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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DRY411S</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DRY411S"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/DRY411S"/>
	<updated>2026-04-09T04:18:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Fusion_reactor&amp;diff=217678</id>
		<title>Talk:Fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Fusion_reactor&amp;diff=217678"/>
		<updated>2026-04-04T10:42:53Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The panel on the right of this page is using the generic word &#039;Drain&#039; for power consumption by the reactor. Stricty, this not correct. The way the reactor works, it consumes power proportional to the plasma it is producing, i.e. proportional to the generator output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At rest, the reactor has zero drain.&lt;br /&gt;
&lt;br /&gt;
When the generators are generating 10MW because that&#039;s all the factory needs, the reactor consumes 1MW.&lt;br /&gt;
&lt;br /&gt;
Only when the generators are producing 100MW does the reactor consume 10MW.&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Fusion_reactor&amp;diff=217677</id>
		<title>Talk:Fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Fusion_reactor&amp;diff=217677"/>
		<updated>2026-04-04T09:42:59Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: Created page with &amp;quot;The panel on the right of this page is using the generic word &amp;#039;Drain&amp;#039; for power consumption by the reactor. Stricty, this not correct. The way the reactor works, it consumes power proportion to the plasma it is producing, i.e. proportional to the generator output.  At rest, the reactor has zero drain. When the generators are generating 10MW because that&amp;#039;s all the factory needs, the reactor consumes 1MW. Only when the generators are producing 100MW does the reactor consum...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The panel on the right of this page is using the generic word &#039;Drain&#039; for power consumption by the reactor. Stricty, this not correct. The way the reactor works, it consumes power proportion to the plasma it is producing, i.e. proportional to the generator output.&lt;br /&gt;
&lt;br /&gt;
At rest, the reactor has zero drain.&lt;br /&gt;
When the generators are generating 10MW because that&#039;s all the factory needs, the reactor consumes 1MW.&lt;br /&gt;
Only when the generators are producing 100MW does the reactor consume 10MW.&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=213882</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=213882"/>
		<updated>2025-05-09T11:12:52Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: Clarification about multiplayer. The 50% online constraint is per map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 59 in the base game, and an additional 29 when using [[Space Age]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, enabling peaceful mode, enabling no enemies mode or setting enemy base frequency or size for [[Nauvis]] to anything lower than default, disables the following achievements: &lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* It stinks and they don&#039;t like it&lt;br /&gt;
* It stinks and they do like it{{SA}}&lt;br /&gt;
* Get off my lawn{{SA}}&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online on the map where the achievement is being awarded.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of base game achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If placing an assembling machine 1 is bypassed by handcrafting and only a [[assembling machine 2]] is placed, placing that assembler will &#039;&#039;not&#039;&#039; unlock this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
|&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
| It is possible to get this achievement by getting hit by a moving locomotive, while having a sufficient amount of energy shields.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
| The number of circuits manufactured towards the Mass production 1, 2 and 3 achievements are accumulated across different maps. They do not have to be made on a single map.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| These three achievements refer to the Iron Throne, a large throne in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; made from many swords fused together with dragonfire.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to it.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, and a Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
|&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 11 for a total of 100 robots. 6 rocket launches are needed to obtain the space science packs to get to and research level 11. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement becomes disabled if you manually destroy a [[Enemies#Nests|spawner]] before destroying one using artillery. Destroying worms are allowed. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age expansion achievements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| Quote from Gran Torino movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish researching [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from Predator (1987) movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from Split Second movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.31|&lt;br /&gt;
* Disabled achievements &amp;quot;It stinks and they don&#039;t like it&amp;quot;, &amp;quot;It stinks and they do like it&amp;quot;, and &amp;quot;Get off my lawn&amp;quot; in peaceful mode and no enemies mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement now have different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=213879</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=213879"/>
		<updated>2025-05-09T11:08:41Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 59 in the base game, and an additional 29 when using [[Space Age]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, enabling peaceful mode, enabling no enemies mode or setting enemy base frequency or size for [[Nauvis]] to anything lower than default, disables the following achievements: &lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* It stinks and they don&#039;t like it&lt;br /&gt;
* It stinks and they do like it{{SA}}&lt;br /&gt;
* Get off my lawn{{SA}}&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of base game achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If placing an assembling machine 1 is bypassed by handcrafting and only a [[assembling machine 2]] is placed, placing that assembler will &#039;&#039;not&#039;&#039; unlock this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
|&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
| It is possible to get this achievement by getting hit by a moving locomotive, while having a sufficient amount of energy shields.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
| The number of circuits manufactured towards the Mass production 1, 2 and 3 achievements are accumulated across different maps. They do not have to be made on a single map.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| These three achievements refer to the Iron Throne, a large throne in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; made from many swords fused together with dragonfire.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to it.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, and a Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
|&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 11 for a total of 100 robots. 6 rocket launches are needed to obtain the space science packs to get to and research level 11. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement becomes disabled if you manually destroy a [[Enemies#Nests|spawner]] before destroying one using artillery. Destroying worms are allowed. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age expansion achievements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| Quote from Gran Torino movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish researching [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from Predator (1987) movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from Split Second movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.31|&lt;br /&gt;
