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	<updated>2026-05-16T19:15:20Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio:About/es&amp;diff=195788</id>
		<title>Factorio:About/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:About/es&amp;diff=195788"/>
		<updated>2023-12-30T14:38:45Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: /* See also */ ops xd&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194184}}&lt;br /&gt;
&amp;lt;!-- From the official pressKit description --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Factorio es un juego en el cual construyes y mantienes fábricas. Tendrás que extraer recursos, investigar tecnologías, construir infraestructura, automatizar la producción y luchar contra enemigos.&lt;br /&gt;
&lt;br /&gt;
Comenzarás cortando arboles y extrayendo minerales, construyendo cintas transportadoras y brazos mecánicos a mano, pero en poco tiempo tu fábrica puede llegar a convertirse en una megaindustria, con gigantes plantas solares, refinando y craqueando petróleo, produciendo y desplegando ejércitos de robots logísticos y de construcción, todo esto para satisfacer tus necesidades de recursos. Sin embargo, esta dura explotación del los recursos del planeta no les va a sentar nada bien a los nativos locales, por lo que deberás estar preparado para defender tu vida y tu imperio mecánico. &lt;br /&gt;
&lt;br /&gt;
Une fuerzas con otros jugadores en el modo cooperativo [[Multiplayer/es|Multijugador]], crea enormes fábricas, colabora y delega tareas entre tú y tus amigos. &amp;lt;includeonly&amp;gt;&#039;&#039;&#039;[[Factorio:About/es|... leer más ...]]&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Añade mods para divertirte más, desde pequeños mods que cambian pequeñas cosas, hasta algunos que cambian completamente la dinámica del juego. Factorio proporciona un completo Soporte Mod que ha permitido a los creadores de contenido de todo el mundo, crear interesantes diseños e innovadoras características nuevas. Mientras que el corazón de la jugabilidad se encuentra en el modo libre, existen una serie de interesantes desafíos en forma de Packs de escenario, desponibles como DLC gratuito. Si no te acaba de convencer ningún mapa, puedes crear el tuyo propio en el juego mediante el Editor de Mapas; coloca entidades, enemigos e incluso terreno de cualquier forma que puedas imaginar a tu antojo, e incluso añade tu propio Script para hacer más interesante la jugabilidad.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Hoja de ruta ==&lt;br /&gt;
La [[Roadmap|Hoja de ruta]] es una descripción de los objetivos futuros para el desarrollo de Factorio. Se puede consultar para descubrir lo que los desarrolladores de Factorio tienen reservado para el juego.&lt;br /&gt;
&lt;br /&gt;
Echa un vistazo a [http://www.factorio.com/blog El blog oficial]; Factorio Friday Facts (FFFs) se han convertido en una característica semanal y proporcionan buena información sobre el futuro próximo del juego.&lt;br /&gt;
&lt;br /&gt;
== Stats  ==&lt;br /&gt;
&lt;br /&gt;
* Definición: Factorio es un juego sci-fi sandbox.&lt;br /&gt;
* Fecha de salida al público: Mediados de 2012&lt;br /&gt;
&lt;br /&gt;
== Historia ==&lt;br /&gt;
* 1 de abril de 2014: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3026 Entrevista a Michal Kovarik en CanardPC]&lt;br /&gt;
* 29 de julio de 2013: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1120 Entrevista con el desarrollador]&lt;br /&gt;
* 5 de febrero de 2013: [http://steamcommunity.com/sharedfiles/filedetails/?id=125195010 Campaña Steam Greenlight]&lt;br /&gt;
** Lanzado en Steam Early access el 25 de febrero de 2016. Los desarrolladores esperan un lanzamiento completo (es decir, 1.0) en verano de 2018.&lt;br /&gt;
** 14 de agosto de 2020: Lanzamiento de la versión 1.0.&lt;br /&gt;
&lt;br /&gt;
=== ¿En qué está inspirado el juego? ===&lt;br /&gt;
* [[wikipedia:Dwarf Fortress|Dwarf Fortress]]&lt;br /&gt;
* [[wikipedia:Transport Tycoon|Transport Tycoon]]-like games, especially [[wikipedia:OpenTTD|OpenTTD]]&lt;br /&gt;
* [[wikipedia:Minecraft|Minecraft]] (especialmente el [https://www.curseforge.com/minecraft/mc-mods/buildcraft BuildCraft mod])&lt;br /&gt;
* [[wikipedia:Civilization (series)|Civilization series]]&lt;br /&gt;
* [[wikipedia:SpaceChem|SpaceChem]]&lt;br /&gt;
* [[wikipedia:Creeper_World#Creeper_World_3:_Arc_Eternal|Creeper World 3]]&lt;br /&gt;
* [[wikipedia:Terraria|Terraria]]&lt;br /&gt;
* [[wikipedia:Starbound|Starbound]]&lt;br /&gt;
* [http://grobots.sourceforge.net/ Grobots]&lt;br /&gt;
* [[wikipedia:RimWorld|RimWorld]]&lt;br /&gt;
* [[wikipedia:DayZ (video game)|DayZ]]&lt;br /&gt;
* [[wikipedia:FTL: Faster Than Light|FTL: Faster Than Light]]&lt;br /&gt;
* [http://unclaimedworld-game.com/ Unclaimed World]&lt;br /&gt;
* [https://www.coolmathgames.com/0-into-space Into Space] (se mencionó brevemente que el juego incluirá elementos de allí)&lt;br /&gt;
* [https://yogscast.fandom.com/wiki/Dig-N-Rig Dig-N-Rig]&lt;br /&gt;
&lt;br /&gt;
== Vea también ==&lt;br /&gt;
* [http://www.indiegogo.com/projects/factorio Campaña de Indiegogo] &lt;br /&gt;
Recaudó 21.626 euros, comenzó el 31 de enero de 2013 y finalizó el 3 de marzo de 2013.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=122388.0 Foro de Dwarf Fortress]&lt;br /&gt;
* [[wikipedia:Factorio|Página de Factorio en Wikipedia]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio:About/es&amp;diff=195787</id>
		<title>Factorio:About/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:About/es&amp;diff=195787"/>
		<updated>2023-12-30T14:36:30Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: updated translation to match current version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194184}}&lt;br /&gt;
&amp;lt;!-- From the official pressKit description --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Factorio es un juego en el cual construyes y mantienes fábricas. Tendrás que extraer recursos, investigar tecnologías, construir infraestructura, automatizar la producción y luchar contra enemigos.&lt;br /&gt;
&lt;br /&gt;
Comenzarás cortando arboles y extrayendo minerales, construyendo cintas transportadoras y brazos mecánicos a mano, pero en poco tiempo tu fábrica puede llegar a convertirse en una megaindustria, con gigantes plantas solares, refinando y craqueando petróleo, produciendo y desplegando ejércitos de robots logísticos y de construcción, todo esto para satisfacer tus necesidades de recursos. Sin embargo, esta dura explotación del los recursos del planeta no les va a sentar nada bien a los nativos locales, por lo que deberás estar preparado para defender tu vida y tu imperio mecánico. &lt;br /&gt;
&lt;br /&gt;
Une fuerzas con otros jugadores en el modo cooperativo [[Multiplayer/es|Multijugador]], crea enormes fábricas, colabora y delega tareas entre tú y tus amigos. &amp;lt;includeonly&amp;gt;&#039;&#039;&#039;[[Factorio:About/es|... leer más ...]]&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Añade mods para divertirte más, desde pequeños mods que cambian pequeñas cosas, hasta algunos que cambian completamente la dinámica del juego. Factorio proporciona un completo Soporte Mod que ha permitido a los creadores de contenido de todo el mundo, crear interesantes diseños e innovadoras características nuevas. Mientras que el corazón de la jugabilidad se encuentra en el modo libre, existen una serie de interesantes desafíos en forma de Packs de escenario, desponibles como DLC gratuito. Si no te acaba de convencer ningún mapa, puedes crear el tuyo propio en el juego mediante el Editor de Mapas; coloca entidades, enemigos e incluso terreno de cualquier forma que puedas imaginar a tu antojo, e incluso añade tu propio Script para hacer más interesante la jugabilidad.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Hoja de ruta ==&lt;br /&gt;
La [[Roadmap|Hoja de ruta]] es una descripción de los objetivos futuros para el desarrollo de Factorio. Se puede consultar para descubrir lo que los desarrolladores de Factorio tienen reservado para el juego.&lt;br /&gt;
&lt;br /&gt;
Echa un vistazo a [http://www.factorio.com/blog El blog oficial]; Factorio Friday Facts (FFFs) se han convertido en una característica semanal y proporcionan buena información sobre el futuro próximo del juego.&lt;br /&gt;
&lt;br /&gt;
== Stats  ==&lt;br /&gt;
&lt;br /&gt;
* Definición: Factorio es un juego sci-fi sandbox.&lt;br /&gt;
* Fecha de salida al público: Mediados de 2012&lt;br /&gt;
&lt;br /&gt;
== Historia ==&lt;br /&gt;
* 1 de abril de 2014: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3026 Entrevista a Michal Kovarik en CanardPC]&lt;br /&gt;
* 29 de julio de 2013: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1120 Entrevista con el desarrollador]&lt;br /&gt;
* 5 de febrero de 2013: [http://steamcommunity.com/sharedfiles/filedetails/?id=125195010 Campaña Steam Greenlight]&lt;br /&gt;
** Lanzado en Steam Early access el 25 de febrero de 2016. Los desarrolladores esperan un lanzamiento completo (es decir, 1.0) en verano de 2018.&lt;br /&gt;
** 14 de agosto de 2020: Lanzamiento de la versión 1.0.&lt;br /&gt;
&lt;br /&gt;
=== ¿En qué está inspirado el juego? ===&lt;br /&gt;
* [[wikipedia:Dwarf Fortress|Dwarf Fortress]]&lt;br /&gt;
* [[wikipedia:Transport Tycoon|Transport Tycoon]]-like games, especially [[wikipedia:OpenTTD|OpenTTD]]&lt;br /&gt;
* [[wikipedia:Minecraft|Minecraft]] (especialmente el [https://www.curseforge.com/minecraft/mc-mods/buildcraft BuildCraft mod])&lt;br /&gt;
* [[wikipedia:Civilization (series)|Civilization series]]&lt;br /&gt;
* [[wikipedia:SpaceChem|SpaceChem]]&lt;br /&gt;
* [[wikipedia:Creeper_World#Creeper_World_3:_Arc_Eternal|Creeper World 3]]&lt;br /&gt;
* [[wikipedia:Terraria|Terraria]]&lt;br /&gt;
* [[wikipedia:Starbound|Starbound]]&lt;br /&gt;
* [http://grobots.sourceforge.net/ Grobots]&lt;br /&gt;
* [[wikipedia:RimWorld|RimWorld]]&lt;br /&gt;
* [[wikipedia:DayZ (video game)|DayZ]]&lt;br /&gt;
* [[wikipedia:FTL: Faster Than Light|FTL: Faster Than Light]]&lt;br /&gt;
* [http://unclaimedworld-game.com/ Unclaimed World]&lt;br /&gt;
* [https://www.coolmathgames.com/0-into-space Into Space] (se mencionó brevemente que el juego incluirá elementos de allí)&lt;br /&gt;
* [https://yogscast.fandom.com/wiki/Dig-N-Rig Dig-N-Rig]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.indiegogo.com/projects/factorio Campaña de Indiegogo] &lt;br /&gt;
Recaudó 21.626 euros, comenzó el 31 de enero de 2013 y finalizó el 3 de marzo de 2013.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=122388.0 Foro de Dwarf Fortress]&lt;br /&gt;
* [[wikipedia:Factorio|Página de Factorio en Wikipedia]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer/es&amp;diff=195786</id>
		<title>Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer/es&amp;diff=195786"/>
		<updated>2023-12-30T13:48:53Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: fully translated page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Alojar una partida guardada&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&lt;br /&gt;
&lt;br /&gt;
=== Cómo publicar en el servidor de emparejamiento una partida alojada en un servidor ===&lt;br /&gt;
&lt;br /&gt;
Para publicar la partida en el servidor de emparejamiento, Factorio necesita recibir más información que solo la ubicación del archivo de guardado. Esta información se proporciona en un &#039;&#039;archivo de configuración del servidor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Para crear un archivo de configuración del servidor, mira el archivo de ejemplo ubicado en &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; en el [[Application directory|Directorio de la aplicación]] de Factorio. La forma recomendada es hacer una copia de este archivo de ejemplo y editar la copia.&lt;br /&gt;
&lt;br /&gt;
Los siguientes valores pueden ser cambiados:&lt;br /&gt;
; Name: Este será el nombre bajo el cual el servidor aparecerá en la lista de partidas públicas.&lt;br /&gt;
; Description: Una descripción de tu servidor. Puede contener hasta 5000 caracteres. [https://factorio.com/blog/post/fff-304 MP server description].&lt;br /&gt;
; Tags: Una lista de etiquetas de juego.&lt;br /&gt;
; Max Players: Te permite limitar el número de jugadores que pueden estar conectados al servidor al mismo tiempo. Si no quieres límite, simplemente establece max_players en 0.&lt;br /&gt;
* Visibilidad para el buscador de partidas publicas: Puede ser público, LAN u oculto.&lt;br /&gt;
** Public: El servidor aparecerá en la lista de servidores públicos. Esto requiere que se completen las credenciales de inicio de sesión a continuación.&lt;br /&gt;
** LAN: El servidor no aparecerá en la lista de servidores públicos, pero estará disponible a través del botón Jugar en LAN.&lt;br /&gt;
** Hidden: Los clientes tendrán que conectarse usando la dirección IP del servidor.&lt;br /&gt;
* Credenciales de usuario utilizando un nombre de usuario y contraseña o token de autenticación (encontrado en el sitio web de factorio o en player-data.json); Estos son necesarios si deseas hacer público el servidor. De lo contrario, pueden dejarse vacíos.&lt;br /&gt;
** Por razones de seguridad, se recomienda usar el token de autenticación ya que este documento se almacena como texto plano. Aunque se debe tener en cuenta que un token de autenticación también es una información sensible, y se te aconseja mantenerlo en secreto.&lt;br /&gt;
* Contraseña del servidor&lt;br /&gt;
** El nombre del campo es game_password&lt;br /&gt;
* Si verificar o no la identidad del usuario&lt;br /&gt;
(Hay valores adicionales en la v0.14 de factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Detalles técnicos de la implementación ===&lt;br /&gt;
&lt;br /&gt;
El equipo de desarrollo ha publicado notas sobre algunos detalles técnicos relacionados con el modo multijugador en varias entradas del blog Friday Facts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Arquitectura lock step]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Conexiones cliente-servidor]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introducido en 0.13]&lt;br /&gt;
&lt;br /&gt;
=== Registros DNS SRV ===&lt;br /&gt;
Factorio admite [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ Registros DNS SRV] desde la versión 1.1.67. &lt;br /&gt;
&lt;br /&gt;
Esto hace mas fácil tener varios servidores de Factorio en un mismo host y permitir que los usuarios se conecten a ellos con subdominios distintos en lugar de tener que ingresar números de puerto.&lt;br /&gt;
&lt;br /&gt;
El nombre del servicio es &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; y solo admite el protocolo &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ejemplo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dominio: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Puerto:   34197&lt;br /&gt;
&lt;br /&gt;
Registro DNS:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ahora cuando un cliente de Factorio se conecte a wube.software se conectará en realidad a srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captura de pantalla de ejemplo:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entradas del registro:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio registrará un mensaje “DNS SRV lookup returned […]” cuando encuentre un registro SRV para el dominio proveído&lt;br /&gt;
* Con el registro detallado, Factorio también registrará “DNS SRV lookup for [domain] didn’t return any usable records” cuando no haya ningún registro SRV&lt;br /&gt;
&lt;br /&gt;
=== Consejos Varios ===&lt;br /&gt;
* La tecla para los [[Console/es|comandos de consola]] también se utiliza para iniciar el chat en multijugador. Para ejecutar un comando en lugar de chatear, necesitas escribir &#039;&#039;/c&#039;&#039; antes del comando. Los comandos ejecutados son &#039;&#039;visibles para todos los jugadores&#039;&#039;. Además, la partida multijugador debe haberse iniciado con &amp;quot;permitir comandos&amp;quot; para que los comandos funcionen.&lt;br /&gt;
* Establece el color del jugador usando el comando&lt;br /&gt;
 /color r g b&lt;br /&gt;
r, g y b son para rojo, verde y azul respectivamente (los valores posibles están entre 0 y 1, usa [https://www.w3schools.com/colors/colors_converter.asp este sitio] para convertir los colores a números rgb).&lt;br /&gt;
&lt;br /&gt;
* Para darte acceso de administrador, necesitas crear un archivo server-adminlist.json en el mismo directorio que factorio-current.log. El archivo debe contener una lista de administradores, así:&lt;br /&gt;
&amp;lt;code&amp;gt;[ &amp;quot;usuario1&amp;quot;, &amp;quot;usuario2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Este archivo se creará si promueves a un jugador a través de la consola.&lt;br /&gt;
&lt;br /&gt;
== Unirse a una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.13, los jugadores ya no necesariamente tienen que hacer un reenvío de puertos para jugar con otros. Los jugadores pueden unirse entre sí a través de Steam, o simplemente por el host con reenvío de puerto.&lt;br /&gt;
&lt;br /&gt;
Los jugadores que deseen unirse a una partida pueden hacerlo de varias maneras:&lt;br /&gt;
&lt;br /&gt;
* Unirse ingresando directamente una IP pública y puerto en Factorio.&lt;br /&gt;
* Seleccionando el servidor desde la lista de partidas públicas.&lt;br /&gt;
* Unirse a través de los servicios de Steam.&lt;br /&gt;
* Jugando desde una partida local en LAN.&lt;br /&gt;
&lt;br /&gt;
=== Unirse por IP ===&lt;br /&gt;
&lt;br /&gt;
Para unirse a una partida multijugador por IP, necesitarás conocer la IP pública de un servidor válido. Puedes encontrar esto a través de las redes sociales, sitios web, o de boca en boca. Después de adquirir la IP y el puerto, simplemente ve a Multijugador -&amp;gt; Conectar con dirección, y proporciona toda la información que te pide.&lt;br /&gt;
&lt;br /&gt;
Si el servidor ha sido configurado correctamente para aceptar conexiones públicas, deberías poder unirte a la partida.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de la lista de partidas publicas ===&lt;br /&gt;
&lt;br /&gt;
Los desarrolladores de Factorio mantienen una lista de todos los servidores públicos que se declaran al servicio, permitiendo a los jugadores unirse directamente a través de Factorio. La mayoría de estos servidores requerirán contraseña, pero te puedes unir muchos servidores que son completamente públicos. Para unirse a través de la lista de partidas públicas, ve a Multijugador -&amp;gt; Buscar partidas públicas. Proporciona tu inicio de sesión de Factorio.com si es solicitado, y aparecerá una lista de servidores públicos. Simplemente selecciona uno.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam proporciona un sistema de &amp;quot;invitación a juego&amp;quot;, simplemente usa eso para unirte. Puedes encontrar más información sobre cómo usar Steam en su documentación. &#039;&#039;Esta es la forma más recomendada para que el jugador promedio use el multijugador con sus amigos, ya que permite que Steam se encargue de todo&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a una partida local en LAN ===&lt;br /&gt;
&lt;br /&gt;
Si tienes algunos amigos en la misma conexión a Internet que tú (en el mismo edificio o red), puedes jugar una partida en LAN. Simplemente ve a Jugar -&amp;gt; Multijugador -&amp;gt; Buscar partidas LAN.&lt;br /&gt;
&lt;br /&gt;
=== Conectarse a un servidor detrás de una NAT ===&lt;br /&gt;
&lt;br /&gt;
Factorio requiere que el servidor (en modo cliente-servidor) tenga una dirección IP accesible al público o que todos los jugadores estén en la misma LAN. Si estás detrás de NAT, debes configurar el reenvío de puertos o usar software de LAN virtual como Hamachi o Radmin.&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador se lanzarán en modo cliente-servidor (también [modo de reenvío multijugador](http://www.factorio.com/blog/post/fff-99)). En este modo, todos los clientes envían su tráfico de red al servidor y el servidor reenvía el tráfico a los otros clientes. La ventaja de esto es que permite partidas donde algunos jugadores están dentro de una LAN y otros están fuera. La desventaja puede ser un poco más de retraso ya que los paquetes deben viajar un salto extra (a través del servidor).&lt;br /&gt;
&lt;br /&gt;
* [Reenvío de puertos sin iniciar sesión en tu router](https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393)&lt;br /&gt;
* [Una guía para conectarse con Hamachi](http://steamcommunity.com/sharedfiles/filedetails/?id=653628496)&lt;br /&gt;
&lt;br /&gt;
== PvP ==&lt;br /&gt;
&lt;br /&gt;
En el modo PvP, los jugadores pueden estar en diferentes fuerzas. Cada fuerza puede tener un jugador (todos contra todos) o varios jugadores (equipos). Cada fuerza tiene su propia progresión de investigación independiente. Además, las [[Military units and structures/es|Unidades y estructuras militares]] de cada fuerza atacarán a otros jugadores como enemigos, a menos que se establezca un alto el fuego. Ten en cuenta que, dependiendo del escenario, los altos el fuego pueden ser unidireccionales: establecer un alto el fuego con una fuerza opuesta no garantiza un alto el fuego de ellos a cambio.&lt;br /&gt;
&lt;br /&gt;
Para iniciar una partida PvP, puedes seleccionar el escenario &#039;PvP&#039; desde el menú &#039;Jugar&#039;, o descargar un escenario personalizado que también admita PvP.&lt;br /&gt;
&lt;br /&gt;
Después de descargar un escenario PvP, debes moverlo al directorio de la aplicación, y crear la partida multijugador usando el escenario.&lt;br /&gt;
&lt;br /&gt;
# Descarga el escenario y coloca el directorio del escenario en el directorio &#039;&#039;scenarios&#039;&#039; dentro de tu [[Application_directory#Directory_locations_by_OS_and_installation_method|directorio de datos de usuario]].&lt;br /&gt;
# Ejecuta Factorio&lt;br /&gt;
# Click &#039;&#039;Multijugador&#039;&#039;&lt;br /&gt;
# Selecciona el &#039;&#039;Escenario&#039;&#039;&lt;br /&gt;
# Elige el escenario PvP que quieras y haz clic en &#039;&#039;Crear&#039;&#039;&lt;br /&gt;
# Elige la latencia y otras opciones, luego haz clic en &#039;&#039;Jugar&#039;&#039;&lt;br /&gt;
# Ahora los otros jugadores pueden unirse a la partida&lt;br /&gt;
&lt;br /&gt;
=== Fuerzas ===&lt;br /&gt;
&lt;br /&gt;
Las fuerzas se pueden crear manualmente a través de la consola. Esto permite que cualquier mapa/escenario se pueda usar para PvP. Esto puede no ser tan conveniente como un escenario PvP pre-hecho, ya que no habrá forma de activar/desactivar los altos al fuego más que a través de la consola.&lt;br /&gt;
&lt;br /&gt;
Cada fuerza creada tiene su propia progresión de investigación y diferentes fuerzas pueden atacarse entre sí.&lt;br /&gt;
&lt;br /&gt;
Los comandos de la consola para configurar y controlar las fuerzas son los siguientes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Nombre&amp;quot;)&lt;br /&gt;
--Crea la fuerza &amp;quot;Nombre&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Nombre_del_jugador&amp;quot;].force = game.forces[&amp;quot;Nombre&amp;quot;]&lt;br /&gt;
--Establece que este jugador pertenece a la fuerza &amp;quot;Nombre&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Nombre&amp;quot;].set_cease_fire(&amp;quot;Nombre_de_otra_fuerza&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
--Establece el alto al fuego hacia la fuerza &amp;quot;Nombre_de_otra_fuerza&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Nombre&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Establece la posición de aparición de la fuerza&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Imprime el número de fuerzas&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;
--Imprime el nombre de todas las fuerzas&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
La capacidad de interactuar de los jugadores y las entidades pertenecientes a una fuerza con las estructuras pertenecientes a otra fuerza no amigable es limitada. Sin embargo, algunos tipos de interacciones aún son posibles:&lt;br /&gt;
&lt;br /&gt;
;Recogida manual de las cintas&lt;br /&gt;
: Los jugadores pueden recoger objetos que viajen por una cinta de transporte que pertenezca a una fuerza contraria. Tenga en cuenta, sin embargo, que esto no se puede automatizar: Los insertadores &#039;&#039;no&#039;&#039; levantaran objetos de las cintas de una fuerza contraria.&lt;br /&gt;
;Conexión a la red de cintas&lt;br /&gt;
: Las cintas se conectarán entre sí independientemente de la fuerza a la que pertenezcan, por lo que es posible extender la línea de cintas de una fuerza contraria, y los objetos fluirán hacia ellos. También es posible cargar lateralmente y colocar objetos (con insertadores) en la línea de cintas de una fuerza contraria.&lt;br /&gt;
;Conexion a la red de fluidos&lt;br /&gt;
: Las tuberías (y los tanques de almacenamiento, las bombas, &amp;amp;c) se conectarán entre sí independientemente de la fuerza a la que pertenezcas. Por ejemplo, es posible bombear fluidos desde o hacia un tanque de almacenamiento perteneciente a una fuerza opuesta.&lt;br /&gt;
;Robar energía&lt;br /&gt;
: Los jugadores pueden extraer energía de la red eléctrica de una fuerza contraria, construyendo estructuras dentro del área de cobertura de un poste de energía perteneciente a una fuerza contraria. Los postes eléctricos que construyas junto a un poste eléctrico perteneciente a una fuerza contraria se conectarán automáticamente a él, pero será imposible conectarlos o desconectarlos manualmente.&lt;br /&gt;
&lt;br /&gt;
== Historia ==&lt;br /&gt;
&lt;br /&gt;
=== Historia narrativa ===&lt;br /&gt;
&lt;br /&gt;
Debido a la cantidad potencialmente inmensa de actividad en un mapa, el motor del juego utiliza una [https://www.factorio.com/blog/post/fff-76 arquitectura lock step]. Todas las instancias del juego ejecutan simulaciones completas de todo el mundo y sólo las acciones de los jugadores se transfieren a través de la red.&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador se introdujeron en Factorio con la versión 0.11.0. El único método de conexión disponible era el modo peer-to-peer, lo que significaba que cada jugador tenía que ser capaz de comunicarse directamente los demás jugadores. En la versión 0.12.4, se introdujo un modo de comunicación cliente-servidor en el que el servidor (ya sea uno dedicado o el jugador que albergaba el juego) retransmite mensajes a todos los compañeros. Esto significa que ya no es necesaria la conexión directa entre todos los jugadores. A partir de la versión 0.13, la conexión P2P desaparece por completo.&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0, el juego incorpora la mecánica de &amp;quot;ocultación de latencia&amp;quot;, que simula localmente algunas de las acciones del jugador para hacer más fluidas algunas interacciones habituales (como mover el personaje del jugador).  No todas las acciones forman parte de la ocultación de latencia, sobre todo la conducción de coches o trenes y los disparos.&lt;br /&gt;
&lt;br /&gt;
=== Historial de versiones ===&lt;br /&gt;
&lt;br /&gt;
Nota del mantenedor: El siguiente historial puede no estar totalmente actualizado o no ser exhaustivo. El multijugador de Factorio ha sufrido una gran cantidad de pequeños cambios desde su creación, sin embargo este historial proporcionará una visión general.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195785</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195785"/>
		<updated>2023-12-30T13:46:24Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Alojar una partida guardada&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&lt;br /&gt;
&lt;br /&gt;
=== Cómo publicar en el servidor de emparejamiento una partida alojada en un servidor ===&lt;br /&gt;
&lt;br /&gt;
Para publicar la partida en el servidor de emparejamiento, Factorio necesita recibir más información que solo la ubicación del archivo de guardado. Esta información se proporciona en un &#039;&#039;archivo de configuración del servidor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Para crear un archivo de configuración del servidor, mira el archivo de ejemplo ubicado en &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; en el [[Application directory|Directorio de la aplicación]] de Factorio. La forma recomendada es hacer una copia de este archivo de ejemplo y editar la copia.&lt;br /&gt;
&lt;br /&gt;
Los siguientes valores pueden ser cambiados:&lt;br /&gt;
; Name: Este será el nombre bajo el cual el servidor aparecerá en la lista de partidas públicas.&lt;br /&gt;
; Description: Una descripción de tu servidor. Puede contener hasta 5000 caracteres. [https://factorio.com/blog/post/fff-304 MP server description].&lt;br /&gt;
; Tags: Una lista de etiquetas de juego.&lt;br /&gt;
; Max Players: Te permite limitar el número de jugadores que pueden estar conectados al servidor al mismo tiempo. Si no quieres límite, simplemente establece max_players en 0.&lt;br /&gt;
* Visibilidad para el buscador de partidas publicas: Puede ser público, LAN u oculto.&lt;br /&gt;
** Public: El servidor aparecerá en la lista de servidores públicos. Esto requiere que se completen las credenciales de inicio de sesión a continuación.&lt;br /&gt;
** LAN: El servidor no aparecerá en la lista de servidores públicos, pero estará disponible a través del botón Jugar en LAN.&lt;br /&gt;
** Hidden: Los clientes tendrán que conectarse usando la dirección IP del servidor.&lt;br /&gt;
* Credenciales de usuario utilizando un nombre de usuario y contraseña o token de autenticación (encontrado en el sitio web de factorio o en player-data.json); Estos son necesarios si deseas hacer público el servidor. De lo contrario, pueden dejarse vacíos.&lt;br /&gt;
