[0.15.1][Solved] Server not showing up in Public Browser
Posted: Tue Apr 25, 2017 4:24 am
HI.
I am trying to run a vanilla dedicated server on Linux and I don't know why it doesn't show up in the public browser. I think the port forwarding is still good from when I last ran the server but I can't check since the server is at my parents house. Does everything look normal or did I do something wrong? I haven't run the server in a long time. Any help is appreciated, thanks.
I am trying to run a vanilla dedicated server on Linux and I don't know why it doesn't show up in the public browser. I think the port forwarding is still good from when I last ran the server but I can't check since the server is at my parents house. Does everything look normal or did I do something wrong? I haven't run the server in a long time. Any help is appreciated, thanks.
Code: Select all
0.066 Write data path: /home/factorio/QC_Public
0.066 Binaries path: /home/factorio/QC_Public/bin
0.077 System info: [CPU: Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz, 4 cores, RAM: 3863MB]
0.077 Running in headless mode
0.084 Loading mod core 0.0.0 (data.lua)
0.090 Loading mod base 0.15.1 (data.lua)
0.200 Loading mod base 0.15.1 (data-updates.lua)
0.278 Checksum for core: 530912544
0.278 Checksum of base: 2731413614
0.405 Info PlayerData.cpp:55: Local player-data.json available, timestamp 1493092937
0.405 Info PlayerData.cpp:62: Cloud player-data.json unavailable
0.406 Custom inputs active: 0
0.406 Factorio initialised
0.406 Info ServerSynchronizer.cpp:27: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
0.406 Info ServerMultiplayerManager.cpp:663: mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
0.406 Info ServerMultiplayerManager.cpp:663: mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
0.407 Loading map /home/factorio/QC_Public/saves/QC_Public.zip: 806002 bytes.
0.407 Error FileUtil.cpp:291: Can't remove /home/factorio/QC_Public/temp/currently-playing: No such file or directory
0.416 Loading Level.dat: 1156977 bytes.
0.422 Info Scenario.cpp:133: Map version 0.15.1-0
0.453 Loading script.dat: 190 bytes.
0.455 Checksum for script /home/factorio/QC_Public/temp/currently-playing/control.lua: 1622069129
0.456 Info UDPSocket.cpp:27: Opening socket at (0.0.0.0:34197)
0.456 Hosting game at 0.0.0.0:34197
0.456 Info HttpSharedState.cpp:44: Downloading https://auth.factorio.com/generate-server-padlock
0.612 Info HttpSharedState.cpp:111: Status code: 200
0.612 Info AuthServerConnector.cpp:106: Obtained serverPadlock for serverHash (por3X1Uyt6pGM8K4Zb5oTSwWmlK3Gwib) from the auth server.
0.612 Info ServerMultiplayerManager.cpp:663: mapTick(22) changing state from(CreatingGame) to(InGame)
Code: Select all
{
"name": "QC Public",
"description": "A public server for Quack Cocaine and friends!",
"tags": [],
"_comment_max_players": "Maximum number of players allowed, admins can join even a full server. 0 means unlimited.",
"max_players": 8,
"_comment_visibility": ["public: Game will be published on the official Factorio matching server",
"lan: Game will be broadcast on LAN"],
"visibility":
{
"public": true,
"lan": true
},
"_comment_credentials": "Your factorio.com login credentials. Required for games with visibility public",
"username": "[REDACTED]",
"password": "[REDACTED]",
"_comment_token": "Authentication token. May be used instead of 'password' above.",
"token": "",
"game_password": "[REDACTED]",
"_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": 30,
"_comment_autosave_slots": "server autosave slots, it is cycled through when the server autosaves.",
"autosave_slots": 6,
"_comment_afk_autokick_interval": "How many minutes until someone is kicked when doing nothing, 0 for never.",
"afk_autokick_interval": 15,
"_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_admins": "List of case insensitive usernames, that will be promoted immediately",
"admins": []
}
Valrandir wrote:I resolved the problem.
The path to the server setting file must be manually specified. It wasn't.
For example, start the server with:
bin/x64/factorio --server-settings ~/factorio/data/server-settings.json --start-server path_to_savefile.zip