Free service to run your server: Factorio Zone

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ownlyme
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Re: Free service to run your server: Factorio Zone

Post by ownlyme » Mon May 06, 2019 5:30 pm

is the player index nil or the message? Oo
edit: its fixed, probably the player index was nil... pretty sure that was not the only mod that will have an issue with this
Last edited by ownlyme on Sun May 12, 2019 12:02 pm, edited 1 time in total.

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Re: Free service to run your server: Factorio Zone

Post by Davv » Sun May 12, 2019 11:15 am

Two more suggestions I found out, and one is, hm, a bit critical.

So I will start from this critical issue...

Can we somehow request previous saves, for debugging usage? For example, reproducing this issue which we found lately: https://github.com/Oarcinae/FactorioSce ... /issues/97 is impossible without previous saves and/or previous logs.


Next suggestion is, add Discord and any other social media buttons to factorio.zone page, please. ;)
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Re: Free service to run your server: Factorio Zone

Post by WhiteFang34 » Wed May 15, 2019 1:04 am

Davv wrote:
Mon May 06, 2019 3:15 pm
Hey, found issue with Realistic Reactors and your new "console chat" functionality.
Here's link: https://github.com/IngoKnieto/factorio- ... s/issues/5
That appears to be a bug with the mod and nothing the service can do about it (looks like it detected the crash fine). I see the issue is closed now, how was is resolved?
Davv wrote:
Mon May 06, 2019 3:15 pm
Also, here's another one small issue.

When using /quit to close server remotely by site, it shows "crash detected" even if it closed correctly.

Code: Select all

/save
Saving map to /home/factorio/launches/42298/user11727_slot2_launch42298.zip
 855.306 Info AppManager.cpp:384: Saving game as /home/factorio/launches/42298/user11727_slot2_launch42298.zip
 858.851 Info AppManagerStates.cpp:1748: Saving finished
/stop
/quit
 872.409 Quitting: remote-quit.
 872.409 Info MainLoop.cpp:398: Saving map as /home/factorio/launches/42298/user11727_slot2_launch42298.zip
 874.053 Info MainLoop.cpp:409: Saving progress: 0.001708%
 875.053 Info MainLoop.cpp:409: Saving progress: 42.176453%
 875.756 Info MainLoop.cpp:409: Saving progress: 100.000000%
 875.931 Info ServerMultiplayerManager.cpp:114: Disconnecting multiplayer connection.
 875.931 Info ServerMultiplayerManager.cpp:769: updateTick(20158116) changing state from(InGame) to(DisconnectingScheduled)
 875.965 Info ServerMultiplayerManager.cpp:769: updateTick(20158116) changing state from(DisconnectingScheduled) to(Disconnecting)
 877.906 Info ServerMultiplayerManager.cpp:769: updateTick(20158116) changing state from(Disconnecting) to(Disconnected)
 877.906 Info ServerMultiplayerManager.cpp:138: Quitting multiplayer connection.
 877.906 Info ServerMultiplayerManager.cpp:769: updateTick(20158116) changing state from(Disconnected) to(Closed)
 878.428 Info GlobalContext.cpp:683: Waiting for child processes to exit: 
 878.453 Info UDPSocket.cpp:210: Closing socket
 878.453 Info UDPSocket.cpp:240: Socket closed
 878.495 Goodbye
ready
crash detected
ready
Thanks for the bug report, I'll get that fixed.
Free service to run your headless server at https://factorio.zone

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Re: Free service to run your server: Factorio Zone

Post by WhiteFang34 » Wed May 15, 2019 1:14 am

Davv wrote:
Sun May 12, 2019 11:15 am
Two more suggestions I found out, and one is, hm, a bit critical.

So I will start from this critical issue...

Can we somehow request previous saves, for debugging usage? For example, reproducing this issue which we found lately: https://github.com/Oarcinae/FactorioSce ... /issues/97 is impossible without previous saves and/or previous logs.
It's possible to retrieve previous saves that Factorio Zone wrote when it successfully shutdown Factorio (either when you click the stop button or the session timed out from inactivity). These aren't available through the website yet, so you'll need to email me (matt@factorio.zone) with some details for me to find it (send me the log from any session so I can identify and verify your user).