** Por razones de seguridad, se recomienda usar el token de autenticación ya que este documento se almacena como texto plano. Aunque se debe tener en cuenta que un token de autenticación también es una información sensible, y se te aconseja mantenerlo en secreto.&lt;br /&gt;
* Contraseña del servidor&lt;br /&gt;
** El nombre del campo es game_password&lt;br /&gt;
* Si verificar o no la identidad del usuario&lt;br /&gt;
(Hay valores adicionales en la v0.14 de factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Detalles técnicos de la implementación ===&lt;br /&gt;
&lt;br /&gt;
El equipo de desarrollo ha publicado notas sobre algunos detalles técnicos relacionados con el modo multijugador en varias entradas del blog Friday Facts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Arquitectura lock step]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Conexiones cliente-servidor]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introducido en 0.13]&lt;br /&gt;
&lt;br /&gt;
=== Registros DNS SRV ===&lt;br /&gt;
Factorio admite [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ Registros DNS SRV] desde la versión 1.1.67. &lt;br /&gt;
&lt;br /&gt;
Esto hace mas fácil tener varios servidores de Factorio en un mismo host y permitir que los usuarios se conecten a ellos con subdominios distintos en lugar de tener que ingresar números de puerto.&lt;br /&gt;
&lt;br /&gt;
El nombre del servicio es &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; y solo admite el protocolo &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ejemplo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dominio: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Puerto:   34197&lt;br /&gt;
&lt;br /&gt;
Registro DNS:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ahora cuando un cliente de Factorio se conecte a wube.software se conectará en realidad a srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captura de pantalla de ejemplo:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entradas del registro:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio registrará un mensaje “DNS SRV lookup returned […]” cuando encuentre un registro SRV para el dominio proveído&lt;br /&gt;
* Con el registro detallado, Factorio también registrará “DNS SRV lookup for [domain] didn’t return any usable records” cuando no haya ningún registro SRV&lt;br /&gt;
&lt;br /&gt;
=== Consejos Varios ===&lt;br /&gt;
* La tecla para los [[Console/es|comandos de consola]] también se utiliza para iniciar el chat en multijugador. Para ejecutar un comando en lugar de chatear, necesitas escribir &#039;&#039;/c&#039;&#039; antes del comando. Los comandos ejecutados son &#039;&#039;visibles para todos los jugadores&#039;&#039;. Además, la partida multijugador debe haberse iniciado con &amp;quot;permitir comandos&amp;quot; para que los comandos funcionen.&lt;br /&gt;
* Establece el color del jugador usando el comando&lt;br /&gt;
 /color r g b&lt;br /&gt;
r, g y b son para rojo, verde y azul respectivamente (los valores posibles están entre 0 y 1, usa [https://www.w3schools.com/colors/colors_converter.asp este sitio] para convertir los colores a números rgb).&lt;br /&gt;
&lt;br /&gt;
* Para darte acceso de administrador, necesitas crear un archivo server-adminlist.json en el mismo directorio que factorio-current.log. El archivo debe contener una lista de administradores, así:&lt;br /&gt;
&amp;lt;code&amp;gt;[ &amp;quot;usuario1&amp;quot;, &amp;quot;usuario2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Este archivo se creará si promueves a un jugador a través de la consola.&lt;br /&gt;
&lt;br /&gt;
== Unirse a una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.13, los jugadores ya no necesariamente tienen que hacer un reenvío de puertos para jugar con otros. Los jugadores pueden unirse entre sí a través de Steam, o simplemente por el host con reenvío de puerto.&lt;br /&gt;
&lt;br /&gt;
Los jugadores que deseen unirse a una partida pueden hacerlo de varias maneras:&lt;br /&gt;
&lt;br /&gt;
* Unirse ingresando directamente una IP pública y puerto en Factorio.&lt;br /&gt;
* Seleccionando el servidor desde la lista de partidas públicas.&lt;br /&gt;
* Unirse a través de los servicios de Steam.&lt;br /&gt;
* Jugando desde una partida local en LAN.&lt;br /&gt;
&lt;br /&gt;
=== Unirse por IP ===&lt;br /&gt;
&lt;br /&gt;
Para unirse a una partida multijugador por IP, necesitarás conocer la IP pública de un servidor válido. Puedes encontrar esto a través de las redes sociales, sitios web, o de boca en boca. Después de adquirir la IP y el puerto, simplemente ve a Multijugador -&amp;gt; Conectar con dirección, y proporciona toda la información que te pide.&lt;br /&gt;
&lt;br /&gt;
Si el servidor ha sido configurado correctamente para aceptar conexiones públicas, deberías poder unirte a la partida.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de la lista de partidas publicas ===&lt;br /&gt;
&lt;br /&gt;
Los desarrolladores de Factorio mantienen una lista de todos los servidores públicos que se declaran al servicio, permitiendo a los jugadores unirse directamente a través de Factorio. La mayoría de estos servidores requerirán contraseña, pero te puedes unir muchos servidores que son completamente públicos. Para unirse a través de la lista de partidas públicas, ve a Multijugador -&amp;gt; Buscar partidas públicas. Proporciona tu inicio de sesión de Factorio.com si es solicitado, y aparecerá una lista de servidores públicos. Simplemente selecciona uno.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam proporciona un sistema de &amp;quot;invitación a juego&amp;quot;, simplemente usa eso para unirte. Puedes encontrar más información sobre cómo usar Steam en su documentación. &#039;&#039;Esta es la forma más recomendada para que el jugador promedio use el multijugador con sus amigos, ya que permite que Steam se encargue de todo&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a una partida local en LAN ===&lt;br /&gt;
&lt;br /&gt;
Si tienes algunos amigos en la misma conexión a Internet que tú (en el mismo edificio o red), puedes jugar una partida en LAN. Simplemente ve a Jugar -&amp;gt; Multijugador -&amp;gt; Buscar partidas LAN.&lt;br /&gt;
&lt;br /&gt;
=== Conectarse a un servidor detrás de una NAT ===&lt;br /&gt;
&lt;br /&gt;
Factorio requiere que el servidor (en modo cliente-servidor) tenga una dirección IP accesible al público o que todos los jugadores estén en la misma LAN. Si estás detrás de NAT, debes configurar el reenvío de puertos o usar software de LAN virtual como Hamachi o Radmin.&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador se lanzarán en modo cliente-servidor (también [modo de reenvío multijugador](http://www.factorio.com/blog/post/fff-99)). En este modo, todos los clientes envían su tráfico de red al servidor y el servidor reenvía el tráfico a los otros clientes. La ventaja de esto es que permite partidas donde algunos jugadores están dentro de una LAN y otros están fuera. La desventaja puede ser un poco más de retraso ya que los paquetes deben viajar un salto extra (a través del servidor).&lt;br /&gt;
&lt;br /&gt;
* [Reenvío de puertos sin iniciar sesión en tu router](https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393)&lt;br /&gt;
* [Una guía para conectarse con Hamachi](http://steamcommunity.com/sharedfiles/filedetails/?id=653628496)&lt;br /&gt;
&lt;br /&gt;
== PvP ==&lt;br /&gt;
&lt;br /&gt;
En el modo PvP, los jugadores pueden estar en diferentes fuerzas. Cada fuerza puede tener un jugador (todos contra todos) o varios jugadores (equipos). Cada fuerza tiene su propia progresión de investigación independiente. Además, las [[Military units and structures/es|Unidades y estructuras militares]] de cada fuerza atacarán a otros jugadores como enemigos, a menos que se establezca un alto el fuego. Ten en cuenta que, dependiendo del escenario, los altos el fuego pueden ser unidireccionales: establecer un alto el fuego con una fuerza opuesta no garantiza un alto el fuego de ellos a cambio.&lt;br /&gt;
&lt;br /&gt;
Para iniciar una partida PvP, puedes seleccionar el escenario &#039;PvP&#039; desde el menú &#039;Jugar&#039;, o descargar un escenario personalizado que también admita PvP.&lt;br /&gt;
&lt;br /&gt;
Después de descargar un escenario PvP, debes moverlo al directorio de la aplicación, y crear la partida multijugador usando el escenario.&lt;br /&gt;
&lt;br /&gt;
# Descarga el escenario y coloca el directorio del escenario en el directorio &#039;&#039;scenarios&#039;&#039; dentro de tu [[Application_directory#Directory_locations_by_OS_and_installation_method|directorio de datos de usuario]].&lt;br /&gt;
# Ejecuta Factorio&lt;br /&gt;
# Click &#039;&#039;Multijugador&#039;&#039;&lt;br /&gt;
# Selecciona el &#039;&#039;Escenario&#039;&#039;&lt;br /&gt;
# Elige el escenario PvP que quieras y haz clic en &#039;&#039;Crear&#039;&#039;&lt;br /&gt;
# Elige la latencia y otras opciones, luego haz clic en &#039;&#039;Jugar&#039;&#039;&lt;br /&gt;
# Ahora los otros jugadores pueden unirse a la partida&lt;br /&gt;
&lt;br /&gt;
=== Fuerzas ===&lt;br /&gt;
&lt;br /&gt;
Las fuerzas se pueden crear manualmente a través de la consola. Esto permite que cualquier mapa/escenario se pueda usar para PvP. Esto puede no ser tan conveniente como un escenario PvP pre-hecho, ya que no habrá forma de activar/desactivar los altos al fuego más que a través de la consola.&lt;br /&gt;
&lt;br /&gt;
Cada fuerza creada tiene su propia progresión de investigación y diferentes fuerzas pueden atacarse entre sí.&lt;br /&gt;
&lt;br /&gt;
Los comandos de la consola para configurar y controlar las fuerzas son los siguientes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Nombre&amp;quot;)&lt;br /&gt;
--Crea la fuerza &amp;quot;Nombre&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Nombre_del_jugador&amp;quot;].force = game.forces[&amp;quot;Nombre&amp;quot;]&lt;br /&gt;
--Establece que este jugador pertenece a la fuerza &amp;quot;Nombre&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Nombre&amp;quot;].set_cease_fire(&amp;quot;Nombre_de_otra_fuerza&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
--Establece el alto al fuego hacia la fuerza &amp;quot;Nombre_de_otra_fuerza&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Nombre&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Establece la posición de aparición de la fuerza&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Imprime el número de fuerzas&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;
--Imprime el nombre de todas las fuerzas&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
La capacidad de interactuar de los jugadores y las entidades pertenecientes a una fuerza con las estructuras pertenecientes a otra fuerza no amigable es limitada. Sin embargo, algunos tipos de interacciones aún son posibles:&lt;br /&gt;
&lt;br /&gt;
;Recogida manual de las cintas&lt;br /&gt;
: Los jugadores pueden recoger objetos que viajen por una cinta de transporte que pertenezca a una fuerza contraria. Tenga en cuenta, sin embargo, que esto no se puede automatizar: Los insertadores &#039;&#039;no&#039;&#039; levantaran objetos de las cintas de una fuerza contraria.&lt;br /&gt;
;Conexión a la red de cintas&lt;br /&gt;
: Las cintas se conectarán entre sí independientemente de la fuerza a la que pertenezcan, por lo que es posible extender la línea de cintas de una fuerza contraria, y los objetos fluirán hacia ellos. También es posible cargar lateralmente y colocar objetos (con insertadores) en la línea de cintas de una fuerza contraria.&lt;br /&gt;
;Conexion a la red de fluidos&lt;br /&gt;
: Las tuberías (y los tanques de almacenamiento, las bombas, &amp;amp;c) se conectarán entre sí independientemente de la fuerza a la que pertenezcas. Por ejemplo, es posible bombear fluidos desde o hacia un tanque de almacenamiento perteneciente a una fuerza opuesta.&lt;br /&gt;
;Robar energía&lt;br /&gt;
: Los jugadores pueden extraer energía de la red eléctrica de una fuerza contraria, construyendo estructuras dentro del área de cobertura de un poste de energía perteneciente a una fuerza contraria. Los postes eléctricos que construyas junto a un poste eléctrico perteneciente a una fuerza contraria se conectarán automáticamente a él, pero será imposible conectarlos o desconectarlos manualmente.&lt;br /&gt;
&lt;br /&gt;
== Historia ==&lt;br /&gt;
&lt;br /&gt;
=== Historia narrativa ===&lt;br /&gt;
&lt;br /&gt;
Debido a la cantidad potencialmente inmensa de actividad en un mapa, el motor del juego utiliza una [https://www.factorio.com/blog/post/fff-76 arquitectura lock step]. Todas las instancias del juego ejecutan simulaciones completas de todo el mundo y sólo las acciones de los jugadores se transfieren a través de la red.&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador se introdujeron en Factorio con la versión 0.11.0. El único método de conexión disponible era el modo peer-to-peer, lo que significaba que cada jugador tenía que ser capaz de comunicarse directamente los demás jugadores. En la versión 0.12.4, se introdujo un modo de comunicación cliente-servidor en el que el servidor (ya sea uno dedicado o el jugador que albergaba el juego) retransmite mensajes a todos los compañeros. Esto significa que ya no es necesaria la conexión directa entre todos los jugadores. A partir de la versión 0.13, la conexión P2P desaparece por completo.&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0, el juego incorpora la mecánica de &amp;quot;ocultación de latencia&amp;quot;, que simula localmente algunas de las acciones del jugador para hacer más fluidas algunas interacciones habituales (como mover el personaje del jugador).  No todas las acciones forman parte de la ocultación de latencia, sobre todo la conducción de coches o trenes y los disparos.&lt;br /&gt;
&lt;br /&gt;
=== Historial de versiones ===&lt;br /&gt;
&lt;br /&gt;
Nota del mantenedor: El siguiente historial puede no estar totalmente actualizado o no ser exhaustivo. El multijugador de Factorio ha sufrido una gran cantidad de pequeños cambios desde su creación, sin embargo este historial proporcionará una visión general.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195784</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195784"/>
		<updated>2023-12-30T13:42:14Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Alojar una partida guardada&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&lt;br /&gt;
&lt;br /&gt;
=== Cómo publicar en el servidor de emparejamiento una partida alojada en un servidor ===&lt;br /&gt;
&lt;br /&gt;
Para publicar la partida en el servidor de emparejamiento, Factorio necesita recibir más información que solo la ubicación del archivo de guardado. Esta información se proporciona en un &#039;&#039;archivo de configuración del servidor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Para crear un archivo de configuración del servidor, mira el archivo de ejemplo ubicado en &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; en el [[Application directory|Directorio de la aplicación]] de Factorio. La forma recomendada es hacer una copia de este archivo de ejemplo y editar la copia.&lt;br /&gt;
&lt;br /&gt;
Los siguientes valores pueden ser cambiados:&lt;br /&gt;
; Name: Este será el nombre bajo el cual el servidor aparecerá en la lista de partidas publicas.&lt;br /&gt;
; Description: Una descripción de tu servidor. Puede contener hasta 5000 caracteres. [https://factorio.com/blog/post/fff-304 MP server description].&lt;br /&gt;
; Tags: Una lista de etiquetas de juego.&lt;br /&gt;
; Max Players: Te permite limitar el número de jugadores que pueden estar conectados al servidor al mismo tiempo. Si no quieres límite, simplemente establece max_players en 0.&lt;br /&gt;
* Visibilidad para el buscador de partidas publicas: Puede ser público, LAN u oculto.&lt;br /&gt;
** Public: El servidor aparecerá en la lista de servidores públicos. Esto requiere que se completen las credenciales de inicio de sesión a continuación.&lt;br /&gt;
** LAN: El servidor no aparecerá en la lista de servidores públicos, pero estará disponible a través del botón Jugar en LAN.&lt;br /&gt;
** Hidden: Los clientes tendrán que conectarse usando la dirección IP del servidor.&lt;br /&gt;
* Credenciales de usuario utilizando un nombre de usuario y contraseña o token de autenticación (encontrado en el sitio web de factorio o en player-data.json); Estos son necesarios si deseas hacer público el servidor. De lo contrario, pueden dejarse vacíos.&lt;br /&gt;
** Por razones de seguridad, se recomienda usar el token de autenticación ya que este documento se almacena como texto plano. Aunque se debe tener en cuenta que un token de autenticación también es una información sensible, y se te aconseja mantenerlo en secreto.&lt;br /&gt;
* Contraseña del servidor&lt;br /&gt;
** El nombre del campo es game_password&lt;br /&gt;
* Si verificar o no la identidad del usuario&lt;br /&gt;
(Hay valores adicionales en la v0.14 de factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Detalles técnicos de la implementación ===&lt;br /&gt;
&lt;br /&gt;
El equipo de desarrollo ha publicado notas sobre algunos detalles técnicos relacionados con el modo multijugador en varias entradas del blog Friday Facts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Arquitectura lock step]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Conexiones cliente-servidor]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introducido en 0.13]&lt;br /&gt;
&lt;br /&gt;
=== Registros DNS SRV ===&lt;br /&gt;
Factorio admite [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ Registros DNS SRV] desde la versión 1.1.67. &lt;br /&gt;
&lt;br /&gt;
Esto hace mas facil tener varios servidores de Factorio en un mismo host y permitir que los usuarios se conecten a ellos con subdominios distintos en lugar de tener que ingresar números de puerto.&lt;br /&gt;
&lt;br /&gt;
El nombre del servicio es &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; y solo admite el protocolo &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ejemplo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dominio: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Puerto:   34197&lt;br /&gt;
&lt;br /&gt;
Registro DNS:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ahora cuando un cliente de Factorio se conecte a wube.software se conectará en realidad a srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captura de pantalla de ejemplo:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entradas del registro:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio registrará un mensaje “DNS SRV lookup returned […]” cuando encuentre un registro SRV para el dominio proveído&lt;br /&gt;
* Con el registro detallado, Factorio también registrará “DNS SRV lookup for [domain] didn’t return any usable records” cuando no haya ningún registro SRV&lt;br /&gt;
&lt;br /&gt;
=== Consejos Varios ===&lt;br /&gt;
* La tecla para los [[Console/es|comandos de consola]] también se utiliza para iniciar el chat en multijugador. Para ejecutar un comando en lugar de chatear, necesitas escribir &#039;&#039;/c&#039;&#039; antes del comando. Los comandos ejecutados son &#039;&#039;visibles para todos los jugadores&#039;&#039;. Además, la partida multijugador debe haberse iniciado con &amp;quot;permitir comandos&amp;quot; para que los comandos funcionen.&lt;br /&gt;
* Establece el color del jugador usando el comando&lt;br /&gt;
 /color r g b&lt;br /&gt;
r, g y b son para rojo, verde y azul respectivamente (los valores posibles están entre 0 y 1, usa [https://www.w3schools.com/colors/colors_converter.asp este sitio] para convertir los colores a números rgb).&lt;br /&gt;
&lt;br /&gt;
* Para darte acceso de administrador, necesitas crear un archivo server-adminlist.json en el mismo directorio que factorio-current.log. El archivo debe contener una lista de administradores, así:&lt;br /&gt;
&amp;lt;code&amp;gt;[ &amp;quot;usuario1&amp;quot;, &amp;quot;usuario2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Este archivo se creará si promueves a un jugador a través de la consola.&lt;br /&gt;
&lt;br /&gt;
== Unirse a una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.13, los jugadores ya no necesariamente tienen que hacer un reenvío de puertos para jugar con otros. Los jugadores pueden unirse entre sí a través de Steam, o simplemente por el host con reenvío de puerto.&lt;br /&gt;
&lt;br /&gt;
Los jugadores que deseen unirse a una partida pueden hacerlo de varias maneras:&lt;br /&gt;
&lt;br /&gt;
* Unirse ingresando directamente una IP pública y puerto en Factorio.&lt;br /&gt;
* Seleccionando el servidor desde la lista de partidas publicas.&lt;br /&gt;
* Unirse a través de los servicios de Steam.&lt;br /&gt;
* Jugando desde una partida local en LAN.&lt;br /&gt;
&lt;br /&gt;
=== Unirse por IP ===&lt;br /&gt;
&lt;br /&gt;
Para unirse a una partida multijugador por IP, necesitarás conocer la IP pública de un servidor válido. Puedes encontrar esto a través de las redes sociales, sitios web, o de boca en boca. Después de adquirir la IP y el puerto, simplemente ve a Multijugador -&amp;gt; Conectar con dirección, y proporciona toda la información que te pide.&lt;br /&gt;
&lt;br /&gt;
Si el servidor ha sido configurado correctamente para aceptar conexiones públicas, deberías poder unirte a la partida.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de la lista de partidas publicas ===&lt;br /&gt;
&lt;br /&gt;
Los desarrolladores de Factorio mantienen una lista de todos los servidores públicos que se declaran al servicio, permitiendo a los jugadores unirse directamente a través de Factorio. La mayoría de estos servidores requerirán contraseña, pero te puedes unir muchos servidores que son completamente públicos. Para unirse a través de la lista de partidas publicas, ve a Multijugador -&amp;gt; Buscar partidas públicas. Proporciona tu inicio de sesión de Factorio.com si es solicitado, y aparecerá una lista de servidores públicos. Simplemente selecciona uno.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam proporciona un sistema de &amp;quot;invitación a juego&amp;quot;, simplemente usa eso para unirte. Puedes encontrar más información sobre cómo usar Steam en su documentación. &#039;&#039;Esta es la forma más recomendada para que el jugador promedio use el multijugador con sus amigos, ya que permite que Steam se encague de todo&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a una partida local en LAN ===&lt;br /&gt;
&lt;br /&gt;
Si tienes algunos amigos en la misma conexión a Internet que tú (en el mismo edificio o red), puedes jugar una partida en LAN. Simplemente ve a Jugar -&amp;gt; Multijugador -&amp;gt; Buscar partidas LAN.&lt;br /&gt;
&lt;br /&gt;
=== Conectarse a un servidor detrás de una NAT ===&lt;br /&gt;
&lt;br /&gt;
Factorio requiere que el servidor (en modo cliente-servidor) tenga una dirección IP accesible al público o que todos los jugadores estén en la misma LAN. Si estás detrás de NAT, debes configurar el reenvío de puertos o usar software de LAN virtual como Hamachi o Radmin.&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador se lanzarán en modo cliente-servidor (también [modo de reenvío multijugador](http://www.factorio.com/blog/post/fff-99)). En este modo, todos los clientes envían su tráfico de red al servidor y el servidor reenvía el tráfico a los otros clientes. La ventaja de esto es que permite partidas donde algunos jugadores están dentro de una LAN y otros están fuera. La desventaja puede ser un poco más de retraso ya que los paquetes deben viajar un salto extra (a través del servidor).&lt;br /&gt;
&lt;br /&gt;
* [Reenvío de puertos sin iniciar sesión en tu router](https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393)&lt;br /&gt;
* [Una guía para conectarse con Hamachi](http://steamcommunity.com/sharedfiles/filedetails/?id=653628496)&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 [[Military units and structures]] 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;
== PvP ==&lt;br /&gt;
&lt;br /&gt;
En el modo PvP, los jugadores pueden estar en diferentes fuerzas. Cada fuerza puede tener un jugador (todos contra todos) o varios jugadores (equipos). Cada fuerza tiene su propia progresión de investigación independiente. Además, las [[Military units and structures/es|Unidades y estructuras militares]] de cada fuerza atacarán a otros jugadores como enemigos, a menos que se establezca un alto el fuego. Ten en cuenta que, dependiendo del escenario, los altos el fuego pueden ser unidireccionales: establecer un alto el fuego con una fuerza opuesta no garantiza un alto el fuego de ellos a cambio.&lt;br /&gt;
&lt;br /&gt;
Para iniciar una partida PvP, puedes seleccionar el escenario &#039;PvP&#039; desde el menú &#039;Jugar&#039;, o descargar un escenario personalizado que también admita PvP.&lt;br /&gt;
&lt;br /&gt;
Después de descargar un escenario PvP, debes moverlo al directorio de la aplicación, y crear la partida multijugador usando el escenario.&lt;br /&gt;
&lt;br /&gt;
# Descarga el escenario y coloca el directorio del escenario en el directorio &#039;&#039;scenarios&#039;&#039; dentro de tu [[Application_directory#Directory_locations_by_OS_and_installation_method|directorio de datos de usuario]].&lt;br /&gt;
# Ejecuta Factorio&lt;br /&gt;
# Click &#039;&#039;Multijugador&#039;&#039;&lt;br /&gt;
# Selecciona el &#039;&#039;Escenario&#039;&#039;&lt;br /&gt;
# Elige el escenario PvP que quieras y haz clic en &#039;&#039;Crear&#039;&#039;&lt;br /&gt;
# Elige la latencia y otras opciones, luego haz clic en &#039;&#039;Jugar&#039;&#039;&lt;br /&gt;
# Ahora los otros jugadores pueden unirse a la partida&lt;br /&gt;
&lt;br /&gt;
=== Fuerzas ===&lt;br /&gt;
&lt;br /&gt;
Las fuerzas se pueden crear manualmente a través de la consola. Esto permite que cualquier mapa/escenario se pueda usar para PvP. Esto puede no ser tan conveniente como un escenario PvP pre-hecho, ya que no habrá forma de activar/desactivar los altos al fuego más que a través de la consola.&lt;br /&gt;
&lt;br /&gt;
Cada fuerza creada tiene su propia progresión de investigación y diferentes fuerzas pueden atacarse entre sí.&lt;br /&gt;
&lt;br /&gt;
Los comandos de la consola para configurar y controlar las fuerzas son los siguientes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Nombre&amp;quot;)&lt;br /&gt;
--Crea la fuerza &amp;quot;Nombre&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Nombre_del_jugador&amp;quot;].force = game.forces[&amp;quot;Nombre&amp;quot;]&lt;br /&gt;
--Establece que este jugador pertenece a la fuerza &amp;quot;Nombre&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Nombre&amp;quot;].set_cease_fire(&amp;quot;Nombre_de_otra_fuerza&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
--Establece el alto al fuego hacia la fuerza &amp;quot;Nombre_de_otra_fuerza&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Nombre&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Establece la posición de aparición de la fuerza&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Imprime el número de fuerzas&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;
--Imprime el nombre de todas las fuerzas&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
La capacidad de interactuar de los jugadores y las entidades pertenecientes a una fuerza con las estructuras pertenecientes a otra fuerza no amigable es limitada. Sin embargo, algunos tipos de interacciones aún son posibles:&lt;br /&gt;
&lt;br /&gt;
;Recogida manual de las cintas&lt;br /&gt;
: Los jugadores pueden recoger objetos que viajen por una cinta de transporte que pertenezca a una fuerza contraria. Tenga en cuenta, sin embargo, que esto no se puede automatizar: Los insertadores &#039;&#039;no&#039;&#039; levantaran objetos de las cintas de una fuerza contraria.&lt;br /&gt;
;Conexión a la red de cintas&lt;br /&gt;
: Las cintas se conectarán entre sí independientemente de la fuerza a la que pertenezcan, por lo que es posible extender la línea de cintas de una fuerza contraria, y los objetos fluirán hacia ellos. También es posible cargar lateralmente y colocar objetos (con insertadores) en la línea de cintas de una fuerza contraria.&lt;br /&gt;
;Conexion a la red de fluidos&lt;br /&gt;
: Las tuberías (y los tanques de almacenamiento, las bombas, &amp;amp;c) se conectarán entre sí independientemente de la fuerza a la que pertenezcas. Por ejemplo, es posible bombear fluidos desde o hacia un tanque de almacenamiento perteneciente a una fuerza opuesta.&lt;br /&gt;
;Robar energía&lt;br /&gt;
: Los jugadores pueden extraer energía de la red eléctrica de una fuerza contraria, construyendo estructuras dentro del área de cobertura de un poste de energía perteneciente a una fuerza contraria. Los postes eléctricos que construyas junto a un poste eléctrico perteneciente a una fuerza contraria se conectarán automáticamente a él, pero será imposible conectarlos o desconectarlos manualmente.&lt;br /&gt;
&lt;br /&gt;
== Historia ==&lt;br /&gt;
&lt;br /&gt;
=== Historia narrativa ===&lt;br /&gt;
&lt;br /&gt;
