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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 ==
=== 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.


=== Research ===
* Space Platform Improvements
Three new science packs will be added to make research less linear and to decrease the large jump in complexity between the different science packs (as there is currently a large jump between [[science pack 2]] and [[science pack 3]].
** 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.
:; Military science pack.
** Space platforms will now always wait until all of its orbital drop slots are empty before leaving a planet.
:: Will be used for technologies about military and combat.
** 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.
:: Will be available right after science pack 2.
:: Crafting it requires 1 [[piercing rounds magazine]], 1 [[grenade]] and 1 [[gun turret]], and will yield 2 military science packs.
:: Crafting time is 10 game-seconds.
:; Production science pack.
:: Will be used for technologies about higher tier production.
:: Will be available right after science pack 3.
:: Crafting it requires 1 [[pumpjack]], 1 [[electric engine unit]] and 1 [[electric furnace]], and will yield 1 production science pack.
:: Crafting time is 15 game-seconds.
:; High tech science pack.
:: Will be used for technologies about high tech items and concepts.
:: Will be available right after science pack 3.
:: Crafting it requires 1 [[battery]], 3 [[processing unit]]s, 1 [[speed module]] and 30 [[copper cable]], and will yield 1 high tech science pack.
:: Crafting time is 15 game-seconds.


Science pack 3's crafting recipe will be made simpler.
* New Building: [[Landing pad unloading bay]]{{SA}}
: Crafting time will remain at 12 seconds, but the recipe will change to 1 [[advanced circuit]], 1 [[engine unit]] and 1 [[assembling machine 2]], creating 1 science pack 3.
** A special type of [[Cargo bay]]{{SA}} that allows inserters to remove items from it.
** Can only be placed on planets, and within a certain radius of the [[Cargo landing pad]]{{SA}}
** 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.


[[Alien science pack]]s will be removed.
* 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.
*** [[Boiler]]s and [[Heat exchanger]]s, with the ability to enable on a condition
*** [[Land mine]]s, with the ability to explode on a condition.
*** [[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}}.


In the research menu, every research icon will now display what science packs are needed for that research on the bottom of the icon.
* Visual Changes [https://factorio.com/blog/post/fff-442]
** Environmental graphics for the [[Space Age]]{{SA}} planets have been improved
** 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


Infinite research.
* [[Quality]]{{SA}} Changes
: Research that will give smaller and small gains, to spend your resources on after finishing all the regular research.
** 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]].


=== PvP scenario ===
* Miscellaneous Changes
Player versus player experience in Factorio
** The [[pumpjack]] and [[burner mining drill]] can now be flipped
* The first player to create the scenario will be the gamemaster. He he can configure the game, i.e. determining the number of teams, starting tech level etc.
** 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.
* Every team will have the same starting area, it will be copied from the original spawn.
** The fluid system has been written upon further to prevent fluid mixing within entities with multiple fluid input and outputs.
* Each starting area will contain a [[rocket silo]].
** [[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
* If your rocket silo is destroyed, your team has lost.
** 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.
* If you launch a rocket, your team wins.
* If all other teams' silos have been destroyed, you win.
* Destroying another team's silo will make their base yours.


=== Other additions ===
* Low level construction robots for early on.
* Personal roboport MK2.
* Boiler MK2.
* Steam engine MK2.


=== Interactive tips ===
*New achievements:
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.
** 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]
Small tutorial screens will pop up when a certain task is performed, to show the player what to do next.
** This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough.
Examples, though not finalised:
; You build the first [[Diesel locomotive|locomotive]]
: 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 [[Rail chain signal|chain signal]]s unlocked.


== Changes ==
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]
* Bounding boxes of [[burner mining drill]]s, [[chemical plant]]s and [[pumpjack]]s will be decreased so walking in between them will be possible.
* Stack sizes of [[transport belts]], [[stone wall]]s and [[pipe]]s will be increased from 50 to 100.
* Crafting time of some items will be decreased.
** [[Engine unit]]s, from 20 to 10.
** Pumpjacks, from 20 to 10.
** [[Advanced circuit]]s, from 8 to 6.
* [[Crude oil]] yield will be dependent on the starting yield so better fields will be better later on.
* Fewer oil fields with better yield will be generated.
* [[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.
* The [[small pump]]'s size will be increased to 1x2 tiles. Its texture will also change because of this increase in size.


== Technical ==
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.
* High resolution textures
** Rails will look less flat and will get high resolution textures.
** Pipes and transport belts will get high resolution textures.
* Decorative entities will not be saved in the map anymore but instead will be saved per chunk in a very compressed format to improve performance.


== Support ==
== See also ==
* The game will no longer support 32-bit systems, as this limited further progress of developing Factorio.
* [[:Category:Upcoming]] - Pages for specific upcoming features
* [[Space Age]]{{SA}} - The previous major release
* [[Roadmap|Planned releases]]


== Other ==
{{C|News}}
* Nuclear power
* Dirty mining
* Artillery train
* UI rewrite
* Blueprint library
* Terrain changes
** New "red desert".
* Circuit network optimizations for 0.15

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