Fork of Sceatorio by Sceat (MIT). The same friendly multiplayer world with separate teams, plus natural spawns: each spawn becomes a real map starting point, so Factorio generates its ores, water and biter-free start instead of the mod placing them. Moats are off unless an admin offers them, and players can start their own factory near a friend.
Scenarios, maps, and puzzles.
Version: 2.6.106
Date: 2026-11-05
Optimizations:
- Fixed the multiplayer freeze and rubber banding when a player joins or leaves. Offline protection re-checked every building of the player's team each time anyone joined or left, and on a base of about 17,000 buildings that took 100 to 190 ms, a freeze every player felt. A player who had just joined paid it again on their first tick, for every team at once. Buildings are now only touched when a team actually goes offline or comes back online, and that switch is several times faster. Offline protection itself works exactly as before.
- Picking up or changing the item in your hand now looks at no more than 32 new electric poles at a time, however many are around you.
Version: 2.6.105
Date: 2026-11-05
Optimizations:
- Fixed short hitches every few seconds on servers with many electric poles. Twice a second the mod re-checks 64 team poles for copper wires to another team's poles. For every pole and every wire it checked, it created several temporary game objects only to read which team and surface the entity belonged to, about 260 KB of memory per check on a real server world. Cleaning that up regularly paused the game for 10 to 30 ms, several times a minute. The check now reads the same facts as plain numbers: it takes about a quarter of the time (0.5 ms instead of 1.7 ms) and creates under a third of the garbage. On the same world, pauses over 10 ms went from 4 to 1 in 10,000 ticks. What is checked, how often, and which wires are removed is unchanged.
Version: 2.6.104
Date: 2026-11-05
Optimizations:
- Fixed a stutter every 10 seconds on large maps. Shared radar discovery searched every surface of the map for radars each time it ran, and on a big server world that search alone took about 50 ms, so every player saw the game hitch every 10 seconds. Radars are now remembered when they are built, and the search runs only once, when the world is loaded after a mod change. The sharing itself is also spread over the next few ticks, 24 map chunks per tick, so a server with many players, radars and teams does not stall either. What is shared, and how often, is unchanged.
- Fixed a stutter of up to 50 ms whenever the item in your hand changed in a base with many electric poles, which also happened while driving and shooting. Each change re-checked the copper wires of up to 256 poles around you, although every one of them is already checked in turn in the background and the moment a wire is made. Now only poles the mod has never seen are checked, at most once a second per player.
Version: 2.6.103
Date: 2026-10-29
Changes:
- New teams land like a vanilla freeplay start again. Sceatorio turned off the crashed ship and every starting item, because freeplay would have dropped them once in the shared lobby, so players arrived at their spawn with nothing. With the new administrator setting "Crash site and starting items" (on by default), each new team gets its own crashed ship next to its first spawn, owned by that team, with 8 firearm magazines in the ship and 8 iron plates in the wreckage. Each player gets the freeplay starting kit (pistol, ammunition, burner mining drill, stone furnace and wood) once, the first time they join a team, and respawns with a pistol and 10 magazines. As in freeplay, a spawn deep in forest still gets its ship next to it: the trees and rocks under it are cleared.
- Teams and players that already exist when you update do not get a ship or kit automatically, because their spawn may already be built over. An administrator can give them once with /sceatorio-grant-vanilla-start <player>: the player's team gets its crashed ship at its Nauvis spawn and that player gets the starting kit, each only if it was never handed out. Add ship-only after the name for a player who already holds the starting items.
Version: 2.6.102
Date: 2026-10-29
Changes:
- First release of the Sceatorio-Natural-Spawns fork, based on Sceatorio 2.6.2 by Sceat. All other Sceatorio features are unchanged. It cannot be enabled together with the original Sceatorio, because both use the same setting and entity names.
- New Nauvis spawns use natural terrain by default. Each spawn becomes a Factorio starting point before its chunks are generated, so the game's own generator places the starting ore patches, the starting lake and the biter-free start. The mod no longer adds ore squares, oil wells, a water strip or a sand circle, and no longer clears trees or cliffs. Turning off "Natural spawn terrain" restores the old prepared spawn.
- Spawn moats are off for everyone by default. An administrator can turn on "Offer a spawn moat", which gives each player an unticked moat checkbox in the spawn menu.
- New "Own factory near a friend" buttons in the spawn menu. Each one creates a separate team, with its own force, evolution and power, whose spawn is placed at least "Spawn-near-a-friend distance" tiles (512 by default) from that friend's spawn, on unexplored terrain outside every team's safe zone.
