Friday Facts #139 - Wrapping up multiplayer

Regular reports on Factorio development.

User avatar
Alekthefirst
Fast Inserter
Fast Inserter
Posts: 103
Joined: Sat Feb 07, 2015 7:39 pm
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by Alekthefirst » Fri May 20, 2016 3:04 pm

kovarex wrote:soon
... what ...

EDIT:
THeeere wee goo :P

EDIT 2:
Factorio Friday Facts wrote: NAT punching
This is big, even though IPv6 is a thing we still don't get an adress from our ISP and the likehood of being put behind a NAT increases every day that passes
Last edited by Alekthefirst on Fri May 20, 2016 3:23 pm, edited 1 time in total.
Factorio is a game about automating everything. One day, i hope i can automate shitty signatures just like this one.

alan2here
Long Handed Inserter
Long Handed Inserter
Posts: 50
Joined: Sun Apr 10, 2016 10:02 am
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by alan2here » Fri May 20, 2016 3:22 pm

Does the "experimental version" on Steam have the new inserts? Or I should just be patient :P

daniel34
Global Moderator
Global Moderator
Posts: 2757
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by daniel34 » Fri May 20, 2016 3:26 pm

Wow. This is everything I hoped for in Factorio multiplayer-wise, and then some.
Good job, I can't wait for 0.13 :D

User avatar
Smarty
Global Moderator
Global Moderator
Posts: 816
Joined: Sat Oct 04, 2014 5:00 pm
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by Smarty » Fri May 20, 2016 3:27 pm

this is not only the biggest but also the best update!

After 0.11 ofc :)

alan2here
Long Handed Inserter
Long Handed Inserter
Posts: 50
Joined: Sun Apr 10, 2016 10:02 am
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by alan2here » Fri May 20, 2016 3:28 pm

I played Minecraft for ages and it never seemed to get a server browser and never really worked well for me in multiplayer as a result. It is great to see that I won't have to type URIs or IP addresses :)

autohost
Burner Inserter
Burner Inserter
Posts: 15
Joined: Fri May 20, 2016 3:47 pm
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by autohost » Fri May 20, 2016 3:53 pm

I have two questions:
1. Will the new multiplayer mode detect differences in Mods between server and players, and send needed mods to players who don't have them? (how handle mods that have been edited slightly on server-side, overwrite the player's mod with the server changes, or somehow keep player's mods safe)
2. Will LAN games require Factorio user authentication?

aklesey1
Smart Inserter
Smart Inserter
Posts: 1710
Joined: Sun May 18, 2014 3:45 pm
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by aklesey1 » Fri May 20, 2016 3:55 pm

I can't wiat for 0.13 :D I want to test it 8-) I hope release will be soon
Nickname on ModPortal - Naron79

Twinsen
Factorio Staff
Factorio Staff
Posts: 1067
Joined: Tue Sep 23, 2014 7:10 am
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by Twinsen » Fri May 20, 2016 4:15 pm

autohost wrote:2. Will LAN games require Factorio user authentication?
no

Zeblote
Filter Inserter
Filter Inserter
Posts: 972
Joined: Fri Oct 31, 2014 11:55 am
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by Zeblote » Fri May 20, 2016 4:32 pm

Twinsen wrote:
autohost wrote:2. Will LAN games require Factorio user authentication?
no
Will it be possible for a lan game to require authentication?

quinor
Filter Inserter
Filter Inserter
Posts: 391
Joined: Thu Mar 07, 2013 3:07 pm
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by quinor » Fri May 20, 2016 4:41 pm

Awesome! Finally those features! :)

What about mod support in MP matchserver? Automatic enabled mod changing?

JC1223
Burner Inserter
Burner Inserter
Posts: 6
Joined: Thu Dec 03, 2015 10:14 pm
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by JC1223 » Fri May 20, 2016 4:54 pm

There should be an in-game/account "friends" or "trust" list so we can restrict use of machines or belts or gates or inventories or whatever to ourselves or ourselves and people on trust/friend list so that random people can't leech off our production/power on multiplayer. (of course, this would need some way to prevent people walling in someone and not letting them break stuff, maybe gates will open for anyone still but can't be broken and if someone tries to wall someone in without a gate then the walls will check for an open path through (gates counting as an open way) and not allow the loop to complete and so there is space to still walk out between some walls or not allow gates to be placed in some areas so there is an open way always)

selbie
Burner Inserter
Burner Inserter
Posts: 9
Joined: Sun Jul 05, 2015 8:13 pm
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by selbie » Fri May 20, 2016 5:00 pm

Finally a difference between cracked and original.

