Multiplayer
This article contains content on features that are included in Alpha 0.11.0, an "experimental release" of the game that is not considered as "stable release" by the developers yet.
The multiplayer feature was introduced with v0.11.0 and will be thought only for Lan-parties or Low-latency internet, because there is no much lag latency hiding mechanics introduced.
There is no server needed. Anybody can join an existing game, if he knows the IP of the game. He connects to the game, the game stops and the second players game downloads the current map. If the first hoster stops, the second player can continue to play and the first player can rejoin at any time. If the game desynchronizes, the map is redownloaded automatically and the game can continue.
There is currently only a coop-game working. ( http://www.factorioforums.com/forum/viewtopic.php?f=53&t=6501 )
There will be no explicit support for making Factorio servers. If you want to make a world running 24/7 you need to start whole Factorio on your server machine and keep it running. The server instance will then have a character in the game just like anybody else. (http://www.factorioforums.com/forum/viewtopic.php?f=38&t=6220&hilit=server&start=40#p48983) (or you can use lua commands to get rid of the character)
Some links
- About how multiplayer is planned to work: TODO
- Interesting article: http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6077#p47283
Playing over LAN / Internet
- Both game instances need the installation of exactly same game-versions and mods! (Maybe someone has the scenario pack mod turned on?)
- it doesn't currently (v0.11.1) also work with different bit versions! Make sure all have either 32 or 64 bit version installed.
- It is recommended to turn off autosave on the "clients".
- Factorio uses the port 34197. The port can be changed in the config.
- Factorio uses only UDP, so make sure, you configured your router correct.
- It is necessary that all the peers can communicate with each other. It is however in theory not necessary that all the peers have public IP address - this should work even behind a NAT. See http://www.factorioforums.com/forum/viewtopic.php?f=30&p=51201#p50553
- The game builds it's own "reliable delivery" layer built on UDP to deal with packet loss and reordering issues.
- it is recommended to use some voice chat (teamspeak, Skype), because you need to talk a lot. Teamspeak servers are posted in the multiplayer forum.
- many players use other software like Hamachi, Evolve... See down under software routing.
- The hard limit for the number of players is 65535. :) ( http://www.factorioforums.com/forum/viewtopic.php?f=53&t=6481&p=50661#p50586 )
More Guides
- Video setup guide by Teaspoon: http://youtube.com/watch?v=MqsqRWNsbPM
Issues
http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6284#p49393
Report bugs and read Reportes bugs: http://www.factorioforums.com/forum/viewforum.php?f=52
Read this: http://www.factorioforums.com/forum/viewtopic.php?f=52&t=6283
Miscellaneous tips
- the key for Console commands will now initiate a chat in MP. To execute commands you need to type '/c' before the command!
- The key-combination SHIFT+SPACE pauses the game, even when typing in the chat input box. To prevent this from happening, change the keybinding in Options -> Other -> Pause game (bottom right)
- Set the player's color using the command
/c game.players[x].color = {r=0.7, g=0.5, b=0.1, a=0.9}
Where x is the player number. r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use the right-most column on http://prideout.net/archive/colors.php). a is alpha channel aka Transparency of the color to the base texture. For single player, leave off the "[x]" to set the color.
Software for routing / establishing connection
- http://www.factorioforums.com/forum/viewtopic.php?f=53&t=6393
- http://www.factorioforums.com/forum/viewtopic.php?f=53&t=6386
Headless server
http://www.factorioforums.com/forum/viewtopic.php?f=53&t=6449