Space Together


Space Together is a multiplayer mod in which you do not start on a planet, but stranded on a space platform. You get your resources from asteroids, research technologies, build thrusters and finally fly to your first planet.

Scenarios
10 hours ago
2.1
59
Environment

Changelog

Version: 0.30.4
Date: 2026-10-04
  Bugfixes:
    - Teams can mine Fulgora's ruined lightning attractors; they were enemy structures to every team.
Version: 0.30.3
Date: 2026-10-03
  Bugfixes:
    - The main team is always first in the "Teams" tab, and players from before it hear of it once when they join.
    - Smaller fixes around the main team: its home platform, its return after its force was lost, and several texts.
Version: 0.30.2
Date: 2026-10-03
  Changes:
    - Maps started before the main team get it at the update (while the "Main team" setting is on), and only new players are asked how they want to play.
Version: 0.30.1
Date: 2026-10-03
  Changes:
    - The first player to join the main team while it has no members brings their research along.
Version: 0.30.0
Date: 2026-10-03
  Features:
    - Main team: a shared team anyone can join without asking, with no host or size limit, that is never cleaned up; new players choose after landing. Map setting "Main team".
Version: 0.29.0
Date: 2026-10-03
  Features:
    - Setting for the directions asteroids come from at the starting location; by default from every side (was: mostly from the north, as at Vulcanus).
Version: 0.28.0
Date: 2026-10-01
  Changes:
    - Cleanup counts the team's time: the time anyone from the team was online, shown in the "My team" tab.
Version: 0.27.2
Date: 2026-09-30
  Changes:
    - Destroyed buildings and foundation leave ghosts for the hub to rebuild from the start, not only after Construction robotics.
Version: 0.27.1
Date: 2026-09-30
  Bugfixes:
    - Fixed a crash when opening the "Platforms" tab while the team had a platform waiting for its starter pack.
Version: 0.27.0
Date: 2026-09-29
  Features:
    - Asteroid settings: chunks and asteroids at the starting location, and chunks per replaced asteroid.
Version: 0.26.1
Date: 2026-09-29
  Changes:
    - Shorter guide starting with team merging (every player sees it once more), clearer lists, and the Teams tab skips players without a team.
    - An abandoned base needs 200 buildings for its map marker by default (was 50).
Version: 0.26.0
Date: 2026-09-28
  Features:
    - Welcome window with a short guide for players, also in the new "Info" tab.
Version: 0.25.0
Date: 2026-09-28
  Features:
    - New "Teams" tab in the Space Together window: the other teams with their members and the players without a team. A switch shows only the players in the game now (the default) or everyone, with the offline ones marked red.
    - A team can be renamed by its host in the "My team" tab or with /sps-rename, and by an admin in the "Admin" tab. Everyone sees the change in chat; the name has up to 32 characters, no square brackets, does not start with "team-" and is not another team's name. New platforms take the team's name.
  Changes:
    - The small icon in the top left corner that opens the Space Together window is now a wider button named "Team settings".
    - Commands that take a team name (/sps-join, /sps-yes, /sps-no, /sps-move, /sps-info, /sps-delete) accept names with spaces; /sps-info also finds a team by its name.
Version: 0.24.2
Date: 2026-09-28
  Changes:
    - "Teleport availability" is now "Always" by default: team members can move between the team's platforms before the Platform transfer research. Hubs providing materials to other platforms still need the research. A game in progress keeps the value it has; the new default applies to new maps.
  Bugfixes:
    - Moving a player from the "Admin" tab or with /sps-move now tells the admin about that player and both teams. The merge confirmation and the refusals for a player who is already in that team, or who shares their team with others, no longer say "your team" as if the admin were the player being moved.
Version: 0.24.0
Date: 2026-09-28
  Features:
    - New map setting "Teleport availability": teleport between a team's platforms comes after the Platform transfer research (default, as before) or always. Hubs providing materials to other platforms still need the research. A player who joined a team and landed in the host's hub can teleport back to their own platform.
