{"id":3797,"date":"2026-10-27T17:10:46","date_gmt":"2026-10-27T14:10:46","guid":{"rendered":"https:\/\/gameteam.io\/blog\/factorio-dedicated-server-guide\/"},"modified":"2026-10-27T17:10:46","modified_gmt":"2026-10-27T14:10:46","slug":"factorio-dedicated-server-guide","status":"publish","type":"post","link":"https:\/\/gameteam.io\/blog\/factorio-dedicated-server-guide\/","title":{"rendered":"Factorio Dedicated Server: Headless Setup, Requirements, Ports and Settings (2.1 and Space Age)"},"content":{"rendered":"<p><strong>A Factorio dedicated server is the game running headless, with no graphics and no character of its own, hosting one map that your group can join at any hour.<\/strong> To run a dedicated server for Factorio you need the free headless build from factorio.com (Linux x64 or arm64; on Windows the regular game does the job), 4\u20138 GB of RAM for most maps, a save file to load, a <code>server-settings.json<\/code> and UDP port 34197 open. The current stable release is 2.1.23 and the headless download already includes Space Age. Below: setup on Linux, Windows and Docker, every setting worth changing, admins, mods, updates and the errors people actually hit.<\/p>\n<h2 id=\"dedicated-server-vs-hosting-from-the-game\">Dedicated server vs. hosting from the game<\/h2>\n<p>Factorio can host multiplayer straight from the main menu, and that is fine for one evening. A dedicated (headless) server is the better fit when the map should stay up while the host is offline, when more than a handful of people play, or when your group plays at different times. It also gives you the full config files instead of the in-game dialog.<\/p>\n<table>\n<thead>\n<tr>\n<th><\/th>\n<th>Host from the game<\/th>\n<th>Dedicated \/ headless server<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Host must be playing<\/td>\n<td>Yes: the game ends when they quit<\/td>\n<td>No: the map runs on its own<\/td>\n<\/tr>\n<tr>\n<td>Server has a character<\/td>\n<td>Yes, the host&#8217;s<\/td>\n<td>No<\/td>\n<\/tr>\n<tr>\n<td>When nobody is online<\/td>\n<td>Nothing runs<\/td>\n<td>Pauses by default; <code>auto_pause<\/code> can keep it running<\/td>\n<\/tr>\n<tr>\n<td>Visibility<\/td>\n<td>Public, Steam or LAN, set when hosting<\/td>\n<td><code>visibility<\/code> in <code>server-settings.json<\/code><\/td>\n<\/tr>\n<tr>\n<td>Saves<\/td>\n<td>On the host&#8217;s PC<\/td>\n<td>Autosaves on the server, plus a save on exit<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Every player still needs exactly the same game version and mods as the server. That rule causes most join problems, so it comes up again below.<\/p>\n<h2 id=\"factorio-server-requirements-how-much-ram-cpu-and-network\">Factorio server requirements: how much RAM, CPU and network<\/h2>\n<p>A Factorio server needs 4\u20138 GB of RAM for most maps, a CPU with strong single-core speed, a 64-bit Linux system (or Windows with the full game) and a stable upload. RAM grows with the size of the factory, not with player count: the whole map is simulated every tick, so a megabase with tens of thousands of entities can outgrow 8 GB. Players barely move the needle.<\/p>\n<table>\n<thead>\n<tr>\n<th>Your map<\/th>\n<th>RAM to start with<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>New map, a few friends<\/td>\n<td>4 GB<\/td>\n<\/tr>\n<tr>\n<td>Mid-game: trains, oil, a handful of mods<\/td>\n<td>6 GB<\/td>\n<\/tr>\n<tr>\n<td>Space Age across several planets, or a large mod pack<\/td>\n<td>8 GB<\/td>\n<\/tr>\n<tr>\n<td>Megabase<\/td>\n<td>8 GB and up, watch the usage<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<ul>\n<li><strong>CPU:<\/strong> Factorio aims for 60 updates per second (UPS), which gives it 16.667 ms per tick. Single-thread speed decides how big the factory can get before the game slows down, so a fast core beats many slow ones.<\/li>\n<li><strong>OS:<\/strong> the headless build is for Linux x64 and Linux arm64. It needs glibc 2.31 or newer, so very old distros such as CentOS 7 won&#8217;t run it. Any current Ubuntu or Debian is fine.