It's not usually possible to retrieve the autosaves since they're lost when the virtual machine is destroyed. I've intended to eventually provide a way to get at the autosaves and manage the shutdown save history, but I haven't gotten to it yet.
Davv wrote:
Sun May 12, 2019 11:15 am
Next suggestion is, add Discord and any other social media buttons to factorio.zone page, please. ;)
Good idea, will do.
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Re: Free service to run your server: Factorio Zone

Post by Davv » Wed May 15, 2019 5:22 am

WhiteFang34 wrote:
Wed May 15, 2019 1:14 am
Davv wrote:
Sun May 12, 2019 11:15 am
Two more suggestions I found out, and one is, hm, a bit critical.

So I will start from this critical issue...

Can we somehow request previous saves, for debugging usage? For example, reproducing this issue which we found lately: https://github.com/Oarcinae/FactorioSce ... /issues/97 is impossible without previous saves and/or previous logs.
It's possible to retrieve previous saves that Factorio Zone wrote when it successfully shutdown Factorio (either when you click the stop button or the session timed out from inactivity). These aren't available through the website yet, so you'll need to email me (matt@factorio.zone) with some details for me to find it (send me the log from any session so I can identify and verify your user).

It's not usually possible to retrieve the autosaves since they're lost when the virtual machine is destroyed. I've intended to eventually provide a way to get at the autosaves and manage the shutdown save history, but I haven't gotten to it yet.
Davv wrote:
Sun May 12, 2019 11:15 am
Next suggestion is, add Discord and any other social media buttons to factorio.zone page, please. ;)
Good idea, will do.
What about moving autosaves from VM/container to storage cloud, every time they're saved? I assume you already have storage cloud to store saves before VM is started/stopped, so problem is only sending autosaves to storage cloud, but I think that would be easy, as they same similiar names, always.
And then you could allow us, for example, get last 10 autosaves, or more, depends on possibilities of your hardware. ;)

If you use containers, then it would be super easy in my opinion, but I can be wrong.
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Re: Free service to run your server: Factorio Zone

Post by linhu66 » Thu May 16, 2019 4:33 am

Suggestions for you: First, whether the server can join the country; Second, whether the server can join Mod

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Re: Free service to run your server: Factorio Zone

Post by Davv » Thu May 16, 2019 5:18 am

WhiteFang34 wrote:
Wed May 15, 2019 1:04 am
Davv wrote:
Mon May 06, 2019 3:15 pm
Hey, found issue with Realistic Reactors and your new "console chat" functionality.
Here's link: https://github.com/IngoKnieto/factorio- ... s/issues/5
That appears to be a bug with the mod and nothing the service can do about it (looks like it detected the crash fine). I see the issue is closed now, how was is resolved?
Davv wrote:
Mon May 06, 2019 3:15 pm
Also, here's another one small issue.

When using /quit to close server remotely by site, it shows "crash detected" even if it closed correctly.

