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DedicatedMC

Factorio Server Hosting
Built to Hold 60 UPS

Factorio is the purest test of CPU clock, and its simulation is single-thread bound. We run the headless dedicated server on high-clock hardware chosen to keep large factories at 60 UPS — with mod-portal support, auto-save rotation, RCON and Space Age.
Panel

Factorio lives and dies by UPS — updates per second — and its simulation is almost entirely single-thread bound, which makes CPU clock speed the whole game. A big factory that a fast core holds at a smooth 60 UPS will sag into the 40s on slow, oversold hardware, and everything runs slower for everyone. DedicatedMC runs the official headless dedicated server on high-clock cores picked for single-thread throughput, with mods from the Factorio mod portal and automatic client sync, rotating auto-saves, RCON, offsite backups and Space Age support.

Factorio is a single-thread performance problem

Factorio runs its world at 60 updates per second, and every belt, inserter, assembler, fluid and biter is simulated on each of those ticks. As your factory grows, so does the work the server has to finish inside each tick. When it can no longer keep up, UPS drops below 60 and the game genuinely slows down — production, trains and player movement all tick slower together. Holding a large factory at 60 UPS is the entire hosting challenge, and it is why Factorio is the purest test of raw CPU clock there is.

The reason more cores do not save you is that the simulation is overwhelmingly single-thread bound. A tick has to be computed in a deterministic order, so the bulk of the work lands on one core, and throwing more cores at it barely moves UPS. What matters is single-thread performance — clock speed and per-core throughput — which is exactly the hardware we build these servers on. A fast core is what keeps a megabase smooth where a slow one, no matter how many threads it has, would drag the whole server down.

We host the official headless dedicated server — no graphics, just the simulation and networking — which is the correct way to run a persistent multiplayer game. It keeps your factory running around the clock so players connect on their own schedule, and the panel installs, updates and manages it for you without a command line.

Why host Factorio with DedicatedMC

Hardware chosen for UPS

High-clock cores picked for single-thread throughput, because Factorio's simulation is single-thread bound and clock speed is what holds 60 UPS at scale.

Headless dedicated server

The official headless build runs your factory around the clock; the panel installs and updates it so players connect whenever they want.

Mod portal with client sync

Add mods from Factorio's mod portal and they sync to connecting players automatically, so everyone joins with the matching set — Space Age included.

Auto-save rotation and backups

Rotating auto-saves, RCON administration, automatic offsite backups and 24/7 Discord support from the team that built and runs the platform.

Mods, saves and configuring your server

Mods come from Factorio's official mod portal. Add the mods you want to the server, and because Factorio syncs mods to clients on connect, players join with the right set automatically — no manual installs on their end. Every player needs matching versions, so pin your mod versions and restart the server to apply changes rather than letting an update surprise a running game. The Space Age expansion is enabled the same way, through the server's mod set.

Saves are handled by the headless server's auto-save on an interval, keeping a rotating set of recent saves so you always have restore points without them piling up endlessly. You choose which save the server loads and can keep several maps side by side. On top of that, we add automatic offsite backups, so a corrupted save or a bad mod update never costs you the factory — restore an earlier one from the panel when you need to.

For administration, connect an RCON client or use the panel console to run commands and manage players live. Blueprints work as normal — they are a client-side feature, so your players use the blueprint library and blueprint strings against the server as usual. If you are moving a factory from another host, upload your save and mod set through the file manager, or let the team migrate it across for you.

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We'll migrate your server for free

Switching hosts is a pain — so we handle it for you. Share your SFTP details and we'll move everything across at no extra cost.

01

Open a ticket

Join our Discord and open a migration support ticket. Tell us where you're hosted and what you need moved.

02

Provide SFTP access

Share your current host's SFTP or FTP credentials. We'll zip your files and transfer everything across — worlds, plugins, configs.

03

Enjoy your server

We'll notify you once migration is complete. Log in, verify everything looks right, and you're good to go.

Factorio Hosting Questions

What is UPS, and why does it matter so much for Factorio?

UPS is updates per second — the rate at which Factorio simulates the game world, and it targets 60. Every belt, inserter, assembler, biter and fluid is simulated each tick, so as your factory grows the simulation gets heavier. When the server can no longer finish a tick in time, UPS drops below 60 and the whole game — production and player movement alike — literally runs slower for everyone. Keeping a big factory at 60 UPS is the core hosting problem for Factorio.

Why does CPU clock speed matter more than core count?

Factorio's simulation is overwhelmingly single-thread bound. A tick has to be computed in order, so most of the work lands on one core, and adding more cores does little for UPS. What moves the needle is single-thread performance — high clock speed and strong per-core throughput. That is exactly what we build these servers on, because a fast core is what holds a large factory at 60 UPS where a slow one would sag into the 40s.

How does the headless dedicated server work?

Factorio ships an official headless server build — no graphics, just the simulation and networking — which is the right way to host a persistent multiplayer game. It runs your save around the clock so players connect whenever they want and the factory keeps running, or pauses when empty, whether or not you are online. Our panel installs and updates the headless server for you.

How do mods work?

Mods come from Factorio's official mod portal. You add mods to the server, and every connecting player needs the same mods at matching versions — Factorio syncs mods to clients on connect, so people join with the right set automatically. When you change or update mods you generally restart the server to apply them, and it is worth pinning versions so an update does not surprise a running game.

How are saves and auto-saves handled?

The headless server auto-saves on an interval and keeps a rotating set of saves, so you always have recent restore points without them piling up forever. You choose which save the server loads, keep multiple maps side by side, and we add automatic offsite backups on top so a corrupted save or a bad mod update never costs you the factory. You can restore an earlier save from the panel.

Do you support blueprints and RCON?

Blueprints are a client-side feature and work normally — players use the blueprint library and the game's blueprint strings as usual against your server. RCON is available for live administration: run commands, manage players and automate tasks against the running server from the panel console or an external RCON tool.

Does it support the Space Age expansion?

Yes. Space Age runs on the same headless dedicated server; you enable the expansion and its required base mods in the server's mod set, and connecting players need it too. Space Age adds more surfaces and more to simulate, which makes single-thread performance matter even more — the high-clock hardware these servers run on is the point.

Need more help?

Can't find your answer in the docs? Join our Discord and open a ticket — we're on 24/7.