<\/li>\n<li><strong>Network:<\/strong> Factorio uses UDP only. Each joining player downloads the whole map from the server, so upload speed sets how fast big maps load for newcomers.<\/li>\n<li><strong>Disk:<\/strong> small. A save is one <code>.zip<\/code>, and the server keeps 5 rotating autosaves by default.<\/li>\n<\/ul>\n<p><strong>Raspberry Pi and other ARM boards:<\/strong> Wube ships an official headless build for Linux arm64, so a Pi on a 64-bit OS can run it. Keep expectations modest for big maps; the popular factoriotools Docker image calls its own ARM support experimental and warns about lag on a Raspberry Pi.<\/p>\n<h2 id=\"how-to-set-up-a-factorio-headless-server-on-linux-ubuntu-or-debian\">How to set up a Factorio headless server on Linux (Ubuntu or Debian)<\/h2>\n<p>On Linux, setup is a download, an extract and two commands: create a map, then start the server with your settings file. You don&#8217;t need Steam or SteamCMD, because the headless build is a direct download that always points at the latest stable version. The paths in this tutorial match the official wiki&#8217;s: everything lives in <code>\/opt\/factorio<\/code> and runs as its own user, never root.<\/p>\n<ol>\n<li>Create a user for the server and download the headless build:\n<pre><code>sudo useradd -m factorio\nwget -O \/tmp\/factorio-headless.tar.xz https:\/\/factorio.com\/get-download\/stable\/headless\/linux64<\/code><\/pre>\n<p>    On a Raspberry Pi or other arm64 machine, take the <em>Linux (arm64)<\/em> headless file from the <a href=\"https:\/\/factorio.com\/download\">factorio.com download page<\/a> instead.<\/li>\n<li>Extract it to <code>\/opt<\/code> (the archive contains a <code>factorio<\/code> folder) and hand it to that user:\n<pre><code>sudo tar -xJf \/tmp\/factorio-headless.tar.xz -C \/opt\nsudo chown -R factorio:factorio \/opt\/factorio<\/code><\/pre>\n<\/li>\n<li>Create a map. The server can&#8217;t start without a save, and <code>--create<\/code> makes one as if you clicked New Game:\n<pre><code>sudo -u factorio \/opt\/factorio\/bin\/x64\/factorio --create \/opt\/factorio\/saves\/my-map.zip<\/code><\/pre>\n<p>    Already have a world? Copy its <code>.zip<\/code> into <code>\/opt\/factorio\/saves<\/code> instead.<\/li>\n<li>Copy the example settings file and edit the copy (the next section covers what to change):\n<pre><code>sudo -u factorio cp \/opt\/factorio\/data\/server-settings.example.json \/opt\/factorio\/data\/server-settings.json<\/code><\/pre>\n<\/li>\n<li>Open the port and start the server:\n<pre><code>sudo ufw allow 34197\/udp\nsudo -u factorio \/opt\/factorio\/bin\/x64\/factorio --start-server-load-latest --server-settings \/opt\/factorio\/data\/server-settings.json<\/code><\/pre>\n<p>    <code>--start-server-load-latest<\/code> loads the newest save in <code>saves<\/code>; use <code>--start-server \/opt\/factorio\/saves\/my-map.zip<\/code> to pick one.<\/li>\n<\/ol>\n<p>The same steps work on any Linux VPS or cloud instance, AWS included. Only the firewall step changes: open UDP 34197 in the provider&#8217;s security rules as well.<\/p>\n<h3 id=\"start-the-server-automatically-with-systemd\">Start the server automatically with systemd<\/h3>\n<p>To make the server start at boot and come back after a crash, save this as <code>\/etc\/systemd\/system\/factorio.service<\/code>:<\/p>\n<pre><code>[Unit]\nDescription=Factorio headless server\nAfter=network-online.target\nWants=network-online.target\n\n[Service]\nUser=factorio\nWorkingDirectory=\/opt\/factorio\nExecStart=\/opt\/factorio\/bin\/x64\/factorio --start-server-load-latest --server-settings \/opt\/factorio\/data\/server-settings.json\nRestart=on-failure\nKillSignal=SIGINT\n\n[Install]\nWantedBy=multi-user.target<\/code><\/pre>\n<p>Then run <code>sudo systemctl daemon-reload<\/code> and <code>sudo systemctl enable --now factorio<\/code>. Stopping the service sends the same signal as Ctrl+C, so the server saves the map before it exits.