* Disabled achievements &amp;quot;It stinks and they don&#039;t like it&amp;quot;, &amp;quot;It stinks and they do like it&amp;quot;, and &amp;quot;Get off my lawn&amp;quot; in peaceful mode and no enemies mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement now have different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=213878</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=213878"/>
		<updated>2025-05-09T11:05:36Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: Clarification that the mass production achievements are cumulative.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 59 in the base game, and an additional 29 when using [[Space Age]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, enabling peaceful mode, enabling no enemies mode or setting enemy base frequency or size for [[Nauvis]] to anything lower than default, disables the following achievements: &lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* It stinks and they don&#039;t like it&lt;br /&gt;
* It stinks and they do like it{{SA}}&lt;br /&gt;
* Get off my lawn{{SA}}&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of base game achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If placing an assembling machine 1 is bypassed by handcrafting and only a [[assembling machine 2]] is placed, placing that assembler will &#039;&#039;not&#039;&#039; unlock this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
|&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
| It is possible to get this achievement by getting hit by a moving locomotive, while having a sufficient amount of energy shields.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
| The number of circuits manufactured towards the Mass production 1, 2 and 3 achievements are accumulated across different saves. They do not have to be made on a single map.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| These three achievements refer to the Iron Throne, a large throne in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; made from many swords fused together with dragonfire.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to it.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, and a Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
|&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 11 for a total of 100 robots. 6 rocket launches are needed to obtain the space science packs to get to and research level 11. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement becomes disabled if you manually destroy a [[Enemies#Nests|spawner]] before destroying one using artillery. Destroying worms are allowed. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age expansion achievements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| Quote from Gran Torino movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish researching [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from Predator (1987) movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from Split Second movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.31|&lt;br /&gt;
* Disabled achievements &amp;quot;It stinks and they don&#039;t like it&amp;quot;, &amp;quot;It stinks and they do like it&amp;quot;, and &amp;quot;Get off my lawn&amp;quot; in peaceful mode and no enemies mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement now have different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Artillery_wagon&amp;diff=195829</id>
		<title>Talk:Artillery wagon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Artillery_wagon&amp;diff=195829"/>
		<updated>2024-01-05T09:55:46Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: Perhaps some qualification needed about targetting worms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suggest that the text about artillery wagons &#039;one shotting&#039; worms needs some qualification. Whilst this is true of auto targetting, it&#039;s not always true of manual targetting, since you cannot be 100% certain that you have targetted the worm centrally.&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=190642</id>
		<title>Tutorial talk:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=190642"/>
		<updated>2023-01-10T16:15:09Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Apperantly there are multiple tutorials. Although there is no link from this page to the [[Tutorial]] page. Is it an idea to link to the Tutorial page? I am doubting in which format this is best implemented. Perhaps a section &amp;quot;See Also&amp;quot; ? --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 13:57, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I support linking pages like [[power production]] and other power related tutorials in a see also section, but what kind of relevance do tutorials in general have for one specific tutorial? -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 14:18, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Seemingly there is a reference on the landing page to the tutorials. But I overlook that catergory because I do not consider myself a &amp;quot;Beginner&amp;quot; After visiting the nuclear power tutorial page I thought, there could be more tutorials but where?. So I removed :Nulcear_Power from the Nuclear power URL to see if there are more tutorials available, and they where. Then I thought is there a category Tutorials or so but could not find them. So I posted this message to think about a better guidance to the Tutorials (even if the content is not so much for beginners). Perhaps it is good the way it is and my finding of the page tutorials is too special to adjust the current setup. {{Unsigned|Hayertjez|14:54, 2 August 2018‎}}&lt;br /&gt;
&lt;br /&gt;
:::Thanks for the info. I have added a see also section that includes a link to the overview page, I hope it&#039;s what you were looking for. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:48, 2 August 2018 (UTC)&lt;br /&gt;
:::: Great, I hope this helps future users. Also thanks for considering my feedback. --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 06:45, 3 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible error in [[Tutorial:Nuclear_power#Always_on.21|Always on]] section ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If I understand correctly, the numbers should be &amp;quot;103 steam/second&amp;quot; and &amp;quot;242.5 seconds&amp;quot;. [[User:Diraria|Diraria]] ([[User talk:Diraria|talk]]) 18:31, 15 June 2019 (UTC)&lt;br /&gt;
:From what I know, you are right, so please correct the page :) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 18:34, 15 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error in the raw resource cost ==&lt;br /&gt;
&lt;br /&gt;
The section &amp;quot;Raw resource cost of running a single reactor (late game)&amp;quot; contains an error. It assume all U235 will be produced by Kovarex enrichment. In fact, some U235 will be produced by ore processing, and that reduces the resource cost a little. By my calculations, the cost of running one reactor for one second is not 0.08 uranium ore per second as stated, but 40/507 ≈ 0.0789 uranium ore per second. I did not correct the calculations because I believe adding this level of detail is more likely to confuse than clarify. However, for correctness, I think it is necessary to document that the 0.08 ore per second is an approximation, so I added a note to that effect.&lt;br /&gt;
&lt;br /&gt;
== How is the power/distance table for heat pipes calculated? ==&lt;br /&gt;
&lt;br /&gt;
