... environment.
I do the same. I love rsync. I've got a copy of my saves local, but I back them up after every safe to another hard rive on my server, and then back that server up every week or so, onto two other sets of hard drives.
Storage space is so cheap that it's almost free. To me, it ...
Search found 774 matches: server
Searched query: +server
- Tue Aug 19, 2025 1:22 pm
- Forum: General discussion
- Topic: People who have just one save file...why?
- Replies: 34
- Views: 2539
- Mon Jun 30, 2025 6:31 pm
- Forum: General discussion
- Topic: Multiplayer Support for Old Versions?
- Replies: 2
- Views: 754
Re: Multiplayer Support for Old Versions?
Factorio multiplayer games are self hosted. If the official public server list provided by wube goes down, multiplayer games will continue working.
- Mon Jun 30, 2025 2:18 pm
- Forum: General discussion
- Topic: Multiplayer Support for Old Versions?
- Replies: 2
- Views: 754
Re: Multiplayer Support for Old Versions?
are there any plans to disable multiplayer matching servers for older versions? We're running a heavily modded game (~150mods, 500 ingame hours in) which we cannot easily upgrade to the latest version. (or is this version independent anyways?)
The matchmaking API has not changed fundamentally since ...
The matchmaking API has not changed fundamentally since ...
- Mon Jun 30, 2025 10:34 am
- Forum: General discussion
- Topic: Multiplayer Support for Old Versions?
- Replies: 2
- Views: 754
Multiplayer Support for Old Versions?
Hi all,
are there any plans to disable multiplayer matching servers for older versions? We're running a heavily modded game (~150mods, 500 ingame hours in) which we cannot easily upgrade to the latest version. (or is this version independent anyways?)
The main reason to try upgrade would be, if we ...
are there any plans to disable multiplayer matching servers for older versions? We're running a heavily modded game (~150mods, 500 ingame hours in) which we cannot easily upgrade to the latest version. (or is this version independent anyways?)
The main reason to try upgrade would be, if we ...
- Tue Jun 24, 2025 12:29 am
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 48
- Views: 22088
Re: Factorio confessions
... make the reseach go faster, but I just couldn't be bothered. :oops:
the REAL correct solution would've been loading up that save on a factorio server, thankfully i have a server of my own that i self host some of my other stuff on, that was what i did when i built my 1.1 megabase and needed to ...
the REAL correct solution would've been loading up that save on a factorio server, thankfully i have a server of my own that i self host some of my other stuff on, that was what i did when i built my 1.1 megabase and needed to ...
- Mon Jun 23, 2025 12:05 pm
- Forum: General discussion
- Topic: Why no faster trains?
- Replies: 11
- Views: 2059
Re: Why no faster trains?
... and "span". The "grid-world" constituting one of the not so many very different structure. That also is the same from what i saw when joining multiplayer server. Not sure what's used otherwise to consider "what players do.
There are also minor reasons, like "faster trains are more dangerous" :lol:
There are also minor reasons, like "faster trains are more dangerous" :lol:
- Thu Apr 24, 2025 1:16 pm
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 20
- Views: 5655
Re: How pros approach the game?
... over time there's less and less of those "solutions" players mention that are totally new to me. It feels like when i join a random multiplayer server, i can identify/recognize "everything" how it works, which was the choice made. Even when seeing a mess of combinator, the question one may ask ...
- Thu Apr 17, 2025 3:27 pm
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 9818
Re: Unbeatable anti-cheat.
... to get a user API key - or setting LAN mode. The Client would crash all the time when my packet-injector/capturer would mess with its end, but the Server daemon never crashed from invalid input - just dropped the Client.
I was able to get the server to Reply to a Replay attack - but could not ...
I was able to get the server to Reply to a Replay attack - but could not ...
- Wed Apr 16, 2025 12:20 pm
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 9818
Re: Unbeatable anti-cheat.
... health, etc.
These will be detected (in multiplayer) by factorios deterministic nature, as several posters above already mentioned. Note that the server is prevented from using resource based cheats as well.
Knowledge based: Anything giving you a knowledge advantage without changing the game state ...
These will be detected (in multiplayer) by factorios deterministic nature, as several posters above already mentioned. Note that the server is prevented from using resource based cheats as well.
Knowledge based: Anything giving you a knowledge advantage without changing the game state ...
