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If the client PC or internet speed is too slow you may simply not be able to do it.
That being said, I'm especially curious if anyone knows of any tweaks for this specific game to reduce lag. Our connection with other games is fine - it's just this game, for the entire game (and we both have good connections)
As soon as there are differences, especially if a client starts to fall behind, it will need "catching up" (which does mean more traffic) and potentially downloading the map again.
Correct me if I'm wrong, but it sounds like everyone so far believes that the only mechanism to deal with lag has to do with the in-game content rather than somehow tweaking the internet settings of the game?
I mean across the board, from the start of the game, and it's at LEAST 5-6 seconds of delay. Actually, if I'm being more accurate, it seems like it's roughly 2 seconds delay on movement, and at LEAST 6 seconds upon interacting with anything from the world (read: doing anything that changes the map like picking up from belts & chest, placing objects; oddly enough riding in vehicles has a delay but to a much lesser degree)
Well, some of them are completely wrong ~ in-game stuff will have NO effect on your lag (ping times) ~ due to the game using lock-step simulation, so ONLY player inputs are sent (as PunCrathod explained above).
(The only time ingame stuff will have an effect, is when the PC cannnot handle the size of the factory / has the graphics options set too high ~ this slows the simulation for ALL players in that game, resulting in UPS drops rather than laggy inputs)
If this happens in Multiplayer only, then it is nothing the game can fix ~ the problem is likely the internet connection or distance between the players, &/or if one is using wi-fi router or rural internet connection (wi-fi tends to add some delay to everything internet-based, whereas rural connections often have more steps just to get to a main hub resulting in higher ping).
But if this happens in single player too, then you should adjust game / graphic settings. [Note that all players will experience a slowdown eventually at some point, as the factory grows.)
edit ~ formatting
That's because there are no meaningful settings to tweak. The netcode just works the way it works, so there's nothing to configure.
It pretty much comes down to having the person with most powerful PC (CPU specifically) and internet possible hosting the game, and then self-limiting gameplay factors that can cause more UPS lag (huge sprawling bases, bot networks, combat, etc. all cost more UPS and can cause more bandwidth to be needed in order for each player to remain sync'd). Essentially, more bandwidth means more packets and more packets means a greater chance for dropped packets and a possible desync between the server and client.
It sounds more like you guys are just suffering from latency and/or packet loss more than anything, which you can only improve by physically putting less distance between your networks (one of you moves closer to the other) or possibly using a more reliable provider. I say that because if it were UPS related, it would be much less severe at the start of a map and slowly degrade as your map becomes more complex. It sounds like there's either a ton of latency between you, lots of packets between you are being dropped, or both.
One basic network troubleshooting step you can both do is go here: http://whatismyip.com and then tell each other what your public IPv4 IPs are. Then, (if you're both using Windows) you can open up a CMD prompt and type That will analyze the internet hops between you and at least tell you if there is a slow or non-responsive hop along the routes to and from each of your WAN IPs. This will send three packets to each hop along the one-way route from one IP to the other. If either of you are seeing hops returning RTTs (Return Trip Time) of 100ms or more (that is a slow hop) or * (meaning you didn't get the packet back = possible packet loss) or a return of "Request timed out." instead of an IP (that is a non-responsive hop).
It may very well not be an issue at either of your ISPs, but some router much further along in between you that is causing a slow or unreliable connection between you. That's not something the game or you or your ISP can fix, it's just a matter of the connection between you being unreliable. It's not uncommon and is a good reason why gaming servers are usually partitioned into regions like NA, SA, EU, AS/SEA, and OC: the connections within those regions are usually fairly reliable, while connections between different regions are more commonly not.
if everyone is wired, it's probably just latency and packet loss as others have stated. find friends in your own region/time zone to play with. stick with more casual games to play with your global friends. chess etc.
At that point you don't have to care about the increased network traffic as the game is practically unplayable anyway. Besides even if you are implying that lockstep simulation is bad and should not be used it won't change the fact that factorio does use lockstep simulation. And it uses it for a good reason. The amount of stuff in a rocket launch capable factory would be impossible to handle on most peoples internet connections if it did not use lockstep.
All I am saying is that it is not a mystical thing that will magically throttle things to the slowest machine currently playing like some posts tend to imply.
And when you do notice that 1+ players are having problems keeping up when playing with friends, there is always the option of forcing the host/server to have a lower UPS.