... the authoritative control that servers in a client/server game do.
The "catching up" that new "clients" have to do is just the result of this kind of multiplayer architecture.
This really clarifies why Factorio's multiplayer works the way it does.
Sometimes, it is frustrating trying to play with ...
Search found 1452 matches: catch up
Searched query: +catch +up
- Sun Sep 20, 2026 11:45 pm
- Forum: Ideas and Suggestions
- Topic: Catching up the Factorio
- Replies: 9
- Views: 700
- Sun Sep 20, 2026 9:59 pm
- Forum: General discussion
- Topic: Quality levels completely break factory
- Replies: 132
- Views: 9127
Re: Quality levels completely break factory
... to the concept, but they are actively harmful to properly building setups to produce quality goods. The biggest offender is the setup showing a ... to get into quality intermediate production early on. And that's the big catch-22 of quality.
The simplest, earliest means of producing quality stuff ...
The simplest, earliest means of producing quality stuff ...
- Sun Sep 20, 2026 4:36 am
- Forum: Ideas and Suggestions
- Topic: Catching up the Factorio
- Replies: 9
- Views: 700
Re: Catching up the Factorio
... t need to do that work; they should simply receive information and send updates whenever changes are made.
Perhaps the game does exactly that due to ... to the clients over the course of the game after the initial loading and catch up is done. If the server was to transmit the changes related to the ...
Perhaps the game does exactly that due to ... to the clients over the course of the game after the initial loading and catch up is done. If the server was to transmit the changes related to the ...
- Sun Sep 20, 2026 2:08 am
- Forum: General discussion
- Topic: Quality levels completely break factory
- Replies: 132
- Views: 9127
Re: Quality levels completely break factory
... to the concept, but they are actively harmful to properly building setups to produce quality goods. The biggest offender is the setup showing a ... to get into quality intermediate production early on. And that's the big catch-22 of quality.
The simplest, earliest means of producing quality stuff ...
The simplest, earliest means of producing quality stuff ...
- Sat Sep 19, 2026 9:41 pm
- Forum: Ideas and Suggestions
- Topic: Catching up the Factorio
- Replies: 9
- Views: 700
Re: Catching up the Factorio
... inputs are added when a player is already trying to re-run a map to "catch-up', so the amount of work to re-run the history of the map doesn't increase at the same time as it is processed by the computer of the person joining.
The two system are totally different and meant to solve different ...
The two system are totally different and meant to solve different ...
- Mon Sep 14, 2026 1:48 pm
- Forum: Wiki Talk
- Topic: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
- Replies: 27
- Views: 13949
Re: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
... page and get a translation that way. So ideally the translation that ends up being put on the page by an editor should be better than a straight up automatic translation, e.g. due to proofreading afterwards to catch errors like the mistranslated adjective from my example, or because official item and ...
- Mon Aug 24, 2026 12:42 am
- Forum: Technical Help
- Topic: [2.1.14] Directx crash
- Replies: 1
- Views: 456
[2.1.14] Directx crash
... error
3. i expected factorio to not crash, and once it did to boot back up to normal so i could hop back in
4. does not happen often. this is the first time i've seen factorio catch the error
files attached with logs
please let me know if you have any other questions
thanks
3. i expected factorio to not crash, and once it did to boot back up to normal so i could hop back in
4. does not happen often. this is the first time i've seen factorio catch the error
files attached with logs
please let me know if you have any other questions
thanks
- Thu Aug 06, 2026 8:36 am
- Forum: Releases
- Topic: Version 2.1.13
- Replies: 41
- Views: 16396
Re: Version 2.1.13
It can catch them with the long range if you're lucky
Could it be possible to make the alert also trigger if the scan updates a chunk and finds that new bases have since been added?
I tested the new feature earlier. And I intuitively understand wanting it to work like this.
However. With the ...
- Sun Jul 26, 2026 2:36 pm
- Forum: Off topic
- Topic: [F.03.03] Quantum Survival
- Replies: 63
- Views: 11747
Re: AI slop!? + Factorio = Quantum Survival?
... png
Please note this mod might have errors I have not come upon yet. Some late game weapons need more testing etc. I have not tested the ... usage"`. 9. [ ] Run Factorio 2.1 with `--check-unused-prototype-data` to catch deprecated or unlinked properties. 10. [ ] Test in-game with `/cheat all ...
Please note this mod might have errors I have not come upon yet. Some late game weapons need more testing etc. I have not tested the ... usage"`. 9. [ ] Run Factorio 2.1 with `--check-unused-prototype-data` to catch deprecated or unlinked properties. 10. [ ] Test in-game with `/cheat all ...
- Thu Jul 23, 2026 7:05 pm
- Forum: Minor issues
- Topic: [2.1.11] Programmable priority splitters cause belt decompression at odd points
- Replies: 5
- Views: 801
Re: [2.1.11] Programmable priority splitters cause belt decompression at odd points
... in order for gap to not open first the downstream transport line needs to update and then the upstream one. One line moving does not move items on ... is a lot of gaps created because the downstream line moves faster than the upstream line and as such the items are unable to catch up and close the gap.