Version: 2.6.2
Date: 2026-08-08
Bugfixes:
- Fixed another team's biters ignoring you completely. Each team gets its own nests so that evolution stays its own, but those nests were made friendly with every other team, so the moment you walked away from your own territory nothing wanted to bite you: a base built inside a rival team's nest field was permanently safe, and walling into someone else's swarm was the cheapest defence in the game. Every team's nests now treat every player as an enemy, whichever team they belong to, so there is no longer anywhere on the map that biters leave you alone. The nests themselves still never fight each other, and each team's evolution is still its own: what your neighbours provoke never raises your own biters.
- Fixed Vulcanus team arrivals generating chunks forever. Every distant Vulcanus point belongs to a demolisher territory, so rejecting all territories made the allocator impossible to finish. Vulcanus now uses Oarc's bounded workaround exactly: accept the native territory, track segmented demolishers as Factorio creates them, and check one per tick, destroying it only if it enters the six-chunk spawn warning radius. Candidate allocation also has a hard search limit and releases held cargo to native arrival if any planet cannot produce a separated safe point. An administrator can regenerate one affected team's Vulcanus spawn and persist a requested player's teleport until they next join, while the old spawn remains the fail-open fallback.
Version: 2.6.1
Date: 2026-08-04
Bugfixes:
- Fixed a team being unable to create any space platform. The rocket silo's "new platform" window lists the planets your force has unlocked as a space location, and Factorio hands Nauvis to the starting force only, so a force the mod created for a team arrived at that window with an empty planet list and no way to launch. Team forces are now given Nauvis the moment they exist, and every team in an existing save is repaired on load, so nobody has to ask an administrator for a command. Every other destination is still yours to earn: Vulcanus, Gleba, Fulgora, Aquilo, the solar system edge and the shattered planet are unlocked by their own research, which already applies to your team alone.
Version: 2.6.0
Date: 2026-08-02
Changes:
- The saved-blueprints window now lists your blueprint books first and no longer repeats the blueprints they hold, because you reach those by opening the book. A blueprint filed in two books is a page in both and leaves the flat list once; deleting a book puts its blueprints straight back in that list, because what a book holds is read from your live storage every time the window opens rather than tracked on the side.
- The player list no longer repeats the team name on every row. The row is already drawn in that team's colour, so the bracketed prefix only said what the colour said, and it was long enough to push the evolution percentage and the playtime off the right edge of the panel. Both now fit.
Version: 2.5.0
Date: 2026-08-02
Features:
- Saved AI blueprints can now be grouped into real blueprint books. A mall or a main bus is one design, but until now your assistant could only hand you a pile of loose blueprints with no way to say which ones belonged together. It can now create a named book from blueprints you already have, and afterwards rename it, add blueprints at the end or at a chosen position, remove them, or reorder the whole thing. Your books show up in the saved-blueprints window as genuine blueprint-book items, so they preview, hover, drag and go into your hand exactly like a book you built yourself.
- A book groups your blueprints by pointing at them, never by copying them, so nothing is duplicated and nothing goes missing. Deleting a book leaves every blueprint it grouped saved and loadable, and deleting a blueprint removes it from any book that referenced it instead of leaving behind a page you cannot use. A book holds at most 50 blueprints and you can keep 20 of them, and books are counted separately from your blueprint storage so grouping can never evict the very layouts it points at.
Version: 2.4.0
Date: 2026-08-02
Features:
- Saved AI blueprints can now be deleted. Until now the only way one ever left your inbox was automatic eviction once it filled up, so a first draft you never wanted stayed there for good. Your assistant can remove one by name with the new delete tool, and the saved-blueprints window is now the inbox itself rather than a view of it: a blueprint you carry out of that window has moved out, and closing the window makes it so. Every ambiguous case resolves toward keeping the record, so the worst thing that can happen is a duplicate blueprint item in your inventory, never a lost layout.
Bugfixes:
- Fixed the old saved-blueprints panel getting stuck on screen after updating. Factorio keeps GUI elements in the save, not in the mod, so when 2.3.0 replaced that hand-drawn panel with the game's own inventory window it left the frame behind on every save that had one: no caption, no working close button, and no code left to answer its clicks. That leftover frame is now removed on load and when you join, for everyone who was offline at the time too.