<\/p>\n<h2 id=\"running-a-factorio-dedicated-server-on-windows\">Running a Factorio dedicated server on Windows<\/h2>\n<p>There is no headless download for Windows, but you don&#8217;t need one: any copy of Factorio can run as a dedicated server with <code>--start-server<\/code>, including the Steam version. You point the game&#8217;s own executable at a save and a settings file, usually from a small .bat file, and it runs without opening the game window.<\/p>\n<ol>\n<li>Find the install folder: <code>C:\\Program Files (x86)\\Steam\\steamapps\\common\\Factorio<\/code> for Steam, or <code>C:\\Program Files\\Factorio<\/code> for the standalone version.<\/li>\n<li>Create a map with <code>.\\bin\\x64\\factorio.exe --create .\\saves\\my-map.zip<\/code>, or copy an existing save from <code>%appdata%\\Factorio\\saves<\/code>.<\/li>\n<li>Copy <code>data\\server-settings.example.json<\/code> to <code>data\\server-settings.json<\/code> and edit it.<\/li>\n<li>Create <code>start-server.bat<\/code> in the install folder with the line the wiki recommends:\n<pre><code>start \/wait .\\bin\\x64\\factorio.exe --start-server-load-latest --server-settings .\\data\\server-settings.json<\/code><\/pre>\n<\/li>\n<li>Allow the port through Windows Firewall (run as administrator), then forward UDP 34197 on your router:\n<pre><code>netsh advfirewall firewall add rule name=\"Factorio server\" dir=in action=allow protocol=UDP localport=34197<\/code><\/pre>\n<\/li>\n<\/ol>\n<h2 id=\"factorio-server-in-docker\">Factorio server in Docker<\/h2>\n<p>The community image <a href=\"https:\/\/github.com\/factoriotools\/factorio-docker\">factoriotools\/factorio<\/a> is the usual way to run a Factorio server in Docker. It keeps saves, mods and config in one mounted folder, creates a map on first start and loads the newest save after that. It is the quickest route on a home server or NAS that already runs containers.<\/p>\n<pre><code>sudo mkdir -p \/opt\/factorio\nsudo chown 845:845 \/opt\/factorio\nsudo docker run -d \\\n  -p 34197:34197\/udp \\\n  -p 27015:27015\/tcp \\\n  -v \/opt\/factorio:\/factorio \\\n  --name factorio \\\n  --restart=unless-stopped \\\n  factoriotools\/factorio<\/code><\/pre>\n<ul>\n<li>The container runs as user ID 845, which is why the folder is handed to <code>845:845<\/code>.<\/li>\n<li>After the first start, edit <code>\/opt\/factorio\/config\/server-settings.json<\/code> and restart with <code>docker restart factorio<\/code>.<\/li>\n<li>The first map is called <code>_autosave1.zip<\/code> and uses <code>map-gen-settings.json<\/code> and <code>map-settings.json<\/code> from the same <code>config<\/code> folder.<\/li>\n<li>Port 27015\/tcp is RCON, the image&#8217;s choice. Leave that <code>-p<\/code> line out if you don&#8217;t want RCON reachable from outside; <code>docker exec factorio rcon \/players<\/code> still works locally.<\/li>\n<li>Set <code>-e DLC_SPACE_AGE=false<\/code> for a vanilla server (more on Space Age below). The same options work in a docker compose file.<\/li>\n<\/ul>\n<h2 id=\"configure-server-settings-json\">Configure server-settings.json<\/h2>\n<p><code>server-settings.json<\/code> is the main Factorio server config file: name, password, player limit, visibility, autosaves and pausing all live there. Its location is up to you, because the server reads whatever path you pass with <code>--server-settings<\/code>. The headless download ships an example at <code>data\/server-settings.example.json<\/code>. Copy it and edit the copy, so updates never overwrite your settings.<\/p>\n<p>A typical private server for friends looks like this (keys you don&#8217;t list keep their defaults):<\/p>\n<pre><code>{\n  \"name\": \"Belts and Biters\",\n  \"description\": \"Friends only. Main bus is sacred.\",\n  \"visibility\": { \"public\": false, \"lan\": false },\n  \"game_password\": \"pick-something\",\n  \"max_players\": 0,\n  \"require_user_verification\": true,\n  \"allow_commands\": \"admins-only\",\n  \"autosave_interval\": 10,\n  \"autosave_slots\": 5,\n  \"auto_pause\": true,\n  \"only_admins_can_pause_the_game\": true\n}<\/code><\/pre>\n<table>\n<thead>\n<tr>\n<th>Setting<\/th>\n<th>Default<\/th>\n<th>What to know<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><code>visibility.public<\/code><\/td>\n<td>true<\/td>\n<td>Lists the game in the public server browser. Needs <code>username<\/code> plus <code>token<\/code> (your factorio.com profile token; safer than putting your password in the file).