Code: Select all

/save
Saving map to /home/factorio/launches/42298/user11727_slot2_launch42298.zip
 855.306 Info AppManager.cpp:384: Saving game as /home/factorio/launches/42298/user11727_slot2_launch42298.zip
 858.851 Info AppManagerStates.cpp:1748: Saving finished
/stop
/quit
 872.409 Quitting: remote-quit.
 872.409 Info MainLoop.cpp:398: Saving map as /home/factorio/launches/42298/user11727_slot2_launch42298.zip
 874.053 Info MainLoop.cpp:409: Saving progress: 0.001708%
 875.053 Info MainLoop.cpp:409: Saving progress: 42.176453%
 875.756 Info MainLoop.cpp:409: Saving progress: 100.000000%
 875.931 Info ServerMultiplayerManager.cpp:114: Disconnecting multiplayer connection.
 875.931 Info ServerMultiplayerManager.cpp:769: updateTick(20158116) changing state from(InGame) to(DisconnectingScheduled)
 875.965 Info ServerMultiplayerManager.cpp:769: updateTick(20158116) changing state from(DisconnectingScheduled) to(Disconnecting)
 877.906 Info ServerMultiplayerManager.cpp:769: updateTick(20158116) changing state from(Disconnecting) to(Disconnected)
 877.906 Info ServerMultiplayerManager.cpp:138: Quitting multiplayer connection.
 877.906 Info ServerMultiplayerManager.cpp:769: updateTick(20158116) changing state from(Disconnected) to(Closed)
 878.428 Info GlobalContext.cpp:683: Waiting for child processes to exit: 
 878.453 Info UDPSocket.cpp:210: Closing socket
 878.453 Info UDPSocket.cpp:240: Socket closed
 878.495 Goodbye
ready
crash detected
ready
Thanks for the bug report, I'll get that fixed.
Also, issue with mod was fixed by one of their updates, you can ask @ownlyme as he is one of contributors of Realistic Reactors mod.
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Re: Free service to run your server: Factorio Zone

Post by Davv » Thu May 16, 2019 4:33 pm

There's critical issue which hurts our community a lot.

We were playing much, and today (few minutes ago) we had crash(due to mod, but that's being fixed). And your server, instead of loading last autosave or anything, loaded... save from yesterday. We lost more than 16 hours of progress. That really hurts.
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Re: Free service to run your server: Factorio Zone

Post by WhiteFang34 » Thu May 16, 2019 8:04 pm

Davv wrote:
Thu May 16, 2019 4:33 pm
There's critical issue which hurts our community a lot.

We were playing much, and today (few minutes ago) we had crash(due to mod, but that's being fixed). And your server, instead of loading last autosave or anything, loaded... save from yesterday. We lost more than 16 hours of progress. That really hurts.
That is definitely a bad user experience, sorry it happened to you. I agree that it's a critical issue since so much progress can be lost. Later today I'll look into using the last autosave when a crash is detected.
Free service to run your headless server at https://factorio.zone

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Re: Free service to run your server: Factorio Zone

Post by Davv » Fri May 17, 2019 12:29 am

WhiteFang34 wrote:
Thu May 16, 2019 8:04 pm
Davv wrote:
Thu May 16, 2019 4:33 pm
There's critical issue which hurts our community a lot.

We were playing much, and today (few minutes ago) we had crash(due to mod, but that's being fixed). And your server, instead of loading last autosave or anything, loaded... save from yesterday. We lost more than 16 hours of progress. That really hurts.
That is definitely a bad user experience, sorry it happened to you. I agree that it's a critical issue since so much progress can be lost. Later today I'll look into using the last autosave when a crash is detected.
Thank you very much for your patience and time invested into this.
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Re: Free service to run your server: Factorio Zone

Post by Davv » Fri May 17, 2019 12:36 am

Also, almost always when I do first start(after browser start) of your service, it automagically stops and I need to start it again.
There's part of log which tells about that.

