A Factorio dedicated server does not have an official, workload-tested specification by player count, map size, or mod pack. Wube’s published figures are for the PC game: 4 GB of RAM, a dual-core 3 GHz-or-faster processor, and 3 GB of disk space at minimum; 8 GB of RAM and a quad-core 3 GHz-or-faster processor are recommended. Treat those numbers as orientation, not guaranteed server limits. A server also runs the simulation, loads saves, handles UDP networking, writes autosaves, and may run mods and monitoring tools, so the right capacity depends on the factory and its operating schedule.
For a small installation, the 8 GB published recommendation is a sensible starting point when choosing a host. Then load the actual save, mods, and expected player group and watch memory use and simulation performance. Select a modern, high-clock CPU, and reserve storage for the installation, saves, autosaves, mods, logs, and backups rather than allocating only the client’s download size.
What are the published Factorio requirements?
The official Factorio FAQ describes the PC game rather than a dedicated-server tier. Its figures are useful as a lower-bound reference, but they do not promise a particular number of players or a particular factory size on a server.
| Published figure | Scope | How to use it for a server |
|---|---|---|
| 4 GB RAM | Minimum PC game requirement from Wube Software’s FAQ | Lower-bound client reference; not a dedicated-server guarantee |
| Dual-core, 3 GHz or faster CPU | Minimum PC game requirement | Baseline only; no player-count promise |
| 3 GB disk space | Minimum PC game requirement | Does not include a complete server allocation |
| 8 GB RAM | Recommended PC game requirement | Useful starting point for a small host, not an official server target |
| Quad-core, 3 GHz or faster CPU | Recommended PC game requirement | Context for host selection; not a tested server tier |
| 5 GB minimum or 10 GB recommended | Steam client listing | Shows that client storage figures vary; neither is a server budget |
The FAQ does not display a publication year; those figures were checked on October 26, 2026. The Steam values are also client figures. A dedicated process can be headless, but it still needs room for its own files and the data created while the world runs.
How much RAM does a Factorio dedicated server need?
There is no official “gigabytes per player” formula. RAM use changes with the loaded save, factory size, entity count, mod content, autosave history, connected players, and any other services sharing the machine.
Use 8 GB as a starting reference, not a limit
Beginning with 8 GB follows the game’s published recommended PC memory figure and is a practical planning heuristic for a small host. It is not evidence that every server needs exactly 8 GB, nor that 8 GB will sustain a large megabase or a heavily modded world. A physical 8 GB RAM module can bring a compatible host up to that published recommendation, but the module must match the system’s memory type and upgrade limits.
Measure the real workload
Install the intended game version and mods, load the actual save, and connect the number of players you expect. Observe memory while the factory is operating and during autosaves, then repeat after adding the services you plan to run on the same machine. Leave headroom for growth and for the operating system; do not size the machine from an idle server reading.
- Test the largest save you expect to keep, not only a new empty map.
- Include every mod and its downloaded files in the test.
- Check memory during active production, player joins, and autosaves.
- Record the result before inviting a larger group or changing the mod set.
What CPU do I need for a Factorio dedicated server?
Wube lists a dual-core 3 GHz-or-faster processor as the PC minimum and a quad-core 3 GHz-or-faster processor as the recommendation. Those descriptions do not map cores or clock speed to a player count, factory size, or simulation performance for a dedicated process.
Prioritize strong per-core performance
Choose a modern CPU with high clock speed and good single-thread performance, while retaining enough cores for the operating system and other services. The exact model matters less than how it performs with your save: a nominally faster specification can still behave differently across processor generations and virtualization platforms.
Validate simulation speed on your save
Run the server with the intended map, mods, and player load and monitor its simulation performance while production is busy. If the simulation slows, reduce competing workloads, move to a faster host, or tune the factory and mod set. No reviewed official source supplies a universal “X cores supports Y players” table, so avoid promises based solely on the FAQ’s dual-core or quad-core labels.
How much storage does a Factorio server use?
The FAQ’s 3 GB minimum and Steam’s 5 GB minimum or 10 GB recommended figures describe client installation storage. A server allocation must also cover the headless package, active and older saves, autosaves, downloaded mods, logs, and backups.
Plan for retained data, not just installation size
List how many saves and autosaves you intend to keep and how long backups remain on the machine. Add the size of the current world and mod collection, then leave free space for future versions and log growth. The sources establish that saves are loaded and written, but they do not state a universal total in gigabytes; your retention policy determines the practical number.
- Headless server files and future updates
- The active save and rollback copies
- Autosaves generated while the world runs
- Downloaded mods and their versions
- Server logs and diagnostic output
- Local backups before game or mod changes
Can I run a Factorio headless server without a graphics card?
Yes. Wube’s FAQ says, “Yes. For Linux servers there is a free lightweight dedicated headless server package.” The normal Windows game package can also be used as a headless server.
The official download page offers Linux headless builds without graphics and audio; the stable release shown when checked on October 26, 2026 was 2.1.23, although release labels can change. The wiki explains that headless operation does not initialize graphics, which allows faster startup, lower memory use, and operation on a completely headless machine.
What headless mode changes
- Start the process with a supplied save rather than an in-game character.
- The server pauses while no players are connected by default; you can disable auto-pause when continuous simulation is required.
