Your own Factorio server is worthwhile if your factory should be permanently reachable and you want to manage settings, mods, admin rights, and savegames in a controlled way. At game-serverhosting, you set up a paid multi-game server for this, keep technical control over the configuration, and can handle operational processes such as restarts, backups, and support in a transparent way. How to install mods and keep them version-safe is shown in Install Factorio mods.
Requirements
Before you set up the Factorio dedicated server, you should clarify what playstyle is planned: a small co-op factory, a long-term megabase, a modpack, or a public server. For getting started, 2-4 GB RAM can serve as an initial range; Factorio is comparatively efficient, but larger maps and extensive modpacks can noticeably require more reserves.
You also need access to the server files, an up-to-date Factorio client, the planned mods, and a clear decision about visibility. The official Factorio wiki documentation describes multiplayer games as joinable, hosted, or dedicated servers and lists UDP port 34197 as Factorio's default. It also points out that all game instances need the same game version and the same mods: official Factorio multiplayer documentation.
If you are planning similar permanently running co-op servers, the Satisfactory Dedicated Server Multiplayer Guide and the Rent a Project Zomboid Server Multiplayer Guide are also helpful comparisons for basic principles such as persistence, player permissions, and maintenance.
Order a Factorio Server
- Go to game-serverhosting
- Choose 2-4 GB RAM (Factorio is efficient)
- The server is set up automatically
After provisioning, first check whether the server starts and whether you can access the management interface, files, and logs. Do not change several things at once: start with a working vanilla installation, test joining, and then adjust server settings, map options, and mods.
Configure Server Settings
The central file is server-settings.json. There you define things like server name, description, maximum player count, visibility, password, user verification, and autosaves. For public servers, you should handle password, user verification, and admin rights especially carefully.
{
"name": "My Factorio Server",
"description": "Welcome!",
"max_players": 10,
"visibility": {
"public": false,
"lan": true
},
"require_user_verification": true,
"game_password": "secret",
"autosave_interval": 10,
"autosave_slots": 5
}
max_players should match your group. A small fixed team rarely needs high limits; a community server, on the other hand, benefits from clear access control. With visibility.public, you control whether the server should be publicly listed. game_password protects private sessions, while require_user_verification provides additional control for regular accounts.
Autosaves are important in Factorio because factories grow over many hours. A short interval reduces possible progress loss but creates more frequent storage activity. The existing configuration with autosave_interval and autosave_slots is a sensible starting point that you can adapt to play pace and server load.
Define Map Settings
Map settings influence the character of your game more strongly than many later server options. Define them before the production start and briefly test them with your group.
{
"terrain_segmentation": 1,
"water": 1,
"starting_area": 2,
"peaceful_mode": false,
"enemy_expansion": true,
"pollution": {
"enabled": true
}
}
starting_area affects the early pressure from enemies. peaceful_mode, enemy_expansion, and pollution.enabled determine how strongly the environment and aliens react to your factory. For a relaxed building session, you can reduce enemy pressure; for classic Factorio with defense and escalation, keep expansion and pollution active.
Install Mods
- Download mods from mods.factorio.com
- Upload them to the
mods/folder - Adjust
mod-list.json - Restart the server
- All players need the same mods!
Plan mods like a server version: first test them locally or on a test setup, then apply them to the running server. Especially large overhaul mods change recipes, research, balancing, and savegames. Do not remove such mods carelessly from an active world, because savegames can become faulty or unplayable afterward.
Popular Mods
| Mod | Description |
|---|---|
| Krastorio 2 | Expanded endgame |
| Space Exploration | Space expansion |
| Bob's + Angel's | Complex production chains |
| Rampant | Aggressive aliens |
For long-term modpacks, a short server note is helpful: Factorio version, mod list, map start date, and special rules. This lets new teammates join cleanly and helps you identify later which change caused a problem.
Admin Commands
/promote <name> # Admin rights
/ban <name> # Ban player
/kick <name> # Kick player
/evolution # Show evolution factor
Only grant admin rights to people who should really take over settings and moderation. Admins can directly influence server operation. For public or semi-public servers, clear rules about bans, kicks, and mod changes make sense so support cases remain traceable.
Check the Result
After every major change, you should test the server deliberately. Restart the server, connect with a normal client, and check server name, password, visibility, and player limit. Then open the mod list in the client and compare it with the server. Create or load the map, wait for an autosave, and check whether the savegame exists.
If you work with several game servers, repeatable check steps help. The Rent a Terraria Server Guide and the Rent a 7 Days to Die Server Guide show comparable multiplayer topics such as access, persistence, and configuration from other games.
Troubleshooting
Players Cannot Connect
First check server status, password, IP or domain, and port. According to the official multiplayer documentation, Factorio uses UDP 34197 by default. If the server is not publicly listed, players must connect directly or use the appropriate LAN option.
Mod Error When Joining
With mod errors, a mismatched version, missing file, or wrong mod-list.json is almost always involved. Compare server and client, download mods again from mods.factorio.com, and then restart server and client.
Map Does Not Start as Expected
Map generator and map settings must be considered when creating the map. If a world has already been generated, some settings do not retroactively change the existing map layout. In that case, you need either a new savegame or a deliberately planned migration.
Autosaves Are Missing or Too Rare
Check autosave_interval, autosave_slots, and write permissions in the save directory. If you have many large savegames, it can make sense to define slots and backup strategy deliberately instead of keeping old files indefinitely.
Checks, Limits, and a Safe Way Back
The guide “Rent a Factorio Server – Build a Multiplayer Factory” applies to the server type described in the article and the version state visible at the time of checking. Menu names, available versions, mod or plugin compatibility, and required resources may differ after updates. Therefore, do not apply values to another game, loader, or server version without checking them first.
Before making changes to the world, savegame, configuration, or extensions, create a backup of the affected files. Then change only one related step and test it with the same client and server version you want to play with later.
| Checkpoint | Expected Result | Abort and Rollback |
|---|---|---|
| Server start | The server reaches the operational state without a new error message. | If startup errors occur, revert the change and restore the latest backup. |
| Connection test | A test account can connect using the address shown in the panel. | If version or connection errors occur, recheck version, port, and firewall rules. |
| Function test | The specifically changed function works without damaging existing world or game data. | If side effects occur, stop the server and restore backed-up files. |
A successful single test is not a guarantee of performance or availability. World size, mods, plugins, player count, network path, and simultaneous load can change the result. Document version, change, and test result so you can trace later deviations.
FAQ
How Much RAM Do I Need for a Factorio Server?
Use 2-4 GB RAM only as a starting range and check the actual load. This works as a starting point for many small to medium-sized sessions. Large maps, long runtimes, and extensive modpacks may need more reserves.
Do All Players Have to Install the Same Mods?
Yes. For a stable multiplayer session, server and clients must use the same Factorio version and the same mods. This is especially true for overhaul mods such as Krastorio 2, Space Exploration, or Bob's + Angel's.
Can I Run a Factorio Server Privately?
Yes. Set public to false, use a game_password, and share access data only with your group. If the server is not publicly listed, players connect directly or through the appropriate visibility option.
When Should I Change Map Settings?
Ideally before starting a production world. Settings such as starting area, water, enemy expansion, and pollution shape the game early. Later changes can have limited effect depending on the option.
How Do I Check Whether Admin Rights Work?
Connect to the server, run /promote <name> for the desired player, and then test a simple admin action. Document admins so later moderation or support cases remain traceable.