I built a setup with a 70 tile long heat pipe outgoing from a 80 MW reactor and one heat exchanger at the last pipe. There were still 857°C incoming. How is your table calculated? It is not clear how heat exchangers act there. Is it necessary to change all of the reactors heat performance into steam and then the last exchangers should be placed at most at the given distance?&lt;br /&gt;
&lt;br /&gt;
--[[User:DRY411S|DRY411S]] ([[User talk:DRY411S|talk]]) 16:15, 10 January 2023 (UTC) I really don&#039;t understand this table either.&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Processing_unit&amp;diff=188857</id>
		<title>Talk:Processing unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Processing_unit&amp;diff=188857"/>
		<updated>2022-04-04T15:02:41Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Define factory in the wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About the ratio edit ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s not correct as it stands. The article says &amp;quot;factories&amp;quot;, and a &amp;quot;factory&amp;quot; is the black box where the corresponding item pops out. How the factory achieves this, and what&#039;s inside that factory, isn&#039;t relevant. So the ratio change is wrong. A ratio of 5:6:5 (green factories:red factories:blue factories) was and is correct for this point of view.&lt;br /&gt;
&lt;br /&gt;
If you change &amp;quot;factory&amp;quot; into &amp;quot;assembling machine&amp;quot;, it would be correct, because you need green assembling machines to produce red circuits. So the new ratio 6:5:5 is correct for (green assembling machines:red assembling machines:blue assembling machines). If seen this way, all assembling machines define one big blue factory and no separate green or red factories.&lt;br /&gt;
&lt;br /&gt;
Since the articles about the other circuits also speak of factories and don&#039;t count the intermediates needed within them (otherwise you need more copper cable factories for the advanced circuit), I suggest to revert to the previous ratio to keep things consistent. One doesn&#039;t always build green circuits on the spot within a red or blue circuit factory - often if not usually it comes preproduced from a bus, outside the &amp;quot;factory&amp;quot;.&lt;br /&gt;
[[User:Tertius3|Tertius3]] ([[User talk:Tertius3|talk]]) 14:37, 4 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Define factory in the wiki ==&lt;br /&gt;
&lt;br /&gt;
I suggested an edit here because I thought the ratios were incorrect. There has been a counter suggestion&lt;br /&gt;
 that they are correct because the page refers to &#039;&#039;factories&#039;&#039;, whereas I was referring to &#039;&#039;assembling&#039;&#039; &#039;&#039;machines&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t believe that the definition of factory claimed here is understood. It certainly isn&#039;t defined anywhere in the wiki.&lt;br /&gt;
&lt;br /&gt;
For example is a processing unit factory, 1 assembling machine, or 5 machines? Should the page instead  reference 1 green &#039;factory&#039; and 1.2 red factories per blue factory?&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t helped because just before the definition of ratios, assembling machines are referenced.&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Processing_unit&amp;diff=188856</id>
		<title>Talk:Processing unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Processing_unit&amp;diff=188856"/>
		<updated>2022-04-04T14:54:59Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Define factory in the wiki */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About the ratio edit ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s not correct as it stands. The article says &amp;quot;factories&amp;quot;, and a &amp;quot;factory&amp;quot; is the black box where the corresponding item pops out. How the factory achieves this, and what&#039;s inside that factory, isn&#039;t relevant. So the ratio change is wrong. A ratio of 5:6:5 (green factories:red factories:blue factories) was and is correct for this point of view.&lt;br /&gt;
&lt;br /&gt;
If you change &amp;quot;factory&amp;quot; into &amp;quot;assembling machine&amp;quot;, it would be correct, because you need green assembling machines to produce red circuits. So the new ratio 6:5:5 is correct for (green assembling machines:red assembling machines:blue assembling machines). If seen this way, all assembling machines define one big blue factory and no separate green or red factories.&lt;br /&gt;
&lt;br /&gt;
Since the articles about the other circuits also speak of factories and don&#039;t count the intermediates needed within them (otherwise you need more copper cable factories for the advanced circuit), I suggest to revert to the previous ratio to keep things consistent. One doesn&#039;t always build green circuits on the spot within a red or blue circuit factory - often if not usually it comes preproduced from a bus, outside the &amp;quot;factory&amp;quot;.&lt;br /&gt;
[[User:Tertius3|Tertius3]] ([[User talk:Tertius3|talk]]) 14:37, 4 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Define factory in the wiki ==&lt;br /&gt;
&lt;br /&gt;
I suggested an edit here because I thought the ratios were incorrect. There has been a counter suggestion&lt;br /&gt;
 that they are correct because the page refers to &#039;&#039;factories&#039;&#039;, whereas I was referring to &#039;&#039;assembling&#039;&#039; &#039;&#039;machines&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t believe that the definition of factory claimed here is understood. It certainly isn&#039;t defined anywhere in the wiki.&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Processing_unit&amp;diff=188854</id>
		<title>Processing unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Processing_unit&amp;diff=188854"/>
		<updated>2022-04-02T13:29:45Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: Ratio is 6:6:5 green:red:blue not 5:6:5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Processing unit}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Processing Unit&#039;&#039;&#039; (or &amp;quot;blue circuit&amp;quot;) is the third tier of circuit, and is used in many late game recipes, mainly for making [[utility science pack]]s, [[module]]s, modular armor and its equipment, and the [[rocket silo]] and parts for the rocket.&lt;br /&gt;
&lt;br /&gt;
The ratios of assembling machines to craft this item are:&lt;br /&gt;
&lt;br /&gt;
; Normal mode: &lt;br /&gt;
* 6 [[Electronic circuit]] factories + 6 [[Advanced circuit]] factories + 0.05 [[Sulfuric acid]] plants &amp;amp;rarr; 5 &#039;&#039;Processing Unit&#039;&#039; factories&lt;br /&gt;
&lt;br /&gt;
; Expensive mode: &lt;br /&gt;
* 6 [[Electronic circuit]] factories + 6 [[Advanced circuit]] factories + 0.10 [[Sulfuric acid]] plants &amp;amp;rarr; 5 &#039;&#039;Processing Unit&#039;&#039; factories&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|computer-age-1}}&lt;br /&gt;
{{Achievement|computer-age-2}}&lt;br /&gt;
{{Achievement|computer-age-3}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156073</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156073"/>
		<updated>2018-02-25T13:25:00Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system GUI is accessed at the console &#039;&#039;by admins only&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the permissions system GUI. (Click on the thumbnail for the full size version, which takes you away from this page.)&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. New players who join a multiplayer server are placed in the default group (unless any mods place them in a different group). The default group has all permissions enabled at the start of a new multiplayer game.&lt;br /&gt;
&lt;br /&gt;
At this point, with the permissions GUI open, groups can be removed, added, cloned or edited by clicking on one of the icons in the top left of the GUI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The default group cannot be removed, but it can be edited.&lt;br /&gt;
&lt;br /&gt;
