Factorio

Factorio

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Teo Jul 4, 2016 @ 3:09pm
Factorio Dedicated server user verification.
When hosting a listen server there is a little checkbox which asks if you want to have user verification. I am trying to play on a dedicated server over lan with my friends through a centralized server on the latest experimental version without peer-to-peer connection and I need this option disabled.

Is there a parameter for the dedicated server to do so?

I would greatelly appreciate the help.
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Showing 1-15 of 18 comments
Muffinman Jul 4, 2016 @ 4:13pm 
Are you talking about headless server?
Last edited by Muffinman; Jul 4, 2016 @ 4:16pm
Teo Jul 4, 2016 @ 4:15pm 
Originally posted by Muffinman:
Make it hidden, no verification needed.

May I ask what parameter or command should I use to make the server hidden?

NOTE: I am not talking about the listen server which can be started via the menu. I am talking about the dedicated headless server.
Muffinman Jul 4, 2016 @ 4:19pm 
There isn't a flag, but a .json that you can configure.

{ "name": "Name of the game as it will appear in the game listing", "description": "Description of the game that will appear in the listing", "tags": ["game", "tags"], "max_players": "0", "_comment_visibility": ["public: Game will be published on the official Factorio matching server", "lan: Game will be broadcast on LAN", "hidden: Game will not be published anywhere"], "visibility": "lan", "_comment_credentials": "Your factorio.com login credentials. Required for games with visibility public", "username": "", "password": "", "_comment_token": "Authentication token. May be used instead of 'password' above.", "token": "", "_comment_password" : "The game password if you want it locked." "game_password": "", "_comment_verify_user_identity": "When set to true, the server will only allow clients that have a valid Factorio.com account", "verify_user_identity": false }

It goes into server-settings.json under \data
Last edited by Muffinman; Jul 4, 2016 @ 4:20pm
Teo Jul 4, 2016 @ 4:20pm 
unfortunately it does not seem to work and it is giving me this error.

Missing node (major_version).

It is referring to the json setting file that my server has. It is giving me this error despite having the node major_version there. This is how my server-settings.json looks likes.
{ "major_version": "0.13.3", "name": "My game", "description": "My game", "max_players": "4", "visibility": "public", "username": "", "password": "", "token": "", "application_version": "22991", "game_password": "", "verify_user_identity": "true" }

First it was giving me the missing application version node error, but as soon as I placed it there the error was no longer shown, but instead it is showed major_version error.

The settings are located in the Factorio\bin\x64 folder, the same where the exe is and the bat file. This is the batch command I am using for launch

Factorio.exe --server-settings "server-settings.json" --start-server "map.zip" @pause
Maybe the issue lies there?
I would greatly appreciate any help. Thank you.
Muffinman Jul 4, 2016 @ 4:21pm 
It must be under \data as that is where it looks for it. If you put it elsewhere, you must give the fullpath.
Muffinman Jul 4, 2016 @ 4:24pm 
You tell me you are on lan and want a lan only game.

Thus you need to set "visibility" to "lan", and "verify_user_identity" to "false"
Teo Jul 4, 2016 @ 4:25pm 
Originally posted by Muffinman:
It must be under \data as that is where it looks for it. If you put it elsewhere, you must give the fullpath.

The problem does not lie there since when I change the path to something other it says "File not found" or something along the lines. When I temper with the file and remove application_version it gives different error unlike when I leave it there, implying that it is indeed reading the file and giving errors according to that.
Teo Jul 4, 2016 @ 4:30pm 
Originally posted by Muffinman:
You tell me you are on lan and want a lan only game.

Thus you need to set "visibility" to "lan", and "verify_user_identity" to "false"

Still giving the same error. It has nothing to do with the settings you mentioned. It is looking for the major_version node that it does not seem find.

Only one possibility comes to my mind and that is the error message tells a different node than it is in the actual string in the source file. The actual name of the "Major_version" could be Version or game_version or whatever. I do not have access to the source code so I have zero idea.

My best bet is if someone knowledgable replies and tell me how to define the major_version.

Or I am doing something completely wrong which lead me to an end road and I am not even supposed to define major version. But because of some error I made, it does not work.
Muffinman Jul 4, 2016 @ 4:42pm 
You must be doing something wrong. I just executed a linux headless lan server just fine.

Is the map you're starting modded?

This is what I did.

./bin/x64/factorio --create saves/new_map --map-gen-settings data/map-gen-settings.json
./bin/x64/factorio --start-server saves/new_map.zip --port 30000 --server-settings data/server-settings.json

map-gen-settings.json was created with the data/map-gen-settings.example.json
server-settings.json was created with the data/server-settings.example.json where I edited the visibility and verify_user_identity to lan and false, respectively.

