** Planets can now be seen in the background of a space platform when they are stopped in orbit
** The [[Rocket silo]], [[oil refinery]], and [[assembly machine]]s have updated models
 
* [[Quality]]{{SA}} Changes
** The "Quality" mod is no longer a hard dependency in order to play [[Space Age]]{{SA}}. Instead, Quality is listed as a "recommended" mod to playing Space Age
*** The [[Recycler]]{{SA}} is now included in its own, separate mod, as it is required to progress on [[Fulgora]]{{SA}}.
** [[Quality module]]s can no longer be placed in [[crusher]]s{{SA}} running any asteroid reprocessing recipes.
**  All train wagons and locomotives have effects with improved quality, beyond just increased health:
*** [[Locomotive]]s gain higher acceleration speed and a higher top speed
*** [[Cargo wagon]]s gain more item stacks, up to 100 stacks
*** [[Fluid wagon]]s gain more capacity, up to 125,000 units of fluid.
*** [[Artillery wagon]]s gain increased shooting range, similar to its [[artillery turret|stationary counterpart]].
 
* Miscellaneous Changes
** The [[pumpjack]] and [[burner mining drill]] can now be flipped
** Flipping [[inserters]], mining drills, and the Recycler{{SA}} will change which side of a [[transport belt]] the inserter drops to, when the belt is travelling perpendicular to the entity.
** The fluid system has been written upon further to prevent fluid mixing within entities with multiple fluid input and outputs.
** [[Pump]]s can now load/unload fluid from [[fluid wagon]]s when it is on a curve, as well as transfer fluids between two adjacent fluid wagons
** The upgrade planner now works on locomotives and train wagons. This is especially useful when replacing them with higher quality tiers. If a train is marked for upgrade, and a robot has been assigned to upgrade it, the train will wait at its current stop until the upgrade is complete, overriding any wait conditions it may have.
 
 
*New achievements:
** 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]
** This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough.
 
2.1 is planned to release in experimental towards the end of June 2026, with a stable release by the end of summer 2026. [https://factorio.com/blog/post/fff-440]
 
2.1 will be the final update, with a shift afterwards to bug-fixing, platform compatibility, and modding features, while Wube begins to turn its focus to new, non-Factorio projects.
 
== See also ==
* [[:Category:Upcoming]] - Pages for specific upcoming features
* [[Space Age]]{{SA}} - The previous major release
* [[Roadmap|Planned releases]]
 
{{C|News}}

Latest revision as of 05:18, 28 August 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.

Factorio 2.1

  • Space Logistics Improvements [2]
    • When a space platform is requesting construction materials from the planet, a rocket silo will request the number of items actually needed for construction, instead of a rocketful of each item requested.
    • When a space platform requests many different items for construction (such as when the player pastes a complex space platform blueprint), the space platform will prioritize requesting space platform foundation and cargo bays before other materials.
    • Mods are now able to modify a rocket silo's weight capacity.
  • Space Platform Improvements
    • When requesting an item from a planet, space platforms will now attempt to request it from all planets by default. There is now an optional filter to request an item from one specific planet.
    • Space platforms will now always wait until all of its orbital drop slots are empty before leaving a planet.
    • Platforms can now request items from the planet they are orbiting and/or other platforms in orbit around the same planet. All platforms have a checkbox in their UI to specify if they can deliver to other platforms or not.
  • New Building: Landing pad unloading bay
    • A special type of Cargo bay that allows inserters to remove items from it.
    • Can only be placed on planets, and within a certain radius of the Cargo landing pad
    • It is 4x5 tiles in size, specifically to allow for direct insertion from itself to a waiting train.
    • Elevated rails can now be placed over it and ordinary cargo bays.
  • Circuit network additions
    • Space platform requests can now be set by the circuit network
    • Radar can now specify a "universe" channel to transmit to. Signals passed to the radar can be picked up by all other radars set to the same channel, even if they are located on a different planet or space platform.
    • All entities connected to the circuit network can toggle whether to input and output to connected green and/or red wire channels.
    • New connections:
      • Pipes, with options to read the contents of the pipe, pipeline, or the fluid's temperature.
      • Boilers and Heat exchangers, with the ability to enable on a condition
      • Land mines, with the ability to explode on a condition.
      • Labs and Biolabs, with the ability to read contents, read research costs & levels, and to research a particular technology on a condition. This is especially useful in order to prioritize Agricultural science packs.
  • Quality Changes
    • The "Quality" mod is no longer a hard dependency in order to play Space Age. Instead, Quality is listed as a "recommended" mod to playing Space Age
      • The Recycler is now included in its own, separate mod, as it is required to progress on Fulgora.
    • Quality modules can no longer be placed in crushers running any asteroid reprocessing recipes.
    • All train wagons and locomotives have effects with improved quality, beyond just increased health:
  • Miscellaneous Changes
    • The pumpjack and burner mining drill can now be flipped
    • Flipping inserters, mining drills, and the Recycler will change which side of a transport belt the inserter drops to, when the belt is travelling perpendicular to the entity.
    • The fluid system has been written upon further to prevent fluid mixing within entities with multiple fluid input and outputs.
    • Pumps can now load/unload fluid from fluid wagons when it is on a curve, as well as transfer fluids between two adjacent fluid wagons
    • The upgrade planner now works on locomotives and train wagons. This is especially useful when replacing them with higher quality tiers. If a train is marked for upgrade, and a robot has been assigned to upgrade it, the train will wait at its current stop until the upgrade is complete, overriding any wait conditions it may have.


  • New achievements:
    • Lead developer Kovarex plans to add a "bunch of new achievements", which could make a 100% run "even more convoluted". [4]
    • This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough.

2.1 is planned to release in experimental towards the end of June 2026, with a stable release by the end of summer 2026. [5]

2.1 will be the final update, with a shift afterwards to bug-fixing, platform compatibility, and modding features, while Wube begins to turn its focus to new, non-Factorio projects.

See also