... for one player's perspective
No no , it's just for you, what if your friend want to listen to different music ? it would keep switching in multiplayer otherwise.
But if you want to play that track you heard before and you press previous, the first time it will interrupt the track, that's ...
Search found 18381 matches: multiplayer
Searched query: +multiplayer
- Sat Jul 11, 2026 1:28 pm
- Forum: Implemented mod requests
- Topic: A sibling API to play_sound: play_music
- Replies: 33
- Views: 6910
- Sat Jul 11, 2026 12:10 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 234
- Views: 140776
Re: Version 2.1.7
That's an interesting point, i found myself preventing player joining my multiplayer game to import blueprint recently because i find it more interesting to redesign using the new mechanics of 2.1, lane swiching for inserter changes a lot of things to me in the little details, and the circuit ...
- Sat Jul 11, 2026 7:06 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 234
- Views: 140776
Re: Version 2.1.7
That's an interesting point, i found myself preventing player joining my multiplayer game to import blueprint recently because i find it more interesting to redesign using the new mechanics of 2.1, lane swiching for inserter changes a lot of things to me in the little details, and the circuit "else ...
- Sat Jul 11, 2026 12:26 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 234
- Views: 140776
Re: Version 2.1.7
That's an interesting point, i found myself preventing player joining my multiplayer game to import blueprint recently because i find it more interesting to redesign using the new mechanics of 2.1, lane swiching for inserter changes a lot of things to me in the little details, and the circuit "else ...
- Thu Jul 09, 2026 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Permission for disable Personal or Game Blueprints
- Replies: 1
- Views: 147
Permission for disable Personal or Game Blueprints
... not too late for this request,
Mostly of the features I wanted are present on 2.1, game feels complete too me so thanks, except one thing,
In multiplayer permissions can we make distinction to enable and disable the personal blueprints and the game blueprints?
Sometimes is annoying coming to my ...
Mostly of the features I wanted are present on 2.1, game feels complete too me so thanks, except one thing,
In multiplayer permissions can we make distinction to enable and disable the personal blueprints and the game blueprints?
Sometimes is annoying coming to my ...
- Thu Jul 09, 2026 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Pins should be sharable in multyplayer
- Replies: 0
- Views: 87
Pins should be sharable in multyplayer
Subject.
When playing in multiplayer it is quite annoying that I can only ping or place tag on map, but can't make Pin of location and share it with other person.
When playing in multiplayer it is quite annoying that I can only ping or place tag on map, but can't make Pin of location and share it with other person.
- Thu Jul 09, 2026 3:05 am
- Forum: Pending
- Topic: [2.1.9] Desync, one player logged in to game hosted headless server
- Replies: 1
- Views: 118
[2.1.9] Desync, one player logged in to game hosted headless server
Desync playing on a game hosted multiplayer on a headless server on my LAN. Only one player in game.
- Wed Jul 08, 2026 9:11 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 267
- Views: 25820
Re: Please, DO NOT remove space casino
... and it already has about as many downloads as the mod for removing space casinos though, which is very telling.
I don't know i hosted a multiplayer 2.1 game and many players joined, i wrote on the description "do no import blueprint plz" but unfortunatly it appeared that some players still ...
I don't know i hosted a multiplayer 2.1 game and many players joined, i wrote on the description "do no import blueprint plz" but unfortunatly it appeared that some players still ...
- Mon Jul 06, 2026 3:18 pm
- Forum: Technical Help
- Topic: [2.0.77] Severe FPS drop when connecting to a local modded server via localhost, while the same save runs at 60 FPS/UPS
- Replies: 1
- Views: 171
Re: [2.0.77] Severe FPS drop when connecting to a local modded server via localhost, while the same save runs at 60 FPS/
... extremely* close to the maximum update time to maintain 60 FPS/UPS. When you join the game as a peer it requires extra processing to handle the multiplayer logic which results in you falling behind the server - at which point the multiplayer logic drops FPS in an attempt to keep up with the server ...
- Mon Jul 06, 2026 3:15 pm
- Forum: Technical Help
- Topic: [2.0.77] Severe FPS drop when connecting to a local modded server via localhost, while the same save runs at 60 FPS/UPS
- Replies: 1
- Views: 171
[2.0.77] Severe FPS drop when connecting to a local modded server via localhost, while the same save runs at 60 FPS/UPS
... I usually play with a friend, and we prefer very large modded playthroughs, especially with complex modpacks like Py/Pyanodons. Because of that, multiplayer performance and scalability are very important for this kind of gameplay.
I know that the next update will be the last of the major ones, and I ...
I know that the next update will be the last of the major ones, and I ...
- Mon Jul 06, 2026 2:07 pm
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 4337
Re: We need to talk about the new fluid system
... about current vs. old fluid system.
It's difficult to find solutions when no-one agrees on what is the problem. I just joined a few random multiplayer games and more often than not when players are building large base they are using fluid wagons it seemed, and it gets very obvious when you ...
It's difficult to find solutions when no-one agrees on what is the problem. I just joined a few random multiplayer games and more often than not when players are building large base they are using fluid wagons it seemed, and it gets very obvious when you ...