Selecting a group from the list and clicking on the &#039;Edit selected group&#039; icon opens the permission settings gui. (Click on the thumbnail for the full size version, which takes you away from this page.)&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsettings.PNG|239px|none|left|link={{filepath:Permissionsettings.PNG}}|The Permissions settings GUI. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item.&amp;lt;name&amp;gt; rather than grouping according to what parts of the game are affected. In this GUI, there is no localisation, and English is always used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
This is slightly misleading, as some of the permissions presented in the in-game GUI, are only available to admins, regardless of the group. Other permissions do not affect how a player interacts with the online game, but are used by mods to establish whether certain events will be received by players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;station&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players different roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
* Anti-grief. Disable player permissions to mine, and limit the use of the deconstruction planner to be rocks and trees only&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156072</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156072"/>
		<updated>2018-02-25T11:38:28Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system GUI is accessed at the console &#039;&#039;by admins only&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the permissions system GUI. (Click on the thumbnail for the full size version, which takes you away from this page.)&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. New players who join a multiplayer server are placed in the default group (unless any mods place them in a different group). The default group has all permissions enabled at the start of a new multiplayer game.&lt;br /&gt;
&lt;br /&gt;
At this point, with the permissions GUI open, groups can be removed, added, cloned or edited by clicking on one of the icons in the top left of the GUI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The default group cannot be removed, but it can be edited.&lt;br /&gt;
&lt;br /&gt;
This is slightly misleading, as some of the permissions presented in the in-game GUI, are only available to admins, regardless of the group. Other permissions do not affect how a player interacts with the online game, but are used by mods to establish whether certain events will be received by players.&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item.&amp;lt;name&amp;gt; rather than grouping according to what parts of the game are affected. In this GUI, there is no localisation, and English is always used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;station&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players different roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
* Anti-grief. Disable player permissions to mine, and limit the use of the deconstruction planner to be rocks and trees only&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156055</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156055"/>
		<updated>2018-02-25T11:16:06Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system GUI is accessed at the console &#039;&#039;by admins only&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the permissions system GUI. (Click on the thumbnail for the full size version, which takes you away from this page.)&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled.&lt;br /&gt;
&lt;br /&gt;
This is slightly misleading, as some of the permissions presented in the in-game GUI, are only available to admins, regardless of the group. Other permissions do not affect how a player interacts with the online game, but are used by mods to establish whether certain events will be received by players.&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item.&amp;lt;name&amp;gt; rather than grouping according to what parts of the game are affected. In this GUI, there is no localisation, and English is always used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;station&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players different roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
* Anti-grief. Disable player permissions to mine, and limit the use of the deconstruction planner to be rocks and trees only&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156052</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156052"/>
		<updated>2018-02-25T11:15:25Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system GUI is accessed at the console &#039;&#039;by admins only&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This opens the permissions system GUI. Click on the thumbnail for the full size version, which takes you away from this page.[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled.&lt;br /&gt;
&lt;br /&gt;
This is slightly misleading, as some of the permissions presented in the in-game GUI, are only available to admins, regardless of the group. Other permissions do not affect how a player interacts with the online game, but are used by mods to establish whether certain events will be received by players.&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item.&amp;lt;name&amp;gt; rather than grouping according to what parts of the game are affected. In this GUI, there is no localisation, and English is always used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;station&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players different roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
* Anti-grief. Disable player permissions to mine, and limit the use of the deconstruction planner to be rocks and trees only&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156047</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156047"/>
		<updated>2018-02-25T11:12:31Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console &#039;&#039;by admins only&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the permissions system GUI. Click on the thumbnail for the full size version, which takes you away from this page.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled.&lt;br /&gt;
&lt;br /&gt;
This is slightly misleading, as some of the permissions presented in the in-game GUI, are only available to admins, regardless of the group. Other permissions do not affect how a player interacts with the online game, but are used by mods to establish whether certain events will be received by players.&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item.&amp;lt;name&amp;gt; rather than grouping according to what parts of the game are affected. In this GUI, there is no localisation, and English is always used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;station&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players different roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
* Anti-grief. Disable player permissions to mine, and limit the use of the deconstruction planner to be rocks and trees only&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156046</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156046"/>
		<updated>2018-02-25T10:59:21Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console &#039;&#039;by admins only&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled.&lt;br /&gt;
&lt;br /&gt;
This is slightly misleading, as some of the permissions presented in the in-game GUI, are only available to admins, regardless of the group. Other permissions do not affect how a player interacts with the online game, but are used by mods to establish whether certain events will be received by players.&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item.&amp;lt;name&amp;gt; rather than grouping according to what parts of the game are affected. In this GUI, there is no localisation, and English is always used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;station&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players different roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