  Changes:
    - New defaults: every team member may teleport between the team's platforms, teams have no cease-fire (turrets shoot at other teams too), and the shared map is on (it works only together with friendly teams). A game in progress keeps the values it has; the new defaults apply to new maps.
    - After Platform transfer is researched, the team message mentions teleport only where the research is what opens it.
Version: 0.23.0
Date: 2026-09-27
  Features:
    - The asteroid protection clock of a starting platform starts only once the team has researched Logistic science pack. Until then every dangerous asteroid turns into two chunks with no time limit, and the team is told so; the "Platforms" tab and /sps-info show it. The phase times count from the start of the clock, which comes within a second of the research, also while nobody from the team is online. A platform that ends up in a team without Logistic science pack, after a merge or a reversed research, waits again.
  Balancing:
    - Asteroid health at starting platforms: researching Chemical science pack gives +20% and the discovery of any planet +30% (at the default 50%). Logistic science pack no longer changes it; it starts the protection clock instead.
  Changes:
    - The "Platform age" value of the asteroid protection clock setting is now called "Real time" and counts from the start of the clock.
    - In a game started with an earlier version, starting platforms of teams without Logistic science pack go back to phase 1, while teams that have it keep their clock and phase.
Version: 0.22.1
Date: 2026-09-27
  Changes:
    - The announcement of the third asteroid phase adds the health the asteroids at that platform still have, while the team has not brought it back to 100% yet.
  Bugfixes:
    - A team from a game started with an earlier version no longer hears "100%" when the mod updates while the weakening is switched off or its research had already brought the health back.
Version: 0.22.0
Date: 2026-09-27
  Features:
    - Asteroids at a team's starting platforms are weaker at first: from the second asteroid phase on they have half their health and regain it as the team progresses. Researching Logistic science pack gives them +10%, Chemical science pack +20% and the discovery of any planet another +20%, in any order, and the team is told every change. A weakened asteroid shows a health bar like a hit one. New map setting "Starting asteroid health" (50% by default, 100 switches it off). In a game started with an earlier version, every team gets its share when the mod updates.
Version: 0.21.0
Date: 2026-09-27
  Features:
    - A character on the deck of a space platform reaches much further: placing buildings, opening and mining them, and dropping items into them work up to 1000 tiles further than usual (new map setting "Reach on the platform deck", 0 switches it off). Mining resources and picking up items keep the normal range, and planets keep the normal reach.
Version: 0.20.1
Date: 2026-09-27
  Balancing:
    - Small balance changes to the starting items in the spaceship wreck (startup setting "Custom starting items", on by default): 8 inserters instead of 4, and 6 space platform foundations. In a game started with an earlier version, teams that start after the update get them too; wrecks already standing stay as they are.
Version: 0.20.0
Date: 2026-09-27
  Features:
    - Shift+Enter takes you out of the space platform hub onto the deck of the platform. Pressed again anywhere on the deck of your team's platform, it takes you back into the hub. The key can be changed in Settings → Controls ("Leave or enter the platform hub").
Version: 0.19.0
Date: 2026-09-26
  Features:
    - Added the tiny cargo bay: a 2×2 cargo bay for early space platforms that adds 10 slots to the hub inventory and connects to the hub and to other cargo bays like the cargo bay does. Made from 20 iron plates, 10 copper plates and 4 electronic circuits; no hatch, space platforms only, normal quality only.
    - Added the "Tiny cargo bay" technology: 20 red and 20 green science packs, requires "Logistic science pack".
Version: 0.18.0
Date: 2026-09-26
  Features:
    - A player alone in their own team can ask another team to take them in: in the "My team" tab, pick a player of that team from the list and click the new "Ask to join" button next to "Invite", or use /sps-join <host> confirm. The host's yes merges both teams as accepting an invitation does (platforms and buildings join the host's team, research and map are lost), so the player confirms the merge when sending the request, and the host's popup says what the yes merges. A request sent alone lapses when someone else joins the asking team.