<\/td>\n<\/tr>\n<tr>\n<td><code>visibility.lan<\/code><\/td>\n<td>true<\/td>\n<td>Shows the game under Play on LAN.<\/td>\n<\/tr>\n<tr>\n<td><code>game_password<\/code><\/td>\n<td>empty<\/td>\n<td>Factorio server password. Empty means anyone with the address can join.<\/td>\n<\/tr>\n<tr>\n<td><code>max_players<\/code><\/td>\n<td>0<\/td>\n<td>0 means no limit. Admins can join even when it is full.<\/td>\n<\/tr>\n<tr>\n<td><code>auto_pause<\/code><\/td>\n<td>true<\/td>\n<td>Pauses the dedicated server when no players are connected. Set <code>false<\/code> to keep production running, and remember biters evolve with time too.<\/td>\n<\/tr>\n<tr>\n<td><code>autosave_interval<\/code> \/ <code>autosave_slots<\/code><\/td>\n<td>10 \/ 5<\/td>\n<td>Minutes between autosaves and how many rotate.<\/td>\n<\/tr>\n<tr>\n<td><code>allow_commands<\/code><\/td>\n<td>admins-only<\/td>\n<td><code>true<\/code>, <code>false<\/code> or <code>admins-only<\/code>. Lua commands disable achievements on that save.<\/td>\n<\/tr>\n<tr>\n<td><code>afk_autokick_interval<\/code><\/td>\n<td>0<\/td>\n<td>Minutes before idle players are kicked; 0 is never.<\/td>\n<\/tr>\n<tr>\n<td><code>max_upload_in_kilobytes_per_second<\/code><\/td>\n<td>0<\/td>\n<td>Caps upload bandwidth; 0 is unlimited. Useful on a home connection.<\/td>\n<\/tr>\n<tr>\n<td><code>non_blocking_saving<\/code><\/td>\n<td>false<\/td>\n<td>Lets a Linux server save in the background. Wube labels it highly experimental and warns about lost saves.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Admins can change several of these while the game runs with <code>\/config set<\/code>, for example <code>\/config set max-players 12<\/code>.<\/p>\n<h3 id=\"map-settings-for-a-new-map\">Map settings for a new map<\/h3>\n<p>Ore richness, biters, cliffs and water belong to the map, not the server. Set them once, when the map is created, with two more JSON files (examples ship next to the server settings example):<\/p>\n<pre><code>.\/bin\/x64\/factorio --create saves\/rail-world.zip --map-gen-settings map-gen-settings.json --map-settings map-settings.json<\/code><\/pre>\n<p>Add <code>--map-gen-seed 123<\/code> to fix the seed, use <code>--preset rail-world<\/code> (or <code>death-world<\/code>, <code>rich-resources<\/code>, <code>marathon<\/code>) for a built-in preset, or <code>--exchange-string<\/code> to copy a map someone shared. Editing these files later does nothing to a map that already exists.<\/p>\n<h2 id=\"space-age-on-a-dedicated-server-with-or-without-it\">Space Age on a dedicated server: with or without it<\/h2>\n<p>The headless server includes Space Age content, and Space Age runs as a set of built-in mods: <code>space-age<\/code>, <code>quality<\/code>, <code>elevated-rails<\/code> and, since 2.1, <code>recycler<\/code>. Which ones load is decided by <code>mods\/mod-list.json<\/code> when the server starts. Choose before you create the map, because a Space Age save needs the expansion to load and every player needs it to join.<\/p>\n<p>For a vanilla server without Space Age, set them to <code>false<\/code> in <code>mods\/mod-list.json<\/code> before running <code>--create<\/code>:<\/p>\n<pre><code>{\n  \"mods\": [\n    { \"name\": \"base\", \"enabled\": true },\n    { \"name\": \"elevated-rails\", \"enabled\": false },\n    { \"name\": \"quality\", \"enabled\": false },\n    { \"name\": \"recycler\", \"enabled\": false },\n    { \"name\": \"space-age\", \"enabled\": false }\n  ]\n}<\/code><\/pre>\n<ul>\n<li>Since 2.1, Quality is optional: Space Age can stay on with <code>quality<\/code> off.<\/li>\n<li>Elevated Rails can run on its own in a vanilla game, which some groups like for rail-heavy maps.