* Anti-grief. Disable player permissions to mine, and limit the use of the deconstruction planner to be rocks and trees only&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156045</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156045"/>
		<updated>2018-02-25T10:58:39Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console &#039;&#039;by admins only&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled.&lt;br /&gt;
&lt;br /&gt;
This is slightly misleading, as some of the permissions presented in the in-game GUI, are only available to admins, regardless of the group. Other permissions do not affect how a player interacts with the online game, but are used by mods to establish whether certain events will be received by players.&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item.&amp;lt;name&amp;gt; rather than grouping according to what parts of the game are affected. In this GUI, ther is no localisation, and English is ALWAYS used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;station&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players different roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
* Anti-grief. Disable player permissions to mine, and limit the use of the deconstruction planner to be rocks and trees only&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156044</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156044"/>
		<updated>2018-02-25T10:57:38Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console &#039;&#039;by admins only&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled.&lt;br /&gt;
&lt;br /&gt;
This is slightly misleading, as some of the permissions presented in the in-game GUI, are only available to admins, regardless of the group. Other permissions do not affect how a player interacts with the online game, but are used by mods to establish whether certain events will be received by players.&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item.&amp;lt;name&amp;gt; rather than grouping according to what parts of the game are affected. In this GUI, English is ALWAYS used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;station&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players different roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
* Anti-grief. Disable player permissions to mine, and limit the use of the deconstruction planner to be rocks and trees only&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156043</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156043"/>
		<updated>2018-02-25T10:48:29Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console &#039;&#039;by admins only&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled.&lt;br /&gt;
&lt;br /&gt;
This is slightly misleading, as some of the permissions presented in the in-game GUI relate to mods that might access the permissions system, rather than how a player interacts with the online game.&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item.&amp;lt;name&amp;gt; rather than grouping according to what parts of the game are affected.&lt;br /&gt;
&lt;br /&gt;
In this GUI, English is ALWAYS used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156042</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156042"/>
		<updated>2018-02-25T10:47:18Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for player management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled.&lt;br /&gt;
&lt;br /&gt;
This is slightly misleading, as some of the permissions presented in the in-game GUI relate to mods that might access the permissions system, rather than how a player interacts with the online game.&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item.&amp;lt;name&amp;gt; rather than grouping according to what parts of the game are affected.&lt;br /&gt;
&lt;br /&gt;
In this GUI, English is ALWAYS used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156041</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156041"/>
		<updated>2018-02-25T10:44:20Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Open the Permissions GUI. See this link&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled.&lt;br /&gt;
&lt;br /&gt;
This is slightly misleading, as some of the permissions presented in the in-game GUI relate to mods that might access the permissions system, rather than how a player interacts with the online game.&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item.&amp;lt;name&amp;gt; rather than grouping according to what parts of the game are affected.&lt;br /&gt;
&lt;br /&gt;
In this GUI, English is ALWAYS used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156040</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156040"/>
		<updated>2018-02-25T10:40:00Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Open the Permissions GUI. See this link&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console by typing the command /permissions which opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog. Click for full size image]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled. This is slightly misleading, as some of the permissions that are enabled relate to be able to modify the permissions system, but only admins can access the system!&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item name rather than grouping according to what parts of the game are affected. In this GUI, English is ALWAYS used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156039</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156039"/>
		<updated>2018-02-25T10:35:25Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Open the Permissions GUI. See this link&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console by typing the command /permissions which opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|link={{filepath:Permissionsgui.PNG}}|The Main Permissions GUI Dialog]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled. This is slightly misleading, as some of the permissions that are enabled relate to be able to modify the permissions system, but only admins can access the system!&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item name rather than grouping according to what parts of the game are affected. In this GUI, English is ALWAYS used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156038</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156038"/>
		<updated>2018-02-25T10:31:35Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Open the Permissions GUI. See this link&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console by typing the command /permissions which opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|none|left|The Main Permissions GUI Dialog]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled. This is slightly misleading, as some of the permissions that are enabled relate to be able to modify the permissions system, but only admins can access the system!&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item name rather than grouping according to what parts of the game are affected. In this GUI, English is ALWAYS used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156037</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156037"/>
		<updated>2018-02-25T10:26:44Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Open the Permissions GUI. See this link&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console by typing the command /permissions which opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|thumb|left|The Main Permissions GUI Dialog]]&lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled. This is slightly misleading, as some of the permissions that are enabled relate to be able to modify the permissions system, but only admins can access the system!&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item name rather than grouping according to what parts of the game are affected. In this GUI, English is ALWAYS used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156036</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156036"/>