Code: Select all

...
retrieving save user11727_slot2_launch44187.zip
starting factorio
tailing log
   0.000 2019-05-17 00:34:20; Factorio 0.17.40 (build 45018, linux64, headless)
   0.046 Operating system: Linux (Debian 9.9)
   0.046 Program arguments: "/home/factorio/launches/44228/bin/x64/factorio" "--start-server" "user11727_slot2_launch44228.zip" "--bind" "0.0.0.0:30342" "--server-settings" "settings.json" 
   0.046 Read data path: /home/factorio/launches/44228/data
   0.046 Write data path: /home/factorio/launches/44228 [589/1950MB]
   0.046 Binaries path: /home/factorio/launches/44228/bin
   0.054 System info: [CPU: Intel(R) Xeon(R) Platinum 8175M CPU @ 2.50GHz, 2 cores, RAM: 3895 MB]
   0.054 Environment: DISPLAY=<unset> WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=<unset> XDG_SESSION_DESKTOP=<unset> XDG_CURRENT_DESKTOP=<unset>
   0.054 Running in headless mode
   0.084 Loading mod settings FARL 3.1.8 (settings.lua)
   0.084 Loading mod settings aai-vehicles-miner 0.4.2 (settings.lua)
   0.085 Loading mod settings AutoDeconstruct 0.1.12 (settings.lua)
   0.085 Loading mod settings Automatic_Train_Painter 0.2.8 (settings.lua)
   0.085 Loading mod settings Bottleneck 0.10.4 (settings.lua)
   0.085 Loading mod settings even-distribution 0.3.7 (settings.lua)
   0.085 Loading mod settings Factorissimo2 2.3.3 (settings.lua)
   0.085 Loading mod settings helmod 0.8.11 (settings.lua)
   0.086 Loading mod settings Inventory Sensor 1.7.3 (settings.lua)
   0.086 Loading mod settings LandMover 0.2.6 (settings.lua)
   0.087 Loading mod settings RailTools 0.1.2 (settings.lua)
   0.087 Loading mod settings RealisticReactors 2.17.4 (settings.lua)
   0.087 Loading mod settings Todo-List 17.2.1 (settings.lua)
   0.088 Loading mod settings VehicleGrid 1.1.1 (settings.lua)
   0.088 Loading mod settings YARM 0.8.15 (settings.lua)
   0.088 Loading mod settings aai-programmable-structures 0.5.10 (settings.lua)
   0.089 Loading mod settings aai-programmable-vehicles 0.5.14 (settings.lua)
   0.093 Loading mod core 0.0.0 (data.lua)
   0.161 Loading mod base 0.17.40 (data.lua)
   0.422 Loading mod FARL 3.1.8 (data.lua)
   0.571 Loading mod aai-signals 0.4.1 (data.lua)
   0.762 Loading mod aai-vehicles-chaingunner 0.4.1 (data.lua)
   1.060 Loading mod aai-vehicles-flame-tank 0.3.1 (data.lua)
   1.301 Loading mod aai-vehicles-flame-tumbler 0.4.1 (data.lua)
   1.431 Loading mod aai-vehicles-hauler 0.4.2 (data.lua)
   1.584 Loading mod aai-vehicles-laser-tank 0.4.1 (data.lua)
   1.719 Loading mod aai-vehicles-miner 0.4.2 (data.lua)
   1.849 Loading mod aai-vehicles-warden 0.3.1 (data.lua)
   1.985 Loading mod aai-zones 0.4.1 (data.lua)
   2.137 Loading mod Bottleneck 0.10.4 (data.lua)
   2.335 Loading mod bullet-trails 0.4.1 (data.lua)
   2.481 Loading mod even-distribution 0.3.7 (data.lua)
   2.629 Loading mod Factorissimo2 2.3.3 (data.lua)
   2.841 Loading mod helmod 0.8.11 (data.lua)
   3.065 Loading mod Inventory Sensor 1.7.3 (data.lua)
   3.263 Loading mod LandMover 0.2.6 (data.lua)
   3.463 Loading mod RailTools 0.1.2 (data.lua)
   3.682 Loading mod RealisticReactors 2.17.4 (data.lua)
   3.924 Loading mod Todo-List 17.2.1 (data.lua)
   4.156 Loading mod VehicleGrid 1.1.1 (data.lua)
   4.172 Script @__VehicleGrid__/prototypes/equipment-grid.lua:2: VehicleGrid-car = 8x8 8, 8
   4.173 Script @__VehicleGrid__/prototypes/equipment-grid.lua:5: VehicleGrid-tank = 12x10 12, 10
   4.173 Script @__VehicleGrid__/prototypes/equipment-grid.lua:8: VehicleGrid-loco = 10x8 10, 8
   4.173 Script @__VehicleGrid__/prototypes/equipment-grid.lua:11: VehicleGrid-wagon = 10x6 10, 6
   4.173 Script @__VehicleGrid__/prototypes/equipment-grid.lua:14: VehicleGrid-artillery-wagon = 10x6 10, 6
   4.368 Loading mod YARM 0.8.15 (data.lua)
   4.596 Loading mod aai-programmable-structures 0.5.10 (data.lua)
   4.811 Loading mod aai-programmable-vehicles 0.5.14 (data.lua)
   5.058 Loading mod base 0.17.40 (data-updates.lua)
   5.272 Loading mod FARL 3.1.8 (data-updates.lua)
   5.487 Loading mod aai-vehicles-chaingunner 0.4.1 (data-updates.lua)
stopping factorio
...
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Re: Free service to run your server: Factorio Zone