Debido a la cantidad potencialmente inmensa de actividad en un mapa, el motor del juego utiliza una [https://www.factorio.com/blog/post/fff-76 arquitectura lock step]. Todas las instancias del juego ejecutan simulaciones completas de todo el mundo y sólo las acciones de los jugadores se transfieren a través de la red.&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador se introdujeron en Factorio con la versión 0.11.0. El único método de conexión disponible era el modo peer-to-peer, lo que significaba que cada jugador tenía que ser capaz de comunicarse directamente los demás jugadores. En la versión 0.12.4, se introdujo un modo de comunicación cliente-servidor en el que el servidor (ya sea uno dedicado o el jugador que albergaba el juego) retransmite mensajes a todos los compañeros. Esto significa que ya no es necesaria la conexión directa entre todos los jugadores. A partir de la versión 0.13, la conexión P2P desaparece por completo.&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0, el juego incorpora la mecánica de &amp;quot;ocultación de latencia&amp;quot;, que simula localmente algunas de las acciones del jugador para hacer más fluidas algunas interacciones habituales (como mover el personaje del jugador).  No todas las acciones forman parte de la ocultación de latencia, sobre todo la conducción de coches o trenes y los disparos.&lt;br /&gt;
&lt;br /&gt;
=== Historial de versiones ===&lt;br /&gt;
&lt;br /&gt;
Nota del mantenedor: El siguiente historial puede no estar totalmente actualizado o no ser exhaustivo. El multijugador de Factorio ha sufrido una gran cantidad de pequeños cambios desde su creación, sin embargo este historial proporcionará una visión general.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195783</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195783"/>
		<updated>2023-12-30T13:25:42Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: /* Forces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Alojar una partida guardada&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&lt;br /&gt;
&lt;br /&gt;
=== Cómo publicar en el servidor de emparejamiento una partida alojada en un servidor ===&lt;br /&gt;
&lt;br /&gt;
Para publicar la partida en el servidor de emparejamiento, Factorio necesita recibir más información que solo la ubicación del archivo de guardado. Esta información se proporciona en un &#039;&#039;archivo de configuración del servidor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Para crear un archivo de configuración del servidor, mira el archivo de ejemplo ubicado en &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; en el [[Application directory|Directorio de la aplicación]] de Factorio. La forma recomendada es hacer una copia de este archivo de ejemplo y editar la copia.&lt;br /&gt;
&lt;br /&gt;
Los siguientes valores pueden ser cambiados:&lt;br /&gt;
; Name: Este será el nombre bajo el cual el servidor aparecerá en la lista de partidas publicas.&lt;br /&gt;
; Description: Una descripción de tu servidor. Puede contener hasta 5000 caracteres. [https://factorio.com/blog/post/fff-304 MP server description].&lt;br /&gt;
; Tags: Una lista de etiquetas de juego.&lt;br /&gt;
; Max Players: Te permite limitar el número de jugadores que pueden estar conectados al servidor al mismo tiempo. Si no quieres límite, simplemente establece max_players en 0.&lt;br /&gt;
* Visibilidad para el buscador de partidas publicas: Puede ser público, LAN u oculto.&lt;br /&gt;
** Public: El servidor aparecerá en la lista de servidores públicos. Esto requiere que se completen las credenciales de inicio de sesión a continuación.&lt;br /&gt;
** LAN: El servidor no aparecerá en la lista de servidores públicos, pero estará disponible a través del botón Jugar en LAN.&lt;br /&gt;
** Hidden: Los clientes tendrán que conectarse usando la dirección IP del servidor.&lt;br /&gt;
* Credenciales de usuario utilizando un nombre de usuario y contraseña o token de autenticación (encontrado en el sitio web de factorio o en player-data.json); Estos son necesarios si deseas hacer público el servidor. De lo contrario, pueden dejarse vacíos.&lt;br /&gt;
** Por razones de seguridad, se recomienda usar el token de autenticación ya que este documento se almacena como texto plano. Aunque se debe tener en cuenta que un token de autenticación también es una información sensible, y se te aconseja mantenerlo en secreto.&lt;br /&gt;
* Contraseña del servidor&lt;br /&gt;
** El nombre del campo es game_password&lt;br /&gt;
* Si verificar o no la identidad del usuario&lt;br /&gt;
(Hay valores adicionales en la v0.14 de factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Detalles técnicos de la implementación ===&lt;br /&gt;
&lt;br /&gt;
El equipo de desarrollo ha publicado notas sobre algunos detalles técnicos relacionados con el modo multijugador en varias entradas del blog Friday Facts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Arquitectura lock step]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Conexiones cliente-servidor]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introducido en 0.13]&lt;br /&gt;
&lt;br /&gt;
=== Registros DNS SRV ===&lt;br /&gt;
Factorio admite [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ Registros DNS SRV] desde la versión 1.1.67. &lt;br /&gt;
&lt;br /&gt;
Esto hace mas facil tener varios servidores de Factorio en un mismo host y permitir que los usuarios se conecten a ellos con subdominios distintos en lugar de tener que ingresar números de puerto.&lt;br /&gt;
&lt;br /&gt;
El nombre del servicio es &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; y solo admite el protocolo &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ejemplo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dominio: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Puerto:   34197&lt;br /&gt;
&lt;br /&gt;
Registro DNS:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ahora cuando un cliente de Factorio se conecte a wube.software se conectará en realidad a srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captura de pantalla de ejemplo:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entradas del registro:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio registrará un mensaje “DNS SRV lookup returned […]” cuando encuentre un registro SRV para el dominio proveído&lt;br /&gt;
* Con el registro detallado, Factorio también registrará “DNS SRV lookup for [domain] didn’t return any usable records” cuando no haya ningún registro SRV&lt;br /&gt;
&lt;br /&gt;
=== Consejos Varios ===&lt;br /&gt;
* La tecla para los [[Console/es|comandos de consola]] también se utiliza para iniciar el chat en multijugador. Para ejecutar un comando en lugar de chatear, necesitas escribir &#039;&#039;/c&#039;&#039; antes del comando. Los comandos ejecutados son &#039;&#039;visibles para todos los jugadores&#039;&#039;. Además, la partida multijugador debe haberse iniciado con &amp;quot;permitir comandos&amp;quot; para que los comandos funcionen.&lt;br /&gt;
* Establece el color del jugador usando el comando&lt;br /&gt;
 /color r g b&lt;br /&gt;
r, g y b son para rojo, verde y azul respectivamente (los valores posibles están entre 0 y 1, usa [https://www.w3schools.com/colors/colors_converter.asp este sitio] para convertir los colores a números rgb).&lt;br /&gt;
&lt;br /&gt;
* Para darte acceso de administrador, necesitas crear un archivo server-adminlist.json en el mismo directorio que factorio-current.log. El archivo debe contener una lista de administradores, así:&lt;br /&gt;
&amp;lt;code&amp;gt;[ &amp;quot;usuario1&amp;quot;, &amp;quot;usuario2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Este archivo se creará si promueves a un jugador a través de la consola.&lt;br /&gt;
&lt;br /&gt;
== Unirse a una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.13, los jugadores ya no necesariamente tienen que hacer un reenvío de puertos para jugar con otros. Los jugadores pueden unirse entre sí a través de Steam, o simplemente por el host con reenvío de puerto.&lt;br /&gt;
&lt;br /&gt;
Los jugadores que deseen unirse a una partida pueden hacerlo de varias maneras:&lt;br /&gt;
&lt;br /&gt;
* Unirse ingresando directamente una IP pública y puerto en Factorio.&lt;br /&gt;
* Seleccionando el servidor desde la lista de partidas publicas.&lt;br /&gt;
* Unirse a través de los servicios de Steam.&lt;br /&gt;
* Jugando desde una partida local en LAN.&lt;br /&gt;
&lt;br /&gt;
=== Unirse por IP ===&lt;br /&gt;
&lt;br /&gt;
Para unirse a una partida multijugador por IP, necesitarás conocer la IP pública de un servidor válido. Puedes encontrar esto a través de las redes sociales, sitios web, o de boca en boca. Después de adquirir la IP y el puerto, simplemente ve a Multijugador -&amp;gt; Conectar con dirección, y proporciona toda la información que te pide.&lt;br /&gt;
&lt;br /&gt;
Si el servidor ha sido configurado correctamente para aceptar conexiones públicas, deberías poder unirte a la partida.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de la lista de partidas publicas ===&lt;br /&gt;
&lt;br /&gt;
Los desarrolladores de Factorio mantienen una lista de todos los servidores públicos que se declaran al servicio, permitiendo a los jugadores unirse directamente a través de Factorio. La mayoría de estos servidores requerirán contraseña, pero te puedes unir muchos servidores que son completamente públicos. Para unirse a través de la lista de partidas publicas, ve a Multijugador -&amp;gt; Buscar partidas públicas. Proporciona tu inicio de sesión de Factorio.com si es solicitado, y aparecerá una lista de servidores públicos. Simplemente selecciona uno.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam proporciona un sistema de &amp;quot;invitación a juego&amp;quot;, simplemente usa eso para unirte. Puedes encontrar más información sobre cómo usar Steam en su documentación. &#039;&#039;Esta es la forma más recomendada para que el jugador promedio use el multijugador con sus amigos, ya que permite que Steam se encague de todo&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a una partida local en LAN ===&lt;br /&gt;
&lt;br /&gt;
Si tienes algunos amigos en la misma conexión a Internet que tú (en el mismo edificio o red), puedes jugar una partida en LAN. Simplemente ve a Jugar -&amp;gt; Multijugador -&amp;gt; Buscar partidas LAN.&lt;br /&gt;
&lt;br /&gt;
=== Conectarse a un servidor detrás de una NAT ===&lt;br /&gt;
&lt;br /&gt;
Factorio requiere que el servidor (en modo cliente-servidor) tenga una dirección IP accesible al público o que todos los jugadores estén en la misma LAN. Si estás detrás de NAT, debes configurar el reenvío de puertos o usar software de LAN virtual como Hamachi o Radmin.&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador se lanzarán en modo cliente-servidor (también [modo de reenvío multijugador](http://www.factorio.com/blog/post/fff-99)). En este modo, todos los clientes envían su tráfico de red al servidor y el servidor reenvía el tráfico a los otros clientes. La ventaja de esto es que permite partidas donde algunos jugadores están dentro de una LAN y otros están fuera. La desventaja puede ser un poco más de retraso ya que los paquetes deben viajar un salto extra (a través del servidor).&lt;br /&gt;
&lt;br /&gt;
* [Reenvío de puertos sin iniciar sesión en tu router](https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393)&lt;br /&gt;
* [Una guía para conectarse con Hamachi](http://steamcommunity.com/sharedfiles/filedetails/?id=653628496)&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 [[Military units and structures]] 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;
== PvP ==&lt;br /&gt;
&lt;br /&gt;
En el modo PvP, los jugadores pueden estar en diferentes fuerzas. Cada fuerza puede tener un jugador (todos contra todos) o varios jugadores (equipos). Cada fuerza tiene su propia progresión de investigación independiente. Además, las [[Military units and structures/es|Unidades y estructuras militares]] de cada fuerza atacarán a otros jugadores como enemigos, a menos que se establezca un alto el fuego. Ten en cuenta que, dependiendo del escenario, los altos el fuego pueden ser unidireccionales: establecer un alto el fuego con una fuerza opuesta no garantiza un alto el fuego de ellos a cambio.&lt;br /&gt;
&lt;br /&gt;
Para iniciar una partida PvP, puedes seleccionar el escenario &#039;PvP&#039; desde el menú &#039;Jugar&#039;, o descargar un escenario personalizado que también admita PvP.&lt;br /&gt;
&lt;br /&gt;
Después de descargar un escenario PvP, debes moverlo al directorio de la aplicación, y crear la partida multijugador usando el escenario.&lt;br /&gt;
&lt;br /&gt;
# Descarga el escenario y coloca el directorio del escenario en el directorio &#039;&#039;scenarios&#039;&#039; dentro de tu [[Application_directory#Directory_locations_by_OS_and_installation_method|directorio de datos de usuario]].&lt;br /&gt;
# Ejecuta Factorio&lt;br /&gt;
# Click &#039;&#039;Multijugador&#039;&#039;&lt;br /&gt;
# Selecciona el &#039;&#039;Escenario&#039;&#039;&lt;br /&gt;
# Elige el escenario PvP que quieras y haz clic en &#039;&#039;Crear&#039;&#039;&lt;br /&gt;
# Elige la latencia y otras opciones, luego haz clic en &#039;&#039;Jugar&#039;&#039;&lt;br /&gt;
# Ahora los otros jugadores pueden unirse a la partida&lt;br /&gt;
&lt;br /&gt;
=== Fuerzas ===&lt;br /&gt;
&lt;br /&gt;
Las fuerzas se pueden crear manualmente a través de la consola. Esto permite que cualquier mapa/escenario se pueda usar para PvP. Esto puede no ser tan conveniente como un escenario PvP pre-hecho, ya que no habrá forma de activar/desactivar los altos al fuego más que a través de la consola.&lt;br /&gt;
&lt;br /&gt;
Cada fuerza creada tiene su propia progresión de investigación y diferentes fuerzas pueden atacarse entre sí.&lt;br /&gt;
&lt;br /&gt;
Los comandos de la consola para configurar y controlar las fuerzas son los siguientes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Nombre&amp;quot;)&lt;br /&gt;
--Crea la fuerza &amp;quot;Nombre&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Nombre_del_jugador&amp;quot;].force = game.forces[&amp;quot;Nombre&amp;quot;]&lt;br /&gt;
--Establece que este jugador pertenece a la fuerza &amp;quot;Nombre&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Nombre&amp;quot;].set_cease_fire(&amp;quot;Nombre_de_otra_fuerza&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
--Establece el alto al fuego hacia la fuerza &amp;quot;Nombre_de_otra_fuerza&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Nombre&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Establece la posición de aparición de la fuerza&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Imprime el número de fuerzas&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;
--Imprime el nombre de todas las fuerzas&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
La capacidad de interactuar de los jugadores y las entidades pertenecientes a una fuerza con las estructuras pertenecientes a otra fuerza no amigable es limitada. Sin embargo, algunos tipos de interacciones aún son posibles:&lt;br /&gt;
&lt;br /&gt;
;Recogida manual de las cintas&lt;br /&gt;
: Los jugadores pueden recoger objetos que viajen por una cinta de transporte que pertenezca a una fuerza contraria. Tenga en cuenta, sin embargo, que esto no se puede automatizar: Los insertadores &#039;&#039;no&#039;&#039; levantaran objetos de las cintas de una fuerza contraria.&lt;br /&gt;
;Conexión a la red de cintas&lt;br /&gt;
: Las cintas se conectarán entre sí independientemente de la fuerza a la que pertenezcan, por lo que es posible extender la línea de cintas de una fuerza contraria, y los objetos fluirán hacia ellos. También es posible cargar lateralmente y colocar objetos (con insertadores) en la línea de cintas de una fuerza contraria.&lt;br /&gt;
;Conexion a la red de fluidos&lt;br /&gt;
: Las tuberías (y los tanques de almacenamiento, las bombas, &amp;amp;c) se conectarán entre sí independientemente de la fuerza a la que pertenezcas. Por ejemplo, es posible bombear fluidos desde o hacia un tanque de almacenamiento perteneciente a una fuerza opuesta.&lt;br /&gt;
;Robar energía&lt;br /&gt;
: Los jugadores pueden extraer energía de la red eléctrica de una fuerza contraria, construyendo estructuras dentro del área de cobertura de un poste de energía perteneciente a una fuerza contraria. Los postes eléctricos que construyas junto a un poste eléctrico perteneciente a una fuerza contraria se conectarán automáticamente a él, pero será imposible conectarlos o desconectarlos manualmente.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195782</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195782"/>
		<updated>2023-12-30T12:48:02Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: /* Consejos Varios */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Alojar una partida guardada&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&lt;br /&gt;
&lt;br /&gt;
=== Cómo publicar en el servidor de emparejamiento una partida alojada en un servidor ===&lt;br /&gt;
&lt;br /&gt;
Para publicar la partida en el servidor de emparejamiento, Factorio necesita recibir más información que solo la ubicación del archivo de guardado. Esta información se proporciona en un &#039;&#039;archivo de configuración del servidor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Para crear un archivo de configuración del servidor, mira el archivo de ejemplo ubicado en &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; en el [[Application directory|Directorio de la aplicación]] de Factorio. La forma recomendada es hacer una copia de este archivo de ejemplo y editar la copia.&lt;br /&gt;
&lt;br /&gt;
Los siguientes valores pueden ser cambiados:&lt;br /&gt;
; Name: Este será el nombre bajo el cual el servidor aparecerá en la lista de partidas publicas.&lt;br /&gt;
; Description: Una descripción de tu servidor. Puede contener hasta 5000 caracteres. [https://factorio.com/blog/post/fff-304 MP server description].&lt;br /&gt;
; Tags: Una lista de etiquetas de juego.&lt;br /&gt;
; Max Players: Te permite limitar el número de jugadores que pueden estar conectados al servidor al mismo tiempo. Si no quieres límite, simplemente establece max_players en 0.&lt;br /&gt;
* Visibilidad para el buscador de partidas publicas: Puede ser público, LAN u oculto.&lt;br /&gt;
** Public: El servidor aparecerá en la lista de servidores públicos. Esto requiere que se completen las credenciales de inicio de sesión a continuación.&lt;br /&gt;
** LAN: El servidor no aparecerá en la lista de servidores públicos, pero estará disponible a través del botón Jugar en LAN.&lt;br /&gt;
** Hidden: Los clientes tendrán que conectarse usando la dirección IP del servidor.&lt;br /&gt;
* Credenciales de usuario utilizando un nombre de usuario y contraseña o token de autenticación (encontrado en el sitio web de factorio o en player-data.json); Estos son necesarios si deseas hacer público el servidor. De lo contrario, pueden dejarse vacíos.&lt;br /&gt;
** Por razones de seguridad, se recomienda usar el token de autenticación ya que este documento se almacena como texto plano. Aunque se debe tener en cuenta que un token de autenticación también es una información sensible, y se te aconseja mantenerlo en secreto.&lt;br /&gt;
* Contraseña del servidor&lt;br /&gt;
** El nombre del campo es game_password&lt;br /&gt;
* Si verificar o no la identidad del usuario&lt;br /&gt;
(Hay valores adicionales en la v0.14 de factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Detalles técnicos de la implementación ===&lt;br /&gt;
&lt;br /&gt;
El equipo de desarrollo ha publicado notas sobre algunos detalles técnicos relacionados con el modo multijugador en varias entradas del blog Friday Facts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Arquitectura lock step]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Conexiones cliente-servidor]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introducido en 0.13]&lt;br /&gt;
&lt;br /&gt;
=== Registros DNS SRV ===&lt;br /&gt;
Factorio admite [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ Registros DNS SRV] desde la versión 1.1.67. &lt;br /&gt;
&lt;br /&gt;
Esto hace mas facil tener varios servidores de Factorio en un mismo host y permitir que los usuarios se conecten a ellos con subdominios distintos en lugar de tener que ingresar números de puerto.&lt;br /&gt;
&lt;br /&gt;
El nombre del servicio es &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; y solo admite el protocolo &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ejemplo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dominio: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Puerto:   34197&lt;br /&gt;
&lt;br /&gt;
Registro DNS:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ahora cuando un cliente de Factorio se conecte a wube.software se conectará en realidad a srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captura de pantalla de ejemplo:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entradas del registro:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio registrará un mensaje “DNS SRV lookup returned […]” cuando encuentre un registro SRV para el dominio proveído&lt;br /&gt;
* Con el registro detallado, Factorio también registrará “DNS SRV lookup for [domain] didn’t return any usable records” cuando no haya ningún registro SRV&lt;br /&gt;
&lt;br /&gt;
=== Consejos Varios ===&lt;br /&gt;
* La tecla para los [[Console/es|comandos de consola]] también se utiliza para iniciar el chat en multijugador. Para ejecutar un comando en lugar de chatear, necesitas escribir &#039;&#039;/c&#039;&#039; antes del comando. Los comandos ejecutados son &#039;&#039;visibles para todos los jugadores&#039;&#039;. Además, la partida multijugador debe haberse iniciado con &amp;quot;permitir comandos&amp;quot; para que los comandos funcionen.&lt;br /&gt;
* Establece el color del jugador usando el comando&lt;br /&gt;
 /color r g b&lt;br /&gt;
r, g y b son para rojo, verde y azul respectivamente (los valores posibles están entre 0 y 1, usa [https://www.w3schools.com/colors/colors_converter.asp este sitio] para convertir los colores a números rgb).&lt;br /&gt;
&lt;br /&gt;
* Para darte acceso de administrador, necesitas crear un archivo server-adminlist.json en el mismo directorio que factorio-current.log. El archivo debe contener una lista de administradores, así:&lt;br /&gt;
&amp;lt;code&amp;gt;[ &amp;quot;usuario1&amp;quot;, &amp;quot;usuario2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Este archivo se creará si promueves a un jugador a través de la consola.&lt;br /&gt;
&lt;br /&gt;
== Unirse a una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.13, los jugadores ya no necesariamente tienen que hacer un reenvío de puertos para jugar con otros. Los jugadores pueden unirse entre sí a través de Steam, o simplemente por el host con reenvío de puerto.&lt;br /&gt;
&lt;br /&gt;
Los jugadores que deseen unirse a una partida pueden hacerlo de varias maneras:&lt;br /&gt;
&lt;br /&gt;
* Unirse ingresando directamente una IP pública y puerto en Factorio.&lt;br /&gt;
* Seleccionando el servidor desde la lista de partidas publicas.&lt;br /&gt;
* Unirse a través de los servicios de Steam.&lt;br /&gt;
* Jugando desde una partida local en LAN.&lt;br /&gt;
&lt;br /&gt;
=== Unirse por IP ===&lt;br /&gt;
&lt;br /&gt;
Para unirse a una partida multijugador por IP, necesitarás conocer la IP pública de un servidor válido. Puedes encontrar esto a través de las redes sociales, sitios web, o de boca en boca. Después de adquirir la IP y el puerto, simplemente ve a Multijugador -&amp;gt; Conectar con dirección, y proporciona toda la información que te pide.&lt;br /&gt;
&lt;br /&gt;
Si el servidor ha sido configurado correctamente para aceptar conexiones públicas, deberías poder unirte a la partida.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de la lista de partidas publicas ===&lt;br /&gt;
&lt;br /&gt;
Los desarrolladores de Factorio mantienen una lista de todos los servidores públicos que se declaran al servicio, permitiendo a los jugadores unirse directamente a través de Factorio. La mayoría de estos servidores requerirán contraseña, pero te puedes unir muchos servidores que son completamente públicos. Para unirse a través de la lista de partidas publicas, ve a Multijugador -&amp;gt; Buscar partidas públicas. Proporciona tu inicio de sesión de Factorio.com si es solicitado, y aparecerá una lista de servidores públicos. Simplemente selecciona uno.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam proporciona un sistema de &amp;quot;invitación a juego&amp;quot;, simplemente usa eso para unirte. Puedes encontrar más información sobre cómo usar Steam en su documentación. &#039;&#039;Esta es la forma más recomendada para que el jugador promedio use el multijugador con sus amigos, ya que permite que Steam se encague de todo&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a una partida local en LAN ===&lt;br /&gt;
&lt;br /&gt;
Si tienes algunos amigos en la misma conexión a Internet que tú (en el mismo edificio o red), puedes jugar una partida en LAN. Simplemente ve a Jugar -&amp;gt; Multijugador -&amp;gt; Buscar partidas LAN.&lt;br /&gt;
&lt;br /&gt;
=== Conectarse a un servidor detrás de una NAT ===&lt;br /&gt;
&lt;br /&gt;
Factorio requiere que el servidor (en modo cliente-servidor) tenga una dirección IP accesible al público o que todos los jugadores estén en la misma LAN. Si estás detrás de NAT, debes configurar el reenvío de puertos o usar software de LAN virtual como Hamachi o Radmin.&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador se lanzarán en modo cliente-servidor (también [modo de reenvío multijugador](http://www.factorio.com/blog/post/fff-99)). En este modo, todos los clientes envían su tráfico de red al servidor y el servidor reenvía el tráfico a los otros clientes. La ventaja de esto es que permite partidas donde algunos jugadores están dentro de una LAN y otros están fuera. La desventaja puede ser un poco más de retraso ya que los paquetes deben viajar un salto extra (a través del servidor).&lt;br /&gt;
&lt;br /&gt;
* [Reenvío de puertos sin iniciar sesión en tu router](https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393)&lt;br /&gt;
* [Una guía para conectarse con Hamachi](http://steamcommunity.com/sharedfiles/filedetails/?id=653628496)&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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195781</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195781"/>
		<updated>2023-12-30T12:47:33Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: /* Joining a Multiplayer game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Alojar una partida guardada&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&lt;br /&gt;
&lt;br /&gt;
=== Cómo publicar en el servidor de emparejamiento una partida alojada en un servidor ===&lt;br /&gt;
&lt;br /&gt;
Para publicar la partida en el servidor de emparejamiento, Factorio necesita recibir más información que solo la ubicación del archivo de guardado. Esta información se proporciona en un &#039;&#039;archivo de configuración del servidor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Para crear un archivo de configuración del servidor, mira el archivo de ejemplo ubicado en &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; en el [[Application directory|Directorio de la aplicación]] de Factorio. La forma recomendada es hacer una copia de este archivo de ejemplo y editar la copia.&lt;br /&gt;
&lt;br /&gt;
Los siguientes valores pueden ser cambiados:&lt;br /&gt;
; Name: Este será el nombre bajo el cual el servidor aparecerá en la lista de partidas publicas.&lt;br /&gt;
; Description: Una descripción de tu servidor. Puede contener hasta 5000 caracteres. [https://factorio.com/blog/post/fff-304 MP server description].&lt;br /&gt;
; Tags: Una lista de etiquetas de juego.&lt;br /&gt;
; Max Players: Te permite limitar el número de jugadores que pueden estar conectados al servidor al mismo tiempo. Si no quieres límite, simplemente establece max_players en 0.&lt;br /&gt;
* Visibilidad para el buscador de partidas publicas: Puede ser público, LAN u oculto.&lt;br /&gt;
** Public: El servidor aparecerá en la lista de servidores públicos. Esto requiere que se completen las credenciales de inicio de sesión a continuación.&lt;br /&gt;
** LAN: El servidor no aparecerá en la lista de servidores públicos, pero estará disponible a través del botón Jugar en LAN.&lt;br /&gt;
** Hidden: Los clientes tendrán que conectarse usando la dirección IP del servidor.&lt;br /&gt;
* Credenciales de usuario utilizando un nombre de usuario y contraseña o token de autenticación (encontrado en el sitio web de factorio o en player-data.json); Estos son necesarios si deseas hacer público el servidor. De lo contrario, pueden dejarse vacíos.&lt;br /&gt;
** Por razones de seguridad, se recomienda usar el token de autenticación ya que este documento se almacena como texto plano. Aunque se debe tener en cuenta que un token de autenticación también es una información sensible, y se te aconseja mantenerlo en secreto.&lt;br /&gt;
* Contraseña del servidor&lt;br /&gt;
** El nombre del campo es game_password&lt;br /&gt;
* Si verificar o no la identidad del usuario&lt;br /&gt;
(Hay valores adicionales en la v0.14 de factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Detalles técnicos de la implementación ===&lt;br /&gt;
