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This is a list of | 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. | ||
== Factorio 2.1 == | |||
* Space Logistics Improvements [https://factorio.com/blog/post/fff-441] | |||
* | ** 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. | ||
** | |||
** | |||
* 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]]{{SA}} | |||
* | ** 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. | ||
* 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}}. | |||
* | |||
* | * 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 == | ||
* [ | * [[:Category:Upcoming]] - Pages for specific upcoming features | ||
* [ | * [[Space Age]]{{SA}} - The previous major release | ||
* [[Roadmap | * [[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.
- A special type of Cargo bay
- 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
.
- Visual Changes [3]
- Environmental graphics for the Space Age
planets have been improved - The flamethrower turret can now be placed diagonally, similar to the railgun turret

- The Demolishers on Vulcanus
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 machines have updated models
- Environmental graphics for the Space Age
- 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
- 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:
- Locomotives gain higher acceleration speed and a higher top speed
- Cargo wagons gain more item stacks, up to 100 stacks
- Fluid wagons gain more capacity, up to 125,000 units of fluid.
- Artillery wagons gain increased shooting range, similar to its stationary counterpart.
- The "Quality" mod is no longer a hard dependency in order to play Space Age
- 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
- Category:Upcoming - Pages for specific upcoming features
- Space Age
- The previous major release - Planned releases