Page 1 of 4

Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 3:02 pm
by kovarex

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 3:04 pm
by Alekthefirst
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

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 3:22 pm
by alan2here
Does the "experimental version" on Steam have the new inserts? Or I should just be patient :P

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 3:26 pm
by daniel34
Wow. This is everything I hoped for in Factorio multiplayer-wise, and then some.
Good job, I can't wait for 0.13 :D

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 3:27 pm
by Smarty
this is not only the biggest but also the best update!

After 0.11 ofc :)

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 3:28 pm
by alan2here
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

Posted: Fri May 20, 2016 3:53 pm
by autohost
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?

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 3:55 pm
by aklesey1
I can't wiat for 0.13 :D I want to test it 8-) I hope release will be soon

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 4:15 pm
by Twinsen
autohost wrote:2. Will LAN games require Factorio user authentication?
no

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 4:32 pm
by Zeblote
Twinsen wrote:
autohost wrote:2. Will LAN games require Factorio user authentication?
no
Will it be possible for a lan game to require authentication?

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 4:41 pm
by quinor
Awesome! Finally those features! :)

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

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 4:54 pm
by JC1223
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

Posted: Fri May 20, 2016 5:00 pm
by selbie
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.

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 5:30 pm
by slindenau
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

Posted: Fri May 20, 2016 5:43 pm
by HanziQ
slindenau wrote:Nice work guys.

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

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 5:45 pm
by matjojo
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?

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 5:47 pm
by bNarFProfCrazy
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?

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 5:48 pm
by tobsimon
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.

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 7:43 pm
by wwdragon
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.

Re: Friday Facts #139 - Wrapping up multiplayer

Posted: Fri May 20, 2016 7:48 pm
by RackAttack
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.