  Changes:
    - Every team member sees the player list in the "My team" tab; "Invite" stays with the host, or with every member when members may invite.
Version: 0.17.1
Date: 2026-09-26
  Balancing:
    - The starting items in the spaceship wreck include 4 inserters (startup setting "Custom starting items", on by default). In a game started with an earlier version, teams that start after the update get them too; wrecks already standing stay as they are.
Version: 0.17.0
Date: 2026-09-25
  Features:
    - Abandoned bases can be claimed. When a team is removed, its buildings on planets are left to no one; every area of 4×4 chunks holding at least 50 of them (map setting "Buildings for an abandoned base marker", 0 switches it off) is marked with a white flag pin on the map of every other team, and everyone hears where the bases lie. A player standing in a marked base claims it with the new button "Claim abandoned base" on the team tab or with /sps-claim: its buildings and those in the area around it become the team's and keep working. A pin goes when fewer buildings than the threshold are left, and a team that removes its pin does not get it back.
Version: 0.16.0
Date: 2026-09-25
  Features:
    - Every team lands at its own site on a planet. The first pod of a team bound for a planet (a player or cargo, without a cargo landing pad of the team there) gets a landing site on a ring around the planet's centre, 1000 tiles out by default (map setting "Distance of landing sites on planets"); later sites lie further out once the ring is full. The site becomes a starting point of the planet's map generator, so the land around it comes out as that planet's own starting area: ores, water, the island of Fulgora, the spots of Aquilo, no enemies and no demolisher near. Members respawn there. A cargo landing pad of the team on that planet takes over, as in the base game.
    - The Factorio Polska sign stands at every team's landing site instead of the planet's centre, a few tiles north of it, so a player who lands or respawns there stands in front of it.
  Changes:
    - The sign resists every kind of damage in its prototype as well, so it survives a nuke or a pod landing on it.
Version: 0.15.4
Date: 2026-09-25
  Changes:
    - The mod is renamed to Space Together (internal name space-together, before: space-platform-start-mp). Factorio treats a new name as another mod, so games saved with space-platform-start-mp cannot be continued: start a new map.
    - New thumbnail: the Space Together logo instead of the picture of the original mod.
    - The Factorio Polska logo is now a sign standing at the spawn of every planet instead of a picture on the ground: players cannot walk through it and are drawn behind or in front of it. It takes the nearest free place to the spawn, so trees, rocks, water and buildings stay. Saves from 0.15.3 lose the picture and get the sign.
Version: 0.15.3
Date: 2026-09-25
  Features:
    - The Factorio Polska logo lies at the spawn of every planet: Nauvis and each planet whose surface appears later. Space platforms and the lobby get none. The logo image is not under the GPL (graphics/fp/NOTICE.txt).
Version: 0.15.2
Date: 2026-09-24
  Changes:
    - A player whose team merges into another team keeps the time played for their team: the members list, the cleanup rules and the choice of the next host count it. The asteroid protection of the merged platforms stays as it was: each starting platform keeps its own clock.
  Bugfixes:
    - Chat from other teams and the lobby was printed wholly in the sender's colour and blended in. As in the game's own chat lines, the name now has the sender's colour and the text is white.
Version: 0.15.1
Date: 2026-09-24
  Changes:
    - Asteroid protection messages name the platform they are about: after a merge a team owns several starting platforms, each with its own clock.
    - The main window keeps the choice of its dropdowns (whom to invite, whom to move) when it is refreshed, and its player lists follow players joining and leaving the game.
    - Accepting an invitation with a team of your own uses the invitation up when the merge finishes, not when it is queued.
  Bugfixes:
    - A popup of an invitation or a join request was closed for good when the player's main window came back after a mod update, a promotion or a demotion, or was opened from the top button while the popup had the focus. The popup stays; Esc answers it first, then the main window gets the focus.
    - A popup shown while another GUI (a chest, the inventory) was open never got the focus; it gets it when that GUI closes.