<\/li>\n<li>In the factoriotools Docker image, use <code>DLC_SPACE_AGE=false<\/code> instead: its startup script edits <code>mod-list.json<\/code> for you, and a hand edit can get overwritten.<\/li>\n<\/ul>\n<h2 id=\"factorio-server-port-and-port-forwarding\">Factorio server port and port forwarding<\/h2>\n<p>The Factorio server port is <strong>34197, UDP only<\/strong>. That single port is all players need. On your router, point UDP 34197 at the server machine, then let the same port through that machine&#8217;s firewall. Change it with <code>--port<\/code> on the command line or in <code>config.ini<\/code>. RCON, if you turn it on, uses a separate TCP port that you pick.<\/p>\n<table>\n<thead>\n<tr>\n<th>Port<\/th>\n<th>Protocol<\/th>\n<th>Used for<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>34197<\/td>\n<td>UDP<\/td>\n<td>Game traffic (default; change with <code>--port<\/code>)<\/td>\n<\/tr>\n<tr>\n<td>your choice<\/td>\n<td>TCP<\/td>\n<td>RCON, only with <code>--rcon-port<\/code> and <code>--rcon-password<\/code> (the Docker image uses 27015)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<ul>\n<li><strong>Some routers randomize the source port<\/strong> of outgoing UDP packets. The wiki flags this as a cause of failed connections; turn on static port mapping for 34197 if your router does it.<\/li>\n<li><strong>Several servers on one IP?<\/strong> Since 1.1.67 Factorio follows DNS SRV records (<code>_factorio._udp<\/code>), so each server can have its own subdomain instead of a port number.<\/li>\n<li><strong>Can&#8217;t forward ports at all?<\/strong> Everyone needs to reach the server directly. A virtual LAN tool such as Hamachi works around that, or use <a href=\"https:\/\/gameteam.io\/factorio-server-hosting\">Factorio server hosting<\/a>, where the server already has a public address.<\/li>\n<\/ul>\n<h2 id=\"how-to-join-a-factorio-dedicated-server\">How to join a Factorio dedicated server<\/h2>\n<p>To connect to a Factorio server, open <em>Multiplayer<\/em> and choose <em>Connect to address<\/em>, then enter the server&#8217;s IP, adding <code>:port<\/code> if it isn&#8217;t 34197. Public servers also appear under <em>Browse public games<\/em>, and servers on your network under <em>Browse LAN games<\/em>. If the server runs mods, the game offers to sync them before you join.<\/p>\n<ol>\n<li>Players outside your home use your public IP, for example <code>203.0.113.25<\/code> or <code>203.0.113.25:34198<\/code>.<\/li>\n<li>Anyone at home with you connects to the server&#8217;s LAN address instead.<\/li>\n<li>Enter the <code>game_password<\/code> when asked.<\/li>\n<\/ol>\n<h2 id=\"admins-the-whitelist-and-factorio-server-commands\">Admins, the whitelist and Factorio server commands<\/h2>\n<p>Admins on a Factorio dedicated server come from <code>server-adminlist.json<\/code>. The easiest way to add the first admin is to type <code>\/promote YourName<\/code> in the server console (the terminal running the server), which creates that file for you. After that, admins can promote others in game, kick, ban, whitelist and save with the commands below.<\/p>\n<p>The admin list is a plain JSON array of player names, kept next to the server log (<code>factorio-current.log<\/code>), or wherever <code>--server-adminlist<\/code> points:<\/p>\n<pre><code>[ \"YourName\", \"FriendName\" ]<\/code><\/pre>\n<p>The whitelist works the same way: <code>\/whitelist add Name<\/code> in game, or a <code>server-whitelist.json<\/code> loaded with <code>--use-server-whitelist=true --server-whitelist server-whitelist.json<\/code>. Only listed players can join, and an empty whitelist lets everyone in.