Here are some (technical)references, about the lockstep : FFF-76 MP inside out
This is what i attempted to explain for the pieces i remembered, sorry if i butchered it
about the MP rewrite :
FFF-147 Multiplayer rewrite
FFF-149 Deep down in multiplayer
This i didn't even attempted x)
Search found 539 matches: catching up
Searched query: +catching +up
- Mon Sep 21, 2026 2:12 am
- Forum: Ideas and Suggestions
- Topic: Catching up the Factorio
- Replies: 9
- Views: 700
- Mon Sep 21, 2026 12:42 am
- Forum: Ideas and Suggestions
- Topic: Catching up the Factorio
- Replies: 9
- Views: 700
Re: Catching up the Factorio
When a client logs into a server, the server talks to the client, sending it the map and the current state of the world that the client needs to know. Each client talks to the server, and the server talks to its clients. But crucially, clients do not talk to each other directly.
Factorio is not ...
- Sun Sep 20, 2026 11:45 pm
- Forum: Ideas and Suggestions
- Topic: Catching up the Factorio
- Replies: 9
- Views: 700
Re: Catching up the Factorio
... 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 ...
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 ...
- Sun Sep 20, 2026 8:06 pm
- 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.
This all presumes that "clients" are a ... 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 ...
This all presumes that "clients" are a ... 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 ...
- 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
... is already processing the entire factory in the background. Clients shouldn'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 the sheer volume of items and to maintain simulation accuracy—avoiding ...
Perhaps the game does exactly that due to the sheer volume of items and to maintain simulation accuracy—avoiding ...
- Sun Sep 20, 2026 2:41 am
- Forum: Ideas and Suggestions
- Topic: Catching up the Factorio
- Replies: 9
- Views: 700
Re: Catching up the Factorio
... is already processing the entire factory in the background. Clients shouldn'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 the sheer volume of items and to maintain simulation accuracy—avoiding ...
Perhaps the game does exactly that due to the sheer volume of items and to maintain simulation accuracy—avoiding ...
- 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
... factorio , pausing the game when someone is joining makes it so no more 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 ...
- Sat Sep 19, 2026 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Catching up the Factorio
- Replies: 9
- Views: 700
Re: Catching up the Factorio
The intention would be to literally eliminate the download.
No pauses, no catching up, nothing. Just connect and play.
No pauses, no catching up, nothing. Just connect and play.
- Sat Sep 19, 2026 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Catching up the Factorio
- Replies: 9
- Views: 700
Re: Catching up the Factorio
Feature Exists: Server owners can configure the auto_pause_when_players_connect option in server-settings.json . The entire Savegame must still be Downloaded, but the Server will wait while a new Client does so. The downside is that this pauses the game for everybody else on the server.
Good Luck!
Good Luck!
- Sat Sep 19, 2026 2:00 am
- Forum: Ideas and Suggestions
- Topic: Catching up the Factorio
- Replies: 9
- Views: 700
Catching up the Factorio
... minutes—depending on the host's connection—for map downloads and "catching up".
I believe the game does this literally to run the map locally, minimizing data exchange between users after the initial login phase.
However, it is precisely this stage that makes the process of connecting to a ...
I believe the game does this literally to run the map locally, minimizing data exchange between users after the initial login phase.
However, it is precisely this stage that makes the process of connecting to a ...
- Sun Apr 05, 2026 11:54 pm
- Forum: Ideas and Suggestions
- Topic: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics
- Replies: 57
- Views: 8791
Re: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics
... t part of that line, and left myself vulnerable to bad faith actors catching me in a technicality!
I am slain!
And out of morbid curiousity
The situation where I've most commonly heard this use case is to add hysteresis to the on/off cycle of a backup power plant, to eliminate the extremely ...
I am slain!
And out of morbid curiousity
The situation where I've most commonly heard this use case is to add hysteresis to the on/off cycle of a backup power plant, to eliminate the extremely ...
- Wed Nov 05, 2025 8:47 pm
- Forum: Ideas and Suggestions
- Topic: Make inserters actually grab from the *end* of the belt
- Replies: 6
- Views: 3096
Re: Make inserters actually grab from the *end* of the belt
... way because when the belt goes past the inserter and it would try to pick up the last item it would not get there quick enough to pick up the item before it moves onto the next belt segment. So the inserter aims for items it has a higher chance of catching up to before they are gone. Even with this a ...