    - The "Platforms" tab did not show a new protection phase until something else in the team changed.
    - A join request that had expired, but was not purged yet, blocked the request buttons in the lobby window although a new request would have been taken.
    - A player admitted from the lobby, or a merged guest, whose boarding the hub refused was not told that the move is queued and retried.
    - /sps-transfer to yourself answered nothing; it now says you already host the team.
    - Right and middle mouse clicks on the mod's buttons acted like left clicks.
    - A permission group of the mod deleted by an admin left players without any group and a retry every tick; it is built again on use.
    - Robustness: joining a team whose force an admin merged away is refused with "no such team" instead of failing; a merge entry the engine never finished no longer holds a new team whose force took the same name; a mod update no longer fails on a popup frame without tags; /sps-debug active-ticks refuses infinite values.
  Info:
    - A save written by a 0.13.0 build from before the permission fix gets its permission_sync table on update.
Version: 0.15.0
Date: 2026-09-24
  Features:
    - New technology "Platform transfer" (100 automation and logistic science packs, after logistic science). Until a team researches it, its hubs cannot provide materials to its other platforms and its members cannot teleport between them; a cargo pod sent to another platform before that flies back to the hub it left.
  Changes:
    - New players start on their own space platform by default (sps-mp-new-player-mode = auto). The lobby stays for players without a team and takes a player whose start failed, e.g. at the team limit.
    - The automatic start greets the player and shows the cleanup rules, as the lobby does.
    - Every team member may invite players by default (sps-mp-members-can-invite = true).
    - Players of a team without the technology are in the permission group "sps-transfer-locked": Default without providing materials to other platforms. Admins keep Default, and groups made by an admin are left alone.
  Info:
    - When a save is updated, the hubs of teams without the technology stop providing materials to other platforms.
Version: 0.14.0
Date: 2026-09-24
  Features:
    - Lobby window: every player without a team sees it at once and cannot close it before choosing; it starts an own team, asks one of the teams taking requests to take the player in (or withdraws the request), answers invitations, and says when a choice is not possible (team limit, full team). Admins can hide it and show it again from the main window.
    - Main window behind a button at the top of the screen, closed with Esc: "My team" (members online, time played for the team, the host role; for the host: removing members, handing over the host role, teleport rights, taking join requests, the waiting requests; invitations, leaving, a new starting platform), "Platforms" (the team's platforms with their place, the asteroid protection and teleport between them), "Invitations" and, for admins, "Admin" (every team, deleting a team, putting a player into a team, the cleanup pass now, the invariant check).
    - Popups for a new invitation and, for the host, a new join request; Esc closes them and the offer stays listed in the windows.
    - Actions that cannot be undone ask in a dialog first: merging an own team into the inviting one, the last member leaving, removing a member, handing over the host role, deleting a team.
    - Every window shows changes made by other players, commands and the cleanup pass within two ticks, without any periodic work.
    - With sps-mp-debug: the remote interface sps-mp-gui clicks the windows over RCON for tests.
  Changes:
    - A promotion or demotion switches the lobby restrictions of a player standing in the lobby: admins never have them.
    - sps-mp-max-members defaults to 10 members per team (was 4).
    - The storage schema moves to version 5; saves from 0.13.0 are migrated and every window is built anew.
  Info:
    - Times shown in windows (invitation expiry, protection minutes) are counted when the window is built.
Version: 0.13.0
Date: 2026-09-24
  Features:
    - Join requests: /sps-join <host> asks a team from the lobby, /sps-cancel withdraws it; the host answers with /sps-accept or /sps-deny. Teams take requests by default, /sps-open on|off switches it. A request lapses when its player leaves the game or after sps-mp-invite-expiry-minutes.
    - Invitations: /sps-invite <player>, answered with /sps-yes or /sps-no. A player who is offline gets the invitation on the next join, and it expires sps-mp-invite-expiry-minutes after it arrives.
