Headless server Doesn’t start

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Headless server Doesn’t start

Postby ragendem » Mon Apr 16, 2018 7:12 am

Starting headless sever without options works, but I can’t connect. When I point to my server settings file, it doesn’t start, but doesn’t show any errors.
I have my router setup to forward port 34197 on UDP to my host machine

Is the problem with my server settings?

factorio-current.log
0.002 2018-04-15 18:40:01; Factorio 0.16.36 (build 36253, win64, steam)
0.007 Operating system: Windows 10 (version 1709)
0.009 Program arguments: "factorio.exe" "--start-server-load-latest" "--server-settings" "C:\Program Files (x86)\Steam\SteamApps\common\Factorio\data\server-settings.json"
0.011 Read data path: C:/Program Files (x86)/Steam/SteamApps/common/Factorio/data
0.011 Write data path: C:/Users/Joshua/AppData/Roaming/Factorio [110146/213648MB]
0.012 Binaries path: C:/Program Files (x86)/Steam/SteamApps/common/Factorio/bin
0.025 System info: [CPU: AMD A8-5600K APU with Radeon(tm) HD Graphics , 4 cores, RAM: 3236/15837 MB, page: 3282/16037 MB, virtual: 150/134217727 MB, extended virtual: 0 MB]
0.027 Running in headless mode
0.040 Error GlobalModSettings.cpp:107: Failed to migrate mod settings file: Error when opening C:\Users\Joshua\AppData\Roaming\Factorio\mods\mod-settings.json for reading: No such file or directory
0.045 Loading mod core 0.0.0 (data.lua)
0.074 Loading mod base 0.16.36 (data.lua)
0.308 Loading mod base 0.16.36 (data-updates.lua)
0.392 Checksum for core: 1316978547
0.392 Checksum of base: 4140083139
0.531 Info PlayerData.cpp:67: Local player-data.json unavailable
0.531 Info PlayerData.cpp:72: Cloud player-data.json unavailable
0.535 Custom inputs active: 0
0.537 Factorio initialised
0.547 Info ServerSynchronizer.cpp:29: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
0.547 Info ServerMultiplayerManager.cpp:698: mapTick(4294967295) changing state from(Ready) to(PreparedToHostGame)
0.548 Info ServerMultiplayerManager.cpp:698: mapTick(4294967295) changing state from(PreparedToHostGame) to(CreatingGame)
0.549 Loading map C:\Users\Joshua\AppData\Roaming\Factorio\saves\new-new-jersey.zip: 507420 bytes.
0.681 Loading Level.dat: 891394 bytes.
0.687 Info Scenario.cpp:136: Map version 0.16.36-2
0.735 Loading script.dat: 175 bytes.
0.741 Checksum for script C:/Users/Joshua/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 55817070
0.742 Info UDPSocket.cpp:27: Opening socket at (b165c0a8f8f640506267f3a6211dfac1d653b447)
0.744 Hosting game at b165c0a8f8f640506267f3a6211dfac1d653b447
0.747 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-server-padlock-2
1.033 Info HttpSharedState.cpp:145: Status code: 200
1.033 Info AuthServerConnector.cpp:109: Obtained serverPadlock for serverHash (fuhmXG4sjurYIyvkg2SNCfflKv3Xv9zm) from the auth server.
1.033 Info ServerMultiplayerManager.cpp:698: mapTick(401) changing state from(CreatingGame) to(InGame)
1.033 Info UDPSocket.cpp:39: Opening socket for broadcast


server-settings.json
{
"name": "ragendem",
"description": "ragendem's factorio server for his friends",
"tags": ["game", "tags"],

"_comment_max_players": "Maximum number of players allowed, admins can join even a full server. 0 means unlimited.",
"max_players": 0,

"_comment_visibility": ["public: Game will be published on the official Factorio matching server",
"lan: Game will be broadcast on LAN"],
"visibility":
{
"public": false,
"lan": true
},

"_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": "",

"game_password": "******",

"_comment_require_user_verification": "When set to true, the server will only allow clients that have a valid Factorio.com account",
"require_user_verification": true,

"_comment_max_upload_in_kilobytes_per_second" : "optional, default value is 0. 0 means unlimited.",
"max_upload_in_kilobytes_per_second": 0,

"_comment_minimum_latency_in_ticks": "optional one tick is 16ms in default speed, default value is 0. 0 means no minimum.",
"minimum_latency_in_ticks": 0,

"_comment_ignore_player_limit_for_returning_players": "Players that played on this map already can join even when the max player limit was reached.",
"ignore_player_limit_for_returning_players": false,

"_comment_allow_commands": "possible values are, true, false and admins-only",
"allow_commands": "admins-only",

"_comment_autosave_interval": "Autosave interval in minutes",
"autosave_interval": 5,

"_comment_autosave_slots": "server autosave slots, it is cycled through when the server autosaves.",
"autosave_slots": 12,

"_comment_afk_autokick_interval": "How many minutes until someone is kicked when doing nothing, 0 for never.",
"afk_autokick_interval": 30,

"_comment_auto_pause": "Whether should the server be paused when no players are present.",
"auto_pause": true,

"only_admins_can_pause_the_game": true,

"_comment_autosave_only_on_server": "Whether autosaves should be saved only on server or also on all connected clients. Default is true.",
"autosave_only_on_server": true,

"_comment_non_blocking_saving": "Highly experimental feature, enable only at your own risk of losing your saves. On UNIX systems, server will fork itself to create an autosave. Autosaving on connected Windows clients will be disabled regardless of autosave_only_on_server option.",
"non_blocking_saving": false,

"_comment_admins": "List of case insensitive usernames, that will be promoted immediately",
"admins": []
}
ragendem
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