- The server continues normal autosaves and saves on exit.
- There is no local graphics or audio workload, but the simulation and networking still run.
How do I create and start a dedicated server?
Use the official command-line workflow and keep the server and every client on exactly the same game version and mod set.
- Prepare the host. Install the Factorio package or Linux headless build, create a directory for saves and configuration, and allow the chosen UDP port through the host firewall.
- Create a save if needed. Use the game’s map-creation workflow or the documented
--createoption to produce a save file. Keep a copy before making substantial changes. - Start the save. Run
factorio --start-server SAVE, replacingSAVEwith the resulting save filename or path. - Match the clients. Install the same game version and exactly the same mod set on every connecting computer. A version or mod mismatch must be corrected before testing connectivity.
- Test locally first. Join from a client on the same network, verify that the intended save loads, and confirm that autosaves are being written.
- Test externally. Connect from outside the host’s network after router forwarding and firewall rules are in place. Watch memory and simulation behavior while players are active.
The command reference documents factorio --start-server SAVE; when no save exists, create one first and pass that file to --start-server.
Which networking settings matter?
Factorio multiplayer uses UDP. The documented default game port is 34197, and the port can be changed in configuration.
- Choose the port you will publish.
- Set that port in the server configuration if you are not using 34197.
- Allow the same UDP port in the host firewall.
- Forward the same UDP port on the router to the server’s local address when the host is behind NAT.
- Give players the reachable address and port, then test from an external connection.
A mismatch between the configured port, firewall rule, and router forwarding is a network problem, not a RAM or CPU shortage. Keep a fixed local address for the host if your router’s forwarding rule depends on it.
How do mods and multiple players change the requirements?
Mods add files and can alter the simulation’s workload; more players add concurrent networking and activity. The official material does not publish a player-count, map-size, or mod-pack specification, so capacity must be established by testing the workload you will actually run.
A practical sizing test
- Start with the intended save and complete mod set.
- Connect a small group and run the factory through a busy production period.
- Join the largest expected group and repeat during autosaves.
- Record memory consumption, simulation performance, and storage growth.
- Increase capacity or reduce competing services if the observed results leave too little headroom.
Every client must use the identical game version and mod set. Keep a record of those versions so a restart or restore does not accidentally load a different combination.
Should I self-host or use managed hosting?
Self-hosting gives you direct control over hardware and files; managed hosting trades some control for simpler availability and administration. Compare the following before choosing an arrangement.
| Decision factor | Self-hosted machine | Managed host |
|---|---|---|
| Hardware control | You choose and upgrade RAM, CPU, and storage. | Capacity is limited to the provider’s plans or upgrade path. |
| Always-on availability | Depends on your power, internet connection, and maintenance. | Usually easier to keep online, subject to the provider’s service terms. |
| Updates and mods | You perform version changes and maintain the mod set. | The service may provide administration tools, but its workflow varies. |
| Backups | You design, schedule, and verify them. | Backup coverage and retention depend on the plan; verify what is included. |
| Network configuration | You handle firewall rules, NAT, and port forwarding. | The host typically supplies an exposed service endpoint, but configuration still needs checking. |
| Geographic latency | Players connect to your location. | You can often select a region nearer to the group, where offered. |
| Monitoring access | Full access to operating-system and process metrics. | Access depends on the provider’s dashboard and policies. |
| Monthly cost | Uses existing hardware or your electricity and connectivity budget. | Recurring charge varies by capacity, region, and included services. |
For either choice, the decisive test is the same: load the intended save and mods, observe the server under the expected player load, and keep recoverable copies before updates.
What should I back up and monitor?
Because saves are loaded, autosaved, and written on exit, protect the files before changing the game version or mod set. Keep at least one copy separate from the live server so a failed update or damaged save does not remove every recovery point.
- Copy the active save before a version or mod change.
- Retain older saves according to the rollback period you need.
- Preserve the matching mod list and game version with each backup.
- Check that the backup can actually be read before deleting the prior copy.
- Watch memory, simulation performance, disk free space, and log growth.
If a server will not start after a change, restore the last known-good save and matching mod set, then test the update separately. If players cannot connect, verify version and mod parity first, followed by the UDP port, firewall, and router rule. If the process starts but the simulation slows under load, repeat the test on a faster-CPU host or with fewer competing services rather than assuming that adding storage will solve it.
Frequently Asked Questions
How can I test a host before inviting everyone to the server?
Use a copy of the intended save, install the final mod set, and run a staged session: first alone, then with the largest expected group. Exercise a busy factory period and an autosave while recording memory, simulation performance, and free disk space; these observations are more useful than a generic player-count estimate.
What is the safest way to change Factorio versions or mods?
Make a separate backup of the active save and note the exact game version and mod list before changing anything. Test the new combination on a copy first, and keep the previous files available so you can restore the last known-good state if the server fails to load.
Why does a server work locally but not for players outside my network?
A local connection bypasses much of the router path. Confirm that the configured UDP port is allowed by the host firewall and forwarded by the router to the server’s current local address, then test from an external network.
Is a separate machine required for a dedicated server?
No. The server can share a host with other services if the machine has enough CPU, memory, storage headroom, and network capacity for the combined workload. Measure the Factorio process while those services are active instead of sizing the game in isolation.