    - A player who is the only member of a team can accept an invitation with /sps-yes <host> confirm: the two teams merge, the guest's platforms and buildings join the host's team and the guest boards the host's home platform.
    - /sps-kick, /sps-transfer and /sps-grant for hosts; /sps-platforms lists the team's platforms and /sps-teleport <number|name> moves to one of them from aboard another (sps-mp-teleport-mode).
    - Chat is shared between the teams and the lobby (sps-mp-shared-chat).
    - /sps-move <player> <host> [confirm] for admins and the server console.
    - Runtime settings: sps-mp-max-members, sps-mp-teleport-mode, sps-mp-members-can-invite, sps-mp-shared-chat, sps-mp-invite-expiry-minutes.
  Changes:
    - When the host leaves, the host role passes to a member who is online, the one who played longest for the team first.
    - /sps-list shows the team size limit and whether a team takes requests; /sps-info shows the waiting players and teleport rights; /sps shows your request and invitations.
    - The storage schema moves to version 4; saves from 0.12.0 are migrated and every team takes requests.
  Bugfixes:
    - A player without admin rights who typed /sps-start kept the lobby permissions aboard the new platform and could not use it until rejoining; /sps-leave left the lobby without its restrictions. The game ignores a permission change made inside such a command, so it is now applied on the next tick (also for a host's /sps-accept and /sps-kick).
    - A refused move between two platforms returns the player to the hub instead of leaving the character on the deck.
    - Merging a team force whose platform hub requests missing construction materials (repair packs, items for ghosts) no longer crashes the game.
  Info:
    - A merge does not carry the guest team's research or map over; the invitation says so before it is accepted.
Version: 0.12.0
Date: 2026-09-23
  Features:
    - The asteroid protection phases of a starting platform count the team's activity: time passes only while a member of the team is online, so short sessions keep the full protection (sps-mp-phase-clock; "Platform age" restores the time since the platform was created).
    - Offline protection: while every member of a team is offline, asteroids on its platforms are removed as they appear. A starting platform gets two collectible chunks per damaging asteroid, or loses the asteroid with sps-mp-offline-protection = destroy; on the team's other platforms asteroids always just disappear, so nothing can be collected there.
    - /sps and /sps-info show how long the team has been active and how many minutes of activity the current phase has left; /sps-info shows when a team's platforms are protected because nobody is online.
    - Runtime settings: sps-mp-phase-clock, sps-mp-offline-protection.
    - With sps-mp-debug: /sps-debug active-ticks <player> <minutes>; /sps-debug stats counts the asteroids offline protection removed.
  Changes:
    - A team hears a new protection phase only while one of its members is online; a phase reached while everyone was away is announced when the first member returns. Teams being removed no longer get phase messages.
    - A change of the asteroid settings announces the new phase only to the teams whose phase it changes.
    - /sps-list shows a team's online members from a counter kept up to date on joins and leaves instead of checking every member.
    - The storage schema moves to version 3; saves from 0.11.0 are migrated and every starting platform keeps its current phase.
  Info:
    - While a team is offline, its platforms other than the starting ones get no asteroids at all, so automation fed by asteroid chunks there stops until someone returns.
Version: 0.11.0
Date: 2026-09-23
  Features:
    - Inactive teams are removed once a minute by rules evaluated while all members are offline: a team that played less than sps-mp-min-online-minutes for itself goes sps-mp-leave-grace-minutes after its last member left; others after sps-mp-abandon-hours-short or sps-mp-abandon-hours-long of server time offline, depending on sps-mp-playtime-split-minutes. A threshold of 0 switches its rule off.
    - The platforms of an inactive team count down (sps-mp-deletion-countdown-seconds) and a member who returns in time cancels the removal; the team's force is then merged into neutral, which frees its force slot. Members offline in a hub or on a planet are moved to the lobby with their inventory and told on their next join.
    - /sps-leave: members go to the lobby and the host role passes on; the last member confirms with /sps-leave confirm and the team is removed at once.
    - /sps-delete <player|team> confirm for admins and the server console removes a team at once.