<\/p>\n<table>\n<thead>\n<tr>\n<th>Command<\/th>\n<th>What it does<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><code>\/promote &lt;player&gt;<\/code> \/ <code>\/demote &lt;player&gt;<\/code><\/td>\n<td>Adds or removes an admin<\/td>\n<\/tr>\n<tr>\n<td><code>\/admins<\/code><\/td>\n<td>Admin list<\/td>\n<\/tr>\n<tr>\n<td><code>\/players online<\/code><\/td>\n<td>Who is online right now (<code>\/players count<\/code> for just the number)<\/td>\n<\/tr>\n<tr>\n<td><code>\/kick &lt;player&gt; &lt;reason&gt;<\/code><\/td>\n<td>Kicks a player<\/td>\n<\/tr>\n<tr>\n<td><code>\/ban &lt;player&gt; &lt;reason&gt;<\/code> \/ <code>\/unban &lt;player&gt;<\/code><\/td>\n<td>Bans or unbans; <code>\/bans<\/code> lists bans<\/td>\n<\/tr>\n<tr>\n<td><code>\/whitelist add|remove|get|clear<\/code><\/td>\n<td>Manages the whitelist<\/td>\n<\/tr>\n<tr>\n<td><code>\/server-save<\/code><\/td>\n<td>Saves the map on the server immediately (the Factorio server save command)<\/td>\n<\/tr>\n<tr>\n<td><code>\/config set &lt;option&gt; &lt;value&gt;<\/code><\/td>\n<td>Changes password, max-players, autosave-interval, afk-auto-kick and more while running<\/td>\n<\/tr>\n<tr>\n<td><code>\/mute &lt;player&gt;<\/code> \/ <code>\/unmute<\/code><\/td>\n<td>Silences a player in chat<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>RCON:<\/strong> add <code>--rcon-port 27015 --rcon-password something-long<\/code> to the start command and any RCON client can send these commands remotely. Don&#8217;t expose the RCON port to the internet unless you need to.<\/p>\n<h2 id=\"mods-on-a-factorio-dedicated-server\">Mods on a Factorio dedicated server<\/h2>\n<p>Server mods go in the <code>mods<\/code> folder as the <code>.zip<\/code> files the mod portal gives you, not unzipped. <code>mod-list.json<\/code> in the same folder decides which ones are enabled. Players don&#8217;t install anything by hand: when they join, Factorio offers to sync and downloads the exact mod versions the server runs, startup settings included.<\/p>\n<ol>\n<li>Stop the server and back up <code>saves<\/code>.<\/li>\n<li>Copy the mod <code>.zip<\/code> files (and their required dependencies) into <code>mods<\/code>.<\/li>\n<li>Startup mod settings live in <code>mods\/mod-settings.dat<\/code>. The easy way to get one is to set the mods up in your own game and copy that file over; startup settings must be identical for everyone.<\/li>\n<li>Start the server and read the log. A mod that doesn&#8217;t match the game version stops the server at boot, and the log names it.<\/li>\n<\/ol>\n<p>To match a server&#8217;s mods to an existing save automatically, start it once with <code>--sync-mods saves\/my-map.zip<\/code>. On a headless server that needs <code>service-username<\/code> and <code>service-token<\/code> (your factorio.com login and token) in <code>player-data.json<\/code> for any mod it has to download. Map-wide mod settings can be changed in game later, but only by admins.<\/p>\n<h2 id=\"how-to-update-a-factorio-headless-server\">How to update a Factorio headless server<\/h2>\n<p>To update a Factorio headless server, stop it, back up the <code>saves<\/code> folder, download the new headless archive and extract it over the old one. The archive only contains <code>bin<\/code>, <code>data<\/code> and <code>config-path.cfg<\/code>, so your saves, mods and config are left alone. Then update your mods for the new version and start the server again.<\/p>\n<pre><code>sudo systemctl stop factorio\nsudo cp -r \/opt\/factorio\/saves \/opt\/factorio-saves-backup\nwget -O \/tmp\/factorio-headless.tar.xz https:\/\/factorio.com\/get-download\/stable\/headless\/linux64\nsudo tar -xJf \/tmp\/factorio-headless.tar.xz -C \/opt\nsudo chown -R factorio:factorio \/opt\/factorio\nsudo systemctl start factorio<\/code><\/pre>\n<p>Players and server must run exactly the same Factorio version. New 2.x releases go to the experimental branch first; the <code>stable<\/code> link above always gives you the current stable version. On Docker, <code>docker pull factoriotools\/factorio<\/code> and recreate the container; the <code>stable<\/code> tag follows the stable branch.<\/p>\n<h2 id=\"factorio-server-manager-and-other-tools\">Factorio Server Manager and other tools<\/h2>\n<p>Factorio Server Manager is a community tool with a web interface for starting and stopping the server, uploading saves, managing mods and reading logs. It began as majormjr&#8217;s <code>factorio-server-manager<\/code> on GitHub and now lives at <a href=\"https:\/\/github.com\/OpenFactorioServerManager\/factorio-server-manager\">OpenFactorioServerManager<\/a>. It runs next to your Factorio install and serves its web interface on port 80 by default; change it with <code>--port<\/code>.