Multiplayer

Multiplayer works using a server, which allows players to play online or via a local area network with other people. There are various customization options that can be set by operators. These settings depend on the type of server and can create many different multiplayer experiences. Multiplayer definition is - involving or intended for more than one player; often: involving or allowing simultaneous play by more than one player through a shared interface. How to use multiplayer in a.

Amongst the never-ending cycle of survival videogames, Raft sticks out with its pretty original idea of being stuck at the vast ocean. It seems like from what we can gather from the game, climate change got really worse and it resulted in the floatings all over the world. This could be the reason why there are so many supplies floating around the ocean. Although there is information about this from the developers, we can say this by reading the different newspapers found in the game. Just like most other survival games, Raft features a good combination of exploration and survival. Playing the game by yourself could be an option of course but you will get more out of the game with multiple people since you have to get resources to keep yourself dying away from starvation and protect from the shark attacks.

The best part about the multiplayer mode of Raft is that it doesn’t have a limit on how many players can join in a single server. So far while we tested the game, we had 8 of us and everything went just as smooth as the singleplayer mode although the resources we got wasn’t enough to feed everyone so it turned into every man for himself type of situation. This is a great way to put limits with letting everyone at least try out new things. We highly recommend playing the game with no more than 4 players on a single raft.

So far, Raft multiplayer is a great way to escape the stress of the world we all carry around with us at all times. Once you start building and reshaping the raft, you will realize how much of your own personality comes out to play. With a modest price range, Raft is still one of the best videogames out there that you can enjoy with your friends.

Multiplayer

DOWNLOAD RAFT

4 players in multiplayer.

Satisfactory can be played in multiplayer, with up to 4 players officially supported, but with no hard player-limit see below.[1] The game is co-op only and there will be no PvP elements, although engineers can damage each other.[2] This means that HUB, M.A.M. and Space Elevator progress is shared among all players.

Cross-platform multiplayer is available across Steam and Epic Games.

  • 1Hosting a session
  • 2Joining a session
  • 3Other options
    • 3.2Temporary lag solution

Hosting a session[edit edit source]

Currently, sessions can only be hosted by players. The session host cannot leave the session without disconnecting other players.

In order to start a multiplayer session, the host has to start an online session (a normal session like when playing in single player, as long as the host has internet access and authentication servers are working normally) and then allow other players to join, or to invite those players (see sections below).

Session privacy[edit edit source]

The following session privacy settings are available:

  • Friends Only - Allows anyone in the host's client list to join the hosted session from the Join Game menu without invitation. This also allows Session ID to be used, regardless of friend list status.
  • Private - Clients can only join the hosted session if invited using in-game invites. Attempting to join the session via Session ID will result in it not being found.

There are no plans for a 'Public' option, due to griefing concerns.[1]

Network configuration[edit edit source]

It might be necessary to configure the network in some scenarios, notably on NAT: Strict, which disallows hosting sessions and allows joining sessions only on NAT: Open. Should both the host and client/s have NAT: Moderate or Open, joining sessions should be normally possible.

The game uses the following ports:

  • 5222 TCP & UDP[citation needed]
  • 6666 TCP & UDP[citation needed]
  • 7777-7827 UDP[3]

Additonally, ensure Windows Firewall rules weren't refused when asked for permission.

Multiplayer Piano

Sessions with more than 4 players[edit edit source]

In order for more than 4 players to be able to play in one session simultaneously, the game's config has to be edited.

The host has to navigate to %localappdata%FactoryGameSavedConfigWindowsNoEditorGame.ini and add the following lines to the end of that file:

where REPLACE_WITH_NUMBER corresponds to the desired maximum amount of players.