&lt;br /&gt;
El equipo de desarrollo ha publicado notas sobre algunos detalles técnicos relacionados con el modo multijugador en varias entradas del blog Friday Facts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Arquitectura lock step]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Conexiones cliente-servidor]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introducido en 0.13]&lt;br /&gt;
&lt;br /&gt;
=== Registros DNS SRV ===&lt;br /&gt;
Factorio admite [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ Registros DNS SRV] desde la versión 1.1.67. &lt;br /&gt;
&lt;br /&gt;
Esto hace mas facil tener varios servidores de Factorio en un mismo host y permitir que los usuarios se conecten a ellos con subdominios distintos en lugar de tener que ingresar números de puerto.&lt;br /&gt;
&lt;br /&gt;
El nombre del servicio es &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; y solo admite el protocolo &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ejemplo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dominio: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Puerto:   34197&lt;br /&gt;
&lt;br /&gt;
Registro DNS:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ahora cuando un cliente de Factorio se conecte a wube.software se conectará en realidad a srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captura de pantalla de ejemplo:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entradas del registro:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio registrará un mensaje “DNS SRV lookup returned […]” cuando encuentre un registro SRV para el dominio proveído&lt;br /&gt;
* Con el registro detallado, Factorio también registrará “DNS SRV lookup for [domain] didn’t return any usable records” cuando no haya ningún registro SRV&lt;br /&gt;
&lt;br /&gt;
=== Consejos Varios ===&lt;br /&gt;
* La tecla para los [[Console/es|comandos de consola]] también se utiliza para iniciar el chat en multijugador. Para ejecutar un comando en lugar de chatear, necesitas escribir &#039;&#039;/c&#039;&#039; antes del comando. Los comandos ejecutados son &#039;&#039;visibles para todos los jugadores&#039;&#039;. Además, la partida multijugador debe haberse iniciado con &amp;quot;permitir comandos&amp;quot; para que los comandos funcionen.&lt;br /&gt;
* Establece el color del jugador usando el comando&lt;br /&gt;
 /color r g b&lt;br /&gt;
r, g y b son para rojo, verde y azul respectivamente (los valores posibles están entre 0 y 1, usa [https://www.w3schools.com/colors/colors_converter.asp este sitio] para convertir los colores a números rgb).&lt;br /&gt;
&lt;br /&gt;
* Para darte acceso de administrador, necesitas crear un archivo server-adminlist.json en el mismo directorio que factorio-current.log. El archivo debe contener una lista de administradores, así: &amp;lt;code&amp;gt;[ &amp;quot;usuario1&amp;quot;, &amp;quot;usuario2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Este archivo se creará si promueves a un jugador a través de la consola.&lt;br /&gt;
&lt;br /&gt;
== Unirse a una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.13, los jugadores ya no necesariamente tienen que hacer un reenvío de puertos para jugar con otros. Los jugadores pueden unirse entre sí a través de Steam, o simplemente por el host con reenvío de puerto.&lt;br /&gt;
&lt;br /&gt;
Los jugadores que deseen unirse a una partida pueden hacerlo de varias maneras:&lt;br /&gt;
&lt;br /&gt;
* Unirse ingresando directamente una IP pública y puerto en Factorio.&lt;br /&gt;
* Seleccionando el servidor desde la lista de partidas publicas.&lt;br /&gt;
* Unirse a través de los servicios de Steam.&lt;br /&gt;
* Jugando desde una partida local en LAN.&lt;br /&gt;
&lt;br /&gt;
=== Unirse por IP ===&lt;br /&gt;
&lt;br /&gt;
Para unirse a una partida multijugador por IP, necesitarás conocer la IP pública de un servidor válido. Puedes encontrar esto a través de las redes sociales, sitios web, o de boca en boca. Después de adquirir la IP y el puerto, simplemente ve a Multijugador -&amp;gt; Conectar con dirección, y proporciona toda la información que te pide.&lt;br /&gt;
&lt;br /&gt;
Si el servidor ha sido configurado correctamente para aceptar conexiones públicas, deberías poder unirte a la partida.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de la lista de partidas publicas ===&lt;br /&gt;
&lt;br /&gt;
Los desarrolladores de Factorio mantienen una lista de todos los servidores públicos que se declaran al servicio, permitiendo a los jugadores unirse directamente a través de Factorio. La mayoría de estos servidores requerirán contraseña, pero te puedes unir muchos servidores que son completamente públicos. Para unirse a través de la lista de partidas publicas, ve a Multijugador -&amp;gt; Buscar partidas públicas. Proporciona tu inicio de sesión de Factorio.com si es solicitado, y aparecerá una lista de servidores públicos. Simplemente selecciona uno.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a través de Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam proporciona un sistema de &amp;quot;invitación a juego&amp;quot;, simplemente usa eso para unirte. Puedes encontrar más información sobre cómo usar Steam en su documentación. &#039;&#039;Esta es la forma más recomendada para que el jugador promedio use el multijugador con sus amigos, ya que permite que Steam se encague de todo&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Unirse a una partida local en LAN ===&lt;br /&gt;
&lt;br /&gt;
Si tienes algunos amigos en la misma conexión a Internet que tú (en el mismo edificio o red), puedes jugar una partida en LAN. Simplemente ve a Jugar -&amp;gt; Multijugador -&amp;gt; Buscar partidas LAN.&lt;br /&gt;
&lt;br /&gt;
=== Conectarse a un servidor detrás de una NAT ===&lt;br /&gt;
&lt;br /&gt;
Factorio requiere que el servidor (en modo cliente-servidor) tenga una dirección IP accesible al público o que todos los jugadores estén en la misma LAN. Si estás detrás de NAT, debes configurar el reenvío de puertos o usar software de LAN virtual como Hamachi o Radmin.&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador se lanzarán en modo cliente-servidor (también [modo de reenvío multijugador](http://www.factorio.com/blog/post/fff-99)). En este modo, todos los clientes envían su tráfico de red al servidor y el servidor reenvía el tráfico a los otros clientes. La ventaja de esto es que permite partidas donde algunos jugadores están dentro de una LAN y otros están fuera. La desventaja puede ser un poco más de retraso ya que los paquetes deben viajar un salto extra (a través del servidor).&lt;br /&gt;
&lt;br /&gt;
* [Reenvío de puertos sin iniciar sesión en tu router](https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393)&lt;br /&gt;
* [Una guía para conectarse con Hamachi](http://steamcommunity.com/sharedfiles/filedetails/?id=653628496)&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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195780</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195780"/>
		<updated>2023-12-30T12:33:13Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Alojar una partida guardada&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
*&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
*&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&lt;br /&gt;
&lt;br /&gt;
=== Cómo publicar en el servidor de emparejamiento una partida alojada en un servidor ===&lt;br /&gt;
&lt;br /&gt;
Para publicar la partida en el servidor de emparejamiento, Factorio necesita recibir más información que solo la ubicación del archivo de guardado. Esta información se proporciona en un &#039;&#039;archivo de configuración del servidor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Para crear un archivo de configuración del servidor, mira el archivo de ejemplo ubicado en &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; en el [[Application directory|Directorio de la aplicación]] de Factorio. La forma recomendada es hacer una copia de este archivo de ejemplo y editar la copia.&lt;br /&gt;
&lt;br /&gt;
Los siguientes valores pueden ser cambiados:&lt;br /&gt;
; Name: Este será el nombre bajo el cual el servidor aparecerá en la lista de partidas publicas.&lt;br /&gt;
; Description: Una descripción de tu servidor. Puede contener hasta 5000 caracteres. [https://factorio.com/blog/post/fff-304 MP server description].&lt;br /&gt;
; Tags: Una lista de etiquetas de juego.&lt;br /&gt;
; Max Players: Te permite limitar el número de jugadores que pueden estar conectados al servidor al mismo tiempo. Si no quieres límite, simplemente establece max_players en 0.&lt;br /&gt;
* Visibilidad para el buscador de partidas publicas: Puede ser público, LAN u oculto.&lt;br /&gt;
** Public: El servidor aparecerá en la lista de servidores públicos. Esto requiere que se completen las credenciales de inicio de sesión a continuación.&lt;br /&gt;
** LAN: El servidor no aparecerá en la lista de servidores públicos, pero estará disponible a través del botón Jugar en LAN.&lt;br /&gt;
** Hidden: Los clientes tendrán que conectarse usando la dirección IP del servidor.&lt;br /&gt;
* Credenciales de usuario utilizando un nombre de usuario y contraseña o token de autenticación (encontrado en el sitio web de factorio o en player-data.json); Estos son necesarios si deseas hacer público el servidor. De lo contrario, pueden dejarse vacíos.&lt;br /&gt;
** Por razones de seguridad, se recomienda usar el token de autenticación ya que este documento se almacena como texto plano. Aunque se debe tener en cuenta que un token de autenticación también es una información sensible, y se te aconseja mantenerlo en secreto.&lt;br /&gt;
* Contraseña del servidor&lt;br /&gt;
** El nombre del campo es game_password&lt;br /&gt;
* Si verificar o no la identidad del usuario&lt;br /&gt;
(Hay valores adicionales en la v0.14 de factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Detalles técnicos de la implementación ===&lt;br /&gt;
&lt;br /&gt;
El equipo de desarrollo ha publicado notas sobre algunos detalles técnicos relacionados con el modo multijugador en varias entradas del blog Friday Facts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Arquitectura lock step]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Conexiones cliente-servidor]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introducido en 0.13]&lt;br /&gt;
&lt;br /&gt;
=== Registros DNS SRV ===&lt;br /&gt;
Factorio admite [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ Registros DNS SRV] desde la versión 1.1.67. &lt;br /&gt;
&lt;br /&gt;
Esto hace mas facil tener varios servidores de Factorio en un mismo host y permitir que los usuarios se conecten a ellos con subdominios distintos en lugar de tener que ingresar números de puerto.&lt;br /&gt;
&lt;br /&gt;
El nombre del servicio es &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; y solo admite el protocolo &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ejemplo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dominio: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Puerto:   34197&lt;br /&gt;
&lt;br /&gt;
Registro DNS:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ahora cuando un cliente de Factorio se conecte a wube.software se conectará en realidad a srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captura de pantalla de ejemplo:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entradas del registro:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio registrará un mensaje “DNS SRV lookup returned […]” cuando encuentre un registro SRV para el dominio proveído&lt;br /&gt;
* Con el registro detallado, Factorio también registrará “DNS SRV lookup for [domain] didn’t return any usable records” cuando no haya ningún registro SRV&lt;br /&gt;
&lt;br /&gt;
=== Consejos Varios ===&lt;br /&gt;
* La tecla para los [[Console/es|comandos de consola]] también se utiliza para iniciar el chat en multijugador. Para ejecutar un comando en lugar de chatear, necesitas escribir &#039;&#039;/c&#039;&#039; antes del comando. Los comandos ejecutados son &#039;&#039;visibles para todos los jugadores&#039;&#039;. Además, la partida multijugador debe haberse iniciado con &amp;quot;permitir comandos&amp;quot; para que los comandos funcionen.&lt;br /&gt;
* Establece el color del jugador usando el comando&lt;br /&gt;
 /color r g b&lt;br /&gt;
r, g y b son para rojo, verde y azul respectivamente (los valores posibles están entre 0 y 1, usa [https://www.w3schools.com/colors/colors_converter.asp este sitio] para convertir los colores a números rgb).&lt;br /&gt;
&lt;br /&gt;
* Para darte acceso de administrador, necesitas crear un archivo server-adminlist.json en el mismo directorio que factorio-current.log. El archivo debe contener una lista de administradores, así: &amp;lt;code&amp;gt;[ &amp;quot;usuario1&amp;quot;, &amp;quot;usuario2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Este archivo se creará si promueves a un jugador a través de la consola.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195779</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195779"/>
		<updated>2023-12-30T12:16:10Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Alojar una partida guardado&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&lt;br /&gt;
&lt;br /&gt;
=== Cómo publicar en el servidor de emparejamiento una partida alojada en un servidor ===&lt;br /&gt;
&lt;br /&gt;
Para publicar la partida en el servidor de emparejamiento, Factorio necesita recibir más información que solo la ubicación del archivo de guardado. Esta información se proporciona en un &#039;&#039;archivo de configuración del servidor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Para crear un archivo de configuración del servidor, mira el archivo de ejemplo ubicado en &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; en el [[Application directory|Directorio de la aplicación]] de Factorio. La forma recomendada es hacer una copia de este archivo de ejemplo y editar la copia.&lt;br /&gt;
&lt;br /&gt;
Los siguientes valores pueden ser cambiados:&lt;br /&gt;
; Name: Este será el nombre bajo el cual el servidor aparecerá en la lista de partidas publicas.&lt;br /&gt;
; Description: Una descripción de tu servidor. Puede contener hasta 5000 caracteres. [https://factorio.com/blog/post/fff-304 MP server description].&lt;br /&gt;
; Tags: Una lista de etiquetas de juego.&lt;br /&gt;
; Max Players: Te permite limitar el número de jugadores que pueden estar conectados al servidor al mismo tiempo. Si no quieres límite, simplemente establece max_players en 0.&lt;br /&gt;
* Visibilidad para el buscador de partidas publicas: Puede ser público, LAN u oculto.&lt;br /&gt;
** Public: El servidor aparecerá en la lista de servidores públicos. Esto requiere que se completen las credenciales de inicio de sesión a continuación.&lt;br /&gt;
** LAN: El servidor no aparecerá en la lista de servidores públicos, pero estará disponible a través del botón Jugar en LAN.&lt;br /&gt;
** Hidden: Los clientes tendrán que conectarse usando la dirección IP del servidor.&lt;br /&gt;
* Credenciales de usuario utilizando un nombre de usuario y contraseña o token de autenticación (encontrado en el sitio web de factorio o en player-data.json); Estos son necesarios si deseas hacer público el servidor. De lo contrario, pueden dejarse vacíos.&lt;br /&gt;
** Por razones de seguridad, se recomienda usar el token de autenticación ya que este documento se almacena como texto plano. Aunque se debe tener en cuenta que un token de autenticación también es una información sensible, y se te aconseja mantenerlo en secreto.&lt;br /&gt;
* Contraseña del servidor&lt;br /&gt;
** El nombre del campo es game_password&lt;br /&gt;
* Si verificar o no la identidad del usuario&lt;br /&gt;
(Hay valores adicionales en la v0.14 de factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Detalles técnicos de la implementación ===&lt;br /&gt;
&lt;br /&gt;
El equipo de desarrollo ha publicado notas sobre algunos detalles técnicos relacionados con el modo multijugador en varias entradas del blog Friday Facts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Arquitectura lock step]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Conexiones cliente-servidor]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introducido en 0.13]&lt;br /&gt;
&lt;br /&gt;
=== Registros DNS SRV ===&lt;br /&gt;
Factorio admite [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ Registros DNS SRV] desde la versión 1.1.67. &lt;br /&gt;
&lt;br /&gt;
Esto hace mas facil tener varios servidores de Factorio en un mismo host y permitir que los usuarios se conecten a ellos con subdominios distintos en lugar de tener que ingresar números de puerto.&lt;br /&gt;
&lt;br /&gt;
El nombre del servicio es &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; y solo admite el protocolo &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ejemplo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dominio: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Puerto:   34197&lt;br /&gt;
&lt;br /&gt;
Registro DNS:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ahora cuando un cliente de Factorio se conecte a wube.software se conectará en realidad a srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captura de pantalla de ejemplo:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entradas del registro:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio registrará un mensaje “DNS SRV lookup returned […]” cuando encuentre un registro SRV para el dominio proveído&lt;br /&gt;
* Con el registro detallado, Factorio también registrará “DNS SRV lookup for [domain] didn’t return any usable records” cuando no haya ningún registro SRV&lt;br /&gt;
&lt;br /&gt;
=== Consejos Varios ===&lt;br /&gt;
* La tecla para los [[Console/es|comandos de consola]] también se utiliza para iniciar el chat en multijugador. Para ejecutar un comando en lugar de chatear, necesitas escribir &#039;&#039;/c&#039;&#039; antes del comando. Los comandos ejecutados son &#039;&#039;visibles para todos los jugadores&#039;&#039;. Además, la partida multijugador debe haberse iniciado con &amp;quot;permitir comandos&amp;quot; para que los comandos funcionen.&lt;br /&gt;
* Establece el color del jugador usando el comando&lt;br /&gt;
 /color r g b&lt;br /&gt;
r, g y b son para rojo, verde y azul respectivamente (los valores posibles están entre 0 y 1, usa [https://www.w3schools.com/colors/colors_converter.asp este sitio] para convertir los colores a números rgb).&lt;br /&gt;
&lt;br /&gt;
* Para darte acceso de administrador, necesitas crear un archivo server-adminlist.json en el mismo directorio que factorio-current.log. El archivo debe contener una lista de administradores, así: &amp;lt;code&amp;gt;[ &amp;quot;usuario1&amp;quot;, &amp;quot;usuario2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Este archivo se creará si promueves a un jugador a través de la consola.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195778</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195778"/>
		<updated>2023-12-30T12:14:54Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: /* Miscellaneous Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Alojar una partida guardado&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&lt;br /&gt;
&lt;br /&gt;
=== Cómo publicar en el servidor de emparejamiento una partida alojada en un servidor ===&lt;br /&gt;
&lt;br /&gt;
Para publicar la partida en el servidor de emparejamiento, Factorio necesita recibir más información que solo la ubicación del archivo de guardado. Esta información se proporciona en un &#039;&#039;archivo de configuración del servidor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Para crear un archivo de configuración del servidor, mira el archivo de ejemplo ubicado en &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; en el [[Application directory|Directorio de la aplicación]] de Factorio. La forma recomendada es hacer una copia de este archivo de ejemplo y editar la copia.&lt;br /&gt;
&lt;br /&gt;
Los siguientes valores pueden ser cambiados:&lt;br /&gt;
; Name: Este será el nombre bajo el cual el servidor aparecerá en la lista de partidas publicas.&lt;br /&gt;
; Description: Una descripción de tu servidor. Puede contener hasta 5000 caracteres. [https://factorio.com/blog/post/fff-304 MP server description].&lt;br /&gt;
; Tags: Una lista de etiquetas de juego.&lt;br /&gt;
; Max Players: Te permite limitar el número de jugadores que pueden estar conectados al servidor al mismo tiempo. Si no quieres límite, simplemente establece max_players en 0.&lt;br /&gt;
* Visibilidad para el buscador de partidas publicas: Puede ser público, LAN u oculto.&lt;br /&gt;
** Public: El servidor aparecerá en la lista de servidores públicos. Esto requiere que se completen las credenciales de inicio de sesión a continuación.&lt;br /&gt;
** LAN: El servidor no aparecerá en la lista de servidores públicos, pero estará disponible a través del botón Jugar en LAN.&lt;br /&gt;
** Hidden: Los clientes tendrán que conectarse usando la dirección IP del servidor.&lt;br /&gt;
* Credenciales de usuario utilizando un nombre de usuario y contraseña o token de autenticación (encontrado en el sitio web de factorio o en player-data.json); Estos son necesarios si deseas hacer público el servidor. De lo contrario, pueden dejarse vacíos.&lt;br /&gt;
** Por razones de seguridad, se recomienda usar el token de autenticación ya que este documento se almacena como texto plano. Aunque se debe tener en cuenta que un token de autenticación también es una información sensible, y se te aconseja mantenerlo en secreto.&lt;br /&gt;
* Contraseña del servidor&lt;br /&gt;
** El nombre del campo es game_password&lt;br /&gt;
* Si verificar o no la identidad del usuario&lt;br /&gt;
(Hay valores adicionales en la v0.14 de factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Detalles técnicos de la implementación ===&lt;br /&gt;
&lt;br /&gt;
El equipo de desarrollo ha publicado notas sobre algunos detalles técnicos relacionados con el modo multijugador en varias entradas del blog Friday Facts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Arquitectura lock step]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Conexiones cliente-servidor]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introducido en 0.13]&lt;br /&gt;
&lt;br /&gt;
=== Registros DNS SRV ===&lt;br /&gt;
Factorio admite [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ Registros DNS SRV] desde la versión 1.1.67. &lt;br /&gt;
&lt;br /&gt;
Esto hace mas facil tener varios servidores de Factorio en un mismo host y permitir que los usuarios se conecten a ellos con subdominios distintos en lugar de tener que ingresar números de puerto.&lt;br /&gt;
&lt;br /&gt;
El nombre del servicio es &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; y solo admite el protocolo &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ejemplo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dominio: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Puerto:   34197&lt;br /&gt;
&lt;br /&gt;
Registro DNS:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ahora cuando un cliente de Factorio se conecte a wube.software se conectará en realidad a srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captura de pantalla de ejemplo:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entradas del registro:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio registrará un mensaje “DNS SRV lookup returned […]” cuando encuentre un registro SRV para el dominio proveído&lt;br /&gt;
* Con el registro detallado, Factorio también registrará “DNS SRV lookup for [domain] didn’t return any usable records” cuando no haya ningún registro SRV&lt;br /&gt;
&lt;br /&gt;
=== Consejos Varios ===&lt;br /&gt;
* La tecla para los [[Console/es|comandos de consola]] también se utiliza para iniciar el chat en multijugador. Para ejecutar un comando en lugar de chatear, necesitas escribir &#039;&#039;/c&#039;&#039; antes del comando. Los comandos ejecutados son &#039;&#039;visibles para todos los jugadores&#039;&#039;. Además, la partida multijugador debe haberse iniciado con &amp;quot;permitir comandos&amp;quot; para que los comandos funcionen.&lt;br /&gt;
* Establece el color del jugador usando el comando&lt;br /&gt;
 /color r g b&lt;br /&gt;
r, g y b son para rojo, verde y azul respectivamente (los valores posibles están entre 0 y 1, usa [https://www.w3schools.com/colors/colors_converter.asp este sitio] para convertir los colores a números rgb).&lt;br /&gt;
&lt;br /&gt;
* Para darte acceso de administrador, necesitas crear un archivo server-adminlist.json en el mismo directorio que factorio-current.log. El archivo debe contener una lista de administradores, así: &amp;lt;code&amp;gt;[ “usuario1”, “usuario2” ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Este archivo se creará si promueves a un jugador a través de la consola.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195777</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195777"/>
		<updated>2023-12-30T12:01:31Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: /* DNS SRV Records */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Alojar una partida guardado&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&lt;br /&gt;
&lt;br /&gt;
=== Cómo publicar en el servidor de emparejamiento una partida alojada en un servidor ===&lt;br /&gt;
&lt;br /&gt;
Para publicar la partida en el servidor de emparejamiento, Factorio necesita recibir más información que solo la ubicación del archivo de guardado. Esta información se proporciona en un &#039;&#039;archivo de configuración del servidor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Para crear un archivo de configuración del servidor, mira el archivo de ejemplo ubicado en &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; en el [[Application directory|Directorio de la aplicación]] de Factorio. La forma recomendada es hacer una copia de este archivo de ejemplo y editar la copia.&lt;br /&gt;
&lt;br /&gt;
Los siguientes valores pueden ser cambiados:&lt;br /&gt;
; Name: Este será el nombre bajo el cual el servidor aparecerá en la lista de partidas publicas.&lt;br /&gt;
; Description: Una descripción de tu servidor. Puede contener hasta 5000 caracteres. [https://factorio.com/blog/post/fff-304 MP server description].&lt;br /&gt;
; Tags: Una lista de etiquetas de juego.&lt;br /&gt;
; Max Players: Te permite limitar el número de jugadores que pueden estar conectados al servidor al mismo tiempo. Si no quieres límite, simplemente establece max_players en 0.&lt;br /&gt;
* Visibilidad para el buscador de partidas publicas: Puede ser público, LAN u oculto.&lt;br /&gt;
** Public: El servidor aparecerá en la lista de servidores públicos. Esto requiere que se completen las credenciales de inicio de sesión a continuación.&lt;br /&gt;
** LAN: El servidor no aparecerá en la lista de servidores públicos, pero estará disponible a través del botón Jugar en LAN.&lt;br /&gt;
** Hidden: Los clientes tendrán que conectarse usando la dirección IP del servidor.&lt;br /&gt;
* Credenciales de usuario utilizando un nombre de usuario y contraseña o token de autenticación (encontrado en el sitio web de factorio o en player-data.json); Estos son necesarios si deseas hacer público el servidor. De lo contrario, pueden dejarse vacíos.&lt;br /&gt;
** Por razones de seguridad, se recomienda usar el token de autenticación ya que este documento se almacena como texto plano. Aunque se debe tener en cuenta que un token de autenticación también es una información sensible, y se te aconseja mantenerlo en secreto.&lt;br /&gt;
* Contraseña del servidor&lt;br /&gt;
** El nombre del campo es game_password&lt;br /&gt;
* Si verificar o no la identidad del usuario&lt;br /&gt;
(Hay valores adicionales en la v0.14 de factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Detalles técnicos de la implementación ===&lt;br /&gt;
&lt;br /&gt;
El equipo de desarrollo ha publicado notas sobre algunos detalles técnicos relacionados con el modo multijugador en varias entradas del blog Friday Facts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Arquitectura lock step]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Conexiones cliente-servidor]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introducido en 0.13]&lt;br /&gt;
&lt;br /&gt;
=== Registros DNS SRV ===&lt;br /&gt;
Factorio admite [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ Registros DNS SRV] desde la versión 1.1.67. &lt;br /&gt;
&lt;br /&gt;
Esto hace mas facil tener varios servidores de Factorio en un mismo host y permitir que los usuarios se conecten a ellos con subdominios distintos en lugar de tener que ingresar números de puerto.&lt;br /&gt;
&lt;br /&gt;
El nombre del servicio es &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; y solo admite el protocolo &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ejemplo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dominio: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Puerto:   34197&lt;br /&gt;
&lt;br /&gt;
Registro DNS:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ahora cuando un cliente de Factorio se conecte a wube.software se conectará en realidad a srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captura de pantalla de ejemplo:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entradas del registro:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio registrará un mensaje “DNS SRV lookup returned […]” cuando encuentre un registro SRV para el dominio proveído&lt;br /&gt;
