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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CyberPhantom</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-20T19:01:41Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=125554</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=125554"/>
		<updated>2016-06-20T20:09:33Z</updated>

		<summary type="html">&lt;p&gt;CyberPhantom: /* Old News Showing If Not Logged In */ adding more information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adding Languages ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to see the other languages added to the Main Page. --[[User:Badg0n|Badg0n]] ([[User talk:Badg0n|talk]]) 14:25, 11 May 2016 (UTC)&lt;br /&gt;
:+1 --[[User:Bannert|Bannert]] ([[User talk:Bannert|talk]]) 11:32, 18 May 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Main Page Overhaul==&lt;br /&gt;
The Wiki Page needs to be reorganized. It currently is a confusing mess and should be more organized for easier navigation. As i do not have access to edit this page i&#039;ll continue to add to other pages but i believe the real fixing of this WIKI would need to start at the root.&lt;br /&gt;
--[[User:ACryInShame|ACryInShame]] ([[User talk:ACryInShame|Talk]]) -12 Feb 2015 10:15 (EST) -5hr&lt;br /&gt;
&lt;br /&gt;
:I read your forum-article and answered there http://factorioforums.com/forum/viewtopic.php?f=50&amp;amp;t=20029 [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 17:18, 12 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Adding Changelogs==&lt;br /&gt;
Shouldn&#039;t we add a changelog page and link it to the main one ?--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 22:53, 4 March 2013 (CET)&lt;br /&gt;
:It is actually linked on the main page as &amp;quot;Version History&amp;quot; under the &amp;quot;get the game&amp;quot; section. Not sure what the preference is on that name comparged to &amp;quot;Change Log&amp;quot;. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:46, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Pages blueprint==&lt;br /&gt;
We would need to set up conventional presentations for pages depending of their topic.&lt;br /&gt;
For example, all pages covering weapons should be presented the same way, with the same organisation, ect...--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 23:14, 4 March 2013 (CET)&lt;br /&gt;
:I like this idea! We need standard templates for the big categories to make navigating easier. I&#039;ll certainly start work on this as time allows. [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 08:11, 15 May 2014 (CEST)&lt;br /&gt;
::Putting updates on my navbox work over on [[Talk:Wiki_To-do_List]] to save this for talk about the main page. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:35, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==More content==&lt;br /&gt;
&lt;br /&gt;
I started doing a bit of tweaking on the Main page over on [[User:BenWo/Main_Page]] to try and fit some more of these items. I&#039;ve also moved all of the HTML off into some templates to keep it cleaner. Feel free to go over there and move bits around with whatever ideas you&#039;ve got. :) - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:44, 16 May 2014 (CEST)&lt;br /&gt;
:Moved over the new version of the Main page I worked on, cleaning up the source a ton using some templates. There&#039;s empty space in the center cell for the GUIDES section (see To-Do talk page, now linked in lower-right main page cell). Any suggestions or whatnot, please discuss!! [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 13:54, 25 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Top right box ===&lt;br /&gt;
&lt;br /&gt;
* Link to the list of News (Friday Facts, Random Ramblings...)&lt;br /&gt;
&lt;br /&gt;
=== Left box ===&lt;br /&gt;
&lt;br /&gt;
* What it is (short explanation)&lt;br /&gt;
&lt;br /&gt;
* [[Let&#039;s play]] page&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=19&amp;amp;t=829&lt;br /&gt;
&lt;br /&gt;
* Beginners Guide&lt;br /&gt;
(Sub-pages:&lt;br /&gt;
** Joseki (Good starting moves)&lt;br /&gt;
** The first day&lt;br /&gt;
** Exploring the map&lt;br /&gt;
** Electric Power&lt;br /&gt;
** Crafting&lt;br /&gt;
** Research&lt;br /&gt;
** Red&amp;amp;Green Potion&lt;br /&gt;
** Weapons&amp;amp;Armour&lt;br /&gt;
** Blue Potion&lt;br /&gt;
** Car&lt;br /&gt;
** Logistic Bots&lt;br /&gt;
** Train&lt;br /&gt;
** And bejond?)&lt;br /&gt;
&lt;br /&gt;
=== Center + right Box ===&lt;br /&gt;
&lt;br /&gt;
(Items, Networks, Special, Concept) is one big point in the center.&lt;br /&gt;
&lt;br /&gt;
=== Left lower box ===&lt;br /&gt;
&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
* Map-Editor&lt;br /&gt;
** Convert map to Scenario&lt;br /&gt;
&lt;br /&gt;
* Game-Options&lt;br /&gt;
** Key-Defaults&lt;br /&gt;
&lt;br /&gt;
* Contributing&lt;br /&gt;
(&lt;br /&gt;
** For this wiki&lt;br /&gt;
** Link to mods&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Before you play&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The main page has &amp;quot;Console&amp;quot; under &amp;quot;Before you play&amp;quot;. I don&#039;t think it&#039;s appropriate for that section. --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 15:27, 13 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Fixed. You are allowed to make such changes. This is a wiki. :) [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:40, 13 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Thanks! I am hesitant to edit the main page because I would start to move everything around and couldn&#039;t stop! --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 09:55, 14 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::: There is the &amp;quot;restore previous version&amp;quot;-button. :) Currrently I think the amount of links to other pages has reached a limit, the lower, the better. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 19:39, 15 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
Suggestion: Remove the contributors (currently only the translators) from the main page and move it to &amp;quot;Contributors&amp;quot;-page.&lt;br /&gt;
&lt;br /&gt;
Anything against?&lt;br /&gt;
:Support - I indeed think this should not be on the main page, but also not on another page. A wiki is for people to work together, so everyone contributes to it, why only display a few names? [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 07:54, 29 August 2014 (CEST)&lt;br /&gt;
:: Indeed. I think removing the names is logical for a wiki, cause the changes can be seen in the history. I will put this into the forum, too and wait and if nobody has anything against I&#039;ll remove that... [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 13:12, 31 August 2014 (CEST)&lt;br /&gt;
::: I made a change to this section, is this a good alternative? [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 00:14, 4 October 2014 (CEST)&lt;br /&gt;
:::: I think yes, but now I have a question — how is it works? And what should I do to insert local names of the languages to the list? E.g. Czech lang is &amp;quot;Чеська&amp;quot;, English lang is &amp;quot;Англійська&amp;quot;, French is &amp;quot;Французька&amp;quot;, etc (by Ukrainian language). I was trying to use the new template in [[Main_Page/uk]] but the brackets after a language&#039;s self-name are empty... --[[User:Vitduo|Vitduo]] ([[User talk:Vitduo|talk]]) 16:16, 4 October 2014 (CEST)&lt;br /&gt;
::::: I saw you already figured out how, thanks for extending the template :) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 16:35, 4 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== New &amp;quot;Around the game&amp;quot; introduced ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not so sure, if that was a good idea. My normal way would be to change it and then look at it in some days/weeks, but with more wikianers I could just ask. So maybe, this Main page gets a little bit to big now? If so, please make suggestions or change it. :) [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:37, 18 October 2014 (CEST)&lt;br /&gt;
: I think it&#039;s good like this, good editing :) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 00:50, 19 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Old News Showing If Not Logged In ==&lt;br /&gt;
&lt;br /&gt;
Users who are not logged in to the wiki are not seeing the latest news in the News block. You can confirm this by logging out and going to the [[Main Page]]. The latest piece of news visible is &amp;quot;Mar 18 FFF #130: Steam release side effects.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As soon as you log in, the current news from the [[News]] page is shown instead. Does anyone have any idea what needs to be fixed so that people aren&#039;t seeing out-of-date news?&lt;br /&gt;
&lt;br /&gt;
--[[User:CyberPhantom|CyberPhantom]] ([[User talk:CyberPhantom|talk]]) 16:32, 19 June 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For the admins: this looks like it&#039;s being caused by the MediaWiki file cache. This cache only applies to anonymous (not logged in) users. According to [https://www.mediawiki.org/wiki/Manual:File_cache#Expiration the MediaWiki documentation], running the [https://wiki.factorio.com/index.php?title=Main_Page&amp;amp;action=purge purge action] should expire the cache and fix the problem. I tried that, and it didn&#039;t help. Maybe an admin needs to do it for it to work on the Main Page? Or maybe something else is preventing the file cache from clearing? --[[User:CyberPhantom|CyberPhantom]] ([[User talk:CyberPhantom|talk]])&lt;/div&gt;</summary>
		<author><name>CyberPhantom</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=125547</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=125547"/>
		<updated>2016-06-19T16:32:31Z</updated>

		<summary type="html">&lt;p&gt;CyberPhantom: /* Old News Showing If Not Logged In */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adding Languages ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to see the other languages added to the Main Page. --[[User:Badg0n|Badg0n]] ([[User talk:Badg0n|talk]]) 14:25, 11 May 2016 (UTC)&lt;br /&gt;
:+1 --[[User:Bannert|Bannert]] ([[User talk:Bannert|talk]]) 11:32, 18 May 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Main Page Overhaul==&lt;br /&gt;
The Wiki Page needs to be reorganized. It currently is a confusing mess and should be more organized for easier navigation. As i do not have access to edit this page i&#039;ll continue to add to other pages but i believe the real fixing of this WIKI would need to start at the root.&lt;br /&gt;