Dedicated servers[edit edit source]

Dedicated servers are currently being worked on at higher priority[4] with no set release date.[5]

Some information about them is already known:

  • Time will not stop if there are no players on the server, therefore factories will keep on working.[6]
    • However, the server (regardless of player activity) will need to be restarted every 24 or 48 hours, which might happen automatically.
  • Linux support is wanted, but not yet confirmed, Windows is the initial platform they are being worked on for.[7]
  • The release isn't linked to a major update, it will be released alongside just a patch in the experimental branch once ready.[4][8]
  • Dedicated servers will not cost anything (meaning that the software itself will be free, but server providers will likely charge for their services).[9][10]

Joining a session[edit edit source]

Join Game menu[edit edit source]

Players can join online sessions of players in their friends list from the Join Game menu. As mentioned above, invitation may or may not be required based on the session privacy setting. It is easy to join players on the same platform this way, in order to crossplay, Steam players must have linked their Epic account upon prompted.

Session ID[edit edit source]

Every online session has a set Session ID. Anyone who has access to this ID can join the session, as long as its privacy is set to Friends Only (despite the name, neither user does actually have to be in each other's friend list on either Epic or Steam).

Multiplayer

This ID is unique to each session and is reset once the game is quit to the main menu or entirely.

The session ID can be found by doing the following:

  • Press Esc.
  • In the menu, click on 'Manage Session', then click on 'Session Settings'.
  • Here, the session ID can be edited or copied it to the clipboard.

The host of the session can then share this session ID in order for both Epic and Steam players to be able to join the session.

Other options[edit edit source]

Performance improvements[edit edit source]

  • Have the host and all clients choose Network Quality: Ultra in the options.
  • If experiencing high latency, try unchecking Send Gameplay Data in the options.

Temporary lag solution[edit edit source]

Please read this section thoroughly to avoid improperly editing the config files.

There is a way to decrease rubber-banding at the cost of increasing bandwidth by adding the following lines to the game's config files found in %localappdata%FactoryGameSavedConfigWindowsNoEditor.[11] Before adding the lines to the config files, ensure they aren't already in place but with different values, if so, replace them instead of having duplicates.

By default, the game's maximum bandwidth appears to be throttled at 64 KB/s. By editing the config files, this limit is increased to 800 Mbit/s.
At lower-end machines or internet connections, use 480000 everywhere there is 104857600, this sets the limit to 480 KB/s or ~3.66 Mbit/s.

This has to be done by all players (both the host and client/s) to have effect. The increased bandwidth can be even 5 times as much as it was before, therefore a stable internet connection is required.

Engine.ini[edit edit source]

This file should be set as 'read only' to prevent the game from overwriting it.

Game.ini[edit edit source]

This file should be set as 'read only' to prevent the game from overwriting it.

Multiplayer Horror Games

Note: If increasing the bandwitdh to 480 kbit/s, set MinDynamicBandwidth to 200000

Scalability.ini[edit edit source]

This file will be initially blank and has to be set as 'read only' to prevent the game from overwriting it.

Note: If increasing the bandwitdh to 480 kbit/s, set MinDynamicBandwidth to 200000

Multiplayer

Trivia[edit edit source]

  • A total of 128 session participants is currently possible as a signed byte is used to track sessions, but Snutt had remarked that switching to an unsigned byte would enable up to 255 participants.[citation needed]

History[edit edit source]