		<updated>2018-02-25T10:21:01Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* The Permissions System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Open the Permissions GUI. See this link&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console by typing the command /permissions which opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|thumb|The Main Permissions GUI Dialog]] &lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled. This is slightly misleading, as some of the permissions that are enabled relate to be able to modify the permissions system, but only admins can access the system!&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item name rather than grouping according to what parts of the game are affected. In this GUI, English is ALWAYS used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156035</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156035"/>
		<updated>2018-02-25T10:17:42Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Multiplayer Admin Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Open the Permissions GUI. See this link&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Clear all the messages by a player from the chat log&lt;br /&gt;
&amp;lt;pre&amp;gt;/purge &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Swap player characters&lt;br /&gt;
&amp;lt;pre&amp;gt;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
Unban a player&lt;br /&gt;
&amp;lt;pre&amp;gt;/unban &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whitelist management. If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
&amp;lt;pre&amp;gt;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
In multiplayer, factorio has a system that allows:&lt;br /&gt;
* Groups to created&lt;br /&gt;
* Permissions to be assigned to groups&lt;br /&gt;
* Players to be placed in one of the groups&lt;br /&gt;
&lt;br /&gt;
In game, the permissions system is accessed at the console by typing the command /permissions which opens the permissions system GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Permissionsgui.PNG|320px|thumb|left|The Main Permissions GUI Dialog]] &lt;br /&gt;
&lt;br /&gt;
At the start of a multiplayer game, all players, including admins, are placed in a default group called &#039;default&#039;. The default group has all permissions enabled. This is slightly misleading, as some of the permissions that are enabled relate to be able to modify the permissions system, but only admins can access the system!&lt;br /&gt;
&lt;br /&gt;
The permissions are listed in the GUI in the alphabetic order of their defines.action-item name rather than grouping according to what parts of the game are affected. In this GUI, English is ALWAYS used (as at version 0.16.25)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the search system in the GUI to find permissions that belong together. Use searches like &#039;research&#039;, &#039;craft&#039;, &#039;blueprint&#039;, &#039;train&#039;, &#039;signal&#039;, &#039;combinator&#039;,  &#039;deconstruct&#039;.&lt;br /&gt;
&lt;br /&gt;
By creating groups, assigning permissions to groups, and placing players into those groups, it is possible to give players roles in a multiplayer game. Examples include (but are limited to):&lt;br /&gt;
&lt;br /&gt;
* Spectators. Players who can only walk and not interact in any other may with the map&lt;br /&gt;
* Train drivers. Players who can lay rails, signals, stations, connect and disconnect rolling stock, and give train orders&lt;br /&gt;
* Scientists. Start, and cancel research&lt;br /&gt;
* Architects. Design, import, export and place blueprints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156028</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156028"/>
		<updated>2018-02-25T09:56:34Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for player management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
&lt;br /&gt;
Print a list of game admins&lt;br /&gt;
&amp;lt;pre&amp;gt;/admins&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ban a player. &lt;br /&gt;
&amp;lt;pre&amp;gt;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
To manage the banned list &lt;br /&gt;
&amp;lt;pre&amp;gt;/banlist &amp;lt;add/remove/get/clear&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
&lt;br /&gt;
Print a list of banned players (is the same as /banlist get)&lt;br /&gt;
&amp;lt;pre&amp;gt;/bans&amp;lt;/pre&amp;gt;&lt;br /&gt;
Delete the blueprint library storage for the player (if offline) from the save file.&lt;br /&gt;
&amp;lt;pre&amp;gt;/delete-blueprint-library &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
&lt;br /&gt;
Demote a player from being an admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/demote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Forcibly disconnect a player from the server &#039;&#039;but do not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
&amp;lt;pre&amp;gt;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Open another player&#039;s inventory&lt;br /&gt;
&amp;lt;pre&amp;gt;/open &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Open the Permissions GUI. See this link&lt;br /&gt;
&amp;lt;pre&amp;gt;/permissions&amp;lt;/pre&amp;gt;&lt;br /&gt;
Promote a player to admin&lt;br /&gt;
&amp;lt;pre&amp;gt;/promote &amp;lt;player&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156027</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156027"/>
		<updated>2018-02-25T09:40:12Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for player management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Where a / is used between &amp;lt; and &amp;gt; braces this indicates a list of options that can be used. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/open &amp;lt;player&amp;gt;&lt;br /&gt;
:Opens another player&#039;s inventory&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156026</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156026"/>
		<updated>2018-02-25T09:27:44Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/open &amp;lt;player&amp;gt;&lt;br /&gt;
:Opens another player&#039;s inventory&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=156025</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=156025"/>
		<updated>2018-02-25T09:27:27Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Chatting with other players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== 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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156024</id>
		<title>User:DRY411S</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DRY411S&amp;diff=156024"/>
		<updated>2018-02-25T09:26:57Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An old grey bloke who likes fiddling about with computers.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/open &amp;lt;player&amp;gt;&lt;br /&gt;
:Opens another player&#039;s inventory&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=156023</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=156023"/>
		<updated>2018-02-25T09:26:36Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Multiplayer Admin Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== 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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155974</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155974"/>
		<updated>2018-02-24T13:20:55Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for server and game management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/open &amp;lt;player&amp;gt;&lt;br /&gt;
:Opens another player&#039;s inventory&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155973</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155973"/>
