Hosting a LAN Game behind a proxy

Anything that prevents you from playing the game properly. Do you have issues playing for the game, downloading it or successfully running it on your computer? Let us know here.
FunkTheMonk
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue Oct 04, 2016 3:33 pm
Contact:

Hosting a LAN Game behind a proxy

Post by FunkTheMonk »

I'm trying to set up a spare machine to run a LAN game that people can join, however it is behind some proxies and firewalls that I don't have control over.

Version is 0.13.20

If I run the game client normally and create a multiplayer game, people can join fine and everything is grand.
If I try to run it with --start-server I get:

Code: Select all

   0.743 Info WindowsUDPSocket.cpp:61: Opening socket at port (34197)
   0.744 Info Router.cpp:594: Router state -> Connected
   0.744 Info Synchronizer.cpp:56: NetworkTick(0) initialized Synchronizer local
 peer(0) latency(6).
   0.745 Hosting game at port 34197, peerID 0, session magic 388
   0.745 Info HttpSharedState.cpp:44: Downloading https://auth.factorio.com/gene
rate-server-padlock
   0.750 code:6, 6; Couldn't resolve host name -- Could not resolve host: auth.f
actorio.com
   0.751 Info HttpSharedState.cpp:108: Status code: 0
   0.751 Info AuthServerConnector.cpp:15: Downloading from auth server failed: C
ouldn't resolve host name -- Could not resolve host: auth.factorio.com
   0.752 Error MultiplayerManager.cpp:129: MultiplayerManager failed: "Couldn't
reach the auth server."
   0.753 Info MultiplayerManager.cpp:1000: networkTick(0) mapTick(-1) changing s
tate from(CreatingGame) to(InitializationFailed)
I don't want to keep putting the server up and down when people want to play, but since people can join when running it from in-game, is there a way to get the server to not need to contact auth.factorio.com?
I tried

Code: Select all

"verify_user_identity": false
in the server-setting.json, in the hopes that it would stop it, but didn't seem to do anything
posila
Former Staff
Former Staff
Posts: 5448
Joined: Thu Jun 11, 2015 1:35 pm
Contact:

Re: Hosting a LAN Game behind a proxy

Post by posila »

Have you also changed visibility?

Code: Select all

"visibility":"lan",
FunkTheMonk
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue Oct 04, 2016 3:33 pm
Contact:

Re: Hosting a LAN Game behind a proxy

Post by FunkTheMonk »

I was using hidden, but having another look at the json file, it seems that I had a 1 in the username and password properties (I don't think I added this from the example file..), removing that (and possibly setting it to LAN) made it work, thanks!
Post Reply

Return to “Technical Help”