The history section is incomplete in this article. Please help expanding it if you can. Information can be gathered from patch notes.
  • Patch 0.3.7.3: Fixed a crash related to the wire hologram that mainly happened for Clients in Multiplayer
  • Patch 0.3.5.2: Added a start-up argument that disables all multiplayer related connections (-NoMultiplayer)
  • Patch 0.3.5:
    • Introduced crossplay across Steam and Epic
    • Fixed some session connection issues
    • Multiplayer information in the Manage Session UI now has the same styling as in other multiplayer related menus
  • Patch 0.3.4.15: Extractors should continue working as usual after a client player opens their menu
  • Patch 0.3.4.13:
    • Added a warning when copying the session ID from a private session, since private session cannot be joined
    • Improved the player status shown on the in-game friends list with more information (no longer just “Exploring, Building a factory, etc.”)
  • Patch 0.3.4.11:
    • Implemented changes to multiplayer connection handling and some additional UI, still work in progress
    • Added some reminders that multiplayer has more bugs than single player in relevant menus
    • Clients should see less build effects replaying when joining a game
    • Clients now get the correct tutorial info when joining a newly started game
    • Clients can now empty single Pipelines and Fluid Buffers
    • Clients can now toggle standby correctly in production buildings and resource extractors (still needs to be fixed for generators)
  • Patch 0.3.4.8:
    • Can now change online session ID in the session settings
    • Sessions starting up will now check to make sure their ID is unique and change it if necessary
  • Patch 0.3.4.7:
    • New Epic Online Services (EOS) implementation for online session handling etc.
    • Fixed a crash that occurred when clients joined a game (related to track connection)
    • Fixed client crashing when the host builds railroad tracks
  • Patch 0.3.4.2:
    • Fixed the World->bInTick crash that could occur when a client joins a game
    • Building visuals should no longer persist for client players after dismantling
  • Patch 0.3.4.0:
    • Potentially fixed a crash that can occur when a client player builds a building
    • Train timetables should now work for client players
  • Patch 0.3.2.0: Potentially fixed a crash related to multiplayer
  • Patch 0.2.1.11: Fixed an issue where some players would get no colour assigned to them
  • Patch 0.2.1.5:
    • Added a version check on joining invites and ensured that network connections with different game versions generally fail and give an error message
    • Fixed the multiplayer crash because of which the last patch was rolled back
  • Patch 0.2.1.4: The game now crashes when joining a multiplayer session (this caused the patch to be rolled back)
  • Patch 0.1.14:
    • Spore Flowers now properly react to client players
    • Alien Carapaces dropped by the Flying Crab Hatcher are now visible for clients
    • Conveyor Pole holograms now show properly under the Conveyor Belt for clients
  • Patch 0.1.13: Fixed a crash that occurred for joining clients that disconnected while in a vehicle
  • Patch 0.1.8:
    • Fixed some Map related crashes
    • Client players can now sort the inventory in various storages
  • Patch 0.101:
    • Likely fixed the issue with Sending Game Data that blocked multiplayer
    • Likely fixed some Replication Graph crashes
  • Patch 0.1: Fixed desync issues when dismantling wires connected to poles
  • Closed Alpha Build 90961 (February 2019): Introduced[12]

References[edit edit source]

  1. 1.01.1https://www.youtube.com/watch?v=W1E6EWrAsII&t=258
  2. https://techraptor.net/content/satisfactory-interview-oscar-jilsen
  3. https://discordapp.com/channels/370472939054956546/588704774086721536/588705065251110968
  4. 4.04.1https://www.youtube.com/watch?v=dSnqRq1hLZY&t=103
  5. https://www.youtube.com/watch?v=tHUqAoOXffs
  6. https://www.youtube.com/watch?v=1RgR6JDSoPg
  7. https://www.youtube.com/watch?v=299eeYGePHM
  8. https://www.youtube.com/watch?v=BRvjOB3hRaE
  9. https://www.youtube.com/watch?v=12nA53wOK6w
  10. https://www.youtube.com/watch?v=BRvjOB3hRaE&t=30
  11. https://questions.satisfactorygame.com/post/5f4245f06f3c82fe950bc3f8
  12. https://discordapp.com/channels/370472939054956546/455858725518049280/731508824086806641


Multiplayer
v·d·eSatisfactory Game mechanics
Player abilities
Codex • Console • Build Gun • Flashlight • HUD • Inventory • Ping • Resource Scanner • Resource node • Health • Radiation • To Do List • Controls • Settings
Unlockable abilities
Overclocking/Underclocking • Map • Power • Productivity Display • Head lift • Fuels
Progression
Alternate Recipes • Milestones • Onboarding (In-game tutorial) • Research • Space Elevator • Achievements • FICSMAS
Miscellaneous
Future content • Old unreleased content • Combat • Easter Eggs • Indicator Light • Launch arguments • Multiplayer • Music • Online tools • Resource renewability • Save files • System requirements • Units • Unreal Engine Entity Limit
Guides and Tutorials
  • Basics:How to play • Production line • Setting up Coal power
  • Logistics:Prime Splitter Arrays • Trains
  • Layouts:Basic building layouts • Manifold • Balancer
  • Wiki-related:Extracting UI icons
Games

Multiplayer Browser Games

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