--[[User:ACryInShame|ACryInShame]] ([[User talk:ACryInShame|Talk]]) -12 Feb 2015 10:15 (EST) -5hr&lt;br /&gt;
&lt;br /&gt;
:I read your forum-article and answered there http://factorioforums.com/forum/viewtopic.php?f=50&amp;amp;t=20029 [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 17:18, 12 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Adding Changelogs==&lt;br /&gt;
Shouldn&#039;t we add a changelog page and link it to the main one ?--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 22:53, 4 March 2013 (CET)&lt;br /&gt;
:It is actually linked on the main page as &amp;quot;Version History&amp;quot; under the &amp;quot;get the game&amp;quot; section. Not sure what the preference is on that name comparged to &amp;quot;Change Log&amp;quot;. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:46, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Pages blueprint==&lt;br /&gt;
We would need to set up conventional presentations for pages depending of their topic.&lt;br /&gt;
For example, all pages covering weapons should be presented the same way, with the same organisation, ect...--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 23:14, 4 March 2013 (CET)&lt;br /&gt;
:I like this idea! We need standard templates for the big categories to make navigating easier. I&#039;ll certainly start work on this as time allows. [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 08:11, 15 May 2014 (CEST)&lt;br /&gt;
::Putting updates on my navbox work over on [[Talk:Wiki_To-do_List]] to save this for talk about the main page. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:35, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==More content==&lt;br /&gt;
&lt;br /&gt;
I started doing a bit of tweaking on the Main page over on [[User:BenWo/Main_Page]] to try and fit some more of these items. I&#039;ve also moved all of the HTML off into some templates to keep it cleaner. Feel free to go over there and move bits around with whatever ideas you&#039;ve got. :) - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:44, 16 May 2014 (CEST)&lt;br /&gt;
:Moved over the new version of the Main page I worked on, cleaning up the source a ton using some templates. There&#039;s empty space in the center cell for the GUIDES section (see To-Do talk page, now linked in lower-right main page cell). Any suggestions or whatnot, please discuss!! [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 13:54, 25 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Top right box ===&lt;br /&gt;
&lt;br /&gt;
* Link to the list of News (Friday Facts, Random Ramblings...)&lt;br /&gt;
&lt;br /&gt;
=== Left box ===&lt;br /&gt;
&lt;br /&gt;
* What it is (short explanation)&lt;br /&gt;
&lt;br /&gt;
* [[Let&#039;s play]] page&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=19&amp;amp;t=829&lt;br /&gt;
&lt;br /&gt;
* Beginners Guide&lt;br /&gt;
(Sub-pages:&lt;br /&gt;
** Joseki (Good starting moves)&lt;br /&gt;
** The first day&lt;br /&gt;
** Exploring the map&lt;br /&gt;
** Electric Power&lt;br /&gt;
** Crafting&lt;br /&gt;
** Research&lt;br /&gt;
** Red&amp;amp;Green Potion&lt;br /&gt;
** Weapons&amp;amp;Armour&lt;br /&gt;
** Blue Potion&lt;br /&gt;
** Car&lt;br /&gt;
** Logistic Bots&lt;br /&gt;
** Train&lt;br /&gt;
** And bejond?)&lt;br /&gt;
&lt;br /&gt;
=== Center + right Box ===&lt;br /&gt;
&lt;br /&gt;
(Items, Networks, Special, Concept) is one big point in the center.&lt;br /&gt;
&lt;br /&gt;
=== Left lower box ===&lt;br /&gt;
&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
* Map-Editor&lt;br /&gt;
** Convert map to Scenario&lt;br /&gt;
&lt;br /&gt;
* Game-Options&lt;br /&gt;
** Key-Defaults&lt;br /&gt;
&lt;br /&gt;
* Contributing&lt;br /&gt;
(&lt;br /&gt;
** For this wiki&lt;br /&gt;
** Link to mods&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Before you play&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The main page has &amp;quot;Console&amp;quot; under &amp;quot;Before you play&amp;quot;. I don&#039;t think it&#039;s appropriate for that section. --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 15:27, 13 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Fixed. You are allowed to make such changes. This is a wiki. :) [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:40, 13 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Thanks! I am hesitant to edit the main page because I would start to move everything around and couldn&#039;t stop! --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 09:55, 14 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::: There is the &amp;quot;restore previous version&amp;quot;-button. :) Currrently I think the amount of links to other pages has reached a limit, the lower, the better. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 19:39, 15 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
Suggestion: Remove the contributors (currently only the translators) from the main page and move it to &amp;quot;Contributors&amp;quot;-page.&lt;br /&gt;
&lt;br /&gt;
Anything against?&lt;br /&gt;
:Support - I indeed think this should not be on the main page, but also not on another page. A wiki is for people to work together, so everyone contributes to it, why only display a few names? [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 07:54, 29 August 2014 (CEST)&lt;br /&gt;
:: Indeed. I think removing the names is logical for a wiki, cause the changes can be seen in the history. I will put this into the forum, too and wait and if nobody has anything against I&#039;ll remove that... [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 13:12, 31 August 2014 (CEST)&lt;br /&gt;
::: I made a change to this section, is this a good alternative? [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 00:14, 4 October 2014 (CEST)&lt;br /&gt;
:::: I think yes, but now I have a question — how is it works? And what should I do to insert local names of the languages to the list? E.g. Czech lang is &amp;quot;Чеська&amp;quot;, English lang is &amp;quot;Англійська&amp;quot;, French is &amp;quot;Французька&amp;quot;, etc (by Ukrainian language). I was trying to use the new template in [[Main_Page/uk]] but the brackets after a language&#039;s self-name are empty... --[[User:Vitduo|Vitduo]] ([[User talk:Vitduo|talk]]) 16:16, 4 October 2014 (CEST)&lt;br /&gt;
::::: I saw you already figured out how, thanks for extending the template :) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 16:35, 4 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== New &amp;quot;Around the game&amp;quot; introduced ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not so sure, if that was a good idea. My normal way would be to change it and then look at it in some days/weeks, but with more wikianers I could just ask. So maybe, this Main page gets a little bit to big now? If so, please make suggestions or change it. :) [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:37, 18 October 2014 (CEST)&lt;br /&gt;
: I think it&#039;s good like this, good editing :) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 00:50, 19 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Old News Showing If Not Logged In ==&lt;br /&gt;
&lt;br /&gt;
Users who are not logged in to the wiki are not seeing the latest news in the News block. You can confirm this by logging out and going to the [[Main Page]]. The latest piece of news visible is &amp;quot;Mar 18 FFF #130: Steam release side effects.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As soon as you log in, the current news from the [[News]] page is shown instead. Does anyone have any idea what needs to be fixed so that people aren&#039;t seeing out-of-date news?&lt;br /&gt;
&lt;br /&gt;
--[[User:CyberPhantom|CyberPhantom]] ([[User talk:CyberPhantom|talk]]) 16:32, 19 June 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>CyberPhantom</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=125546</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=125546"/>
		<updated>2016-06-19T16:28:23Z</updated>

		<summary type="html">&lt;p&gt;CyberPhantom: /* PvP */ grammar correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Factorio supports multiplayer games in additional to the single-player campaign and scenarios. By default, multiplayer games run the CO-OP [[Game modes and options|freeplay scenario]] where all players work together to launch a rocket with a satellite into space. Other scenarios, including PvP maps, are available for download from the [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 Maps and Scenarios forum].&lt;br /&gt;
&lt;br /&gt;
Currently, joining a multiplayer game requires either that all players be on the same LAN or that the host have a public IP address. The next version of Factorio, 0.13, will support a public multiplayer game lobby for locating games as well as [https://www.factorio.com/blog/post/fff-76 NAT punching] to make connecting to a server without a public IP address more seamless.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant a low latency connection was required between all players. Gameplay was optimal on LANs, especially with more then two players, as otherwise there could be a noticeable lag between player actions and those actions happening. As of version 0.12.0 the game features &amp;quot;latency hiding&amp;quot; mechanics which make the lag less noticeable or hide it entirely. There is also support for a running dedicated server in headless mode (no graphics) in versions 0.12.0 and beyond. Starting with 0.12.4, peer-to-peer connections are optional as all the server can relay messages from one client to the other clients.&lt;br /&gt;
&lt;br /&gt;
Because of the potentially immense amount of activity on a map, the game engine utilizes a [https://www.factorio.com/blog/post/fff-76 lock step architecture]. All instances of the game run full simulations of the entire world and only player actions are transferred across the network.&lt;br /&gt;
&lt;br /&gt;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the game menu to start a multiplayer game. One player starts the game and acts as the host. That player should provide the other players with his or her IP address. They can then use that IP address to join the host&#039;s game.&lt;br /&gt;
&lt;br /&gt;
Other notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of exactly the same game-versions and mods.&lt;br /&gt;