Also I like the level of detail you guys put inside the FF.
Lots of technical stuff :D
I can't wait to play 0.13.

slindenau
Long Handed Inserter
Long Handed Inserter
Posts: 72
Joined: Fri Mar 25, 2016 1:46 pm
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by slindenau » Fri May 20, 2016 5:30 pm

Nice work guys.

You forgot to post this on the Steam store page btw.
Edit: posted just now :)
My mod: "Auto Deploy Destroyers" (follower robots) viewtopic.php?f=97&t=24545

User avatar
HanziQ
Former Staff
Former Staff
Posts: 630
Joined: Fri Mar 27, 2015 7:07 am
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by HanziQ » Fri May 20, 2016 5:43 pm

slindenau wrote:Nice work guys.

You forgot to post this on the Steam store page btw.
Edit: posted just now :)
Yop, fix'd.

matjojo
Filter Inserter
Filter Inserter
Posts: 312
Joined: Wed Jun 17, 2015 6:08 pm
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by matjojo » Fri May 20, 2016 5:45 pm

will the matching server show the mod configuration in a non modded game, or even better, how does the server deal with mods. Also, after a load of years, and you guys drop the matching server, will there be a workaround for players?

bNarFProfCrazy
Fast Inserter
Fast Inserter
Posts: 177
Joined: Sat Apr 23, 2016 7:11 am
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by bNarFProfCrazy » Fri May 20, 2016 5:47 pm

Nice additions.

Do you have a "Favourites" button, so you can see/(re-)connect to your last/favourite server(s). (Ex client crashed/disconnected)
Is there an option to statically add an unlisted server to your own server list? (A server solely for some friends, that doesn't have to clutter the server list)
Is there an option to save/remember a server's password?
Is there something like a whitelist?
Last edited by bNarFProfCrazy on Fri May 20, 2016 5:51 pm, edited 4 times in total.

User avatar
tobsimon
Fast Inserter
Fast Inserter
Posts: 101
Joined: Wed Apr 29, 2015 10:58 am
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by tobsimon » Fri May 20, 2016 5:48 pm

Zeblote wrote:
Twinsen wrote:
autohost wrote:2. Will LAN games require Factorio user authentication?
no
Will it be possible for a lan game to require authentication?
Hopefully. Thinking about student housing networks or big LAN parties (which is kind of the same really) this would be useful.


Will it be possible to switch between single- and multiplayer on the fly? So that I can join a singleplayer game of a steam friend without him needing to save and reload the game as multiplayer. This happens frequently for me, that my friend or I mistakingly load the game in singeplayer mode and we then wonder, why we can't connect.

I'm excited to see what kind of multiplayer landscape will develop on the easily reached public servers.

wwdragon
Long Handed Inserter
Long Handed Inserter
Posts: 91
Joined: Sun Jun 28, 2015 12:16 am
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by wwdragon » Fri May 20, 2016 7:43 pm

Wait you are planning to have the game dial home to your server when it starts???
UNACCEPTABLE!

I hate it when programs try to connect without my permission.
If I'm playing single player, lan or even direct IP, it should not be connecting to your servers... not unless I specifically tell it too because I chose the secure mode checkbox in the game setup screen.
In fact, if .13 tries to dial home, I'm digitally throwing factorio in the trash.

PLease don't screw up the game, by doing this.

RackAttack
Manual Inserter
Manual Inserter
Posts: 4
Joined: Fri Dec 12, 2014 6:26 am
Contact:

Re: Friday Facts #139 - Wrapping up multiplayer

Post by RackAttack » Fri May 20, 2016 7:48 pm

wwdragon wrote:Wait you are planning to have the game dial home to your server when it starts???
UNACCEPTABLE!

I hate it when programs try to connect without my permission.
If I'm playing single player, lan or even direct IP, it should not be connecting to your servers... not unless I specifically tell it too because I chose the secure mode checkbox in the game setup screen.
In fact, if .13 tries to dial home, I'm digitally throwing factorio in the trash.

PLease don't screw up the game, by doing this.
Did you even read the article? The server is for multiplayer matchmaking... The article even says you can matchmake on LAN without internet access, and that the old direct IP functionality will remain.

Post Reply

Return to “News”

Who is online

Users browsing this forum: No registered users