* Con el registro detallado, Factorio también registrará “DNS SRV lookup for [domain] didn’t return any usable records” cuando no haya ningún registro SRV&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;
 /color r g b&lt;br /&gt;
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers).&lt;br /&gt;
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: &amp;lt;code&amp;gt;[ &amp;quot;user1&amp;quot;, &amp;quot;user2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This file will be created if you promote a player through the console.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195776</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195776"/>
		<updated>2023-12-30T11:46:49Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Alojar una partida guardado&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&lt;br /&gt;
&lt;br /&gt;
=== Cómo publicar en el servidor de emparejamiento una partida alojada en un servidor ===&lt;br /&gt;
&lt;br /&gt;
Para publicar la partida en el servidor de emparejamiento, Factorio necesita recibir más información que solo la ubicación del archivo de guardado. Esta información se proporciona en un &#039;&#039;archivo de configuración del servidor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Para crear un archivo de configuración del servidor, mira el archivo de ejemplo ubicado en &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; en el [[Application directory|Directorio de la aplicación]] de Factorio. La forma recomendada es hacer una copia de este archivo de ejemplo y editar la copia.&lt;br /&gt;
&lt;br /&gt;
Los siguientes valores pueden ser cambiados:&lt;br /&gt;
; Name: Este será el nombre bajo el cual el servidor aparecerá en la lista de partidas publicas.&lt;br /&gt;
; Description: Una descripción de tu servidor. Puede contener hasta 5000 caracteres. [https://factorio.com/blog/post/fff-304 MP server description].&lt;br /&gt;
; Tags: Una lista de etiquetas de juego.&lt;br /&gt;
; Max Players: Te permite limitar el número de jugadores que pueden estar conectados al servidor al mismo tiempo. Si no quieres límite, simplemente establece max_players en 0.&lt;br /&gt;
* Visibilidad para el buscador de partidas publicas: Puede ser público, LAN u oculto.&lt;br /&gt;
** Public: El servidor aparecerá en la lista de servidores públicos. Esto requiere que se completen las credenciales de inicio de sesión a continuación.&lt;br /&gt;
** LAN: El servidor no aparecerá en la lista de servidores públicos, pero estará disponible a través del botón Jugar en LAN.&lt;br /&gt;
** Hidden: Los clientes tendrán que conectarse usando la dirección IP del servidor.&lt;br /&gt;
* Credenciales de usuario utilizando un nombre de usuario y contraseña o token de autenticación (encontrado en el sitio web de factorio o en player-data.json); Estos son necesarios si deseas hacer público el servidor. De lo contrario, pueden dejarse vacíos.&lt;br /&gt;
** Por razones de seguridad, se recomienda usar el token de autenticación ya que este documento se almacena como texto plano. Aunque se debe tener en cuenta que un token de autenticación también es una información sensible, y se te aconseja mantenerlo en secreto.&lt;br /&gt;
* Contraseña del servidor&lt;br /&gt;
** El nombre del campo es game_password&lt;br /&gt;
* Si verificar o no la identidad del usuario&lt;br /&gt;
(Hay valores adicionales en la v0.14 de factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Detalles técnicos de la implementación ===&lt;br /&gt;
&lt;br /&gt;
El equipo de desarrollo ha publicado notas sobre algunos detalles técnicos relacionados con el modo multijugador en varias entradas del blog Friday Facts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Arquitectura lock step]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Conexiones cliente-servidor]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introducido en 0.13]&lt;br /&gt;
&lt;br /&gt;
=== DNS SRV Records ===&lt;br /&gt;
Factorio supports [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ DNS SRV records] since 1.1.67. &lt;br /&gt;
&lt;br /&gt;
This makes it easier to have multiple Factorio servers on a single host and allow users to connect to them with distinct subdomains instead of having to enter port numbers.&lt;br /&gt;
&lt;br /&gt;
The service name is &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; and it only supports &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt; protocol. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Domain: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Port:   34197&lt;br /&gt;
&lt;br /&gt;
DNS records:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now a Factorio client connecting to wube.software will actually connect to srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example screenshot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Entries:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio will log a &amp;quot;DNS SRV lookup returned [...]&amp;quot; message when it found a SRV record for the given domain&lt;br /&gt;
* With verbose logging Factorio will also log &amp;quot;DNS SRV lookup for [domain] didn&#039;t return any usable records&amp;quot; when there&#039;s no SRV record&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;
 /color r g b&lt;br /&gt;
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers).&lt;br /&gt;
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: &amp;lt;code&amp;gt;[ &amp;quot;user1&amp;quot;, &amp;quot;user2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This file will be created if you promote a player through the console.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195775</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195775"/>
		<updated>2023-12-30T11:02:57Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Alojar una partida guardado&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/headless ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o headless) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo headless:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Configurando un servidor de Factorio en Linux ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nota:&#039;&#039;&#039; Factorio ahora require &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; versión 2.18, pero CentOS/RHEL 7 solo viene con la versión 2.17 por lo que esta guía ya no funcionara sin [https://forums.factorio.com/viewtopic.php?t=54654#p324493 compilar manualmente &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
Esta guía paso a paso ha sido verificada en instalaciones nuevas de CentOS 7 y RHEL 7, pero debería ser aplicable con pocas o ninguna modificación en la mayoría de las distribuciones.&lt;br /&gt;
&lt;br /&gt;
Esta guía asume que instalarás el servidor headless en &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, ajusta las rutas según tu propia configuración. También sugerimos que ejecutes el servidor de Factorio como un usuario separado para fortalecer la seguridad de tu instalación.&lt;br /&gt;
&lt;br /&gt;
Ten en cuenta que hay dos paquetes distintos para Linux que se pueden usar para ejecutar un servidor headless. El primero es la descarga habitual de Linux, que contiene el juego completo. El otro es el [https://www.factorio.com/download paquete especial headless]. El paquete headless no contiene archivos que son irrelevantes para un servidor puro, como gráficos y sonidos. Tampoco está vinculado a bibliotecas que pueden no estar presentes en una máquina de servidor, como Xlib, libGL o libasound. Esta opción debe seleccionarse si se ejecuta en un servidor alojado por terceros.&lt;br /&gt;
&lt;br /&gt;
Esta guía no toca el tema del firewall/reenvío de puertos ya que esto se puede hacer de varias maneras en Linux (asegúrate de leer cómo se hace esto como administrador de Linux en tu distribución).&lt;br /&gt;
&lt;br /&gt;
==== Instalación básica ====&lt;br /&gt;
&lt;br /&gt;
* Descarga el paquete seleccionado, ya sea el juego completo o el paquete headless, y sube el paquete Linux tar.gz o tar.xz al directorio /tmp de tu servidor.&lt;br /&gt;
* Extrae el paquete en /tmp a /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 # utiliza el nombre de archivo correcto, Incluye el número de versión de factorio.&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # si descargaste un archivo .tar.xz (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agrega un nuevo usuario a tu sistema y asigna la propiedad del directorio factorio a el mismo (por favor, no lo ejecutes como usuario root, puede ser necesario sudo)&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;
* Prueba el binario&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;
¡Mientras falle diciendo que no puede encontrar/abrir savename.zip estás listo! Solo sube una partida desde tu propia computadora y colócala en el directorio /opt/factorio/saves, o usa el argumento --create ./saves/newgame.zip.&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 description of your server. May contain up to 5000 characters. [https://factorio.com/blog/post/fff-304 MP server description]&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;
=== DNS SRV Records ===&lt;br /&gt;
Factorio supports [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ DNS SRV records] since 1.1.67. &lt;br /&gt;
&lt;br /&gt;
This makes it easier to have multiple Factorio servers on a single host and allow users to connect to them with distinct subdomains instead of having to enter port numbers.&lt;br /&gt;
&lt;br /&gt;
The service name is &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; and it only supports &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt; protocol. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Domain: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Port:   34197&lt;br /&gt;
&lt;br /&gt;
DNS records:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now a Factorio client connecting to wube.software will actually connect to srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example screenshot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Entries:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio will log a &amp;quot;DNS SRV lookup returned [...]&amp;quot; message when it found a SRV record for the given domain&lt;br /&gt;
* With verbose logging Factorio will also log &amp;quot;DNS SRV lookup for [domain] didn&#039;t return any usable records&amp;quot; when there&#039;s no SRV record&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;
 /color r g b&lt;br /&gt;
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers).&lt;br /&gt;
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: &amp;lt;code&amp;gt;[ &amp;quot;user1&amp;quot;, &amp;quot;user2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This file will be created if you promote a player through the console.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195761</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195761"/>
		<updated>2023-12-28T20:50:32Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Alojar una partida guardado&#039;&#039;&#039;: Elige una partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuración]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos (apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/sin cabeza ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o sin cabeza) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la línea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo sin cabeza:&lt;br /&gt;
* No se inicializan los gráficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la línea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la línea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la línea de comandos.&#039;&#039;&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 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;
==== Basic installation ====&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 description of your server. May contain up to 5000 characters. [https://factorio.com/blog/post/fff-304 MP server description]&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;
=== DNS SRV Records ===&lt;br /&gt;
Factorio supports [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ DNS SRV records] since 1.1.67. &lt;br /&gt;
&lt;br /&gt;
This makes it easier to have multiple Factorio servers on a single host and allow users to connect to them with distinct subdomains instead of having to enter port numbers.&lt;br /&gt;
&lt;br /&gt;
The service name is &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; and it only supports &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt; protocol. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Domain: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Port:   34197&lt;br /&gt;
&lt;br /&gt;
DNS records:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now a Factorio client connecting to wube.software will actually connect to srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example screenshot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Entries:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio will log a &amp;quot;DNS SRV lookup returned [...]&amp;quot; message when it found a SRV record for the given domain&lt;br /&gt;
* With verbose logging Factorio will also log &amp;quot;DNS SRV lookup for [domain] didn&#039;t return any usable records&amp;quot; when there&#039;s no SRV record&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;
 /color r g b&lt;br /&gt;
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers).&lt;br /&gt;
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: &amp;lt;code&amp;gt;[ &amp;quot;user1&amp;quot;, &amp;quot;user2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This file will be created if you promote a player through the console.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195760</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195760"/>
		<updated>2023-12-28T20:44:14Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: /* Dedicated/Headless server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Alojar una partida guardado&#039;&#039;&#039;: Elige un partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuracion]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos(apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&lt;br /&gt;
&lt;br /&gt;
=== Servidor dedicado/sin cabeza ===&lt;br /&gt;
&lt;br /&gt;
A partir de la versión 0.12.0 de Factorio, se puede iniciar un servidor dedicado (o sin cabeza) utilizando el parámetro &#039;&#039;--start-server&#039;&#039; en la linea de comandos. Puedes utilizar el parámetro --help para obtener una lista completa de los parámetros que Factorio acepta.  &lt;br /&gt;
&lt;br /&gt;
En el modo sin cabeza:&lt;br /&gt;
* No se inicializan los graficos (inicia más rápido, consume menos memoria, funciona en servidores sin interfaz gráfica)&lt;br /&gt;
* El juego comienza inmediatamente y carga el archivo de guardado que se ha colocado como argumento en los parámetros&lt;br /&gt;
* El servidor no tiene personaje en el juego&lt;br /&gt;
* El juego se pausa mientras no hay jugadores conectados (aunque esto puede ser anulado usando la opción no-auto-pause en el archivo server-settings.json)&lt;br /&gt;
* La partida se guarda al salir (y se guarda automáticamente de forma normal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A partir de la versión 0.13 se espera que --start-server sea seguido por una ruta a un archivo de guardado.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necesitaras crear tu archivo de guardado antes de iniciar el servidor, ya que el servidor dedicado REQUIERE que se proporcione un archivo de guardado. Esto se puede hacer fácilmente utilizando el parámetro de la linea de comandos &#039;&#039;--create&#039;&#039;. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/partida.zip       # Esto crea un nuevo archivo de guardado como si hubieras hecho click en el botón &#039;&#039;Nuevo Juego&#039;&#039; en la interfaz grafica&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/partida.zip # Esto inicia un servidor que alojará el archivo creado con el comando anterior&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hay varios archivos de configuración JSON que Factorio puede utilizar para cambiar la configuración del servidor y del mapa:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; para establecer parámetros utilizados por el [[Map generator/es|generador de mapas]] como ancho y alto, frecuencia y tamaño de los parches de mineral, etc. (Añadido en versión 0.13)&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; para controlar la propagación de la contaminación, la expansión y evolución de los biters, y más (Añadido en la versión 0.15)&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; consolida múltiples opciones de la linea de comandos en un solo archivo (Añadido en la versión 0.14.12)&lt;br /&gt;
Los archivos de ejemplo para cada uno de estos parámetros están incluidos en el subdirectorio &#039;&#039;data&#039;&#039;, y también son visibles en el GitHub de Wube aquí: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Los parámetros --map-gen-settings y --map-settings deben ser utilizados junto a --create cuando creas un nuevo mapa. Por ejemplo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/partida.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;
Iniciar el servidor de factorio requiere que especifiques la ubicación del archivo server-settings.json que se encuentra por defecto en la carpeta &#039;&#039;data&#039;&#039; de factorio. Por ejemplo para iniciar factorio utilizando la partida más reciente, ejecutarías:&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;
En Windows puede ser útil iniciar el servidor con un archivo &#039;&#039;.bat&#039;&#039;. El archivo debe poseer el siguiente contenido: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mira [[Command_line_parameters]] para más parámetros de la linea de comandos.&#039;&#039;&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 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;
==== Basic installation ====&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 description of your server. May contain up to 5000 characters. [https://factorio.com/blog/post/fff-304 MP server description]&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;
=== DNS SRV Records ===&lt;br /&gt;
Factorio supports [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ DNS SRV records] since 1.1.67. &lt;br /&gt;
&lt;br /&gt;
This makes it easier to have multiple Factorio servers on a single host and allow users to connect to them with distinct subdomains instead of having to enter port numbers.&lt;br /&gt;
&lt;br /&gt;
The service name is &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; and it only supports &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt; protocol. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Domain: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Port:   34197&lt;br /&gt;
&lt;br /&gt;
DNS records:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now a Factorio client connecting to wube.software will actually connect to srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example screenshot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Entries:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio will log a &amp;quot;DNS SRV lookup returned [...]&amp;quot; message when it found a SRV record for the given domain&lt;br /&gt;
* With verbose logging Factorio will also log &amp;quot;DNS SRV lookup for [domain] didn&#039;t return any usable records&amp;quot; when there&#039;s no SRV record&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;
 /color r g b&lt;br /&gt;
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers).&lt;br /&gt;
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: &amp;lt;code&amp;gt;[ &amp;quot;user1&amp;quot;, &amp;quot;user2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This file will be created if you promote a player through the console.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195759</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195759"/>
		<updated>2023-12-28T19:49:20Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: /* Setting Up a Multiplayer Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Configurando una partida multijugador ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|Una partida multijugador.]]Es posible unirse a una partida multijugador, alojarla mientras juegas o alojarla en un servidor dedicado. Las partidas multijugador pueden ser anunciadas a otros jugadores en la misma red LAN o globalmente.&lt;br /&gt;
&lt;br /&gt;
Para comenzar a jugar una partida multijugador, selecciona el botón Multijugador del menú principal. Luego, elige una de estas opciones para alojar y jugar:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albergar una nueva partida&#039;&#039;&#039;: Especifica el escenario deseado, ajusta la configuración del [[Map generator/es|generador de mapas]], y establece las etiquetas del servidor. Las etiquetas del servidor determinan cómo se anunciará tu partida a otros jugadores. Puedes elegir entre:&lt;br /&gt;
** &#039;&#039;&#039;Público&#039;&#039;&#039;: Tu partida aparecerá en la lista de partidas públicas.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Habilita o deshabilita la función “Unirse al juego” a través de Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Tu partida aparecerá en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Alojar una partida guardado&#039;&#039;&#039;: Elige un partida guardada de la lista y establece las etiquetas del servidor como se indicó anteriormente.&lt;br /&gt;
&lt;br /&gt;
Para unirte a una partida existente, elige una de estas opciones:&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas públicas&#039;&#039;&#039;: Busca y únete a cualquier partida pública que cumpla con tus criterios.&lt;br /&gt;
&#039;&#039;&#039;Buscar partidas LAN&#039;&#039;&#039;: Únete a cualquier partida que se aloje en tu red local.&lt;br /&gt;
&#039;&#039;&#039;Conectar con dirección&#039;&#039;&#039;: Únete a cualquier partida ingresando la dirección IP del servidor. Esta opción es útil si el anfitrión no utiliza ninguna etiqueta de servidor.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todas las instancias del juego deben ser &#039;&#039;exactamente iguales&#039;&#039; teniendo la misma version del juego y mods.&lt;br /&gt;
* Los servidores de Factorio usan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuracion]].&lt;br /&gt;
* Factorio utiliza &#039;&#039;&#039;Sólo UDP&#039;&#039;&#039;. El juego crea su su propia capa de &amp;quot;entrega confiable&amp;quot; basada en el protocolo UDP para lidiar con problemas de reordenamiento de pérdida y reordenamiento de paquetes.&lt;br /&gt;
** Asegúrate de configurar correctamente el reenvío de puertos(apertura de puertos/port forwarding) de tu router para el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Asegúrate de que tu router no [https://doc.pfsense.org/index.php/Static_Port aleatorice el puerto de origen] en los paquetes salientes desde el &#039;&#039;&#039;34197&#039;&#039;&#039;. Algunos routers lo hacen y requieren [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 una configuración adicional] para evitarlo.&lt;br /&gt;
** Asegúrate de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&lt;br /&gt;
* El límite duro para el número de jugadores es [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. Sin embargo, el límite práctico para esto es mucho menor, algunos streamers populares han logrado conectar a cientos de jugadores en una misma partida.&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, and are also visible on Wube&#039;s github here: https://github.com/wube/factorio-data&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;
On windows, it may be useful to start the server with a .bat file. The bat file should have the following content:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See [[Command_line_parameters]] for more command line parameters.&#039;&#039;&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 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;
==== Basic installation ====&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 description of your server. May contain up to 5000 characters. [https://factorio.com/blog/post/fff-304 MP server description]&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;
=== DNS SRV Records ===&lt;br /&gt;
Factorio supports [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ DNS SRV records] since 1.1.67. &lt;br /&gt;
&lt;br /&gt;
This makes it easier to have multiple Factorio servers on a single host and allow users to connect to them with distinct subdomains instead of having to enter port numbers.&lt;br /&gt;
&lt;br /&gt;
The service name is &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; and it only supports &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt; protocol. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Domain: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Port:   34197&lt;br /&gt;
&lt;br /&gt;
DNS records:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now a Factorio client connecting to wube.software will actually connect to srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example screenshot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Entries:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio will log a &amp;quot;DNS SRV lookup returned [...]&amp;quot; message when it found a SRV record for the given domain&lt;br /&gt;
* With verbose logging Factorio will also log &amp;quot;DNS SRV lookup for [domain] didn&#039;t return any usable records&amp;quot; when there&#039;s no SRV record&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;
 /color r g b&lt;br /&gt;
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers).&lt;br /&gt;
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: &amp;lt;code&amp;gt;[ &amp;quot;user1&amp;quot;, &amp;quot;user2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This file will be created if you promote a player through the console.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=195758</id>
		<title>User:LagExpress</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=195758"/>
		<updated>2023-12-28T19:22:19Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EN:&lt;br /&gt;
&lt;br /&gt;
[https://wiki.factorio.com/User:LagExpress/Multiplayer Multiplayer]&lt;br /&gt;
&lt;br /&gt;
ES:&lt;br /&gt;
&lt;br /&gt;
[https://wiki.factorio.com/User:LagExpress/Main_Page/es Main Page]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.factorio.com/User:LagExpress/Multiplayer/es Multijugador]&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer&amp;diff=195757</id>
		<title>User:LagExpress/Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer&amp;diff=195757"/>
		<updated>2023-12-28T19:20:44Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Revised multiplayer guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]In addition to being a single-player game, Factorio also supports multiplayer, allowing many [[player]]s 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;
[[File:multiplayer_game_night.png|thumb|250px|A multiplayer game.]]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;
To start playing a multiplayer game, select the Multiplayer button from the main menu. Then, choose one of these options to host and play:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Host new game&#039;&#039;&#039;: Specify the desired scenario, adjust the [[Map generator|map generator]] settings, and set the server tags. The server tags determine how your game will be advertised to other players. You can choose from:&lt;br /&gt;
** &#039;&#039;&#039;Public&#039;&#039;&#039;: Your game will be listed on the public games list.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Enables or disables the &amp;quot;Join Game&amp;quot; feature through steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Your game will be listed on your local network.&lt;br /&gt;
* &#039;&#039;&#039;Host saved game&#039;&#039;&#039;: Pick a saved game from the list and set the server tags as above.&lt;br /&gt;
&lt;br /&gt;
To join an existing game, choose one of these options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Browse&#039;&#039;&#039;: Search for and join any public game that meets your criteria.&lt;br /&gt;
* &#039;&#039;&#039;Play on LAN&#039;&#039;&#039;: Join any game that is hosted on your local network.&lt;br /&gt;
* &#039;&#039;&#039;Connect&#039;&#039;&#039;: Join any game by entering the server’s IP address. This option is useful if the host does not use any server tags.&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;. 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 you configure your router&#039;s port forwarding correctly for port &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Make sure your router does not [https://doc.pfsense.org/index.php/Static_Port randomize the source port] on packets outbound from &#039;&#039;&#039;34197&#039;&#039;&#039;.  Some routers do this and require [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 additional configuration] to prevent it.&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 to get well 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, and are also visible on Wube&#039;s github here: https://github.com/wube/factorio-data&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;