* Factorio uses the port &#039;&#039;&#039;34197&#039;&#039;&#039;. The port can be changed in the [[Application Directory|config]] file.&lt;br /&gt;
* Factorio uses &#039;&#039;&#039;UDP only&#039;&#039;&#039;. Make sure you configure your router&#039;s port forwarding correctly. (The game builds it&#039;s own &amp;quot;reliable delivery&amp;quot; layer built on UDP to deal with packet loss and reordering issues.)&lt;br /&gt;
** Make sure there is no firewall or anti-virus blocking the UDP-packets.&lt;br /&gt;
* See the [[#Connecting to a Server Behind NAT|section below]] for help configuring your networking set up.&lt;br /&gt;
* The hard limit for the number of players is [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65535]. :) &lt;br /&gt;
&lt;br /&gt;
=== Voice Chat ===&lt;br /&gt;
* It is recommended that players use voice chat (TeamSpeak, Skype) because you need to talk a lot to coordinate connections, building, handling attacks, etc. TeamSpeak servers are posted in the [https://forums.factorio.com/viewforum.php?f=53 multiplayer forum].&lt;br /&gt;
&lt;br /&gt;
=== Finding Other Players ===&lt;br /&gt;
&lt;br /&gt;
* Use the [https://forums.factorio.com/viewforum.php?f=53 multiplayer board in the forum].&lt;br /&gt;
* Many players use other software like Evolve to meet other players. This also has the &amp;quot;advantage&amp;quot; of creating a virtual LAN among the players. See down under software.&lt;br /&gt;
* Some also use [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9136 Steam] to find other players.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&lt;br /&gt;
=== Connecting to a Server Behind NAT ===&lt;br /&gt;
&lt;br /&gt;
Factorio requires that the server (in client-server mode) or all peers (in peer-to-peer mode) have a publicly accessible IP address or that all players are on the same LAN. If you are behind NAT, you must set up port forwarding ([[Multiplayer#Playing_over_LAN_.2F_Internet|see above]] for port number) or use virtual LAN software such as Hamachi or Evolve.&lt;br /&gt;
&lt;br /&gt;
By default, multiplayer games will be launched in client-server mode (also also [http://www.factorio.com/blog/post/fff-99 multiplayer forwarding] mode). In this mode, all clients send their network traffic to the server and the server forwards the traffic to the other clients. The advantage of this is that it allows games where some players are inside a LAN and others are outside. The disadvantage may be slightly more lag as packets must travel an extra hop (through the server). Multiplayer games may be launched in peer-to-peer mode to disable this forwarding behavior by checking the &#039;&#039;Use peer-to-peer communication&#039;&#039; box when starting the game as the host. The setting should, in theory, not make a difference in two-player games.&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393 Forwarding ports without logging into your router]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=7714 A guide for connecting with Evolve]&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=653628496 A guide for connecting with Hamachi]&lt;br /&gt;
&lt;br /&gt;
== Game Types ==&lt;br /&gt;
&lt;br /&gt;
=== Co-op ===&lt;br /&gt;
&lt;br /&gt;
In co-op mode, all players are on the same force which means all players share the same research progression, any player can access items stored in a container built by any other player, and defensive structures built by any player will not target any other player.&lt;br /&gt;
&lt;br /&gt;
To start a co-op game:&lt;br /&gt;
&lt;br /&gt;
# Launch Factorio&lt;br /&gt;
# Click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;New game&#039;&#039;&lt;br /&gt;
# Select map generator options, then click &#039;&#039;Generate&#039;&#039;&lt;br /&gt;
# Choose latency and other settings, then click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Other players can now join the game&lt;br /&gt;
&lt;br /&gt;
=== PvP ===&lt;br /&gt;
&lt;br /&gt;
In PvP mode, players can be on different forces. Each force can have one (free-for-all) or more players (teams). Each force has its own independent research progression. Additionally, each force&#039;s [[Turret|turrets]] and [[Combat Robot Capsules|combat bots]] will attack other players as enemies, unless a cease fire is set. Note that, depending on the scenario, cease fires may be unidirectional — setting a cease fire with an opposing force does not guarantee a cease fire from them in return.&lt;br /&gt;
&lt;br /&gt;
To start a PvP game, you must have a PvP-compatible scenario downloaded (or use the console commands to manually assign players to different forces, [[#Forces|see below]]). PvP scenarios can be found in the [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 Maps and Scenarios forum].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example PvP scenarios:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=36&amp;amp;t=21023 PvP_Ruins by Siapran]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=36&amp;amp;t=15052 Various scenarios by Klonan]&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to start the scenario as a single player custom scenario, save it, then load it as a multiplayer game. Otherwise, Factorio will launch the default freeplay scenario in co-op mode. In detail:&lt;br /&gt;
&lt;br /&gt;
# Download the scenario and place the scenario directory in the &#039;&#039;scenarios&#039;&#039; directory within your [[Application_directory#Directory_locations_by_OS_and_installation_method|user data directory]].&lt;br /&gt;
# Launch Factorio&lt;br /&gt;
# Click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Custom scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want under &#039;&#039;User scenarios&#039;&#039; and click &#039;&#039;Create&#039;&#039;&lt;br /&gt;
# (Depending on the scenario, you may need to set the map generation settings and click &#039;&#039;Generate&#039;&#039;)&lt;br /&gt;
# Hit Escape and click &#039;&#039;Save game&#039;&#039;&lt;br /&gt;
# Type a save game name and click &#039;&#039;Save&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Quit game&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Load game&#039;&#039;&lt;br /&gt;
# Choose the save game you just created and click &#039;&#039;Load&#039;&#039;&lt;br /&gt;
# Choose latency and other settings, then click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Other players can now join the game&lt;br /&gt;
&lt;br /&gt;
== Forces ==&lt;br /&gt;
&lt;br /&gt;
Forces can be manually created via the console. This allows any map/scenario to be used for PvP. This may not be as convenient as a pre-made PvP scenario, as there will be no way for players to turn on/off cease fires other than through the console.&lt;br /&gt;
&lt;br /&gt;
Each created force has its own research progression and different forces may attack each other.&lt;br /&gt;
&lt;br /&gt;
The console commands for setting up and controlling forces are below:&lt;br /&gt;
&lt;br /&gt;
;game.create_force(&#039;force 1&#039;)&lt;br /&gt;
:Creates a force with name &amp;quot;force 1&amp;quot;. Default forces are &amp;quot;player&amp;quot;, &amp;quot;enemy&amp;quot;, and &amp;quot;neutral&amp;quot;.&lt;br /&gt;
:&amp;quot;player&amp;quot; is the default force for players&lt;br /&gt;
:&amp;quot;enemy&amp;quot; is alien force&lt;br /&gt;
:&amp;quot;neutral&amp;quot; is special: it is not attacked and can use all / be used by all other forces (e.g., neutral storage containers can be accessed by all)&lt;br /&gt;
;game.get_player(&#039;friend 1&#039;).force = game.forces[&#039;force 1&#039;]&lt;br /&gt;
:Changes the force of &amp;quot;friend 1&amp;quot; to &amp;quot;force 1&amp;quot;&lt;br /&gt;
;game.forces[&#039;force 1&#039;].set_cease_fire(&#039;force 2&#039;, true)&lt;br /&gt;
:Makes &amp;quot;force 1&amp;quot; cease fire against &amp;quot;force 2&amp;quot;. The reverse has to be done separately.&lt;br /&gt;
;game.forces[&#039;force 1&#039;].set_spawn_position({x=10, y=20}, game.get_surface(1))&lt;br /&gt;
:Sets the spawn/respawn point for a particular force to x = 10, y = 20. By default, all players from all forces will spawn at {x = 0, y = 0}.&lt;br /&gt;
;for v in pairs(game.forces) do game.local_player.print(v) end&lt;br /&gt;
:list all existing forces&lt;br /&gt;
&lt;br /&gt;
== Dedicated/Headless server ==&lt;br /&gt;
{{Experimental|0.12.X}}&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the &#039;--start-server&#039; command line option.&lt;br /&gt;
&lt;br /&gt;
In this mode:&lt;br /&gt;
* Graphics are not initialized (faster start up, less memory usage, works on completely headless servers)&lt;br /&gt;
* Game starts immediately and loads a save given as a parameter to the command&lt;br /&gt;
* The server has no character in game&lt;br /&gt;
* Game is paused while there are no players connected&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
You will need to create your save file before you start the server, as the dedicated server REQUIRES a save file to be provided. This can easily be done by loading up a game in Single-Player and saving it right away.&lt;br /&gt;
&lt;br /&gt;
Below are basic instructions for starting a dedicated server on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
==== Windows ====&lt;br /&gt;
&lt;br /&gt;
* Go to your Factorio.exe folder (Probably &#039;C:\Program Files\Factorio\bin\x64\&#039;)&lt;br /&gt;
* Create a text document and write into it &#039;Factorio.exe --start-server YOURSAVEGAME.zip&#039;&lt;br /&gt;
** If you haven&#039;t already done, replace YOURSAVEGAME with your savegame name&lt;br /&gt;
* Save the file as server.bat. Important: At &#039;Save as type:&#039; select &#039;All Files&#039;&lt;br /&gt;
* Use the server.bat to start your server.&lt;br /&gt;
* The console log will be shown in the window.&lt;br /&gt;
* To close the server, select the console window press Control+C. If you just close it without pressing this, it will not save your game.&lt;br /&gt;
* Forward Ports: You will find detailed instructions for your specific router on the web&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
&lt;br /&gt;
This step-by-step guide has been verified on fresh CentOS 7 and RHEL 7 installs but should be applicable with little to no changes on most distribution.&lt;br /&gt;
&lt;br /&gt;
The guide assumes you will install the headless server under &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, adjust paths according to your own setup. We will also suggest that you run the Factorio server as a separate user to harden security of your setup.&lt;br /&gt;