- Fri Apr 25, 2025 8:38 pm
- Forum: Ideas and Suggestions
- Topic: Please add "Quality: Any" filter to more chests
- Replies: 11
- Views: 8217
Re: Please add "Quality: Any" filter to more chests
... 3 methods have issues (passive providers cannot take items back, filled-up buffer chests doesn't share with other buffer chests, and storage chests ... zero if the supplies are needed.
I basically use storage chests for catching overflow on Fulgora, so trash doesn't go into the unfiltered storage ...
I basically use storage chests for catching overflow on Fulgora, so trash doesn't go into the unfiltered storage ...
- Thu Apr 24, 2025 8:45 pm
- Forum: Technical Help
- Topic: My 1200 hour save just showed this error, Corrupt Map: unknown quality prototype ID 197
- Replies: 16
- Views: 3015
Re: My 1200 hour save just showed this error, Corrupt Map: unknown quality prototype ID 197
... what the Factorio RPG Sequel is going to be based on!? :twisted:
Catching memory issues like these in-flight is a tricky thing at best, since ... changes all the addresses, etc etc. I think it is incredible that an attempt is being made to fix broken save files…. Is an automated fix up tool next?
Catching memory issues like these in-flight is a tricky thing at best, since ... changes all the addresses, etc etc. I think it is incredible that an attempt is being made to fix broken save files…. Is an automated fix up tool next?
- Mon Apr 07, 2025 8:31 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 9666
Re: Multiple Fluid Selector Circuitry
Maybe using a couple modified schimitt trigger or 2 buffer tanks you coud avoid clock setups ? To be fair you seem onto a more interesting way to do thans what I have achieved so far with them, so i'd be catching the opportunity to learn if you post a setup !
Interesting idea with the Schmitt ...
- Tue Mar 25, 2025 5:05 pm
- Forum: Gameplay Help
- Topic: Bots are stupid about agressive spidertron use.
- Replies: 0
- Views: 669
Bots are stupid about agressive spidertron use.
... running around killing biters with spidertrons, sometimes the spiders end up standing around for a quite a long time waiting for their own bots to actually repair them, because the job was already assigned to some bots that got left behind and now those bots are very slowly catching up with drained ...
- Wed Mar 05, 2025 6:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
- Replies: 13
- Views: 6188
Re: [pard] [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
... session, you can only blame them. If you weren't eligible to gain this achievement in the moment of finishing the game, there is also nothing we could do about that. Based on your reports, I have updated the achievement GUI to show these achievements as failed. It will be part of the next release.
- Tue Mar 04, 2025 2:40 pm
- Forum: Combinator Creations
- Topic: Simple way to prevent asteroid collector from overfilling
- Replies: 23
- Views: 34430
Re: Simple way to prevent asteroid collector from overfilling
... don't find it useful to do both "a selection of which chunk to pick up from space" AND "reprocessing" as usually i prevent my ships from ... system means your asteroid grabbers are going to actively lose time catching asteroid like "ice" when you need "iron" because you think reprocessing ...
- Wed Jan 22, 2025 7:09 am
- Forum: Pending
- Topic: [raiguard] [2.0.11] Slowdown after game save, UPS drops from 60 -> 30
- Replies: 2
- Views: 1152
Re: [raiguard] [2.0.11] Slowdown after game save, UPS drops from 60 -> 30
Forgot to post a further update, sorry:
The slowdowns have already been fixed in one of the previous releases, apparently
They only happen very sporadically now, and require no reload so this issue might as well be closed.
Thanks for catching up, though!
The slowdowns have already been fixed in one of the previous releases, apparently
They only happen very sporadically now, and require no reload so this issue might as well be closed.
Thanks for catching up, though!
- Tue Dec 17, 2024 1:59 am
- Forum: General discussion
- Topic: Quality and Speed: How much waste does haste make?
- Replies: 66
- Views: 33068
Re: Quality and Speed: How much waste does haste make?
... on that I was curious about.
2-8 fails to look good because it's catching less iron.
And in terms of ??? forges I'm thinking the mistake is ... what this seriously is).
If you go the other way with sticks it went up to 2.9 ips. Basically even though I'm getting back half as many plates I'm ...
2-8 fails to look good because it's catching less iron.
And in terms of ??? forges I'm thinking the mistake is ... what this seriously is).
If you go the other way with sticks it went up to 2.9 ips. Basically even though I'm getting back half as many plates I'm ...