- Wed Jul 08, 2026 3:42 am
- Forum: General discussion
- Topic: Towards a newer, better space casino in 2.1
- Replies: 10
- Views: 2584
Towards a newer, better space casino in 2.1
I fired up ghidra and researched for random number manipulation possibilities again in 2.1, and found interesting changes. In short, the global quality ... promethium chunk upcycling, by manipulating recycler output as well. The catch is:
- Between the state-leak tick and the manipulation tick, i.e ...
- Between the state-leak tick and the manipulation tick, i.e ...
- Tue Jun 23, 2026 7:59 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 388
- Views: 73569
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I read all comments in this thread (took me some time to catch up) and I think the main reason for the huge debate is actually the long development cycle. There will always be players who like or dislike a particular change, especially when it nerfs a commonly used feature. In the early days of ...
- Tue Jun 23, 2026 3:00 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 388
- Views: 73569
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I read all comments in this thread (took me some time to catch up) and I think the main reason for the huge debate is actually the long development cycle. There will always be players who like or dislike a particular change, especially when it nerfs a commonly used feature. In the early days of Factorio ...
- Fri Jun 19, 2026 9:44 pm
- Forum: Not a bug
- Topic: [2.0.76] Prioritize higher-quality robots for tasks
- Replies: 1
- Views: 341
[2.0.76] Prioritize higher-quality robots for tasks
... if the machine has more than 16 bioflux.
This happy fellow will end up in the cycle:
1. "Something's changed, I'm going back."
2. Fly 20 meters
3 ... s changed; I'm going back."
It wouldn't be a problem if I could catch these little creatures, but not every robot can be caught by asking it ...
This happy fellow will end up in the cycle:
1. "Something's changed, I'm going back."
2. Fly 20 meters
3 ... s changed; I'm going back."
It wouldn't be a problem if I could catch these little creatures, but not every robot can be caught by asking it ...
- Tue Jun 16, 2026 12:41 pm
- Forum: Technical Help
- Topic: [2.0.72] Random flashing rectangles when decoratives are on
- Replies: 7
- Views: 3059
Re: [2.0.72] Random flashing rectangles when decoratives are on
To follow up on this, I still get the flashing rectangles with that particular save if "show decoratives" is on, but I also (very rarely) see a flashing ... a fan control program, but I disabled it now).
It's a lot harder to catch them outside of Factorio, since I don't have a way to reproduce them ...
It's a lot harder to catch them outside of Factorio, since I don't have a way to reproduce them ...
- Thu Jun 04, 2026 8:18 am
- Forum: Duplicates
- Topic: Core Space Age expansion fails to initialize during assignID cascade when external mod (bio-oil) drops mandatory technol
- Replies: 1
- Views: 375
Core Space Age expansion fails to initialize during assignID cascade when external mod (bio-oil) drops mandatory technol
... prerequisite, forcing a defensive hard lock to prevent save state corruption. Rather than neutralizing the rogue third-party script, the engine's ... be smart enough to protect the official DLC. It should automatically catch the faulty mod (bio-oil), place it in quarantine/disable it, and allow ...
- Sun May 10, 2026 4:40 am
- Forum: Show your Creations
- Topic: 4 hour 47 min launch time solo with this map and blueprint 2nd run.
- Replies: 0
- Views: 2016
4 hour 47 min launch time solo with this map and blueprint 2nd run.
... time(surprised me because i thought i had set it for no enemy.) I rev'ed up the speed cut production and spent an hour setting down defenses. and was ... the west and underground pipe it in.
the first 2 hours you are playing catchup with the research because its going so fast. After the 3rd hour your ...
the first 2 hours you are playing catchup with the research because its going so fast. After the 3rd hour your ...
- Thu Apr 30, 2026 9:03 am
- Forum: Gameplay Help
- Topic: Asteroid spawning implementation
- Replies: 10
- Views: 5554
Re: Asteroid spawning implementation
... it's a bit particular because i think then no asteroids will ever "catch up" with your ship. Those that are spawn "behind" it, will just be left behind, whereas there will constantly "new" asteroid spawned in the front of your ship". So it look like what you observed. Maybe also the game just ...
- Wed Apr 29, 2026 4:20 pm
- Forum: Technical Help
- Topic: [2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"
- Replies: 5
- Views: 1218
Re: [2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"
... sure it's actually a missing guard-clause - just something that could catch and throw in a cleaner way; not really a critical issue. (Again, for me, this matters not at all; a simple forced-migration cleared it up, and I've moved on. Only reporting on the off-chance it helps track down a minor, or ...
- Sun Apr 26, 2026 3:16 pm
- Forum: Gameplay Help
- Topic: Asteroid spawning implementation
- Replies: 10
- Views: 5554
Re: Asteroid spawning implementation
... it's a bit particular because i think then no asteroids will ever "catch up" with your ship. Those that are spawn "behind" it, will just be left behind, whereas there will constantly "new" asteroid spawned in the front of your ship". So it look like what you observed. Maybe also the game just ...