&lt;br /&gt;
This guide does not handle firewall/port forwarding since this can be done in various ways on Linux (make sure to read up how this is done as a Linux admin on your particular distribution)&lt;br /&gt;
&lt;br /&gt;
You can use the [https://github.com/Bisa/factorio-init Linux factorio-init script] to start/stop your headless server in a much better way. The script will ensure you only ever use the most recent save when your server starts (even if that was an auto-save) while also letting you set a number of other settings like Autosave frequency and Latency settings. This script will also simplify updating the server when combined with the [https://github.com/narc0tiq/factorio-updater Linux factorio-updater script].&lt;br /&gt;
&lt;br /&gt;
* Download the at least v 0.12.0 [https://www.factorio.com/download/experimental Experimental Version] and upload the linux tar.gz package to your server /tmp&lt;br /&gt;
* Extract the package to /opt/factorio&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#cd /opt/&lt;br /&gt;
#tar -xzf /tmp/factorio.tar.gz&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Check the binary to find if you need any libs installed&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#ldd /opt/factorio/bin/x64/factorio&lt;br /&gt;
        libasound.so.2 =&amp;gt; not found&lt;br /&gt;
        libX11.so.6 =&amp;gt; not found&lt;br /&gt;
        truncated ....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Install each of the missing libs, i.e the ones labelled &amp;quot;not found&amp;quot; using your distro&#039;s package handler&lt;br /&gt;
** It will ask to install graphics and audio libraries as well, but will not use them in headless mode.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;# yum whatprovides libasound.so.2&lt;br /&gt;
alsa-lib-1.0.28-2.el7.i686 : The Advanced Linux Sound Architecture (ALSA) library&lt;br /&gt;
Repo        : base&lt;br /&gt;
Matched from:&lt;br /&gt;
Provides    : libasound.so.2&lt;br /&gt;
&lt;br /&gt;
# yum install alsa-lib libX11 &amp;lt;and all other &amp;quot;not found&amp;quot; libs in your case&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Add a new user to your system and assign ownership of the Factorio dir to it (please, do not run as the root user)&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#useradd factorio&lt;br /&gt;
#chown -R factorio:factorio /opt/factorio&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#su factorio&lt;br /&gt;
#/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
As long as it fails saying it cannot find/open the savename.zip you are set! Just upload a save from your own computer and put it in the /opt/factorio/saves directory&lt;br /&gt;
&lt;br /&gt;
==== Dedicated/Headless server in version 0.11.X ====&lt;br /&gt;
&lt;br /&gt;
It was still possible to achieve a Dedicated server in version 0.11.X, but it required some workarounds. &lt;br /&gt;
&lt;br /&gt;
Workarounds in version 0.11.x:&lt;br /&gt;
&lt;br /&gt;
* Linux Headless server / VNC: https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6449&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6585 Dedicated Multiplayer Server Guide]&lt;br /&gt;
&lt;br /&gt;
== Technical Implementation Details ==&lt;br /&gt;
&lt;br /&gt;
Notes about some technical details surrounding multiplayer have been published by the development team in several Friday Facts blog posts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Lock step architecture]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Client-server connections]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, coming in 0.13]&lt;br /&gt;
&lt;br /&gt;
== More Guides ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.chef.io/blog/2016/03/21/building-a-factorio-multiplayer-server-on-digital-ocean/ How to set up Factorio server with cookbook] &lt;br /&gt;
* [http://youtube.com/watch?v=MqsqRWNsbPM How To set up a Factorio Multiplayer Server | Guide | Tutorial], by Teaspoon&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6720 Tips to connect in multiplayer], by Nondre&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Tips ==&lt;br /&gt;
* The key for [[Console commands]] is also used initiate chat in multiplayer. To execute a command instead of chatting, you need to type &#039;&#039;/c&#039;&#039; before the command. Commands executed are visible to all players. Additionally, the multiplayer game must have been started with commands allowable for commands to work.&lt;br /&gt;
* Set the player&#039;s color using the command&lt;br /&gt;
 /c game.get_player(&amp;quot;&#039;&#039;x&#039;&#039;&amp;quot;).color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
Where &#039;&#039;x&#039;&#039; is the player&#039;s name. r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use the right-most column on http://prideout.net/archive/colors.php to convert colors to rgb numbers). a is alpha channel aka Transparency of the color to the base texture. For single player, replace &#039;&#039;get_player(&amp;quot;x&amp;quot;)&#039;&#039; with &#039;&#039;player&#039;&#039; to set the color.&lt;/div&gt;</summary>
		<author><name>CyberPhantom</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=125513</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=125513"/>
		<updated>2016-06-19T03:43:45Z</updated>

		<summary type="html">&lt;p&gt;CyberPhantom: More updates to bring content current as of 0.12.35&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Factorio supports multiplayer games in additional to the single-player campaign and scenarios. By default, multiplayer games run the CO-OP [[Game modes and options|freeplay scenario]] where all players work together to launch a rocket with a satellite into space. Other scenarios, including PvP maps, are available for download from the [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 Maps and Scenarios forum].&lt;br /&gt;
&lt;br /&gt;
Currently, joining a multiplayer game requires either that all players be on the same LAN or that the host have a public IP address. The next version of Factorio, 0.13, will support a public multiplayer game lobby for locating games as well as [https://www.factorio.com/blog/post/fff-76 NAT punching] to make connecting to a server without a public IP address more seamless.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant a low latency connection was required between all players. Gameplay was optimal on LANs, especially with more then two players, as otherwise there could be a noticeable lag between player actions and those actions happening. As of version 0.12.0 the game features &amp;quot;latency hiding&amp;quot; mechanics which make the lag less noticeable or hide it entirely. There is also support for a running dedicated server in headless mode (no graphics) in versions 0.12.0 and beyond. Starting with 0.12.4, peer-to-peer connections are optional as all the server can relay messages from one client to the other clients.&lt;br /&gt;
&lt;br /&gt;
Because of the potentially immense amount of activity on a map, the game engine utilizes a [https://www.factorio.com/blog/post/fff-76 lock step architecture]. All instances of the game run full simulations of the entire world and only player actions are transferred across the network.&lt;br /&gt;
&lt;br /&gt;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the game menu to start a multiplayer game. One player starts the game and acts as the host. That player should provide the other players with his or her IP address. They can then use that IP address to join the host&#039;s game.&lt;br /&gt;
&lt;br /&gt;
Other notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of exactly the same game-versions and mods.&lt;br /&gt;
* Factorio uses the port &#039;&#039;&#039;34197&#039;&#039;&#039;. The port can be changed in the [[Application Directory|config]] file.&lt;br /&gt;
* Factorio uses &#039;&#039;&#039;UDP only&#039;&#039;&#039;. Make sure you configure your router&#039;s port forwarding correctly. (The game builds it&#039;s own &amp;quot;reliable delivery&amp;quot; layer built on UDP to deal with packet loss and reordering issues.)&lt;br /&gt;
** Make sure there is no firewall or anti-virus blocking the UDP-packets.&lt;br /&gt;
* See the [[#Connecting to a Server Behind NAT|section below]] for help configuring your networking set up.&lt;br /&gt;
* The hard limit for the number of players is [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65535]. :) &lt;br /&gt;
&lt;br /&gt;
=== Voice Chat ===&lt;br /&gt;
* It is recommended that players use voice chat (TeamSpeak, Skype) because you need to talk a lot to coordinate connections, building, handling attacks, etc. TeamSpeak servers are posted in the [https://forums.factorio.com/viewforum.php?f=53 multiplayer forum].&lt;br /&gt;
&lt;br /&gt;
=== Finding Other Players ===&lt;br /&gt;
&lt;br /&gt;
* Use the [https://forums.factorio.com/viewforum.php?f=53 multiplayer board in the forum].&lt;br /&gt;
* Many players use other software like Evolve to meet other players. This also has the &amp;quot;advantage&amp;quot; of creating a virtual LAN among the players. See down under software.&lt;br /&gt;
* Some also use [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9136 Steam] to find other players.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&lt;br /&gt;
=== Connecting to a Server Behind NAT ===&lt;br /&gt;
&lt;br /&gt;
Factorio requires that the server (in client-server mode) or all peers (in peer-to-peer mode) have a publicly accessible IP address or that all players are on the same LAN. If you are behind NAT, you must set up port forwarding ([[Multiplayer#Playing_over_LAN_.2F_Internet|see above]] for port number) or use virtual LAN software such as Hamachi or Evolve.&lt;br /&gt;
&lt;br /&gt;
By default, multiplayer games will be launched in client-server mode (also also [http://www.factorio.com/blog/post/fff-99 multiplayer forwarding] mode). In this mode, all clients send their network traffic to the server and the server forwards the traffic to the other clients. The advantage of this is that it allows games where some players are inside a LAN and others are outside. The disadvantage may be slightly more lag as packets must travel an extra hop (through the server). Multiplayer games may be launched in peer-to-peer mode to disable this forwarding behavior by checking the &#039;&#039;Use peer-to-peer communication&#039;&#039; box when starting the game as the host. The setting should, in theory, not make a difference in two-player games.&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393 Forwarding ports without logging into your router]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=7714 A guide for connecting with Evolve]&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=653628496 A guide for connecting with Hamachi]&lt;br /&gt;