		<updated>2018-02-24T12:39:53Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Multiplayer Admin Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands). Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/open &amp;lt;player&amp;gt;&lt;br /&gt;
:Opens another player&#039;s inventory&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155972</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155972"/>
		<updated>2018-02-24T12:39:00Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for server and game management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/open &amp;lt;player&amp;gt;&lt;br /&gt;
:Opens another player&#039;s inventory&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155971</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155971"/>
		<updated>2018-02-24T12:38:36Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for server and game management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/open &amp;lt;player&amp;gt;&lt;br /&gt;
:Opens another player&#039;s inventory&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/alerts (admin only?)&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155970</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155970"/>
		<updated>2018-02-24T12:26:09Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for player management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/open &amp;lt;player&amp;gt;&lt;br /&gt;
:Opens another player&#039;s inventory&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/alerts (admin only?)&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/seed (admin only?)&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155969</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155969"/>
		<updated>2018-02-24T12:25:54Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for player management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;open &amp;lt;player&amp;gt;&lt;br /&gt;
:Opens another player&#039;s inventory&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/alerts (admin only?)&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/seed (admin only?)&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155968</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155968"/>
		<updated>2018-02-24T12:24:26Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for server and game management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/alerts (admin only?)&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/seed (admin only?)&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155967</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155967"/>
		<updated>2018-02-24T12:21:59Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Player Groups and Permissions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/alerts (admin only?)&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/open&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/seed (admin only?)&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== The Permissions System ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155966</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155966"/>
		<updated>2018-02-24T12:20:07Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: Amended pre-amble to include the Admin features section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/alerts (admin only?)&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/open&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/seed (admin only?)&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== Player Groups and Permissions ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155965</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155965"/>
		<updated>2018-02-24T12:14:56Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for server and game management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, and how to join one. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/alerts (admin only?)&lt;br /&gt;
/config&lt;br /&gt;
/measured-command&lt;br /&gt;
/open&lt;br /&gt;
/perf-avg-frames&lt;br /&gt;
/seed (admin only?)&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== Player Groups and Permissions ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155964</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155964"/>
		<updated>2018-02-24T12:11:45Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for player management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, and how to join one. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
Where &amp;lt;player&amp;gt; is used, you should type the name of a player. Anywhere else where the &amp;lt; and &amp;gt; braces are used, you may type any text.&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
:deletes the blueprint library storage for the player (if offline) from the save file. If instead of &amp;lt;player&amp;gt;, you type &amp;quot;everybody confirm&amp;quot; (without the quotation marks) the blueprint libraries of every offline player will be removed&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/alerts (admin only?)&lt;br /&gt;
/config&lt;br /&gt;
/delete-blueprint-library&lt;br /&gt;
/measured-command&lt;br /&gt;
/open&lt;br /&gt;
/seed (admin only?)&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== Player Groups and Permissions ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155963</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155963"/>
		<updated>2018-02-24T12:04:16Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for player management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, and how to join one. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
;/admins&lt;br /&gt;
:Prints a list of game admins&lt;br /&gt;
;/ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Bans the specified player. The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/banlist &amp;lt;add/remove/get/clear&amp;gt;&lt;br /&gt;
:add - is the same as /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:remove - is the same as /unban &amp;lt;player&amp;gt;&lt;br /&gt;
:get  - prints a list of banned players&lt;br /&gt;
:clear - unbans all banned players&lt;br /&gt;
;/bans&lt;br /&gt;
:prints a list of banned players (is the same as /banlist get)&lt;br /&gt;
;/demote &amp;lt;player&amp;gt;&lt;br /&gt;
:Demotes the player from being an admin&lt;br /&gt;
;/kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
:Forcibly disconnects the player from the server &#039;&#039;but does not ban them&#039;&#039; The &amp;lt;reason&amp;gt; is stored where?&lt;br /&gt;
;/permissions&lt;br /&gt;
:Opens the permissions GUI. See this link&lt;br /&gt;
;/promote &amp;lt;player&amp;gt;&lt;br /&gt;
:Promotes the player to admin&lt;br /&gt;
;/purge &amp;lt;player&amp;gt;&lt;br /&gt;
:Clears all the messages by this user from the chat log&lt;br /&gt;
;/swap-players &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt;&lt;br /&gt;
:If player2 is empty, swaps your character with the given players character&lt;br /&gt;
:If player2 is not empty, swaps the two player characters&lt;br /&gt;
;/unban &amp;lt;player&amp;gt;&lt;br /&gt;
:Unbans the specified player&lt;br /&gt;
;/whitelist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
:If the whitelist is not empty, only players in the whitelist can join the game. On headless servers, a pre-defined whitelist can be added to &amp;lt;server-settings-json&amp;gt; check this.&lt;br /&gt;
:add - Adds the player to a whitelist&lt;br /&gt;
:remove - Removes the player from the whitelist&lt;br /&gt;
:get - prints the whitelist&lt;br /&gt;
:clear - empties the whitelist. Any player can join the game.&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/alerts (admin only?)&lt;br /&gt;
/config&lt;br /&gt;
/delete-blueprint-library&lt;br /&gt;
/measured-command&lt;br /&gt;
/open&lt;br /&gt;
/seed (admin only?)&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== Player Groups and Permissions ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155962</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155962"/>
