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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.


''Note: Version 0.16 was released on December 13, 2017. Pending updates to the wiki to reflect the new release, the list below should be considered inaccurate, as many of the features given here as "planned" are now implemented. Editors: please remove this tag once this page is properly updated.''
== Factorio 2.1 ==


== Changes/additions ==
* Space Logistics Improvements [https://factorio.com/blog/post/fff-441]
* [[Artillery wagon]] [https://www.factorio.com/blog/post/fff-220]
** 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.
<!-- * Mod portal improvement (rewrite) -->
** 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.
* High resolution textures for almost everything:
** Mods are now able to modify a [[rocket silo]]'s weight capacity.
** 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 ==
* Space Platform Improvements
* Train pathfinding and collision checking optimisations
** 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.
* Additional smoke related optimisations [https://www.factorio.com/blog/post/fff-209]
** Space platforms will now always wait until all of its orbital drop slots are empty before leaving a planet.
* Lamp related optimisations [https://www.reddit.com/r/factorio/comments/776fel/affects_of_radar_on_ups/dolmkwu/?context=1]
** 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.
* 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 ==
* New Building: [[Landing pad unloading bay]]{{SA}}
* Find a way to show connected walls + pipes in a blueprint [https://www.factorio.com/blog/post/fff-211]
** A special type of [[Cargo bay]]{{SA}} that allows inserters to remove items from it.
<!-- * Confirm blueprint deletion
** Can only be placed on planets, and within a certain radius of the [[Cargo landing pad]]{{SA}}
* Fluid squashing in pipes -->
** It is 4x5 tiles in size, specifically to allow for direct insertion from itself to a waiting train.
* Map interaction improvements
** Elevated rails can now be placed over it and ordinary cargo bays.


== Semi-bugs or small things ==
* Circuit network additions
* 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]
** Space platform requests can now be set by the circuit network
* Make programmable speaker 'Global playback' only apply for people on that force
** [[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.
* Make electric network UI less weird with lots of accumulators
** All entities connected to the circuit network can toggle whether to input and output to connected green and/or red wire channels.
* 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]
** New connections:
* 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]
*** Pipes, with options to read the contents of the pipe, pipeline, or the fluid's temperature.
* 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]
*** [[Boiler]]s and [[Heat exchanger]]s, with the ability to enable on a condition
* Added a /server-save command [https://forums.factorio.com/viewtopic.php?p=306946#p306946]
*** [[Land mine]]s, with the ability to explode on a condition.
<!-- * Added automatic downloading of mods from multiplayer servers [https://forums.factorio.com/viewtopic.php?f=66&t=49355] -->
*** [[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}}.
* 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]
* 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