&lt;br /&gt;
== Game Types ==&lt;br /&gt;
&lt;br /&gt;
=== Co-op ===&lt;br /&gt;
&lt;br /&gt;
In co-op mode, all players are on the same force which means all players share the same research progression, any player can access items stored in a container built by any other player, and defensive structures built by any player will not target any other player.&lt;br /&gt;
&lt;br /&gt;
To start a co-op game:&lt;br /&gt;
&lt;br /&gt;
# Launch Factorio&lt;br /&gt;
# Click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;New game&#039;&#039;&lt;br /&gt;
# Select map generator options, then click &#039;&#039;Generate&#039;&#039;&lt;br /&gt;
# Choose latency and other settings, then click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Other players can now join the game&lt;br /&gt;
&lt;br /&gt;
=== PvP ===&lt;br /&gt;
&lt;br /&gt;
In PvP mode, players can be on different forces. Each force can have one (free-for-all) or more players (teams). Each force has its own independent research progression. Additionally, each force&#039;s [[Turret|turrets]] and [[Combat Robot Capsules|combat bots]] will attack other players as enemies, unless a cease fire is set. Note that, depending on the scenario, cease fires may be unidirectional — setting a cease fire with an opposing force does not guarantee a cease fire from them in return.&lt;br /&gt;
&lt;br /&gt;
To start a PvP game, you must have a PvP-compatible scenario downloaded (or use the console commands to manually assign players to different forces, [[#Forces|see below]]). PvP scenarios can be found in the [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 Maps and Scenarios forum].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example PvP scenarios:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=36&amp;amp;t=21023 PvP_Ruins by Siapran]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=36&amp;amp;t=15052 Various scenarios by Klonan]&lt;br /&gt;
&lt;br /&gt;
To starting a PvP game with a PvP scenario, you need to start the scenario as a single player custom scenario, save it, then load it as a multiplayer game. Otherwise, Factorio will launch the default freeplay scenario in co-op mode. In detail:&lt;br /&gt;
&lt;br /&gt;
# Download the scenario and place the scenario directory in the &#039;&#039;scenarios&#039;&#039; directory within your [[Application_directory#Directory_locations_by_OS_and_installation_method|user data directory]].&lt;br /&gt;
# Launch Factorio&lt;br /&gt;
# Click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Custom scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want under &#039;&#039;User scenarios&#039;&#039; and click &#039;&#039;Create&#039;&#039;&lt;br /&gt;
# (Depending on the scenario, you may need to set the map generation settings and click &#039;&#039;Generate&#039;&#039;)&lt;br /&gt;
# Hit Escape and click &#039;&#039;Save game&#039;&#039;&lt;br /&gt;
# Type a save game name and click &#039;&#039;Save&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Quit game&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Load game&#039;&#039;&lt;br /&gt;
# Choose the save game you just created and click &#039;&#039;Load&#039;&#039;&lt;br /&gt;
# Choose latency and other settings, then click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Other players can now join the game&lt;br /&gt;
&lt;br /&gt;
== Forces ==&lt;br /&gt;
&lt;br /&gt;
Forces can be manually created via the console. This allows any map/scenario to be used for PvP. This may not be as convenient as a pre-made PvP scenario, as there will be no way for players to turn on/off cease fires other than through the console.&lt;br /&gt;
&lt;br /&gt;
Each created force has its own research progression and different forces may attack each other.&lt;br /&gt;
&lt;br /&gt;
The console commands for setting up and controlling forces are below:&lt;br /&gt;
&lt;br /&gt;
;game.create_force(&#039;force 1&#039;)&lt;br /&gt;
:Creates a force with name &amp;quot;force 1&amp;quot;. Default forces are &amp;quot;player&amp;quot;, &amp;quot;enemy&amp;quot;, and &amp;quot;neutral&amp;quot;.&lt;br /&gt;
:&amp;quot;player&amp;quot; is the default force for players&lt;br /&gt;
:&amp;quot;enemy&amp;quot; is alien force&lt;br /&gt;
:&amp;quot;neutral&amp;quot; is special: it is not attacked and can use all / be used by all other forces (e.g., neutral storage containers can be accessed by all)&lt;br /&gt;
;game.get_player(&#039;friend 1&#039;).force = game.forces[&#039;force 1&#039;]&lt;br /&gt;
:Changes the force of &amp;quot;friend 1&amp;quot; to &amp;quot;force 1&amp;quot;&lt;br /&gt;
;game.forces[&#039;force 1&#039;].set_cease_fire(&#039;force 2&#039;, true)&lt;br /&gt;
:Makes &amp;quot;force 1&amp;quot; cease fire against &amp;quot;force 2&amp;quot;. The reverse has to be done separately.&lt;br /&gt;
;game.forces[&#039;force 1&#039;].set_spawn_position({x=10, y=20}, game.get_surface(1))&lt;br /&gt;
:Sets the spawn/respawn point for a particular force to x = 10, y = 20. By default, all players from all forces will spawn at {x = 0, y = 0}.&lt;br /&gt;
;for v in pairs(game.forces) do game.local_player.print(v) end&lt;br /&gt;
:list all existing forces&lt;br /&gt;
&lt;br /&gt;
== Dedicated/Headless server ==&lt;br /&gt;
{{Experimental|0.12.X}}&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the &#039;--start-server&#039; command line option.&lt;br /&gt;
&lt;br /&gt;
In this mode:&lt;br /&gt;
* Graphics are not initialized (faster start up, less memory usage, works on completely headless servers)&lt;br /&gt;
* Game starts immediately and loads a save given as a parameter to the command&lt;br /&gt;
* The server has no character in game&lt;br /&gt;
* Game is paused while there are no players connected&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
You will need to create your save file before you start the server, as the dedicated server REQUIRES a save file to be provided. This can easily be done by loading up a game in Single-Player and saving it right away.&lt;br /&gt;
&lt;br /&gt;
Below are basic instructions for starting a dedicated server on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
==== Windows ====&lt;br /&gt;
&lt;br /&gt;
* Go to your Factorio.exe folder (Probably &#039;C:\Program Files\Factorio\bin\x64\&#039;)&lt;br /&gt;
* Create a text document and write into it &#039;Factorio.exe --start-server YOURSAVEGAME.zip&#039;&lt;br /&gt;
** If you haven&#039;t already done, replace YOURSAVEGAME with your savegame name&lt;br /&gt;
* Save the file as server.bat. Important: At &#039;Save as type:&#039; select &#039;All Files&#039;&lt;br /&gt;
* Use the server.bat to start your server.&lt;br /&gt;
* The console log will be shown in the window.&lt;br /&gt;
* To close the server, select the console window press Control+C. If you just close it without pressing this, it will not save your game.&lt;br /&gt;
* Forward Ports: You will find detailed instructions for your specific router on the web&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
&lt;br /&gt;
This step-by-step guide has been verified on fresh CentOS 7 and RHEL 7 installs but should be applicable with little to no changes on most distribution.&lt;br /&gt;
&lt;br /&gt;
The guide assumes you will install the headless server under &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, adjust paths according to your own setup. We will also suggest that you run the Factorio server as a separate user to harden security of your setup.&lt;br /&gt;
&lt;br /&gt;
This guide does not handle firewall/port forwarding since this can be done in various ways on Linux (make sure to read up how this is done as a Linux admin on your particular distribution)&lt;br /&gt;
&lt;br /&gt;
You can use the [https://github.com/Bisa/factorio-init Linux factorio-init script] to start/stop your headless server in a much better way. The script will ensure you only ever use the most recent save when your server starts (even if that was an auto-save) while also letting you set a number of other settings like Autosave frequency and Latency settings. This script will also simplify updating the server when combined with the [https://github.com/narc0tiq/factorio-updater Linux factorio-updater script].&lt;br /&gt;
&lt;br /&gt;
* Download the at least v 0.12.0 [https://www.factorio.com/download/experimental Experimental Version] and upload the linux tar.gz package to your server /tmp&lt;br /&gt;
* Extract the package to /opt/factorio&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#cd /opt/&lt;br /&gt;
#tar -xzf /tmp/factorio.tar.gz&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Check the binary to find if you need any libs installed&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#ldd /opt/factorio/bin/x64/factorio&lt;br /&gt;
        libasound.so.2 =&amp;gt; not found&lt;br /&gt;
        libX11.so.6 =&amp;gt; not found&lt;br /&gt;
        truncated ....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Install each of the missing libs, i.e the ones labelled &amp;quot;not found&amp;quot; using your distro&#039;s package handler&lt;br /&gt;
** It will ask to install graphics and audio libraries as well, but will not use them in headless mode.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;# yum whatprovides libasound.so.2&lt;br /&gt;
alsa-lib-1.0.28-2.el7.i686 : The Advanced Linux Sound Architecture (ALSA) library&lt;br /&gt;
Repo        : base&lt;br /&gt;
Matched from:&lt;br /&gt;
Provides    : libasound.so.2&lt;br /&gt;
&lt;br /&gt;
# yum install alsa-lib libX11 &amp;lt;and all other &amp;quot;not found&amp;quot; libs in your case&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Add a new user to your system and assign ownership of the Factorio dir to it (please, do not run as the root user)&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#useradd factorio&lt;br /&gt;
#chown -R factorio:factorio /opt/factorio&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#su factorio&lt;br /&gt;
#/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
As long as it fails saying it cannot find/open the savename.zip you are set! Just upload a save from your own computer and put it in the /opt/factorio/saves directory&lt;br /&gt;
&lt;br /&gt;
==== Dedicated/Headless server in version 0.11.X ====&lt;br /&gt;