		<updated>2018-02-24T11:43:37Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Console Commands for player management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, and how to join one. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
;/admins&lt;br /&gt;
 :stub&lt;br /&gt;
;/ban&lt;br /&gt;
 :stub&lt;br /&gt;
;/banlist&lt;br /&gt;
 :stub&lt;br /&gt;
;/bans&lt;br /&gt;
 :stub&lt;br /&gt;
;/demote&lt;br /&gt;
 :stub&lt;br /&gt;
;/kick&lt;br /&gt;
 :stub&lt;br /&gt;
;/permissions&lt;br /&gt;
 :stub&lt;br /&gt;
;/promote&lt;br /&gt;
 :stub&lt;br /&gt;
;/purge&lt;br /&gt;
 :stub&lt;br /&gt;
;/swap-players&lt;br /&gt;
 :stub&lt;br /&gt;
;/whitelist&lt;br /&gt;
 :stub&lt;br /&gt;
&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/alerts (admin only?)&lt;br /&gt;
/config&lt;br /&gt;
/delete-blueprint-library&lt;br /&gt;
/measured-command&lt;br /&gt;
/open&lt;br /&gt;
/seed (admin only?)&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== Player Groups and Permissions ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155961</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155961"/>
		<updated>2018-02-24T11:36:32Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Admin Console Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, and how to join one. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Console Commands for player management ===&lt;br /&gt;
/admins&lt;br /&gt;
/ban&lt;br /&gt;
/banlist&lt;br /&gt;
/bans&lt;br /&gt;
/demote&lt;br /&gt;
/kick&lt;br /&gt;
/permissions&lt;br /&gt;
/promote&lt;br /&gt;
/purge&lt;br /&gt;
/swap-players&lt;br /&gt;
/whitelist&lt;br /&gt;
=== Console Commands for server and game management ===&lt;br /&gt;
/alerts (admin only?)&lt;br /&gt;
/config&lt;br /&gt;
/delete-blueprint-library&lt;br /&gt;
/measured-command&lt;br /&gt;
/open&lt;br /&gt;
/seed (admin only?)&lt;br /&gt;
/server-save&lt;br /&gt;
/silent-command&lt;br /&gt;
/toggle-heavy-mode&lt;br /&gt;
/help&lt;br /&gt;
&lt;br /&gt;
=== Player Groups and Permissions ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155960</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155960"/>
		<updated>2018-02-24T11:25:27Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Chatting with other players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, and how to join one. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Admin Console Commands ===&lt;br /&gt;
stub&lt;br /&gt;
=== Player Groups and Permissions ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
=== Chatting with other players ===&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155959</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155959"/>
		<updated>2018-02-24T11:24:56Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: Stub for chatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, and how to join one. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Admin Console Commands ===&lt;br /&gt;
stub&lt;br /&gt;
=== Player Groups and Permissions ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
== Chatting with other players ==&lt;br /&gt;
stub&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155958</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=155958"/>
		<updated>2018-02-24T11:23:02Z</updated>

		<summary type="html">&lt;p&gt;DRY411S: /* Multiplayer Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, and how to join one. 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;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;Multiplayer&#039;&#039; button in the &#039;&#039;Play&#039;&#039; menu to start playing a multiplayer game, choose &#039;&#039;New&#039;&#039; or &#039;&#039;Load&#039;&#039; or &#039;&#039;Scenarios&#039;&#039; to host and play, or &#039;&#039;Browse&#039;&#039; or &#039;&#039;Play on LAN&#039;&#039; to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you&#039;ll need the server&#039;s (public or otherwise reachable) IP address; you can then &#039;&#039;Connect&#039;&#039; directly to that to join the game.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use 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 its 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;
* 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 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.&lt;br /&gt;
&lt;br /&gt;
In the headless 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 (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&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 using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control pollution spread, biter expansion and evolution, and more (Added in 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file (Added in 0.14.12)&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory.&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start a server and a client on the same computer you need to launch the client with the following launch option:&lt;br /&gt;
&amp;lt;pre&amp;gt;--no-log-rotation&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&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 distributions.&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;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&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 selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&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, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&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, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A brief description of your server&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&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, introduced 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|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 &#039;&#039;visible to all players&#039;&#039;. 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.players[&amp;quot;player_name&amp;quot;].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) 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]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&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;
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.&lt;br /&gt;
* Tell your friends to buy Factorio, then play with them!&lt;br /&gt;
&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) 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;
Multiplayer games will be launched in client-server mode (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).&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;
== Multiplayer Admin Features ==&lt;br /&gt;
Every multiplayer game has at least one Admin user. When a multiplayer game is started from the game&#039;s GUI, this is the person who created the multiplayer game. On a headless server, the game can start with several Admins by editing the &amp;lt;server-settings.json&amp;gt; (link needed) file.&lt;br /&gt;
&lt;br /&gt;
Admin users have several abilities that regular users do not. Most of these are invoked through console commands (link to console commands) that they can use. Others are invoked through the Permissions GUI (link needed)&lt;br /&gt;
=== Admin Console Commands ===&lt;br /&gt;
stub&lt;br /&gt;
=== Player Groups and Permissions ===&lt;br /&gt;
stub&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 can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&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;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Cable and wire connection&lt;br /&gt;
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it&#039;s possible to power structures with electricity from an opposing force&#039;s generators. Similarly, it&#039;s possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force&#039;s devices.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&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;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>DRY411S</name></author>
	</entry>
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