Here is the log
0.000 2016-07-04 23:40:43; Factorio 0.13.4 (build 23025, linux64, headless)
0.000 Operating system: Linux
0.000 Program arguments: "./bin/x64/factorio" "--start-server" "saves/new_map.zip" "--port" "30000" "--server-settings" "data/server-settings.json"
0.000 Read data path: /home/ec2-user/factorio/data
0.000 Write data path: /home/ec2-user/factorio
0.000 Binaries path: /home/ec2-user/factorio/bin
0.009 Running in headless mode
0.011 Loading mod core 0.0.0 (data.lua)
0.015 Loading mod base 0.13.4 (data.lua)
0.100 Checksum for core: 714099156
0.100 Checksum for mod base: 3065127710
0.431 Custom inputs active: 0
0.431 Factorio initialised
0.432 Info Router.cpp:558: Router peerID(65535) shutting down.
0.432 Info Router.cpp:594: Router state -> Disconnected
0.433 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
0.433 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
0.433 Loading map /home/ec2-user/factorio/saves/new_map.zip
0.452 Info Scenario.cpp:129: Map version 0.13.4-1
0.504 Checksum for script /home/ec2-user/factorio/temp/currently-playing/control.lua: 900459546
0.514 Info PosixUDPSocket.cpp:50: Opening socket at port 30000
0.514 Info Router.cpp:594: Router state -> Connected
0.514 Info Synchronizer.cpp:56: NetworkTick(0) initialized Synchronizer local peer(0) latency(6).
0.514 Hosting game at port 30000, peerID 0, session magic 2747
0.514 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(0) changing state from(CreatingGame) to(InGame)
0.514 Info NetworkInputHandler.cpp:45: mapTick(0) networkTick(0) initialized NetworkInputHandler local peer(0).
0.514 Info PosixUDPSocket.cpp:50: Opening socket at port 0
0.631 Info MultiplayerManager.cpp:1527: Received peer info for peer(0) username(<server>).
0.631 Info MultiplayerManager.cpp:1143: networkTick(6) mapTick(0) received stateChanged peerID(0) oldState(Ready) newState(CreatingGame)
0.631 Info MultiplayerManager.cpp:1143: networkTick(6) mapTick(0) received stateChanged peerID(0) oldState(CreatingGame) newState(InGame)
Muffinman Jul 4, 2016 @ 4:45pm 
And I just killed the server manually.
0.000 2016-07-04 23:40:43; Factorio 0.13.4 (build 23025, linux64, headless)
0.000 Operating system: Linux
0.000 Program arguments: "./bin/x64/factorio" "--start-server" "saves/new_map.zip" "--port" "30000" "--server-settings" "data/server-settings.json"
0.000 Read data path: /home/ec2-user/factorio/data
0.000 Write data path: /home/ec2-user/factorio
0.000 Binaries path: /home/ec2-user/factorio/bin
0.009 Running in headless mode
0.011 Loading mod core 0.0.0 (data.lua)
0.015 Loading mod base 0.13.4 (data.lua)
0.100 Checksum for core: 714099156
0.100 Checksum for mod base: 3065127710
0.431 Custom inputs active: 0
0.431 Factorio initialised
0.432 Info Router.cpp:558: Router peerID(65535) shutting down.
0.432 Info Router.cpp:594: Router state -> Disconnected
0.433 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
0.433 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
0.433 Loading map /home/ec2-user/factorio/saves/new_map.zip
0.452 Info Scenario.cpp:129: Map version 0.13.4-1
0.504 Checksum for script /home/ec2-user/factorio/temp/currently-playing/control.lua: 900459546
0.514 Info PosixUDPSocket.cpp:50: Opening socket at port 30000
0.514 Info Router.cpp:594: Router state -> Connected
0.514 Info Synchronizer.cpp:56: NetworkTick(0) initialized Synchronizer local peer(0) latency(6).
0.514 Hosting game at port 30000, peerID 0, session magic 2747
0.514 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(0) changing state from(CreatingGame) to(InGame)
0.514 Info NetworkInputHandler.cpp:45: mapTick(0) networkTick(0) initialized NetworkInputHandler local peer(0).
0.514 Info PosixUDPSocket.cpp:50: Opening socket at port 0
0.631 Info MultiplayerManager.cpp:1527: Received peer info for peer(0) username(<server>).
0.631 Info MultiplayerManager.cpp:1143: networkTick(6) mapTick(0) received stateChanged peerID(0) oldState(Ready) newState(CreatingGame)
0.631 Info MultiplayerManager.cpp:1143: networkTick(6) mapTick(0) received stateChanged peerID(0) oldState(CreatingGame) newState(InGame)
^C 256.919 Received SIGINT, shutting down
256.919 Info MainLoop.cpp:698: Saving map as /home/ec2-user/factorio/saves/new_map.zip
257.032 Info MultiplayerManager.cpp:153: NetworkTick(15384) disconnecting multiplayer connection.
257.032 Info NetworkInputHandler.cpp:64: expectedMapTick(0) sending PlayerLeaveGame
257.032 Info MultiplayerManager.cpp:1571: Disconnect notification for peer (0)
257.032 Info MultiplayerManager.cpp:1093: networkTick(15390) mapTick(0) removing peer(0) dropout(false)
257.032 Info MultiplayerManager.cpp:996: networkTick(15390) mapTick(0) changing state from(InGame) to(InGameAligning)
257.032 Info MultiplayerManager.cpp:1818: networkTick(15390) mapTick(0) starting mapAlign
257.032 Info MultiplayerManager.cpp:1732: networkTick(15390) mapTick(0) adding mapAlignTask(RemovePlayerAlignTask)
257.121 Info MultiplayerManager.cpp:1143: networkTick(15396) mapTick(0) received stateChanged peerID(0) oldState(InGame) newState(InGameAligning)
257.121 Info MultiplayerManager.cpp:1752: networkTick(15396) mapTick(0) sending mapAlignAction
257.221 Info MultiplayerManager.cpp:1390: networkTick(15402) mapTick(0) received MapAlignAction from peer(0), mapAlignTick(1) appliedTickClosuresCount(0)
257.221 Info MultiplayerManager.cpp:1834: networkTick(15403) mapTick(0) mapAlign finished targetTick(1) updating map and running the tasks ...
257.221 Info MultiplayerManager.cpp:1706: networkTick(15403) mapTick(0) peerID(0) fullStateLog: local state(InGameAligning) local peers(((peerID(0) state(InGameAligning) mapAlignTick(1))
)
257.221 Info MultiplayerManager.cpp:1853: maptick(1) crc before applying all ticks: 916838408
257.221 Info NetworkInputHandler.cpp:670: applyAllTickClosures: expectedMapTick(1) lastTickApplied(-1) referenceMapTick(1) networkTick(15403)
257.221 Info NetworkInputHandler.cpp:694: applyAllTickClosures: applying tickClosure(tick(0) inputActions((MultiplayerInit) ) ) for peer(0)
257.222 Info MultiplayerManager.cpp:1861: maptick(1) crc after applying all ticks: 916838408
257.222 Info MultiplayerManager.cpp:996: networkTick(15403) mapTick(1) changing state from(InGameAligning) to(InGameAligned)
257.337 Info MultiplayerManager.cpp:1143: networkTick(15409) mapTick(1) received stateChanged peerID(0) oldState(InGameAligning) newState(InGameAligned)
257.338 Info MultiplayerManager.cpp:996: networkTick(15409) mapTick(1) changing state from(InGameAligned) to(InGameWaitingForOthers)
257.437 Info MultiplayerManager.cpp:1143: networkTick(15415) mapTick(1) received stateChanged peerID(0) oldState(InGameAligned) newState(InGameWaitingForOthers)
257.437 Info MultiplayerManager.cpp:1342: networkTick(15415) mapTick(1) stopping mapAlign
257.437 Info MultiplayerManager.cpp:1884: performing map align task (RemovePlayerAlignTask)
257.438 Info MultiplayerManager.cpp:996: networkTick(15415) mapTick(1) changing state from(InGameWaitingForOthers) to(Disconnecting)
257.438 Info MultiplayerManager.cpp:1706: networkTick(15415) mapTick(1) peerID(0) fullStateLog: local state(Disconnecting) local peers(((peerID(0) state(InGameWaitingForOthers) mapAlignTick(-1))
)
257.754 Info MultiplayerManager.cpp:996: networkTick(15434) mapTick(1) changing state from(Disconnecting) to(QuitScheduled)
257.754 Info MultiplayerManager.cpp:180: NetworkTick(15434) quitting multiplayer connection.
257.754 Info MultiplayerManager.cpp:996: networkTick(15434) mapTick(1) changing state from(QuitScheduled) to(Disconnected)
257.754 Warning NetworkInputHandler.cpp:765: mapTick(1) networkTick(15434) disconnecting from player but already disconnected.
257.878 Info Router.cpp:558: Router peerID(0) shutting down.
257.878 Info PosixUDPSocket.cpp:154: Socket closed
257.878 Info Router.cpp:594: Router state -> Disconnected
257.878 Info PosixUDPSocket.cpp:154: Socket closed
257.887 Goodbye
Teo Jul 4, 2016 @ 4:45pm 
That does not really help. I am running windows. What parameters are you using to run the server? It runs fine when I exclude the param.