&lt;br /&gt;
It was still possible to achieve a Dedicated server in version 0.11.X, but it required some workarounds. &lt;br /&gt;
&lt;br /&gt;
Workarounds in version 0.11.x:&lt;br /&gt;
&lt;br /&gt;
* Linux Headless server / VNC: https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6449&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6585 Dedicated Multiplayer Server Guide]&lt;br /&gt;
&lt;br /&gt;
== Technical Implementation Details ==&lt;br /&gt;
&lt;br /&gt;
Notes about some technical details surrounding multiplayer have been published by the development team in several Friday Facts blog posts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Lock step architecture]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Client-server connections]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, coming in 0.13]&lt;br /&gt;
&lt;br /&gt;
== More Guides ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.chef.io/blog/2016/03/21/building-a-factorio-multiplayer-server-on-digital-ocean/ How to set up Factorio server with cookbook] &lt;br /&gt;
* [http://youtube.com/watch?v=MqsqRWNsbPM How To set up a Factorio Multiplayer Server | Guide | Tutorial], by Teaspoon&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6720 Tips to connect in multiplayer], by Nondre&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Tips ==&lt;br /&gt;
* The key for [[Console commands]] is also used initiate chat in multiplayer. To execute a command instead of chatting, you need to type &#039;&#039;/c&#039;&#039; before the command. Commands executed are visible to all players. Additionally, the multiplayer game must have been started with commands allowable for commands to work.&lt;br /&gt;
* Set the player&#039;s color using the command&lt;br /&gt;
 /c game.get_player(&amp;quot;&#039;&#039;x&#039;&#039;&amp;quot;).color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
Where &#039;&#039;x&#039;&#039; is the player&#039;s name. r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use the right-most column on http://prideout.net/archive/colors.php to convert colors to rgb numbers). a is alpha channel aka Transparency of the color to the base texture. For single player, replace &#039;&#039;get_player(&amp;quot;x&amp;quot;)&#039;&#039; with &#039;&#039;player&#039;&#039; to set the color.&lt;/div&gt;</summary>
		<author><name>CyberPhantom</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=125452</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Console&amp;diff=125452"/>
		<updated>2016-06-15T03:42:26Z</updated>

		<summary type="html">&lt;p&gt;CyberPhantom: /* Disable evolution &amp;amp; increases pollution evolution */ updating for 0.12.35&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
= Console Overview =&lt;br /&gt;
The Factorio console is the built in interface for executing Lua commands within Factorio. It works similarly to any command line interface or the JavaScript console for your browser.&lt;br /&gt;
&lt;br /&gt;
You can essentially fire any command here, just as you would from a Lua program - Factorio [[Mods]] are merely Lua commands. Therefore you don&#039;t necessarily need &amp;quot;cheats&amp;quot; per-se, as the console allows you full access to the game&#039;s internals. You only need a familiarity with the commands and types, as shown in the below examples and the [[Modding]] section.&lt;br /&gt;
&lt;br /&gt;
= Using the console =&lt;br /&gt;
== Opening the console ==&lt;br /&gt;
With default key bindings, the console is opened with the &#039;&#039;&#039; &#039;/&#039; or &#039;~&#039;&#039;&#039;&#039; keys. Like most others, this key binding may be customized within the Options Menu-&amp;gt;Keyboard&amp;gt;&amp;quot;Toggle Lua console&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Inputting commands ==&lt;br /&gt;
&lt;br /&gt;
The console is also the chat window in multiplayer. You need to type &#039;/c&#039; in front of your commands, otherwise it is just a chat message!&lt;br /&gt;
The console has an inbuilt history. You can use the &amp;quot;cursor-up&amp;quot;-key to repeat or quickly edit and re-issue previous commands.&lt;br /&gt;
&lt;br /&gt;
The game ignores newlines when pasting &amp;quot;scriptlets&amp;quot; in the console. This means they can be written in a human readable form in an editor and copy/pasted into the console, making understanding and editing a bit easier.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you want to type &#039;&#039;several commands in one line&#039;&#039; you just need to put &#039;;&#039; (semicolon) between the commands - see examples below.&lt;br /&gt;
&lt;br /&gt;
= Example&amp;quot;cheat&amp;quot; commands =&lt;br /&gt;
Information for additional commands may be found in the [[Modding|modding-section]]&lt;br /&gt;
&lt;br /&gt;
== Use it as calculator ==&lt;br /&gt;
(see [[#Inputting commands|Inputting Commands]]: you can repeat a prior command with the &amp;quot;cursor up&amp;quot;-key!)&lt;br /&gt;
 /c game.local_player.print(1234 * 5678)&lt;br /&gt;
&lt;br /&gt;
== Mine faster ==&lt;br /&gt;
 /c game.local_player.force.manual_mining_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
== Craft faster ==&lt;br /&gt;
 /c game.local_player.force.manual_crafting_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
== Zoom beyond normal bounds ==&lt;br /&gt;
 /c game.local_player.zoom = 0.1&lt;br /&gt;
&lt;br /&gt;
== Use print() instead of game.local_player.print() ==&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=41&amp;amp;t=5638 Use print() instead of game.local_player.print()] (forums)&lt;br /&gt;
 /c print = function(text) game.local_player.print(text) end&lt;br /&gt;
&lt;br /&gt;
== Check water level in a pipe ==&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6066&amp;amp;p=47758#p47758 Check water level in a pipe] (forums)&lt;br /&gt;
Hold cursor over the target pipe and execute:&lt;br /&gt;
 /c game.local_player.print(game.local_player.selected.get_liquid().amount)&lt;br /&gt;
&lt;br /&gt;
== Inventory Manipulation ==&lt;br /&gt;
=== Refill resources (refill oil, iron etc.) ===&lt;br /&gt;
While holding the cursor over a resource in-game&lt;br /&gt;
 /c game.local_player.selected.amount=7500&lt;br /&gt;
&lt;br /&gt;
=== Add 100 iron plates to your inventory ===&lt;br /&gt;
 /c game.local_player.insert{name=&amp;quot;iron-plate&amp;quot;, count=100}&lt;br /&gt;
&lt;br /&gt;
== World Manipulation ==&lt;br /&gt;
=== Turn off night ===&lt;br /&gt;
 /c game.always_day=true&lt;br /&gt;
&lt;br /&gt;
=== Add new resource patch ===&lt;br /&gt;
This creates a new 5x5 patch of resources, centered on the player character. For resources other than stone, just change &amp;quot;stone&amp;quot; to &amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, or &amp;quot;coal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.local_player.surface;&lt;br /&gt;
 for y=-2,2 do&lt;br /&gt;
  for x=-2,2 do&lt;br /&gt;
   surface.create_entity({name=&amp;quot;stone&amp;quot;, amount=5000, position={game.local_player.position.x+x, game.local_player.position.y+y}})&lt;br /&gt;
  end&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Destroy rocks in sandbox-mode ===&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5686 Destroy rocks in sandbox-mode (forums)] - you don&#039;t have a player here, so you can&#039;t destroy anything.&lt;br /&gt;
  /c for _,entity in pairs(game.local_player.surface.find_entities_filtered{&lt;br /&gt;
        area={{game.local_player.position.x-32, game.local_player.position.y-32},&lt;br /&gt;
            {game.local_player.position.x+32, game.local_player.position.y+32}},&lt;br /&gt;
            name=&amp;quot;stone-rock&amp;quot;})&lt;br /&gt;
  do&lt;br /&gt;
    entity.destroy()&lt;br /&gt;
  end&lt;br /&gt;
you need to center the rock in your vision range&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Generate a section of the world and explore it at the same time ===&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=4761&amp;amp;p=44184#p44184 Generate a section of the world and explore it at the same time] (forums)&lt;br /&gt;
 /c game.local_player.force.chart(game.local_player.surface,{lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})&lt;br /&gt;
&lt;br /&gt;
Simply change the bounding box to the size you want and it will generate the map and explore it in that area. Keep In mind that command is telling Factorio to generate 64*64 (4096) chunks so it&#039;s going to take a while before all the background entity generation (trees, resources, biters) are placed in the world.&lt;br /&gt;
&lt;br /&gt;
== Enemy/Evolution == &lt;br /&gt;
=== Check how far the biters have evolved ===&lt;br /&gt;
 /c game.local_player.print(game.evolution_factor)&lt;br /&gt;
&lt;br /&gt;
=== Disable time-based evolution &amp;amp; increases pollution-based evolution ===&lt;br /&gt;
 /c game.map_settings.enemy_evolution.time_factor = 0&lt;br /&gt;
 /c game.map_settings.enemy_evolution.pollution_factor = game.map_settings.enemy_evolution.pollution_factor * 2&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2&amp;quot; at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.&lt;br /&gt;
&lt;br /&gt;
=== Kill all biters on the &amp;quot;enemy&amp;quot; force ===&lt;br /&gt;
 /c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&lt;br /&gt;
=== Remove all enemies from the map ===&lt;br /&gt;
    /c local surface = game.local_player.surface&lt;br /&gt;
    for c in surface.get_chunks() do&lt;br /&gt;
        for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= &amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
            entity.destroy()&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
=== Enable peaceful mode ===&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=9020 Switching on peaceful mode] (forums)&lt;br /&gt;
 /c game.peaceful_mode = true&lt;br /&gt;
 /c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&lt;br /&gt;
== Player Character ==&lt;br /&gt;
=== Spawn a player character ===&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=19447&amp;amp;p=124039#p123991 Custom Scenario: How to spawn a character at a certain point (instead of being in god-mode] (forums)&lt;br /&gt;
 /c game.local_player.character = game.local_player.surface.create_entity{name=&amp;quot;player&amp;quot;, position = {0,0}, force = game.forces.player}&lt;br /&gt;
&lt;br /&gt;
=== Change Player color ===&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=9028 Player color] (forums)&lt;br /&gt;