<\/p>\n<ul>\n<li><strong>Factorio Server Manager password:<\/strong> on first start it creates the user <code>admin<\/code> with a random password and prints both in its log. Old versions shipped with the password <code>factorio<\/code>; current ones replace it automatically. Change the password after you log in.<\/li>\n<li>Linux and Windows builds are on the GitHub releases page, and a Docker image is published as <code>ofsm\/ofsm<\/code>.<\/li>\n<li>The newest tagged release is 0.10.1 from March 2021, so test it against your Factorio version before relying on it.<\/li>\n<\/ul>\n<h2 id=\"common-factorio-server-problems-and-fixes\">Common Factorio server problems and fixes<\/h2>\n<table>\n<thead>\n<tr>\n<th>Problem<\/th>\n<th>Most likely cause<\/th>\n<th>Fix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>&#8220;Could not establish network communication with server&#8221;<\/td>\n<td>UDP 34197 isn&#8217;t reaching the server: not forwarded, blocked by a firewall or antivirus, or the router rewrites the source port<\/td>\n<td>Forward and allow UDP 34197, test from outside your network, try another connection; some ISPs filter bursts of UDP while the map transfers<\/td>\n<\/tr>\n<tr>\n<td>Couldn&#8217;t connect to the server at all<\/td>\n<td>Wrong address or port, or the server isn&#8217;t running<\/td>\n<td>Check the log for the port it bound to and join with IP:port<\/td>\n<\/tr>\n<tr>\n<td>Server not showing up in the public list<\/td>\n<td><code>visibility.public<\/code> without <code>username<\/code> and <code>token<\/code><\/td>\n<td>Add the credentials, or join by address<\/td>\n<\/tr>\n<tr>\n<td>Server won&#8217;t start after an update<\/td>\n<td>A mod built for the old version<\/td>\n<td>The log names the mod; update or remove it<\/td>\n<\/tr>\n<tr>\n<td>Server not loading mods<\/td>\n<td>Mod disabled in <code>mod-list.json<\/code>, a missing dependency, or the zip was extracted<\/td>\n<td>Keep mods zipped, enable them, add dependencies<\/td>\n<\/tr>\n<tr>\n<td>&#8220;Server not responding&#8221; or freezes for a few seconds<\/td>\n<td>An autosave: saving pauses the game for everyone, and big maps take longer<\/td>\n<td>Raise <code>autosave_interval<\/code>, or give the server faster storage<\/td>\n<\/tr>\n<tr>\n<td>Lag: the whole game runs in slow motion<\/td>\n<td>The server can&#8217;t hold 60 UPS for the size of the factory<\/td>\n<td>Press F5 and turn on <em>show-fps<\/em> to see UPS; a faster CPU or a leaner build fixes it, more RAM doesn&#8217;t<\/td>\n<\/tr>\n<tr>\n<td>Fails with &#8220;cannot find\/open&#8221; the save<\/td>\n<td>No save at the path you gave<\/td>\n<td>Run <code>--create<\/code> first or fix the path<\/td>\n<\/tr>\n<tr>\n<td>Players stuck waiting while joining<\/td>\n<td>A big map is downloading to them<\/td>\n<td>Normal on megabases; more server upload speeds it up<\/td>\n<\/tr>\n<tr>\n<td>Map paused when nobody is on<\/td>\n<td><code>auto_pause<\/code> is true by default<\/td>\n<td>Set it to <code>false<\/code> if production should continue<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Lag works differently in Factorio than in most games. Every client simulates the same ticks as the server, so if the server can&#8217;t keep up, everyone&#8217;s game slows down together. A slow player&#8217;s PC, on the other hand, doesn&#8217;t slow the server.<\/p>\n<h2 id=\"skip-the-setup-rent-a-factorio-server\">Skip the setup: rent a Factorio server<\/h2>\n<p>Self-hosting means a machine that stays on, a forwarded UDP port, JSON files and a manual update every time Wube ships a patch. If you&#8217;d rather spend that time on the factory, <a href=\"https:\/\/gameteam.io\/factorio-server-hosting\">Factorio server hosting<\/a> on GameTeam is running in minutes: upload your save or start a new map, pay per GB of RAM (from $0.49\/GB a week), with no port forwarding and no slot limits. The built-in AI copilot does the fiddly parts. Tell it &#8220;password-protect it, cap it at 10 players and keep the factory running when we log off&#8221; and it rewrites <code>server-settings.json<\/code> and restarts; ask &#8220;why won&#8217;t the server start since the update?