Features:
- Asking about an entity now answers the questions a blueprint author actually has: where its pipes connect and which way the fluid flows, how much each fluid box holds, where an inserter picks up and drops and how fast it swings, how many module slots it has and which modules and effects it accepts, and what it can craft. A client was reading Factorio's own data files to find a refinery's pipe positions, because nothing said the running game would tell it.
Changes:
- Your saved AI blueprints now open in Factorio's own inventory window instead of a panel drawn by hand. They are real blueprint items, so you get the game's own previews, labels, hover, drag and pick-up, and you take one out and place it exactly like any blueprint from the library. The window rebuilds from your saved blueprints every time it opens, so it can never quietly become storage, and anything you put into it is handed straight back.
Features:
- Server operators can now read the map-sharing counters from a running save through the "sceatorio_radars" remote interface: passes, players and radars used as sources, chunks examined, chart writes, and remote requests and rejections. The mod already counted all of it, but nothing handed the numbers back, so diagnosing how much map traffic sharing costs meant guessing.
Changes:
- Pairing your AI assistant is now permanent. A link no longer dies after a day, and the companion remembers it across server restarts, so you pair once at the AI Uplink instead of re-pairing every time the server comes back. Revoking at the Uplink is how a pairing ends; re-pairing, changing team, leaving, and the admin kill switch still revoke on the spot, and a revoked pairing stays refused even if the server restarts a second later.
- Removed the permanent "Robots: N alerts" button from the top of the screen. A control that reads zero all day is not news; reaching a cap is. Your team is now told in chat when it crosses a robot cap, at most once a game-minute per robot class, and the full breakdown is still available on demand with /sceatorio-robot-status.
- The player list moved up into the free upper-left corner and its rows are tighter, since it no longer has to leave room for the robot button underneath. It drops back to its old lower position only when another mod actually puts a button up there.
- The saved AI blueprint panel is now a grid of slots like the blueprint library, one icon per blueprint drawn from what that blueprint actually contains, with its revision, entity count, footprint and contents moved into the tooltip instead of a clipped row of text. Clicking a slot puts a real blueprint straight in your hand, ready to place, rather than on your clipboard; if your cursor is already holding something it says so instead of quietly swallowing the click.
Version: 2.1.1
Date: 2026-08-02
Bugfixes:
- Fixed the server refusing to start after updating to 2.1.0. The new saved-blueprints button read a style property that Factorio does not define for that element, which raises immediately instead of returning nothing, so placing the button next to the player list aborted the mod's load and no save could be started until it was fixed.
Version: 2.1.0
Date: 2026-08-02
Features:
- AI blueprints can now request modules. An entity carries a plain item map such as {"productivity-module-3": 4}, and Factorio checks the item is a module, that the machine's module categories and allowed effects accept it, and that the request fits the machine's module slots before it becomes a real 2.0 insert plan. Beacons finally do something.
- AI blueprints can now express filters: filter inserters and loaders with a whitelist or blacklist mode, splitter and lane-splitter filters with input and output lane priorities, mining drill filters, and logistic request filters for requester, buffer, infinity, roboport, cargo landing pad, and space platform hub inventories using the modern 2.0 section and filter shape.
- AI blueprints can now express control behavior: circuit and logistic enable conditions, inserter hand-read and stack-size control, transport belt and mining drill read modes, machine ingredient, contents, working, and set-recipe wiring, arithmetic and decider combinator parameters, and constant combinator signal sections. Every signal is resolved against a real item, fluid, or virtual signal prototype, and unknown operators, comparators, and read modes are rejected with a precise error.
- A button beside the player list opens your saved AI blueprints and sends any of them straight to your clipboard, so retrieving one no longer requires an AI client. It appears once your force has researched AI Assistance and the server enables the gateway.
Bugfixes:
- Fixed cursor delivery of any blueprint carrying a description, which Factorio rejected because the description was set before the blueprint had contents.
Changes:
- Blueprint layouts are now bounded at 400 entities and 512 tiles within a 44 KiB canonical layout. The previous 512-entity and 2048-tile limits were never reachable, because such a layout needs roughly 172 KiB and the gateway request datagram holds 48 KiB. Layouts that would not fit are now rejected with their measured size instead of failing at the socket.
- Blueprints saved before this release keep working: the AI blueprint inbox migrates them in place and the storage ceiling stays at the historical entity maximum, so no existing record is discarded.
Version: 2.0.9
Date: 2026-08-02
Changes:
- AI blueprint clipboard delivery and the full server-allowed capability set are now always available to a paired player, because asking for a blueprint at a powered Uplink is already the explicit consent.