--server-settings "D:\Myname\games\Factorio\data\server-settings.json"

and run Factorio.exe --start-server "map.zip"

but that eliminates the purpose. I need the settings.
Last edited by Teo; Jul 4, 2016 @ 4:47pm
Teo Jul 4, 2016 @ 4:52pm 
Could it be that I Am running the experimental 1.3.3 version?
Muffinman Jul 4, 2016 @ 4:52pm 
I gave you everything you needed already. Look up ^

Windows or linux behaves the same way. In fact you can use the window's executable to host "headless" just as well. The command line parameters are exactly the same except for the use of / or \

I'm using 13.4 if you actually read.
Last edited by Muffinman; Jul 4, 2016 @ 4:53pm
Teo Jul 4, 2016 @ 4:53pm 
Originally posted by Muffinman:
I gave you everything you needed already. Look up ^

Windows or linux behaves the same way. In fact you can use the window's executable to host "headless" just as well. The command line parameters are exactly the same except for the use of / or \

Found it. https://forums.factorio.com/viewtopic.php?f=3&t=27867
Muffinman Jul 4, 2016 @ 4:55pm 
13.4 is out. Why would you use 13.3 to host. It's known to have desync problems and hosting issues....
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Date Posted: Jul 4, 2016 @ 3:09pm
Posts: 18