On windows, it may be useful to start the server with a .bat file. The bat file should have the following content:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See [[Command_line_parameters]] for more command line parameters.&#039;&#039;&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 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;
==== Basic installation ====&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 description of your server. May contain up to 5000 characters. [https://factorio.com/blog/post/fff-304 MP server description]&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;
=== DNS SRV Records ===&lt;br /&gt;
Factorio supports [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ DNS SRV records] since 1.1.67. &lt;br /&gt;
&lt;br /&gt;
This makes it easier to have multiple Factorio servers on a single host and allow users to connect to them with distinct subdomains instead of having to enter port numbers.&lt;br /&gt;
&lt;br /&gt;
The service name is &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; and it only supports &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt; protocol. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Domain: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Port:   34197&lt;br /&gt;
&lt;br /&gt;
DNS records:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now a Factorio client connecting to wube.software will actually connect to srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example screenshot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Entries:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio will log a &amp;quot;DNS SRV lookup returned [...]&amp;quot; message when it found a SRV record for the given domain&lt;br /&gt;
* With verbose logging Factorio will also log &amp;quot;DNS SRV lookup for [domain] didn&#039;t return any usable records&amp;quot; when there&#039;s no SRV record&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;
 /color r g b&lt;br /&gt;
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers).&lt;br /&gt;
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: &amp;lt;code&amp;gt;[ &amp;quot;user1&amp;quot;, &amp;quot;user2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This file will be created if you promote a player through the console.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer&amp;diff=195756</id>
		<title>User:LagExpress/Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer&amp;diff=195756"/>
		<updated>2023-12-28T19:15:59Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Created page with &amp;quot;{{Languages}} rightIn 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 freeplay scenario w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]In addition to being a single-player game, Factorio also supports multiplayer, allowing many [[player]]s 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;
[[File:multiplayer_game_night.png|thumb|250px|A multiplayer game.]]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;. 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 you configure your router&#039;s port forwarding correctly for port &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Make sure your router does not [https://doc.pfsense.org/index.php/Static_Port randomize the source port] on packets outbound from &#039;&#039;&#039;34197&#039;&#039;&#039;.  Some routers do this and require [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 additional configuration] to prevent it.&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 to get well 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, and are also visible on Wube&#039;s github here: https://github.com/wube/factorio-data&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;
On windows, it may be useful to start the server with a .bat file. The bat file should have the following content:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See [[Command_line_parameters]] for more command line parameters.&#039;&#039;&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 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;
==== Basic installation ====&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 description of your server. May contain up to 5000 characters. [https://factorio.com/blog/post/fff-304 MP server description]&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;
=== DNS SRV Records ===&lt;br /&gt;
Factorio supports [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ DNS SRV records] since 1.1.67. &lt;br /&gt;
&lt;br /&gt;
This makes it easier to have multiple Factorio servers on a single host and allow users to connect to them with distinct subdomains instead of having to enter port numbers.&lt;br /&gt;
&lt;br /&gt;
The service name is &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; and it only supports &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt; protocol. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Domain: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Port:   34197&lt;br /&gt;
&lt;br /&gt;
DNS records:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now a Factorio client connecting to wube.software will actually connect to srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example screenshot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Entries:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio will log a &amp;quot;DNS SRV lookup returned [...]&amp;quot; message when it found a SRV record for the given domain&lt;br /&gt;
* With verbose logging Factorio will also log &amp;quot;DNS SRV lookup for [domain] didn&#039;t return any usable records&amp;quot; when there&#039;s no SRV record&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;
 /color r g b&lt;br /&gt;
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers).&lt;br /&gt;
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: &amp;lt;code&amp;gt;[ &amp;quot;user1&amp;quot;, &amp;quot;user2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This file will be created if you promote a player through the console.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195731</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=195731"/>
		<updated>2023-12-28T04:15:52Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: updated to current page version, this is a WIP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Translation verification|revisionID=194241}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]Además del modo para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo a muchos [[player/es|Jugador]]es cooperar y ayudarse mutuamente, o trabajar en contra de cada uno en PvP. Esta página documenta cómo configurar una partida multijugador, cómo unirse a una, y las funciones de administración para gestionar tanto el servidor como a otros [[player/es|Jugador]]es. Por defecto, las partidas multijugador ejecutan el escenario de juego cooperativo [[Game modes and options/es|Modo libre]] donde todos los [[player/es|Jugador]]es trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas PvP, están disponibles para descargar desde el [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 foro de Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|A multiplayer game.]]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;. 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 you configure your router&#039;s port forwarding correctly for port &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Make sure your router does not [https://doc.pfsense.org/index.php/Static_Port randomize the source port] on packets outbound from &#039;&#039;&#039;34197&#039;&#039;&#039;.  Some routers do this and require [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 additional configuration] to prevent it.&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 to get well 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, and are also visible on Wube&#039;s github here: https://github.com/wube/factorio-data&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;
On windows, it may be useful to start the server with a .bat file. The bat file should have the following content:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See [[Command_line_parameters]] for more command line parameters.&#039;&#039;&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 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;
==== Basic installation ====&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 description of your server. May contain up to 5000 characters. [https://factorio.com/blog/post/fff-304 MP server description]&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;
=== DNS SRV Records ===&lt;br /&gt;
Factorio supports [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ DNS SRV records] since 1.1.67. &lt;br /&gt;
&lt;br /&gt;
This makes it easier to have multiple Factorio servers on a single host and allow users to connect to them with distinct subdomains instead of having to enter port numbers.&lt;br /&gt;
&lt;br /&gt;
The service name is &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; and it only supports &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt; protocol. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Domain: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Port:   34197&lt;br /&gt;
&lt;br /&gt;
DNS records:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now a Factorio client connecting to wube.software will actually connect to srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example screenshot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Entries:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio will log a &amp;quot;DNS SRV lookup returned [...]&amp;quot; message when it found a SRV record for the given domain&lt;br /&gt;
* With verbose logging Factorio will also log &amp;quot;DNS SRV lookup for [domain] didn&#039;t return any usable records&amp;quot; when there&#039;s no SRV record&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;
 /color r g b&lt;br /&gt;
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers).&lt;br /&gt;
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: &amp;lt;code&amp;gt;[ &amp;quot;user1&amp;quot;, &amp;quot;user2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This file will be created if you promote a player through the console.&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;
=== 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;
=== 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 [[Military units and structures]] 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;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&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.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&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.&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;
{{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;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/es&amp;diff=195730</id>
		<title>Main Page/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/es&amp;diff=195730"/>
		<updated>2023-12-28T01:26:54Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Use hr steel axe instead of iron axe + added link &amp;quot;Materials and recipes/es&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{DISPLAYTITLE:Wiki Oficial de Factorio|noerror}}__NOTOC__[[Image:Factorio-logo.png|center|461px|link=https://factorio.com/]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
Bienvenidos a la wiki oficial de Factorio, la fuente oficial de documentación de Factorio&amp;amp;trade;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;active-users&amp;quot;&amp;gt;{{NUMBEROFACTIVEUSERS}}&amp;lt;/span&amp;gt; editores activos (de {{NUMBEROFUSERS}} registrados) están actualmente manteniendo [[Special:Statistics|{{NUMBEROFARTICLES}} artículos]] y [[Special:ListFiles|{{NUMBEROFFILES}} imágenes]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border-spacing: 8px;&amp;quot;&lt;br /&gt;
{{ContentCell|66%|&lt;br /&gt;
|{{:Factorio:About/es}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Steel axe.png|link=|32px]] [http://www.factorio.com/buy Obtén el juego]|{{:Main Page/Get the game‎/es}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ContentCell|66%|[[File:Lab.png|link=|32px]] [[News|Blog del desarrollador: Factorio Friday Facts]]|{{:News}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Assembling machine 3.png|link=|32px]] Últimas actualizaciones|{{:Main_Page/Latest_versions}}&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== El juego ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border-spacing: 8px;&amp;quot;&lt;br /&gt;
{{ContentCell|33%|[[File:Transport belt.png|link=|32px]] Principiantes | {{:Main_Page/Beginners/es}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|[[File:Fast transport belt.png|link=|32px]] Avanzados | {{:Main_Page/Advanced/es}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Express transport belt.png|link=|32px]] Expertos | {{:Main_Page/Expert/es}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width: 100%; border-spacing: 8px; margin-top: -8px;&amp;quot;&lt;br /&gt;
{{ContentCell|100%|[[Materials and recipes/es|Materiales y recetas]]|{{Inventory}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Información Adicional ====&lt;br /&gt;
{| style=&amp;quot;width: 100%; border-spacing: 8px;&amp;quot;&lt;br /&gt;
{{ContentCell|33%|[[File:Processing unit.png|link=|32px]] Nuevo contenido|{{:Main_Page/New_content/es}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|[[File:Questionmark.png|32px|link=]] Preguntas Frecuentes|{{:Main_Page/Frequently asked questions/es}}|&lt;br /&gt;
[[File:Repair pack.png|link=|32px]] Contribuir a la wiki|{{:Main_Page/Contribute/es}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Behemoth spitter icon.png|link=|32px]] Comunidad|{{:Main_Page/Community/es}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Get_the_game/es&amp;diff=195726</id>
		<title>Main Page/Get the game/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Get_the_game/es&amp;diff=195726"/>
		<updated>2023-12-27T20:23:08Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Updated game status and added Nintendo eShop as a purchase platform&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factorio fue lanzado oficialmente. El juego puede ser comprado en su [https://www.factorio.com/buy sitio web oficial],  [http://store.steampowered.com/app/427520/ Steam], [https://www.gog.com/game/factorio GOG], la [https://www.humblebundle.com/store/factorio Humble Store] y la [https://www.nintendo.com/store/products/factorio-switch/ Nintendo eShop]. También hay una [https://www.factorio.com/demo demo] disponible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steel_furnace/es&amp;diff=172798</id>
		<title>Steel furnace/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steel_furnace/es&amp;diff=172798"/>
		<updated>2019-04-29T16:02:33Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Created page with &amp;quot;{{Languages}} {{:Infobox:Steel furnace}}  El &amp;#039;&amp;#039;&amp;#039;horno de acero&amp;#039;&amp;#039;&amp;#039; es el segundo nivel de los hornos. Comparado con el horno de piedra, funde al doble de v...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steel furnace}}&lt;br /&gt;
&lt;br /&gt;
El &#039;&#039;&#039;horno de acero&#039;&#039;&#039; es el segundo nivel de los hornos. Comparado con el [[stone furnace/es|horno de piedra]], funde al doble de velocidad y por lo tanto hace un uso mas eficiente del combustible proveído, el horno de acero es comparable con el [[electric furnace/es|horno eléctrico]] en términos de velocidad para fundir, no obstante este ultimo puede hacer uso de [[module/es|módulo]]s(así como [[electric system/es|electricidad]]) para mejorar aun mas las capacidades del horno.&lt;br /&gt;
&lt;br /&gt;
== Colocación ==&lt;br /&gt;
&lt;br /&gt;
Un horno de acero puede reemplazar a un [[stone furnace/es|horno de piedra]] sin minar el [[stone furnace/es|horno de piedra]] primero. Esto se puede hacer haciendo clic en el [[stone furnace/es|horno de piedra]] con el &#039;&#039;&#039;horno de acero&#039;&#039;&#039; en la mano del jugador. Esto también mueve todos los objetos del horno de piedra hacia el nuevo horno.&lt;br /&gt;
&lt;br /&gt;
== Salida ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! {{Imagelink|Stone furnace}}&lt;br /&gt;
! {{Imagelink|Steel furnace}}&lt;br /&gt;
! {{Imagelink|Electric furnace}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Consumo de carbón&#039;&#039;&#039;: 0.0225/seg&lt;br /&gt;
| &#039;&#039;&#039;Consumo de carbón&#039;&#039;&#039;: 0.0225/seg&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| {{Icon|Iron plate|0.3125}} 0.3125/seg&lt;br /&gt;
| {{Icon|Iron plate|0.625}} 0.625/seg&lt;br /&gt;
| {{Icon|Iron plate|0.625}} 0.625/seg&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| {{Icon|Copper plate|0.3125}} 0.3125/seg&lt;br /&gt;
| {{Icon|Copper plate|0.625}} 0.625/seg&lt;br /&gt;
| {{Icon|Copper plate|0.625}} 0.625/seg&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone brick&lt;br /&gt;
| {{Icon|Stone brick|0.3125}} 0.3125/seg&lt;br /&gt;
| {{Icon|Stone brick|0.625}} 0.625/seg&lt;br /&gt;
| {{Icon|Stone brick|0.625}} 0.625/seg&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Steel plate&lt;br /&gt;
| {{Icon|Steel plate|0.0625}} 0.0625/seg&lt;br /&gt;
| {{Icon|Steel plate|0.125}} 0.125/seg&lt;br /&gt;
| {{Icon|Steel plate|0.125}} 0.125/seg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crafting/es&amp;diff=172795</id>
		<title>Crafting/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crafting/es&amp;diff=172795"/>
		<updated>2019-04-28T23:28:15Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: /* Creación automatizada */  ingredient limits removed from the assembly machine description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
El proceso de &#039;Creación&#039; es producir un producto final a partir de productos de entrada utilizando una receta. El [[player/es|jugador]] o las [[Assembling machine/es|máquinas de ensamblaje]] pueden crear. La fundición se logra utilizando [[furnace/es|hornos]]. Dado que el jugador no puede realizar la fundición directamente, es imposible crear algunos objetos directamente a partir de recursos en bruto. Algunas recetas incluso mas allá de los recursos en bruto pueden requerir una máquina de ensamblaje.&lt;br /&gt;
&lt;br /&gt;
Al principio del juego, es fácil hacer todo manualmente, pero a medida que el juego avanza la creación manual se hace cada ves una forma menos eficiente de crear. Los productos que requieren líquidos y algunos otros (tales como los motores) no pueden ser creados manualmente. Esto es para incentivar la automatización&lt;br /&gt;
&lt;br /&gt;
== Logros ==&lt;br /&gt;
{{Achievement|lazy-bastard}}&lt;br /&gt;
&lt;br /&gt;
== Creación manual ==&lt;br /&gt;
[[File:crafting_queue_anim.gif|left]]&lt;br /&gt;
La creación manual es la forma de fabricación mas básica, es realizada directamente desde el inventario del jugador. Para crear un objeto manualmente, abre el inventario del jugador (Tecla Predeterminada {{keybinding|e}}), y selecciona un objeto a crear manualmente en la derecha. Clic izquierdo para uno, clic derecho para cinco, y mayús + clic para crear la máxima cantidad posible. Si la imagen del objeto se encuentra en gris, asegurate de tener los materiales necesarios para crear el objeto, si no tienes los recursos, te lo mostrara resaltado en texto &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;rojo&amp;lt;/span&amp;gt; si pasas el cursor sobre el producto. Los materiales que no tienes pero que pueden ser creados se te mostraran resaltados en texto &amp;lt;span style=&amp;quot;color:#FF530D&amp;quot;&amp;gt;naranja&amp;lt;/span&amp;gt;, y será una cadena de creación para completar la creación del producto que seleccionaste. Esta es la ventaja sobre la creación automatizada utilizando maquinas, las cuales no crean automáticamente los ingredientes intermedios.&lt;br /&gt;
&lt;br /&gt;
Mientras creas manualmente, aparecerán iconos en la esquina inferior izquierda de la pantalla, la cual mostrara la operación de creación actual. Cuando un objeto es seleccionado para su creación, los recursos serán removidos del inventario del jugador preventivamente. Si la operación es cancelada, los recursos regresaran en su totalidad al inventario del jugador&lt;br /&gt;
&lt;br /&gt;
Para cancelar una operación de creación manual desde la cola en la parte inferior izquierda de la pantalla, haga clic con el botón izquierdo (para cancelar una operación), haga clic con el botón derecho (para cancelar cinco operaciones) o haga clic izquierdo con la tecla Mayús presionada para cancelar la creación de ese producto. Esto es útil si accidentalmente colocas en la cola el producto equivocado, o demasiados productos. Todos los materiales tomados para fabricar el artículo serán devueltos a su inventario. La creación manual se puede cancelar en cualquier momento, pero los productos intermedios ya creados no se reintegraran ni eliminaran.&lt;br /&gt;
&lt;br /&gt;
== Creación automatizada ==&lt;br /&gt;
&lt;br /&gt;
La creación automatizada se realiza fuera del inventario del jugador, permitiendo la producción de múltiples productos simultáneamente, en sincronía armónica. Aquí es donde la mayor parte de la producción debe llevarse a cabo.&lt;br /&gt;
&lt;br /&gt;
Las estructuras clave en la creación automatizada son:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2| Extracción de recursos&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}}&amp;lt;br /&amp;gt;{{Imagelink|Electric mining drill}} || Extrae recursos [[Mining/es|mineros]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Offshore pump}} || Extrae [[water/es|agua]] de los lagos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || Extrae [[crude oil/es|petróleo crudo]] de yacimientos petroleros.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Hornos&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Steel furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Electric furnace}} || Procesan los minerales en bruto a su estado metálico, mediante un proceso de fundición.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Producción&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 1}} || No puede manipular ingredientes líquidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 2}} || Puede manipular recetas con ingredientes líquidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 3}} || Puede manipular recetas que requieren ingredientes líquidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}}&amp;lt;br /&amp;gt;{{Imagelink|Chemical plant}} || Procesa [[crude oil/es|petróleo crudo]] y otros fluidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Centrifuge}} || Procesa el [[uranium ore/es|mineral de uranio]] en productos intermedios más útiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Básico ==&lt;br /&gt;
Como una introducción a la creación, crearemos algunas placas de hierro&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarea&#039;&#039;&#039;: Crear [[iron plate/es|placas de hierro]].&lt;br /&gt;
&lt;br /&gt;
Pasos:&lt;br /&gt;
# Coloca una [[burner mining drill/es|perforadora a vapor]] sobre una un campo de [[Iron ore/es|menas de hierro]]. Este es un parche plateado que es bastante común.&lt;br /&gt;
# Coloca un [[Furnace/es|horno]] directamente en frente de la salida (presiona {{keybinding|Alt}} para mostrar la flecha de salida), para que la perforadora coloque el metal en bruto en el horno, el cual puede recibirlo de cualquiera de sus lados.&lt;br /&gt;
# Llena tanto la perforadora como el horno con [[Fuel/es|combustible]]s, tales como carbón o madera.&lt;br /&gt;
# Espera. Tras unos pocos segundos, la primera pieza de [[Iron plate/es|placa de hierro]] será fundida y estará disponible para su recolección. Puedes recocerla manualmente, o sacarla utilizando un [[Inserters/es| insertador]]&lt;br /&gt;
&lt;br /&gt;
Todo este proceso se conoce comúnmente como &#039;fundición&#039;. La {{L|Copper ore}} debe ser fundida también.&lt;br /&gt;
&lt;br /&gt;
== Avanzado ==&lt;br /&gt;
&lt;br /&gt;
La creación de artículos puede ser automatizada. Para crear artículos automáticamente, coloque una [[Assembling machine/es|máquina de ensamblaje]] y seleccione la receta. Tenga en cuenta que si la receta es lo suficientemente complicada, pueden ser necesarias máquinas de ensamblaje de mayor nivel. Luego coloque todos los ingredientes solicitados en las ranuras de entrada, y la máquina de ensamblaje debe diseñar el artículo. Tenga en cuenta que, a diferencia de la creación manual, cada paso de la creación requiere otra máquina de montaje. Por ejemplo, crear una [[lamp/es|lámpara]] requiere que una máquina fabrique [[copper cable/es|cable de cobre]], una máquina para hacer [[iron stick/es|barras de hierro]] s, una máquina para hacer [[electronic circuit/es|circuitos electrónicos]] s, etc. &#039;&#039;Las máquinas de ensamblaje no pueden crear componentes intermedios en cadena automáticamente como lo hace el jugador.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Para mantener una producción continua, los ingredientes deben proporcionarse a través de un [[belt transport system/es|sistema de cintas transportadoras]] e [[Inserters/es|incertadores]]. Los objetos manufacturados también pueden ser extraídos por los insertadores y están disponibles para su uso posterior en cualquier otro lugar de la fábrica.&lt;br /&gt;
&lt;br /&gt;
== Dificultad de las recetas ==&lt;br /&gt;
&lt;br /&gt;
En el [[World generator/es|generador de mapas]], el jugador puede elegir entre recetas normales o caras (modo caro). Las recetas caras representan un reto mas allá del juego &amp;quot;vanilla&amp;quot; con recetas normales (modo normal) porque cambian algunos ratios comunes y tienen requerimientos de recursos mas elevados.&lt;br /&gt;
&lt;br /&gt;
== Ver también ==&lt;br /&gt;
* [[Electric system/es|Sistema Eléctrico]]&lt;br /&gt;
* [[Assembling machine/es|Máquina de ensamblaje]]&lt;br /&gt;
* [[Furnace/es|Horno]]&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crafting/es&amp;diff=172794</id>
		<title>Crafting/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crafting/es&amp;diff=172794"/>
		<updated>2019-04-28T22:48:26Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: /* Creación manual */ added /Crafting_queue_anim.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
El proceso de &#039;Creación&#039; es producir un producto final a partir de productos de entrada utilizando una receta. El [[player/es|jugador]] o las [[Assembling machine/es|máquinas de ensamblaje]] pueden crear. La fundición se logra utilizando [[furnace/es|hornos]]. Dado que el jugador no puede realizar la fundición directamente, es imposible crear algunos objetos directamente a partir de recursos en bruto. Algunas recetas incluso mas allá de los recursos en bruto pueden requerir una máquina de ensamblaje.&lt;br /&gt;
&lt;br /&gt;
Al principio del juego, es fácil hacer todo manualmente, pero a medida que el juego avanza la creación manual se hace cada ves una forma menos eficiente de crear. Los productos que requieren líquidos y algunos otros (tales como los motores) no pueden ser creados manualmente. Esto es para incentivar la automatización&lt;br /&gt;
&lt;br /&gt;
== Logros ==&lt;br /&gt;
{{Achievement|lazy-bastard}}&lt;br /&gt;
&lt;br /&gt;
== Creación manual ==&lt;br /&gt;
[[File:crafting_queue_anim.gif|left]]&lt;br /&gt;
La creación manual es la forma de fabricación mas básica, es realizada directamente desde el inventario del jugador. Para crear un objeto manualmente, abre el inventario del jugador (Tecla Predeterminada {{keybinding|e}}), y selecciona un objeto a crear manualmente en la derecha. Clic izquierdo para uno, clic derecho para cinco, y mayús + clic para crear la máxima cantidad posible. Si la imagen del objeto se encuentra en gris, asegurate de tener los materiales necesarios para crear el objeto, si no tienes los recursos, te lo mostrara resaltado en texto &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;rojo&amp;lt;/span&amp;gt; si pasas el cursor sobre el producto. Los materiales que no tienes pero que pueden ser creados se te mostraran resaltados en texto &amp;lt;span style=&amp;quot;color:#FF530D&amp;quot;&amp;gt;naranja&amp;lt;/span&amp;gt;, y será una cadena de creación para completar la creación del producto que seleccionaste. Esta es la ventaja sobre la creación automatizada utilizando maquinas, las cuales no crean automáticamente los ingredientes intermedios.&lt;br /&gt;
&lt;br /&gt;
Mientras creas manualmente, aparecerán iconos en la esquina inferior izquierda de la pantalla, la cual mostrara la operación de creación actual. Cuando un objeto es seleccionado para su creación, los recursos serán removidos del inventario del jugador preventivamente. Si la operación es cancelada, los recursos regresaran en su totalidad al inventario del jugador&lt;br /&gt;