- The electric pole audit budget, existing-save discovery chunks, AI pairing lifetime, and AI result page size became fixed internal constants instead of operator settings, keeping today's values.
Version: 2.0.8
Date: 2026-08-01
Bugfixes:
- Shared player and radar positions now refresh on every 10-second pass instead of every other one, closing a ten-second gap where a teammate's map marker disappeared.
- The admin settings command now rejects values Factorio silently coerced when written and payloads that are not string-keyed objects, so a malformed apply can no longer report success.
Version: 2.0.7
Date: 2026-08-01
Changes:
- Server operators can now reconcile Sceatorio runtime settings on a loaded save with the new admin/RCON command "/sceatorio-apply-settings <json>", because Factorio only allows the owning mod to write its own settings.
Version: 2.0.6
Date: 2026-08-01
Bugfixes:
- The local electricity audit no longer counts already-registered own-team poles toward the silent-child bound, which refunded legitimate builds inside dense pole grids.
- Downgraded big and behemoth worms to their smallest variant and thinned nests deterministically in the ring between the spawn safe zone and warning zone, so distance-based generation no longer leaves behemoths beside new team spawns.
Version: 2.0.5
Date: 2026-08-01
Bugfixes:
- Re-charted generated chunks that are permanently charted but currently fogged, so cross-team player and radar map markers keep refreshing on the 10-second sharing pass.
- Stopped the local electricity compatibility audit from counting own-team, neutral, and enemy entities toward its safety bound, which refunded legitimate builds inside dense single-team areas.
Changes:
- Removed the redundant per-player "Enable AI assistance for me" mod setting. Creating a one-time pairing code at a powered AI Uplink is now the explicit personal opt-in; server policy, research, personal capability allowlists, clipboard-delivery opt-in, and revocation are unchanged.
- AI entity inspection, circuit-port, and annotation requests without an authorized surface scope now fail with a clear SURFACE_REQUIRED error.
- Failed AI pairing exchange attempts are rate limited to 10 per game minute.
Version: 2.0.4
Date: 2026-08-01
Bugfixes:
- Prevented the shared research-start notice from duplicating Factorio's native notice for players on the researching force; other teams and lobby players still receive the cross-team update.
Version: 2.0.3
Date: 2026-08-01
Bugfixes:
- Restored the original bounded 10-second sharing model for connected player and team-radar positions, without a global chart-event union or whole-surface catch-up.
- Prevented map sharing from requesting ungenerated chunks or repeatedly requesting chunks that Factorio is already charting.
- Delayed new-team force assignment until after the player reaches the prepared distant spawn, preventing vanilla vision from charting the lobby origin for that team.
- Cancelled stale pending chart work during migration and guarded reconnects and repeated spawn actions while a distant spawn is being prepared.
Testing:
- Added an exact Factorio 2.1.12 regression fixture proving two radar-sharing passes generate no terrain and issue no repeated chart writes.
Version: 2.0.2
Date: 2026-08-01
Bugfixes:
- Removed the join-time scripted chart request that generated a large expanding area around every connected character.
- Restored bounded cross-team player-position discovery using only chunks already generated and charted by the player's force.
Version: 2.0.1
Date: 2026-08-01
Bugfixes:
- Fixed a join-time crash when the shared-chart wrapper received Factorio's positional MapPosition form.
Version: 2.0.0
Date: 2026-08-01
Major Features:
- Ported the gameplay runtime to Factorio 2.1.12 and optional Space Age 2.1.12.
- Added stable fresh-world team records and per-surface state with normal save/restart support and narrowly identified legacy player-force migration.
- Rebuilt team joining around validated GUI tags and expiring request tokens.
- Added one stable, separated, native-preserving spawn per team on each physically visited planet.
Evolution:
- Added event-driven worm and spawner counters, deduplicated connected-team time, and bounded surface unit-spawner pollution-consumption deltas.
- Added reset-safe pollution cursors so late teams, disabled evolution, counter resets, save/reload, and the gross-emissions-to-nest-consumption migration never back-charge or subtract historical evolution.
- Matched vanilla pollution evolution by counting only cumulative output attributed to unit-spawner prototypes; gross emissions and scrubber/tree output are ignored, so interception can reduce future evolution before pollution reaches a nest.
- Added configurable coefficients and explicit handling of vanilla evolution settings.
Security:
- Isolated cross-team electric networks with bounded audits, exact player refunds, and mutual sharing intent.