&#8221; and it reads <code>factorio-current.log<\/code> and names the mod that broke it.<\/p>\n<h2 id=\"faq\">FAQ<\/h2>\n<h3 id=\"is-a-factorio-dedicated-server-free\">Is a Factorio dedicated server free?<\/h3>\n<p>The software is: the headless server is a free download, and the regular game can run as a server too. Running it costs a machine that stays on, or a hosting fee. Every player needs their own copy of Factorio.<\/p>\n<h3 id=\"how-much-ram-does-a-factorio-server-need\">How much RAM does a Factorio server need?<\/h3>\n<p>4\u20138 GB for most maps. Start with 4 GB for a new map, plan on 8 GB for Space Age across several planets or a big mod pack, and more only for a true megabase.<\/p>\n<h3 id=\"does-a-factorio-server-pause-when-no-players-are-online\">Does a Factorio server pause when no players are online?<\/h3>\n<p>Yes, by default. Set <code>\"auto_pause\": false<\/code> in <code>server-settings.json<\/code> to keep it running. <code>auto_pause_when_players_connect<\/code> separately controls whether the game pauses while someone is joining.<\/p>\n<h3 id=\"how-do-i-add-an-admin-on-a-factorio-server\">How do I add an admin on a Factorio server?<\/h3>\n<p>Type <code>\/promote PlayerName<\/code> in the server console, or have an existing admin run it in game. It&#8217;s saved to <code>server-adminlist.json<\/code>, which you can also edit by hand while the server is stopped.<\/p>\n<h3 id=\"can-i-run-a-factorio-server-on-a-raspberry-pi\">Can I run a Factorio server on a Raspberry Pi?<\/h3>\n<p>Yes, with the official Linux arm64 headless build on a 64-bit OS. It suits small maps; for a megabase, a fast x86 CPU will hold 60 UPS much longer.<\/p>\n<h3 id=\"do-players-need-space-age-to-join-my-server\">Do players need Space Age to join my server?<\/h3>\n<p>Only if the server has Space Age enabled. Everyone must run the same mods as the server, and Space Age is a set of built-in mods. Turn it off in <code>mod-list.json<\/code> before creating the map if some players don&#8217;t own it.<\/p>\n<h3 id=\"what-port-does-a-factorio-server-use\">What port does a Factorio server use?<\/h3>\n<p>UDP 34197 by default. There&#8217;s no TCP game port; the only TCP port is RCON, and only if you enable it.<\/p>\n<h3 id=\"can-i-host-a-factorio-server-through-steam\">Can I host a Factorio server through Steam?<\/h3>\n<p>Yes. The Steam version can host from the Multiplayer menu (with Steam visibility, friends join through Steam), or run as a dedicated server with <code>--start-server<\/code> from its install folder. Linux servers usually use the headless download instead, which needs no Steam account.<\/p>\n","protected":false},"excerpt":{"rendered":"A Factorio dedicated server is the game running headless, with no graphics and no character of its own,&hellip;\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[162],"tags":[],"class_list":["post-3797","post","type-post","status-publish","format-standard","category-factorio-tutorials","vision-entry","vision-video-wrap"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Factorio Dedicated Server: Headless Setup, Requirements, Ports and Settings (2.1 and Space Age) - GameTeam - Blog<\/title>\n<meta name=\"description\" content=\"How to set up a Factorio dedicated server: free headless build, 4\u20138 GB RAM, UDP 34197, server-settings.json, admins, mods, Space Age and join-error fixes.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/gameteam.io\/blog\/factorio-dedicated-server-guide\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Factorio Dedicated Server: Headless Setup, Requirements, Ports and Settings (2.1 and Space Age) - 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