We played it on LAN (GbE and all current or n-1 gen Core i5 machines) and found that hosting and playing was absolute garbage after 3 players. So I spent ~15 mins and built a Windows Dedicated Server (didn't have a CentOS7 iso sitting around) - which worked way better.
Friends then went home - so I built a CentOS Dedicated Server at work and spun that up - using the handy Factorio-Init and Factorio-updater scripts which can be found / linked to in the wiki.
However we're still having a few issues;
- Is there any way you can force new players to be served the map from the dedicated headless server? Its sitting on a 60Mbit/60Mbit pipe - and its down right depressing seeing Factorio pull the map from an ADSL2 client at 30-50KB/sec.
Sub question to this - given the game is paused for everyone - if you're going to pull the map from a random client - why don't you pull the game from ALL clients? - If any player has latency issues (e.g flatmates watch HD youtube or whatever and max a connection) the whole game comes down - this is obviously a function of the lock-step client model. But is there anyway to identify easily from a client who is doing it? I know i can look at the dedicated server output and then reference the client number back to the player - but that is cumbersome (I don't have direct SSH to it - i have to hop through RDS to get to it).
- The latency setting should be explained better in the wiki. My understanding (which came from factorio-init) is that you want max expected latency + 30ms. Is there any more info to this?
- Where specifically does a client configure Autosave time period and the "use peer to peer communication" setting?
- When should you use the p2p setting - only when you're on the same lan with direct access to the UDP ports? should it be turned off for games played over the web?
- Is there scope to have a dedicated server push current mods (and mod versions) to the clients?