Starting headless server error

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goakiller900
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Starting headless server error

Post by goakiller900 »

Hi people ! i hope you guys can help me.
so i have a Centos 8 server that I'm using or trying to use to run a headless game. most i got done but iam still running in some errors
and i have been pulling my hair out for the last 2 days to fix it can somebody tell me what iam am missing here

Code: Select all

 0.000 2020-09-03 13:36:21; Factorio 1.0.0 (build 54889, linux64, headless)
   0.000 Operating system: Linux
   0.000 Program arguments: "/opt/factorio/bin/x64/factorio" "--start-server" "campzone"
   0.000 Read data path: /opt/factorio/data
   0.000 Write data path: /opt/factorio [43070/45481MB]
   0.000 Binaries path: /opt/factorio/bin
   0.006 System info: [CPU: Intel(R) Xeon(R) CPU D-1541 @ 2.10GHz, 2 cores, RAM: 3777 MB]
   0.006 Environment: DISPLAY=<unset> WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=<unset> XDG_SESSION_DESKTOP=<unset> XDG_CURRENT_DESKTOP=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>
   0.006 Running in headless mode
   0.009 Loading mod core 0.0.0 (data.lua)
   0.074 Loading mod base 1.0.0 (data.lua)
   0.449 Loading mod base 1.0.0 (data-updates.lua)
   0.630 Checksum for core: 2630831588
   0.630 Checksum of base: 3509992273
   0.886 Prototype list checksum: 3301461508
   0.936 Info PlayerData.cpp:68: Local player-data.json available, timestamp 1599154220
   0.937 Info PlayerData.cpp:75: Cloud player-data.json unavailable
   0.939 Factorio initialised
   0.940 Info ServerSynchronizer.cpp:28: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
   0.940 Info ServerMultiplayerManager.cpp:769: updateTick(4294967295) changing state from(Ready) to(PreparedToHostGame)
   0.940 Info ServerMultiplayerManager.cpp:769: updateTick(4294967295) changing state from(PreparedToHostGame) to(CreatingGame)
   0.940 Loading map /opt/campzone
   0.941 Error ServerMultiplayerManager.cpp:90: MultiplayerManager failed: "File /opt/campzone does not exist."
   0.941 Info ServerMultiplayerManager.cpp:769: updateTick(4294967295) changing state from(CreatingGame) to(InitializationFailed)
   0.941 Info CommandLineMultiplayer.cpp:208: Exit point.
   0.944 Info ServerMultiplayerManager.cpp:136: Quitting multiplayer connection.
   0.944 Info ServerMultiplayerManager.cpp:769: updateTick(4294967295) changing state from(InitializationFailed) to(Closed)
   0.977 Info UDPSocket.cpp:218: Closing socket
   0.977 Goodbye

Loewchen
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Re: Starting headless server error

Post by Loewchen »

0.941 Error ServerMultiplayerManager.cpp:90: MultiplayerManager failed: "File /opt/campzone does not exist."
I would expect the file to be in a save specific directory and have a suffix.

goakiller900
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Re: Starting headless server error

Post by goakiller900 »

Yea about 2 minutes after posting this i actually notices that..
weirdly enough i dont have the save world file in saves but iam fine with that

Edit1:made a map under /opt/ called that with the save game and it works ?? no clue why thats needed


but the save game under saves and want now start the server with path specific instructions

/opt/factorio/bin/x64/factorio --start-server /opt/factorio/saves campzone


now i get this 0.930 Error ServerMultiplayerManager.cpp:90: MultiplayerManager failed: "File /opt/factorio/saves/info.json

Loewchen
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Re: Starting headless server error

Post by Loewchen »

No clue what you are doing. Unless your save file is directly in /opt/ you need to give the rest of the path: /opt/factorio/saves/campzone.zip

goakiller900
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Re: Starting headless server error

Post by goakiller900 »

Yea , i missed that i set it up now under the file location

goakiller900
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Re: Starting headless server error

Post by goakiller900 »

Loewchen wrote:
Thu Sep 03, 2020 6:35 pm
No clue what you are doing. Unless your save file is directly in /opt/ you need to give the rest of the path: /opt/factorio/saves/campzone.zip

like i said in the other post i just found that out thx. now i need to be able connect but local or remote its still a no go

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