Clientside vs Serverside
- that_1_nerd
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Clientside vs Serverside
So let's say I wanted to create a "client" mod. I don't need it to be synced across the server and I need different configs for different players. I know that changing things locally and not globally can cause desyncs. Is there a way to prevent desyncs and still allow this? Or am I just up the creak without a paddle?
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- Smart Inserter
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Re: Clientside vs Serverside
Factorio does not support the concept of client and server side mods. You cannot have a mod running only on one client or with different values than the other clients.
You can have per player data stored somewhere like in the global table, but this data will be the same/sync’d across all clients.
You can have per player data stored somewhere like in the global table, but this data will be the same/sync’d across all clients.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
- that_1_nerd
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Re: Clientside vs Serverside
Thanks For the info... I asked cause I was thinking if it was possible to create like customizable configs for mods interacting with each other through a config file... this is mainly for like creating modpacks and creating more advanced ways of inter-compatibility...FuryoftheStars wrote: Tue Oct 04, 2022 11:24 pm Factorio does not support the concept of client and server side mods. You cannot have a mod running only on one client or with different values than the other clients.
You can have per player data stored somewhere like in the global table, but this data will be the same/sync’d across all clients.
Thanks!
Trains make or break a man!