Thanks to improvements to Factorio's game engine, there are now a number of new features in the pipeline that would not have been possible before. Below we'll cover everything that's planned for patch 2.0.
When is the Release of Factorio Update 2.0?
Patch 2.0 is scheduled to together with the release of the "Space Age" add-on on October 21, 2024.
Improved Robots and Roboports
The little helpers are indispensable in a large factory. In Factorio 2.0, they are supposed to be much more efficient in pathfinding and division of work and therefore work much faster.
Changes to the logistics requests ensure that there are always enough robots in the Roboport. In addition, charging the robots should now be easier, as they are now distributed more effectively across the Roboports.
Robots are given different colors on the map to distinguish them according to their function and status. This way you can, for example, tell straight away whether it is a robot from your personal Roboport or not.
The overview of the logistics network with all Roboports has been completely updated. It is now easier to select individual logistics networks, and at the same time you receive information about the items in the network.
In this context, there is also supposed to be a big innovation: Super Force Building. With a shortcut (Ctrl + Shift + Click) you can place a blueprint directly over existing buildings. Your robots will now dismantle the old buildings and place the new ones. When placing a blueprint over conveyor belts, the game will try to even place tunnels itself to ensure that they still function properly.
Changes in Research
Not all technologies are unlocked via the research tree anymore. For some basic technologies you now have to complete certain tasks, e.g. produce X copper plates. However, the vast majority of research will continue to take place via the research tree with colored bottles.
In 2.0 it will also be possible to sequence research one after the other, so that after one research is completed the next one starts immediately.
There are new productivity research options for the endgame that will ensure that some recipes require fewer resources.
Remote Control of Buildings and Blueprints
This feature plays a central role in Space Age, especially because of the different planets, but will also be integrated into the base game with Update 2.0.
The ability to control individual items remotely was previously possible on trains, for example. This should now be possible everywhere in order to make it easier to control the various planets remotely.
For example, recipes can be set for factories while they are still a blueprint. Another example is stone platforms; these no longer have to be completed in advance before buildings can be placed on them. Robots will build them in the correct order.
Blueprints in general can be equipped with more parameters. For example, it is possible to quickly adapt the inserter filters of a blueprint for a train station to other items without it being too much work.
Improvements to Trains and Rails
The rails will be able to be laid more flexibly in this update. This means that completely new rail shapes are possible and switches can be built much more compactly. It will also be possible to place rails directly on the map as a blueprint.
Building bridge rails and ramps for rails will not be included in the 2.0 Update. This content will remain exclusive to the "Space Age" expansion.
There will be a new type of stop for trains that will only be used when certain conditions are met. For example, petrol stations can be used or skipped as needed.
It is also now easier to fill trains with different resources and unload them again. New mechanics allow trains to try to avoid traffic jams. Trains can also be grouped together, which then all run with the same settings.
Stuck trains no longer need to be freed from their position by the player character. Trains can be controlled manually from a distance using remote controls.
Train stops can now be assigned priorities. Stops with higher priority will be served first. This allows the supply chain for important items to be prioritized, while smaller quantities of less important items still reach their destination.
Improvements to Circuits and Logic Components
In update 2.0, the circuits also receive an overhaul. The GUI is improved to make it easier to use. In addition, signals now always show their current value, which makes using and building circuits extremely easy.
There will be a brand new signal combiner and there will also be further improvements to the entire circuit system.
Using circuits and logic blocks, assembly machines can now change their recipe to produce other items. This way, a certain number of Item 1 can be produced first and then production can be switched to Item 2.
For this to work, additional signals can now be given, such as defining a recipe, reading the recipe ingredients, or completing a production cycle.
Changes to all Inserters and New Mass Inserters
In Factorio 2.0, all inserter types will undergo major changes. The filter inserter and the stack filter inserter will be removed from the game. Instead, all inserter types in Factorio can now set up to five different item filters.
At the same time, there will be new inserters that close this gap: The bulk inserter. This can take a maximum of 16 items at a time and also places them in stacks on the conveyor belt. This means you can transport many more items than ever before in a space-saving manner!
Target Priorities of Defense Turrets
All defense turrets (except the artillery turret) can now choose targets to attack with priority, allowing energy-intensive turrets to be saved for important targets while simple gun turrets take care of the rest.
In 2.0, defense towers can also be connected to the logic network, and the following inputs and outputs can be read: Target priorities, switching on and off and ammunition level.
Undo and Redo
The Redo function is finally being introduced in Factorio! After the Undo function (reversing actions) has been available in the game for some time, version 2.0 now includes the corresponding counter-action: Redo (repeating actions).
The undo function also had some problems where it didn't always work. Various changes are now made to make the undo function more consistent and work in as many areas as possible where you would expect it to.
Reworking of Fluids in Pipes and Tanks
The fluid system in Factorio was often unpredictable and did not behave in a way that was logical to players. In order to better control the fluid transport, extensive changes are planned for patch 2.0:
A liquid no longer flows slowly through a pipe, but is present everywhere, regardless of how long the pipes are. If there is not enough liquid to supply all machines, the remaining liquid is now evenly distributed.
These are just a few changes that I want to highlight because I find them particularly exciting. In addition, there are improvements to map generation, improvements to sounds and latency, dozens of bug fixes and much more.
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