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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.


== 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]
* 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]


== Optimisations ==
* Space Logistics Improvements [https://factorio.com/blog/post/fff-441]
* Train pathfinding and collision checking optimisations
** 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.
* Additional smoke related optimisations [https://www.factorio.com/blog/post/fff-209]
** 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.
* Lamp related optimisations [https://www.reddit.com/r/factorio/comments/776fel/affects_of_radar_on_ups/dolmkwu/?context=1]
** Mods are now able to modify a [[rocket silo]]'s weight capacity.
* 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 ==
* Space Platform Improvements
* Find a way to show connected walls + pipes in a blueprint [https://www.factorio.com/blog/post/fff-211]
** 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.
<!-- * Confirm blueprint deletion
** Space platforms will now always wait until all of its orbital drop slots are empty before leaving a planet.
* Fluid squashing in pipes
** 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.
* Map interaction improvements -->


== Semi-bugs or small things ==
* New Building: [[Landing pad unloading bay]]{{SA}}
* 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]
** A special type of [[Cargo bay]]{{SA}} that allows inserters to remove items from it.
* Make programmable speaker 'Global playback' only apply for people on that force
** Can only be placed on planets, and within a certain radius of the [[Cargo landing pad]]{{SA}}
* Make electric network UI less weird with lots of accumulators
** It is 4x5 tiles in size, specifically to allow for direct insertion from itself to a waiting train.
* 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]
** Elevated rails can now be placed over it and ordinary cargo bays.
* 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]
* Circuit network additions
* Added a /server-save command [https://forums.factorio.com/viewtopic.php?p=306946#p306946]
** Space platform requests can now be set by the circuit network
<!-- * Added automatic downloading of mods from multiplayer servers [https://forums.factorio.com/viewtopic.php?f=66&t=49355] -->
** [[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.
* Added ability to reset achievements, including steam achievements [https://forums.factorio.com/viewtopic.php?p=307496#p307496]
** All entities connected to the circuit network can toggle whether to input and output to connected green and/or red wire channels.
* 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]
** 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}}.
 
* 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
 
* [[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 ==
== See also ==
* [https://www.factorio.com/blog/post/fff-200 Friday Facts #200 - Plans for 0.16]
* [[:Category:Upcoming]] - Pages for specific upcoming features
* [https://gist.github.com/Rseding91/4d12cc528b6cefbf5391c447db2fae06 Modding related changelog]
* [[Space Age]]{{SA}} - The previous major release
* [[Roadmap/Coming_Releases|Planned releases]]
* [[Roadmap|Planned releases]]
* [[Version history]]
 
{{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