Friday Facts #139 - Wrapping up multiplayer
- Alekthefirst
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Re: Friday Facts #139 - Wrapping up multiplayer
... what ...kovarex wrote:soon
EDIT:
THeeere wee gookovarex wrote: https://www.factorio.com/blog/post/ff-139
EDIT 2:
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 passesFactorio Friday Facts wrote: NAT punching
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.
Re: Friday Facts #139 - Wrapping up multiplayer
Does the "experimental version" on Steam have the new inserts? Or I should just be patient
Re: Friday Facts #139 - Wrapping up multiplayer
Wow. This is everything I hoped for in Factorio multiplayer-wise, and then some.
Good job, I can't wait for 0.13
Good job, I can't wait for 0.13
Re: Friday Facts #139 - Wrapping up multiplayer
this is not only the biggest but also the best update!
After 0.11 ofc
After 0.11 ofc
Re: Friday Facts #139 - Wrapping up multiplayer
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
Re: Friday Facts #139 - Wrapping up multiplayer
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?
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?
Re: Friday Facts #139 - Wrapping up multiplayer
I can't wiat for 0.13 I want to test it I hope release will be soon
Nickname on ModPortal - Naron79
Re: Friday Facts #139 - Wrapping up multiplayer
noautohost wrote:2. Will LAN games require Factorio user authentication?
Re: Friday Facts #139 - Wrapping up multiplayer
Will it be possible for a lan game to require authentication?Twinsen wrote:noautohost wrote:2. Will LAN games require Factorio user authentication?
Re: Friday Facts #139 - Wrapping up multiplayer
Awesome! Finally those features!
What about mod support in MP matchserver? Automatic enabled mod changing?
What about mod support in MP matchserver? Automatic enabled mod changing?
Re: Friday Facts #139 - Wrapping up multiplayer
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)
Re: Friday Facts #139 - Wrapping up multiplayer
Finally a difference between cracked and original.
Also I like the level of detail you guys put inside the FF.
Lots of technical stuff
I can't wait to play 0.13.
Also I like the level of detail you guys put inside the FF.
Lots of technical stuff
I can't wait to play 0.13.
Re: Friday Facts #139 - Wrapping up multiplayer
Nice work guys.
You forgot to post this on the Steam store page btw.
Edit: posted just now
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
Re: Friday Facts #139 - Wrapping up multiplayer
Yop, fix'd.slindenau wrote:Nice work guys.
You forgot to post this on the Steam store page btw.
Edit: posted just now
Re: Friday Facts #139 - Wrapping up multiplayer
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?
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Re: Friday Facts #139 - Wrapping up multiplayer
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?
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.
Re: Friday Facts #139 - Wrapping up multiplayer
Hopefully. Thinking about student housing networks or big LAN parties (which is kind of the same really) this would be useful.Zeblote wrote:Will it be possible for a lan game to require authentication?Twinsen wrote:noautohost wrote:2. Will LAN games require Factorio user authentication?
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.
Re: Friday Facts #139 - Wrapping up multiplayer
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.
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.
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Re: Friday Facts #139 - Wrapping up multiplayer
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.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.