- Mon Jul 06, 2026 12:33 pm
- Forum: Ideas and Suggestions
- Topic: Space platform requests should default to "Import from All sources around planet"
- Replies: 0
- Views: 93
Space platform requests should default to "Import from All sources around planet"
... options. It's possible to change it later but it's not very clear in the tooltip how it's set up. Need to double check every single request in a multiplayer world to troubleshoot:
Spot the difference:
07-06-2026, 14-32-07.png
Exceptions?
I don't see any major downside with having "import from ...
Spot the difference:
07-06-2026, 14-32-07.png
Exceptions?
I don't see any major downside with having "import from ...
- Mon Jul 06, 2026 11:31 am
- Forum: Ideas and Suggestions
- Topic: Make pings easier to see on the map
- Replies: 1
- Views: 109
Make pings easier to see on the map
... vary its color or size instead. If it has to blink on/off, I would recommend making the off period shorter.
Why?
Efficient communication in multiplayer is very important for an enjoyable experience. I frequently have to ask my friend to ping a second time as I struggle to find what they're ...
Why?
Efficient communication in multiplayer is very important for an enjoyable experience. I frequently have to ask my friend to ping a second time as I struggle to find what they're ...
- Sun Jul 05, 2026 4:30 pm
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 4337
Re: We need to talk about the new fluid system
... about current vs. old fluid system.
It's difficult to find solutions when no-one agrees on what is the problem. I just joined a few random multiplayer games and more often than not when players are building large base they are using fluid wagons it seemed, and it gets very obvious when you ...
It's difficult to find solutions when no-one agrees on what is the problem. I just joined a few random multiplayer games and more often than not when players are building large base they are using fluid wagons it seemed, and it gets very obvious when you ...
- Sun Jul 05, 2026 4:01 pm
- Forum: Ideas and Suggestions
- Topic: [QoL] Switch to lock manual crafting (for "Lazy Bastard" achievement)
- Replies: 8
- Views: 514
Re: [QoL] Switch to lock manual crafting (for "Lazy Bastard" achievement)
... and that's it. Something like CaveJohson376, "unpin Lazy Bastard achievement first before manual craft"
I'm worried with that solution about multiplayer. Everybody would have to agree to have that achievement pinned and even then you won't know for sure if everyone actually did it (or didn't ...
I'm worried with that solution about multiplayer. Everybody would have to agree to have that achievement pinned and even then you won't know for sure if everyone actually did it (or didn't ...
- Sun Jul 05, 2026 2:23 am
- Forum: Pending
- Topic: [2.1.9] Desync, repeatly, latest on editing combinator setting
- Replies: 3
- Views: 220
[2.1.9] Desync, repeatly, latest on editing combinator setting
Hello,
Playing on a multiplayer server that I do not host. We have been seeing frequent desyncs, sometimes right on server join. Latest desync was me trying to edit a combinator value in output after pasting it from a blueprint. I may have been editing it in "ghost" form.
For context I also sometimes ...
Playing on a multiplayer server that I do not host. We have been seeing frequent desyncs, sometimes right on server join. Latest desync was me trying to edit a combinator value in output after pasting it from a blueprint. I may have been editing it in "ghost" form.
For context I also sometimes ...
- Fri Jul 03, 2026 9:56 pm
- Forum: Ideas and Suggestions
- Topic: Option to toggle off Rocket Target Reservation/Overkill Prevention in Multiplayer
- Replies: 0
- Views: 112
Option to toggle off Rocket Target Reservation/Overkill Prevention in Multiplayer
What selector/menu is this for?
Multiplayer game settings (Server configuration / Client-side option)
What is the core suggestion?
Add a server setting or client toggle to disable the "overkill prevention logic" for player-fired Rocket Launchers. When enabled, enemies should NOT be marked as reserved ...
Multiplayer game settings (Server configuration / Client-side option)
What is the core suggestion?
Add a server setting or client toggle to disable the "overkill prevention logic" for player-fired Rocket Launchers. When enabled, enemies should NOT be marked as reserved ...
- Fri Jul 03, 2026 9:29 pm
- Forum: Ideas and Suggestions
- Topic: QoL features - In-game chat / Rich-text icon picker button.
- Replies: 0
- Views: 87
QoL features - In-game chat / Rich-text icon picker button.
... typed out manually via syntax like [technology=technology-name].
Why is it needed? (Use Cases & Benefits)
1. Bridging the Language Barrier in Multiplayer: Factorio is played globally, and translation differences can be highly specific. Some international players might not know the exact English ...
Why is it needed? (Use Cases & Benefits)
1. Bridging the Language Barrier in Multiplayer: Factorio is played globally, and translation differences can be highly specific. Some international players might not know the exact English ...
- Fri Jul 03, 2026 7:17 pm
- Forum: General discussion
- Topic: Biter expansion changes and it's implications
- Replies: 3
- Views: 731
Re: Biter expansion changes and it's implications
It's very easy to deal with biters. Open your game to multiplayer and we can show you.
- Fri Jul 03, 2026 4:58 pm
- Forum: Ideas and Suggestions
- Topic: Logistics groups need a lock or a delete warning.
- Replies: 6
- Views: 1355
Re: Logistics groups need a lock or a delete warning.
how does this behave in multiplayer? is it possible for someone to add new group just slightly before someone else clicks on the delete button, shifting the layout by one and so deleting the wrong group?