    - The lobby welcome and /sps list the cleanup rules; /sps and /sps-info show a removal in progress.
    - Runtime settings: sps-mp-min-online-minutes, sps-mp-leave-grace-minutes, sps-mp-playtime-split-minutes, sps-mp-abandon-hours-short, sps-mp-abandon-hours-long, sps-mp-deletion-countdown-seconds, sps-mp-cleanup-enabled, sps-mp-announce-cleanup.
    - With sps-mp-debug: /sps-debug run-cleanup | offline-offset | online-offset | forces | stats and run_cleanup in the sps-mp remote interface.
  Changes:
    - A team's playtime counts only time played for that team, not the whole save.
    - Switching sps-mp-cleanup-enabled off cancels the countdowns in progress.
    - The storage schema moves to version 2; saves from 0.10.0 are migrated.
  Bugfixes:
    - Offline players on a deleted platform that was built in vanilla go to the lobby like those on a starting platform, instead of being dropped on Nauvis.
    - The intro camera no longer pulls a player who left the team back onto its platform.
    - A platform deletion repairs the home of its own team only.
  Info:
    - Buildings of a removed team on planets stay behind, owned by the neutral force.
Version: 0.10.0
Date: 2026-09-23
  Features:
    - Every team gets its own force and its own starting platform at the stranded location; new players start in the lobby surface "sps-lobby" and create a team with /sps-start (or automatically with sps-mp-new-player-mode = auto).
    - Lobby permission group "sps-lobby" as a whitelist: only GUIs, chat and commands, walking and mod hotkeys; admins are exempt.
    - Crash site with the starting items and the intro camera per team: the first platform always, a new one after the home platform's hub was destroyed (sps-mp-crash-site-on-new-platform).
    - Losing the hub no longer ends the game: players respawn onto a new platform of their team; players on planets stay where they are.
    - Asteroid protection phases per starting platform, counted from its creation and announced only to its team.
    - Offline players on a platform that is deleted or loses its hub are moved to the lobby with their inventory and sent home when they return.
    - Commands /sps, /sps-start, /sps-new, /sps-list, /sps-info and, with sps-mp-debug, /sps-debug verify | join and the remote interface sps-mp for tests.
    - Runtime settings: sps-mp-new-player-mode, sps-mp-max-teams, sps-mp-cease-fire, sps-mp-friendly-teams, sps-mp-share-chart, sps-mp-friendly-fire, sps-mp-crash-site-on-new-platform.
    - Polish locale.
  Changes:
    - Debug mode sums the profiler of hot events (one call per asteroid) per 60 calls; the asteroid trace moved out of scripts/debug.lua.
  Bugfixes:
    - /sps-start and /sps-new report a refused boarding (err-move-queued) instead of claiming the platform is ready.
    - The lobby surface is recreated when something deletes it and the players who belong there are brought back; moving a player to a missing lobby no longer ejects them from the hub first.
    - The skip hotkey no longer cancels an intro that has not started yet (the creator still waiting to board).
    - The router leaves players in the editor, god or spectator controller alone instead of retrying for 30 s and printing an error.
    - /sps-info without a parameter from the server console prints its usage.
  Info:
    - A save created with 0.9.0 cannot be loaded (no storage schema); start a fresh map.
Version: 0.9.0
Date: 2026-09-23
  Features:
    - M0 skeleton: prototype changes from Space Platform Start 0.3.0 (graphics paths renamed).
    - Event dispatcher scripts/events.lua (permanent, filtered, conditional and nth-tick subscriptions).
    - Startup setting sps-mp-debug with event tracing for the API spike.
  Changes:
    - Event dispatcher validates every subscription at load time (event id, conditional name, handler and predicate functions, integer intervals, non-empty filter lists without a leading "and") and rejects a permanent on_tick subscription (D-11).
    - Debug mode logs a per-second profiler sum for on_tick and sub-second nth-tick handlers instead of a line per call; on_player_changed_force traces label the previous force as old_force.