Factorio
Mods, save handling, the server token for public listing and why megabases need memory.
Everything in Your panel applies. These are the Factorio specifics.
Startup parameters
- Factorio Version and Save Name
- Server Name and Description
- Max Slots
- Save Interval and Save Slots — how often the game autosaves and how many are kept
- AFK Kick
- Server Token and Username — needed only to list the server publicly
Without a token the server still works perfectly; it simply will not appear in the public browser. Players connect by address.
Mods
Mods are files in the server's mods folder — upload them through the file manager or SFTP and restart.
Keep the whole list at versions matching your Factorio version. A single mismatched mod usually stops the server from loading, and the console names exactly which one is unhappy.
Everyone needs the same mods at the same versions. Factorio is strict about this because the simulation must stay identical on every machine — there is no partial compatibility.
Uploading a save
A Factorio save is a single .zip. Upload it, then set Save Name in Startup parameters to match.
Make sure the server is on the same game version and has the same mods, otherwise the save refuses to load. Keep your local copy until you have seen it start successfully.
Memory
Plans start at 2 GB, which suits a fresh map. What drives memory up is the factory itself — a megabase running for months, a large explored map, or a heavy mod list.
Factorio simulates every belt, inserter and machine every tick, so CPU matters as much as RAM here. If your base has grown to the point of dropping updates per second, that is the simulation load rather than a server fault.
Autosaves
The defaults are sensible. Before a big refactor of your base, raise the number of retained save slots for a while so you have more points to fall back to.