 /c game.local_player.color={g=50,b=200,r=200,a=.9}&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Enable faster research ===&lt;br /&gt;
 /c game.local_player.force.laboratory_speed_modifier = 1&lt;br /&gt;
1 is normal speed, 2 is double speed 3 is triple etc. I think it goes up to 100.&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific technologies ===&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6633 Enabling technologies] (forums)&lt;br /&gt;
 /c game.local_player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=true&lt;br /&gt;
 /c game.local_player.force.technologies[&#039;steel-processing&#039;].researched=true&lt;br /&gt;
&lt;br /&gt;
=== Finish research immediately ===&lt;br /&gt;
 /c for name,technology in pairs(game.local_player.force.technologies) do technology.researched=technology.enabled end&lt;br /&gt;
&lt;br /&gt;
== Get robot count within network ==&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=9867&amp;amp;p=78209#p78209 Where can I see how many Robots are in my network?] (forums)&lt;br /&gt;
&lt;br /&gt;
Note that these are no longer needed because the roboport now provides accurate robot counts.&lt;br /&gt;
&lt;br /&gt;
=== Count all &#039;&#039;&#039;active robots&#039;&#039;&#039;===&lt;br /&gt;
 /c game.local_player.print(game.local_player.force.get_entitycount(&amp;quot;logistic-robot&amp;quot;))&lt;br /&gt;
 /c game.local_player.print(game.local_player.force.get_entitycount(&amp;quot;construction-robot&amp;quot;))&lt;br /&gt;
&lt;br /&gt;
=== Count all &#039;&#039;&#039;active and inactive robots&#039;&#039;&#039; in the network, but misses the ones flying over gaps in coverage ===&lt;br /&gt;
    /c robots = {};&lt;br /&gt;
    roboports = {};&lt;br /&gt;
    logistic = 0;&lt;br /&gt;
    construction = 0;&lt;br /&gt;
    recurse = function(r)&lt;br /&gt;
       id = r.position.x .. &amp;quot;,&amp;quot; .. r.position.y;&lt;br /&gt;
       if (roboports[id] or r.force.name ~= game.player.force.name) then return end;&lt;br /&gt;
       roboports[id] = true;&lt;br /&gt;
       logistic = logistic + r.getinventory(1).getitemcount(&amp;quot;logistic-robot&amp;quot;);&lt;br /&gt;
       construction = construction + r.getinventory(1).getitemcount(&amp;quot;construction-robot&amp;quot;);&lt;br /&gt;
       ids = {};&lt;br /&gt;
       for _, robot in ipairs(game.findentitiesfiltered{area={{r.position.x-50, r.position.y-50}, {r.position.x+50, r.position.y+50}}, name=&amp;quot;construction-robot&amp;quot;}) do;&lt;br /&gt;
          id = robot.position.x .. &amp;quot;,&amp;quot; .. robot.position.y;&lt;br /&gt;
          if ((ids[id] or not robots[id]) and robot.force.name == game.player.force.name) then;&lt;br /&gt;
             construction = construction + 1;&lt;br /&gt;
             ids[id] = true;&lt;br /&gt;
             robots[id] = true;&lt;br /&gt;
          end;&lt;br /&gt;
       end;&lt;br /&gt;
       for _, robot in ipairs(game.findentitiesfiltered{area={{r.position.x-50, r.position.y-50}, {r.position.x+50, r.position.y+50}}, name=&amp;quot;logistic-robot&amp;quot;}) do;&lt;br /&gt;
          id = robot.position.x .. &amp;quot;,&amp;quot; .. robot.position.y;&lt;br /&gt;
          if ((ids[id] or not robots[id]) and robot.force.name == game.player.force.name) then;&lt;br /&gt;
             logistic = logistic + 1;&lt;br /&gt;
             ids[id] = true;&lt;br /&gt;
             robots[id] = true;&lt;br /&gt;
          end;&lt;br /&gt;
       end;&lt;br /&gt;
       for _, roboport in ipairs(game.findentitiesfiltered{area={{r.position.x-48.5, r.position.y-48.5}, {r.position.x+48.5, r.position.y+48.5}}, name=&amp;quot;roboport&amp;quot;}) do;&lt;br /&gt;
          recurse(roboport);&lt;br /&gt;
       end;&lt;br /&gt;
    end;&lt;br /&gt;
    p = game.player.character.position;&lt;br /&gt;
    roboport = game.findentitiesfiltered{area={{p.x-48.5, p.y-48.5}, {p.x+48.5, p.y+48.5}}, name=&amp;quot;roboport&amp;quot;}[1];&lt;br /&gt;
    if (roboport) then;&lt;br /&gt;
       recurse(roboport);&lt;br /&gt;
       game.player.print(&amp;quot;Robots in network: Construction:&amp;quot; .. construction .. &amp;quot; Logistic:&amp;quot; .. logistic);&lt;br /&gt;
    else;&lt;br /&gt;
       game.player.print(&amp;quot;Not in range of a roboport.&amp;quot;);&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7981 Superspeedrun]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=4752 The Console: What is it and How do I use it?]&lt;br /&gt;
: Some interesting cheats or useful commands and tips.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6942&amp;amp;p=543H57#p54357 Totaly new player -&amp;gt; setting up a game]:&lt;br /&gt;
 # Preface all console commands with /c in .11.0+&lt;br /&gt;
 &lt;br /&gt;
 # Set player to white&lt;br /&gt;
 game.local_player.color = {g=1,b=1,r=1,a=.9}&lt;br /&gt;
 &lt;br /&gt;
 # remove old player&lt;br /&gt;
 game.remove_offline_player(&amp;quot;username&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 # Technology and Recipe unlocking&lt;br /&gt;
 game.local_player.force.reset_technologies()&lt;br /&gt;
 game.local_player.force.reset_recipes()&lt;br /&gt;
 game.local_player.force.enable_all_technologies() # does not research them (see below)&lt;br /&gt;
 game.local_player.force.enable_all_recipes()&lt;br /&gt;
 game.local_player.force.research_all_technologies()&lt;br /&gt;
 game.local_player.force.technologies[&amp;quot;technology-name&amp;quot;].researched = true&lt;br /&gt;
 &lt;br /&gt;
 # cheating&lt;br /&gt;
 game.local_player.force.manual_mining_speed_modifier = 200&lt;br /&gt;
 game.local_player.force.manual_crafting_speed_modifier = 200&lt;br /&gt;
 game.speed = 2&lt;br /&gt;
 game.freeze_day_time()&lt;br /&gt;
 game.always_day = true&lt;br /&gt;
 game.peaceful_mode = true&lt;br /&gt;
 game.local_player.insert{name=&amp;quot;item-name&amp;quot;, count=1}&lt;/div&gt;</summary>
		<author><name>CyberPhantom</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=125451</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=125451"/>
		<updated>2016-06-15T02:44:55Z</updated>

		<summary type="html">&lt;p&gt;CyberPhantom: First pass at updating the multiplayer information to be current as of 0.12.35&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Factorio supports multiplayer games in additional to the single-player campaign and scenarios. By default, multiplayer games run the CO-OP [[Game modes and options|freeplay scenario]] where all players work together to launch a rocket with a satellite into space. Other scenarios, including PVP maps, are available for download from the [https://forums.factorio.com/ forums].&lt;br /&gt;
&lt;br /&gt;
Currently, joining a multiplayer game requires either that all players be on the same LAN or that the host have a public IP address. The next version of Factorio, 0.13, will support a public multiplayer game lobby for locating games as well as [https://www.factorio.com/blog/post/fff-76 NAT punching] to make connecting to a server without a public IP address more seamless.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant a low latency connection was required between all players. Gameplay was optimal on LANs, especially with more then two players, as otherwise there could be a noticeable lag between player actions and those actions happening. As of version 0.12.0 the game features &amp;quot;latency hiding&amp;quot; mechanics which make the lag less noticeable or hide it entirely. There is also support for a running dedicated server in headless mode (no graphics) in versions 0.12.0 and beyond. In 0.12.4, peer-to-peer connections are optional as all the server can relay messages from one client to the other clients.&lt;br /&gt;
&lt;br /&gt;
Because of the potentially immense amount of activity on a map, the game engine utilizes a [https://www.factorio.com/blog/post/fff-76 lock step architecture]. All instances of the game run full simulations of the entire world and only player actions are transferred across the network.&lt;br /&gt;
&lt;br /&gt;
== Playing over LAN / Internet ==&lt;br /&gt;
&lt;br /&gt;
Playing over Internet was not thought to work properly with version 0.11. Noticeable lag could occur depending on connection speed/reaction time. This has become less of an issue with the latency hiding mechanics introduced in version 0.12, but can still cause issues if there is a significant latency between players.&lt;br /&gt;
&lt;br /&gt;
* Both game instances need the installation of exactly same game-versions and mods. (Tip: Maybe someone has the scenario pack mod off?)&lt;br /&gt;
* For a more fluid game the &amp;quot;clients&amp;quot; can turn off autosave.&lt;br /&gt;
* Factorio uses the port &#039;&#039;&#039;34197&#039;&#039;&#039;. The port can be changed in the [[Application Directory|config]].&lt;br /&gt;
* Factorio uses &#039;&#039;&#039;UDP only,&#039;&#039;&#039; so make sure, you configured your router correctly. (The game builds it&#039;s own &amp;quot;reliable delivery&amp;quot; layer built on UDP to deal with packet loss and reordering issues.)&lt;br /&gt;
** Make sure, that there is no firewall or anti-virus blocking the UDP-packets.&lt;br /&gt;
** read further, look into &amp;quot;more guides&amp;quot;, to configure your router set up.&lt;br /&gt;
** It is necessary that all of the peers can communicate with each other. It is however in theory not necessary that all the peers have public IP address - this should work even behind a NAT. See [https://forums.factorio.com/viewtopic.php?f=30&amp;amp;p=51201#p50553 Cube in &#039;&#039;Cannot Have 3+ Players connected at the same time.]&#039;&#039;&lt;br /&gt;
* The hard limit for the number of players is [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65535]. :) &lt;br /&gt;
&lt;br /&gt;
=== Voice Chat ===&lt;br /&gt;
* it is recommended to use voice chat (TeamSpeak, Skype), because you need to talk a lot (coordinate connection, building, handling attacks...). TeamSpeak servers are posted in the [https://forums.factorio.com/viewforum.php?f=53 multiplayer forum].&lt;br /&gt;
&lt;br /&gt;
=== Finding other Peers ===&lt;br /&gt;
&lt;br /&gt;
* use the [https://forums.factorio.com/viewforum.php?f=53 multiplayer board in the forum].&lt;br /&gt;
* many players use other software like Hamachi or Evolve to meet other players. This has the &amp;quot;advantage&amp;quot; of creating a virtual private network between the players. See down under software.&lt;br /&gt;
* some use also [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9136 Steam] to find others.&lt;br /&gt;
&lt;br /&gt;