- Added a bounded next-tick composite-build audit that rejects unannounced companion poles supplying another team's entities without invalidating a script-raised parent inside its creator's callback.
- Added immediate offline preservation with exact restoration of each registered entity's prior destructible state.
- Shared newly charted chunks among all registered Sceatorio human teams without recurring radar scans or diplomacy changes.
- Bounded shared-chart work to 4,096 deduplicated chunks with visible backpressure, versioned low-priority surface reconciliation, and one cached team-force snapshot per active drain tick.
Interface:
- Kept the live player panel compact at the top left with exact online/offline counts and independent six-row pages that preserve access to every player's cumulative playtime.
Robots:
- Added configurable per-team logistic and construction robot policies across fixed networks and surfaces.
- Enforcement pauses only crafting machines currently producing a capped robot class and never moves robot items.
AI Assistance:
- Added one automation-science technology, powered Uplink, dedicated circuit ports, per-player opt-in, one-time pairing, revocation, and 24 scoped MCP tools.
- Added bounded per-player quotas, force/surface authorization, event waits, structured blueprint inboxes, private annotations, and a no-character-control safety boundary.
- Added atomic save-wide total and expensive request budgets, expensive charging for event waits, round-robin wait processing, and a migrating O(1) entity-reference ring.
- Added bounded exact-response replay for pairing and operations, UUID-conflict rejection, authorization-before-cache, and fail-closed global disable cleanup.
- Added a persisted 64-packet ingress queue with a four-request-per-tick Lua work budget, per-force event rings, and explicit truncation for broad telemetry scans.
- Canonicalized the rolling per-player blueprint library, capped it at 100 records and 512 KiB, and evicted oldest records deterministically instead of permanently filling the inbox.
Testing:
- Added fast state/security/Space Age/robot checks and an isolated Factorio 2.1.12 headless harness.
- Added an administrator-only, production-off control to research all available technologies for the current registered team force.
- Added deterministic allowlisted packages and immutable tag-to-portal release validation.
- Added a real Factorio 2.1.12 UDP/stdio MCP end-to-end test covering every operation path and critical pairing failures.
- Added checksum-pinned CI and tagged-release gates using Wube's free exact-version Linux headless build.
Bugfixes:
- Fixed player names with punctuation, target-force assignment, surface routing, and unit-group iteration.
- Fixed the Factorio 2.1 player-list crash caused by writing scroll-policy keys through LuaStyle; the compact panel no longer creates a scroll pane.
- Fixed research-start notices passing the team and technology to Factorio's locale in reverse order.
- Fixed chart propagation overwriting recipient-only discovery by preserving the canonical registered-team union.
- Fixed Space Age remote-view surfaces leaking into physical presence, evolution, player-list, AI scope, and event decisions.
Version: 0.18.44
Date: 2020.04.04
Bugfix:
- Biter could still spawn in other teams areas
Radars:
- forces now see charts from all radars of everyone
Admin:
- Add a process to delete a player and his spawn
Version: 0.18.43
Date: 2020.03.30
Biters:
- Add an admin command /equalize_all to remove biters that went outside their respective territory (only for games started before this version)
- Biters no longer expand in another team's territory
Version: 0.18.40
Date: 2020.03.27
Player list:
- Fix color transparency
Chat:
- Support player colors
Version: 0.18.39
Date: 2020.03.29
Chat:
- Seems we can't access factorio's locale anymore, so the death message are now manual
Spawns:
- Enhanced the new players spawn distance to allow more players to join
- Enhanced biters population handling on player spawns
- If no spawn is found or the max force limit is reached it will prevent a player from spawning
Player list:
- Gladly Improved
Version: 0.18.37
Date: 2020.03.27
Player list:
- Show team evolution of enemies
Version: 0.18.34
Date: 2020.03.27
Multi evolution:
- Biters now evolve per team
Version: 0.18.31
Date: 2020.03.25
Bugfix:
- Crash when joining for the first time
Version: 0.18.25
Date: 2020.03.22
Research:
- Updating text
Version: 0.18.22
Date: 2020.03.22
Features:
- When joining the game you get your own force and your own spawn with starting resources (remake of oarc)
- Death messages, Researchs and chat is shared across teams
- PvP is enabled, that prevent griefing and stealing and allow turrets to kill other players
- When a player is offline, his buildings can't be destroyed, and enemies will stop targeting his base
- When a player is online, everyone can see him and his position (it's friendly after all, go solo if you don't want too see anyone)
- Real time player list