- Wed Apr 16, 2025 2:17 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 9818
Re: Unbeatable anti-cheat.
... just spoofing its input timestamp.
I did some more reading (https://factorio.com/blog/post/fff-302) and it's even tighter than you assume. The server acts as an aggregator and relay for client inputs. It waits until every client has submitted its inputs, then forwards the entire input "blob" for ...
I did some more reading (https://factorio.com/blog/post/fff-302) and it's even tighter than you assume. The server acts as an aggregator and relay for client inputs. It waits until every client has submitted its inputs, then forwards the entire input "blob" for ...
- Wed Apr 16, 2025 12:53 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 9818
Re: Unbeatable anti-cheat.
... been transmitted from the other clients yet. You could assume the other players will do nothing, but that will almost never be correct on a busy server. Maybe it could fake high latency, and wait until it receives all the other players' actions before sending its own action to them. But then it ...
- Tue Apr 15, 2025 11:38 pm
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 9818
Re: Unbeatable anti-cheat.
... been transmitted from the other clients yet. You could assume the other players will do nothing, but that will almost never be correct on a busy server. Maybe it could fake high latency, and wait until it receives all the other players' actions before sending its own action to them. But then it ...
- Tue Apr 15, 2025 7:06 pm
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 9818
Re: Unbeatable anti-cheat.
... You could also prevent sending information about units behind the wall to players when they don’t need to see them. Putting all this work on the server (most don’t have a graphics card to even do the calculations) would be taxing, but assuming at least 10% or less of your clients are compromised ...
- Tue Apr 15, 2025 5:00 pm
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 9818
Re: Unbeatable anti-cheat.
... You could also prevent sending information about units behind the wall to players when they don’t need to see them. Putting all this work on the server (most don’t have a graphics card to even do the calculations) would be taxing, but assuming at least 10% or less of your clients are compromised ...
- Mon Mar 31, 2025 3:17 am
- Forum: General discussion
- Topic: deterministic lockstep
- Replies: 6
- Views: 1087
Re: deterministic lockstep
Sorry, another question, is there a reason why the server/client must have the exact same data and CRCs?
Once you have deterministic lockstep, the entire game can be simulated perfectly, without errors, and any remaining errors are due to existing errors in data or data corruption, and any one ...
- Sun Mar 30, 2025 9:32 pm
- Forum: General discussion
- Topic: deterministic lockstep
- Replies: 6
- Views: 1087
Re: deterministic lockstep
Sorry, another question, is there a reason why the server/client must have the exact same data and CRCs?
Once you have deterministic lockstep, the entire game can be simulated perfectly, without errors, and any remaining errors are due to existing errors in data or data corruption, and any one ...
- Sun Mar 30, 2025 9:19 pm
- Forum: General discussion
- Topic: deterministic lockstep
- Replies: 6
- Views: 1087
Re: deterministic lockstep
Otherwise you would not play the same game.TheKillerChicken wrote: Sun Mar 30, 2025 9:14 pm is there a reason why the server/client must have the exact same data and CRCs?
- Sun Mar 30, 2025 9:14 pm
- Forum: General discussion
- Topic: deterministic lockstep
- Replies: 6
- Views: 1087
Re: deterministic lockstep
Sorry, another question, is there a reason why the server/client must have the exact same data and CRCs?
- Thu Mar 13, 2025 11:26 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 9818
Re: Unbeatable anti-cheat.
... health, etc.
These will be detected (in multiplayer) by factorios deterministic nature, as several posters above already mentioned. Note that the server is prevented from using resource based cheats as well.
Knowledge based: Anything giving you a knowledge advantage without changing the game state ...
These will be detected (in multiplayer) by factorios deterministic nature, as several posters above already mentioned. Note that the server is prevented from using resource based cheats as well.
Knowledge based: Anything giving you a knowledge advantage without changing the game state ...
- Thu Mar 13, 2025 11:02 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 9818
Re: Unbeatable anti-cheat.
... players. Its intended use is to find multiplayer-breaking bugs in Factorio itself and in any mods.
Since the engine doesn't work with a client/server model, every player runs the whole game map. The server is just managing the master game map, so every player gets the same map on connect. But the ...
Since the engine doesn't work with a client/server model, every player runs the whole game map. The server is just managing the master game map, so every player gets the same map on connect. But the ...