== Factorio servers or Why Peer-to-Peer? ==&lt;br /&gt;
&lt;br /&gt;
There were some discussions about, why Factorio doesn&#039;t use the client+server-model, but instead uses the peer-to-peer priniciple.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.X there is support for a Dedicated Server option, but this still functions with the same peer-to-peer networking.&lt;br /&gt;
&lt;br /&gt;
Some links&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=38&amp;amp;p=74091#p73402 developer statement]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6077#p47283 Older statement]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=38&amp;amp;p=70874 Good explanation]&lt;br /&gt;
&lt;br /&gt;
== Dedicated/Headless server ==&lt;br /&gt;
{{Experimental|0.12.X}}&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the &#039;--start-server&#039; command line option.&lt;br /&gt;
&lt;br /&gt;
In this mode:&lt;br /&gt;
* Graphics are not initialized (faster start up, less memory usage, works on completely headless servers)&lt;br /&gt;
* Game starts immediately and loads a save given as a parameter to the command&lt;br /&gt;
* The server has no character in game&lt;br /&gt;
* Game is paused while there are no players connected&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
You will need to create your save file before you start the server, as the dedicated server REQUIRES a save file to be provided. This can easily be done by loading up a game in Single-Player and saving it right away.&lt;br /&gt;
&lt;br /&gt;
Below are basic instructions for starting a dedicated server on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
==== Windows ====&lt;br /&gt;
&lt;br /&gt;
* Go to your Factorio.exe folder (Probably &#039;C:\Program Files\Factorio\bin\x64\&#039;)&lt;br /&gt;
* Create a text document and write into it &#039;Factorio.exe --start-server YOURSAVEGAME.zip&#039;&lt;br /&gt;
** If you haven&#039;t already done, replace YOURSAVEGAME with your savegame name&lt;br /&gt;
* Save the file as server.bat. Important: At &#039;Save as type:&#039; select &#039;All Files&#039;&lt;br /&gt;
* Use the server.bat to start your server.&lt;br /&gt;
* The console log will be shown in the window.&lt;br /&gt;
* To close the server, select the console window press Control+C. If you just close it without pressing this, it will not save your game.&lt;br /&gt;
* Forward Ports: You will find detailed instructions for your specific router on the web&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
&lt;br /&gt;
This step-by-step guide has been verified on fresh CentOS 7 and RHEL 7 installs but should be applicable with little to no changes on most distribution.&lt;br /&gt;
&lt;br /&gt;
The guide assumes you will install the headless server under &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, adjust paths according to your own setup. We will also suggest that you run the Factorio server as a separate user to harden security of your setup.&lt;br /&gt;
&lt;br /&gt;
This guide does not handle firewall/port forwarding since this can be done in various ways on Linux (make sure to read up how this is done as a Linux admin on your particular distribution)&lt;br /&gt;
&lt;br /&gt;
You can use the [https://github.com/Bisa/factorio-init Linux factorio-init script] to start/stop your headless server in a much better way. The script will ensure you only ever use the most recent save when your server starts (even if that was an auto-save) while also letting you set a number of other settings like Autosave frequency and Latency settings. This script will also simplify updating the server when combined with the [https://github.com/narc0tiq/factorio-updater Linux factorio-updater script].&lt;br /&gt;
&lt;br /&gt;
* Download the at least v 0.12.0 [https://www.factorio.com/download/experimental Experimental Version] and upload the linux tar.gz package to your server /tmp&lt;br /&gt;
* Extract the package to /opt/factorio&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#cd /opt/&lt;br /&gt;
#tar -xzf /tmp/factorio.tar.gz&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Check the binary to find if you need any libs installed&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#ldd /opt/factorio/bin/x64/factorio&lt;br /&gt;
        libasound.so.2 =&amp;gt; not found&lt;br /&gt;
        libX11.so.6 =&amp;gt; not found&lt;br /&gt;
        truncated ....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Install each of the missing libs, i.e the ones labelled &amp;quot;not found&amp;quot; using your distro&#039;s package handler&lt;br /&gt;
** It will ask to install graphics and audio libraries as well, but will not use them in headless mode.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;# yum whatprovides libasound.so.2&lt;br /&gt;
alsa-lib-1.0.28-2.el7.i686 : The Advanced Linux Sound Architecture (ALSA) library&lt;br /&gt;
Repo        : base&lt;br /&gt;
Matched from:&lt;br /&gt;
Provides    : libasound.so.2&lt;br /&gt;
&lt;br /&gt;
# yum install alsa-lib libX11 &amp;lt;and all other &amp;quot;not found&amp;quot; libs in your case&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Add a new user to your system and assign ownership of the Factorio dir to it (please, do not run as the root user)&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#useradd factorio&lt;br /&gt;
#chown -R factorio:factorio /opt/factorio&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#su factorio&lt;br /&gt;
#/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
As long as it fails saying it cannot find/open the savename.zip you are set! Just upload a save from your own computer and put it in the /opt/factorio/saves directory&lt;br /&gt;
&lt;br /&gt;
==== Dedicated/Headless server in version 0.11.X ====&lt;br /&gt;
&lt;br /&gt;
It was still possible to achieve a Dedicated server in version 0.11.X, but it required some workarounds. &lt;br /&gt;
&lt;br /&gt;
Workarounds in version 0.11.x:&lt;br /&gt;
&lt;br /&gt;
* Linux Headless server / VNC: https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6449&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6585 Dedicated Multiplayer Server Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game types ==&lt;br /&gt;
&lt;br /&gt;
=== Coop ===&lt;br /&gt;
&lt;br /&gt;
Coop-game runs without any further preparation ( https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6501 )&lt;br /&gt;
&lt;br /&gt;
=== PvP ===&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=14&amp;amp;t=8352 PvP with craftable biters]&lt;br /&gt;
&lt;br /&gt;
== Forces ==&lt;br /&gt;
&lt;br /&gt;
You can now set up forces. See this https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=13512&amp;amp;start=80#p92087&lt;br /&gt;
&lt;br /&gt;
;game.create_force(&#039;force 1&#039;)&lt;br /&gt;
:Creates a force with name &amp;quot;force 1&amp;quot;, default forces are &amp;quot;player&amp;quot;, &amp;quot;enemy&amp;quot;, &amp;quot;neutral&amp;quot;&lt;br /&gt;
:&amp;quot;player&amp;quot; is the default force for players&lt;br /&gt;
:&amp;quot;enemy&amp;quot; is force of biters&lt;br /&gt;
:&amp;quot;neutral&amp;quot; is special, its not attacked, can use all other forces, can be used by all other forces&lt;br /&gt;
;game.get_player(&#039;friend 1&#039;).force = game.forces[&#039;force 1&#039;]&lt;br /&gt;
:Changes the force of &amp;quot;friend 1&amp;quot; to &amp;quot;force 1&amp;quot;&lt;br /&gt;
;game.forces[&#039;force 1&#039;].set_cease_fire(&#039;force 2&#039;, true)&lt;br /&gt;
:makes &amp;quot;force 1&amp;quot; to cease fire against &amp;quot;force 2&amp;quot;, reverse has to be done separately&lt;br /&gt;
;for v in pairs(game.forces) do game.local_player.print(v) end&lt;br /&gt;
:list all existing forces&lt;br /&gt;
&lt;br /&gt;
== Technical Implementation ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Friday facts article]&lt;br /&gt;
&lt;br /&gt;
== More Tools/Infos ==&lt;br /&gt;
* use mods for planning. See [https://forums.factorio.com/viewtopic.php?f=14&amp;amp;t=6788 basic planner], [https://forums.factorio.com/viewtopic.php?f=14&amp;amp;t=4022 Planning-Tool-Mod]...&lt;br /&gt;
* look into [https://forums.factorio.com/viewforum.php?f=53 multiplayer forum], most other questions are answered there.&lt;br /&gt;
* [https://github.com/jjasghar/factorio-cookbook Cookbook] for setting up a headless server&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And always remember that Factorio in v0.11 isn&#039;t intended to work well on internet connections, so keep patient. ;)&lt;br /&gt;
&lt;br /&gt;
== More Guides ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.chef.io/blog/2016/03/21/building-a-factorio-multiplayer-server-on-digital-ocean/ How to set up Factorio server with cookbook] &lt;br /&gt;
* [http://youtube.com/watch?v=MqsqRWNsbPM How To set up a Factorio Multiplayer Server | Guide | Tutorial], by Teaspoon&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6720 Tips to connect in multiplayer], by Nondre&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous tips ==&lt;br /&gt;
* the key for [[Console commands]] will now initiate a chat in MP. To execute commands you need to type &#039;/c&#039; before the command!&lt;br /&gt;
* Set the player&#039;s color using the command&lt;br /&gt;
 /c game.players[x].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
Where x is the player number. r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use the right-most column on http://prideout.net/archive/colors.php). a is alpha channel aka Transparency of the color to the base texture. For single player, leave off the &amp;quot;[x]&amp;quot; to set the color.&lt;br /&gt;
&lt;br /&gt;
== Software for routing / establishing connection ==&lt;br /&gt;
&lt;br /&gt;
* https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393&lt;br /&gt;
* https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6386&lt;br /&gt;
* https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=7690&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=7714 A guide for connecting with Evolve]&lt;/div&gt;</summary>
		<author><name>CyberPhantom</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:CyberPhantom&amp;diff=125450</id>
		<title>User:CyberPhantom</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:CyberPhantom&amp;diff=125450"/>
		<updated>2016-06-13T22:04:47Z</updated>

		<summary type="html">&lt;p&gt;CyberPhantom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I love playing Factorio. I love modding Factorio.&lt;/div&gt;</summary>
		<author><name>CyberPhantom</name></author>
	</entry>
</feed>