Post by WhiteFang34 » Fri May 17, 2019 3:22 am

Davv wrote:
Fri May 17, 2019 12:29 am
WhiteFang34 wrote:
Thu May 16, 2019 8:04 pm
Davv wrote:
Thu May 16, 2019 4:33 pm
There's critical issue which hurts our community a lot.

We were playing much, and today (few minutes ago) we had crash(due to mod, but that's being fixed). And your server, instead of loading last autosave or anything, loaded... save from yesterday. We lost more than 16 hours of progress. That really hurts.
That is definitely a bad user experience, sorry it happened to you. I agree that it's a critical issue since so much progress can be lost. Later today I'll look into using the last autosave when a crash is detected.
Thank you very much for your patience and time invested into this.
No problem!

I've deployed an improvement that will automatically recover the last autosave if it detects that Factorio crashed. After the "crash detected" message you'll see a "recovered save from N seconds ago" if it was successful. Right now autosaves are configured to happen every 10 minutes, so you shouldn't lose more than that next time. I believe this should cover the majority of crash issues.

There are also backups in place for the launch directory, which includes autosaves. If the automatic recovery doesn't work or something else goes wrong, let me know. I'll try to recover your last autosave and diagnose how to prevent the issue from happening again. In the rare event that the virtual machine has issues, this will be the way to recover the save until I make further improvements.

Speaking of virtual machine issues... when I deployed this change about an hour ago, a rare timing bug was hit for the first time in the service shutdown code. Unfortunately 3 virtual machines were terminated by mistake. My apologies to those of you hit by that. I've put in a fix so that won't happen again.
Free service to run your headless server at https://factorio.zone

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Re: Free service to run your server: Factorio Zone

Post by Sealchen » Fri May 17, 2019 1:48 pm

Hello,

i have an error when i want to start Server with 0.17.41

uploaded save ****.zip detected version 0.17.41
stored save ****.zip in slot 1
ready
launching factorio in eu-west
selecting connection 34.244.20.196:1512
installing factorio version 0.17.41
launch failed: 46d882ef-9097-4d41-a1f7-5cbab61fe435

Can you fix it?
Thanks and really nice service!!

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Re: Free service to run your server: Factorio Zone

Post by WhiteFang34 » Fri May 17, 2019 6:33 pm

Sealchen wrote:
Fri May 17, 2019 1:48 pm
Hello,

i have an error when i want to start Server with 0.17.41

uploaded save ****.zip detected version 0.17.41
stored save ****.zip in slot 1
ready
launching factorio in eu-west
selecting connection 34.244.20.196:1512
installing factorio version 0.17.41
launch failed: 46d882ef-9097-4d41-a1f7-5cbab61fe435

Can you fix it?
Thanks and really nice service!!
It looks like the 0.17.41 version was listed as available but the Factorio download was broken for a while: viewtopic.php?f=3&t=70937#p430657. They fixed it a few hours ago and that version now works on Factorio Zone. I'll see about improving the error message. Thanks for the report.
Free service to run your headless server at https://factorio.zone

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Re: Free service to run your server: Factorio Zone

Post by NightOps » Fri May 17, 2019 7:11 pm

Would it be possible to change the mod file upload parameters to allow batch upload(selecting numerous files at one time). Or could you enable us to connect via ftp once the server(VM) starts to run so we can directly upload to the mod folder?

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