&lt;br /&gt;
Para cancelar una operación de creación manual desde la cola en la parte inferior izquierda de la pantalla, haga clic con el botón izquierdo (para cancelar una operación), haga clic con el botón derecho (para cancelar cinco operaciones) o haga clic izquierdo con la tecla Mayús presionada para cancelar la creación de ese producto. Esto es útil si accidentalmente colocas en la cola el producto equivocado, o demasiados productos. Todos los materiales tomados para fabricar el artículo serán devueltos a su inventario. La creación manual se puede cancelar en cualquier momento, pero los productos intermedios ya creados no se reintegraran ni eliminaran.&lt;br /&gt;
&lt;br /&gt;
== Creación automatizada ==&lt;br /&gt;
&lt;br /&gt;
La creación automatizada se realiza fuera del inventario del jugador, permitiendo la producción de múltiples productos simultáneamente, en sincronía armónica. Aquí es donde la mayor parte de la producción debe llevarse a cabo.&lt;br /&gt;
&lt;br /&gt;
Las estructuras clave en la creación automatizada son:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2| Extracción de recursos&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}}&amp;lt;br /&amp;gt;{{Imagelink|Electric mining drill}} || Extrae recursos [[Mining/es|mineros]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Offshore pump}} || Extrae [[water/es|agua]] de los lagos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || Extrae [[crude oil/es|petróleo crudo]] de yacimientos petroleros.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Hornos&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Steel furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Electric furnace}} || Procesan los minerales en bruto a su estado metálico, mediante un proceso de fundición.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Producción&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 1}} || Puede crear objetos que requieren hasta 2 tipos de ingredientes. No puede manejar ingredientes fluidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 2}} || Puede crear objetos que requieren hasta 4 tipos de ingredientes. Puede manipular recetas con ingredientes líquidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 3}} || Puede crear objetos que requieren hasta 6 tipos de ingredientes. Puede manipular recetas que requieren ingredientes líquidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}}&amp;lt;br /&amp;gt;{{Imagelink|Chemical plant}} || Procesa [[crude oil/es|petróleo crudo]] y otros fluidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Centrifuge}} || Procesa el [[uranium ore/es|mineral de uranio]] en productos intermedios más útiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Básico ==&lt;br /&gt;
Como una introducción a la creación, crearemos algunas placas de hierro&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarea&#039;&#039;&#039;: Crear [[iron plate/es|placas de hierro]].&lt;br /&gt;
&lt;br /&gt;
Pasos:&lt;br /&gt;
# Coloca una [[burner mining drill/es|perforadora a vapor]] sobre una un campo de [[Iron ore/es|menas de hierro]]. Este es un parche plateado que es bastante común.&lt;br /&gt;
# Coloca un [[Furnace/es|horno]] directamente en frente de la salida (presiona {{keybinding|Alt}} para mostrar la flecha de salida), para que la perforadora coloque el metal en bruto en el horno, el cual puede recibirlo de cualquiera de sus lados.&lt;br /&gt;
# Llena tanto la perforadora como el horno con [[Fuel/es|combustible]]s, tales como carbón o madera.&lt;br /&gt;
# Espera. Tras unos pocos segundos, la primera pieza de [[Iron plate/es|placa de hierro]] será fundida y estará disponible para su recolección. Puedes recocerla manualmente, o sacarla utilizando un [[Inserters/es| insertador]]&lt;br /&gt;
&lt;br /&gt;
Todo este proceso se conoce comúnmente como &#039;fundición&#039;. La {{L|Copper ore}} debe ser fundida también.&lt;br /&gt;
&lt;br /&gt;
== Avanzado ==&lt;br /&gt;
&lt;br /&gt;
La creación de artículos puede ser automatizada. Para crear artículos automáticamente, coloque una [[Assembling machine/es|máquina de ensamblaje]] y seleccione la receta. Tenga en cuenta que si la receta es lo suficientemente complicada, pueden ser necesarias máquinas de ensamblaje de mayor nivel. Luego coloque todos los ingredientes solicitados en las ranuras de entrada, y la máquina de ensamblaje debe diseñar el artículo. Tenga en cuenta que, a diferencia de la creación manual, cada paso de la creación requiere otra máquina de montaje. Por ejemplo, crear una [[lamp/es|lámpara]] requiere que una máquina fabrique [[copper cable/es|cable de cobre]], una máquina para hacer [[iron stick/es|barras de hierro]] s, una máquina para hacer [[electronic circuit/es|circuitos electrónicos]] s, etc. &#039;&#039;Las máquinas de ensamblaje no pueden crear componentes intermedios en cadena automáticamente como lo hace el jugador.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Para mantener una producción continua, los ingredientes deben proporcionarse a través de un [[belt transport system/es|sistema de cintas transportadoras]] e [[Inserters/es|incertadores]]. Los objetos manufacturados también pueden ser extraídos por los insertadores y están disponibles para su uso posterior en cualquier otro lugar de la fábrica.&lt;br /&gt;
&lt;br /&gt;
== Dificultad de las recetas ==&lt;br /&gt;
&lt;br /&gt;
En el [[World generator/es|generador de mapas]], el jugador puede elegir entre recetas normales o caras (modo caro). Las recetas caras representan un reto mas allá del juego &amp;quot;vanilla&amp;quot; con recetas normales (modo normal) porque cambian algunos ratios comunes y tienen requerimientos de recursos mas elevados.&lt;br /&gt;
&lt;br /&gt;
== Ver también ==&lt;br /&gt;
* [[Electric system/es|Sistema Eléctrico]]&lt;br /&gt;
* [[Assembling machine/es|Máquina de ensamblaje]]&lt;br /&gt;
* [[Furnace/es|Horno]]&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/New_content/es&amp;diff=172791</id>
		<title>Main Page/New content/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/New_content/es&amp;diff=172791"/>
		<updated>2019-04-28T19:11:42Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: updated from 0.16.0 to 0.17.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lo nuevo en la versión 0.17.0:&#039;&#039;&#039;&lt;br /&gt;
* GUI overhaul&lt;br /&gt;
* Nuevo editor de mapas&lt;br /&gt;
* Nueva campaña&lt;br /&gt;
* Nueva generación de mapas&lt;br /&gt;
* Agregado Control + C, Control + X y Control + V para copiar, cortar y pegar&lt;br /&gt;
* Añadida la sincronización de mods para el multijugador&lt;br /&gt;
* Añadida la red de Steam para el multijugador&lt;br /&gt;
* Planificador de mejoras y equipamiento de inmunidad a las cintas transportadoras añadidos.&lt;br /&gt;
* Tecnología de paquete de ciencia añadida&lt;br /&gt;
* Cambios en los nombres y recetas de los paquetes de ciencia&lt;br /&gt;
* Tecnologías militares de bonificación modificadas - menos tecnologías pero más potentes&lt;br /&gt;
&lt;br /&gt;
El registro completo de cambios se puede encontrar [[Version_history|aquí]].&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Military_science_pack/es&amp;diff=165694</id>
		<title>Military science pack/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Military_science_pack/es&amp;diff=165694"/>
		<updated>2018-11-29T17:50:53Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: full translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Military science pack}}&lt;br /&gt;
El &#039;&#039;&#039;paquete de ciencia militar&#039;&#039;&#039; es uno de los cuatro [[science pack/es|paquetes de ciencia]] en el juego temprano, siendo los otros tres el [[science pack 1/es|paquete de ciencia 1]], el [[science pack 2/es|paquete de ciencia 2]] y el [[science pack 3/es|paquete de ciencia 3]]. Son utilizados para la [[research/es|investigación]] la cual permite al jugador avanzar su fuerza militar a través de la totalidad del Juego, desbloqueando más opciones de balas, armas, torretas, etc.&lt;br /&gt;
&lt;br /&gt;
== Ratio ==&lt;br /&gt;
&lt;br /&gt;
A continuación se muestra la relación mínima de ensambladores/máquinas y elementos necesarios para producir un paquete de ciencia militar, de manera que la suma de ensambladores/máquinas sean números enteros. Los artículos por minuto se calculan utilizando la [[assembling machine 3/es|máquina de ensamblaje 3]] [[module/es|sin módulos]] o [[beacon/es|balizas]] y todos los ensambladores funcionando a toda velocidad. La elaboración de algunos productos intermedios no se muestra (debido a la suposición de que estos artículos están disponibles en grandes cantidades dentro de la fábrica). Esta tabla fue producida usando la dificultad normal de la receta.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Items/min !! Assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Military science pack|150}} &lt;br /&gt;
| &lt;br /&gt;
: {{Icon|Assembling machine 3|10}}&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
: {{Icon|Piercing rounds magazine|75}}&lt;br /&gt;
|&lt;br /&gt;
: {{Icon|Assembling machine 3|3}}&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
:: {{Icon|Firearm magazine|75}}&lt;br /&gt;
|&lt;br /&gt;
: {{Icon|Assembling machine 3|1}}&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
::: {{Icon|Iron plate|300}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
:: {{Icon|Steel plate|75}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
:: {{Icon|Copper plate|375}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
: {{Icon|Grenade|75}}&lt;br /&gt;
|&lt;br /&gt;
: {{Icon|Assembling machine 3|8}}&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
:: {{Icon|Coal|750}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
:: {{Icon|Iron plate|375}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
: {{Icon|Gun turret|75}}&lt;br /&gt;
|&lt;br /&gt;
: {{Icon|Assembling machine 3|8}}&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
:: {{Icon|Iron plate|1500}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
:: {{Icon|Copper plate|750}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
:: {{Icon|Iron gear wheel|750}}&lt;br /&gt;
|&lt;br /&gt;
: {{Icon|Assembling machine 3|5}}&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
::: {{Icon|Iron plate|1500}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ver también ==&lt;br /&gt;
* [[Research/es|Investigación]]&lt;br /&gt;
* [[Science pack/es|Paquete de ciencia]]&lt;br /&gt;
* [[Technologies/es|Tecnologias]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crafting/es&amp;diff=165693</id>
		<title>Crafting/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crafting/es&amp;diff=165693"/>
		<updated>2018-11-29T17:18:10Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: full translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
El proceso de &#039;Creación&#039; es producir un producto final a partir de productos de entrada utilizando una receta. El [[player/es|jugador]] o las [[Assembling machine/es|máquinas de ensamblaje]] pueden crear. La fundición se logra utilizando [[furnace/es|hornos]]. Dado que el jugador no puede realizar la fundición directamente, es imposible crear algunos objetos directamente a partir de recursos en bruto. Algunas recetas incluso mas allá de los recursos en bruto pueden requerir una máquina de ensamblaje.&lt;br /&gt;
&lt;br /&gt;
Al principio del juego, es fácil hacer todo manualmente, pero a medida que el juego avanza la creación manual se hace cada ves una forma menos eficiente de crear. Los productos que requieren líquidos y algunos otros (tales como los motores) no pueden ser creados manualmente. Esto es para incentivar la automatización&lt;br /&gt;
&lt;br /&gt;
== Logros ==&lt;br /&gt;
{{Achievement|lazy-bastard}}&lt;br /&gt;
&lt;br /&gt;
== Creación manual ==&lt;br /&gt;
&lt;br /&gt;
La creación manual es la forma de fabricación mas básica, es realizada directamente desde el inventario del jugador. Para crear un objeto manualmente, abre el inventario del jugador (Tecla Predeterminada {{keybinding|e}}), y selecciona un objeto a crear manualmente en la derecha. Clic izquierdo para uno, clic derecho para cinco, y mayús + clic para crear la máxima cantidad posible. Si la imagen del objeto se encuentra en gris, asegurate de tener los materiales necesarios para crear el objeto, si no tienes los recursos, te lo mostrara resaltado en texto &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;rojo&amp;lt;/span&amp;gt; si pasas el cursor sobre el producto. Los materiales que no tienes pero que pueden ser creados se te mostraran resaltados en texto &amp;lt;span style=&amp;quot;color:#FF530D&amp;quot;&amp;gt;naranja&amp;lt;/span&amp;gt;, y será una cadena de creación para completar la creación del producto que seleccionaste. Esta es la ventaja sobre la creación automatizada utilizando maquinas, las cuales no crean automáticamente los ingredientes intermedios.&lt;br /&gt;
&lt;br /&gt;
Mientras creas manualmente, aparecerán iconos en la esquina inferior izquierda de la pantalla, la cual mostrara la operación de creación actual. Cuando un objeto es seleccionado para su creación, los recursos serán removidos del inventario del jugador preventivamente. Si la operación es cancelada, los recursos regresaran en su totalidad al inventario del jugador&lt;br /&gt;
&lt;br /&gt;
Para cancelar una operación de creación manual desde la cola en la parte inferior izquierda de la pantalla, haga clic con el botón izquierdo (para cancelar una operación), haga clic con el botón derecho (para cancelar cinco operaciones) o haga clic izquierdo con la tecla Mayús presionada para cancelar la creación de ese producto. Esto es útil si accidentalmente colocas en la cola el producto equivocado, o demasiados productos. Todos los materiales tomados para fabricar el artículo serán devueltos a su inventario. La creación manual se puede cancelar en cualquier momento, pero los productos intermedios ya creados no se reintegraran ni eliminaran.&lt;br /&gt;
&lt;br /&gt;
== Creación automatizada ==&lt;br /&gt;
&lt;br /&gt;
La creación automatizada se realiza fuera del inventario del jugador, permitiendo la producción de múltiples productos simultáneamente, en sincronía armónica. Aquí es donde la mayor parte de la producción debe llevarse a cabo.&lt;br /&gt;
&lt;br /&gt;
Las estructuras clave en la creación automatizada son:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2| Extracción de recursos&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}}&amp;lt;br /&amp;gt;{{Imagelink|Electric mining drill}} || Extrae recursos [[Mining/es|mineros]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Offshore pump}} || Extrae [[water/es|agua]] de los lagos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || Extrae [[crude oil/es|petróleo crudo]] de yacimientos petroleros.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Hornos&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Steel furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Electric furnace}} || Procesan los minerales en bruto a su estado metálico, mediante un proceso de fundición.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Producción&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 1}} || Puede crear objetos que requieren hasta 2 tipos de ingredientes. No puede manejar ingredientes fluidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 2}} || Puede crear objetos que requieren hasta 4 tipos de ingredientes. Puede manipular recetas con ingredientes líquidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 3}} || Puede crear objetos que requieren hasta 6 tipos de ingredientes. Puede manipular recetas que requieren ingredientes líquidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}}&amp;lt;br /&amp;gt;{{Imagelink|Chemical plant}} || Procesa [[crude oil/es|petróleo crudo]] y otros fluidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Centrifuge}} || Procesa el [[uranium ore/es|mineral de uranio]] en productos intermedios más útiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Básico ==&lt;br /&gt;
Como una introducción a la creación, crearemos algunas placas de hierro&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarea&#039;&#039;&#039;: Crear [[iron plate/es|placas de hierro]].&lt;br /&gt;
&lt;br /&gt;
Pasos:&lt;br /&gt;
# Coloca una [[burner mining drill/es|perforadora a vapor]] sobre una un campo de [[Iron ore/es|menas de hierro]]. Este es un parche plateado que es bastante común.&lt;br /&gt;
# Coloca un [[Furnace/es|horno]] directamente en frente de la salida (presiona {{keybinding|Alt}} para mostrar la flecha de salida), para que la perforadora coloque el metal en bruto en el horno, el cual puede recibirlo de cualquiera de sus lados.&lt;br /&gt;
# Llena tanto la perforadora como el horno con [[Fuel/es|combustible]]s, tales como carbón o madera.&lt;br /&gt;
# Espera. Tras unos pocos segundos, la primera pieza de [[Iron plate/es|placa de hierro]] será fundida y estará disponible para su recolección. Puedes recocerla manualmente, o sacarla utilizando un [[Inserters/es| insertador]]&lt;br /&gt;
&lt;br /&gt;
Todo este proceso se conoce comúnmente como &#039;fundición&#039;. La {{L|Copper ore}} debe ser fundida también.&lt;br /&gt;
&lt;br /&gt;
== Avanzado ==&lt;br /&gt;
&lt;br /&gt;
La creación de artículos puede ser automatizada. Para crear artículos automáticamente, coloque una [[Assembling machine/es|máquina de ensamblaje]] y seleccione la receta. Tenga en cuenta que si la receta es lo suficientemente complicada, pueden ser necesarias máquinas de ensamblaje de mayor nivel. Luego coloque todos los ingredientes solicitados en las ranuras de entrada, y la máquina de ensamblaje debe diseñar el artículo. Tenga en cuenta que, a diferencia de la creación manual, cada paso de la creación requiere otra máquina de montaje. Por ejemplo, crear una [[lamp/es|lámpara]] requiere que una máquina fabrique [[copper cable/es|cable de cobre]], una máquina para hacer [[iron stick/es|barras de hierro]] s, una máquina para hacer [[electronic circuit/es|circuitos electrónicos]] s, etc. &#039;&#039;Las máquinas de ensamblaje no pueden crear componentes intermedios en cadena automáticamente como lo hace el jugador.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Para mantener una producción continua, los ingredientes deben proporcionarse a través de un [[belt transport system/es|sistema de cintas transportadoras]] e [[Inserters/es|incertadores]]. Los objetos manufacturados también pueden ser extraídos por los insertadores y están disponibles para su uso posterior en cualquier otro lugar de la fábrica.&lt;br /&gt;
&lt;br /&gt;
== Dificultad de las recetas ==&lt;br /&gt;
&lt;br /&gt;
En el [[World generator/es|generador de mapas]], el jugador puede elegir entre recetas normales o caras (modo caro). Las recetas caras representan un reto mas allá del juego &amp;quot;vanilla&amp;quot; con recetas normales (modo normal) porque cambian algunos ratios comunes y tienen requerimientos de recursos mas elevados.&lt;br /&gt;
&lt;br /&gt;
== Ver también ==&lt;br /&gt;
* [[Electric system/es|Sistema Eléctrico]]&lt;br /&gt;
* [[Assembling machine/es|Máquina de ensamblaje]]&lt;br /&gt;
* [[Furnace/es|Horno]]&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/test/es&amp;diff=165692</id>
		<title>User:LagExpress/test/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/test/es&amp;diff=165692"/>
		<updated>2018-11-29T17:09:03Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: full translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
El proceso de &#039;Creación&#039; es producir un producto final a partir de productos de entrada utilizando una receta. El [[player/es|jugador]] o las [[Assembling machine/es|máquinas de ensamblaje]] pueden crear. La fundición se logra utilizando [[furnace/es|hornos]]. Dado que el jugador no puede realizar la fundición directamente, es imposible crear algunos objetos directamente a partir de recursos en bruto. Algunas recetas incluso mas allá de los recursos en bruto pueden requerir una máquina de ensamblaje.&lt;br /&gt;
&lt;br /&gt;
Al principio del juego, es fácil hacer todo manualmente, pero a medida que el juego avanza la creación manual se hace cada ves una forma menos eficiente de crear. Los productos que requieren líquidos y algunos otros (tales como los motores) no pueden ser creados manualmente. Esto es para incentivar la automatización&lt;br /&gt;
&lt;br /&gt;
== Logros ==&lt;br /&gt;
{{Achievement|lazy-bastard}}&lt;br /&gt;
&lt;br /&gt;
== Creación manual ==&lt;br /&gt;
&lt;br /&gt;
La creación manual es la forma de fabricación mas básica, es realizada directamente desde el inventario del jugador. Para crear un objeto manualmente, abre el inventario del jugador (Tecla Predeterminada {{keybinding|e}}), y selecciona un objeto a crear manualmente en la derecha. Clic izquierdo para uno, clic derecho para cinco, y mayús + clic para crear la máxima cantidad posible. Si la imagen del objeto se encuentra en gris, asegurate de tener los materiales necesarios para crear el objeto, si no tienes los recursos, te lo mostrara resaltado en texto &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;rojo&amp;lt;/span&amp;gt; si pasas el cursor sobre el producto. Los materiales que no tienes pero que pueden ser creados se te mostraran resaltados en texto &amp;lt;span style=&amp;quot;color:#FF530D&amp;quot;&amp;gt;naranja&amp;lt;/span&amp;gt;, y será una cadena de creación para completar la creación del producto que seleccionaste. Esta es la ventaja sobre la creación automatizada utilizando maquinas, las cuales no crean automáticamente los ingredientes intermedios.&lt;br /&gt;
&lt;br /&gt;
Mientras creas manualmente, aparecerán iconos en la esquina inferior izquierda de la pantalla, la cual mostrara la operación de creación actual. Cuando un objeto es seleccionado para su creación, los recursos serán removidos del inventario del jugador preventivamente. Si la operación es cancelada, los recursos regresaran en su totalidad al inventario del jugador&lt;br /&gt;
&lt;br /&gt;
Para cancelar una operación de creación manual desde la cola en la parte inferior izquierda de la pantalla, haga clic con el botón izquierdo (para cancelar una operación), haga clic con el botón derecho (para cancelar cinco operaciones) o haga clic izquierdo con la tecla Mayús presionada para cancelar la creación de ese producto. Esto es útil si accidentalmente colocas en la cola el producto equivocado, o demasiados productos. Todos los materiales tomados para fabricar el artículo serán devueltos a su inventario. La creación manual se puede cancelar en cualquier momento, pero los productos intermedios ya creados no se reintegraran ni eliminaran.&lt;br /&gt;
&lt;br /&gt;
== Creación automatizada ==&lt;br /&gt;
&lt;br /&gt;
La creación automatizada se realiza fuera del inventario del jugador, permitiendo la producción de múltiples productos simultáneamente, en sincronía armónica. Aquí es donde la mayor parte de la producción debe llevarse a cabo.&lt;br /&gt;
&lt;br /&gt;
Las estructuras clave en la creación automatizada son:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2| Extracción de recursos&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}}&amp;lt;br /&amp;gt;{{Imagelink|Electric mining drill}} || Extrae recursos [[Mining/es|mineros]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Offshore pump}} || Extrae [[water/es|agua]] de los lagos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || Extrae [[crude oil/es|petróleo crudo]] de yacimientos petroleros.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Hornos&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Steel furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Electric furnace}} || Procesan los minerales en bruto a su estado metálico, mediante un proceso de fundición.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Producción&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 1}} || Puede crear objetos que requieren hasta 2 tipos de ingredientes. No puede manejar ingredientes fluidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 2}} || Puede crear objetos que requieren hasta 4 tipos de ingredientes. Puede manipular recetas con ingredientes líquidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 3}} || Puede crear objetos que requieren hasta 6 tipos de ingredientes. Puede manipular recetas que requieren ingredientes líquidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}}&amp;lt;br /&amp;gt;{{Imagelink|Chemical plant}} || Procesa [[crude oil/es|petróleo crudo]] y otros fluidos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Centrifuge}} || Procesa el [[uranium ore/es|mineral de uranio]] en productos intermedios más útiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Básico ==&lt;br /&gt;
Como una introducción a la creación, crearemos algunas placas de hierro&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarea&#039;&#039;&#039;: Crear [[iron plate/es|placas de hierro]].&lt;br /&gt;
&lt;br /&gt;
Pasos:&lt;br /&gt;
# Coloca una [[burner mining drill/es|perforadora a vapor]] sobre una un campo de [[Iron ore/es|menas de hierro]]. Este es un parche plateado que es bastante común.&lt;br /&gt;
# Coloca un [[Furnace/es|horno]] directamente en frente de la salida (presiona {{keybinding|Alt}} para mostrar la flecha de salida), para que la perforadora coloque el metal en bruto en el horno, el cual puede recibirlo de cualquiera de sus lados.&lt;br /&gt;
# Llena tanto la perforadora como el horno con [[Fuel/es|combustible]]s, tales como carbón o madera.&lt;br /&gt;
# Espera. Tras unos pocos segundos, la primera pieza de [[Iron plate/es|placa de hierro]] será fundida y estará disponible para su recolección. Puedes recocerla manualmente, o sacarla utilizando un [[Inserters/es| insertador]]&lt;br /&gt;
&lt;br /&gt;
Todo este proceso se conoce comúnmente como &#039;fundición&#039;. La {{L|Copper ore}} debe ser fundida también.&lt;br /&gt;
&lt;br /&gt;
== Avanzado ==&lt;br /&gt;
&lt;br /&gt;
La creación de artículos puede ser automatizada. Para crear artículos automáticamente, coloque una [[Assembling machine/es|máquina de ensamblaje]] y seleccione la receta. Tenga en cuenta que si la receta es lo suficientemente complicada, pueden ser necesarias máquinas de ensamblaje de mayor nivel. Luego coloque todos los ingredientes solicitados en las ranuras de entrada, y la máquina de ensamblaje debe diseñar el artículo. Tenga en cuenta que, a diferencia de la creación manual, cada paso de la creación requiere otra máquina de montaje. Por ejemplo, crear una [[lamp/es|lámpara]] requiere que una máquina fabrique [[copper cable/es|cable de cobre]], una máquina para hacer [[iron stick/es|barras de hierro]] s, una máquina para hacer [[electronic circuit/es|circuitos electrónicos]] s, etc. &#039;&#039;Las máquinas de ensamblaje no pueden crear componentes intermedios en cadena automáticamente como lo hace el jugador.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Para mantener una producción continua, los ingredientes deben proporcionarse a través de un [[belt transport system/es|sistema de cintas transportadoras]] e [[Inserters/es|incertadores]]. Los objetos manufacturados también pueden ser extraídos por los insertadores y están disponibles para su uso posterior en cualquier otro lugar de la fábrica.&lt;br /&gt;
&lt;br /&gt;
== Dificultad de las recetas ==&lt;br /&gt;
&lt;br /&gt;
En el [[World generator/es|generador de mapas]], el jugador puede elegir entre recetas normales o caras (modo caro). Las recetas caras representan un reto mas allá del juego &amp;quot;vanilla&amp;quot; con recetas normales (modo normal) porque cambian algunos ratios comunes y tienen requerimientos de recursos mas elevados.&lt;br /&gt;
&lt;br /&gt;
== Ver también ==&lt;br /&gt;
* [[Electric system/es|Sistema Eléctrico]]&lt;br /&gt;
* [[Assembling machine/es|Máquina de ensamblaje]]&lt;br /&gt;
* [[Furnace/es|Horno]]&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/test/es&amp;diff=165670</id>
		<title>User:LagExpress/test/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/test/es&amp;diff=165670"/>
		<updated>2018-11-29T00:25:58Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Crafting/es&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;!-- Crafting/es --&amp;gt;&lt;br /&gt;
The process of &#039;crafting&#039; is to produce an end product off of input products using a recipe. The [[player]] or [[Assembling machine]]s can craft. Smelting is achieved by using [[Furnace]]s. Since smelting cannot be done by the player, it is impossible to craft some items directly from raw resources. Some crafting even beyond raw resources still requires an assembling machine.&lt;br /&gt;
&lt;br /&gt;
In the beginning of the game, it is easy to make everything manually, but as the game advances manual crafting is less and less efficient of a way to create. Products that require liquids and a few others (such as engine units) cannot be manually crafted. This is to encourage automation.&lt;br /&gt;
&lt;br /&gt;
== Logros ==&lt;br /&gt;
{{Achievement|lazy-bastard}}&lt;br /&gt;
&lt;br /&gt;
== Creación manual ==&lt;br /&gt;
&lt;br /&gt;
Manual crafting is the most basic form of crafting, it is done directly in the player&#039;s inventory. To manually craft an object, open the player&#039;s inventory (Default keybinding {{keybinding|e}}), and select an object to manually craft on the right. Left click for one, right click for five, and shift click to make as many as possible. If the image of the item is grayed out, ensure you have the materials necessary to craft the object. If you lack a resource, it will be shown highlighted in &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; text if you mouse-over the product. Materials that you don&#039;t have but you can craft will be highlighted in &amp;lt;span style=&amp;quot;color:#FF530D&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; text, and will be chain-crafted to reach the product you selected. This is an advantage over automatic crafting using machines, which do not automatically create intermediate ingredients.&lt;br /&gt;
&lt;br /&gt;
While manually crafting, there will be icons in the bottom left of the screen, which shows the current crafting operation. When an item is selected for crafting, the resources will be preemptively taken from the player&#039;s inventory. If that operation is then canceled, the items will be fully returned to the player.&lt;br /&gt;
&lt;br /&gt;
To cancel a manual crafting operation from the queue at the bottom left of the screen, left click (to cancel one operation), right click (to cancel five operations), or shift-left click to cancel all crafts of that item. This is useful if you accidentally queue the wrong product, or too many of a product. All the materials taken to craft the item will be returned to your inventory. Manual crafting can be canceled at any time, but already-crafted intermediate products will not be uncrafted.&lt;br /&gt;
&lt;br /&gt;
== Creación automatizada ==&lt;br /&gt;
&lt;br /&gt;
Automated crafting is done outside of the player&#039;s inventory, allowing for multiple products to be produced at once, in synchronous harmony. This is where most crafting should take place.&lt;br /&gt;
&lt;br /&gt;
Key structures in automated crafting are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2| Extraccion de recursos&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}}&amp;lt;br /&amp;gt;{{Imagelink|Electric mining drill}} || Extrae recursos [[Mining|mineros]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Offshore pump}} || Extrae [[water|agua]] de los lagos.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || Extrae [[crude oil|petroleo crudo]] de yacimientos petroleros.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Hornos&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Steel furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Electric furnace}} || Procesan los minerales en bruto a su estado metalico, mediante un proceso de fundición.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Producción&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 1}} || Can craft items that require up to 2 types of ingredients. Cannot handle fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 2}} || Can craft items that require up to 4 types of ingredients. Can handle recipes with fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 3}} || Can craft items that require up to 6 types of ingredients. Can handle recipes requiring fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}}&amp;lt;br /&amp;gt;{{Imagelink|Chemical plant}} || Processes [[crude oil]] and other fluids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Centrifuge}} || Process [[uranium ore]] into more useful intermediate products.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
As an introduction to crafting, let&#039;s craft some simple iron plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task&#039;&#039;&#039;: create [[Iron plate]]s.&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
# Place a [[Burner mining drill]] onto an [[Iron ore]] resource field. This is a silvery patch that is fairly common.&lt;br /&gt;
# Place a [[Furnace]] directly in front of the output (press {{keybinding|Alt}} to show output arrow), so that the miner outputs the ore into the furnace, which can receive on any side.&lt;br /&gt;
# Fill both the miner and the furnace with [[Fuel]], such as coal or logs.&lt;br /&gt;
# Wait. After a few seconds, the first piece of [[Iron plate]] is smelted and available for collection. Either collect it manually, or pull it out with an [[Inserters|inserter]].&lt;br /&gt;
&lt;br /&gt;
This entire process is commonly referred to as &#039;smelting&#039;. [[Copper ore]] must also be smelted.&lt;br /&gt;
&lt;br /&gt;
== Avanzado ==&lt;br /&gt;
&lt;br /&gt;
Crafting of items can be automated. To automatically craft items, place a [[Assembling machine]], and select the recipe. Note that if the recipe is complicated enough, higher tiers of assembling machines may be necessary. Then, place all requested ingredients into the input slots, and the assembling machine should craft the item. Note that unlike manual crafting, each step of the craft requires another assembly machine. For example, crafting a [[lamp]] requires a machine to make [[copper cable]], a machine to make [[iron stick]]s, a machine to make [[electronic circuit]]s, etc. &#039;&#039;Assembly machines cannot automatically chain-craft like the player.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep up continuous production ingredients must be provided via [[belt transport system|belts]] and [[Inserters]]. The manufactured items can also be extracted by [[Inserters]] and are then available for further usage elsewhere in the factory.&lt;br /&gt;
&lt;br /&gt;
== Dificultad de las recetas ==&lt;br /&gt;
&lt;br /&gt;
When [[World generator|generating a world]], the player can choose between normal and expensive recipes (expensive mode). The expensive recipes represent another challenge beyond the &amp;quot;vanilla&amp;quot; game with normal recipes (normal mode) because they change some common ratios and have higher resource requirements.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Crafting now pauses when the results cannot fit into the player&#039;s inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.4|&lt;br /&gt;
* Surplus items are used for crafting further items, instead of being dropped into the inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Crafting counts are recorded per force.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.15|&lt;br /&gt;
* Order of inputs/outputs for fluid in machines is now constant.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Inventory now sorts properly when god mode crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Event &amp;quot;on_player_crafted_item&amp;quot; is now called for every single finished item.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* Crafting GUI now supports scrolling.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Recipes can now be hidden, so they don&#039;t appear in the player crafting screen.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Crafting GUI now resizes dynamically to fit the largest size.&lt;br /&gt;
* Only play crafting sound when final product is finished.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Updated/added sounds for crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Unified crafting time, crafting time is now 1:1 with manual crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Recipes categorized better.&lt;br /&gt;
* Recipes can now cost nothing but time.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Wider item selection screen.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.10|&lt;br /&gt;
* Tool tip in technology preview now shows total raw.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.9|&lt;br /&gt;
* Recipes are categorized.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Intermediate items in the crafting queue now show in a different color.&lt;br /&gt;
* Canceling crafting now cascades to all ingredients.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introducido}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Assembling machine]]&lt;br /&gt;
* [[Furnace]]&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Bulk_inserter_(research)/es&amp;diff=165645</id>
		<title>Bulk inserter (research)/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Bulk_inserter_(research)/es&amp;diff=165645"/>
		<updated>2018-11-28T11:06:48Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Created page with &amp;quot;{{Languages}} {{:Infobox:Stack inserter (research)}}  Los insertadores de stacks pueden mover más objetos al mismo tiempo dependiendo de su mejora. Algunas de las mejoras rel...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Stack inserter (research)}}&lt;br /&gt;
&lt;br /&gt;
Los insertadores de stacks pueden mover más objetos al mismo tiempo dependiendo de su mejora. Algunas de las mejoras relacionadas también aumentan la capacidad para los otros tipos de insertadores.&lt;br /&gt;
&lt;br /&gt;
== Ver también ==&lt;br /&gt;
* [[Research/es|Investigación]]&lt;br /&gt;
* {{L|Technologies}}&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/es&amp;diff=165638</id>
		<title>Main Page/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/es&amp;diff=165638"/>
		<updated>2018-11-27T16:07:09Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: design consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{DISPLAYTITLE:Wiki Oficial de Factorio|noerror}}__NOTOC__[[Image:Factorio-logo.png|center|link=http://factorio.com/]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
Bienvenidos a la wiki oficial de Factorio, la fuente oficial de documentación de Factorio&amp;amp;trade;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;active-users&amp;quot;&amp;gt;{{NUMBEROFACTIVEUSERS}}&amp;lt;/span&amp;gt; editores activos (de {{NUMBEROFUSERS}} registrados) están actualmente manteniendo [[Special:Statistics|{{NUMBEROFARTICLES}} artículos]] y [[Special:ListFiles|{{NUMBEROFFILES}} imágenes]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border-spacing: 8px;&amp;quot;&lt;br /&gt;
{{ContentCell|66%|&lt;br /&gt;
|{{:Factorio:About/es}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Iron axe.png|link=]] [http://www.factorio.com/buy Obtén el juego]|{{:Main Page/Get the game‎/es}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ContentCell|66%|[[File:Lab.png|link=]] [[News|Blog del desarrollador: Factorio Friday Facts]]|{{:News}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Assembling machine 3.png|link=]] Últimas actualizaciones|{{:Main_Page/Latest_versions}}&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== El juego ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border-spacing: 8px;&amp;quot;&lt;br /&gt;
{{ContentCell|33%|[[File:Transport belt.png|link=]] Principiantes | {{:Main_Page/Beginners/es}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|[[File:Fast transport belt.png|link=]] Avanzados | {{:Main_Page/Advanced/es}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Express transport belt.png|link=]] Expertos | {{:Main_Page/Expert/es}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width: 100%; border-spacing: 8px; margin-top: -8px;&amp;quot;&lt;br /&gt;
{{ContentCell|100%|Objetos y Recetas|{{Inventory}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Información Adicional ====&lt;br /&gt;
{| style=&amp;quot;width: 100%; border-spacing: 8px;&amp;quot;&lt;br /&gt;
{{ContentCell|33%|[[File:Processing unit.png|link=]] Nuevo contenido|{{:Main_Page/New_content/es}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|[[File:Questionmark.png|32px|link=]] Preguntas Frecuentes|{{:Main_Page/Frequently asked questions/es}}|&lt;br /&gt;
[[File:Repair pack.png|link=]] Contribuir a la wiki|{{:Main_Page/Contribute/es}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Behemoth-spitter.png|link=]] Comunidad|{{:Main_Page/Community/es}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=165637</id>
		<title>User:LagExpress</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=165637"/>
		<updated>2018-11-27T15:11:36Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.factorio.com/User:LagExpress/Main_Page/es Main Page]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.factorio.com/User:LagExpress/Multiplayer/es Multijugador]&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_solar_panel/es&amp;diff=165615</id>
		<title>Portable solar panel/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_solar_panel/es&amp;diff=165615"/>
		<updated>2018-11-27T11:09:34Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Created page with &amp;quot;{{Languages}} {{:Infobox:Portable solar panel}}  Los &amp;#039;&amp;#039;&amp;#039;Paneles solares portátiles&amp;#039;&amp;#039;&amp;#039; son las unidades generadoras de energía básicas para la {{L|Modular armor}}. Proporcio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable solar panel}}&lt;br /&gt;
&lt;br /&gt;
Los &#039;&#039;&#039;Paneles solares portátiles&#039;&#039;&#039; son las unidades generadoras de energía básicas para la {{L|Modular armor}}. Proporcionan solo una pequeña cantidad de energía, y solo durante el día.&lt;br /&gt;
&lt;br /&gt;
Los paneles solares portátiles se pueden utilizar para recargar lentamente el {{L|Energy shield}} fuera de combate, pero son casi inútiles para el {{L|Personal laser defense}} o el {{L|Exoskeleton}}, incluso con un gran número de {{L|Battery}}s.&lt;br /&gt;
&lt;br /&gt;
Los paneles solares portátiles tienen un tamaño de 1x1 y por lo que se utilizan principalmente en la {{L|Modular armor}}, la cual dispone de una cuadrícula de 5x5 por lo que no puede almacenar eficientemente el mucho mas potente {{L|Portable fusion reactor}} de 4x4. (Podría almacenar uno, pero no quedaría espacio para que algo utilizara la energía).&lt;br /&gt;
&lt;br /&gt;
Las armaduras más avanzadas casi siempre deberían hacer uso del {{L|Portable fusion reactor}} en su lugar.&lt;br /&gt;
&lt;br /&gt;
== Ver también ==&lt;br /&gt;
* {{L|Modular armor}}&lt;br /&gt;
* {{L|Portable fusion reactor}}&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=154218</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=154218"/>
		<updated>2018-01-18T21:16:19Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
En adición a ser un juego para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo que múltiples jugadores cooperen y se ayuden entre sí, o trabajen contra el otro en JcJ. Esta página documenta cómo configurar una partida multijugador y cómo unirte a una. De forma predeterminada, las partidas multijugador ejecutan el escenario de [[Game modes and options/es|juego libre]] CO-OP donde todos los jugadores trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas de JcJ, están disponibles para su descarga en el foro de [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Creando Una Partida Multijugador ==&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador pueden ser alojadas en el cliente del juego mientras juegas o mediante un servidor dedicado. Las partidas multijugador pueden ser anunciadas en la red LAN asi como en la lista publica de partidas.&lt;br /&gt;
&lt;br /&gt;
Usa el botón &#039;&#039;Multijugador&#039;&#039; del menú &#039;&#039;Jugar&#039;&#039; para empezar a jugar una partida multijugador, elige &#039;&#039;Nuevo juego&#039;&#039; o &#039;&#039;Cargar partida&#039;&#039; o &#039;&#039;Escenarios&#039;&#039; para alojar y jugar, o &#039;&#039;Buscar partidas públicas&#039;&#039; o &#039;&#039;Jugar en LAN&#039;&#039; para conectarte a una partida ya en marcha. El anfitrión también puede optar por no anunciar la partida en absoluto, en cuyo caso necesitarás la dirección IP del servidor (pública o accesible de otra manera); entonces puedes &#039;&#039;Conectar al servidor&#039;&#039; para unirte a la partida.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todos los jugadores necesitan &#039;&#039;exactamente la misma&#039;&#039; version del juego y mods.&lt;br /&gt;
* Los servidores de factorio utilizan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuracion]].&lt;br /&gt;
* Factorio utiliza solamente el puerto UDP. Asegúrate de configurar correctamente la apertura de puertos en tu router. (El juego construye su propia capa de &amp;quot;entrega fiable&amp;quot; construida sobre UDP para hacer frente a la pérdida de paquetes y problemas de reordenación.)&lt;br /&gt;
** Asegúrese de que no haya ningún firewall o antivirus bloqueando los paquetes UDP.&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;
=== Servidor Dedicado/Headless ===&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)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please note that there has been a slight change between 0.12, 0.13 and 0.14 in how --start-server (and others) interpret the given parameter. Version 0.12 expected --start-server to be followed by a save name, that was to be found in the saves directory. 0.13 instead expects --start-server to be followed by a path to a save file. I.e. if you did &#039;&#039;&#039;factorio --start-server foo&#039;&#039;&#039; in 0.12, you probably want to use &#039;&#039;&#039;factorio --start-server saves/foo.zip&#039;&#039;&#039; in 0.13.&#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;
=== 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;
&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>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=154217</id>
		<title>User:LagExpress</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=154217"/>
		<updated>2018-01-18T21:04:31Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.factorio.com/User:LagExpress/Multiplayer/es Multijugador]&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=154182</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=154182"/>
		<updated>2018-01-16T21:08:09Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
En adición a ser un juego para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo que múltiples jugadores cooperen y se ayuden entre sí, o trabajen contra el otro en JcJ. Esta página documenta cómo configurar una partida multijugador y cómo unirte a una. De forma predeterminada, las partidas multijugador ejecutan el escenario de [[Game modes and options/es|juego libre]] CO-OP donde todos los jugadores trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas de JcJ, están disponibles para su descarga en el foro de [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Creando Una Partida Multijugador ==&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador pueden ser alojadas en el cliente del juego mientras juegas o mediante un servidor dedicado. Las partidas multijugador pueden ser anunciadas en la red LAN asi como en la lista publica de partidas.&lt;br /&gt;
&lt;br /&gt;
Usa el botón &#039;&#039;Multijugador&#039;&#039; del menú &#039;&#039;Jugar&#039;&#039; para empezar a jugar una partida multijugador, elige &#039;&#039;Nuevo juego&#039;&#039; o &#039;&#039;Cargar partida&#039;&#039; o &#039;&#039;Escenarios&#039;&#039; para alojar y jugar, o &#039;&#039;Buscar partidas públicas&#039;&#039; o &#039;&#039;Jugar en LAN&#039;&#039; para conectarte a una partida ya en marcha. El anfitrión también puede optar por no anunciar la partida en absoluto, en cuyo caso necesitarás la dirección IP del servidor (pública o accesible de otra manera); entonces puedes &#039;&#039;Conectar al servidor&#039;&#039; para unirte a la partida.&lt;br /&gt;
&lt;br /&gt;
Notas y consejos:&lt;br /&gt;
&lt;br /&gt;
* Todos los jugadores necesitan &#039;&#039;exactamente la misma&#039;&#039; version del juego y mods.&lt;br /&gt;
* Los servidores de factorio utilizan el puerto &#039;&#039;&#039;34197&#039;&#039;&#039;. El puerto puede ser cambiado en el archivo de [[Application directory/es|configuracion]].&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)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please note that there has been a slight change between 0.12, 0.13 and 0.14 in how --start-server (and others) interpret the given parameter. Version 0.12 expected --start-server to be followed by a save name, that was to be found in the saves directory. 0.13 instead expects --start-server to be followed by a path to a save file. I.e. if you did &#039;&#039;&#039;factorio --start-server foo&#039;&#039;&#039; in 0.12, you probably want to use &#039;&#039;&#039;factorio --start-server saves/foo.zip&#039;&#039;&#039; in 0.13.&#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;
=== 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;
&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>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steel_processing_(research)/es&amp;diff=154178</id>
		<title>Steel processing (research)/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steel_processing_(research)/es&amp;diff=154178"/>
		<updated>2018-01-16T20:08:55Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Created page with &amp;quot;{{Languages}} {{DISPLAYTITLE:Procesamiento de acero (Investigación)|noerror}} {{:Infobox:Steel processing (research)}}  &amp;#039;&amp;#039;&amp;#039;Procesamiento de acero&amp;#039;&amp;#039;&amp;#039; te permite procesar el ac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{DISPLAYTITLE:Procesamiento de acero (Investigación)|noerror}}&lt;br /&gt;
{{:Infobox:Steel processing (research)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procesamiento de acero&#039;&#039;&#039; te permite procesar el acero a partir de hierro, y permite la creación de elementos de acero básicos. Dado a la cantidad de opciones de investigaciones que desbloquea y lo fácil que es de obtener, esta sera una de las primeras tecnologías que el jugador investigue.&lt;br /&gt;
&lt;br /&gt;
== Ver también ==&lt;br /&gt;
* [[Research/es|Investigación]]&lt;br /&gt;
* [[Technologies/es|Tecnologías]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steel_chest/es&amp;diff=154177</id>
		<title>Steel chest/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steel_chest/es&amp;diff=154177"/>
		<updated>2018-01-16T19:41:57Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Created page with &amp;quot;{{Languages}} {{:Infobox:Steel chest}} El &amp;#039;&amp;#039;&amp;#039;cofre de acero&amp;#039;&amp;#039;&amp;#039; es el más grande de los tres tipos de cofres utilizados para el almacenamiento de artículos básicos. &amp;#039;&amp;#039;&amp;#039;Ste...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steel chest}}&lt;br /&gt;
El &#039;&#039;&#039;cofre de acero&#039;&#039;&#039; es el más grande de los tres tipos de cofres utilizados para el almacenamiento de artículos básicos. &#039;&#039;&#039;[[Steel processing (research)/es|Procesamiento de acero]]&#039;&#039;&#039; debe ser investigado antes de poder construirlo. El cofre de acero, al igual que otros cofres, puede ser conectado a la [[circuit network/es|red de circuitos]] para proporcionar su contenido mediante la misma utilizando señales.&lt;br /&gt;
&lt;br /&gt;
== Historia ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* El cofre de acero ahora se puede conectar a una [[circuit network/es|red de circuitos]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introducido. }}&lt;br /&gt;
&lt;br /&gt;
==Ver también==&lt;br /&gt;
* [[Storage/es|Almacenamiento]]&lt;br /&gt;
* [[Iron chest/es|Cofre de hierro]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=154148</id>
		<title>User:LagExpress</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=154148"/>
		<updated>2018-01-16T00:20:03Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=154147</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=154147"/>
		<updated>2018-01-16T00:19:48Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
En adición a ser un juego para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo que múltiples jugadores cooperen y se ayuden entre sí, o trabajen contra el otro en JcJ. Esta página documenta cómo configurar una partida multijugador y cómo unirte a una. De forma predeterminada, las partidas multijugador ejecutan el escenario de [[Game modes and options/es|juego libre]] CO-OP donde todos los jugadores trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas de JcJ, están disponibles para su descarga en el foro de [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Creando Una Partida Multijugador ==&lt;br /&gt;
&lt;br /&gt;
Las partidas multijugador pueden ser alojadas en el cliente del juego mientras juegas o mediante un servidor dedicado. Las partidas multijugador pueden ser anunciadas en la red LAN asi como en la lista publica de partidas.&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)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please note that there has been a slight change between 0.12, 0.13 and 0.14 in how --start-server (and others) interpret the given parameter. Version 0.12 expected --start-server to be followed by a save name, that was to be found in the saves directory. 0.13 instead expects --start-server to be followed by a path to a save file. I.e. if you did &#039;&#039;&#039;factorio --start-server foo&#039;&#039;&#039; in 0.12, you probably want to use &#039;&#039;&#039;factorio --start-server saves/foo.zip&#039;&#039;&#039; in 0.13.&#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;
=== 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;
&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>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=154146</id>
		<title>User:LagExpress/Multiplayer/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress/Multiplayer/es&amp;diff=154146"/>
		<updated>2018-01-16T00:17:56Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: Created page with &amp;quot;multiplayer&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;multiplayer&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=154145</id>
		<title>User:LagExpress</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=154145"/>
		<updated>2018-01-15T23:46:18Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
En adición a ser un juego para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo que múltiples jugadores cooperen y se ayuden entre sí, o trabajen contra el otro en JcJ. Esta página documenta cómo configurar una partida multijugador y cómo unirte a una. De forma predeterminada, las partidas multijugador ejecutan el escenario de [[Game modes and options/es|juego libre]] CO-OP donde todos los jugadores trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas de JcJ, están disponibles para su descarga en el foro de [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Creando Una Partida Multijugador ==&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)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please note that there has been a slight change between 0.12, 0.13 and 0.14 in how --start-server (and others) interpret the given parameter. Version 0.12 expected --start-server to be followed by a save name, that was to be found in the saves directory. 0.13 instead expects --start-server to be followed by a path to a save file. I.e. if you did &#039;&#039;&#039;factorio --start-server foo&#039;&#039;&#039; in 0.12, you probably want to use &#039;&#039;&#039;factorio --start-server saves/foo.zip&#039;&#039;&#039; in 0.13.&#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;
=== 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;
&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;br /&gt;
{{Translation|es}}&lt;/div&gt;</summary>
		<author><name>LagExpress</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=154144</id>
		<title>User:LagExpress</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LagExpress&amp;diff=154144"/>
		<updated>2018-01-15T23:45:02Z</updated>

		<summary type="html">&lt;p&gt;LagExpress: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{DISPLAYTITLE:Multijugador|noerror}}&lt;br /&gt;
En adición a ser un juego para un solo jugador, Factorio también ofrece un modo multijugador, permitiendo que múltiples jugadores cooperen y se ayuden entre sí, o trabajen contra el otro en JcJ. Esta página documenta cómo configurar una partida multijugador y cómo unirte a una. De forma predeterminada, las partidas multijugador ejecutan el escenario de [[Game modes and options/es|juego libre]] CO-OP donde todos los jugadores trabajan juntos para lanzar un cohete con un satélite al espacio. Otros escenarios, incluyendo mapas de JcJ, están disponibles para su descarga en el foro de [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 Mapas y Escenarios].&lt;br /&gt;
&lt;br /&gt;
== Creando Una Partida Multijugador ==&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)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please note that there has been a slight change between 0.12, 0.13 and 0.14 in how --start-server (and others) interpret the given parameter. Version 0.12 expected --start-server to be followed by a save name, that was to be found in the saves directory. 0.13 instead expects --start-server to be followed by a path to a save file. I.e. if you did &#039;&#039;&#039;factorio --start-server foo&#039;&#039;&#039; in 0.12, you probably want to use &#039;&#039;&#039;factorio --start-server saves/foo.zip&#039;&#039;&#039; in 0.13.&#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;
=== 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;
&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>LagExpress</name></author>
	</entry>
</feed>